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Of course, no god is without his weaknesses, and for Cabrakan the biggest weakness is his damage output. Like Ymir, he has fairly long cooldowns on all of his abilities, with the shortest at 8 seconds for Tremors. His most damaging skill other than his ult is Refraction Shield, but a 10-14 second cooldown and fairly high mana cost prevents you from getting spammy. He is also fairly mana-hungry even late game, especially if you make use of his Tremors. Exceptional circumstances aside, it is very unlikely that he will be able to take down an opponent from full or nearly-full health without help from a more damage-focused god. |
Pros:
+ High health + Tied for highest Protections ( Ymir) + Built-in chase with Seismic Crush + Crowd Control like a BAWZ + All skills deal damage and CC + Passive gives free damage mitigation + Good placement with Tectonic Shift can decide a team fight/gank |
Cons:
- Poor damage output even compared to some Guardians - Only innate escape is a speed buff - Mana hungry even mid-late game, OM NOM NOM - Tremors leaves you vulnerable to pokes - Shadow Zone can be exploited by AOE - Bad placement with Tectonic Shift can decide a team fight/gank, too |
Exactly what it says in the skill description, folks! The range is decent, but not huge, and the mitigation is significant, but not impossible to brute-force through. It can make a difference in a team fight, but don't expect it to save your life. Combos well with Sovereignty and other Aura items, since you can expect your allies to stick close to you. |
This is Cabrakan's chase and only means of escape. It functions adequately to initiate, giving you a decent boost in speed and making you immune to slow and roots (But NOT Stuns or Mez, be warned!). Your first successful basic attack applies a 1s stun and some extra damage to the target. You can use it to chase down a fleeing opponent and keep them still long enough to burst them down with your other skills or let your ADC finish them off. As an escape, it suffers from the aforementioned vulnerabilities to Stun and Mez, as well as the fact that it only buffs your speed. I usually max this second, but I put a second point in after getting Refraction Shield up to level 3 just for the smidge of extra speed. |
Refraction Shield is Cabrakan's bread and butter. At its most basic it is a short range cone-shaped poke, and your most damaging ability, but there's much more to it. As long as you have at least 1 point in it, it passively increases your protections by 15/20/25/30/35. As you take damage, you build stacks up to 5 but lose 1/5 of the protection per stack. At full stacks it applies a 1s stun to enemies hit by the cone. Using the ability also sheds the stacks, restoring your protections to full immediately. This ability is good for shutting down multi-hit skills like Berserker Barrage and Taolu Assault, by building stacks and then popping the stun. The downside is that it has a fairly long cooldown (though it reduces with level and is shorter than Seismic Crush), and thus without some CDR you may feel a little naked in a prolonged fight when you don't have a way to stun your opponents and drop your stacks. You can also use it for a faster wave-clear, but without CDR you may want to save it for the enemy gods. I max this first to take full advantage of the passive protection as well as the additional damage. |
Tremors is a weird skill to get used to, but it has good utility for holding down an opponent to let your ADC wreak havoc. The damage isn't anything to write home about, and it's a huge mana sink, but it also has the fastest cooldown of any of Cabrakan's skills. By itself, you won't be able to keep anyone stuck in place for very long, and the stationary nature leaves you vulnerable to pokes and counter-CC, but when used in conjunction with your other abilities it can prevent the enemy from escaping. Of note, it has a maximum channeling time of 10s, though it's unlikely that you have either the mana or the survivability to actually stand in one place long enough to breach that cap. I max this last, as the damage is really secondary to its utility, which doesn't scale with leveling. |
And last but certainly not least, the Ultimate. Pretty simple mechanically, but with many strategic applications. It deals fairly heavy damage in a line/cone-ish shape and creates a U-shaped wall of stalagmites at the end of its range. If the damage doesn't finish off the opponent, they now are in the unfortunate position of being between a literal rock and a proverbial hard place ( Cabrakan's fists!). It's good for stopping a runner in their tracks or separating an overextended opponent from their backup. In a pinch, you can turn around and throw the wall up to block enemies from pursuing you, but there are usually better options and this tactic won't work if they're too close since the range is fixed unlike Ymir's Ice Wall. The walls will go down if hit enough times, or you can knock them down yourself in 1 hit. |
SovereigntyWith Cabrakan's passive and status as a Guardian, Sovereignty is the obvious choice for any remotely tanky build. The passive combos with Shadow Zone, spreading the love around in an even wider radius and giving teammates next to you the most protection of all. | |
Stone of GaiaThe passive grants you an impressive regen made even more impressive by your health reserves. If you aren't directly facing any magical opponents, the protections kind of go to waste, but the passive and health will help you sustain no matter what. | |
Hide of the UrchinThe best part about Hide of the Urchin is that it counts assists as well as kills, allowing you to build stacks without having to make the final blow. It gives a nice amount of health and mana too, and with max stacks 65 total protections of each. |
Watcher's GiftSince your teammates will be doing a lot of the wave clearing for you, Watcher's Gift will help you to keep up in terms of gold. | |
Iron MailAlternatively, you can get started on Sovereignty right away, though you might fall behind on gold if you don't finish Midas Boots (M) first. | |
Midas' BootsStart with Boots but try to buy up to Midas Boots (M) as soon as you have the gold. If you are having some trouble dealing with enemy CC, feel free to go for Reinforced Greaves instead, unless you opted out of getting Watcher's Gift. |
Hide of the Nemean LionIf you're up against an ADC I probably don't have to explain the advantages of this item. In addition to granting you additional health and a massive amount of protections, you can turn their attacks against them. What's not to love? | |
Breastplate of ValorWith his long cooldowns, Cabrakan loves some CDR. A respectable buff in protections helps your survivability and a fairly large amount of mana can help you take full advantage of your new-found ability to use skills with impunity. | |
Mail of RenewalIf you are finding that you and your partner(s) are taking down enemies just fine but your sustain is suffering due to the damage you're taking, then Mail of Renewal can help you to remain in lane longer, and also helps mitigate Cabrakan's insatiable hunger for mana. |
Bulwark of HopeOne of the biggest health boosts available, magical protection that is nothing to sneeze at, and a passive that can save your life. | |
Void StoneThe Void Stone boosts your magical protection and power, and reduces the magical protection of nearby enemies as well. This handily boosts your own damage output and pairs well with a mage partner who can burst your targets down while you hold them in place. | |
Magi's Blessing
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Magi's BlessingCabrakan may be a veritable king of CC, but if you find that the opponents are trying to dethrone you, Magi's Blessing could be the ticket to coming out on top. The protections it grants aren't much, but it does give a decent amount of health. |
Rod of AsclepiusHaving the Rod of Asclepius can help with you and your team with sustaining, especially if you're paired with a god with a healing skill. I find it's most useful in Arena, when your entire team is grouped up most of the time. | |
PestilenceThis overlaps with magical protection, but it's especially useful if you find yourself tangling with an enemy Ra or Cupid (or any other healer). It is somewhat situational though, so I don't recommend building it unless you think you'll need it. |
Ethereal StaffThe standard item for when you want to roll your tank up to the enemy's doorstep and start blasting. Ethereal Staff's magical power benefits most from having lots of health, so it is best built late game when you're ahead and you know that your survivability won't suffer from straying from your tank build. | |
Rod of TahutiOf course you can't talk about magical offense without mentioning the Rod of Tahuti. There's not much to say, really. It provides the highest magical power boost in the game. Think of it as a luxury item for late game to help you secure the win. |
Teamwork is especially important for a Guardian, especially in a Support Tank role, as you will be relying on your team to secure the kills. Your role as Cabrakan is to set them up so your team can knock 'em down.
Individual god matchups are coming soon, as I gain more experience with using Cabrakan with and against specific gods. |
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If you've stuck with me this long, all I have left to say is thanks for taking the time to read my guide. I put in a lot of effort but there are still more things I would like to add, and if anyone has suggestions they want to make then I would be happy to hear them.
I hope you enjoy using Cabrakan as much as I have and are able to make use of him with the build and tips from my guide. Thank you and check back for updates soon!
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