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Deity Sobek Support

Support Conquest
7 0 1,896
8.8
by lestimics updated November 21, 2025

Smite God: Sobek

Build Guide Discussion 0 More Guides
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Sobek Build

Started build

Notes Selflessness gives you sustain in lane with minions assist and extra gold, plus when an ally receives a hard crowd control effect he get a small shield.

Health Chalice Hp sustain for the lane.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Selflessness gives you sustain in lane with minions assist and extra gold, plus when an ally receives a hard crowd control effect he get a small shield.

Health Chalice Hp sustain for the lane.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Selflessness Selflessness
Build Item Medallion Medallion
Build Item Health Chalice Health Chalice
Build Item Health Potion Health Potion
2
Build Item Bifrost Shard Bifrost Shard
Build Item Sundering Arc Sundering Arc

Full Build

Notes Heroism this upgrade offers good defenses, plus 1 more gold per second, and when an ally receives a hard crowd control effect, he gets a big shield.

Mystical Mail gives you a lots of health, defense and has an offensive effect. The important thing about this item is the aura that deals damage to nearby enemies.

Stampede gives you physical defenses and health, and its active is a sprint for you and allies that increases your movement speed by 30%, really good for chasing or escaping.

Amanita Charm gives you mixed defenses, health, and its active is very good because it provides great healing for the team and is very good against executions.

Spectral Armor very good against characters with high attack speed and critical chances because reduces enemy attack speed and critical damage.

Spirit Robe provides you mixed defenses in addition to its passive that protects you when you are hit by a CC, giving you a lot of defenses.

Hide of the Nemean Lion right now the carries are very strong and this item gives you a passive that when you activate it you reflect damage, that's why it's very good vs carries.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Heroism this upgrade offers good defenses, plus 1 more gold per second, and when an ally receives a hard crowd control effect, he gets a big shield.

Mystical Mail gives you a lots of health, defense and has an offensive effect. The important thing about this item is the aura that deals damage to nearby enemies.

Stampede gives you physical defenses and health, and its active is a sprint for you and allies that increases your movement speed by 30%, really good for chasing or escaping.

Amanita Charm gives you mixed defenses, health, and its active is very good because it provides great healing for the team and is very good against executions.

Spectral Armor very good against characters with high attack speed and critical chances because reduces enemy attack speed and critical damage.

Spirit Robe provides you mixed defenses in addition to its passive that protects you when you are hit by a CC, giving you a lot of defenses.

Hide of the Nemean Lion right now the carries are very strong and this item gives you a passive that when you activate it you reflect damage, that's why it's very good vs carries.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Heroism Heroism
Build Item Mystical Mail Mystical Mail
Build Item Stampede Stampede
Build Item Amanita Charm Amanita Charm
Build Item Spectral Armor Spectral Armor
Build Item Spirit Robe Spirit Robe
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Bifrost Shard Bifrost Shard
Build Item Sundering Arc Sundering Arc

Situational Items

Notes War Banner gives you 1 gold per second and recover health with minion and god assists, plus apply a movement speed and attack speed buff. It's useful with compositions that are based on chasing enemies.

Talisman Of Purification You always need this item if you and your team need Purification Beads in the area against teams that have a lot of CC. You have to change it to Amanita Charm.

Notes

War Banner gives you 1 gold per second and recover health with minion and god assists, plus apply a movement speed and attack speed buff. It's useful with compositions that are based on chasing enemies.

Talisman Of Purification You always need this item if you and your team need Purification Beads in the area against teams that have a lot of CC. You have to change it to Amanita Charm.

Build Item War Banner War Banner
Build Item Talisman Of Purification Talisman Of Purification

Situational Relic

Notes Phantom Shell Provides you with a shield and you can also pass through the walls of allies and enemy gods. If the enemy team has a Odin or something like that its a good option.

Notes

Phantom Shell Provides you with a shield and you can also pass through the walls of allies and enemy gods. If the enemy team has a Odin or something like that its a good option.

Build Item Phantom Shell Phantom Shell

God Aspect De-Activated

Aspect of Prey

Charge Prey now passes through all targets, knocks them forward, and has bonus scaling. Sickening Strike's cooldown reduction now additionally triggers off Jungle Monsters.

Sobek's Skill Order

Charge Prey

1 X Y
Charge Prey
2 15 16 18 19

Tail Whip

2 A B
Tail Whip
3 8 10 11 12

Sickening Strike

3 B A
Sickening Strike
1 4 6 7 9

Lurking In The Waters

4 Y X
Lurking In The Waters
5 13 14 17 20
Charge Prey
2 15 16 18 19

Charge Prey

1 X
Dash forward. The first enemy hit takes Magical Damage and stops the dash. Sobek displaces the enemy behind him.
  • Damaged enemies are Stunned before being thrown
  • You are Displacement Immune while dashing and CC Immune while throwing
Damage: 70 / 110 / 150 / 190 / 230
Damage Scaling: 50% Intelligence
Stun Duration: 0.5s
Range: 8.8m
Radius: 0.5m
Cooldown: 16s
Cost: 70 / 75 / 80 / 85 / 90

Additional Notes:
  • Sobek has a 0s Postfire on a missed charge or a 0.3s postfire when he attempts to throw. This 0.3s postfire occurs both after a throw and if the enemy frees themselves with CC Immunity.
Tail Whip
3 8 10 11 12

Tail Whip

2 A
Spin your tail, dealing Magical Damage in an area around Sobek.
  • Damaged enemies are also Displaced away from Sobek.
Damage: 80 / 125 / 170 / 215 / 260
Damage Scaling: 40% Intelligence
Radius: 3.2m
Cooldown: 13s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • The spin begins to displace 0.4s after being cast, and remains displacing for 0.6s afterwards.
Sickening Strike
1 4 6 7 9

Sickening Strike

3 B
Strike in front of you. This strike deals Magical Damage in a cone and applies Disease, reducing healing received for 5s.
  • Enemies diseased take Bonus Magical Damage, take Reduced Healing, and can spread the disease for 2.5s.
  • Each enemy hit by the cone reduces this ability's cooldown by 1s and Heals you, up to 4.
Damage: 70 / 105 / 140 / 175 / 215
Damage Scaling: 30% Intelligence
Heal: 18 / 23 / 28 / 33 / 38
God DoT Damage: 4 / 4.5 / 5 / 5.5 / 6% HP over 2.5s
Minion DoT Damage: 30 / 45 / 60 / 75 / 90 over 2.5s
Healing Reduction: 25%
Cone Angle: 110 degrees
Radius: 5.6m
Cooldown: 13s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • The disease will spread to enemies within 3.2m of someone currently diseased.
  • The Damage over Time does not trigger item effects.
Lurking In The Waters
5 13 14 17 20

Lurking In The Waters

4 Y
Submerge, Slowing enemies nearby and granting you CC Immunity, Protections, and Mana Regen. After 4 seconds, emerge dealing Magical Damage to enemies in range.
  • You may cancel this ability early, dealing less damage.
  • Executes enemies below 10 to 25% HP, scaling with time submerged.
  • Executed or killed enemies Heal you and grants 25 permanent bonus Health.
Damage: 300 / 420 / 540 / 660 / 780
Damage Scaling: 80% Intelligence
Mana Per Second: 10%
Protections: 20%
Radius: 4.8m
Cooldown: 100s
Cost: 80 / 90 / 100 / 110 / 120

Additional Notes:
  • Lurking in the Water's deals 25% of its potential damage if emerging instantly.
  • Sobek can pass through enemies and spawned walls while submerged.

Sobek Threats

Tap each threat level to view Sobek’s threats

Max
1
Major
0
Even
1
Minor
0
Tiny
0

Sobek Synergies

Tap each synergy level to view Sobek’s synergies

Ideal
1
Strong
0
OK
1
Low
0
None
0

Introduction

Hi, this guide is brought to you by lestimics. I started playing Smite 1 on PC in 2014. I've been playing competitively since 2020 and have been a professional Smite player from 2021 to 2023. I've played on different teams like JustF6, Gilded Gladiators or Tartarus Titans.

You can check out the SmiteVOD YouTube channel where my recorded professional games are. I've peaked at 3500 MMR GrandMaster/Masters in Ranked Conquest on the PC platform every season since 2018. I've also done Smite Masters (LAN) 4 times in 2022, so I really think I have the knowledge to guide on the Support role in SMITE 2.

I hope you find this guide as a useful learning resource for playing Sobek as Support.

Here are my socials:

Abilities

Sobek's Abilities


Passive - Blessing Of The Nile

When Sobek deals damage, he gains a stack of both physical and magical protections.

This effect can stack of to 3 times, and lasts for 10 seconds.

Sobek's abilities can only provide one stack each per cast.


Ability 1 - Charge Prey

Sobek dashes forward, dealing magical damage to the first enemy hit, and displaces this enemy behind him.

To the enemy hit are stunned before being thrown. You are CC immune while dashing and throwing.

Charge Prey is Sobek's most important skill because you will be able to make it easier for your team to get easy kills.


Ability 2 - Tail Whip

Spin you tail dealing magical damage in an area around Sobek

Damaged enemies are also displaced away from Sobek and knocks up.

This skill is very good after using Charge Prey to make a much bigger CC combo and not let the enemy escape.


Ability 3 - Sickening Strike

Sobek strikes in a cone in front of him, dealing magical damage and applying any enemy hit with Disease.

Enemies hit by Diseased take bonus magical damage, and receive reduced healing. This disease can spread for 2.5 seconds.

Each enemy hit by the cone reduces this ability's cooldown by 1 second and heals Sobek up to 4 targets.

This is Sobek's main ability with which you will clear the waves of minions and give you sustain in the lane.


Ultimate - Lurking In The Waters

Sobek submerges and slows nearby enemies, granting you CC's immunity and mana regeneration. After 4 seconds emerge dealing damage.

You can cancel the skill early but you'll do less damage.

Lurking In The Waters executes enemies below 10-25%, scaling with the time submerged. if you execute someone you heal yourself.


Example Combos:

Charge Prey to combo with your skills or your team > Tail Whip > Sickening Strike damage and heals > Sickening Strike

Burst damage in 1vs1 Sickening Strike damage and heals > Tail Whip > Charge Prey > Sickening Strike

How to play Sobek

Gameplay Start / Early Game
  • Start at the Gold Fury side. You have to start on the purple buff leveling up your Sickening Strike, with the adc helping you do it quickly, if you have Sundering Arc use it to do the purple fast, and then go to the lane to push the minions. You and your adc will reach level 2 in the second wave of minions, so be careful because whoever reaches level 2 first has a huge advantage. You can charge on the enemy gods, and whoever is level 2 will always win if the others are level 1. Pay attention to who pushes the minions first because it's your opportunity to attack or retreat.

  • A neutral buff appears after the third minion wave, so try to push as quickly as possible to get it fast, otherwise you'll have to fight 2v2 to see who gets the buff (Your level 2 is very good because with the skill Charge Prey you can easily kill the enemy adc or support). Keep in mind that this is a good time for the enemy jungler to gank you, so pay attention to what your own jungler does or what they might say.

  • The next moves are to push the lane and kill the harpies on the sides to gain extra gold and experience. Also, if you reach level 5 before the enemy duo lane, you can try a play to kill them.

  • Keep in mind that when you reach level 5, it's also a good time for the enemy jungler to gank you, so be alert and use the free ward Bifrost Shard.

  • At this point you need to get the gold you need to buy the first item completely, once you achieve this, it's your time to rotate to other lanes.

  • Remember to buy wards to give vision to your team.

Mid Game:
  • At this point of the game, which is roughly between 8:00 and 20:00 minutes, You are usually in the mid lane helping your teammates get kills and preventing the enemy team from getting them, for this you need to ward in the best way possible.

  • Your support role also involves acting as a second jungler. You can gank the duo or solo lane to get a kill or force an ultimate and Purification Beads so that your or the jungler's next gank has a better chance of securing a kill. Furthermore, if you manage to do this, you can do Gold Fury or Pyromancer, although it's important to know the enemy team's position beacause they can't steal it (the support usually tanks the objetives).

  • I recommend that you use the bushes on the map to become invisible and be able to use Charge Prey when your team is nearby to deal damage.

  • It's important to have the map warded, and to constantly communicate with the team what you want to do, and be careful because you can be easily killed if you go alone.

Late Game:
  • At this point in the game your job is to be the frontline with the solo as teamfights start around the fire giant at around minute 25:00.

  • Your job in teamfights is create space and apply maximum apply crowd control so your teammates can deal maximum damage without taking a big risk. Be alert if someone from the enemy team engages your team so you can help as quickly as possible.

  • For this, you need to ward the Fire Giant's area and constantly call your team when you want to engage or apply crowd control to an enemy teammate. You can also tank the Fire Giant to bait the enemy team into closing the gap if they're playing far back in their jungle.

  • The moment you have the fire giant buff, the sieges on the Phoenix begin. Here you have to continue taking advantage of your crowd control to get a kill or enough pressure to destroy the Phoenix with the help of your carry and mid (You have to tank the phoenix little by little). It's also important to do Gold Fury because they can deactivate the Phoenixes, making them much easier to destroy and get the Pyromancer's bomb to destroy the phoenixes faster, or you can also throw the bombs at the doors that open at their base to destroy them.

  • If the enemy has the fire giant and it is your turn to defend the Phoenix, you have to be in a group with your team and defend under the Phoenix, being careful with the picks.

  • Constantly call for all information, when you engage try to be followed by your team, always be sure of your decision making.

  • Remember to wards all the zone on fire giant and when you are sieging you need wards too.

How to ward as Support

White circles: Vision Ward
Green circles: Sentry Ward

Early/Mid Game

Here you can see the best spots to ward as a Support.

These wards will help you to know where the enemy adc is moving, as well as if the jungler is trying to gank the duo lane.


High Pressure Game

These wards are when you have a lot of pressure in the game and you want offensive wards to have better vision and be able to take objectives more easily, as well as being able to invade buffs.


Late Game

These wards are for fire giant teamfights. Remember that you can only have 2 wards active at the same time, so you will need help from your team to ward the entire area from the fire giant.


Siege/Defense Phoenix

These wards are very important when it comes to sieges and defending phoenixes. In this case, the wards are the same whether you defend or attack.
This wards are important because mages often cast abilities through walls, you will be able to react better to their abilities.

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