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If you're going jungle pick pen shoes first for more movement around the map
(Trade pen boots for ragnda's mask late-game) This build is geared more towards survival with Bancroft's Talon and more damage done with Tremors with Shaman's Ring. Shaman's Ring greatly increases Tremor's damage and shores up that weakness. Use Purification Beads to get past cc and dig into the soft flesh of the mage trying to stop you, or blink. Be VERY careful, if a mage gets a good hit on you it will take half your health (though you do heal quickly with Bancroft's Talon) thanks to rangda's mask. My go-to build.
This build doesn't have as much versatility as the main one, which is why i don't prefer it, but you will be able to do more damage and more frequent abilities with Chronos' Pendant. Doom orb lets you chase down enemies much faster (don't get this if you're jungle). This build sacrifices survivability and longer times outside of fountain for more speed, cooldown, and damage, which isn't really a bad trade, you just have to be much more careful with a god that you already have to be careful with. You will need to return to fountain often and groups will be harder to deal with.
Ragnda's mask you should switch out with pen boots late game when you buy the elixer of speed. Typhon's Fang coupled with Bancroft's Talon really amps up your lifesteal (the extra power isn't bad either). Telkhines Ring is good for in between abilities, and the Divine ruin for anti-heal (though others should be getting it). It also gives you extra pen, as does spear of the magus, obsidian shard, and soul reaver.
Tap each threat level to view Cabrakan’s threats
This build works best if you're going jungle, but is still good for every role except support (obviously). One of the major drawbacks of this build is you only have pen boots for pen until late game when you get desolation spear and rangda's mask. There's no defense in this build and you don't really have great getaway options, your best bet is stunning people with refraction shield and using the increased movement of seismic crush to run away, some of the items in my build also give increased movement speed, so that helps. You'll want to use ganks and hit-and-run tactics because he's pretty useless without his abilities. There are ways around this (chronos' pendant and telkhins ring), but if you play right and don't get cocky, they shouldn't be necessary. For a full team working together in the end game, use blink to get behind them, preferably without getting seen, keep in mind endgame will be when you do the most damage, but also when you will take the most damage. Tremors is the worst ability for Cabrakan in terms of "one-shot", but is very useful for tanky supports and groups, and you'll find you'll do lots more damage with it when you have Shaman's Ring. Don't be shy with you're ult either, Cabrakan has pretty good cooldown on it and you can kill most gods with a seismic crush and tectonic shift combo, maybe a blink to get close. You are going to be mana hungry all game (due to tremors), so get the mana chalice early. Standard combo is Seismic Crush-Refraction Shield (preferably with full stacks, but unless they're building quickly, just pop it, speed is key)-Tectonic Shift-Tremors. This can vary on the situation (for instance, you can use Tectonic Shift before Refraction Shield to better line up you're opponents and allow more time for Tremors), but it's the standard go-to. Good luck out there and stay frosty.
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Jungle should get Assassin's Blessing and not Mage's Blessing. I'd also think about Traveler's Shoes as your first full item.
I'm going to guess there's some honest effort here. That said, you really should list shoes, even if you're replacing them late. Right now, the view of the items list (which a lot of people will look at, but won't read your writeup) seems like you propose a no shoes build.
0 protections, and increased damage taken on a melee god that has no mobility outside your long CD Blink is just asking to be blown up. I get the concept, and I know that some people like to do the damage Cab thing, but I will straight up tell you that in a game with a balanced team and of reasonable skill, you're going to get blown up. You'll have to rely greatly on your teammates and / or perfect timing element of surprise, and that's not a winning recipe, IMO.
I do get that Bancroft's is there to help sustain a bit...but on the flipside, if going for a burst build, you're lacking in pen (Deso by itself isn't much in the end-game), and where is the Soul Reaver as an option?
Yes, you do have Ob Shard and Magus in the "other items" list, but you don't talk about them at all...at least Divine is there.
Finally, leveling your skills like you suggest is not efficient. You should typically focus on maxing one skill first, not just randomly putting points into the various skills.
25-30 flat is actually OK against squishy gods that have built 0 protection... That amount cuts their prots to about half, unless under the effect of aura prots like heartward or Thebes.
You link items like this:
I do believe you hit the hardcap at 30 flat pen though (doesn't affect % pen)
Magical prots start at 30 and increase to 48 at level 20 for all gods.
50 flat pen is the hard cap.
Also oops idk why i thaught 30