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Sol AS Hypercarry Build

5 3 129,338
by Chorizard updated October 8, 2015

Smite God: Sol

Build Guide Discussion 17 More Guides
Tap Mouse over an item or ability icon for detailed info

Sol Build

Standard AS/Pen Build (With Polynomicon)

Build Item Shoes of the Magi Shoes of the Magi
Build Item Demonic Grip Demonic Grip
Build Item Polynomicon Polynomicon
Build Item Hastened Fatalis Hastened Fatalis
Build Item Spear of the Magus Spear of the Magus
Build Item Rod of Tahuti Rod of Tahuti

Full Attack Speed/Pen Build

Build Item Shoes of the Magi Shoes of the Magi
Build Item Demonic Grip Demonic Grip
Build Item Hastened Fatalis Hastened Fatalis
Build Item Spear of the Magus Spear of the Magus
Build Item Rod of Tahuti Rod of Tahuti
Build Item Obsidian Shard Obsidian Shard

Attack Speed/Pen Defensive Build

Build Item Shoes of the Magi Shoes of the Magi
Build Item Demonic Grip Demonic Grip
Build Item Hastened Fatalis Hastened Fatalis
Build Item Celestial Legion Helm Celestial Legion Helm
Build Item Spear of the Magus Spear of the Magus
Build Item Void Stone Void Stone

Actives

Build Item Aegis Pendant Aegis Pendant
Build Item Greater Purification Greater Purification
Build Item Greater Sprint Greater Sprint

Alternative Purchase to Rod Of Tahuti

Build Item Telkhines Ring Telkhines Ring
Build Item Doom Orb Doom Orb

Sol's Skill Order

Radiance

1 X Y
Radiance
2 10 11 12

Stellar Burst

2 A B
Stellar Burst
1 4 6 7 8

Disapparate

3 B A
Disapparate
3 14 15 16 18

Supernova

4 Y X
Supernova
5 9 13 17 20
Radiance
2 10 11 12

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 8

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 14 15 16 18

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

Presentation

Hi, here is the guide of the Hypercarry AS Sol , I hope you will give it a try :)

As you may have noticed, Sol is not a "standard" mage (like Poseidon, Agni, Ah Puch, Zeus or whoever), indeed she is more like a Freya or an Ao Kuang, an AP character, but who mostly relies on its insane auto-attacks. Though she possesses some nice abilities, they don't deal that much damage, except for her Stellar Burst (2). That's why I rapidly decided to build her with Attack Speed and play her as I would play with a hunter for instance. And God is it OP... Passed 20 minutes no one, NO ONE, can stand in your way with this build. Strange thing is I see everyone building her in the "classic" mage full AP/Lifesteal way, but to me it is ignoring the overpowered strenght of the passive of Sol, whihch enables you to take down all the squishies almost all alone in a fight, thanks to the chase possibility offered by Hastened Fatalis and your Disapparate (3).

Generalities

Stats :


- General
Health: 400 (+75)
Mana: 300 (+57)
Speed: 370 (+0)
Range: 55 (+0)
Attack/Sec: 1 (+1.8%)
Basic Attack : 34 + 1.45 (+ 20% of Magical Power)

- Regen
HP5: 6 (+0.45)
MP5: 5 (+0.4)

- Protection
Magical: 30 (+0)
Physical: 9 (+2.6)



I really advise you to take a Polynomicon with Sol, as it adds huge damage to your 3, already huge. Do not try to get Hastened Fatalis too early in the game, it is an item meant to be used in an "agressive" playstyle (relatively), so if you see you can't get kills and the enemy team is really good, delay it, and buy a personnal sprint v3 instead, or just use your Disapparate to get rid of movement penalty (time it well though) you'll get that Fatalis later. The AS/AP builds gives you a real advantage against squishies, but the AS/PEN builds really allows you to devastate the front line annoying tanks. Of course don't try to get too much damage in your build (actually you can only get the Demonic Grip, Spear of Magus and Polynomicon and still hurts like hell), and if your team is getting pushed to the defeat, try to buy some defensive items, giving AP or not (Magi's Blessing is really good for example if you're getting focused everytime).
Furthermore, if you see you're getting ahead early on, you can try to get Doom Orb if you know you'll be able to stay alive and stack it properly.
Concerning Telkhines Ring, it will give you a power spike if you decide to get it, but take it early enough to allow the passive on AA to be efficient, as when you are full stuff, Rod of Tahuti will out-damage the Ring.

DO NOT TAKE Obsidian Shard, this item, though not useless, is a waste of slot for Sol, the interest in taking Spear Of Magus is that is synergizes with your Demonic Grip and your Stellar Burst (that hits TWICE, so 2 stacks at once, same for your ultimate, that can give you the 3 stacks if you hit 3 times).
Same thing, CDR may be attractive first, but your abilities have all such high cooldowns that it won't help you at all do to damage. When you have no ability to use, just AA, it deals almost more ! So forget Chronos' Pendant and Shoes of Focus, they are not what you're looking for if you want to carry the game hard.

DPS differences on a frame of 15 seconds (Sagemath) :
- Cycle used : R - A - F - E + AA to fill the gaps, done with 100% heat
- All abilities are cast as soon as they're available to simplify the calculus, with said rest of 0.7s between each spell cast maximum
- Done at lv 20
Results (brought back to the inferior whole number) :
- Standard Build (RoT, SotM, BcT, CP, OS, Poly) : 378
- AS/PEN Build with RoT : 590
- AS/PEN Build with Telkhines' Ring : 576
Note : The difference in terms of DPS keeps getting higher the longer you make the simulation, or in game, the longer the fight ;)
Note 2 : Unfortunately I can't do the simulation taking count of the penetration, so I took a modifying factor of 40 for magic (the approximated median value of Magic Resistance) and 70 for physical resistance, blent to the final results, minus 55 for the penetration and reduction cumulated values of the 1st build and -62+1/3 for the standard mage build

Pros / Cons

Pros :

- High sustained damage with OP auto-attacks
- Incredibly strong mid-late game
- Can escape deadly situations with her Disapparate (3) and Radiance (1) when low on HP
- Correct emergency heal with Radiance (1)
- Ok wave clearing with her Stellar Burst (2) and Radiance (1)
- Outplay possibilities
- Deadly counter-attacks (suddenly turns back and kills you with Supernova (4) + Stellar Burst (2) )
- Tower taking
- Can be played almost everywhere (except support of course)
- Very hard to out damage in a duel
- KABOOM !
- Lovely Voice Pack <3



Cons :

- Very squishy
- Ultimate really hard to land properly to hit several times and several people
- Kind of weak very early (before getting your core AS/Pen items)
- No real escapes (no dash, no jump)
- No instant CC
- You'll be focused. 100%. Period.
- Easy target for assassins with jumps, dashes and hard CCs such as Fenrir or Thor.

Skills

Unstable Manifestation : The passive of Sol, it gives you AP and AS as your Heat rises, and 100% heat, you get +50% damage on AA ! You can gain heat by auto-attacking and using your abilities ( Radiance will gives you, when maxed, 80% heat, don't forget about that !)

Radiance : The first spell of Sol, creating an area under your floating feet that burns all enemies staying inside, doing very nice damage, but it is very hard to really damage the opponents with it (they're not stupid, they won't stay inside)

Stellar Burst : The main damaging abiity of Sol and the only one you can really rely on to. This ability hits TWICE, and I never seen anyone dodging the second wave, as it is too fast to allow any kind of avoidance. You'll see it hits like a truck in late-game ;)

Disapparate : The OP ability of Sol in my opinion, it leaves a trail of flame damaging enemies during 3 seconds, and after these 3 seconds, you vanish and transform into a blazing ball, making you immune to everything for another 3 seconds. Enemies caught in the trail are stunned for 1.5 seconds.

Supernova : This ability will knock back enemies on first hit and doing medium damage if they take more than one. You can't do anything while using this ultimate, don't forget it. Supernova follows your mouse cursor, you don't need to click like an ape like I did first :p




Now time to talk a bit about how to use each of them properly

1) First of all, DO NOT use your ultimate to engage ! The chance to hit them hard enough to allow a kill is too low, see it as a tool of counter attack, as you can predict what your enemies are trying to do (killing you), unleash the thousand suns onto their face !

2) Don't fear to take long aggressions by activating your Disapparate (3) in the middle of it, at the end the immunity given to you will allow you to continue the agression if you want (if you stunned the opponent for example), or to escape without risking the enemy to stab you in the back.

3) Also, use your Radiance (1) to quickly gain heat, as the heal and the damage of this ability are not going to make a difference at the beginning of a fight, but this will instaly gives you 26 heat, now you just have to launch a fireball (2), and ding ! you get your super-saiyan auto-attack buff !

4) Try to lure your opponent into your trail and when he/she is stunned, press 1 to use your Radiance just before them ! This ability, when at max, deals tremendous damage, same goes for your Disapparate's trail, so use them in your favor !

5) When fighting an ADC, always try to stay close to them, this way you'll be able to stun and damage them with your Radiance and Disapparate, plus the chances of missing your Supernova are lowered by the proximity, your opponent can't escape !

Leave a Comment

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1
ArmMeForSleep709 | October 14, 2015 9:16am
Nice guide!

However, you say Sol is weak early game, but i disagree. Sol is insanely strong early lane in the duo lane. She can really abuse the opposing mid laner, also. Other than that, I agree with what you've shown. :) +1

Early game evidence:
https://www.youtube.com/watch?v=jUCi_IQAZ3E

https://www.youtube.com/watch?v=VV8wLCke1Ig
1
GameGeekFan (50) | October 7, 2015 4:25pm
Ah nvm then.
1
Chorizard | October 7, 2015 4:24pm
I mentionned it sir, AP buffs your AA that's right :)
1
GameGeekFan (50) | October 7, 2015 4:21pm
I know I know lol.

Actually I think rod also gives power to your basics, I wonder by how much. Anyone know?
1
Trockenmatt (1) | October 7, 2015 3:56pm
Chorizard wrote:

@Trockenmatt : Thanks dude, it is my first guide ever so I don't really know the subtilities of the making of a guide :)



No problem, somebody had to tell me everything too xD
1
Chorizard | October 7, 2015 3:37pm
@GameGeekFan: I totally agree with you, but as you said, getting the ring early may help you a lot more than the MP5 item v2, anyway you are right, the Rod is slightly better because of the boost to abilities (and a little for the AA as well), but Telkhines' is not a bad item if you want to rely more on your AA (Sol has 2.21 aa/s atlv 20 with this build at 100% heat) ;)

But it doesn't make you any less right mate :p
1
GameGeekFan (50) | October 7, 2015 3:00pm
Im glad you agree, but I still want to prove the points of the red ring.

Rod of Tahuti gives alot more DPS than the ring ever will. Its almost a guarantee that EVERY mage gets this item (unless you are doing something completely crazy) since it goes so high.

The passive of the red ring is cancelled by defense, you wont deal the full 40 of the passive ever. The rod gives 125+ power, which is more than the red ring and the passive together, plus the rods passive increase your magical power by 25%.

The 10+ attack speed isnt really needed too, your passive takes care of that pretty easily.

Think of it this way, Ring better earlier, rod better later (cause of passive).

You can make your build so that it shows the red ring earlier on, but later replaced.
1
Chorizard | October 7, 2015 12:34am
@GameGeekFan : I selected the wrong item and I didn't notice it x) it was dynasty plate helm, and not the celestial one, thank your for your help :)
Yes RoT outshines Telkhines' Ring, but the ring gives you a power spike when you get it and is better when your passive isn't at 100%, also for the doom orb, i just put it there because it costs nothing and can make you snowball if you're already ahead, and you think yoiu won't die. But I agree, if you have the money, get RoT, it's safer and generally better ;)

@Trockenmatt : Thanks dude, it is my first guide ever so I don't really know the subtilities of the making of a guide :)
1
Trockenmatt (1) | October 6, 2015 7:09pm
I would like to help out your guide by doing this.

[.[Sol].] (without the periods) is Sol

The same goes for Items, Abilities, etc.
1
GameGeekFan (50) | October 6, 2015 3:26pm
Dynasty Plate Helm is just...no. Many others outshine by far. And the penetration is also not a reason to get it when you have 3 other pen items with it (a bit overkill in my opinion)

Referring to Defensive build on build 1 tab.

also there shouldnt be any alternative to the Rod of Tahuti since it also outshines those items.
The red ring is really only useful early game and Doom Orb is almost impossible to stack up fully and keep them.
1
Chorizard | October 6, 2015 2:15pm
@Gavan199 : You were right dude ! Indeed this build deals slightly more damage :D (12 more DPS but hey that's more). The problem with this build is that the power spike of your obtention of Telkhines' ring disappears, but your ability deal way more damage so at the end it's slightly better than my build, I updated the guide thanks to you ;)
1
Chorizard | October 6, 2015 1:15pm
@Gavan199 : Yes you could trade ring for rod of tahuti, that's a pretty good build as well, tho costing more, I will add this if it's that significant when I would have done the tests ;)
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League of Legends Build Guide Author Chorizard
Sol AS Hypercarry Build
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