Early Game (All game types)
Before you have your
Hastened Fatalis, don't charge in the enemies face too much. Standing back and popping your
Stellar Burst at enemies while you build up heat using your basic attacks and
Radiance. Chances are is that they won't charge you immediately and you can try to have your heat as high as possible (hopefully full) for when they charge you or when a teammate decides to rush and you can back them up.
Once you have your
Hastened Fatalis, go ahead and start charging and getting in the enemies face when you see an opportunity to kill someone who's alone or low health. Remember to dodge, duck, dip, dive, and dodge!
Also, make sure you don't charge in if you don't have the advantage. The best situation is when there are no enemy minions, your enemy is low health, you have a full shield from
Book of the Dead, and you have your heat all the way up. In this case, dance away, my friend, dance away.
Dancing/Dodging
Basically, the idea is to make yourself hard to hit while landing hits on the enemy as often as possible. If you start missing, your
Hastened Fatalis will no longer work and you'll be an easy target. But if you keep hitting them, zig zag, encircle them, do whatever you see fit in the situation to increase your chances of survival.
The more you do it, the better you will be.
Team Fights
Generally, you want to avoid these if you can. You won't last long when everyone is popping their abilities. Poseidon's Kraken is especially deadly to you and if there is a Poseidon on the enemy team, you bet he's going to try to pop it on your team.
The best thing to do is to try and single out an enemy. lure them away from the team fight where you can take them on one on one. Sol is built for one on one, and many gods are not. You can dominate most enemy gods this way (especially the ones that rely on accuracy), and your team will have one less enemy to deal with.
If you end up luring multiple enemies away from the fight, more than you can take on, this is also a good thing. It gives your team an opportunity to take out whoever is left in the team fight area and then come up to eliminate the rest. Divide and conquer so to speak. Just try to escape once you've lured them a significant distance if you can. Otherwise you'll probably die.
General Fighting
While fighting, popping your
Radiance isn't a bad idea because combat doesn't negate the healing. Basically, it will have a similar effect as if you had a little extra lifesteal. plus, if you're right next to the enemy, it also damages them over time.
Another useful tip is to always throw your
Stellar Burst to the side of enemy minion lines so you hit more minions. Throwing it at the front will only result in the front minions being hurt at all. Also, this is a small AOE ability, so if you can get gods and minions in the burst, that is a good use of the
Stellar Burst.
since the only solo i know how to play is chronos, and that i find chronos kinda like sol because theyre both reliant on their aa's and things, how do you play sol solo?
If you do decide to take Sol for a spin in the solo lane though, here's what I recommend:
I believe that'd be everything you should know. Regarding a build, I would go with a full damage build. You could buy a defense item during the laning phase and sell it later, as you'll lose a ton of damage because of it. IMO Sol just has these weird power spikes.
Other than that, not much more I can add to that. Maybe someone else can.
Or, you can go Shoes of the Magi, Warlock's Sash, Breastplate of Valor or Genji's Guard, Obsidian Shard, Rod of Tahuti, situational (e.g. Polynomicon).
I wouldn't really recommend Sol in solo though, Chronos is better at it than her.
For example: Pen boots, Bancrofts, Demonic/Obsidian, Telekhines(a bit expensive for its stats would rather get Spear Of Desolation for power , pen and cooldown reduction), Rod of Tahuti, Fatalis. This build would at least be decent, even if it has three attack speed items (two would better) since it has some power from the Bancrofts to help Basic attack damage. For a serious Sol build though , I would recommend only a fatalis with high power items , or a build that has Telekhines and Demonic grip (no fatalis) for attack speed items.
If you go attack speed items , you need some power to compensate. And definitely do not go Shamans Ring in a build that already has high attack speed, Shamans Ring works well with Bancrofts in the mid game to improve sustain and boxing potential (It offers hardly any power , but a good amount of attack speed that you probably will not need any other attack speed items), and you could probably get it third item since fatalis is only suitable lategame.
If you're using book of the dead, try to get your full shield while dropped back as well by hitting minions before jumping in.
As for securing kills, I personally like to use Stellar Burst and Supernova when I see that the enemy is low health, it's pretty much the only burst damage you have and can easily help you finish someone off. But if another member of your team is better at burst damage, which is very likely, expect them to get most of the kills in team fights, especially if they're a critical based god like Artemis.
This is a really interesting build. I can't argue with your win record or your K/D, but I do think the build has some ways it can be optimized.
Obviously, this build is completely centered around basic attacking. That said, someone else commented on the lack of damage, and there's at least one big reason for that...your main penetration item, Demonic Grip, is built last. If you want to take an example from the best magical ADC, this should be built mid-game. But the thing is, Freya is different...she gets a huge damage boost from her abilities, Pulse and Irradiate. Without those, her basic attack damage is frankly pretty pitiful.
Sol has a different kind of basic attack enhancement, through heat. Unstable Manifestation, at full stacks, provides 25% increased power and 30% bonus attack speed, and thus is meant specifically to enhance her kit for more hybrid function, and that's great. That said, there's a point at which more attack speed, at the cost of power and penetration, is going to start hurting her potential. Rod of Tahuti, the purest mage damage item, really should be considered for her no matter what. And I know you're trying to think of something different, that's good, but know that when doing this, you're decreasing the effectiveness of the other parts of her kit, and so it's always good to consider how you can keep the build as effective as possible.
In any case, here are some things I think are good to consider...I'll touch on them one by one.
This is really good info actually, I was going to add a second build to this guide that focused a little more on damage. I play every game type (exept Siege) so this was just a build I made that worked for all types, but it was made rather early into season 4 and therefore, needs some revision now. I'm still working on improving it and seeing what works best where and when.
I actually like your build though! I tried one pretty similar to it just a couple days ago, just very different order. Would you be ok with me including some of this info and your more damage focused build into my guide?
It will be released tomorrow, Monday the 13th of February.
Kali, due to a bug that saw her disabled for a while, will be re-enabled on Tuesday, the 14th of February or Wednesday, the 15th of February.