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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).
Good at singling at people in groups
Great survival in lane with decent poke.
Wins lane easily.
Counters mages and ability-based gods.
|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.|
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.
|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.|
|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.|
|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.|
|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.|
|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.|
|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.|
|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).|
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.
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.
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