Catalyst (Passive)
Serqet's Basic Attacks apply Catalyst, which consumes her lingering Poisons. If the target us affected by two or three different lingering poisons, they take additional damage.
2 Poisons consumed: 10% of the Targets Maximum Health as Physical Damage.
3 Poisons consumed: 20% of the Targets Maximum Health as Physical Damage.
To explain this in other words, when you use one of the three abilities that apply a
Poison to your target, there will be a small notification on your targets health bar which shows how many stacks of
Poison you have on a target.
- Also, Auto-attacking with only one stack of Poison consumes the stack and does not deal any extra damage.
Deathbane (1st Ability)
Serqet dashes three times from side to side, dealing damage and applying Deathbane Poison to each enemy hit. This ability can critical hit, and Serqet is immune to knockup while dashing. Deathbane Poison reduces a target's physical protection for a short time, after which it remains in a lingering dormant state for 20s.
- Damage: 60/80/100/120/140(+45% of your physical power)
- Cost: 60 mana
- Max Distance: 50
- Protection reduction: 15% for 3 seconds[/color
- Cooldown: 10 seconds[/color
This ability is going to be your most used ability more than likely. The Zig-zag pattern of the skill can be hard to master, learning to adjust the length of the skills dash can take some time. Fortunately, each strike of the ability
can Critically hit, this is good to know because this means that while dueling one enemy, you can use the abilities shortest dash
(looking downwards) to maximize damage.
Additionally, this ability is affected by items such as
Deathbringer and
Rage.
- This ability will add one stack of Poison to your target, even though it hits three times.
Cobra's Kiss (2nd Ability)
Serqet launches her two blades forward, dealing damage and applying the Cobra's Kiss Poison. Cobra's Kiss Poison drives gods to madness, forcing them to attack nearby allies, or walk harmlessly towards Serqet. After the madness, Cobra's Kiss remains in a lingering dormant state for 20s.
- Damage: 50/70/90/110/130 (+40% of your physical power)
- Cost: 70/75/80/85/90 mana
- Range: 40
- Madness Damage: 50/60/70/80/90 (+45% of your physical power) per Hit[/color
- Madness Duration: 1/1.1/1.2/1.3/1.4s[/color
- Cooldown: 18 seconds[/color
The ability to
taunt your enemies into the direction you want them to move is very strong (and valuable to your kit), although, it comes with one downside... if the enemy you hit has an ally nearby, they will instead go for them. As difficult as this ability can be to hit in certain situations, learning how to use it will be
very beneficial.
- This ability hits twice, but only adds one stack of Poison to your target. Both blades shot out can hit two individual targets, this is good for getting poke damage on two targets that you can't quite go after. Otherwise, try to land both blades on your main target.
Ambush (3rd Ability)
Serqet vanishes, rooting herself in place. She may leap once, revealing herself and dealing damage to enemies. She will stay hidden until she leaps or cancels this ability. Enemy gods within range 12.5 will also reveal her.
- Damage: 80/140/200/260/320 (+50% of your physical power)
- Cost: 70/75/80/85/90 mana
- Radius: 15
- Cooldown: 15 seconds[/color
Wonderful, a high mobility skill, that also has a small stealth attached? Somebody call SMITE and tell them to nerf Serqet already!
All jokes aside, while this ability may seem very strong for an assassin, being rooted while stealthed balances out the strength of this skill to make this ability probably one of the weaker links of
Serqet's Kit. This being said I by no means find this ability to be
weak.
This ability is great to use for a nice over-the-wall engage for your ganks. Although, consider your opponent, and the person you're ganking for.
If you use this ability to engage, and the enemy has an escape ability, is it worth using Deathbane to catch up and lose out on some pretty major damage? Does the person you're ganking for happen to be
Hercules and have the ability to bring the enemy back into the mix?
- This ability does not apply a stack of Poison.
Last Breath (Ultimate -- 4th Ability)
Serqet leaps to an enemy, stunning them, applying the Last Breath poison, then pushing them 30 units away. The Last Breath poison deals damage over the next 5s, and prevents healing. If an enemy dies while infected with Last Breath, they will explode, applying the poison to all nearby enemies.
- Damage: 228/342/456/570/684 True Damage over 5s
- Cost: 100 mana
- Radius: 20
- Healing Reduction: 100%
- Stun Duration: 1s
- Cooldown: 90 seconds
Finally,
Last Breath, very interesting skill, closely resembles
Mercury's ability
Special Delivery. This ability has many uses as well, though it may seem like a very straight-forward skill. When used, this abilities effects persist even after Auto-attacking and proccing your passive,
Catalyst, using up the stacks of
Poison you applied, leaving them with very low Health points running into their team for safety.
Oops, did that enemy just die, explode in a gas of poison... affecting all nearby enemies with 228/342/456/570/684 True Damage over 5s depending on rank? Oh, whoops! My Bad.
- This ability applies one stack of Poison. This ability can also be used on Minions and Jungle camps. Can't quite reach your intended target, but you really want to hit them with poison? Just throw a minion at them!
If you're looking to just have fun and do something unexpected then you could try out the more AA type build with the alternative items you have, but her strength is in her abilities, especially her 1.
Hopefully will be working on the sections you listed very soon.
Only real criticism would come from your build. You should probably make Magi's Blessing as a core item rather than Malice since you'll probably have all the damage you need by late game and survivability should be more of a focus.
Good guide though, +1