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Conquest Mid & ADC | Build & Guide

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Smite God: Sol

Build Guide Discussion (22) More Guides

Purchase Order

Attackspeed Build [1]

Build Item Bancroft's Talon Bancroft's Talon
Build Item Shoes of the Magi Shoes of the Magi
Build Item Demonic Grip Demonic Grip
Build Item Typhon's Fang Typhon's Fang
Build Item Telkhines Ring Telkhines Ring
Build Item Hastened Ring Hastened Ring

Sell Boots & Buy

Build Item Elixir of Speed Elixir of Speed
Build Item Rod of Tahuti Rod of Tahuti

Attackspeed Build [2]

Build Item Shoes of the Magi Shoes of the Magi
Build Item Bancroft's Talon Bancroft's Talon
Build Item Demonic Grip Demonic Grip
Build Item Telkhines Ring Telkhines Ring
Build Item Hastened Ring Hastened Ring
Build Item Obsidian Shard Obsidian Shard

Sell Boots & Buy

Build Item Elixir of Speed Elixir of Speed
Build Item Rod of Tahuti Rod of Tahuti

Attackspeed Build [3]

Build Item Shoes of the Magi Shoes of the Magi
Build Item Bancroft's Talon Bancroft's Talon
Build Item Demonic Grip Demonic Grip
Build Item Telkhines Ring Telkhines Ring
Build Item Obsidian Shard Obsidian Shard
Build Item Rod of Tahuti Rod of Tahuti

Sell Boots & Buy

Build Item Elixir of Speed Elixir of Speed
Build Item Doom Orb Doom Orb

Relics

Build Item Aegis Amulet Aegis Amulet
Build Item Purification Beads Purification Beads

Consumables

Build Item Baron's Brew Baron's Brew
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
Build Item Chalice of the Oracle Chalice of the Oracle
Build Item Ward Ward
Build Item Sentry Ward Sentry Ward

Situational Items Notes Tahuti, Doom Orb, & Obsidian Shard are listed because the last few items are usually always situational.

Build Item Divine Ruin Divine Ruin
Build Item Mantle of Discord Mantle of Discord
Build Item Magi's Cloak Magi's Cloak
Build Item Rod of Tahuti Rod of Tahuti
Build Item Doom Orb Doom Orb
Build Item Obsidian Shard Obsidian Shard

Sol's Skill Order

Radiance

Radiance

1 X
2 7 11 12 14
Stellar Burst

Stellar Burst

2 A
1 3 6 8 10
Disapparate

Disapparate

3 B
4 15 16 18 19
Supernova

Supernova

4 Y
5 9 13 17 20
Array ( [minor] => Array ( [0] => Array ( [god] => Array ( [god_id] => 1 [display_name] => Artemis [url] => artemis ) [scoreVal] => 4 [notes] => You can step over Artemis' traps when using Sol's [[Disapparate]] to remove them without penalty. Artemis is also extremely immobile, especially compared to Sol. It is pretty easy to punish her being out of position with Sol's [[Stellar Burst]] ) ) ) 1

Sol' Threats

Maximum
0
Major
0
Even
0
Minor
1
Tiny
0
Click each Level on the left to view
Sol' threats

Pros & Cons

PROS
- Good damage & poke with Stellar Burst
- Gets early game objectives easily - very strong against objectives in general.
- Disapparate is a free beads/aegis/phantom veil
- Very speedy with rings

CONS
- Supernova is pretty awkward to land.
- Disapparate takes a while to go off, so timing is important.

Abilities

Passive - Unstable Manifestation

Sol gains Heat as she uses abilities and hits with basic attacks. She gains +0.8% Magical Power and +1% Attack Speed for every 4% Heat. At 100% Heat, Sol's basic attacks gain +20% Damage. Heat decreases over time.

Basically, Sol becomes more powerful the higher her Heat is. This passive is great for getting early game objectives and 1v1ing. At full heat, she has 25% increased attack speed and 20% increased power.

Her heat decreases pretty fast when not in use - within a few moments of not damaging an enemy (god, minion, etc.) it will return to 0. However, it is really easy to build up and maintain during a fight so it does even out.


Ability One - Radiance

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.

When this ability is used, Sol will gain [40/50/60/70/80%] of her heat immediately. It will also heal her for 25% of her missing health over 5s.

This ability does damage enemies, but I usually don't run up to them and throw it down since it doesn't really do much damage and its placed directly underneath you.

This ability should be used either...
1.) When you are about to attack their tower
2.) When you are about to go into a team fight or 1v1
3.) You are recovering from a fight and need some extra health quickly.

Ability Two - Stellar Burst

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.

This is Sol's main source of damage and clear, and it does a really good job of it. It will damage enemies for [40/70/100/130/160 (+35% of your magical power)] or [80/140/200/260/320 (+70% of your magical power)] if it hits them twice. This ability will also give her 10% heat.

This ability is a bit weird to land on minion waves initially because you have to hit the side of the wave rather than the front. I will typically use it on the archers and use her 1 on the front minions, especially early game

It also auto locks on enemy gods, which is helpful most of the time but it can be a bit hard to hit exactly who you want when they are grouped up.

Ability Three - Disapparate

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.


This is her main escape - she will gain [20/25/30/35/40%] movement speed until she enters her incorporeal form [3s]. She will then gain immunity to all damage, CC, and she will be able to go through player made walls [Ymir, Odin, etc.]

Because it does do tick damage and you are immune to slows, including the back-pedal penalty, it is a good idea to fight your enemy before running away in her immunity, especially if they are chasing.

Ultimate - Supernova

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.

Sol's ultimate is a bit hard to hit, but it can do well in teamfights if used correctly.

I prefer using her ultimate either to get objectives like Gold Fury or Firegiant or to place underneath Sol when enemies are chasing & she has low health.

Combos for Sol

These combos are assuming that you will be going the ADC route - if you aren't, you don't have to worry about getting basic attacks in all that much.

Stellar Burst > Basic Attacks

Radiance -> Basic Attacks

Disapparate -> Basic Attacks -> Stellar Burst when running away

Disapparate -> Basic Attacks when running away

Radiance -> Basic Attacks -> Stellar Burst when at full heat.

Radiance -> Stellar Burst -> Basic Attacks

Radiance -> Stellar Burst -> Supernova -> Basic Attacks

Her ultimate is situational and doesn't (usually) fit into any set combos.

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Kriega1 (56) | March 2, 2019 2:08pm
"Because it does do tick damage and you are immune to slows, including the back-pedal penalty, it is a good idea to fight your enemy before running away in her immunity, especially if they are chasing." - Erm, im pretty sure her 3 does not ignore the back-pedal penalty?
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Kriega1 (56) | March 2, 2019 12:12am
"Her ultimate is situational and doesn't fit into any set combos." You couldn't be more wrong. You can use her 2 to setup her ult, that is literally a combo. Is it a perfect one? No. Is it a combo? Yes. Her is a 35 % slow at max rank.
1
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Kriega1 (56) | March 2, 2019 12:09am
If I wanted a burst sol damage build I would go something like: bancrofts, pen boots, spear of deso/divine ruin, soul gem, obsidian, soul reaver. Boots replacement can be tahuti or hastened/demonic/telkhines.

And absolutely do not go triple lifesteal builds unless you're playing against idiots that don't know what anti-heal is.

I consider the better AA-build for Sol to be something like: Pen boots, bancrofts, demonic, telkhines ring, divine ruin, obsidian shard, sell boots for tahuti/deso.

Please list Divine Ruin as a situational item.

Don't ever build frenzy, sprint or horrific on Sol. Beads and Aegis 100% of the time.
1
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Perfectium | March 2, 2019 11:00am
Why beads and aegis all the time?? I can see it when the enemy has high CC but not all the time due to her escape?
Also why do you believe soul gem is better than typhons fang? Bancrofts and typhons go really well together. Ill work on the burst damage build tho since I'm used to building her AA
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Kriega1 (56) | March 2, 2019 11:34am
Perfectium wrote:
Why beads and aegis all the time??I can see it when the enemy has high CC but not all the time due to her escape?


Ok genius, what do you think will happen when your escape is down? You also realise her escape has a delay before the immunity yes? Beads and Aegis are the most useful relics to a squishy in the game, and the sooner you realise this the better. It is the job of the solo and support to pick up teamfight relics, not the squishy mid lane mage.

Perfectium wrote:
Also why do you believe soul gem is better than typhons fang?
Didn't say it was necessarily "better", but I included it for an ability based build suggestion as typhons is overpriced and gets countered hard by anti-heal and is also better suited to auto-attack builds, soul gem is cheaper and allows Sol to gain extra burst on her 2, since it's her main form of poke. And yes I know bancrofts works well with typhons but you shouldn't be building it every game.

Perfectium wrote:
Ill work on the burst damage build tho since I'm used to building her AA
- also there is a reason we aren't seeing Sol built burst. She benefits a lot currently from demonic/telkhines in their current states, and book of thoth/soul reaver were nerfed since last season putting ability based Sol in an ever worse spot than before.

Here's an explanation of why ability based sol wasn't good late last season:

"Most of Sol's main ability damage is tied to her 2, and her 4, unless you have an assassin on you then you can factor the 1 and 3 seldom. But for the most part it's her 2. What does this benefit from? Heavy burst procs.

https://www.smitegame.com/news/5-13-mid-season-update-notes

This was the patch where Sol burst became less relevant. Soul Reaver lost it's true damage burst proc, and became the current version with have now, that benefits from constant ability usage and (with high pen items like Spear of the Magus which makes it very potent early game, on gods like Ah Puch, Agni etc...). Then we look at Ethereal Staff, this item was kinda like the current Soul Reaver, which is okay-ish on Sol, but now? It hardly provides much for burst. So before mid season, Sol could build into Soul Reaver and Ethereal Staff, quite nicely, pair this with Chronos' Pendant, Soul Gem (which was initially stronger when the item released, got nerfed a bit), Pen boots and Divine or Tahuti. But this build style has lost it's effectiveness, especially in regards to Ethereal Staff, and with Soul Reaver being a less stonger pick on Sol.

Take a look here: https://smiteprobuilds.com/Builds?p_filters_page=1&p_filters_search=&p_filters_god=2074&p_filters_pro=~&p_filters_opponent=~&p_filters_role=~&p_filters_league=SPL&p_filters_sort=~

All the cases of pros building Sol somewhat ability based was mostly pre-mid season (bottom of page 1, page 2), and when her passive was stronger. Since then, Demonic and especially Telkhines have been built very often on her since they're buffs, and Demonic was already built before in a lot of cases. "
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1
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Kriega1 (56) | March 2, 2019 12:05am
Do you not see a problem with all your builds? They all have Typhons Fang, an expensive item that gets countered really hard by anti-heal. You're also delaying Telkhines for too long in your AA-build.

Also don't ever buy shamans ring on Sol, especially in an auto attack build, swap it for tahuti in the boots speed elixir replacement. Shaman's Ring is literally a garbage item on Sol because you can only get effective use from it on your ultimate if you use your 2 to proc the passive.
1
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Perfectium | March 2, 2019 11:05am
sol does really well with lifesteal, typhons & bancrofts do really well together and allows her to solo early objectives as well as fighting enemies without immediately dying. once they have anti heal theres always out of combat healing on jungle camps/minions & then she can go back into fights without having to back

Ill replace Shamans tho. And where do you think telkhines should go? I put demonic earlier bc its her only real pen item other than boots
1
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Kriega1 (56) | March 2, 2019 11:40am
Perfectium wrote:
sol does really well with lifesteal, typhons & bancrofts do really well together and allows her to solo early objectives as well as fighting enemies without immediately dying. once they have anti heal theres always out of combat healing on jungle camps/minions & then she can go back into fights without having to back


Out of combat healing on jungle camps?! Once they have anti-heal your expensive Typhons Fang practically becomes obselete in combat. Bancrofts will give you enough sustain on camps anyway. The power granted from typhons also isn't that impressive either when combined with bancrofts because it relies on your HP percentage being low to get good use from it. Look im not saying don't list it, but just don't include it for every single build, 1 is enough.

Perfectium wrote:
And where do you think telkhines should go? I put demonic earlier bc its her only real pen item other than boots


Straight after demonic grip, unless you need to get divine ruin really early.

Shoes of the Magi, Bancroft's Talon, Demonic Grip, Telkhines Ring, Divine Ruin/ Obsidian Shard, Obsidian Shard/ Rod of Tahuti/ Doom Orb is what you're looking to build most games.
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League of Legends Build Guide Author Perfectium
Conquest Mid & ADC | Build & Guide
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