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This is the typical Support start. Hand of the Gods helps your clear at the Void camp to get you to lane ASAP.
Pick up your preferred potions; Multi Potions or Healing Potions are suggested.
There aren't any truly "core" items for ***bha, but these are solid, common choices.
Shoes of Focus provides early CDR and a good amount of extra mana, which is incredibly helpful for a mana-hungry god like ***bha. It can be substituted with Reinforced Shoes if you prefer the extra early tankiness, and depending on which CDR items you plan to build later.
Stone of Binding's passive is incredibly easy to apply to enemies with almost all of ***bha's kit. When you pick this up, it's best to get early in the match, as the 10 flat pen falls off later.
Gauntlet of Thebes provides a good balance of health and protections, and is one of the strongest general protection items in the game.
Writeups on item choices are in the body of the guide below.
Writeups on item choices are in the body of the guide below.
Writeups on relic choices are in the body of the guide below.
This build example provides 3 items with balanced protections, a good CDR boost in Pridwen, and team damage functionality through Stone of Binding and Void Stone.
You will be a bit squishy with Stone of Binding 2nd, so you can opt to purchase after Gauntlet of Thebes if preferred.
This build direction is good for general support, providing some early CDR to more easily set up kills or peel for teammates. 3 items provide helpful auras to your teammates.
Spirit Robe provides additional CDR and situational damage mitigation, while Relic Dagger provides added utility for more relic use.
Replace Shoes late with Elixir of Speed and another item of your choice.
Hey everyone, welcome to the SMITEFire Community guide to Kumbhakarna. In this guide, we'll be going over all the essential info you'll need to get started with our favorite sleepy Support. |
Sleepy |
Throw Back |
Groggy Strike |
Mighty Yawn |
Epic Uppercut |
High physical protections, a healthy pool of mana, and 20% CDR make this an extremely useful item for a mana-thirsty god like ***bha. |
Share some physical protection with nearby teammates. The HP5 is also very helpful for ***bha, as he has no inherent healing in his kit. |
Useful when you are fighting against multiple basic attack gods like Erlang Shen, Hunters in general, Bellona, Kali, Bakasura... |
Specifically purchased to counter enemies building crit items, cutting down their damage potential. |
Provides physical protection and is built specifically to counter enemy healing / lifesteal items. |
Useful whenever you face a magical duo and whenever there are 3+ magical enemies on the other team. |
Provides magical protection and is built specifically to counter enemy healing / lifesteal items. |
Provides magical protection, MP5, CDR, and CC reduction. It's more specifically considered when you want to support your teams basic attackers, and is also helpful when sieging objectives. |
Helpful against magical damage, but the bigger draw is the damage mitigation you'll gain when in larger teamfights. |
Can be helpful late-game against teams high in basic attackers. |
A very balanced item with multiple useful stats, including decent protections, CDR, CC reduction, and a passive providing situational damage mitigation. |
An alternative to Spirit Robe, it provides high balanced protections, CDR, and a passive that can disrupt enemy play. |
Steal health and mana from enemies for a long time, making yourself tankier. Since ***bha can also deal some decent damage, this is not a bad hybrid item for him. |
Since he has damage potential on this item, not only will help his magical teammates but also him own damage. |
Specifically built to counter high amounts of slows in enemy kits. |
Used to provide higher use of specific relics to help sway teamfights. |
Standard 1st relic for more offensive supports that helps chase the enemy or run away when a threat appears. Can also be chosen 2nd. |
Excellent 2nd relic option that allows you to blink + ulti and surprise an enemy before he uses Purification Beads. |
An option as a 2nd relic that enhances your and allies nearby DPS. Useful in team fights or even when you want to rush an objective as quickly as possible. |
Specific counter item to healing-heavy comps. Important to upgrade, as it provides increased damage against targets that have recently healed. |
Specific counter item to basic-attack-heavy comps, as it provides a movement and attack speed slow. Useful to upgrade, as it also decreases affected enemy damage output. |
Early Game
You’ll want to be a bit careful in the first two levels, but between the 1 and 2, you are able to deal poke/distance damage pretty well. By the time you hit level 3, you can situationally be a lot more aggressive, as you’ll have 2 CC abilities available, along with the damage from the dash.
You also need to be careful about managing your mana, as your abilities will quickly eat up your pool. Unless needed for peel or setup, it’s suggested to mainly focus regular use on the 1 and 2, and save the 3 only when really needed.
When you hit level 5, you can initiate a gank with teamwork. The ult displaces enemies for a significant time, allowing the Jungler and any other nearby teammates to close distance easily.
Mid Game
Provide backup for your ADC with body blocking as well as your crowd control to set-up attacks.
Once the 1st tier tower is destroyed, start to roam the map and help out Mid and Jungle.
Late Game
Become a nuisance to the enemy team. Act as a meat-shield for your allies while also keeping the highest threat targets locked down with your large amount of CC.
The mez -> root (3-2) combo is very effective throughout the game to isolate a threat and/or set up a kill for your team.
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This is because if you level Throw Back most
Kumbhakarna players use this on the wave and then do nothing for 13 seconds and this lasts while they wait to hit level 2.
Groggy Strike is excellent at level 1 as its great for setup and at level 1 the ADC/support won't have thier dash, thus the long wind up time is negligent.
I'd only level Throw Back at level 1 if you're ADC has weak clear such as Artemis.
So do we need to see this as an addition? The tone of the comment sounds more like a correction and both in the top and the written text I can't really find the cause for it.
Top reads 2-1-3-1-5
the text about lvling speaks about lvling the first but then to prioritize the 1 over it for the waveclear.
and in early game it doesn;t talk about the lvling order only saying that you can play really aggressive from lvl 3 onwards because of 2 CCs.
Also I would never lvl Throw Back first as the damage of both abilities is the same for clearing purposes. The CD and lower mana cost of Groggy Strike.
my only reason to get Throw Back lvl 1 is against something like an Aphrodite support or something, which won't come close anyway. Groggy Strike gives compared to other supports a pretty strong lvl 1 trade and zoning threat, because of the CC on an ability that can also help clearing and has one of the shortest CDs too.
But yeah, I don't know where the comment came from, as Groggy IS in fact the level 1 ability.
That said, I want to know what you feel would be the best start. These starts represent some major early mana issues to me. The Blessing's MP5 is just not that high, and if you're situationally looking to use more than one ability, you're going to be out REALLY quickly with no Multi or Mana potions.
Thoughts?
In duo, a lot of importance is placed on gaining early lane pressure, especially in higher levels of play. Faster clear of the Purple buff camp will allow you to get to wave faster and begin pressuring. The level 1 to 2 skirmish is a prime time for netting a kill and gaining an early advantage as well, and you could also open up invade opportunities.
Furthermore, with HoG seeing a buff in the next patch, this start should translate well into the near future.
The drawback is having to use your abilities sparingly to avoid Mana depletion. I believe this can be achieved effectively through practice. As with most build decisions, it really boils down to preference.
So level 1/2 should typically be in the first minute or so of the game...gotten through the Void camp, the first wave, and the first couple minions of the 2nd wave. At that point, the jungler is usually making it to the mid-lane, so unless they skip the mid camps/lane, or they skipped the blue, I don't see them ganking at that point.
Now it takes a bit longer to get from level 2 to 3, maybe hitting 3 around the 2 - 2 1/2 minute mark, and during that point if you've pushed the enemy back enough, you can maybe go in and take Oracles, but you're not really going to be stealing that much more (maybe their Alpha?).
I get holding abilities, but rather than waiting for opportune times to come, when you hit level 2-3 with ***bha (who's the god in question here), sometimes you want to be creating that yourself, right?
Meaning, setting a tone for early aggression that can allow you invade opportunities in the future.
I suppose it could be useful in group fights though. Ult an enemy and then dive into the enemy team to double mesmerize. Might want to detail how to use it properly though.
Also, that's why it's a boots replacement suggestion or last item before boots only
2. No mention of one of the best support items, Relic Dagger.
3. No Cursed Ankh mention for relics, even though healers/healing comps and backline divers like Set and Vamana exist.
4. Add Winged Blade.
- Reinforced for tankier base due to lower prots/no health from Binding.
- Binding due to high CC in ***bha's kit combined with allowing you/teammates to deal more early damage.
- Gauntlet to truly get his tankiness up with the high balanced prots and health.
- BoV for the significant CDR boost and mana pool.
- Void as balanced prot counter to BoV, along with added team damage in the aura.
- Prid to max CDR, and it has a very strong protection base for the passive to work from.
Alternatively, we could go with an example of Focus, Binding, Gauntlet, Spirit, Void, Prid, replace Focus with Relic. Can swap Prid and Spirit spots if preferred or get something else instead of Spirit. Also, I'm not prioritizing Potion of Power or anything on him. Maxing CDR is quite nice with ***bha, and so getting it in 2 items is fine IMO. Again, this is just one example.
2. I forgot. I added a bunch of alternative items to the base I was working from, and just forgot that one. Adding it.
3. I honestly don't want Cursed Ankh. I can add it, but there are just other items that I feel are higher priority, and while ***bha can get anti-heal (esp Contagion / Pest), if anti-heal is necessary, I hope other teammates get BBS / Divine. I acknowledge a Vamana ult can be significant healing over time, but for many of the others, you're blocking like 15% lifesteal from BF or something...decreasing that from 15% to 7.5% is NOT the biggest of concerns. The damage output they do is higher priority. And again, just personally prefer other relics to that.
4. Also don't like adding Winged. Feel he has higher priorities. With all the other item options, you feel Winged is important enough to take one of 6 item spots?
My generic guardian support builds go something like this:
CDR / Tank / Traveller's Shoes > Thebes > Sov/Heartward/Lotus (obv not Lotus on ***bha) > Physical/Magical Prot Item > Pridwen > Mantle > Estaff or Situational. Build Order of 3rd/4th/5th item can be swapped around.
Or,
CDR Boots > Thebes > Relic Dagger > Sov/Heartward/Lotus > Physical/Magical Prot Item or Spirit Robe > Mantle > Estaff/situational.
Cursed Ankh would just be for specific matchups, like Vamana and Set like I mentioned, not necessarily against sustain comps in general where you could just pickup contagion/pesti.
It's the upgraded version in particular that's strong against vamana, as his ult will auto proc it, letting the carries melt him after the active is applied to him, not counting other sources of antiheal. And yeah the solo can pick it up but if they don't the support should.
4. Also don't like adding Winged. Feel he has higher priorities. With all the other item options, you feel Winged is important enough to take one of 6 item spots?
It's situational, not standard, just against teams with heavy slows.
And it has been picked up on him before: https://smiteprobuilds.com/Builds?p_filters_page=1&p_filters_search=&p_filters_god=1993&p_filters_pro=~&p_filters_opponent=~&p_filters_role=~&p_filters_league=~&p_filters_sort=~
My typical tank build would also follow along that normal route. With ***bha, I think you want to be less of a general tank and try to use your disruption/CC as much as possible, so Thebes in that first non-Shoes spot is a bit too passive unless you're waiting a bit longer to get some of those stacks. That's why I'm pushing Binding in that situation.
In the more traditional build shown, I prioritized Sov for the higher HP5 and the upfront physical prots to be harder on the ADC. Again, for passive play or preference, Thebes would be fine before Sov (or skip Sov altogether). And if you have a lane with an aggressive Supp, then maybe you hang back and pick up Thebes first for the prots against both.
I can add Ankh and Winged. I just was also avoiding listing every single item, if you know what I mean.
Honestly, I wanted to add more build examples (maybe I can do that on a different tab) just to show counter-building and stuff.
2. No mention of one of the best support items, Relic Dagger.
3. No Cursed Ankh mention for relics, even though healers/healing comps and backline divers like Set and Vamana exist.
4. Add Winged Blade.
I haven't used pridwen on him myself yet, but it would make sense to me in the sense that you get your full cdr from two items. pridwen I feel would be viable since he will be next to targets pretty often if you want to get the full effect of his ult. This looks like a pretty balanced build overall.
I don't play conquest, but the only things i wonder about this build are the following:
1. I am guessing with khumba you aren't concerned with his damage, just getting the pen in for teammates and want the extra 100 health early due to having binding at the two? That early are you really going to be in a lot of danger to where he could get ganked easily early with his kit in play? Couldn't he work with Shoes of the Magi to give him some early power to take advantage of his cc as well? I feel like the your first 3 items are cheap enough where you should be able to get them close to schedule even if your farm isn't going as planned. From the looks of it, the whole build is cheap. I think the highest cost item on there is pridwen at 2400 gold. Really, boots and SoB are the only damage output in this build, and while i know you aren't really concerned with damage on him so much as the stuns, an 11 point difference in his basics at the beginning of the match would make a pretty substantial difference to his damage output through the course of the match since it would also affect the damage from his abilities as well. I wonder if, especially considering his kit, would the 100 health and the stacks for protection from the boots make THAT much of a difference vs that extra damage at the end of the match when physical defense will be 257 amd magical defense will be 218 by the end of the build? I guess that the time to stack thebes is also a concern and not having cooldown until BoV but coming back to the low cost of the build, specifically two items under 2k to start the build, I wouldn't think even in a more challenging match it should be too hard to get items online through each phase of the match. If I am missing something other than what I have brought up with my inexperience in conquest, my bad, but thinking it through i was trying to approach it from that thought process.
2. It is labeled as an aggressive build, and while i can understand the concept of fostering team aggression, though the cc, i have always felt like if you are using an aggressive build or at least when i do, i am more aggressive with the god i am using it on...not saying to foolishly get into fights, but in my mind aggressive builds are meant to push the other team, to try and bully them..whether in team fights or solo fights. In theory if more damage is getting through faster then teams/single opponents shouldn't be able to hold up in those fights. With Khumba's cc it seems like there are great opportunities to keep the passive going from SoB for long periods of tims so why wouldn't you want to take advantage of that for as long as possible while doing as much damage as possible. I know this is a support build but even without Reinforced Shoes at the first slot this seems to be a pretty tanky build
If you do want a bit more damage onkhumba you will be grabbing Shoes of Focus because of the CDR. this will allow you to poke a bit more. it will make you a lot squishier however.
Also an addition to bran's gold spooling comment. It's also common for supports to be ~5 lvl lower then their highest team mate, since they will only get the gold they get sharing waves (and maybe a bit of camps). Which points to them missing quite some gold (also include the money you spend on wards). a cheaper build helps you keep up with the damage dealers a bit better. (also a reason why defense items are in a lot of cases cheaper in moba's) all in all you will probably still reach late game later then most of your other teammates
If you do want a bit more damage onkhumba you will be grabbing Shoes of Focus because of the CDR. this will allow you to poke a bit more. it will make you a lot squishier however. The only reason i said magi was to keep with the BoV/Pridwen combo on cdr as intended.
Also an addition to bran's gold spooling comment. It's also common for supports to be ~5 lvl lower then their highest team mate, since they will only get the gold they get sharing waves (and maybe a bit of camps). Which points to them missing quite some gold (also include the money you spend on wards). a cheaper build helps you keep up with the damage dealers a bit better. (also a reason why defense items are in a lot of cases cheaper in moba's) all in all you will probably still reach late game later then most of your other teammates
Okay, that makes a lot of additional sense, i didn't realize the level discrepancies would be that great and i also stated shoes of magi because I was asking from the standpoint of the rest of the build as Bran had it with the cdr from the BoV and Pridwen.
the only reason to build Shoes of the Magi on a guardian (khumba is quite decent for it because of his scalings) is if you're going "fat loki" (or well mage/glass canon). Most guardians in a more supportive role have to low scalings (or power) to justify the pickup so the better "power" pickup is cdr boots because most guardians have quite long cooldowns.
The main reason Reinforced is showing for the early aggression build is because of BoV and Prid later. If you made some adjustments to that build, you'd shift back to Focus as priority before considering Magi.
For example, if things were going well, at your first back to complete Shoes, you might go Shoes of Focus because you're bullying well. Then after completing Binding, you might say, hey, the physical threat is definitely more than magical, so I'm going to get BoV early, and if I do so, I'm not picking up Pridwen until late as a replacement to Shoes (or not at all). Or I might get Sov, then Shogun's, then Spirit, and completely skip BoV and Prid, picking up Relic later instead.
Lots of options. It makes it hard to settle on one or two example builds, but at least there's a method to the madness.
No, Reinforced's health and prots wouldn't make that much difference at the end of the match, which is why you're replacing it late-game. Keep in mind, this isn't an Arena build, this is a Conquest build. The mindset is a lot different. You build items at specific spots of the build to get an advantage or help at that time, and your choices matter more because it takes longer to get items online due to lower gold spooling. You have to think about power curves, item costs, how those interact/balance, things like that. And of course, countering enemies. So early game, getting some prots online with Shoes when the enemy hasn't built any pen will help mitigate a good amount of damage, and even 100 health is helpful. Keep in mind it's also not just the prots and health, it also has nice early CC reduction.
2. The early aggression build is based around Stone of Binding, which is a team-directed item to help increase their early game damage. It's not about YOU being aggressive just because you do more damage by getting high power items. Aggression isn't just damage, it's a playstyle and pressure with regard to how you're bullying and threatening with your CC.
When you're Support, your main job is to set up kills, peel, and soak damage. Unless you're willing to build more for damage, then you're not going to be doing huge amounts. You have to dedicate a build if you want a much more significant damage impact...power, flat pen, % pen. You can do that and have fun in Arena, but don't build like that in Conq unless you're trolling.
In S6 and earlier, you had options to go more bruiser guard. Besides Binding (which was stronger earlier before the nerf), you had flat pen in Void, flat pen in Dynasty, CDR in Pythag's, etc. There's been a significant shift away from early damage by dropping magical flat pen and giving more items % pen.
No, Reinforced's health and prots wouldn't make that much difference at the end of the match, which is why you're replacing it late-game. Keep in mind, this isn't an Arena build, this is a Conquest build. The mindset is a lot different. You build items at specific spots of the build to get an advantage or help at that time, and your choices matter more because it takes longer to get items online due to lower gold spooling. You have to think about power curves, item costs, how those interact/balance, things like that. And of course, countering enemies. So early game, getting some prots online with Shoes when the enemy hasn't built any pen will help mitigate a good amount of damage, and even 100 health is helpful. Keep in mind it's also not just the prots and health, it also has nice early CC reduction.
2. The early aggression build is based around Stone of Binding, which is a team-directed item to help increase their early game damage. It's not about YOU being aggressive just because you do more damage by getting high power items. Aggression isn't just damage, it's a playstyle and pressure with regard to how you're bullying and threatening with your CC.
When you're Support, your main job is to set up kills, peel, and soak damage. Unless you're willing to build more for damage, then you're not going to be doing huge amounts. You have to dedicate a build if you want a much more significant damage impact...power, flat pen, % pen. You can do that and have fun in Arena, but don't build like that in Conq unless you're trolling.
In S6 and earlier, you had options to go more bruiser guard. Besides Binding (which was stronger earlier before the nerf), you had flat pen in Void, flat pen in Dynasty, CDR in Pythag's, etc. There's been a significant shift away from early damage by dropping magical flat pen and giving more items % pen.
No, Reinforced's health and prots wouldn't make that much difference at the end of the match, which is why you're replacing it late-game. Keep in mind, this isn't an Arena build, this is a Conquest build. The mindset is a lot different. You build items at specific spots of the build to get an advantage or help at that time, and your choices matter more because it takes longer to get items online due to lower gold spooling. You have to think about power curves, item costs, how those interact/balance, things like that. And of course, countering enemies. So early game, getting some prots online with Shoes when the enemy hasn't built any pen will help mitigate a good amount of damage, and even 100 health is helpful. Keep in mind it's also not just the prots and health, it also has nice early CC reduction.
2. The early aggression build is based around Stone of Binding, which is a team-directed item to help increase their early game damage. It's not about YOU being aggressive just because you do more damage by getting high power items. Aggression isn't just damage, it's a playstyle and pressure with regard to how you're bullying and threatening with your CC.
When you're Support, your main job is to set up kills, peel, and soak damage. Unless you're willing to build more for damage, then you're not going to be doing huge amounts. You have to dedicate a build if you want a much more significant damage impact...power, flat pen, % pen. You can do that and have fun in Arena, but don't build like that in Conq unless you're trolling.
In S6 and earlier, you had options to go more bruiser guard. Besides Binding (which was stronger earlier before the nerf), you had flat pen in Void, flat pen in Dynasty, CDR in Pythag's, etc. There's been a significant shift away from early damage by dropping magical flat pen and giving more items % pen.
Thanks for the clarifications. Between your answer and the information Devampi provided it makes a lot more sense.
DownvotedNice one. This one took a lot of time and discuss to came out.