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This is a pretty basic build that could be used for almost any carry with some minor tweaking. You could just buy one of the upgraded Cowls but I usually swap for something like heartseeker or souleater, just depends on what you need also you can swap in odeysseus'/Ichaival if that is your prerogative.
I prefer to rush spike shot, capsize has uses but spike shot is like the main course. Whirlpool Is essentially just an Reposition/escape/chase I wouldn't worry about upgrading it till later but I usually grab it before capsize to protect from early ganks and collapses.
Tap each threat level to view Charybdis’s threats
Recently this is what I've had early to win boxing matches in the early laning phase of the game. I usually switch Asi out later though
This guide is built purely from my experience playing Char Carry in casual conquest (say that five times fast). Charybdis on release was very underwhelming and almost unwinnable IMO, but since the release of this update she has gotten a full buff that makes her a lot more playable.
I've seen some people say that Char's Abilities don't flow well together but I disagree. My recommendation is to build her One, Three, Two, One, Four, and then rush her One, And when laning use her One to clear and poke while using her Three to reposition/retreat-to-tower/Chase? While in Midgame ,or what I like to call the rotation phase, I open ganks with my Two trying to fit as many enemy gods in using tide and then immediately hammer down with my One. Her Three is also still very useful during this phase; It can be used to quickly move through the jungle in order to counter gank or as a quick reposition when getting counter ganked ( don't forget you can recast this ability to move faster for tide).
Endgame ,or the team fight phase, uses all of the previous elements in order to break down and apart the enemy structure. Use her One in order to build tide, clear minion waves or poke/heavy hit overconfident squishies and oblivious frontliners. Use her Two (Charged using tide) before smacking the frontliners to help shred through the defenses and open your mid to do heavy damage. Using her three you should be able to avoid and reposition from dives and ganks or chase the advantage.
Charybdis' Ult really deserves it's own paragraph. Use this during laning to stun for your jungler or sweep up a lost kill. Use this during Rotation to stun for a collapse or also for sweeping. and use this during team fights for the same reasons as laning and Rotations but also with the added benefits of being able to hit the whole team if they're standing in a line ,and using her cc immunity plus the stun plus her Three to escape the team fight while maybe pulling for one of your teammates. Keep in mind Char's ULT does more damage when charged with tide and gives cc immunity for six seconds and can be used in succession if you land a killing strike on an enemy god giving another six seconds.
If you're still here reading this I just want to give a quick thank you; This is my first guide and, encourage you to give a leave a comment on any issues you have with this or friendly advice. I'm also happy to further clarify anything in this guide. My smite account is Roben51 feel free to add me if you want to squad. Thanks a bunch :).
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