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Sedna isn't like most of the other characters in Demigod. While the Torchbearer runs around smiting faces and the Rook bangs around with his hammer, Sedna is busy trying to help by brewing up some cough medicine for the other demigods. She is the only character in all of Demigod who has direct healing powers, and because of this she is an invaluable part of any team. As you'd expect, her overall offensive and defensive abilities take a bit of whack, making her a difficult choice for people who like to get into toe-to-toe fights. But alongside an offensive demigod she easily pulls her weight, keeping her allies alive in tough situations. She can even be a fearsome offensive foe if she is built with killing in mind.
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Because Sedna is the only character in Demigod with direct healing abilities, maximizing those abilities is an obvious choice for a Sedna build. Those choosing to devote themselves to a heavy healing path should be warned - doing so will greatly inhibit your ability to do damage to other demigods. You will be out-matched in nearly every one-on-one fight, which is frustrating in a game which is all about taking points from the enemy. Patience pays off, however, and a wise player using a healer build can change the course of the entire game.
Early on, healing builds focus on picking up the various healing abilities which are her trademark. This includes Heal at level 1 and Healing Wind at level 2. Inner grace should be picked up at level 3, as leveling Inner grace is going to be an important part of any Healer build. The spend bonus keeps you from being overrun by more powerful opponents. Until Level 10, you're going to be spending your points rotating between these three abilities so as to keep your healing maximized. Doing this, you'll be able to pull off heals that restore a significant amount of life to any friendly demigod.
Around level 10 you'll have leveled up your healing abilities sufficiently, and you'll want to think about grabbing an offensive power. Pounce is the best and most obvious choice, considering how weak the Yeti summoning ability is. Pounce does a fair amount of damage and stuns an opponent for a short time. While you will be picking this up as early as level 9, remember that it won't be competitive until at least level 12. This doesn't mean you won't want to make use of it, but don't expect to win a fight using Pounce I.
At level 14 you will want to begin leveling Magnificent Presence, an AOE buff which affects allied cooldowns and the health of your minions. At level 15 you will want to pick up Life's Child, a passive ability which increases the health regeneration of Sedna whenever she has only 30% of her health left. From there you can decide where you'd like to go. Silence will prevent enemies from using spells for a short time, while Counter Healing prevents enemy priests from healing enemy creeps. You may even want to grab Inspiring Roar.
Remember that as a healer build, you're only at your best with allies. Coordinate with your team. Find a good offensive player and keep them alive. This will help you make a huge impact on the course of the game.
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Sedna is skewed towards healing, but she isn't a total loser when it comes to poking things with her spear. It is important to note that while fighter builds for Sedna are potent offensive demigods, they do not ignore her unique healing abilities. Doing so would be foolish. In fact, healing is still very important to a fighter build, and should be used as often as possible.
The first thing a fighter build will pick up will be Pounce, and the second thing the fighter build will pick up is Heal. These are the two key abilities which must be maxed out as much as possible. Pounce, when kept at a high level, is an impressive offensive attack. It strikes quickly and does serious damage, in addition to interrupting your opponent. Combined with a good set of minions, a fighter Sedna with maxed Pounce can bring down enemy demigods with alarming speed. Inner Grace should be picked up at level 3, and is also extremely important. Sedna is no slow-poke to begin with, and boosting Inner Grace makes her among the fastest demigods in the arena. She can quickly chase downs fleeing opponents and eliminate them with a well-timed pounce.
Up to level 10, you should be rotating between Heal, Pounce, and Inner Grace. In your early teens you will have covered those basic abilities and will want to start branching out. Healing Wind is a good idea, as is grabbing Counter Healing early. More important, in my opinion, is grabbing Inspiring Roar and Life's Child. These are, I think, non-negotiable, as Life's Child will keep you alive in battle and Inspiring Roar will boost the offense of your allies. Silence is also important, as it improves your ability to lock-down enemies, allowing you to go in for the kill. This said, there is a lot of flexibility to the fighter builds as they climb higher in level. Pounce, Heal, and Inner Grace are the core, and you can customize from there.
In battle, fighter builds rely on Sedna's mobility. Sedna should be moving between the front and rear lines, finishing off a fleeing demigod with Pounce one second, then retreating to help a dying ally the next. This build requires a lot of attention to be as effective as possible, but the rewards are great. The only thing people like more than a healer is a healer that can fight.
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Besides her healing ability, Sedna is also set apart from other demigods by her speed. As she levels Inner Grace, she becomes faster and faster, eventually outpacing everyone else by a large margin, except for the Unclean Beast who can take speed upgrades of his own. Mobility means that Sedna can, at least in the eyes of the enemy, be everywhere at once - and this is the aim of the flash builds. These builds lay on the speed upgrades early and layer them on thick.
Early on, flash builds focus on keeping Heal and Inner Grace maxed out. Inner Grace should be your highest priority, and Heal after that. Third comes Pounce. These abilities can be rotated until they are all maxed out, perhaps drifting off to put some points into Healing Wind as well. These early levels are critical to flash builds because it is the early part of the game which is easiest for a flash build to operate. There are few creeps, and they are easy to dispatch. Be sure to have some capture locks on you, so that you can prevent enemies from re-taking flags you have claimed, and also grab a few teleports for ultra-quick transportation. Avoid combat if possible. Flee and find another flag to cap instead.
In the teens, the flash build starts to morph into something not much different than a fighter. A flash build is already going to have Pounce leveled up, so the damage output of these builds is still quite good. I think flash builds should still track towards mobility, however, which means taking more selfish offensive powers like Silence and Life's Child over abilities such as Magnificent Presence.
Besides the order in which flash builds gain their early powers, flash builds differ most significantly in their equipment. Both healer and fighter builds tend to focus on armor and mana regeneration, with perhaps some +damage items added on for the fighter builds. Flash builds will want to maximize mobility, however, and that means taking every speed enhancing item possible. This will reduce the flashbuilds potency in straight up fights, but then the point of the flash build is to go around enemies, not straight through them.