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hi there this is my 5th overall guide and its going to be on sobek who is one of the top tanks in the game i used to main him at a point in time and did rather well with him so this guide may be more similar to my early guides as it will cover some areas in great details
Pros:
+ lots of CC with charge pray and Tail Whip
+ natural healing reduction with Sickening Strike
+ High Damage AoE slow with his Lurking In The Waters
+ gets a bit of protections from his passive Blessing of the Nile
+ has a great fear factor when in lane with a good partner such as Anhur or Xbalanque or Apollo or even Neith
+ has good self sustain with his Sickening Strike
+ Lurking In The Waters regenerates mana while submerged
Passive: Blessing of the Nile: you gain 5 protections for 4 sec each time you hit a enemy god stacks up to 3 times
spell 1: Charge Prey: you dash forward stopping and stunning the first thing you hit dealing some damage and then fling them behind you towards the start of the dash
Cost: 70/80/90/100/110 mana.
Cooldown: 15 seconds.
in general: this is your CC skill you usually get it at LvL 1 unless soemthing comes up you max this last
spell 2: Tail Whip this is your knock back skill deals some damage and pushes the enemy around a bit
Cost: 70/80/90/100/110 mana.
Cooldown: 12 seconds.
in general: i usually max this 2nd as it lets me deal some wide spread damage while dispersing or peeling for the carry usually you get this at LvL 3
spell 3: Sickening Strike this spell hits in a wide cone AoE dealing some damage and healing you for each target hit up to a max of 3 targets it also lowers healing so its good vs gods like Hel
Cost: 70/80/90/100/110 mana.
Cooldown: 13 seconds.
in general: this is the skill you get at LVL 2 usually its your self sustain skill as well as your small poke and healing reduction skill so you max this first for that
spell 4: Lurking In The Waters sobek submerges him self into the ground with a pool that slows by 15% and he can move in this state that lasts for 4 sec while submerged he regenerates 10% of his mana per sec up to a max of 40% after 4 sec he emerges from the pool doing heavy damage this spell can be canceled early but for less damage
Cost: 80/90/100/110/120 mana.
Cooldown: 90 seconds.
in general: your ultimate you get it when you can it deals high damage and regenerates mana so its rather nice but since a lot of gods will get counter items for this since its damage is high some general counter are escape spells(jumps/dashes) some actives such as Combat Blink and Aegis Amulet also counter this there is also sprint overall you need 2 develop a sense for when the enemy has none of the above up so that you can use the ultimate properly also it can be canceled early but for less damage
as the tank your job is to help the carry and the team you should ask and consider what you may need more depending on the enemy team some really good actives for you could be:
1- Eye of Providence free wards every 60 sec that latter turn into supper wards that ignore walls in there vision these are awesome and let you ward for free with careful placement you may not need to buy ward till the mid/late game with this
2- Fist of the Gods this item is a additional stun that you can get if your team already has a normal Hand of the Gods already if they dont get that in order to secure objectives like FG and GF
3- Creeping Cursethis can be useful early and late game as its tier 3 branch offs are Weakening Curse that counters healers and heavy life steal you can use it on key targets or the whole enemy team(ideally) right before some strong or after some strong burst in order 2 prevent recovery or you can go with Enfeebling Curse this will stop AA based gods and is even more effective if you happen to have a witch stone
4- Heavenly Agility a team wide speed buff and makes the team slow immune as well a good pick to counter slows and partially counter the above active
5- Girdle of Might this you get for a extra edge in a team fight upgrades into a Girdle of Support since you dont need the other tier of it as its a self buff and you need the team buff
6-shell this active gives bonus protections to your team and its 2 tier 3 branch offs are both great i prefer shell of absorbtion as the 15% additional damage reduction is awesome vs heavy burst/damage teams or late/end game in general
7- Shielded Teleport this can be somewhat useful if you were far away from your team and that they need you there right now you can use this to teleport to a nearby ward or if they have a ward or Eye of Providence they can drop 1 and you teleport to them right there this can also let you pull off assistance ganks with the consumable teleport as well as you can go from 1 tower to another tower/ward gank help ect then teleport back to yours if you need 2 ect...
this concludes actives
here i will explain my builds and other options as well
1- Mark of the Vanguard this items is a good decent starter item as it makes you more tanky gives some HP but most of all it passive can make you immune to minions for the most part which is great as you will often be pulling players past minions and drawing there attention to yourself you replace this item late game with the 6th item
2a- Reinforced Greaves these are my boots of option i like there speed and there passive i sometimes get witch stone first as its also a fair pick if im up against a enemy ADC with my ADC as its passive gives us a good advantage as the AD reduction is very powerful early on i would then follow up with the build in the same proper order
2b- Shoes of Focus if your going for max CDR then these are the best way to do it
3- Breastplate of Valor this gives us so much CDR protections and Mana its a rather great item in my opinion
4- Bulwark of Hope this item gives us a lot of HP and magic Protections and its passive can be a life saver sometimes
5- Pestilence this item has a aura that reduces healing and regeneration which works with our Sickening Strike in case the enemy has a more feed AD type god then get Hide of the nemenalion here instead
6- Hide of the Nemean Lion this item is a general counter to most AD gods and its stats are awesome so i quite very much like it
7-witch stone id be getting this last if the enemy ADC/duo lane was not a threat as its movement speed is great and the passive is still good late game though can be replace with other counter items such as Divine Ruin to counter those pesky healers or heavy life steal based gods(looking at you Fenrir and your Seething Howl) other items can include Gem of Isolation for bonus slows or [gem of binding]] as AA with a 25% slow are so good on tanks even more so if the tanks heave good chasing power
some items that can be used as well but are not listed here for some reasons such as personal taste:
-mystical mark this item has some good stats and is also rather strong early it can also help push and see Loki in stealth if your as fast as him ect...(and when you can see him in stealth due to the damage numbers you can Charge Prey him out of stealth)
- Sovereignty this item gives a lot of HP and a good aura get it if your team needs every bit of protections they can get or if you need a lot of HP and are vs a lot of AD based gods
- Hide of the Urchin 60+ of both protections at full stacks and some HP whats not to like you can also get its other form hide of the leviathan in case you went with max CDR with the Shoes of Focus but still need the CC reduction
- Stone of Gaia this item gives some heavy sustain and can be made into a constant 20 - 40 HP or so per sec healing potion thats always on depending on build but i dont like it as it does not give direct HP which does not contribute to direct to how tanky you are ect... but rather how long you can sustain still if your stuck in a solo lane due to a DC or troll you can get this if your foe is a mage in case of a AD Mystic mark does batter and helps push
know for a effective play you need to know what your job is so will will list what you need to do in order to do well as a tank in the early/mid/late game in order to win:
Early Game:
1- set up kills for the carry with Charge Prey try and aim to pull them either after there creep wave is somewhat destroyed or before it(then hog the wave which should be grouped up on you) to make the best use the skill is to make your minions also hit them or to fling them into the tower you can in both of above scenarios follow up with a Tail Whip
2- ward with a Eye of Providence or wards in general if you dont have Eye of Providence
3- disrupt the enemy if you can with your Charge Prey and Tail Whip in order to prevent poke to your carry the creep wave and your self both of the above skills can for instance prevent thor from teleporting to his hammer after he hurls it
4- protect the carry with your body if you can manage it on time and well this is a critical skill for a tank the ability to walk around your carry as there fighting and into enemy AA in order to make your carry take the least amount of damage you do this if your side does not have minions at the moment as usually minions can be used for this purpose by the carry
5- as a last resort if your both low i know its not very fun but if you need to make the choice between you and your carry chose the carry and body block fatal AA or spells just make sure that your not going to body block a penetrating spell and give them a double kill or something (example you can block the Death Scythe from Thanathos but not Ra and his Searing Pain or similar skills that go in a line through all targets other spells you can block are squall but there risky as they have a small AoE on detonation so the block needs to be accurate)
at the start your both at your weakest and strongest points that is to say your not very tanky yet but Charge Prey scares all foes since a fling into a minion wave + whip can hurt a lot even more so if the ADC with you has some CC as well such as Anhur any way you can have the following few starts:
Start 1: this is the start i would advise: get HoG and Eye of Providence and 1 HP and 1 Mana portion then get your duo lane blue buff so that they cant steal it and ward in case they try to steal it and get first blood you can also ward and if they try to steal it jump them for a first blood you then pick up the blue if you need it but if your Partner has good or batter poke then you give it to them as spell spamming is nice
after any of the above starts you move into the lane and thats the start of the early game
as mentioned above in the role and you section you follow those steps but here are some details and tactical advise the obvious stuff is covered in your role and you this is some little less obvious stuff :
1- you can run into the back side of a wave use HoG and pull some 1 right away
2- make sure to only fling the enemy carry and not the tank unless they have a support and not a tank since both are easy to kill but you still prefer the carry in either case
3- call MIA on your lane as soon as you see that they are not in your line of sight
4- if possible steal the enemy buffs with your ADC and jungler
5- take the CD of both your carry and the enemy carry into consideration before any action catch them when there best spells are on CD while the ones of your Carry Are up
6- when body blocking near your tower on a near dead carry and that the enemy carry is also low you can fling them into the tower and follow up with a tail whip while moving backwards or turning around then follow up with more body blocking either for your carry or preventing the enemy from walking out
when mid game starts and teamfights start happening in addition to the obvious stuff explained above in the your role and you section you also want to:
1- isolate key targets away from a fight (in case a fight brakes out but that the enemy has some 1 who can really make some trouble for your team you can try and fling them away from the fight and slow them down while your team finished off there ally's or runs away depending on the conditions) a good sobek can be quite creative a fling + enfeebling curse + tail whip can go a long way in those terms
2- Disrupt hard hitting spells - some spells can be canceled mid cast like Excavate this spell can be canceled out with both Charge Prey and Tail Whip which means if well played you can stop Hercules 2 times from throwing his ultimate into a fight
those are the only 2 hints of advise for the mid game i can offer i covered the more obvious stuff in your role and you
most of the stuff was already covered but here are some unusual plays that can be made:
1-Blink + Charge Prey for a unsuspected initiation
2- you can use Charge Prey to follow up long range CC from your team for batter initiation in case the enemy is awesome at avoiding Charge Prey
3-blink through a wall for even batter unsuspected initiation or counter initiation if you were rushing towards your team and that the enemy started a fight a sudden blink in through a wall + Tail Whip can go a long way followed by either a Fist of the Gods or Weakening Curse or Enfeebling Curse then followed by Charge Prey on key targets + Lurking In The Waters can be quite brutal and brake up a fight or turn it to your favor
4- you can also do the above trick but use Tail Whip to brake it up and then Heavenly Agility to help the team retreat and re-group there are other methods of the above trick like blinking in and using a salvation(team like meditation) with a High HP build can save a near deal teammate
here i will explain some of the combos and synergy that sobek has with the following ADC's
1. Anhur works well with sobek as its easy to Impale a target thrown backwards with Charge Prey this is were most players stop thinking about it and attack but there is additional move that can be done right after the impale anhur can place a Shifting Sands pillar next to the enemy god and the natural wall then sobek and anhur move in fast towards the enemy god and cut off all paths forming a sort of triangle around him with there 2 body's and the pillar forcing the guy to take AA in the Face for 7+ sec if there escapes were down which is usually a kill for your carry though this combo has risks and is not good vs Ymir for example as he can stop a good portion of it in cases like that the normal Charge Prey + Impale + Desert Fury combo is batter as it has a high kill chance on a 70% - 80% HP target
Sobek is in general a strong team pick and is most dangerous in aggressive lanes with a Anhur Xbalanque Apollo Artemis or Neith (i just dont like Cupid since there are some counters to there combo(like Xbalanque his Rising Jaguar is a cc immune dash/jump thing which renders the stun and cripple of there combo( Purification Beads can also mega counter it)
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