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This is my first guide ever, so don't be afraid to be harsh, I'll learn :) I'm level 30 with an elo usually hovering around 1600 (I don't play ranked that often so it doesn't mean much. I play Sobek fairly often and he's one of my favorite Gods to play as. Hope you enjoy :)
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Art by Jetcart |
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Charge Prey is taken first because of the incredible utility. This item is go to for mobility and displacement. Use it to set up kills, use it to fling enemies away to save team mates. If you're laning with an Ao Kuang, fling enemies back into his tornadoes for even more pain. Make sure you're aware of where everybody is when you use this, you don't want to help the enemy out by flinging them into a low health team mate for a free kill.
Tail Whip is leveled up 2nd because of it's great damage. This skill is used to keep an enemy back even longer after you fling them. It's also used to keep enemies away and to deal a decent amount of damage. The same philosophy of when and how to use it applies as with Charge Prey, it's just a different kind of knockback.
Sickening Strike is leveled up first because of it's decent damage, it's good heal, and it's fantastic ability to shut down healing. Spam this ****, all day every day. With CDR, there are rare instances where you have to time when to use this. When Hercules uses his heal is one of these moments, make sure to use it when the healing actually starts as opposed to when he absorbing damage for the heal.
Lurking In The Waters is your ultimate and a great one at that. This puppy gives you CC immunity, Mana Regen, and a huge burst of damage at the end. This is a great finishing tool and also a tool to use in the laning phase to regen mana. Don't be afraid to use this for the sole purpose of regenerating mana, just make sure you nab someone with it for some nice damage in the process. I wouldn't use it to initiate though, it has no CC and takes time to Charge up. Never use this to initiate a fight, your other abilities are better for that.
The red circled places are suggested warding spots. These provide optimal vision in high travel locations.
First priority is Fire Giant and Gold Fury. After that ward the two red spots in your jungle. After that if you're pushed up and you still have more wards, ward the same two spots in the enemies jungle.
The side lane wards are mostly for the laning phase in order to see incoming ganks.
You shouldn't be worrying to much about Creeping and Jungling, especially if there's a carry with a stacking item like Heartseeker or Doom Orb.
Remember to use your Sickening Strike to heal up off minions though.
And always remember to grab either the XP camp or a buff before the game starts.
If you bought hand of the Gods, make sure to use it to finish off Fire Giant and Gold Fury when your team is taking it. It now kills them when they're below 10% health, since last hits don't matter with FG and GF, that means HoG is an effective Counter-Stealing tool now, so don't be afraid to use it on them.
Remember to aid pushes, your contribution to creep pushing and tower damage can help finish off a push. Towers are key priorities, worth a lot of gold and experience for your team.
Pretty much any carry works well with you. I recommend physical carries like Artemis, Anhur, Cupid or Neith.
Communicating is key in SMITE. Especially as Sobek, it is absolutely vital.
This build focuses more on magical power, while still building health and defense.
There's one main reason I would choose this build over the tanky build:
Playing with a carry that has less than average early game damage. For instance Neith is generally considered to have weaker damage than other ranged carries, Hel might be one to consider this with as well, if Hercules is acting as a carry I could see it with him.
The idea is to use your increased damage, CDR, and movement speed to be a "hit and run" machine. Ganking and roaming for kills. You should usually let your carries get the kills though, but don't be afraid to finish off an opponent if your carry's not in a position to.
When playing the Support Damage role your job is not only to disrupt and CC but also to put out a LOT of damage.
You should be playing more like a carry, cautious, but aggressive when an opportunity arises.
Sobek is a great tank with lots of CC, survival, and damage. He's tons of fun to play and has a decent skill cap too.
Make sure to protect your carries, disrupt the enemy carries, and start and prevent fights on a situational basis.
Also, BUY WARDS.
Thanks for reading and please leave a comment, suggestion, and rating :)
March 3rd, 2013:
Updated for the Poseidon update. Tanks got a base damage nerf but it hasn't affected Sobek much.
Hand of the Gods got an update so I noted a new strategy in the "Creeping/Jungling" section.
I also added a "warding" section, with suggested spots on where to ward and when.
March 9th, 2013:
I changed the starting items to Mark of the Vanguard, two Healing Potions, three Mana Potions, Creeping Curse, and Hand of the Gods. I find that this works much better than 3 of each pot and Aegis.
I re-wrote parts of the "Support Damage Build" to reflect the above change.
I added a note about the importance of tower pushing in "Creeping/Jungling" due to the new tower changes making them much more valuable in terms of Gold and XP.
Base damage and attack speed has been decreased for tanks but this has not affected Sobek much due to his abilities being his main source of damage and also his role mainly as a disruptor rather than a damage dealer.
March 17th, 2013:
I added a "notable" opposition section for more in depth lane info.
March 29, 2013:
Added some information about the recent item buffs, Apollo's not cool enough to make the Notable Opposition list :P
Planning on doing an entire section on communication soon, look forward to it :D
March 31, 2013:
Added a "Communication" section, explaining how and when to communicate.
April 19, 2013:
Added Blink to the situational items. And trust me, it is VERY situational :P Not a whole lot of changes that impact Sobek this patch, if you have any suggestions for the guide make sure to leave a comment! I also added a skill sequence for the "support damage" build, which focuses on cooldown, damage, and speed.
May 19, 2013:
Blink is a lot more viable now, and hand is definitely a must as it has a 1 second AOE stun attached to it at rank 3 now. Other than that there's not been a lot of gamechanging alterations for Sobek, keep pullin' friends :D
June 12, 2013:
Switched around Breastplate of Valor and Divine Ruin because I find Breastplate more useful early game for the mana.
July 20, 2013:
Lots of interesting items and item changes, none of them particularly pertain to Sobek. Just remember when to use Teleport Scrolls ;)
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This is a pretty good build all thats missing is more physical proc other then that its pretty sloppy in some parts but its still good, im making a sobek guide soon so hopefully it'll turn out good.
Thanks! There's actually more physical protection in the core build than there is magical protection, are you sure you're counting the Breastplate of Valor?
Also, that's what the situationals are for :D
Good luck on your guide!
Almost all of the items buffed are pretty significant to Sobek though, the Hide of the Nemian Lion buff was definitely influential, I wouldn't be shy about buying that :)
Thanks :)
@Thanax:
Thanks! I'll be adding an oppositional play section soon, and hopefully some more formatting.
Anyways, good guide. So much more content than what I first saw it as.
Thank you for whoever liked my guide on facebook and then apparently unliked it.
Make sure to leave feedback and a rating, it really helps me learn what you guys want from me :D
Thanks :)
@Thanax:
Thanks for the feedback :) I added an alternate build with my thoughts on the "Support Damage" build and also a section at the end explaining when I thought it was appropriate.