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Cricket (Season 3)

33 0 564,150
by GameGeekFan updated January 12, 2017

Smite God: Khepri

Build Guide Discussion 37 More Guides
Choose a Build: Auras
Auras No Auras Situational
Tap Mouse over an item or ability icon for detailed info

Khepri Build

First Buys

Build Item Watcher's Gift Watcher's Gift
Build Item Shoes Shoes
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

First Three Items

Build Item Shoes of Focus Shoes of Focus
Build Item Heartward Amulet Heartward Amulet
Build Item Sovereignty Sovereignty

Cooldown Items

Build Item Breastplate of Valor Breastplate of Valor
Build Item Mail of Renewal Mail of Renewal
Build Item Spirit Robe Spirit Robe

Against Mages/Healers

Build Item Bulwark of Hope Bulwark of Hope
Build Item Pestilence Pestilence
Build Item Oni Hunter's Garb Oni Hunter's Garb

Against Physical/Hunters

Build Item Spectral Armor Spectral Armor
Build Item Midgardian Mail Midgardian Mail
Build Item Celestial Legion Helm Celestial Legion Helm
Build Item Hide of the Nemean Lion Hide of the Nemean Lion

Example Build

Build Item Shoes of Focus Shoes of Focus
Build Item Heartward Amulet Heartward Amulet
Build Item Sovereignty Sovereignty
Build Item Breastplate of Valor Breastplate of Valor
Build Item Bulwark of Hope Bulwark of Hope
Build Item Spirit Robe Spirit Robe


Build Item Cursed Ankh Cursed Ankh
Build Item Magic Shell Magic Shell
Build Item Heavenly Wings Heavenly Wings

Khepri's Skill Order


1 X Y
3 8 10 11 13

Rising Dawn

2 A B
Rising Dawn
1 4 6 7 9

Solar Flare

3 B A
Solar Flare
2 12 16 18 19

Scarab's Blessing

4 Y X
Scarab's Blessing
5 14 15 17 20
3 8 10 11 13


1 X
Khepri lunges forward, dealing damage to enemies he passes through. If he connects with an enemy god he stops, grabs them, and starts pulling them backwards while gaining increased Protections. Enemies are silenced for the duration of the pull.

Ability Type: Dash
Damage: 80 / 130 / 180 / 230 / 280 (+40% of your Magical Power)
Pull Duration: 1.5 / 1.6 / 1.7 / 1.8 / 1.9s
Protections: 10 / 15 / 20 / 25 / 30
Range: 40
Cost: 60
Cooldown: 14s
Rising Dawn
1 4 6 7 9

Rising Dawn

2 A
Khepri rolls the sun forward, setting ablaze all enemies it touches, reducing physical protections, and dealing damage over time. Allies that are hit take reduced damage from enemies for the duration.

Ability Type: Line
Damage: 10 / 14 / 18 / 22 / 26 (+5% of your Magical Power) every 0.3s
Maximum Damage: 100 / 140 / 180 / 220 / 260 (+50% of your Magical Power)
Protection Debuff: 5 / 10 / 15 / 20 / 25%
Damage Reduction: 10 / 15 / 20 / 25 / 30%
Duration: 3s
Range: 70
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 12s
Solar Flare
2 12 16 18 19

Solar Flare

3 B
Khepri calls down the sun's ire at the target location, dealing damage and rooting all targets in the area.

Ability Type: Ground Target
Damage: 60 / 115 / 170 / 225 / 280 (+30% of your Magical Power)
Root Duration: 1.5 / 1.6 / 1.7 / 1.8 / 1.9s
Radius: 15
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Scarab's Blessing
5 14 15 17 20

Scarab's Blessing

4 Y
Khepri blesses an allied god, immediately cleansing them of all crowd control as well as granting them Movement Speed, and immunity to slow effects. If the marked ally would die while blessed, they are instead revived with a percentage of their maximum Health at Khepri's location. Executed allies do not revive.

Ability Type: Ground Target
Revived Health: 25 / 30 / 35 / 40 / 45%
Movement Speed: 20 / 25 / 30 / 35 / 40%
Duration: 5s
Radius: 15
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 110s

*Cricket Noises*

Welcome to a guide on the god Khepri

As always give me comments on anything you see fit.

Will be updated constantly (we shall hope).

Leafs and Fires

Good at singling at people in groups
Great survival in lane with decent poke.
Wins lane easily.
Counters mages and ability-based gods.
He Is A Winner!

Revival only affects one person
Can still get hit by basic attacks when Abducting someone.
Abduct makes you very vulnerable without protections.
There Is Always a Drawback

Sunny Day Skills

Passive A passive that you should not worry about too much, as it just does it for you. Helps your teammates and you survive a lot more in combat. The shield health is not that much, but it happens every few seconds. It happens less in combat so its a good idea to stack the auras before attacking.

Priority #2 One of your main forms of initiation and targeting an enemy. With a silence and a pull (albeit slow) it is great for the jungler and adc to get a kill. However this makes you very vulnerable as you cannot use abilities yourself. And if the pulled enemy is basic attack heavy, especially one with criticals, you become a sitting duck. Useful also as an escape or to get closer to people to ult. Level it for the pull duration.

Priority #1 This is a support and damage ability at once. You can use it to clear waves, pokey damage, or the damage reduction to your allies. Dont try to aim at enemies too far from you, it can be easy to dodge.

Priority #3 Another support ability with a basic root CC. Either to help allies escape or to initiate. Level this up last unless you really want the root duration.

Priority #4 This is the reason you probably wanted to play Khepri in the first place. A good idea is to save it for the mages, assassins, and adcs. I would not try to save it for yourself unless absolutely necessary. Use this ult on any low health gods (of course) to save them or to let them keep on attacking.

A few extra things you can do with this.

1) You can waste the ult on gods to tower dive a low health enemy.
2) You can use it to chase someone down due to the movement.
3) Use it on assassins wanting to gank just in case things go bad.


Starting Items!

A basic starter for any support in the duo lane, as it offers a form of small sustain while giving you gold for every enemy death. This allows you to stay in lane longer and have a form of "sharing" with your ADC. You will not be gold deprived, and last-hitting minions wont be necessary.

If you want to go a more aggressive tank god in the early stages, then pick this bad boy up. I do warn you though, it offers NO sustain unlike Watcher's Gift and you will be gold deprived without any assists or kills. So make sure that if you buy this, you use is it to its fullest.

I cannot stress this enough, this is a very important item throughout all stages of the game. Early game they can warn you of an incoming enemy jungler coming to gank your lane. They can be used to "spy" on the opposing jungle camps. It is also important that you ward the Gold Fury and the Fire Giant, mainly with a Sentry Ward to take out the opposing Ward or Sentry Ward. They can mean life or death.

You Always Need Footwear!

An excellent choice for a first item, as it has everything you need. Offers movement speed to rotate lanes to help your fellow team. Gives a larger mana pool and CDR to spam those abilities and some power to maybe secure a kill or two. I suggest to get this as soon as you back, as the benefits are immediate.

Travelers Shoes Another choice for shoes that offers something a bit different. Specifically the passive movement speed for even faster rotations throughout all lanes (also thank god for that HP5). And let us not forget the gold bonus everytime you hit an enemy, goodbye gold deprivation! While it does not offer any CDR, mana, or that much power, if you position well with your team, the difference is not noticeable.

Build Variation

When you get Shoes of Focus or travelers shoes it is now time to get your next two items. But with so many options, what do you pick?

Also known as the Aura Build for supports, it still offers room for error for new players and makes them a good team-player by just being next to your allies. Simple and easy to remember. Honestly which one you want to get first is all up to you, but if you plan to stay next to your ADC, get Heartward Amulet if they get Devourer's Gauntlet or Sovereignty if they get Transcendence (The latter is more likely). A good choice to go with Shoes of Focus but can also go traveler's boots.

A new build variation which is a bit more selfish than the Aura Build. This gives you more CDR and a HUGE mana pool and even a useful shield from Bulwark of Hope that can save your sorry butt. A good choice to go travelers shoes. Unlike the Aura Build, this leaves less room for error but offers more for experienced players and teams.

Alternate Second Items

An alternate item to get second is Winged Blade. Why? Well it only costs 1850, which is pretty cheap for a Tier 3 item, and offers some good stats to go with it. A passive for chasing (or god forbid, escaping), crowd control reduction for the same reason, +300 Health, movement speed for rotations, and attack speed (if you are up-close might as well right?) Can go with Shoes of Focus and travelers shoes respectively but I dont suggest going the Aura route after this, stick to Breastplate of Valor and Bulwark of Hope.

This is another item you can get second. This is for a few reasons. It offers mixed protections for both magical and physical gods, so this is a good choice for those that are indecisive and do not want to be picky. However to get the 65 mixed protections it needs to be stacked. As all stacking items, its good to be stacked early. It can still be bought later though, as the immediate protections are not too shabby either.

ritual dagger A new item with a good twist to it. Has similar stats to Winged Blade with CDR instead of CC Reduction and a passive that boosts a relics duration. That means a longer curse, a longer shell and longer sprints. Good use of Relics with this item can make or break an early teamfight.

Last Two Are Up To The Game You Are In

As the title suggests, there is not a build for every situation. So here is a list of items in specific categories for you to choose from.

CDR Options

This is gonna be for the Aura Build as a later option for CDR. Again, it offers 20% CDR and a boost to your mana pool to spam your abilities. You can buy this in general for tanking the tower or to protect yourself from the Physical Gods that may be giving you trouble

Another option for CDR and health. The passive is what makes it what it is though, giving you some of your mana and health back for each kill or assist (assists being more likely here, lets be honest). However, as good as this may be seem, it will not matter as much when you are constantly being attacked by the enemy team. It is a good option in casual modes, except for Arena as the base is so close.

Provides a good balance of defenses plus CDR, making it a good pick for balanced enemy comps. The passive is it makes it worthwhile though as well. In a nutshell, every time you get Hard CCed (Most likely to be stun), you get extra mitigation to all damage done to you for 3 seconds. And it has a small cooldown of 15 secs. As if you were not tanky enough, this makes killing you more of a pain in their ***.

A new Season 3 item that it is the soul counterpart to Breastplate of Valor with a way better passive. If you find that you are getting hit hard by magical gods and also need CDR, this can be a really good alternative to Breastplate of Valor.

Against Magical Gods

Probably the number one magical defense item, for good reason. After you reach 30% of your health, you gain a shield based on your level. This basically means that it can save your behind more times than you can think, give that extra boost to stay in fights and even tank more things. The cooldown is 60 seconds and the shield does not last forever, so use the shield wisely. As the shield is based off health, it can be used against physical gods as well.

Another magical defense item with a specific niche. And that niche is a counter to healers. If you see a Hel or an Aphrodite on the other team, make sure to pick this pesky item up. Do not forget that you have Abduct, make sure to use it against those healers when they are being too helpful to their teammates.

Fully stacked it gives a whopping 105 magical defense! However it has to stack first, but that is easy to do. And even if you have no stacks, the 60 defense is ample enough. It is only usable against very magical heavy enemy comps. I would not suggest it for balanced/regular comps.

Against Phsyicals/Hunters

While the defense might be low, the passive makes up for it. It offers a way to counter any AA Based Physical gods trying to box you (why would they though honestly?). If you manage to bodyblock them and the passive procs often it can really turn the tide on the attacker, making them vulnerable to your team. Only get if they are two or more AA Based enemy gods, or an annoying hunter.

A new Season 3 item that is very intresting. Not really recommended for Khepri but can be useful if their team is mainly comprised of Physical Gods. But still even though there could be better choices. The passive does not really fit a tank like Khepri unless you want it for the Ultimate.

An item kind of like midguardian mail except with a bit of a twist. If you get basic attacked you deal damage back. It offers ALOT of physical protection against hunters, and now if they choose to attack you while you Abduct them, they will just waste their life away.

A very niche item, and even more rare ever since crits are not as built in some hunters. However if the case comes up, like an Artemis, then you better get this item if you plan to Abduct her. (Trying to Abduct her without Celestial Legion Helm is basically suicide).

Conquest: Beginning

In duo lane, you will be the natural helper of your Adc buddy.

Your Rising Dawn is helpful in this case. Try to do one or two things with it, Rising Dawn your ADC and enemy minions, or Rising Dawn your minions and the enemy minions. Why your minions? Well they get the buffs of your 2 as well, so they can take more damage from the enemy minions while you help clear. Do this and try not to take minion damage.

Remember that in early game, your first priority is the minion wave. not the enemies. You are not a tank yet, minions and gods can really hurt you, and can make you more gold deprived than you already are.

Warding is essential here for future ganks, always buy two in the beginning in case. This is also your most important job throughout the game, especially for the mid game when the lanes rotate more often.

Abduct only when you see a clear chance to kill as it can put you in a really bad spot, and please do not miss. Also use it to put your ADC in less risk of danger.

You can rotate a bit earlier if you see that you are winning lane easily, and your ADC is fed a bit. You can start Warding the buff camps for your jungler and offer support in the mid lane, as your Abduct is a safe counter to mages, and almost a certain death to mages this early on.

Conquest Middle to Late Game

By this time teamfights happen more often to try to take towers down. Here you have a few jobs.

Objective Pushing - As a tank you can tank stuff (duh) but you always need your ADC or jungler by your side to actually do the damage. This counts for the Gold Fury, Fire Giant, Towers, and Phoenixes. Let them do the damage while you soak up the enemies abilities for them.

Warding - It is still imperative that you Ward, at least be that one guy that Wards, for yourself and others. The Gold Fury might not be as important in the late game, but the Fire Giant sure as hell is. You can still Ward enemy buff camps and jungle lanes leading to lanes that still have towers available on your side.

Initiation - You have one of the best initiations in the game, Abduct with a long range root to chase and even help your allies to escape. Be careful as your Abduct can lead you to a bad spot, in the middle of 5 enemies. Make sure you pick your target wisely and go for it, and please hit.

Being the Frontliner - I already mentioned it before, but this is who you are in a nutshell, this is your role. If you cannot do this, you are almost useless to the team, and are not using your items to your advantage. You have to be the target so the mid laner, ADC, or Jungler wont be. If you can do this you are already doing more than enough, and probably making the enemies very stupid for focusing a Cricket that can revive.

Burning Acives/Items - Now many people do not think about this, but you better know to maximize the chances of your team getting a kill. This basically means to have your enemies use their purification or sanctuary to "escape" you or your teammates. These actives have a long cooldown, and some gods are more vulnerable without them. You can also pop the bubble of magi's blessing with your root, which is sure to make them pissed. Make them waste the things they use to survive.

Some Love For General Guides!

Thanks to Zilby's Template for some Codes.

As a member of SmiteFire you can help us, by clicking here.

Check out Stuke's Warrior Guide.

See Bran's Conquest Guide.

Check Nano's Guide to creating a guide

Thank you for taking time out of your day to read my Khepri guide. I hope to perfect it for the future, so leave comments for suggestions on what to fix!

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Collapse All Comments

NargaInDisguise | February 8, 2017 8:17pm
It's a bit sad to see oni get changed, it was my go to for stacking magic defense. The 15% doesn't really make much of a difference and feels situational at best. Considering this is also on a 90 SECOND cooldown, it's change has definitely been a nerf.
Bernardozomer (33) | February 9, 2017 4:45am
Yeah, before Oni Hunter's was decent but situational, now it's more like Oni Hunter's Garbage.
Momentumm | May 11, 2016 5:36pm
Hello, I have been playing the dung beetle a while now and I enjoyed reading some of the hints. You said I should play from the front, and I agree. I love diving a tower or phoenix, tanking the demon king, etc. But, there are many abilities you need to be behind your mates to do properly unless you turn around.

Applying rising dawn, peeling and even ult'ing my mates needs to be from behind, don't they?

I get yelled at for not being in the front sometimes, but then they are happier when I save them and we win, and salty when we lose.

What are your thoughts?
GameGeekFan (50) | May 11, 2016 6:01pm
Well it depends most of the time. But from what I heard you are still supporting so that is good. At least make sure that someone else like a warrior is in the front if you arent.

Dont forget bodyblocks my mans, you are the biggest god in the game right now.
Technotoad64 (46) | May 29, 2016 6:14am
GameGeekFan wrote:
Dont forget bodyblocks my mans, you are the biggest god in the game right now.

Do you mean that literally in that he is fatter wider than Bacchus, or do you mean that he's ruling the meta?
Load more comments (1 more replies) →
GameGeekFan (50) | May 3, 2016 3:42am
I find that the pull duration is long enough to level up Rising Dawn first and then Abduct.

But preferences. All up to you.
MalaMadre96 | May 3, 2016 1:36am
I prefer t o level up the pulls first, since your teammates are the ones who should do the damage.
GameGeekFan (50) | April 24, 2016 8:36pm
I wouldnt know, and I think there are too many possibilities for comps to go over every single situation. This is a guide, not a How to Do Everything. I can only go over so much, the rest is trial and error on your side.

(Those are really out of the meta comps though like damn)
Technotoad64 (46) | May 6, 2016 1:55pm
GameGeekFan wrote:

(Those are really out of the meta comps though like damn)

Yes they are, but I have encountered them. By the way, what is your opinion on full damage Khepri?
GameGeekFan (50) | May 6, 2016 4:12pm
Technotoad64 wrote:

Yes they are, but I have encountered them. By the way, what is your opinion on full damage Khepri?

Do not. Scaling sucks and has no ultimate.
Technotoad64 (46) | April 24, 2016 7:34pm
GameGeekFan wrote:

I mean I make it pretty obvious on who to target, so no. I dont have the time (nor the BBCoding skill) to actually do that.

Fair enough, though I do have major problems against certain comps, such as when the adc is a mage, like Sol, or the support is really high damage one, like Ares. Or when the support is a warrior and adc is assassin. Things happen that I'm never prepared for, but I guess advice for this isn't necessary for a Khepri guide. Do you know where I can get help on things like that?
GameGeekFan (50) | April 21, 2016 5:41pm
Technotoad64 wrote:

Can you add a matchups section? Just asking.

I mean I make it pretty obvious on who to target, so no. I dont have the time (nor the BBCoding skill) to actually do that.
Technotoad64 (46) | April 20, 2016 1:51pm
Can you add a matchups section? Just asking.
GameGeekFan (50) | April 5, 2016 4:56pm
Lol thx man.
8BitYeti | April 5, 2016 2:05pm
not to be that guy, but in the 3rd ability description i think there is a typo but otherwise great guide
Greenevers (105) | April 3, 2016 12:04pm
I like the update. Upvoted :).
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