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?
The main goal of this build is to be Tanky enough to use your Charge Prey, and throw one squishy target back, while using your Tail Whip, to keep the prey's friends from intervening. You need to be Tanky enough to hold your own, and if the enemy team stacks a lot of slows that might prohibit you from returning to a safe position after the completion of your task, I recommend Purification Beads instead of Creeping Curse. If they can't stop from having their Mages chucked to their doom, creeping curse will help keep your teammates fed by limiting escapes from team fights. If they have a Loki, that seems to be becoming fed, and you are worried about him attempting to tackle you, a Hide of the Nimean Lion, pretty much stops them from messing with you, I recommend that over Breastplate of Valor when fighting teams with more than one of Anhur Artemis Loki and Bakasura. Especially if one of those 4 is the other team's main carry.
The difference between a good and a bad team for this build generally depends on how much CC you have to stop the prey from escaping. Thus Thor, Ymir, and Anubis are generally my preferred picks.
Even before anyone has an ultimate, Sobek easily feeds prey to his teammates. Artemis, Ao Quang, Zeus, and Anubis tend to be the best Pre- Level 4 fodder. One good throw and you have a shot at taking the lead and keeping it all game. As soon as Ultimates come into play the game gets much tougher. When you Charge Prey, you leave yourself exposed to the 4 other teamates you swerved between to send them away. If you can, get a good Tail Whip off, to get some room. Avoiding painful ultimates, you will take pretty heavy damage from most Mages until Void Stone and Hide Of Leviathan are built. Pythagorem's piece early, helps with life-steal sustain, allowing you to get great amounts of HP from Sickening Strike, as well as giving some of your abilities the punch to dish out some damage in Early and Mid team fights.
Sprint is extremely useful in hunting down fleeing fodder. Allowing Sobek to stop some normally clean getaway recalls in side lanes with the use of Charge Prey. If you had to get Purification Beads early because of Ares, Hades, or someone like them, you may consider creeping curse, to allow your (Hopefully stun-happy) allies to keep them where you want them.
Rod of Tahuti allows you to keep your ability damage up later in the game. Normally in a regular Arena Game, especially if your feed tactic isn't working, you won't complete it before the end of the game, but in down to the final second games, the extra 25% magical power is definitely felt by lines of tail whipped minions and Enemy Heroes hit with your '2' '3' or '4'.
This is how I play Sobek in arena, I'm not claiming to even be good, but this is the build I feel like I have the most success in.
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
Leave a Comment
You need to log in before commenting.
Collapse All Comments