Serqet's Basic Attacks apply Catalyst, which consumes her lingering Poisons. If the target is affected by two different poisons they are dealt 10% of their maximum health has physical damage. If affected by three different poisons they are dealt 20% of their maximum health has physical damage.
Serqet dashes three times from side to side, dealing 60/80/100/120/140 +30% of her Physical Power as 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 by 25% for 3s, after which it remains in a lingering dormant state for 20s. Cooldown 10s. Cost 60.
Serqet launches her two blades forward, dealing 50/70/90/110/130 +40% of her physical power as damage and applying the Cobra's Kiss Poison. Cobra's Kiss Poison drives gods to madness for 1/1.25/1.5/1.75/2s, forcing them to attack nearby allies, dealing 50/60/70/80/90 +30% Physical Power scaling per basic attack hit, or walk harmlessly towards Serqet. After the madness, Cobra's kiss remains in a lingering dormant state for 20s. Cooldown 18s. Cost 70/75/80/85/90.
Serqet enters stealth, rooting herself in place. She may leap to a target location, dealing 80/140/200/260/320 +50% of her physical power as damage to enemies. She will stay hidden until she leaps or cancels this ability. Enemy gods within range 12.5 will reveal her. Cooldown 15s. Cost 70/75/80/85/90.
Serqet leaps to an enemy, stunning them for 1s, applying the Last Breath poison, then pushing them 30 units away. The Last Breath poison deals 150/275/400/525/650 true 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. Cooldown 90s. Cost 100.
The queen of the SPL has fallen. For years this god was considered unbuffable due to her constant participation in competitive play. Recently we have seen her fall off more and more due to some direct nerfs a while back as well as meta shifts. Serqet, even at her absolute peak, usually fails to put up much win-rate, so these buffs feel safe to bring her back into the competitive scene, specifically by encouraging an aggressive high power play style.
Serqet brings two major strengths. As a Jungler, her clear speed is unrivaled. As a Support, Last Breath ensures she remains a relevant threat. Both of these strengths are difficult to counter as they allow Serqet to be effective mostly regardless of decision making. We want to tone down both of these strengths, ensuring her clear speed is more in line with other gods and requiring some Physical Power to keep Last Breaths damage relevant.
Decreased Damage from 60/80/100/120/140 to 50/70/90/110/130.
Decreased Damage and added Physical Power Scaling.
180/300/420/540/660 to 140/230/320/410/500 (+55% of your Physical Power).
Serqet is very potent, especially as she can spend her gold on more utility focused items and still contribute massive damage to a fight. We are bringing down the damage from Catalyst and Last Breath to encourage more damage oriented builds. At the same time her Deathbane is getting a few fixes to ensure targets in the hit area take the appropriate amount of damage and we have updated the targeter to accurately reflect the abilities hitbox.
Decreased damage from consuming 3 poisons from 25% Maximum Health to 20%.
Fixed an issue where targets inside the hit area for Deathbane would not take the full amount of hits they should.
This abilities targeter has been updated to better show the areas where this ability hits. The actual hit area has not changed.
Decreased base damage from 210/330/450/570/690 to 200/310/420/530/640.
Serqet will have similar results as Ne Zha. Both her and her target will be easier to damage as the ultimate finishes animating.”
Serqet and the player she has grabbed are now damageable upon during the throw. Rather than losing their collision, they gain player pass through and Serqet gains CC immunity for the duration of their throwing/thrown animations.
Serqet has been a powerhouse in the new Season. Her high clear speed and low cooldown mobility made her difficult to outpace in both levels and in raw power. We are increasing the cooldown of Deathbane while reducing the Physical Protection shred she provides. Using Deathbane for damage vs. mobility is now a tougher choice and enemies will now have a larger opportunity to counter her while it is down.
Increased Cooldown from 10s from 13s.
Decreased Physical Protection Reduction from 15% to 10%.
Serqet is a jungler with many options. With high clear and a strong fight, she can choose between engaging on a target with her whole kit or look for trades before escaping. We wanted to tone down both of these situation. Catalyst's 2 Poison proc is being reduced back to Season 3 levels, while the 3 Poison proc is retaining its Season 4 power.
In situations where she only half commits her total burst will be reduced. Additionally, Last Breath is seeing a decrease in damage in the Early game reducing her total damage when she fully commits.
Decreased Bonus Damage from 2 Poisons from 15% -> 10% of the Targets Maximum Health.
Adjusted Damage from 228/342/456/570/684 -> 210/330/450/570/690.
Serqet was a dominant force of mobility and burst, but saw quite a few nerfs before she became outclassed by other Assassins. One aspect of her kit that we wanted to make sure felt rewarding was her Passive, which can contribute a large amount of burst when used well. Players who can use this Passive well will see new kill opportunities that were previously just out of reach.
Increased Damage from consuming 2 Poisons from 10% -> 15% of the target's Max Health.
Increased Damage from consuming 3 Poisons from 20% -> 25% of the target's Max Health.
We decided to side with player feedback on this change. Wasting an Ultimate Ability felt bad and avoiding it was more a matter of luck than skill. leaving both parties feeling like something went wrong. Last Breath will now refund the cooldown unless it hits.
This ability will now only go on cooldown if it successfully hits a target.
Serqet was placed into a rough spot after the Season 3 changes. She was nerfed not only from direct changes to her mobility, but her build path of Crit and CDR was made less effective and more expensive. Combined, the changes were too much. This patch we bring some of the mobility back through Deathbane, and shift some of her power away from needing Crit to be effective. With increased scaling damage from Cobra's Kiss, her build paths should now be slightly more open.
Cooldown reduced from 12s to 10s.
Damage increased from 50/70/90/110/130 to 50/75/100/125/150.
Scaling increased from 40% to 50%.
Madness damage increased from 50/60/70/80/90 to 50/75/100/125/150.