Each of Scylla's abilities gain an additional effect at max rank. In addition, Scylla gains 20 magical power for each max rank ability.
Sic 'Em
Scylla sends two hounds forward rooting and crippling the first enemy hit for 1.25/1.5/1.75/2.0/2.25s, and damaging for 60/110/160/210/260 +60% of Magical Power. At max rank, two additional enemies nearby the first target will also be hit. Cooldown 10s. Cost 60/70/80/90/100.
Crush
Scylla creates a magical field that applies a 30% slow to enemies in the radius. After 5s it detonates and damages 90/140/190/240/290 +80% of Magical power. Scylla may activate the ability again to detonate it early. At max rank, enemies in the area also have thier Magic Protection reduced by 25%, and targets hit by the damage are slowed for an additional 1s. Cooldown 10s. Cost 70/80/90/100/110.
Sentinel
Passive: Scylla gains 4/6/8/10/12 MP5 while this ability is not on cooldown. Active: Scylla summons a sentinel to the target area, granting 40/50/60/70/80 vision of enemies for 5s. Scylla may activate the ability again within 5s to move to the sentinel location. At max rank, the vision is granted through line of sight blockers, and placement range increases by 5. Cooldown 15s. Cost 70/75/80/85/90.
I'm a Monster
Scylla reveals her true nature, becoming CC immune for the next 6s, and gaining +35% movement speed. She may make one powerful attack during this time, dealing 400/500/600/700/800 +120% of her magical power as damage. If she kills an enemy god with the attack, she gains another 6s and may attack again. At max rank, the movement speed bonus doubles. Cooldown 90s. Cost 100.
Our final balance change is more of a QoL or bug fix, but it will certainly have a balance impact. First we fixed a small bug around Scylla’s max rank protection debuff on Crush, but that’s not the big news. Scylla will now be able to refire crush even while CC’d or dead, this is a long-time request and since we have applied it to some other gods we feel that it’s only fair Scylla gets it too. We will also continue to look at this concept for any other gods who might need it.
Crush
Fixed an issue where Crush would not apply protection reduction to slow immune targets
Only impacts last rank
Scylla can now refire this ability even while under the effects of crowd control, or while dead.
Similar to Vulcan from last patch, Scylla is a late game mage who suffered from the removal of Rod of Tahuti and continues to suffer with the new itemization. We are bringing up her Passive's Magical Power to help her scale into the late game while also boosting Sic Em's scaling by a small amount. These changes combined should help Scylla feel even more impactful in the later stages of the game, offsetting her rough early game.
Crush is receiving an increase in power while also becoming more expensive to cast. Our goal with this is to make sure Scylla still maintains her late game mage status, but not at the cost of her early game being too weak to get there. Scylla will be more potent overall to help balance her early game and late game differences.
She will still need to play carefully though as she is more prone to running out of mana if she isn't using this ability in smart situations. Sentinel is also see a similar adjustment to Chaac's Torrent, allowing players to cast it but not teleport with it while crippled.
Crush
Increased Mana cost from 60/65/70/75/80 -> 70/75/80/85/90.
Increased Damage from 90/145/200/255/310 -> 100/155/210/265/320.
Increased Magical Power Scaling from 80% -> 90%.
Sentinel
Scylla can now deploy Sentinel while crippled, but she still cannot use the leap portion of Sentinel while crippled.
Scylla is defined as a late game god with her scaling, bonus for getting skills to max rank, and an ultimate that can be absolutely devastating late game. We want to highlight this with a scaling increase to Sic 'Em and increase potency on Crush to help her slightly until her late game comes online.
Sic 'Em
Increased Magical Scaling from 60% to 75%.
Crush
Increased damage from 90/140/190/240/290 to 90/145/200/255/310.
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