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Feeding Frenzy, Sobek Arena Guide

0 1 16,635
by Marferton updated December 11, 2012

Smite God: Sobek

Build Guide Discussion 0 More Guides
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Sobek Build

Pick your Prey

Build Item Reinforced Greaves (Deleted) Reinforced Greaves (Deleted)
3
Build Item Pythagorem's Piece Pythagorem's Piece
3
Build Item Creeping Curse Creeping Curse
Build Item Void Stone Void Stone
3
Build Item Hide of Leviathan Hide of Leviathan
3
Build Item Breastplate of Valor Breastplate of Valor
3
Build Item Rod of Tahuti Rod of Tahuti
3
Build Item Heavenly Wings Heavenly Wings

Sobek's Skill Order

Charge Prey

1 X Y
Charge Prey
1 15 16 18 19

Tail Whip

2 A B
Tail Whip
3 8 11 12 14

Sickening Strike

3 B A
Sickening Strike
2 4 6 7 10

Lurking In The Waters

4 Y X
Lurking In The Waters
5 9 13 17 20
Charge Prey
1 15 16 18 19

Charge Prey

1 X
Sobek charges forward at a frenzied pace. If Sobek hits an enemy, he does damage, becomes briefly CC Immune, and throws the enemy behind him. Sobek is immune to knockups while dashing.

Ability Type: Dash, Crowd Control, Damage
Damage: 70 / 110 / 150 / 190 / 230 (+50% of your Magical Power)
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 12s
Tail Whip
3 8 11 12 14

Tail Whip

2 A
Sobek whips around in a circle, knocking enemies back and doing damage.

Ability Type: Circle, Knockup, Damage
Damage: 90 / 135 / 180 / 225 / 270 (+40% of your Magical Power)
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Sickening Strike
2 4 6 7 10

Sickening Strike

3 B
Sobek does an axe attack that damages all enemies in front of him and lowers their healing received. In addition, Sobek heals for each enemy hit, up to 3.

Ability Type: Cone, Heal, Damage
Damage: 90 / 125 / 160 / 195 / 230 (+30% of your Magical Power)
Healing Reduction: 40%
Healing Reduction Lifetime: 5s
Heal: 22 / 29 / 36 / 43 / 50
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Lurking In The Waters
5 9 13 17 20

Lurking In The Waters

4 Y
Sobek submerges himself, where he gains 20% protections, regenerates Mana, is immune to Crowd Control, may pass through player-made walls, and he Slows all enemies. When Sobek emerges, he damages all enemies in the radius. Cancelling the ability decreases the damage.

Ability Type: Circle, Debuff, Damage
Damage: 300 / 450 / 600 / 750 / 900 (+80% of your Magical Power)
Submerge Slow: 30 / 32.5 / 35 / 37.5 / 40%
Submerge Lifetime: 5s
Submerge Mana Regen: 10% per second
Radius: 30
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Why this build?

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.

Early Arena

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.

Late Arena.

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.

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League of Legends Build Guide Author Marferton
Feeding Frenzy, Sobek Arena Guide
Table of Contents

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