Please verify that you are not a bot to cast your vote.
Join the leading SMITE community.
Create and share God Guides and Builds.
Account Login
Create an MFN Account
Or
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Vote received! Would you like to let the author know their guide helped you and leave them a message?
Note: don't try to memorize his stats. It's only useful for older/more professional players. |
---|
Stats
| ||
Offensive
|
Defensive
|
Other
|
|
|
|
Note: Numbers in parentheses are the amount gained at each level.
|
........ Pros ........
Capable of doing awesome damage Good for picking key enemies out of teamfights Good for zoning with Lurking In The Waters and Tail Whip Has healing and mana-regen abilities |
....... Cons .......
Not so tanky compared to other supports Mana hungry early-game Charge Prey is somewhat hard to hit Long cooldowns |
[line] |
Abilities |
---|
Blessing of the Nile may not be a great passive, but it can be insanely good in the early game. Just remember to be at full stacks when in a fight (You can just "poke" the enemy so that you gain the extra protections without high risks). The extra protections are nice and will help to keep you fighting.
Note: The video above is outdated. The passive lasts longer now (6 seconds). | |
Charge Prey is what makes Sobek a high skill ceiling god. This is a high-risk, high-reward ability, so use it wisely. It should be used to guarantee that early kill for your team, to pick off key targets from teamfights, or even to save allies. Just be sure to HIT IT. But be aware that this ability is your engage and escape, so be careful when using it, because then you lack an escape, and your enemies will try to take advantage of it.
Level this ability last, because the only thing you get from leveling it is more damage - you will never use this ability for the damage, but for the throw - and more mana cost. | |
Tail Whip is - most of the time - your main wave clear, and also a good tool for zoning and to deal a nice amount of damage. It should be used in groups of enemies to separate them. Also good for canceling abilities such as Hook Slam, for example; so saving it for later use may be a good idea, depending on your situation. And remember: DON'T use this ability when close to the enemy tower, as they will likely fall under it and save themselves. This also kind of applies to the minion wave - if you use it before your ADC uses its wave clear ability it may cause problems (E.g.: You used it and now Anhur can't Impale the entire minion wave, so you lose the wave, the jungle and the game.).
Level this ability second (when you can't level your ultimate), as it's your main wave clear, unless you REALLY want the healing of Sickening Strike. | |
Sickening Strike does a lot of things. Along with damaging your enemies, it decreases their healing and heals you. Remember these things before using it, as it has a lot of uses. Don't underestimate the healing you receive from it, because it is actually a good amount. You should also use this ability before your enemies even try to use their healing metods ( Ra's Solar Blessing, Hel's Repulse / Inspire, Chang'e's Moonflower Dance, etc.)
Level this ability third, unless you REALLY want the heal (like in some solo lane matchups). | |
Lurking In The Waters may not do insanely high amounts of damage, but it still slows enemies and helps zoning. Be sure to use this ability on teams and/or squishies for maximum usefulness. Oh, and you can use this to escape from incoming CC and/or protect you against high-damage ultimates such as Vulcan and Poseidon's ones. Don't forget that this ability also greatly recovers your mana, so don't be afraid to use it if you need (specially in the solo lane), just remember of its long cooldown. Clearing the minion wave while doing so is a great strategy most of the time. This ability is also an excellent objective-securing tool if timed correctly.
Level this ability whenever you can because then it provides even more damage and slow, helping your team in plenty of scenarios. |
Sobek is not a god that follows a combo like Nox or Athena. His abilities can be used in any order: |
---|
Starter |
---|
BRIDGE ITEM
Watcher's Gift is a must for any support, so that your teammates earn more xp and gold from waves, and you also earn a nice way to sustain. NEVER forget that you MUST replace this item later on the match. | |
BRIDGE ITEM
Lono's Mask is essentially a 100 gold item that gives you 5 HP5 and 150 HP, enough said. Let's also not forget that you can sell it for 333 gold or something like that, so it's actually an item that pays YOU. The bad part is that you need to stack it a little to obtain all that HP and to get 400 gold back, but it's easy job for any support. NEVER forget that you MUST replace this item later on the match. |
Item #1 Every shoe offer one of the best stats: Movement Speed (MS). One of them must always be bought. |
---|
Travelers Shoes
|
BRIDGE ITEM
Travelers Shoes is more important now than last season because there are so much to contest now. It may provide you with poor damage and only the normal MS when in combat, but whenever someone buys it, it's because of the passive. The passive helps your rotations, and gives you more gold and HP5. Travelers Shoes is the standard support shoe. This item should be replaced with Shoes of Focus late game. |
BRIDGE ITEM
Reinforced Shoes is the defensive alternative to Travelers Shoes. By buying it, you lose some map pressure but earn some really nice tankiness. Buy it over Travelers when you are in need of tanking more for your team (like when you're the only frontliner). Don't forget that with this item, it's easier to build into a defensive item without health. This item should be replaced with Shoes of Focus late game. | |
Shoes of Focus isn't usually bought on supports (in the early game), but it's still a very nice option. Buy it if you are having mana/CDR problems and/or if you are ahead.
|
Optional Bridge Items These are cheap items that will help your early-mid game but need to be replaced after full build. |
---|
BRIDGE ITEM
Stone of Binding isn't the most popular support item, but it does provide some pretty nice and useful stats, and it's wonderful for those that want to learn how to play the support role imo (Why, you might ask? It has universal protections, is cheap, and provides some good offensive capabilities to your team.). I would also recommend you buy it when your team struggles to clear waves. You can apply the passive of this item with any of your abilities but your 3 and your passive. With that in mind, it makes more sense to always use your 2 before your 3 when you have this item. I'd also recommend that, if you buy this, it's better for your team if you get 3 items from this category, at least until you replace it later on in the match. This item should be sold and then replaced late game. A list of possible replacers include: - Spirit Robe; - Mantle of Discord; - Breastplate of Valor; - Bulwark of Hope; -Any counter-item; -Etc. | |
BRIDGE ITEM
Mark of the Vanguard is frequently bought as a bridge item after shoes on supports because it provides extra tankiness with its nice stats. It's going to delay your build a little bit, so should only be bought if you need more tankiness and you know your team can handle it. NEVER forget that you MUST replace this item later on the match. | |
BRIDGE ITEM
Swift Wing may not be the most popular starter item, but it is somewhat frequently seen as a bridge item after boots, and I like it a lot. Buy it if you NEVER forget that you MUST replace this item later on the match. |
Protection Aura Items These items are aura items that offer protections to your team. Consider buying one or more of them if your team is squishy against a certain damage type. Note: Items are separated by sections, you can - and should - skip one or more section(s). |
---|
Sovereignty is a very useful support item, as it provides 55 protections to you (10 less than BoV), health and HP5, along with the famous aura that makes your entire team more tanky, helping in aggressive and defensive situations. Also helps your team to tank minions and towers. You should buy it if there are 3+ physical gods in the enemy team, but it can be effective against 2+ phy. gods because the entire map deals physical damage (apart from fire giant, that deals both types of damage).
This item is usually bought early in the game. | |
Heartward Amulet isn't as good or popular as Sovereignty because it doesn't help to tank towers and minions, but that doesn't mean that it is a bad item. You should consider this over Sovereignty if there are 3+ magical gods in the enemy team, or if they have a magical jungler such as Ao Kuang or The Morrigan, or even if you have 2+ very mana-hungry teammates.
This item is usually bought early in the game. | |
Gauntlet of Thebes provides less selfish defense but gives both types of protections to your teammates, along with a big chunk of health and even a little HP5. Should always be considered.
This item is usually bought early in the game. |
Mixed Protections These items offer physical and magical protections, while being unique in their own way. I usually wouldn't recommend buying two or more of them. |
---|
Hide of the Urchin. A controversial item - some say it's the best support item, some say it's overrated. It offers a HUGE amount of both types of protections, health AND mana, with the downside that it needs to be stacked first. Buy it if you want to be super tanky and you think you can stack it (such as when ahead of the enemy team). Just don't forget that you should buy it early in the game!
This item is usually bought early in the game. | |
Spirit Robe is a great choice for any tank/bruiser build. It's bought on solo-laners, junglers and even some mid-laners! Support isn't different. This item provides a good chunk of both types of defenses, along with some CDR, and is a nice counter to heavy-CC comps because of its passive and CCR. It should always be considered.
This item is usually bought in the mid or late game. | |
Mantle of Discord is the luxury support item, as it offers a lot of protections, while being very expensive. It's better than Hide of the Urchin when you either don't need the mana and health, or when you won't be able to stack it.
This item is usually bought late in the game. |
Physical Protections Physical Protections defend you against physical gods (assassins, hunters and warriors), minions, towers, phoenixes, most jungle camps, jungle bosses (FG and GF) and the titan. |
---|
Breastplate of Valor is a great defensive item. Along with excellent defense, it also provides mana and CDR, two very important stats. However it is very selfish, and should be considered if you think that you can invest in some high defense while letting your team without maybe an extra aura. Good against heavy physical comps.
This item is bought in any stage of the game, but mainly after 2nd item at least. | |
Emperor's Armor is a quite unusual (not bad) pick that helps a lot with defending/attacking towers and phoenixes. If you need this, consider buying it.
This item is usually bought in the mid or late game. | |
Jade Emperor's Crown is now one of the most popular support items, because it has great stats (the magical power isn't that helpful though), a great passive, AND a great price! This item is great, but remember that it works better against basic attacks and high-scaling abilities.
This item is usually bought early in the game. |
Magical Protections Magical Protections defend you against magical gods, the mana buff camp (lol), and the Fire Giant. |
---|
Bulwark of Hope is a very complete item, offering a good amount of magical prots, health and CCR, along with an extremely useful passive. However, it's very selfish. Buy it if you want to be extremely tanky and you think that your team can survive on their own.
This item is bought in any stage of the game. | |
Shogun's Kusari provides a ton of different stats that will help you in a bunch of scenarios, so it's a pretty versatile item. But what really makes it stand out is its passive that gives your entire team AS worth an ADC tier 3 item. It's even better against heavy magical comps, and if there are 2+ AA-Based gods in your team.
This item is bought in any stage of the game. | |
Genji's Guard is similar to Bulwark of Hope, with the biggest difference being the passive and the MP5. I'd pick Genji's over BoH almost every time.
This item is bought in any stage of the game. | |
Void Stone provides a good mix between magical defense and damage output. It also provides a passive that helps your entire team. It's pretty straight-forward and should always be considered if you want to be more aggressive. Even better against tanky comps and if there are 3+ magical gods in your team.
This item is bought in any stage of the game, but mainly after 2nd/3rd item. |
Against AA-Based Gods These items should be bought when you're struggling aggainst gods that use their AAs as their main source of damage. |
---|
Hide of the Nemean Lion offers an incredible amount of Physical Defense, along with 200 Mana, MP5 and a good passive. Plus, it works incredibly well against hunters and assassins building crit.
This item is bought in any stage of the game. | |
Midgardian Mail is the not-so-popular alternative to Hide of the Nemean Lion.
It offers far less physical protections, no mana or mp5, but gives you health and a different passive. I would choose Nemean over this one every time, but some people like it. This item is bought in any stage of the game. |
Against Heals Having problems with healers/Bracer of Undoing? Buy Pestilence! |
---|
Pestilence offers a ton of magical defense along with a good chunk of health, and an aura passive that works by itself. While its anti-healing effect is one of the weakest by numbers, it covers a wide area and doesn't need to be applied by external uses (such as AAs or abilities). It's mandatory if facing multiple bracers or a team healer.
This item is bought in any stage of the game. |
Against Slows Having problems with slows? Buy Winged Blade! |
---|
Winged Blade is the only item that counters slows apart from Heavenly Wings and is a MUST if there are gods with area slows such as Kukulkan and Poseidon and/or if you are facing a team with multiple slows.
This item is usually bought in the mid or late game. |
Don't forget to replace your bridge items! |
---|
Starter Choose one: |
---|
BRIDGE ITEM
Mark of the Vanguard provides a bunch of helpful things: Physical protection, health and a passive that will let you survive more "pokes" in the early game. It's the standard starter item of solo lane guardians because those usually have worse clear than most solo lane warriors, and that means that you will take more pokes and this item helps you to survive it. NEVER forget that you MUST replace this item later on the match. | |
BRIDGE ITEM
Vampiric Shroud is, in most cases, actually better than MotV. While it doesn't offer the same tankiness, it heals you anyway, so it compensates. Still, MotV is better if against gods with DoT damage and/or with anti-heal in their kit ( Cu Chulainn, for example: he has anti-heal in his 1 and a DoT on his 2) NEVER forget that you MUST replace this item later on the match. | |
BRIDGE ITEM
Swift Wing won't make you as tanky as the other options, but it has a perfect passive when you aren't using Teleport Glyph, as it allows you to go to lane much faster. NEVER forget that you MUST replace this item later on the match. |
Item #1 |
---|
Shoes of the Magi is the aggressive shoe for solo lane guardians, that not only provides power, but also flat penetration that helps A LOT early game,
even more when you are against tanky gods (such as most solo laners). | |
BRIDGE ITEM
Reinforced Shoes is the defensive alternative to Shoes of the Magi. By buying it, you lose some power and penetration that would help you to clear minions and poke faster, but earn some really nice tankiness. Buy it over Shoes of the Magi when you are in need of being more tanky, usually when you are receiving a lot of poke. Also a good option when you're the only frontliner of your team. Don't forget that with this item, it's easier to build into a defensive item without health. This item should be replaced with Shoes of the Magi late game. |
Optional Bridge Items These are cheap items that will help your early-mid game but need to be replaced after full build. |
---|
BRIDGE ITEM
Mark of the Vanguard provides a bunch of helpful things: Physical protection, health and a passive that will let you survive more "pokes" in the early game. It's the standard starter item of solo lane guardians because those usually have worse clear than most solo lane warriors, and that means that you will take more pokes and this item helps you to survive it. NEVER forget that you MUST replace this item later on the match. | |
BRIDGE ITEM
Vampiric Shroud is, in most cases, actually better than MotV. While it doesn't offer the same tankiness, it heals you anyway, so it compensates. Still, MotV is better if against gods with DoT damage and/or with anti-heal in their kit ( Cu Chulainn, for example: he has anti-heal in his 1 and a DoT on his 2) NEVER forget that you MUST replace this item later on the match. | |
BRIDGE ITEM
Swift Wing won't make you as tanky as the other options, but it has a perfect passive when you aren't using Teleport Glyph, as it allows you to go to lane much faster. NEVER forget that you MUST replace this item later on the match. |
Mixed Protections These items offer physical and magical protections, while being unique in their own way. I usually wouldn't recommend buying two or more of them. |
---|
Hide of the Urchin. A controversial item - some say it's the best defensive item, some say it's overrated. It offers a HUGE amount of both types of protections, health AND mana, with the downside that it needs to be stacked first. Buy it if you want to be super tanky and you think you can stack it (such as when ahead of the enemy team). The problem here is that it doesn't suit solo-laners that well because you won't be tanky enough against your lane opponent for a long time. I would only buy it if you are snowballing and will get the kills quickly, or if you are facing 2 damage types in lane (e.g.: Physical solo-laner and a magical jungler camping your lane).
This item is usually bought early in the game. | |
Spirit Robe is a great choice for any tank/bruiser build. It's bought on supports, junglers and even some mid-laners! Solo-laners aren't different. This item provides a good chunk of both types of protection, along with some CDR, and is a nice counter to heavy-CC comps because of its passive and CCR. It should always be considered.
This item is usually bought in the mid or late game. | |
Mantle of Discord provides not only a huge boost to your defense, but also provides CDR and a good disrupting passive. You should consider this item if you need these things or just if you want to be tankier ASAP.
This item is usually bought in the late game. |
Physical Protections Physical Protections defend you against physical gods (assassins, hunters and warriors), minions, towers, phoenixes, most jungle camps, jungle bosses (FG and GF) and the titan. |
---|
Breastplate of Valor is a great defensive item. Along with excellent defense, it also provides mana and CDR, two very important stats. I HIGHLY recommend to buy this item after shoes when against a physical solo-laner. Really, you can't go wrong with it.
This item is bought in any stage of the game, but mainly after 2nd item at least. | |
Mystical Mail is more of a niche item that is liked by ones and disliked by others. It provides some good stats for any solo-laner, and also a passive that will help your clear + your killing potential; works wonders with your ultimate. Should be bought if you want any of the above.
This item is usually bought early in the game. | |
Jade Emperor's Crown is now one of the most popular bruiser items, because it has great stats (the magical power isn't that helpful though), a great passive, AND a great price! This item is great, but remember that it works better against basic attacks and high-scaling abilities.
This item is usually bought early in the game. |
Magical Protections Magical Protections defend you against magical gods, the mana buff camp (lol), and the Fire Giant. |
---|
Bulwark of Hope is one of the most complete defensive items in the game, as it provides a huge chunk of health AND protection (thus, improving your effective health by a lot), some CCR to help against CC-heavy comps, and a great passive that allows you to continue in teamfights longer without dying. The shield protects you from both types of damage.
This item is bought in any stage of the game. | |
Shogun's Kusari provides a ton of different stats, all of them that will help you in a bunch of scenarios, so it's a pretty versatile item. But what really makes it stand out is its passive that gives your entire team AS worth an ADC tier 3 item. It's even better against heavy magical comps, and if there are 2+ AA-Based gods in your team.
This item is bought in any stage of the game. | |
Genji's Guard is similar to Bulwark of Hope, with the biggest difference being the passive and the MP5. I'd pick Genji's over BoH almost every time.
This item is bought in any stage of the game. | |
Void Stone provides a good mix between magical defense and damage. It also provides a passive that helps your entire team. It's pretty straight-forward and should always be considered if you want to be more aggressive. Even better against tanky comps and if there are 3+ magical gods in your team.
This item is bought in any stage of the game, but mainly after 2nd/3rd item. |
Against AA-Based Gods These items should be bought when you're struggling aggainst gods that use their AAs as their main source of damage. |
---|
Hide of the Nemean Lion offers an incredible amount of Physical Defense, along with 200 Mana, MP5 and a good passive. Plus, it works incredibly well against hunters and assassins building crit.
This item is bought in any stage of the game. | |
Midgardian Mail is the not-so-popular alternative to Hide of the Nemean Lion.
It offers far less physical protections, no mana or mp5, but gives you health and a different passive. I would choose Nemean over this one every time, but some people like it. This item is bought in any stage of the game. |
Against Heals Having problems with healers/Bracer of Undoing? Buy Pestilence! |
---|
Pestilence offers a ton of magical defense along with a good chunk of health, and an aura passive that works by itself. While its anti-healing effect is one of the weakest by numbers, it covers a wide area and doesn't need to be applied by external uses (such as AAs or abilities). It's mandatory if facing multiple bracers or a team healer.
This item is bought in any stage of the game. |
Against Slows Having problems with slows? Buy Winged Blade! |
---|
Winged Blade is the only item that counters slows apart from Heavenly Wings and is a MUST if there are gods with area slows such as Kukulkan and Poseidon and/or if you are facing a team with multiple slows.
This item is usually bought in the mid or late game. |
Other |
---|
Ethereal Staff is a great offensive item for tanky gods, because it helps your damage output while a good chunk of health + CCR. If you want to be more offensive, buy it.
This item is usually bought in the mid or late game. |
Don't forget to replace your bridge items! |
---|
Teleport Glyph
|
Teleport Glyph offers quick travel to lane and makes farming easier for you. It used to be a must-pick for solo-laners but can be ignored, assuming that you buy Swift Wing after shoes. Can be bought as your second relic if your team is needing to counter split-pushers like Loki, Bastet or Skadi.
|
Belt of Frenzy is a powerful teamfight relic that makes your entire team more powerful for some seconds. Don't underestimate it, as it can change the way a teamfight is going. Excellent if you have 2+ AA-Based gods in your team, and also good for early Gold Fury and Fire Giant kills.
| |
Bracer of Undoing
|
Bracer of Undoing is the reverse Aegis: instead of protecting yourself from the incoming damage, it makes you survive after the burst. It isn't OP anymore, but I still like it and believe that it's a viable choice. But be aware that it's a selfish relic and is a better option when your solo-laner bought at least one teamfight relic. Watch out for enemies with healing reduction in their kit ( Osiris, Medusa, Chang'e, etc.).
|
Cursed Ankh is THE relic to counter healers, but it's not mandatory when facing them (because Pestilence exists). Still, it can be useful to counter Bracer of Undoing if facing multiple of them.
| |
Heavenly Wings is now much better after the buff because it provides slow immunity when used, so it's an excellent option when facing a team with multiple slows or gods like Nemesis. It also provides the haste effect for every affected ally, so it's excellent for teams with 2 hunters.
| |
Horrific Emblem is an insanely good teamfight relic, not only because of its un-upgraded state that slows and reduces attack speed for a good amount (good against AA-based gods and gods without an escape), but also because of its insane 20% damage reduction when upgraded. Should always be considered.
| |
Magic Shell provides a shield for every affected ally that scales up to 400 health when level 20, so it's a nice counter against burst teams. Its upgrade gives every affected ally 2 stacks of block that are extremely annoying to deal with if you are an AA-Based god, so it's an extremely good counter to those gods, even more if combined with Horrific Emblem.
| |
Meditation Cloak
| |
Phantom Veil provides some niche uses early game, but gives your team an amazing damage reduction buff when upgraded, making it always useful. If you want the damage reduction but aren't facing a team with walls, pick it in the second slot and upgrade it ASAP. It's a dangerous move though, so you might consider Magic Shell instead.
| |
Shield of Thorns is good against burst comps and hunters because of the lifesteal reduction, but be aware that it's a selfish relic, so it's better to consider it if your solo-laner bought a teamfight relic.
| |
Sundering Spear is a meh relic for initiation, but it can be deadly in the right hands. Pretty straight-forward, buy it if facing a tanky team with a good amount of health.
|
Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
I like the variety you have in your Bridge Options; do you think War Flag could be a good option, under the right circumstances? i.e. No Escape ADC or Attack Speed ADC in Duo Lane?
+1
I will correct everything soon.
(cough)
Kapp
Nice xD
That and colors, but that expertise isn't used as often.
P.S: Tyriuth, your matchups tips will be included in the next update.
(Argh, there's more?! :[)
Also pestilence passive is great for solo even vs physical. Just because there is so manny small poke trades going on in solo that just reducing hp5 is a big help.
Sobek is probably my best support and he is flying solo in my solo god pool (heuheu).
Support build:
I still think med is a decent relic.
Thought about the tower armor (emperor or something).
Thorns is a good relic as well.
I still think that midgardian mail is a good item.
Other than that I would go multy pots instead of mana. Just because you want to be super agressive early.
And i would go charge prey lvl 2 unless you need to peal.
Another tip for the 2, NEVER use it on the minion wave before your adc has delt his dps. The most ******ed thing i see is sobeks pushing away all the minions before anhur impale etc. Its better to just aa then or at least use it after. Saving it for peal is better imo.
I like the idea of binding stone. Gonna try that some day.
Solo build:
Thought about the mp5 mage starter or bumbas etc?
Build seems legit, (you can kindof build what ever as long as you got full cdr).
I do not agree that swk is bad matchup though. That is probably my favorite matchup lol
Also the swift wing thingy (speed buff out of base) can somewhat remove the need for TP at least in the early game.
Let's see:
I did mention that physical prots are priority and that pestilence might work reallt well even against a physical.
I removed med because I think it's not worth anymore, and because I saw pros didn't building it.
Emperor's Armor looks very interesting, and I will probably include it in the guide as Sov and Thebes were nerfed, I just didn't test it yet. Good suggestion.
I guess I'm the worst Thorn player ever... I just can't make it work, lol. Maybe I will be convinced that it's useful some day.
I don't like Midgardian... It was included in the guide just because some people liked it, but I still think it's not worth with its randomness.
I see a lot of people going multi and health pots, I will test it.
I need to change my leveling order.
Good tip for the 2 usage!
About the solo build:
I don't think Sand of Time would work that well, but Bumbas is certainly a good option.
I saw some guardians building swift wing in the solo lane... Might work. I will test it.
Both builds were reworked and FEEDBACK would be appreciated. Seriously, read the Changelog. This took a time to do.
The fact that Sovereignty gives you health and BPoV doesn't, means that Sov will usually be the better choice for your first item. The 5 extra protection difference means little when compared to the EHP Sov gives you and your team.
Also, you mention Stone of Gaia for stopping pulls and such, but ignore Magai's Blessing. Is there a reason for this?
In the combos, I would recommend adding in Tailwhip into Pluck as it helps setup the skill shot if you don't need to close the distance.
I can also provide some feedback on the matchups, but feel like this is enough for one comment.
This guide will be updated as soon as my PC is fixed, and this update fixes most of these issues (read the description):
https://imgur.com/gallery/l2odC
Lest's see:
Your first five or so points are already corrected.
About Gaia and Magi's, it's simply because I hate Magi's on any support. I think Gaia works so much better if you want to counter knockups specifically, and Spirit Robe for general counter-CC purposes.
Yes, I need to change the combos a little bit.
Please, give me your feedback about the Matchups section!
About the leveling order, I recommend maxing the 3 first for newer players because of the heal, and because it's safer to use it on the wave. But maybe I will change it.
Having a look at the nerfs to Sov and Heartward in the upcoming patch, we might see a mixup of the builds (which is annoying since you just updated this one), but I'd want to check out a week or so of pro play before seeing how things go.
I've also included how I feel the solo lane matchups should be from my limited personal experience, but mostly from what I've seen of the pro league in the last while. Solobek hasn't been too popular with the dominance of Death's toll into Vanguard and Mystical mail and high pressure solo laners. Sobek just can't clear effectively enough at the moment to be viable in higher levels of play, but if you can get through the laning phase without being too far behind. he brings a lot more to the teamfight than most warriors with regards to control.
With regards to matchups;
Ares:
- You can pluck the flames, which cancels his main wave clear. If you can do this safely it can be a huge advantage in lane pressure. Try not to do this when you know his chains are off cooldown since you can be punished for aggressing fairly easily.
Athena:
- You can pluck/tailwhip her dash to interrupt it, and also bodyblock if she's aiming for your carry.
- If Athena has her dash charged up (or is charging it up), hitting her with the pluck or tailwhip will force her to recast it. This is important (along with body blocking) to prevent her from escaping a gank.
Bacchus:
- IIRC your tailwhip is knocup immune (can't be sure so if someone can confirm that would be good)
- Almost always Bacchus will engage with the bellyflop into intoxicate. Your job is to prevent the enemy team from allowing to follow up this engage if you can't peel.
- Be careful around objectives and don't let him get too close to the gold fury/fire giant since the intoxicate is a great secure. If you know how much damage lurking in the waters deals with the items/levels, you can usually charge up your ult and contest since your ult has a lot of damage at base when maxed out.
Cabrakan:
- He deals a lot of damage, but is mana hungry and has a weak engage outside of picking up blink.
- Pluck cancels his tremors ability if he uses it to clear wave.
- His main engage is the stun ability that grants movement speed. It has a clear sound queue and a fairly obvious animation (his stance changes), try to fall back and force him to waste the ability or try tailwhipping before he can basic attack you/your carry
- His ult's walls require only 3 hits to destroy, if you or your carry gets trapped in them, make sure to focus down one of the walls if you can't get out another way.
(I would generally avoid phantom veil vs this god unless there's another wall god on the enemy team since you can destroy his walls).
Fafnir:
- You can body block the hammer, both preventing the stun on your carry, and his main source of clear.
- It's important to remember that you can't body block his auto attacks when he's in dragon form.
- Often he's used to take an early gold fury (usually with either Isis or Anubis in the mid role for secure), if he goes into the jungle keep an eye on objectives.
- In the charge up of his dragon form, he's untargetable (can't be damaged or hit by abilities), avoid wasting mana and cooldowns on him when he's transforming.
- If he hasn't backed for a while, keep in mind that he'll likely have extra protections from his passive (20 protections at 1000gp), while this isn't a huge note, it can mean that he's harder to take down early game than you might expect.
Ganesha:
- If they're quick they can prevent your engage with the OHM, and also put you severely out of position if you miss your pluck since you can't tailwhip away.
- Avoid standing in the wall of his pillars, they damage you a lot.
- His clear ability is rather damaging, avoid standing in the wave in general so that you don't get hit by this.
Geb:
- Very supportive, main engage is his rollout and blink.
- The first section of his rollout is not cc immune and you should be able to tailwhip, bodyblock or pluck him without worry. It's not till it charges up for 3 seconds that he becomes cc immune and gets the knockback. In general this is a very easy ability to avoid and you should be able to do so if you're aware of it coming.
- His shield cleanses cc, and with low ping and quick fingers, can prevent the knockback of your pluck. Don't prevent that from letting you engage if you feel you still have the advantage and it won't put you out of position as the shield has a high (18 second) cooldown and can allow you to exploit this when your pluck comes back off cooldown before his shell does.
Khepri:
- Has a huge amount of pressure with his rising sun clearing the wave efficiently. Don't forget that it lowers your protections and increases enemy resistances.
- Try keeping him in combat to reduce the amount of shields he grants
- Don't forget that you can still basic attack Khepri when you've been abducted, this helps keep your passive up and puts Khepri in combat
- His revive is a powerful ability, try focus on plucking/forcing him out of the fight to prevent him from being able to use it when he needs to. Also don't forget to not kill whoever he's ulted until the Scarab's Blessing wears off.
- When rooted with Solar Flare, you can use your pluck to avoid his abduct
Kumbhakarna:
- Annoying to lane against, but overall should be a fairly even matchup.
- Both his yawn and his groggy strike have a wind up time in which you can pluck or tailwhip him out of position and force him to recast this ability.
- Avoid standing in/behind the wave to reduce the effectiveness of his clear (and potentially his poke if they're more focused on clearing wave)
Kuzenbo:
- Nene kappa can deal a lot of damage if you allow it to live it's full duration. Make sure to kill it off to prevent too much poke and clear.
- Similar to Geb's rollout, you should be able to avoid his dash if you've got enough warning. I'm unsure if you can pluck him out of it (I haven't gotten around to testing which dashes cancel each other in general), but you can pluck to avoid getting hit by it.
- The thorns effect shouldn't worry you too much since you've got sustain in your kit.
- Would suggest picking up sunder (even after it's nerf) if you feel that his passive is going to be an issue and if they have a fairly tanky team comp.
- The knockup from his ult isn't constant I believe, and so if you spam your ult you should be able to get into the Lurking in the Waters. (another thing I haven't had a chance to test, but have seen evidence in some videos when people are playing as or against Kuzenbo)
Sylvanus:
- Slyvanus's strengths lie in sustain and so you should aim save your sickening strike until he uses his whisps to prevent the enemy from healing too much. Also make sure to clear out his plants to prevent the MP5 they provide (though careful of the debuf).
- He is very immobile and quite slow, you should use this to your advantage and pull him out of position with your pluck and tailwhip, and use the slow with your lurking in the waters to prevent him from escaping.
- Avoid playing up near towers too much as getting pulled under tower can be hard to recover from early when you can't tank tower shots easily.
- He can pluck you through walls/structures which is something to keep in mind, but try not to be too paranoid about it.
Terra:
- You can destroy her monolith with 3 basic attacks, and should prompt your carry to do so if you can't get in range.
- Try and avoid standing within the crushing earth as the stun can prevent you from peeling when your adc needs it.
- Something that isn't often mentioned is that Terra's basics apply a slow, Winged Blade can be rushed after getting boots tier 1 (and then finishing boots later, see the Jigz build: https://www.youtube.com/watch?v=JUk3MPnS4No)
Xing Tian:
- His sustain comes from hitting abilities, when there are no minions around try to avoid getting hit by them. Also make sure you apply sickening strike when fighting against him to prevent much of the heal.
Yimir:
- A very easy god to counter due to his low mobility and telegraphed abilities, having the slowest movement speed in the game plucking him out of position and slowing him with your ult and keeping him behind is a good idea.
- While his freeze has a large cone, if you are in melee range you should be able to duke it fairly often by sidestepping by moving behind him.
- Would suggest getting Shell over Phantom as the damage he outputs is a bigger problem that his wall in most cases and Shell has more general uses.
- Be careful in the jungle or corridors in general as a well placed wall can cut off your only route of escape. This can be prevented with good positioning, but as you will often be zoning these areas it can be hard to avoid this.
General solo lane notes:
You won't be able to clear effectively until level 9 or so, as such you will often have to play close to your tower against high pressure gods. Your goal is to make it to late game while not falling too far behind and bring a lot of control to the team fights with the strong cc options you have.
Solo allows you to build more tanky and be a better front line than if you'd be in the support role since you're not likely to be as far behind in farm. You should rotate to team fights where you can and try and match the rotations of your lane opponent.
Often you'll be missing your blue buff for most of the game so don't be afraid to use your ult to clear wave and restore mana so that you don't have to back early. You can also pick up mana chalice with your starter item, or tier two breastplate of valor and tier one boots to provide mana sustain in the early game.
Amaterasu:
- You should be even in clear for most of the game
- Avoid boxing her with auto attacks as her passive will push the trade in her favour fairly easily
- Her ult only stuns if all three hits of it land on an ally, so you may not need to counter ult to prevent the stun on ganks.
Bellona:
- Will always out clear you, but you counter her fairly well in team fights
- You can prevent her main lane clear (Bludgeon slam) with both your tailwhip and pluck, however she'll still have the cleave auto attacks and will out clear you.
- Sickening Strike will reduce the amount of healing she gains from both Death's Toll and
Chaac:
- He has high clear and sustain, and you'll likely not be able to fight him until the midgame
- Highly recommend getting winged blade due to how large the slow his 3 grants (pick up after your physical defense item and boots)
- Avoid standing in the minion wave as he will poke you down very effectively.
Cu Chulainn:
Unsure as not seen the new god yet.
Erlang Shen:
- As with Bellona, you will be out pressured early and I would avoid boxing mid to late.
- His turtle form doesn't grant knockup immunity, so you *should* be able to pluck/tailwhip him (He get's knocked up by Sun Wukong's Ox form, so I'm pretty sure you can do the same)
- You can pluck out after his pin, but it can also cancel your pluck if they time it right
Guan Yu:
- While not often played in the support role this last season, you may come across him in casual matches, or in the Solo lane.
- Sustain is mostly relevant later into the game as out of combat healing.
- You can cancel his clear (Talou Assault) with your pluck
Hercules:
- Often the best way to avoid the knockup from his earth breaker is to move towards him as it only pulls on the end of the ability.
- Try not to push too close to his turret unless you're confident you can avoid the earthbreaker/driving strike combo
- Use sickening strike to prevent much of his healing from mitigate wounds, but also remember that damaging him also restores health at the end.
- Can deal a surprising amount of damage with his ult when on low health. Be careful of lazy backing if you're low on HP
Nike:
- You can interrupt her main clear same as Bellona (Pluck/Tailwhip), and force her to rely on auto attacks.
- Likely will out clear you until you put a few levels in your tailwhip, but not significantly.
- Her healing comes from the HP5 on her 2nd ability, you can punish this lack of sustain early if they get too aggressive by plucking her into your tower/minion wave.
Odin:
- Don't stand in the wave. His birdbomb combo (shield in to leap) deals a lot of damage and can effectively clear early on.
- Later in the game you can punish him when he uses bird bomb to clear wave as that's his only escape and he's mostly useless outside of that combo
- Cage prevents healing, your best chance of surviving while inside is to get your passive up and ulting, use your heal after the cage falls down.
- Is useless outside of his cage late game, pick up Phantom as your second active if your support isn't going to (and in some cases, you can both pick it up but make sure you don't both use it at the same time)
Osiris:
- Will always out-pressure you with their auto attacks and abilities
- Main thing is to wait till late game and help with team fights
- His ult is his main form of engage, it also prevents all healing.
- Low cc outside of slows, would recommend winged blade after breastplate of valor/other phys defense items.
Ravana:
- Another high pressure basic attack warrior
- Try to force out his overhand kick before plucking him
- Will dive your carries if given the chance, either prevent him from doing so help peel for them.
- If he doesn't get ahead in the early to mid game, he falls off late. Exploit this by not allowing him to grant too much of a lead and ask your jungler to help clear your buffs if safe to do so.
Sun Wukong:
- Spams his abilities, and so you will often get poked out. Try to pick up extra sustain such as a health chalice instead of potions when you start the match.
- You can apply your anti-heal as he's charging up his ult to lower the amount of healing he gets
- Is knockup immune in his Ox form, don't try tailwhipping him out of it.
- Has a lot of burst potential in the early game with his Tiger form into Cudgel and Master's Will
Tyr:
- Is a pain to deal with, but if you can get the practice avoiding the Fearless he should be easy to deal with
- Can deal a lot of damage at level one with both uses of his power cleave, be careful of this on the first wave
Vamana:
- Sickening strike reduces the healing of his ult
- Lots of ability damage, but requires two abilities to clear wave until mid game. You are in a similar boat, but require a few more levels to clear efficiently, should be able to keep up in lane for the most part.
If you want to discuss any of this further feel free to either reply or pm me. I'm wanting to make sure there are decent guides for characters as newer players don't really have a good place to go for builds at the moment.
Oh, and you mentioned that Sov and Heartward got nerfed, but it was Sov and Thebes. I'm also going to watch some pro play before I update the guide (I'm happy about the nerfs, tho).
I feel as though Thebes will likely remain as a key support item, but think sov might fall off unless against 4 physical lineups.
Have you considered a mystic mail build for when in solo lane? will help with wave clear against a physical. it's all the rage in solo, and you can pick up breastplate up after void stone/maybe not.
Something to definitely consider I've seen it work (against me). NO I didn't get solo'd!
I liked your guide mostly because the matchups section.Do you plan update the guife with synergies(with hunters) section?
Thanks
Thanks for the comment. That section is the most difficult one to make.
And yes, I do plan to update my guides after I finish my test period.
tecno plis save us lal
*Sobek