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Kaboom! - Sol Season 3 Guide

1 1 67,919
by Flexedrhyme9 updated May 10, 2016

Smite God: Sol

Build Guide Discussion 4 More Guides
Tap Mouse over an item or ability icon for detailed info

Sol Build

Starter

Build Item Vampiric Shroud Vampiric Shroud
Build Item Healing Potion Healing Potion
4
Build Item Mana Potion Mana Potion
4
Build Item Purification Beads Purification Beads

Core

Build Item Shoes of the Magi Shoes of the Magi
Build Item Telkhines Ring Telkhines Ring

Third Item (Lifesteal)

Build Item Polynomicon Polynomicon
Build Item Divine Ruin Divine Ruin

Fourth Item (Pen)

Build Item Obsidian Shard Obsidian Shard
Build Item Spear of Desolation Spear of Desolation

Fifth Item

Build Item Book of Thoth Book of Thoth
Build Item Warlock's Staff Warlock's Staff

Final Item(s) - See Below

Build Item Demonic Grip Demonic Grip
Build Item Soul Reaver Soul Reaver
Build Item Rod of Tahuti Rod of Tahuti

Sol's Skill Order

Radiance

1 X Y
Radiance
2 7 10 12 14

Stellar Burst

2 A B
Stellar Burst
1 4 6 8 11

Disapparate

3 B A
Disapparate
3 15 16 18 19

Supernova

4 Y X
Supernova
5 9 13 17 20
Radiance
2 7 10 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 8 11

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

Intro to guide






I am a member of the XBOX One SMITE community, and Sol was one of the first gods I picked up before I had the ultimate god pack, right after the release of the game. (My IGN is different, don't go looking for me) I have played with her OP release, her post-nerf goodness, and her current state of nerfed past the point of many people wanting to play her. However, I still feel that Sol should be a pick/ban in most games, and that any good mid laner should be experieced with her. Some people feel different, as she has suffered a nerf to her only hard CC in her kit, as well as damage on her Stellar Burst.

The original beef with Sol was an unfair passive, Unstable Manifestation. It really defines who she is as a character, as well as how she is played. As of now, as she gains heat, her attack speed and damage increase. It used to be a larger boost, as well as boosting movement speed. She could take down towers in under 3 minutes of gameplay.

With the proper strategies, and a familiarity with Sol, you too can take down towers, although 3 minutes now would be tough to pull off.

Thanks for even looking at my guide, and read on for more!

Pros/Cons


PROS

- High single target damage
- Very efficient waveclear
- Mana isn't a problem
- Strong Auto Attacks
- Strong teamight presence
- Self Sustain on Radiance



CONS

- Squishy
- Escape is also only chase
- Ultimate requires preciseness
- No CC in kit
- Tricky to play

Ability Explanations

As I have said before, this defines Sol. Without it, and I hate to say it, there would be nothing special about her. Keeping heat high before and during teamfights is what allows Sol to shine. Watch the meter, and hit your autos. Keeping heat at max, Sol will gain 25% magical power, 30% attack speed, and an additional 25% power on basic attacks. Coupled with polynomicon, this allows Sol to do lots of damage.

This is Sol's main pseudo-initiation. I say that because you don't use it to initiate, but it should almost always be used before a fight, and will also be used during it. Remember, it heals on a percentage, so it is great for getting out of execute thresholds. Now normally, you won't get executed as Sol, but just in case Thanatos is hovering, pop Radiance to be execute proof. Another thing to note is that this is your best way to gain and keep heat. If you fall out of combat and need to get some heat back up, popping this can grant up to 80% at max rank, which usually should get you to 100%.

This is Sol's "bread and butter" ability. With proper placement, it can do everything from clear back harpies and minion waves to flattening people and changing a teamfight in your favor. Stellar Burst is a Stim, meaning it changes your next basic attack. Know, however, that it will not proc polynomicon. A basic attack right after will, though, so keep that in mind. It can be blocked by disarms such as Bellona's Scourge.

Knowing when to use Disapparate is what separates a good Sol player from a bad one. It has the highest damage potential outside of Supernova, but also gives some handy stuff. Firstly, upon activation you gain immunity to all movement debuffs. Secondly, you leave a flaming trail behind you that burns for 100 damage at max level every .5 seconds. The trail grows in length behind you for 3 seconds, upon which it explodes, and Sol goes incorporeal. This means she cannot be targeted, attacked, or CCed. It is a fantastic escape, but also a great initiation.

This is Sol's most damaging ability. If you manage to land all 8 strikes, it can deal upwards of 800 damage, before scaling or mitigation. Use it to peel for your teamates, or do damage on a nonmoving target. Using it on a target with any decent movement speed will usually result in 1 strike at most. If you can consistently complete the qualifications for the "Supernova!" achievement, you are doing it right.

Ability Combos

Explanation

Items




The starter items for Sol are pretty standard across all mages. Her core items are almost always built. If you are up against strong healers, then Divine Ruin can be grabbed instead of Polynomicon. I like Polynomicon as Sol does rely a lot on Auto Attacks, but is still ability based and benefits from the extra power. Along with this, it gives more mana then Divine Ruin. Overall, it is a better item, unless you are against a healer, in which case the antiheal effects are useful.

Recommended Item: Polynomicon




After this is where the build become more situational. On the pen item (fourth), you can go a couple ways. Obsidian Shard is usually good, as it gives good magic power, but also high percentual penetration. This is what makes Sol the tower wrecking beast she is known as. If somehow you are simply really far ahead in kills and overall farm, then Spear of Desolation will allow you to wreck squishies more, but not as much with structures or tanks.

Recommended Item: Obsidian Shard




The fifth item is where it gets a little more simple. I would 10/10 recommend Book of Thoth as the fifth item. If you are dying more than you would like, you can get Warlock's Sash, but I would always go with the former.

Recommended Item: Book of Thoth




The sixth item pretty much goes like this.
1: Sell Vampiric Shroud.
2: Sell Telkhines Ring.
3: Buy Demonic Grip.
4: Buy either Soul Reaver or Rod of Tahuti.
5: Wreck people.


If you already got the Rod of Tahuti for some reason, then pick up Soul Reaver, as stacking late game is hard. If you got the recommended Book of Thoth last time, then buying the rod will shoot your power through the roof, and you will 3-4 shot people.


Recommended Item: Rod of Tahuti


Changelog & Thanks


Thanks for reading my guide!

Jordenito's guide to BBCoding was really quite helpful!

Changelog

Happy Smiting to all!

Leave a Comment

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2
GameGeekFan (50) | March 29, 2016 4:52pm
You can Archive it. Its saved while no one else can no longer see it.

Just get rid lotus crown as she benefits more from damage than healing, and she cant heal others anyways (On and make sure to get rid of placeholders when its actually published).
1
Flexedrhyme9 | March 29, 2016 3:08pm
DucksRock wrote:

this guide is unfinished, the explanations on your abilities are really bad, you use Blue Acorn (only available on Ratatoskr)
Rod of Asclepius has no use for her, and Polynomicon pretty much has to be in your build, dont just replace it.

-1 for now, will upvote if you update.

Oops. I didn't actually mean to publish this. Sorry about the Blue Acorn, as that was definentely an accident. Rod of Asclepius has decent synergism with Radiance, and can be useful if you have someone like Sylvanus on your team. I strongly recommended the Rod pf Tahuti for a reason, and am still working on the guide.

Thanks for reading it though! This is my first guide I have made.

Is there a way to unpublish a guide?
1
DucksRock (41) | March 29, 2016 12:34pm
this guide is unfinished, the explanations on your abilities are really bad, you use Blue Acorn (only available on Ratatoskr)
Rod of Asclepius has no use for her, and Polynomicon pretty much has to be in your build, dont just replace it.

-1 for now, will upvote if you update.
1
Flexedrhyme9 | May 10, 2016 5:38pm
I have updated it!
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