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KABOOM! ADC/ MID guide for Sol

1 0 9,974
by Rezolut0ion updated January 16, 2016

Smite God: Sol

Build Guide Discussion 0 More Guides
Tap Mouse over an item or ability icon for detailed info

Sol Build

All-Around Build for Sol

Build Item Soul Stone Soul Stone
Build Item Shoes of the Magi Shoes of the Magi
Build Item Polynomicon Polynomicon
Build Item Book of Thoth Book of Thoth
Build Item Obsidian Shard Obsidian Shard
Build Item Demonic Grip Demonic Grip
Build Item Rod of Tahuti Rod of Tahuti

Sol's Skill Order

Radiance

1 X Y
Radiance
2 8 11 12 14

Stellar Burst

2 A B
Stellar Burst
1 4 6 7 10

Disapparate

3 B A
Disapparate
3 15 16 18 19

Supernova

4 Y X
Supernova
5 9 13 17 20
Radiance
2 8 11 12 14

Radiance

1 X
Sol burns bright, gaining a large amount of Heat, Healing herself over time, and igniting the ground around her. Enemies that walk onto the fire take damage over time. The damaging area persists for 3s.

Ability Type: Circle, Heal, Damage
Damage: 30 / 50 / 70 / 90 / 110 (+25% of your Magical Power) every 1s
Healing: 18% of missing Health over 5s
Heat: 30 / 40 / 50 / 60 / 70%
Cost: 60 / 70 / 80 / 90 / 100
Cooldown: 11s
Stellar Burst
1 4 6 7 10

Stellar Burst

2 A
Sol's next basic attack explodes, creating a shockwave that travels out, dealing damage. At full size, the wave retracts, dealing damage again and slowing enemies.

Ability Type: Area Basic, Slow, Damage
Damage: 40 / 65 / 90 / 115 / 140 (+40% of your Magical Power)
Slow: 15 / 20 / 25 / 30 / 35% for 1.5s
Heat: 10%
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 10s
Disapparate
3 15 16 18 19

Disapparate

3 B
Sol burns down her manifestation, gaining movement speed and immunity to Slows while leaving a trail of fire behind her that damages enemies. After 3s Sol loses corporeal form for a short time. Sol may leave her incorporeal form early.

Ability Type: Line, Buff, Damage
Damage: 20 / 40 / 60 / 80 / 100 (+25% of your Magical Power) every 0.5s
Movement Speed: 20 / 22.5 / 25 / 27.5 / 30%
Heat: 10%
Cost: 60
Cooldown: 16s
Supernova
5 9 13 17 20

Supernova

4 Y
Sol unleashes all her flame and fury from the sky, striking 8 times along a moveable ground target location. Enemies are knocked back on the first strike, and take only 30% damage on successive hits.

Ability Type: Circle, Knockup, Damage
Damage: 150 / 200 / 250 / 300 / 350 (+50% of your Magical Power)
Heat: 40%
Cost: 100
Cooldown: 90s

Introduction

Welcome to my guide. This is my first guide so I'm accepting constructive criticism, don't bring any salt though. Anyways. I've played Sol, alot, since her release. And after experimenting with many builds and looking at other's, ive come to the conclusion that this is the best build for her. In this guide i will be explaining why ive chosen the items ive chosen, and why the skills were leveled as such. Hopefully when you're finished with this guide, youll be able to jump into any game and get penta's everyones favorite fire sprite.

Items

For starters, does'nt matter what the mode, or how you wanna begin, Soulstone is the best beginning item for her. Why? Other then the fact it's named after her lol? It's a basic-attack hybrid item, perfect for sol. Not only will you STAY at 5 charges, keeping the bonus power to shoot off your 2 or your ult, the MP5 will keep you inlane, combined with your radiance, making your sustain really powerful, especially for a hybrid.

Some, actually, many, would argue Shoes of Focus are best for Sol, or any mage for that matter. But the reason i chose Shoes of the Magi is because PENETRATION, is sol's best friend. Spamming her 2 and her 3 sounds like a good idea, until you realize you dont hit hard enough to get the job done as quick as possible. Shoes of the Magi provides a good starting magical power and penetration, that'll set u ahead early game, still making you a force to be reckoned with.

Second, I grab Polynomicon. The Lifesteal and Damage-bonus syngergizes really well with your Stellar Burst, and being your main wave clear, itll be the thing that keeps you alive mostly the entire fight. It's also great for harassment, and gives you a great chunk of Mana, keeping you inlane longer in combination with your soulstone.


Third/Forth:
Shard- If you're still having issues finishing off the idiot foolish enough to step into the same lane as you, get Obsidian shard. This will give you damn near full Penetration (41/50..all you're gona need). The reason why you'd choose Obsidian Shard over Spear of the Magus, is because after experimentation, i've found the Shard is better, here is why. The Shard gives you more magical power, adding a bonus-punch to your polynomicon, 2nd, Spear of the Magus gives you 15 flat penetration, along with a measely 40 magical power, Combines with your 2, it would scratch of specefically 50 magical protection. So it would take about the max, only 6 down from what you'd do with the shard, only difference is the 50 wont be scratched off until the END of your Stellar Burst. Why scratch off 50 each time you use the move when you can hit them under 41 TWICE , PLUS the bonus power from polynomicon. Squishy or Tanky, you'll eat them.

Book of Thoth- If farming is going well and you get yourself a significant gold bonus, go ahead and get the book. Mana boost and 100 magical power, need i say more? The reason book of thoth works great for Sol, is because shes not COMPLETLY auto attack dependent, when you picture sol you dont picture her criting you am i right? ITS THAT TERRIFYING *** TWO! And EVERY Main Sol player's best friend, the KABOOM! Aka Stellar Burst. The more powerful your burst, the scarier you become. Book of thoth adds a SIGNIFICANT bonus to your polynomicon bonus attack. By that point, all you'd have to do is hit them with it to make them more then afraid of you.

Demonic Grip- Being a hybrid, demonic grip is a no brainer. The extra attack speed and solid 60 magical power isnt to bad. That and if you still MISS your spear of the magus, then here you go. Demonic grip does the Spear's job not better but not worst, but it gives you what you need to shred tanks who's brushing off your shard's pen. Even with max magical protection, Demonic grip will shred them because its based off of Percentage.

Rod of Tahuti
- A must have for most mages. The icing on the cake, and the edge on your stellar burst.

Skills

Radiance- Really good for rushing your passive so you can get hyper with your fireballs. Also while it doesnt heal you MUCH, it heals you ENOUGH. This move will save your life alot more then you think. Use it at the BEGINNING of the fight, in the middle ONLY if you're missing and need your passive back, but save it for the END just incase you're low and need to outbox an opponent (most times only happens in 1v1 situations). How and when you use this move while your 3 is on cooldown can be the difference between Life or Death.

Stellar Burst- The face of sol's entire kit. This move alone has been the source of DC's broken mouse's controllers, or hell entire computer sets together. You'd be amazed how mad people get when their killed by this move. "OH MY GOD ITS SO OVERPOWERED"! Wrong, the thing that balances this move out is the fact that it STOPS at the first thing it hits, that and the fact that this move is Sol's MAIN SOURCE of damage. Alot of mistakes i see Sol's make, is that when they miss this move, they get discouraged, pack up their stuff and go back to base in shame. Dont. You wont hit this move all the time, it takes practice. Use this move to give yourself teamfight prescense or to kill an enemy around the corner (only if you're that accurate), otherwise, when you're in a fight, use this move as OFTEN AS POSSIBLE

Disparate[/color]- Y***ss Sol. Make those children cry because they can't hit you. Watch as they make threads about how the fact you have invincibility frames you overpowered. This move is your guardian angel, ONLY if you have timing. With great timing you can wipe your *** with Thanatos's scyth and tell him to send a message to Hades and say "Not today bruh". Also, This move has a stun, making people AFRAID to chase you. Abuse that. But you can also use this move OFFENSIVELY. Try and set streak lines in the middle of a teamfight, help your teamout with that stun. And remember to use the knock-up from your Ult to keep them in place, and watch as the magic works itself out. *Tip* This combo takes PRACTICE.


Supernova- This move is only good for two things: Securing Kills, it's knockup. Only use this move when you find yourself under pressure. If you need to take down a target out of range of your 2, pop your ult. If you need to knock someone up to keep them in place or in the pressure of your teamates, use this move. If you find yourself in a CLOSED SPACE, use this and WATCH as the assassin/warrior/[any melee god] find themselves crying as the damage falls on top of them. But AIM CAREFULLY! There is a delay before the strikes hit. Also you CAN move where they will strike next, controlling your *cross* ( or wahtever you use to aim on your screen*, if you dont move it at all itll just go forward, if you wanna strike the same place, move it clockwise or counter-clockwise. If you want to hit someone strafing left, move it left, or vice versa right.

How Sol's use Disaperate & their SuperNova's seperates the Good Sol's, from the Bad ones.

Summary

Sol is a very versatile god that can fit into almost any team composition. She is becoming very popular very quick, comprehending her is very good, playing her, or against her. When playing Sol, no matter your rank, you must be willing to be FOCUSED. Get used to it, it's normal. This being said, play smart, Remember the enemy team wants you dead, make them work for it, TEASE them. Literally, taunt them, laugh at them, make them CHASE you, remember youre playing Humans. They get impatient easily, play cat and mouse, long enough for your team to come in and clean them up, or for you to corner them and turn the tides of aggression. Sol despite being considered "overpowered" or "broken" is NOT an easy god to play. And takes alot of geting used too.

Moth to the Flame (Pros) / 9-1-1 (Cons)

+Pros:
-Extremely Versatile
-Can fill almost any role
-Capable of shredding any opponent, tank or squishy
-Speedy escape AND invulnerability frames
-Has a heal (minor sustain)
-Aggressive passive
-Has CC
-Is literally hot.


-Cons:
+only really has 2 damaging abilities compared to other Mages/ADC's
+Horrible timing can EASILY get you killed
+Is EASILY Ganked if not protected or prepared
+Falls off a tiny bit lategame
+Sustain isnt powerful enough to keep you alive against multiple opponents
+Stellar Burst easily blocked by minions/obstacles
+Has to get REALLY close to deal good damage

Conclusion

That's pretty much all i have for now. I made this guide mainly for Advanced Players who have already tried many Sol Builds and need a solid all-around build. I will be updating this guide occasionally. Hopefully this guide gave some insight to players wanting to get into playing this fire-diva. Happy Smiting!

Accepting constructive comments below!

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