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Leveling spike shot early allows you to annihilate minion waves and jungle camps, especially with ichaival
Tap each threat level to view Charybdis’s threats
Tap each synergy level to view Charybdis’s synergies
Build wind demon before poisoned star, and build shadowsteel earlier depending on how much lifesteal the enemy team has
Allows you to do more damage to gods at the cost of your ability to solo jungle bosses as easily
Despite her glitchy release, I have been playing a lot of charybdis since her release (and got my first star as her), and have been running this build wit hgenerally good results.
She is a fun god to play, and is capable of a lot of late game damage when the build comes online; however, her early game is rather weak, especially when supports are laning with you (which is why I have mostly written supports as threats)
It is a good idea to have her passive stacked at all times. It can be a good idea to try and farm it on minions before engaging properly, since not having it can leave you at a distinct disadvantage, making your 2 and 3 a lot weaker.
Spike shot is a powerful ability, especially against minions and jungle monsters, making it your main clear. I recommend having it leveled highly early, as it will make laning a lot easier. Its penetration can be used to attack the enemy carry through the melee minions from the side to deal a fair amount of damage, after which they will likely back off and allow you to focus on minions.
In fights, the shot speed and wider projectiles make it easier to hit enemies that are fleeing, and the projectile spread can deal a fair amount of damage when firing into groups.
Probably the odd one out of her abilities, her 2 can be used as a clear assist. It is a good engage for enemies that are cced, and is a strong tool for slowing down fleeing or pursuing enemies. It is useful for the fact it penetrates walls, allowing you to catch out people trying to loop around or hide behind obstacles. It is unwise to use it when in a firefight, as your autos will likely end up doing more damage.
One of the best escapes in the game, you can use it to avoid many ults, and turn the tides of battle by making enemies waste high damage abilities. You will want to always have enough tide to proc it again, as it is fairly useless for mobility in the base state. You will usually be using this ability to evade damage, and should try to avoid combat while it is down. However, it does do damage and gives a healthy move speed buff, and the knockup at the end makes it strong for securing kills.
This ult is not too strong in 1v1 situations. It is very hard to hit, and can easily be sidestepped after it is cast. Try to use it when enemies are not focused on you, or simply as a cc immune escape. It is good at pushing enemies into tower or firing into massed enemies to help break them down. When fleeing, it can be smart to run into the jungle using the ult, forcing the enemies to group up, and then cast the ult to extend the distance between you and your pursuers
Try and play her safe until late game. Supports are able to bully you quite easily early on, and unless you get a strong lead early on, you should play safe around the enemy carry as well. Preserve your 3, and you should be capable of dealing a lot of damage and gettng away with it
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