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Charybuild

6 4 5,228
6.6
by jmatthias updated October 26, 2021

Smite God: Charybdis

Build Guide Discussion 6 More Guides
Tap Mouse over an item or ability icon for detailed info

Build Summary

Start

Build Item Leather Cowl Leather Cowl
Build Item Morningstar Morningstar
Build Item Healing Potion Healing Potion
3

Cookie Cutter

Notes 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.

Notes

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.

Build Item Leather Cowl Leather Cowl
Build Item Transcendence Transcendence
Build Item Asi Asi
Build Item Rage Rage
Build Item Deathbringer Deathbringer
Build Item Heavenly Wings Heavenly Wings
Build Item Blink Rune Blink Rune
Build Item Purification Beads Purification Beads
Build Item Shield of Thorns Shield of Thorns

Charybdis's Skill Order Notes 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.

Notes

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.

Spike Shot

1 X Y
Spike Shot
1 4

Capsize

2 A B
Capsize
3

Whirlpool Form

3 B A
Whirlpool Form
2

The Maw Hungers

4 Y X
The Maw Hungers
5 10 15 20
Spike Shot
1 4

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
3

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
2

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 10 15 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

Charybdis Threats

Tap each threat level to view Charybdis’s threats

Max
1
Major
0
Even
0
Minor
0
Tiny
0

Extended Build

laning build

Notes 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

Notes

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

Build Item Transcendence Transcendence
Build Item Asi Asi
Build Item Ward Ward
2
Build Item Leather Cowl Leather Cowl

Starting off

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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1
Kriega1 (143) | October 26, 2021 2:58pm
Should get Dominance and Wind Demon. Ideal relics on Chary are Beads and Aegis. Sprint and Blink are not necessary and building Thorns on a carry makes 0 sense.
1
jmatthias | October 26, 2021 3:17pm
I usually trade my starter for dominance. I like going blink for extra chase. Can I ask why thorns makes zero sense? Thanks for the comment!
2
Kriega1 (143) | October 26, 2021 4:45pm
Going thorns not only means sacrificing one of the 2 good backline god relics you should be going, but also it's a relic that doesen't offer you any value cause you're not building tanky to benefit from the damage reflect (you just get bursted / shredded through it too easily).
2
Farthus (11) | October 26, 2021 2:28pm
A crit build without lifesteal...? I dont know how this will be good in any scenario. You wont have sustain in lane or in teamfights like this. Also mankin? for what?
1
jmatthias | October 26, 2021 2:46pm
Thanks for the comment. I don't usually build anything more than asi for lifesteal with crit. What would you say I should replace for more life steal and yeah now that I actually read it there is no real reason to go manikins here, I just thought it was neat to pop her one and pierce through the enemy minion wave while doing decent poke, definitely gonna update it to leather cowl. Thanks again!
1
Farthus (11) | October 28, 2021 1:56pm
At the time of writing my previous comment, there were no lifesteal items listed. Hence why I brought it up... But you updated it now.
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League of Legends Build Guide Author jmatthias
Charybuild
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