Jul 15, 2021
Ability Base Build
PASSIVE - While in the jungle you gain 15% Power and 15% Protections.
+65 PHYSICAL POWER
+100 MAGICAL POWER
+35 PHYSICAL PROTECTION
+35% ATTACK SPEED
Protector of the Jungle
PASSIVE - Enemies hit by your damaging Abilities take an additional 20 Physical Damage + 15% of your Physical Power over 2s.
+30 PHYSICAL POWER
+20% ATTACK SPEED
+15 PHYSICAL PENETRATION
+50 PHYSICAL POWER
+10 PHYSICAL PENETRATION
+20% COOLDOWN REDUCTION
PASSIVE - While over 75% Health, you gain +35 Physical Power. While under 75% Health, you gain +40 Protections.
+35 PHYSICAL POWER
+25 PHYSICAL PROTECTION
PASSIVE - When your Ultimate ability has finished casting, reveal all enemy gods within 120 units for 8s. While moving towards revealed enemies gain 30% Movement Speed. When first striking a revealed target they take an additional 40 + 30% of your Physical Power. This can only occur once every 45 seconds.
+75 PHYSICAL POWER
+10% COOLDOWN REDUCTION
PASSIVE - Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 5% Maximum Health damage at 400 Physical Power. Subsequent hits on the same target do 75% bonus damage for the next 3s.
+65 PHYSICAL POWER
+10% PHYSICAL PENETRATION
+10 Physical Power +20 Magical Power +15 HP5 +20% Attack Speed PASSIVE - You deal 30% increased damage to Jungle Monsters. Upon defeating a Large Jungle Monster you place a ward at its location that lasts for 30 seconds. Can be upgraded at level 20.
Eye of the Jungle
+15 PHYSICAL POWER
This consumable heals 250 Health over 25 seconds.
Healing Potion (2)
This consumable heals 150 Mana over 25 seconds.
Mana Potion (1)
Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 160s.
Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 140s.
7th Item Options
Abilities & Leveling Order
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, and remains in a lingering dormant state for 20s.
Damage: 50/70/90/110/130 (+45% of your Physical Power)
Protection Reduction: 10% for 3s.
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 dealing this damage again, or walk harmlessly towards Serqet. Cobra's Kiss remains in a lingering dormant state for 20s.
Damage: 50/75/100/125/150 (+50% of your Physical Power)
Madness Duration: 1.0/1.1/1.2/1.3/1.4s
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 (+70% of your Physical Power)
Serqet leaps to an enemy, Stunning them, applying the Last Breath poison, then pushing them 30 units away. The Last Breath poison deals true damage to the target over the next 5s, and prevents them from healing. If an enemy dies while infected with Last Breath, they will explode, applying the poison to all enemies within 20 units.
Damage: 140/230/320/410/500 (+55% of your Physical Power as True Damage)
Stun Duration: 1s
Healing Reduction: All Healing
Serqet's Basic Attacks apply Catalyst, which consumes her lingering poisons from Deathbane and Cobra's Kiss. If the target is affected by two or three different poisons, they take additional damage.
2 Poisons: 10% of target's maximum Health as Physical Damage.
3 Poisons: 20% of target's maximum Health as Physical Damage.
1st Maxed Ability:
2nd Maxed Ability:
3rd Maxed Ability:
Last Maxed Ability: