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I mostly do this start on every support. Benevolence is a fantastic starter because you can upgrade it to Compassion later on, giving you arguably the best support item in the game.
Glowing Emerald transforms into Gauntlet of Thebes which provides you and your allies protections once fully stacked, since it's an aura item. This is very crucial on just about every support.
5 health pots to help you sustain while you're laning, this extra sustain can make it until you have to back to purchase Gauntlet of Thebes. Lastly, because you have 50 gold to spare, getting a Ward will help gain awareness on early jungle ganks. See the warding section below on where to place it.
This build is a super backline oriented build, which helps your cooldowns out as well.
Compassion, Gauntlet of Thebes, and Sovereignty are all aura protection items that improve the defense and survivability of your allies around you.
Shogun's Kusari is also an aura, but it increases the attack speed of your allies nearby, increasing their offensive capabilities.
Lastly, Spirit Robe and Relic Dagger give you cooldown to get your abilities back faster. This is really nice since Khepri ult is on a 110 second base cooldown, which is on the higher end for abilities.
Also as a side note, order of the build is up to you. I would probably go Sovereignty before Relic Dagger.
Fortifying Shell and Emblem of Increasing Peril are great defensive relics and complement Khepri play style. Khepri is a defensive style guardian that wants to protect his backline, and these 2 relics provide that extra safety cushion for his backline.
Emblem of Increasing Peril now also has anti-heal and is probably the best early game relic, and relic in the game.
These relics are more situational depending on team comp. But for example, if you're against an Ao Kuang, then Temporal Beads is needed to prevent him from snowballing off of you. For Khepri in particular, if they have a heavy crowd control (CC) comp, then beads may be needed for him.
Heavenly Wings is also good if they have a lot of slows. I like going Entangling Wings, but if you have multiple ADCS then Hastened Wings is better.
Lastly, Bracer's a nice pickup if you have immobile characters that might benefit from the movement speed they get from it. Also really good with mage ADCs, such as Olorun, Sol, and Freya.
This can be pretty complex, so it's hard to get it all down through text. But a few pivots you could do with your build are:
Heartward Amulet if they're 3 or 4+ magical damage, in place of Sovereignty. Erosion if they have a lot of shielding, for example if they have a Charon.
You can go Magi's Shelter for you and your teammates if they have a lot of heavy crowd control, for example Ares or Da Ji.
Hey there, I go by Dashboarrd and I'm a Grandmaster Support Conquest player. I've competed in the SCC (Smite Challenger Circuit) and I have won SOC (Smite Open Circuit). I have also won plenty of gem tourneys during the weekends, such as Iced and Vulpis. I have put in many hours into Smite and in particular Khepri. I hope this guide can give you some new direction with Khepri if you're struggling with him, or just improve your overall Khepri gameplay.
You can reach out to me via the following channels:
Passive - Fortitude
Khepri's passive is a stacking shield aura around him, that gives both him and any nearby teammate a shield. Because of this, it's good to stay close to allies. Although you won't really be paying attention to it in a teamfight, it's nice to have it pre-stacked onto you and your allies before entering a fight. |
Ability 1 - Abduct
This is going to be your main form of engage / peel, but mostly peel. I would use this mainly as an ability to setup for your allies and prevent enemies from sticking onto them. I wouldn't use this as engage that much because Khepri likes to play behind his team a bit and you end up putting yourself in a bad position. |
Ability 2 - Rising Dawn
Rising Dawn is Khepri's best ability, in my opinion. It's got both offensive and defensive capabilities. If you hit an enemy with it, it shreds 25% of their physical protections. On the other hand if you hit your ally with it, it gives them 30% damage mitigation, or 30% reduced damage taken for 3 seconds. Most of the time it's better to use this ability on your allies over the enemy. Making your allies take less damage will keep them in the fight longer allowing them to do more damage over time, and live some unlivable situations. However, if you're hard wining the fight or there's one enemy by themselves, then hitting them with this ability and using abduct to pull them will ensure your allies do a ton of damage off of it. |
Ability 3 - Solar Flare
This ability is pretty self explanatory, it's a ranged AOE root. I would primarily use this as a way of chasing down enemies or engaging a fight. It's not going to be the best peel tool, you have abduct for that. But it's very nice against targets that are a bit far away or have no escape ability. |
Ultimate - Scarab's Blessing
One of the coolest abilities in Smite. This is a resurrection tool for you or your allies. Khepri can be a pretty complex character, especially this ability, so make sure to check out the guide video above. But you essentially want to position around your allies to be able to get this ability off. Make sure you're not being targeted directly as it makes it harder for you to ult. In some cases playing behind your carries is best for getting the best ults off. |
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