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Hello, this is my Sobek guide. It is indeed my first ever guide so any positive feedback is appreciated. Please feel free to give any suggestions in the comments below. Other than that, I hope I can make this guide to help players in anyway possible.
Pros
+ Very tanky naturally and from his passive Blessing of the Nile
+ Great sustain with Sickening Strike
+ Great disengage with Tail Whip, Charge Prey, and Lurking In The Waters
+ Can flip his enemy's into turret and into your allies
Cons
- Can be very mana hungry in-lane
- If Charge Prey is missed you can land yourself into a very bad spot
- If built straight tank has barely any damage
- If built straight damage he will die in seconds
- His passive requires 3 landed auto attacks to be at its best
Blessing of the Nile
- Ability- Passive
Sobek's basic attacks that hit an enemy grant him protections for a short time.5 physical and magical protection, stacks up to 3 times.
Charge Prey
- Ability- 1
Sobek charges forward at a frenzied pace. If Sobek hits an enemy, he stuns him doing damage and throwing the enemy behind Sobek doing 70/110/150/190/230 magic damage with a cooldown of 15 seconds and costing 70/80/90/100/110 Mana.
This is the ability that mostly defines Sobek as who he is and how people respond to him. I never put my first point into a skill until I need it. So sometimes if I dont need to grab Sickening Strike first and i see the oppurtunity I will grab Charge Prey and flip an enemy under turret, ending with an easy first blood. Other than that make sure you dont miss. You can end up in some pretty akward situations.
Tail Whip
-Ability- 2
Sobek whips around in a circle, knocking enemies back and doing 80/125/170/215/260 (+40% of your magical power)as magical damage with a cooldown of 12 seconds and costing 70/80/90/100/110 mana.
This ability makes Sobek an nuisence to the enemy team during teamfights and in-lane. It does decent damage and pushes the enemies away from you. Being in a solo lane means you will be paired with either a 2v1 lane or a 1v1 lane. In the case of a 2v1 lane you will need to get those enemy gods of your tail when you last hit so why not push them back. Also in team fights it helps you disperse their team and ruin their positioning.
Sickening Strike
-Ability- 3
Sobek does an axe attack that does 60/100/140/180/220 (+30% of your magical power) magic damage all enemies in front of him and lowers their healing received by 50% for 4 seconds. It has a cooldown of 13 seconds and costing 70/80/90/100/110 mana. In addition, Sobek heals 20/30/40/50/60 (+10% of your magical power) for each enemy hit, up to 3.
This is the move I would max first. It is your ranged poke and it is your sustain. Be sure to hit as many targets as possible to max the heal. Also if you are laning against someone such as Hel or Guan Yu, someone with a heal, try to time your Sickening Strike before they heal that way you can damage them and reduce the amount they heal to themselves and they're allies. Also, do not be afraid to last hit with this attack. Especially since minions killed by turrets give no gold.
Lurking In The Waters
-Ability- 4/Ultimate
Sobek submerges himself for 4 seconds, where he regens 10% mana per second, is immune to crowd control and he slows all enemies by 15%. When sobek emerges, he does 350/500/650/800/950 (+80% of your magical power)magical damage all enemies in the radius. Cancelling the ability decreases the damage. It has a cooldown of 90 seconds and costs 80/90/100/110/120 Mana.
This ult is... Diffrent. It is really good, but it has it's flaws. It does massive damage at its max duration, and it is easy to hit people with because it slows, has a large range, and you are immune to crowd control. Always use it at theend of your combo so you can regenerate the mana lost by the start of the combo and your cooldowns will be going down as you slow and damage them. The cc Imunity also helps for escapes from sticky situations such as a Hades ult or a Ymir ult. But you must remember that while you are underwater you are not untargetable. You cannot attack them under water and they can attack you. So if you dive down recklessly, you can end up dying without even hurting them.
(Pro tip) If you are low on mana you can use your ult to gain mana back, grab creeps, and inflict some damage to your lane opponents.
Mark of the Vanguard
This item I believe is nessisary to start. It reduces all damage done by 5. While this may not seem like much, all dem minions start stacking up damage early. it also supplies great tanky stats.
Plated Greaves
These are my favorate boots. They supply tanky stats, and more percent damage reduction. If you do feel like they have tons of cc and you do not want Hide of Leviathan feel free to get the other tanky boots.
Mystical mark
mystical mark
This is absolutely my favorate tank item in the game. It gives a good amount of armor and health. Not only that though, it gives you an aura that deals 40 magic damage to nearby enemys every second. It helps push the minion waves and provides constant damage for someone who isnt building it.
Sovereignty
This is another of the top tank items in the game. It provides a whopping amount of Physical and Magical protections to not only you but to your allies around you. It is all around a great item.
Hide of Leviathan
I personally like this item. You on the otherhand don't have to. I like it because its a source of every raw tank stat you'd ever need, its got mana on it, and also tenacity. That way i can get my favorate boots Plated Greaves.
Stone of Gaia
This is probobly the number one magic resist item in the game. It gives huge amounts of magic resist but also hp regen. That way you dont have to base much because you can just continue roaming during mid-late game and gain your health back while traveling through the jungle.
Ethereal Staff
I like this as a last item because it's health, and it tops you off with a little damage that makes you a menace to deal with late game. It gives you AP based on your health (and trust me, you'll have plenty of that.)
For the rest of the situational items, If you need more physical or magical protection, feel free to swap items in and out.
Fist of the Gods
This is a great active on any solo laner. During Laning phase it can help you secure buffs for your team, and you can grabyour own blue buffs if need be. The stun is also handy for a jungler gank or teamfight.
meditation
meditation
This is another active I get alot. Reasons being, in some lanes you need to keep using your Sickening Strike to stay in lane but you end up running out of mana. I'd get this if you arnt planning on getting anyblue buffs.
Girdle of Might
The is an active that can turn a teamfight in your favor. Using it provides a good amount of raw stats and protections to you and your team. Your team should always have one.
Restoration Shard
If you feel like your getting bullied to much, and you cant regen enough on your own, dont feel bad about picking a shard up. In the 2v1 lane the enemys will be stacking spell up fast paired with its short cool down provides alot of sustain.
sprint
sprint
Fast = better. If you feel slow, want to chase, or for whatever reason it is an option just not the best in my opinion
Shell
shell
If you feel like you're not tanky enough and want even more protections. I personally though rarely ever get this one.
I hope this could be as much help as possible. Feel free to give any feedback this being my first guide. [VVGL] Good Luck!
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