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Sobek's joust dank guide

0 0 12,002
by Freith updated August 31, 2016

Smite God: Sobek

Build Guide Discussion 0 More Guides
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Sobek Build

Start

Build Item Watcher's Gift Watcher's Gift
Build Item Shoes Shoes
Build Item Multi Potion Multi Potion
4
Build Item Ward Ward
2

Main Build

Build Item Shoes of the Magi Shoes of the Magi
Build Item Hide of the Urchin Hide of the Urchin
Build Item Spirit Robe Spirit Robe
Build Item Mail of Renewal Mail of Renewal
Build Item Mantle of Discord Mantle of Discord
Build Item Winged Blade Winged Blade

Sobek's Skill Order

Charge Prey

1 X Y
Charge Prey
2 15 16 18 19

Tail Whip

2 A B
Tail Whip
3 8 11 12 14

Sickening Strike

3 B A
Sickening Strike
1 4 6 7 10

Lurking In The Waters

4 Y X
Lurking In The Waters
5 9 13 17 20
Charge Prey
2 15 16 18 19

Charge Prey

1 X
Sobek charges forward at a frenzied pace. If Sobek hits an enemy, he does damage, becomes briefly CC Immune, and throws the enemy behind him. Sobek is immune to knockups while dashing.

Ability Type: Dash, Crowd Control, Damage
Damage: 70 / 110 / 150 / 190 / 230 (+50% of your Magical Power)
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 12s
Tail Whip
3 8 11 12 14

Tail Whip

2 A
Sobek whips around in a circle, knocking enemies back and doing damage.

Ability Type: Circle, Knockup, Damage
Damage: 90 / 135 / 180 / 225 / 270 (+40% of your Magical Power)
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Sickening Strike
1 4 6 7 10

Sickening Strike

3 B
Sobek does an axe attack that damages all enemies in front of him and lowers their healing received. In addition, Sobek heals for each enemy hit, up to 3.

Ability Type: Cone, Heal, Damage
Damage: 90 / 125 / 160 / 195 / 230 (+30% of your Magical Power)
Healing Reduction: 40%
Healing Reduction Lifetime: 5s
Heal: 22 / 29 / 36 / 43 / 50
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Lurking In The Waters
5 9 13 17 20

Lurking In The Waters

4 Y
Sobek submerges himself, where he gains 20% protections, regenerates Mana, is immune to Crowd Control, may pass through player-made walls, and he Slows all enemies. When Sobek emerges, he damages all enemies in the radius. Cancelling the ability decreases the damage.

Ability Type: Circle, Debuff, Damage
Damage: 300 / 450 / 600 / 750 / 900 (+80% of your Magical Power)
Submerge Slow: 30 / 32.5 / 35 / 37.5 / 40%
Submerge Lifetime: 5s
Submerge Mana Regen: 10% per second
Radius: 30
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Introduction

Hi guys, welcome to my very first god guide!
Here we're going to talk about Sobek, god of the Nile.

As a main support player for 2.5 years, i want to share my knowledge with you, and if possible, make you love them as I do!

Since it's my first guide, i'll be happy to get any feedback from you to improve myself as a guide-writer, and as a player.

(I also feel that i have to specify that i'm French, so mistakes have to be expected).

Pros / Cons

+ Great zoning capability
+ Good sustain
+ Really hard to kill
+ Has escape
+ Great initiation

- Takes time to master
- Missing your 1 is very punishing
- Deals low to no damages late game (with this build)

Basic explanation

Did you ever played against a good Sobek ? If yes, you will know what I mean when I say this guy can scare the hell out of people!

This build is ment to make the ultimate tank all along the game, an early power spike allows you to get in your opponent's head, after dying a few times between level 3 and 6 because of your control/pen boots, they will be afraid...a lot.

After level 12 this power will not be that efficient anymore, but now you are really hard to kill, and you can sustain well.

At this point you will translate into a monster tank, while still dealing damages to squishies.

Switching your boots for a Ritual Dagger late game make your relics even stronger.

Don't forget that your 1, Charge Prey, is what makes everything you are on the battlefield, sometimes not using it when you can makes people use escapes anyways.

This competence is expected by your opponents, all they do is prey for you to miss it, don't play their games, YOU are the one who dictates the games not them!

And last, play like a Croc, bait them into thinking you aren't dangerous at the beginning, then bite hard when unexpected, and you will eat their meat!

This guide is thought for Joust only, things may be viable in other modes, others not.

Anyway, let's get more in depth about the build!

Items

- Watcher's Gift basically allows you to zone, get gold and sustain easily. This item can be replaced with Mark of the Vangard against a heavy physical team, or Dot.

- Multi pots are a good choice for Sobek in Joust, You have natural sustain on your 3 for HP and your ult for MP, also these pots allow you to get 2 wards, and wards save lives.

- Shoes of the Magi are great early boots, the pen allows you to deal damage early on, these can be sold for Reinforced Shoes later on, or even Ritual Dagger. (Shoes of focus are bad, since this build already overcaps CDR)

- Hide of the Urchin is THE BEST early item for tanks in Joust, since you always teamfight, you have to be builky on both magical AND physical defense. Add HP and MP on top of that, this item is not optional, build it right after boots, thank me later. (Stays viable without getting all stacks.)

- Winged Blade can be built at any moment after Urchin, if you feel need of it, it's just not a priority, but paired with your shoes you can outspeed pretty much anyone, (also counters Nemesis, whitch scares any support player...)

- Spirit Robe gets Urchin's HPs even more efficient, so that any opponent who tries to control you wastes an ability, and you get even tankier.

- Mail of Renewal is wonderful if you are ahead, Sobek already has a lot of sustain, paired with that, any kill or assist is going to make you unkillable. I recommand building Stone of Gaia instead if you deal with long fights, or your mates are bad at finishing of opponents. (May happen more often that you might think.) Both those items give you the HPs that you need at this point.

- Mantle of Discord... do I have to explain this pick? Ok, ok... I'll do... Despite it's high price, this item allows Sobek to survive after initiating, lategame carries might want to kill you after you initiate, with it's stats and passive AoE stun, Mantle of Discord scream NOPE at their faces! (Good bye Kali!)

- Ritual Dagger is, as I mentioned before, a good item to have, it doesn't give you much more than HPs, but the passive is great to make your Shell/Sprint/Curse etc even more scarry. Paired with a Winged Blade, you will get enough movement speed, and later in the game, your Shoes of the Magi aren't gonna do much anyways...

Skills

Sobek's passive. It allows you to get protection after hitting your skills, whitch is great early game but not that impactful late game.
Aaah "The Pluck"... It's your most important ability, as Sobek this is what makes you so scarry, if you launch this ability, it has to be for a reason, if you miss, you can't escape. Never use it on someone that has an escape until he uses it, you can hit this ability easily on someone that goes down from a leap, because he can't juke you. Note that once your opponent know that your pluck is down, he is gonna be a lot more agressive, use it at your advantage! You can make some people dash or leap just by looking at them if they know you're gonna hit it!
This ability has two main roles: First you want to use it to cancel dashes, try to predict where the enemy goes and you can negate his chances to survive. Second, mid to late this ability does good damages on squishies, so think about it!
Anti-heal, self-heal, clear ? This is your bread and butter, max it first.
This is Sobek's second move that makes great at zoning, You can do a lot with it, being control immune, slow multiple opponents, deal good damage, secure objectives... It also sustains your MP! You can use it to steal the bull or a buff, your opponents won't stay if you lauch it !

Warding


This is how you need to ward in Joust, this picture is not mine, you can get more infos about warding here: Warding and you!

Relics

Picking curse can get you a lvl 3-4 kill, otherwise it's a strong second active, but sobek is already able to get anti-heal and slow, so it is not a priority.
With shell, you can get your team a lot of defense, early in a game 45 is a lot, this relic is really good for Sobek overall, especially with Ritual Dagger.
Sprint is great to counter a slow heavy team, Ritual Dagger makes it even better, i won't pick it first if i don't have to.
Med can be useful sometimes, you have a lot of HPs lategame, so Med will scale really well, great if your team needs loads of ressources/ sustain.
Wrath is a good second active to secure objectives, you can use it to steal the enemy buff at the start of the game, but i don't recommend that if you don't know exactly what you're doing.

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