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Charybdis - Build Examples & Release Analysis (Patch 8.8 Bonus Update)

148 22 91,935
7.2
by Branmuffin17 updated September 10, 2021

Smite God: Charybdis

Build Guide Discussion 20 More Guides
Tap Mouse over an item or ability icon for detailed info

Charybdis Build

Meta Bow Build

Notes Max 2.5 AS w/ 68 bonus power from Silverbranch Bow w/ max Tide and Hunter's Cowl passive.

Standard meta build with all 4 bows and Qin's Sais, providing a strong and cheap power curve and extended teamfight damage range due to O-Bow's passive.

You can switch Atalanta's Bow with The Executioner for better synergy with Capsize.

Start: Leather Cowl + Short Bow + 2x Healing Potion + 1x Mana Potion or Multi Potion

Notes

Max 2.5 AS w/ 68 bonus power from Silverbranch Bow w/ max Tide and Hunter's Cowl passive.

Standard meta build with all 4 bows and Qin's Sais, providing a strong and cheap power curve and extended teamfight damage range due to O-Bow's passive.

You can switch Atalanta's Bow with The Executioner for better synergy with Capsize.

Start: Leather Cowl + Short Bow + 2x Healing Potion + 1x Mana Potion or Multi Potion

Build Item Hunter's Cowl Hunter's Cowl
Build Item Ichaival Ichaival
Build Item Odysseus' Bow Odysseus' Bow
Build Item Atalanta's Bow Atalanta's Bow
Build Item Silverbranch Bow Silverbranch Bow
Build Item Qin's Sais Qin's Sais

Arrow / Crit Build

Notes AS of 2.423 w/ max Tide and max Ornate Arrow passive. 75% crit chance.

General crit build using Ornate Arrow and the Shurikens. This has a slower start compared to getting Ichaival as first item, but your early sustain will be nice, and your late-game damage should be strong. Crit builds have higher single target DPS and deal more damage to jungle objectives compared to the bow build.

Start: Gilded Arrow + Spiked Gauntlet + 3x Healing Potions + 1x Mana Potion or Multi Potion

Notes

AS of 2.423 w/ max Tide and max Ornate Arrow passive. 75% crit chance.

General crit build using Ornate Arrow and the Shurikens. This has a slower start compared to getting Ichaival as first item, but your early sustain will be nice, and your late-game damage should be strong. Crit builds have higher single target DPS and deal more damage to jungle objectives compared to the bow build.

Start: Gilded Arrow + Spiked Gauntlet + 3x Healing Potions + 1x Mana Potion or Multi Potion

Build Item Ornate Arrow Ornate Arrow
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Demon Blade Demon Blade
Build Item The Executioner The Executioner
Build Item Deathbringer Deathbringer
Build Item Poisoned Star Poisoned Star

Arrow / Crit Build v2

Notes Max AS of 2.5 AS w/ max Tide and Ornate Arrow passive. 60% crit chance.

This alternate Arrow / Crit build allows you to keep up with early game damage potential with Ichaival, but needs Asi to make up for lack of lifesteal.


Start: Gilded Arrow + Short Bow + 2x Healing Potion + 1x Mana Potion or Multi Potion

Notes

Max AS of 2.5 AS w/ max Tide and Ornate Arrow passive. 60% crit chance.

This alternate Arrow / Crit build allows you to keep up with early game damage potential with Ichaival, but needs Asi to make up for lack of lifesteal.


Start: Gilded Arrow + Short Bow + 2x Healing Potion + 1x Mana Potion or Multi Potion

Build Item Ornate Arrow Ornate Arrow
Build Item Ichaival Ichaival
Build Item Asi Asi
Build Item Demon Blade Demon Blade
Build Item Dominance Dominance
Build Item Deathbringer Deathbringer

Cowl / Crit Build

Notes AS of 2.423 w/ max Tide and Hunter's Cowl passive. 70% crit chance.

This build starts the same as the meta Bow Build, but deviates after Ichaival by building into Rage. Rage provides a high crit chance and allows you to buy just 2 crit items, while being with teammates allows Hunter's Cowl to provide the bulk of your attack speed needs. This gives you a lot of flexibility with the last item slot.

You can opt for an additional AS item (to supplement AS loss when alone or not at max Tide), or go with an additional power or pen item to hit tanks harder. Shown here is Dominance for additional power and pen.

Start: Leather Cowl + Short Bow + 2x Healing Potion + 1x Mana Potion or Multi Potion

Notes

AS of 2.423 w/ max Tide and Hunter's Cowl passive. 70% crit chance.

This build starts the same as the meta Bow Build, but deviates after Ichaival by building into Rage. Rage provides a high crit chance and allows you to buy just 2 crit items, while being with teammates allows Hunter's Cowl to provide the bulk of your attack speed needs. This gives you a lot of flexibility with the last item slot.

You can opt for an additional AS item (to supplement AS loss when alone or not at max Tide), or go with an additional power or pen item to hit tanks harder. Shown here is Dominance for additional power and pen.

Start: Leather Cowl + Short Bow + 2x Healing Potion + 1x Mana Potion or Multi Potion

Build Item Hunter's Cowl Hunter's Cowl
Build Item Ichaival Ichaival
Build Item Rage Rage
Build Item The Executioner The Executioner
Build Item Deathbringer Deathbringer
Build Item Dominance Dominance

Death / AS / Anti-Tank Build

Notes As of 2.22 at level 20 WITHOUT max Tide (2.47 w/ Max Tide).

Death's Toll / Death's Embrace procs a ton with her basic attack chain, giving you a huge amount of sustain potential. With this build, you'll never have to worry about mana use, and once the upgrade is online, you'll have extremely solid health sustain.

The Executioner can be swapped with Atalanta's Bow as preferred.

The high base attack speed allows you to consider non-AS items as your final item. Shown here is Dominance, providing you with great physical pen for basic attacks. Alternatively, you can choose Titan's Bane for higher ability damage potential.

Start: Death's Toll + Short Bow + 3x Healing Potion + 1x Multi Potion.

Notes

As of 2.22 at level 20 WITHOUT max Tide (2.47 w/ Max Tide).

Death's Toll / Death's Embrace procs a ton with her basic attack chain, giving you a huge amount of sustain potential. With this build, you'll never have to worry about mana use, and once the upgrade is online, you'll have extremely solid health sustain.

The Executioner can be swapped with Atalanta's Bow as preferred.

The high base attack speed allows you to consider non-AS items as your final item. Shown here is Dominance, providing you with great physical pen for basic attacks. Alternatively, you can choose Titan's Bane for higher ability damage potential.

Start: Death's Toll + Short Bow + 3x Healing Potion + 1x Multi Potion.

Build Item Death's Embrace Death's Embrace
Build Item Ichaival Ichaival
Build Item Odysseus' Bow Odysseus' Bow
Build Item Qin's Sais Qin's Sais
Build Item The Executioner The Executioner
Build Item Dominance Dominance

Charybdis's Skill Order Notes Standard build progression. At level 2, you can level Whirlpool Form if you want to be safer.
  • Prioritize the ult when possible.
  • Spike Shot is her main wave clear and should be maxed first.
  • Capsize provides good AOE damage and can be maxed after Spike Shot.
  • Whirlpool Form is her safety/mobility skill and is prioritized last.
*NOTE* If preferred, you can prioritize Whirlpool Form before Capsize for better safety due to decreased CD of Whirlpool per rank.

Notes

Standard build progression. At level 2, you can level Whirlpool Form if you want to be safer.

  • Prioritize the ult when possible.
  • Spike Shot is her main wave clear and should be maxed first.
  • Capsize provides good AOE damage and can be maxed after Spike Shot.
  • Whirlpool Form is her safety/mobility skill and is prioritized last.
*NOTE* If preferred, you can prioritize Whirlpool Form before Capsize for better safety due to decreased CD of Whirlpool per rank.

Spike Shot

1 X Y
Spike Shot
1 4 6 7 10

Capsize

2 A B
Capsize
2 8 11 12 14

Whirlpool Form

3 B A
Whirlpool Form
3 15 16 18 19

The Maw Hungers

4 Y X
The Maw Hungers
5 9 13 17 20
Spike Shot
1 4 6 7 10

Spike Shot

1 X
Charybdis reveals The Maw as it fires large spikes for a short duration dealing Basic Attack damage. These projectiles pass through minions and are wider and faster than normal Basic Attacks.
On hitting enemy gods and walls, the spikes splinter dealing additional damage.

Ability Type: Projectile
Minion Damage: 80 / 85 / 90 / 95 / 100% Scaling
Splinter Damage: 20 / 25 / 30 / 35 / 40 (+25% of your Physical Power)
Splinter Tide: 3% Tide per hit
Duration: 4s
Range: 55
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14 / 13 / 12 / 11 / 10s
Capsize
2 8 11 12 14

Capsize

2 A
Charybdis absorbs water from around her before firing a quick blast from The Maw. Enemies are hit by a rapidly decaying Slow and Physical Protection debuff. This ability can be channeled for longer, consuming Tide on fire, to become wider, strengthen the debuff effects and deal more damage. Up to 40% Tide consumed.

Ability Type: Cone
Damage: 90 / 140 / 190 / 240 / 290 (+85% of your Physical Power)
Extra Scaling: 30%
Slow: 40% on max Tide
Physical Protection Reduction: 40% on max Tide
Duration: 4s on max Tide
Range: 45
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14 / 13.5 / 13 / 12.5 / 12
Whirlpool Form
3 15 16 18 19

Whirlpool Form

3 B
Charybdis dives into a whirlpool she creates, expanding and revealing the terrifying Maw. Charybdis moves faster and deals damage to enemies caught in the area. This ability can be amplified by toggling it again and spending 30% Tide. Doing so increases the damage dealt and movement speed as well as providing extra damage and a knockup on exiting. While submerged, Charybdis is untargetable and immune to damage for up to 3s.

Ability Type: Area Damage and Buff
Damage: 10 / 15 / 20 / 25 / 30 (+5% of your Physical Power) every 0.5s
Amplified Damage: 20 / 30 / 40 / 50 / 60 (+10% of your Physical Power) every 0.5s
Exit Damage: 60 / 100 / 140 / 180 / 220 (+65% of your Physical Power)
Movement Speed: 20%
Amplified Movement Speed: 40%
Radius: 15
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 17 / 16.5 / 16 / 15.5 / 15s
The Maw Hungers
5 9 13 17 20

The Maw Hungers

4 Y
Charybdis reveals her true nature, becoming immune to Crowd Control for the next 6s, and gaining movement speed. She may make one powerful attack as The Maw charges forward, damaging and carrying back enemies hit before chomping down, damaging again and stunning. If she kills an enemy god with the attack, she gains another 6s and may attack again.

Ability Type: Ground Target
Charge Damage: 60 / 90 / 120 / 150 / 180 (+20% of your Physical Power)
Bite Damage: 300 / 400 / 500 / 600 / 700 (+150% of your Physical Power)
Movement Speed: 35%
Stun Duration: 1.3s
Range: 70
Cost: 100
Cooldown: 90s

Introduction

Hi everyone,

I'm providing some standard build examples to try, based generally on meta and historically functional build types. I'll likely take this down after decent builds / guides are created.

Recent updates:

2021/9/10: Builds are current as of Patch 8.8 Bonus Update. Ichaival and Odysseus' Bow have gotten nerfed. While this doesn't mean they're not strong items for her anymore, this decreases the appeal of the meta bow build utilizing Silverbranch Bow.

Ability Discussion & Tips


Raging Tides (Passive) / Attack Speed Progression / Item Synergy
  • At max Tide, her passive Raging Tides gives her an attack speed increase of 0.24 (0.96 * 0.25). Her attacks per second is 0.96 (+ 1.6% per level), equaling 1.28 AS at level 20. With max Tide (which provides an additional 0.24 AS), this would be a max AS value of 0.24 + 1.28 = 1.52. AS from items totaling 100% will get her right to the edge of max AS.

  • While having this semi-steroid in her kit can allow her to take some advantage of the meta Bow build, she'll get less out of it than some other gods that have stronger activated steroids, such as Artemis, Chernobog, Izanami, Rama, etc.

  • Her basic attack progression is 1 / 1 / 0.33 / 0.33 / 0.33x. Her 3rd attack (technically 3rd, 4th, and 5th) is a much quicker succession of 3 basics at 3x the speed and 1/3 the damage. This allows her to take special advantage out of Odysseus' Bow procs, even if the damage is lessened.

  • It also allows for full procs of Death's Toll / Death's Embrace. She gets enhanced use out of that starter, should you choose to go for it.


Spike Shot
  • This ability allows you to shoot through minions, making this your best wave-clear ability. However, an enemy god can stand in the wave and block this hitting the entire wave, though it's unlikely during laning that they'll want to take too much damage.

  • Ichaival can be immediately stacked in the first attack if hitting multiple minions.

  • Odysseus' Bow does NOT stack multiple times even when hitting multiple minions.


Capsize
  • Capsize provides up to 40% physical protection reduction at max Tide. This can provide some synergy with The Executioner especially against tanky enemies, should you choose to pick up that item.

  • It's awkward to use in a teamfight as it interrupts your basic attack DPS. Instead, if you're going to use it against enemy gods, use it for fight initiation or when chasing an enemy instead of basics, as it won't slow your MS and it applies a slow itself. It can be useful when surprising an enemy around a corner.

  • Best use is as a debuff for jungle objectives (GF, FG).


Whirlpool Form
  • After a short windup, this ability makes you untargetable for up to 3 seconds. Use this when necessary to get from a dangerous area into a safer location near teammates.

  • It can also be used as your chase ability due to the increased MS, though this should only be in situations where you're otherwise going to be safe.

  • Note that it's a short windup...you can't use this like a Chang'e or Ravana 2 to immediately get out of incoming damage. Plan ahead if you need to.


The Maw Hungers
  • When triggered, this ability feels and acts a lot like Scylla's ultimate, in that it provides CC immunity and MS. When she attacks, the ability shoots in a fairly narrow line, pushing any enemy it connects with back and dealing damage, then dealing much higher damage and stunning enemies once it gets to the max targeted range. If she gets a kill from this ability, just like Scylla it recharges her ult duration and allows her to attack with it again.

  • Note that you determine its max range. Shoot it the max distance when trying for multiple enemies at different ranges, or for attempting to self-peel an enemy that's on your back. You can aim nearer if you want to keep the enemy close, which is better when you're targeting a single enemy and looking for a kill.

  • Just like with Scylla, don't just use this to deal damage. The 6 seconds w/ 35% MS and CC immunity can help you get away from a dangerous situation, especially when your Whirlpool Form is on cooldown. Offensively, you can use it to chase a lower-health enemy to attempt to finish them off.

Itemization Discussion


Starter Items & Upgrades
  • Leather Cowl -> Hunter's Cowl: This build direction is currently the most common. It's fine, but not exciting. It does mean, at full build with teammates around, that she only really needs 2 AS items to get around max AS.

    If you use this in a bow build, it's a very nice boost to a Silverbranch Bow passive. However, I don't feel the standard bow build w/ Silver is her best direction. She's already getting potentially less damage from Qin's Sais. Note that anything past 2.5 AS, you're getting 0 added benefit from Odysseus' Bow procs or Qin's procs.

  • Gilded Arrow -> Ornate Arrow: I feel this gives her the most DPS potential. She feels a bit underwhelming on damage output, so crits are nice for burst and against jungle objectives.

  • Death's Toll -> Death's Embrace: By far, she gets the most out of this passive of any hunter outside of Izanami. Of course, you want close to max 2.5 AS, but she fully procs on each of her basics (including the 3 quick attacks). Crazy to heal up w/ minions/camps.


Strong T3 Items
  • Ichaival: Very nice synergy. Stacks normally at the start of a normal attack chain, but stacks instantly if using Spike Shot on a wave with 3 or more minions.

  • Odysseus' Bow: Extremely high synergy. Due to the rapid 3rd/4th/5th attacks in the normal attack progression, it can proc more quickly than with any other god. The procs are decreased, sadly enough, when you activate Spike Shot, since it turns attack progression off for the duration.

  • Qin's Sais: Potentially has slightly higher damage output for the passive IF you use your normal attacks, and IF you hit every single attack. If you don't, you're getting decreased damage potential. Also, when you activate Spike Shot, while your progression is off, it doesn't revert the damage nerf.

  • Wind Demon + Deathbringer: If you opt into a crit build using the Gilded Arrow / Ornate Arrow path, these are your core crit items.

  • Rage + Deathbringer: If you opt into a crit build using the Leather Cowl / Hunter's Cowl path, this is your suggested core crit combo to provide increased crit chance. You'll want the rest of your items to provide attack speed and penetration.
All other items behave as expected, with no increased or decreased synergy that I'm aware of...

State of Charybdis Discussion: Release

As of September 10th, Casual Smite reports that:

  • Charybdis has a Casual Conquest win rate of 45.72%, good for 113th place, even with 1st place popularity. While this can indicate a kit that is complex with a high skill floor and takes a while to learn, this is very unlikely to be the case with Charybdis. Instead, it is more likely that she is an underpowered release god.

  • Ichaival, Odysseus' Bow, Asi, Wind Demon, and Deathbringer are the 5 most popularly built items for her. Leather Cowl / Hunter's Cowl is the most popular starter / upgrade path.

Bran's Analysis & Suggestions
  • Overall State: I expect Charybdis to get some immediate buffs starting with the next patch.

  • Quality of Life Improvements: I feel that some abilities feel very strong in some situations, and extremely weak in others. Adjustments to how these abilities work / activate / flow will be key to her kit's quality.

  • Raging Tides Adjustment: The problem with this lies in the attack progression with 3rd/4th/5th attacks. It makes procs from Odysseus' Bow crazy, and due to the much quicker progression, makes it require the damage proc nerf, which causes issues of its own (see in Spike Shot discussion). I don't know that they can adjust this, but as a base it causes mechanical issues.

  • Spike Shot Adjustment: This ability feels generally strong, especially against enemy minions. Once leveled enough and with a full T3 item in hand, the clear potential is very high, though Izanami still has the upper hand due to not having to activate anything to have the same effect. It fully stacks Ichaival in one hit against a wave.

    At the same time, while it's also nice to use against enemy gods due to the extra damage from spikes on impact and the wider hit box, it doesn't feel all that strong. Funny enough, if you're going with a build including item damage procs like Qin's Sais, you're actually nerfing that item's damage potential when you activate the 1, because the damage reduction still applies, but you're no longer attacking with the quicker attacks, thus getting less procs overall.

  • Capsize Adjustment: This has a wide cone but short range. Basically, if you're charging the ability for max effect, you're exposing yourself to damage AND not dealing damage of your own. This poses a major issue for fighting against enemy gods. You might argue that the protection reduction is worth it, but against squishy, high damage targets, you're just setting yourself up for a quick death.

    Right now, you best use it initiating against an enemy that isn't expecting you, meaning surprising them at short range around a corner. In the middle of a fight, it's only functional if you're winning the fight or your only nearby target is a tankier god. It's also okay to use against an FG / GF to allow other phys teammates to deal more damage (albeit for a short time).

    All in all, it's just an awkward ability, not best suited for fighting. How can they fix? Maybe make the cone narrower but slightly longer range than standard ranged basics...maybe 65 units or so. They could decrease the protection reduction but make it last longer.

  • Whirlpool Form Adjustment: This is fairly OP for safety, and very underwhelming for offense. The exit damage is nice if you amplify the ability, but you're then much more exposed with no safety, so it's only helpful in fights you're likely to win as an offensive tool.

    It's just too easy to get out of a lot of damage, and it lasts for a long time. I feel the defensive aspect should be nerfed, and there should be incentives to use it offensively. Ideas:

    - Decrease submerge time from 3s to 2s.
    - Start CD at activation, and maybe add effect that each tick of amplified damage decreases CD of the ability or something.
    - Instead of becoming immune, maybe the maw surrounds her and mitigates damage and provides CC reduction instead of completely blocking damage and effects. I mean, she already has CC immunity in her ult. 2 abilities that do that? Bleh.

  • The Maw Hungers Adjustment: Ability has a delay when casting the damage portion. It needs to flow more smoothly. It's also stopped weirdly when aiming along a wall. This whole thing just needs to feel different and smoother.

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1
Cr01ance | September 10, 2021 11:31pm
idk about giving Capsize that big of a range increase... It should have 20-40 scaling on the slow as it grows rather than 0 then 40 at max tho.
1
Branmuffin17 (394) | September 10, 2021 11:47pm
When you're charging Capsize you're not basic attacking...makes it a rough tradeoff for her in any normal fight. Narrowing the cone compensates for the increase in range to allow her to at least do something when she's not at basic attack range. But it's just an idea, so...
1
Nett3y | August 31, 2021 8:17am
Thank you so much for this in depth guide and with many different options to pick from! Your guides are always helpful! I appreciate the time you take to make these and update them. I can't wait to test out the builds to see which I like most! 😊
1
Branmuffin17 (394) | August 31, 2021 8:47am
Hey Nett3y,

Thank you very much for the kind words.

I will warn you; it seems Charybdis is in a weird spot. Some parts of her kit feel very strong, while others are awkward to use or just feel a bit weak.

As such, give the various builds multiple tries, and I wouldn't expect you to dominate every match. She definitely needs some tweaks and quality of life improvements.

I'm in the process of modifying one build (the arrow / crit v2 build), and adding extra discussion about my opinion of her state and other topics. That should be complete in a couple of hours (before noon Pacific).

Anyway, good luck!
0
UncleTrapspringer | August 25, 2021 3:18pm
I honestly believe that all the attack speed items are counter intuitive to her passive especially these same style builds with gods like Artemis and cherno who have abilities that increase attack speed taking items such as transcendence or devos lowering attack speed from items yes but having significantly more damage and the abilities to replace atk speed or that can be achieved just by paying attention to chars tide if I’m missing something please let me know but I personally have a different build that so far against the Meta builds I see is overall more reliable.
1
Branmuffin17 (394) | August 25, 2021 3:33pm
I can agree with not liking the bow build. I've disliked the bow build since the beginning. I'm offering it because a good amount of it DOES make sense for Charyb and it's a build that will be generally accepted.

Here are the nice things about a high AS / Silver build:
  • Ichaival early game is still the best for minion clear and boxing. Hard to fight against that if you're going for Devourer's Gauntlet or some other start.

  • Pretty cheap and decent early power curve due to the low prices of Odysseus' Bow, Atalanta's Bow, and Silverbranch Bow.

  • O-Bow procs SOOOO much w/ Charyb's attack progression. At max AS, if you hit all your basics, you'll be activating it roughly every second.

  • No RNG from crit making damage consistent and reliable.
Now, you're absolutely right. Charyb's passive provides only around 25% AS, which is a far cry from the strongest AS steroids and those gods that get the most out of Silver's passive. That said, as long as she doesn't use any Tide, she can always have that bonus Silver damage, which is at least decent.

Now, I don't think an ability focus of any type is worthwhile for her. You mentioned Transcendence and I just don't think it's a good item for her. She doesn't weave her abilities well at all. You're best just staying with basics and activating her 1 when needed, while saving her 2 for specific situations and her 3 to avoid damage.

Keep in mind I also have other builds besides the standard bow build that should work pretty well. I'd suggest trying them.
1
UncleTrapspringer | August 25, 2021 3:49pm
I usually use transcendence only for the power it gives at max stacks plus you really never have to worry about mana but with what you said I’ll look into it and see if I can’t change it with something else
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1
Kriega1 (143) | August 25, 2021 3:31pm
Double stacking is a meme and Asi is a better early spike than Devo's.
0
UncleTrapspringer | August 25, 2021 3:35pm
Double stacking is a meme but it is a good one plus with a game past 30 min what is early spike please give information instead of just brushing off what I’ve said and inserting your opinion
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1
Branmuffin17 (394) | August 25, 2021 3:35pm
They said trans OR devo's, not double-stacking.
1
OneYeetyBoyo | August 24, 2021 10:41pm
Being the Jungle meathead that I am, I'd like to know if you think Charybdis could be viable in the Jungle role, and if so, is there a build you'd recommend for that role?
1
Branmuffin17 (394) | August 25, 2021 12:10am
I think you'll see people play her in jungle right now, mostly because she's new and people just want to play her.

The most successful junglers either have great burst or decent burst and strong control, and most of them will have good mobility.
  • Burst: Outside of her ult, she really doesn't have much burst. Her 1 is her wave clear and offers nice added poke damage, but it's all based on her basic attacks. Her 2 isn't bursty...it's more meant for the debuff effect IMO, and like her ult, is awkward to use especially in a fight...once your basics are strong enough, you'd rather just use those rather than the 2 if you're just going for DPS. Her 3 isn't for damage. And sure her ult is absolutely for damage, but people can get out of it with a little dodge or leap, and if they use beads they might get hit by the line, but not the bite at the end...or by going around a corner. This isn't like Scylla who can ult over walls for a surprise kill.

    IMO she just isn't that bursty. The most bursty she'll get is once you've got a full crit build online, if you even go crit at all.

  • CC: She has a slow in the 2, the situational knockup in the 3, and of course the ult. That 3 isn't going to be mainly used for the knockup though...you'll typically want it to get out of dangerous situations and avoid damage. The best situation I can see for strong use of CC is getting behind your target, ulting and pushing them back toward your teammates where they can finish them off, which isn't going to allow you to chain multiple ult hits/kills.

  • Mobility: She's got a boost in MS in her 3 and her ult. That's it.
So...TL;DR, no I unfortunately don't think she's well-suited for Jungle.

IF I were to play her there...well, if I recall correctly, BaRRa stated a power/pen build doesn't feel that good on her. The bow build or an altered bow build is probably most consistent for her, and crit is probably strong as well. I'd probably just stick with one of those, combined with an Eye Of The Jungle or Manikin Scepter starter.
1
Aprothal | August 24, 2021 6:49pm
LVL10 goes into skill 4 if anyone wondering.

Comment has been deleted

1
Branmuffin17 (394) | August 24, 2021 8:04pm
Whoops! Fixed, thanks for pointing that out lol.
1
KingKatura | August 24, 2021 5:34pm
pretty well written build for only especially for being so new
1
AtattedMisfit | August 24, 2021 3:40pm
Lol who thumbs down build examples
2
Branmuffin17 (394) | August 24, 2021 5:21pm
Eh, not a big deal, if they don't like it they're welcome to downvote, though I typically only downvote those that are obviously troll or just completely lacking in function.
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League of Legends Build Guide Author Branmuffin17
Charybdis - Build Examples & Release Analysis (Patch 8.8 Bonus Update)
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