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Generic Khepri | S3 Support Guide...?

1 1 7,847
by Chat updated September 3, 2016

Smite God: Khepri

Build Guide Discussion 3 More Guides
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Khepri Build

Starter items

Build Item Watcher's Gift Watcher's Gift
Build Item Shoes Shoes
Build Item Multi Potion Multi Potion
Build Item Mana Potion Mana Potion
Build Item Healing Potion Healing Potion
Build Item Ward Ward

Against 3+ physicals and mage

Build Item Breastplate of Valor Breastplate of Valor
Build Item Bulwark of Hope Bulwark of Hope
Build Item Mantle of Discord Mantle of Discord
Build Item Winged Blade Winged Blade
Build Item Sovereignty Sovereignty
Build Item Witchblade Witchblade

Against 3+ magicals

Build Item Genji's Guard Genji's Guard
Build Item Mantle of Discord Mantle of Discord
Build Item Winged Blade Winged Blade
Build Item Bulwark of Hope Bulwark of Hope
Build Item Spirit Robe Spirit Robe

Against both both physical and magical dealing heavy damage.

Build Item Breastplate of Valor Breastplate of Valor
Build Item Genji's Guard Genji's Guard
Build Item Bulwark of Hope Bulwark of Hope
Build Item Spirit Robe Spirit Robe
Build Item Winged Blade Winged Blade
Build Item Mantle of Discord Mantle of Discord

Khepri's Skill Order

Abduct

1 X Y
Abduct
2 10 11 12 14

Rising Dawn

2 A B
Rising Dawn
1 4 6 7 8

Solar Flare

3 B A
Solar Flare
3 15 16 18 19

Scarab's Blessing

4 Y X
Scarab's Blessing
5 9 13 17 20
Abduct
2 10 11 12 14

Abduct

1 X
Khepri lunges forward, dealing damage to enemies he passes through. If he connects with an enemy god he stops, grabs them, and starts pulling them backwards while gaining increased Protections. Enemies are silenced for the duration of the pull.

Ability Type: Dash, Crowd Control, Damage
Damage: 80 / 130 / 180 / 230 / 280 (+40% of your Magical Power)
Pull Duration: 1.5 / 1.6 / 1.7 / 1.8 / 1.9s
Protections: 10 / 15 / 20 / 25 / 30
Range: 40
Cost: 60
Cooldown: 14s
Rising Dawn
1 4 6 7 8

Rising Dawn

2 A
Khepri rolls the sun forward, setting ablaze all enemies it touches, reducing physical protections, and dealing damage over time. Allies that are hit take reduced damage from enemies for the duration.

Ability Type: Line
Damage: 10 / 14 / 18 / 22 / 26 (+5% of your Magical Power) every 0.3s
Total Damage: 100 / 140 / 180 / 220 / 260 (+50% of your Magical Power)
Protection Debuff: 5 / 10 / 15 / 20 / 25%
Damage Mitigation: 10 / 15 / 20 / 25 / 30%
Duration: 3s
Range: 70
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 12s
Solar Flare
3 15 16 18 19

Solar Flare

3 B
Khepri calls down the sun's ire at the target location, dealing damage and rooting all targets in the area.

Ability Type: Circle, Root, Damage
Damage: 60 / 115 / 170 / 225 / 280 (+30% of your Magical Power)
Root Duration: 1.5 / 1.6 / 1.7 / 1.8 / 1.9s
Range/Radius: 55/15
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Scarab's Blessing
5 9 13 17 20

Scarab's Blessing

4 Y
Khepri blesses an allied god, immediately cleansing them of all crowd control as well as granting them Movement Speed, and immunity to slow effects. If the marked ally would die while blessed, they are instead revived with a percentage of their maximum Health at Khepri's location. Executed allies do not revive.

Ability Type: Target, Buff
Revived Health: 20 / 25 / 30 / 35 / 40%
Movement Speed: 20 / 22.5 / 25 / 27.5 / 30%
Duration: 5s
Range/Radius: 55/15
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 110s

Introduction

Hello, Chat here with another Khepri guide. I main support and Khepri is my favorite god, though not much people knows it's full potential. I try to make my best to do in deeps review on his a bilities and items that boost hugbug the most.


Now this not gonna be 'The Guide' where I would tell you what to build, what skills to get and in which order, rather giving you idea. Surely everyone have their preferences and play styles, there is not point making 'one true build' that everyone should follow up. Here I'll just describe my way of playing Khepri.

So let's get started then.

Pros / Cons

Lets start with Pros / Cons shall we?


Why is Khepri good.


Rising Dawn provides good wave clrear.

Fortitude providers shield for a whole team, passively making team fights slightly easier

Rising Dawn provides even more survivability to your teammates while also shredding down enemy protections.

Can pull people out of position with Abduct and laugh spam while you pull them.

Long range 1.7 seconds root.

Ultimate that can easy turn tables of every fight.

Biggest model among guardians. Can bodyblock for days!



Now to Khepri weaknesses.

Lowest starting HP among all guardians. Even some mages and hunters have more HP than you.

No hard crowd control. Your pull will only affect one target and can be stopped by any form of enemy CC, and your root has rather small radius.

No front line pressure. Khepri shines at Defending, not Attacking.

Biggest model among guardians. Can't fit in tight places, and can accidentally block teammates.

Skills

Now to most important part - Khepri skills.


Khepri's pasive. It's pretty decent. Gives Khepri and his allies teporary shield of 2% of target's max HP.. Stacks up to 10%. This in not very effective on squishy targets, since 10% of their HP is not much. But it will absorb a hit or two.

Good thing about this passive that it helps Khepri himself. As a guardian, you gonna build tanky, and additional 2-10% is a big deal. Helps to compensate Khepris small HP pool.

In a fights shield charges twice slower (from 5 seconds to 10 seconds) so better stack it before you fight, just by sticking close to your allies.




Now this one is interesting and has very specific mechanic. Khepri's famous pull. Or hug if you prefer. Our fat beetle dashes forward and stops at first god hit, silencing them and starting to pull them backwards. Can be used both offensive (grabbing someone and hold them while your team doing damage to them) and defensive (to just dash away)

There are few important things you need to know about this skill
Spoiler: Click to view






Roll the sun! Rising Dawn is a great ability, and just as every ability in Khepris kit could be used both offensive and defensive. Using this ability, makes Khepri apply buff to allies and debuff to enemies in a line in front of him. In most cases you won't be able to do both, so you will have to chose.

Debuff itself is pretty strong. It deals damage over time while also reducing enemy protections by percent amount. Basically meaning you gonna amplify your team damage by 25% at max level of ability.

But Buff that applied on allies is insanely strong. It reduces incoming damage by 30%! Remember Shell? Well it only gives 15%. So this skill doubles that amount and also has pretty low cooldown.

Now to tricks and tips
Spoiler: Click to view






It's a basic root. Using it roots all targets in a circle after a slight delay.
The radius of it is not very big, but its compensated by casting range. Its big. Not huge, but big. You will have no problems rooting people over the walls.

Skill features
Spoiler: Click to view






And here we are. The main reason why would you want to play Khepri. The one and only. Resurrect! You place a buff on allied god and for 5 seconds if buffed god dies, they will be teleported to you with portion of their HP restored. On top of that, placing this buff on ally will remove all crowd control effects from them and will give them move speed boost for 5 seconds.

Now to the things you can do with it
Spoiler: Click to view

Starter Items and Actives

Now let's talks about items.



For me, general rule of thumb while playing Khepri, is to surprise enemy and stay alive


So Khepri build I use may look selfish, but you gotta remember. The longer you are in a fight the more your team will benefit from your passive, the more times you gonna buff allies/debuff enemies, more damage you can soak for your team.

Another rule for me is - you want to have your ultimate every time!

So for all this reasons I try to reach cooldown reduction cap (40%), or at least get close to it.


Starter items


Starter items in current meta is same for every support. Lets take a closer look.


Boots is the standard staring item as they give you a movement
speed boost. Movement seeps is a good stat when you don't know what to expect of enemy team.
The 'must have' item for every support. Gives you massive regeneration, bonus gold and a chunk of health. You usualy want to have this item over any other, but there are sittuations when Mark of the Vanguard might be more usefull for you.
This item helps alot against tick/DOT damage. I don't pick it too often, but if I see team that contains Ares/ Anubis/ Kukulkan/ Guan Yu I pick it up. It's a great counter for damage over time based abilities.

Sometimes, if you feel a bit behind, or just feeling that you need that 5 damage reduction, you might concider getting Mark of the Vanguard in addition to your Watcher's Gift. Having both starters items might not be a bad idea, but remember that late game those will fall off.


There are two routes Healing Potion/ Mana Potion or Healing Potion/ Multi Potion. I prefer last one because effect of Healing Potion stacks with Multi Potion, giving you regeneration that can even keep you alive during early fights. Note that Khepri is rather mana hungry hugbug, so starting with few mana potions can be a good idea.


Actives



There are lot of supportive activities nowadays, and which to pick is usually depends on enemy team comp.

shell

shell is by far is the most strongest active. But I really hate it for how obvious it is. It does give a MASSIVE protection for you team that also stacks with your own buff. Problem is, shell must be used at the begining of a team fight. And usually when enemies see you used shell, they just back off and wait till effect of it ends. Plus, it's not hard to calculate how much damage you do against protected target, and what it gonna take to finish them off. Another thing that stops me using it is that shell is less effective the less HP your target has. If someone is low health, and you shell them, they will still most likely to die.

On top of all that, Khepri has build in shell as one of his abilities ( Rising Dawn)


sprint

sprint is second strongest active in the game. I'd say it has no flaws. Enemies has slows? Pick sprint. Enemies used curse and now your ADC has to use purification to run away? Nope, time to sprint. Need to chase someone down? What a good oportunity to use Heavenly Agility. I mean sprint. There are lot of situations when you want to use it and it's really good.



meditation

Sit along and meditate while master baiting with this active. This is my favorite active and I pick it in almost every game. You could say it works like shell. While one gives you 15% damage reductions (meaning that you basicaly have 15% bonus health), the other one heals you (and everyone around) for 15% of your max health. Now this is important. Since you are guardian you gonna have bigger health pull than your squishies and 15% of your health will be about 20-30% of your squishies HP.

Another big deal about this active, is that it's a unexpected burst heal. You think you killed your target? Nope, they just got 15% HP back. Thanks Khepri! Thanatos/ Ao Kuang want to execute you? Nope. meditation (Note that those two gods, can kill people through your ult, so it's a good idea to have meditation when playing against them) You revived your target, but they are still low? meditation them for almost full health. Enemies decided to not kill target you just used Scarab's Blessing on? meditation them at the end of the 5 second buff, to still heal them for 15% of your max health.

Oh, did I mention? It also replenish mana! For those times when you don't have enough mana to ult, or your allies are out of mana but still want to fight.

The big con of this active is the amount of antihealing items in game. meditation heal itself is not THAT big, its more unexpected. But things like curse will nuliffy it's effect, especialy early game.


curse

The party pooper. It slows, it reduces healing, it grants kills. I usually pick this active if there are lot of healers against me (Good example is Guan Yu+ Sol lane). It helps to kill early on, burns eneies actives like purification and sprint. It's a good tool, but very situational.

Besides countering healers, you might want to pick it up if you are laning with aggresive ADC (in conquest)/ you have agressive team. (in every other mod but assault) and you feel you can go for early pull-root-curse-kill them all action. It's risky, because if you screw it up, you not gonna have anything to save yourself.



That's what you get in your first active slot. Now let's see what can you get in a second.




Despite a big choice of actives, supports don't really have a big choice. Usually you might want to pick up shell in a second slot, if you didn't pick it up in a first slot. If your team needs antiheal (because no one bothers to build either Divine Ruin/brawler's beatstick and you loosing fights because of it) it's will be good to pick curse in your second slot.

Phantom

Very situational active that helps your team against The Walls. It recently been changed and also affects all allies within 35 units, while having big *** cooldown of 180 seconds. So if you TRULLY think that your team dies because of The Walls, and not because they are just bad at positioning, pick it up in second slot. Otherwise don't even bother.

purification

Another situational item. As a Khepri player, you might find that enemies would want to CC you a lot during team fight. Smart enemy support will try to keep you distracted in crucial moments so you would not save anyone. It also might help you to survive once or twice, but there are items that will give you the same effect - such as magi's blessing and Mantle of Discord. So pick this active up against CC heavy teams if you feel affected by their CC.

sanctuary

This might look odd to you, but this one is my personal choice. Most of the time I pick it up for several reason. First and main one: Dead Khepri saves no one. As it was said before, you might find that enemy team want you dead before anyone. And I must remind you that because of his stats, even full build Khepri is not that tanky. Assasins can eaily end his life. So as burst mages. Even if they don't kill you, they still will force you to use your Scarab's Blessing on yourself. sanctuary fixes this problem for you most of the time, making even most dangerous rescue missions relatively safe for you.

Besides this is a great baiting tool. They think they can kill you? sanctuary. They still chasing you? meditation. Ohnoes! They decided to chase you even more and phoenix dive you? Scarab's Blessing. Avoid death 3 times, distracting enemies. I think it's worth.

Items

Now let's talk about what you want to build during the game



Travelers Shoes/

If you are not playing conquest - skip this.
First thing first, if you are playing conquest, your first buy after starting items should be Travelers Shoes There is optional route of going Adventurer's Blade that for the same price will give about the same movement speed and 150 bonus health.

I find Travelers Shoes more effective, because of the passive movement speed that alows you to rotate faster, bonus 2000+ gold that passive gives you and HP regen out of combat. After all, nothing stops you selling this boots for a Winged Blade at the end, and have a gold profit.




The second important item to have would be your protection item. Here you might want to check who you fighting against. Do they have three physical damage dealers? Three magical? Four?
Depending on what you think is a biggest threat you should build either physical protection or magical.

/
Pick one of those for big protection boost and sweet cooldown reduction. Remeber! You want to have your ultimate ready as much as possible! Both of those items give about the same cooldown reduction, so don't be afraid to lose some when getting Genji's Guard. Because of its passive if feels like you have all 20%.

But why not Hide of the Urchin???
If you want to know why I skip such a god tire item, read below. If not, move to the next item!
Spoiler: Click to view




Here goes the tricky part. Depending on what protection you build first you want to balance it with opposite protection. You got Breastplate of Valor? Good, time to build some magical protection. Got Genji's Guard - build some physical.

The only question is, how much you protection you need.

With Breastplate of Valor route pick one of the following.



Spoiler: Click to view


With Genji's Guard route you have to roll with this.



Spoiler: Click to view


At some point you will want to sell your boots for Winged Blade. Do that at any point when you feel like you need movement speed, or you just feeling slow compared to your team. This is for you to decide.

And here is one situational item you might want to fit in your build sometimes.

magi's blessing
Only pick this up when enemy team has LOW AMOUNT OF CC. Yes. You read it right. It's only good when they have only one stun, only one cripple, onlt one taunt, etc. Two-tree is fine too. But if it's more, the long cooldown of it's passive won't be able to recharge, and attractive bubble will lure enemies to pop it every time.

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1
nikvundle (3) | September 2, 2016 6:12am
The Guide is really awesome, i was thinking of Making a Guide on Khepri because i didn't find one (in Deep) but i see you did all the work my Friend, i really like how much details you gave in the "Skills" Chapter.
i really wish if you included FULL build, that would make the guide PERFECT!!.
1
Chat | September 3, 2016 12:58am
Thanks for feedback! I'm working on it, just though to post thi early so people could lear from what already is here. Sadly I it seems to take me much more time that I expected it would to get all 'in deep' things described :D
1
nikvundle (3) | September 3, 2016 7:46am
good luck!! <3
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Generic Khepri | S3 Support Guide...?
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