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Conquest Beetle

0 0 15,068
by BunniesOfDoom updated September 15, 2015

Smite God: Khepri

Build Guide Discussion 3 More Guides
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Khepri Build

Starter

Build Item Watcher's Gift Watcher's Gift
Build Item Cloak of Meditation Cloak of Meditation

Defense then offense

Build Item Hide of the Urchin Hide of the Urchin
Build Item Stone of Gaia Stone of Gaia
Build Item Mystical Mail Mystical Mail
Build Item Gem of Isolation Gem of Isolation
Build Item Spear of the Magus Spear of the Magus

Optionals

Build Item Bulwark of Hope Bulwark of Hope
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Magi's Cloak Magi's Cloak

Notes and Introduction

This is my first guide. Feel free to shut it down or upvote it. I personally don't mind either way. This is just for fun. I also like to talk. But I tend to have sentences in the front that completely explain the wall of text behind it. So if you really don't want to read, then you just read that and move on. I also don't own any of the images that you see. You can find them here. On with the guide~




Khepri is a huge support guardian. Unlike the new guardian Xing Tian, he is made to be THE guardian. He doesn't deal a lot of damage with his abilities but he can help his hunter excel and survive.

Pros

Khepri is perfect for helping a hunter get up fast and strong. If you want a guardian that can survive and support his team, Khepri is the one for you.

- His Rising Dawn half lives a whole wave of minions. This lets your hunter finish them off while you scare off the other hunter and guardian.

- His Abduct is a definite kill. Assuming you can grab someone who is low on life or a save if you grab someone chasing your low life hunter. It's also very useful if you're playing with a Rama. Their ultimate and his grab can assure death for the person grabbed.

- His Ult is a revive. I'm not sure what else to put here. He can also ult himself along with his teammates. Keep in mind that his ult isn't just a revive but also increased power, movement speed, and immune to slow. Which means, it's not a mistake to ult someone who isn't yet in the death range. It could mean a serious win for your hunter. It also gets rid of any cc's on the person the moment it's cast. It's just good all around.

- He's big. The easiest way to get a kill on a low hunter is to simply body block them. Stand in front of them while your hunter shoots them down. You should be tanky enough to avoid getting really hurt and if the hunter is low enough, they'll probably panic. Suddenly there's a big beetle in their way and they're dying. They probably won't attack you as much but try to scramble around you.

Cons

Khepri has a few flaws along with him that you should be aware of. He's great support but with great power comes some not so great problems.

- Khepri is big. Like really big. He has a huge demanding presence in the lane which isn't a problem except when things get hairy. If you find yourself in the middle of a team fight, there's a chance that you could possibly body block someone without meaning to. It's really important to know where your allies are and if one is trying to get away, you need to move out of the way. It's hard to move around a Khepri, especially when he keeps moving in the same direction you are.

- His ult revives them on top of you. Yeah you may not think this is a problem but if you're in the midst of a team fight and you ult someone, especially when the ult activates almost the moment you cast it, you just threw a half life squishy right back into the battle. If you do ult someone, keep in mind that you need to get away. Try and ult them before the point of them knocking on death's door. That way you can dash out and revive them outside of battle instead of in the midst of chaos.

- Khepri isn't the greatest at clearing waves. If you're playing Khepri as a tank, then you're going to learn real quick that his Rising dawn only half lifes minions. So if you find yourself in lane alone while your hunter is healing up in fountain, you'll probably be recruiting the tower to help kill minions early game. Mid to late game you can just stand in the middle of the wave and not care that they're attacking you.

-He doesn't have a strong initiate. Unlike other guardans, Khepri isn't usually one to do something that will start everything off. He's not a back line fighter but he does better right behind his people or directly in front. He needs to keep a line of sight on them almost at all times to see what they are going to do. It's usually up to the hunter to initiate with Khepri to assist.

Skills


Khepri's passive is

Fortitude


Uses
-Passive shield
-Mitigates damage
-Good for camp clearing early game

Fortitude is very good early game. If you arrive at the buff camp any time before the spawn of the buff with your ally close by, you will give them the buff. This is perfect for camp clearing because it takes the damage first. You can tag team the camp and swapping who takes damage that allows the shield to take almost all the damage. It also refreshes at least once on your way to the next camp, starting the cycle over again.


Kpheir's one is

Abduct


Uses
-Silence
-CC
-Three uses

Abduct can be used in three ways. It can be used to pull someone to their death and to peel a player off your hunter. It is an assassin's worse nightmare. It's very good for silencing them and pulling them away from your hunter when they go in. It can also be used to get you out of a sticky situation. Don't forget that it's a dash as long as there are no gods in your way.


Khepri's two is

Rising Dawn



Uses
-Damage debuff
-Assist wave clear
-Damage over time

Rising Dawn plus gem of isolation says that the god is not getting away from your hunter. Also, the damage debuff is really important early game. Especially with clearing camps. His passive shield plus the damage reduction from rising dawn means your hunter doesn't take much damage from the camps and can get in lane almost at full health.


Khepri's three is

Solar Flare



Uses
-Root
-Damage
-Combo starter

Solar Flare is a great way to start up a dash. The root keeps them in place so you can dash forward and grab a hold of them. It is also really good for keeping people in place that happen to be going after your allies. Not only does it root but it also damages. So when in the jungle you can root them for that finishing kill and if it doesn't kill them, you can throw a ball at them to finish the job.


Khepri's Ult is

Scarab's Blessing


Uses
-Revive
-Buff
-CC breaker

Scarab's Blessing is a absolute best way to make sure your hunter doesn't die. It is very useful in team fights and can be done over the wall if need be. Along with the revive, it gives a speed and power buff and immunity to slow. It can really be a turning point in a team fight. You not only save a teammate from dying but you bring them right back into the fight again.

Items

For starters, you'll notice that I put Meditation as a starter item. This is because Khepri is very mana intensive early game. You'll find yourself running out of mana when you first start and if you're facing a rather aggressive duo than potions just won't do it for you. You're going to be peeling people off left and right and so you'll need the mana to keep up with them.

Watcher's Gift is kinda self explanatory. You don't want to get the final kills on the minions. You want to half life them with your rising dawn then let your hunter finish them off. Watcher's Gift makes sure you keep up in gold at least a bit.

You want to get Hide of the Urchin as soon as possible to start building those stacks quickly. It's passive makes it a very good protection item.

Stone of Gaia is next. It gives that mp5 that you need and a helpful hp5 as well. You're welcome to do up to tier two then start building your physical item. That way you still get the starter hp5 and mp5 but you also have those physical protections against their hunter.

Mystical Mail is a favorite of mine. It helps to deal damage to enemies when you grab them. However, it does deal damage to minions and that plus your rising dawn can take a wave out before your hunter can get to it. Which is why it's in the third slot and at that point, your hunter should be well on their way so that it doesn't matter who gets the minions. If you feel that their hunter is really hurting you more than you like, you can always substitute it for Hide of the Nemean Lion. It should help keep that hunter from bull rushing you.

Gem of Isolation is good with Khepri because of his roots and DOT. It slows the people down long enough for someone, whether it be you or your teammates, to catch up and finish them off. It also gives you that little push to help clear minion waves more on your own in case you're in lane by yourself which can happen if your rotating well.

Spear of the Magus works in coordination with your Gem of Iso. and your Rising Dawn. It makes it so that those gods who are just out of reach perish to your DOT. It also reduces the protections for your mid/solo laners who may need that extra bit of support against a warrior or guardian.

Bulwark of Hope is optional just in case you find yourself up against a really good mage who is just kicking your butt. You would substitute it with Gem of Iso. or Spear of the Magus. Or you can take it as your sixth item when you get rid of Watcher's Gift.

Magi's Blessing is purely optional as well. Like Bulwark of Hope you can substitute it for Gem of Iso. or Spear or you can put it in your sixth slot. You can also get this one sooner if you find that their teams have a lot of CC and your beads are just not cutting it. Khepri doesn't have any CC immune moves so if you have to, you can subsitute this one for Mystical Mail or Stone of Gaia but I wouldn't recommend that. I would personal get it third or fourth then build the rest after.

When it comes to actives, it's honestly based on the game and how it's playing out. If you want to be the more aggressive Khepri you can get a Greater Blink for your second item to really get in there and grab people. I usually get a Teleport to Gods so that I can get there when my teammates need me and when the team fights are going on but it's all in how you play the game. As for Meditation that you got early game, you're welcome to with that as you want. I usually don't touch it after that or maybe upgrade it to Salvation if I find my team needs that extra help during the team fights. Otherwise, I just leave it alone.


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1
Vithaliy (8) | September 16, 2015 5:45am
Yep you are right, I was still thinking about Freya that I mentioned before! :D
I meant that you are not procing (is that how it's spelled? xD) often with Khepri, contrary to a Freya for that matter! :)

Regarding Heartward Amulet and Sovereignty they are still good, but the "new" Mail of Renewal is probably take over Sovereignty really quickly.
1
Rinorim (5) | September 16, 2015 5:31am
I do like Heartward Amulet and Sovereignty, but they're getting phased out in conquest mode pretty quickly. They're good in joust or assault but not much else.

I agree with not getting meditation, you should avoid this if possible. Heavenly Agility and Weakening Curse/ Enfeebling Curse are simply too good to pass up.

Hide of the Urchin isn't too bad early, but if you're going for Mystical Mail, that should be your first real pick up. Its damage drops off really fast.

Keep in mind that Spear of the Magus doesn't have to supplement khepri's damage. It's very good at supporting any mages on the team. If you only have 1, then it might not be the best way to go like Vithaliy mentioned.

For instance, combo your root into your drag and you have full spear stacks for your mage to burst them.

I'm not understanding your comment about the basic attacks though Vithaliy, you don't use basics for Spear of the Magus :/ so I'm confuzled.
1
Vithaliy (8) | September 16, 2015 4:41am
You might want to consider Heartward Amulet and Sovereignty if you are playing as a support. Also, for early game, Travelers Shoes would help "stacking" gold (that will allow you to put spend more gold on wards)

With Watcher's Gift and a few mana potions, you shouldn't need Meditation. To engage with Khepri, Blink is a very good choice. You can also consider Sprint as a second active for escape (cause Khepri is not really good at escaping) or a teleport for better mobility, but the Shielded Teleport is better IMO (considering you are reasonably warding). Weakening Curse is still a valid choice as well if you have facing ADC with a lot of lifesteal (like Freya) or healers.

Another point : Hide of the Urchin is good for defense, but you don't need it that early in the game as it will stack better in team fights.

I'm not sure that the Spear of the Magus works fine on Khepri. I'd rather go with Ethereal Staff to max my HP. You don't land a tons of basic attacks with Khepri anyway as your attack speed is low.
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