My goal with this guide is to get as in depth as possible, to tell you guys how I play Geb successfully, and with any luck to pass that knowledge unto you. A lot of my knowledge comes from repetition over the years. Having recently picked up my second star on Geb, I feel I have his combos down very well, but building changes with the seasons. You gotta keep up with it.
Also, if the wall of text scares you just look under the second tab of builds, I've got some pre-made ones there that I have used in games before(They will be in order as if you never bought guardians blessing or shoes, so the last item would be what you replace guardians blessing or shoes).
I felt that I should throw in the formula for how protections mitigate damage in this section so that it is easy to find and might make a little more sense.
The formula is 100/X+100 where X is the number of protections that you have. If you have 100 protections, it is 100/100+100 or 100/200, or 1/2. this means you take 1/2 the damage. This means that 200 protections is not double the damage mitigation of 100 protections as one might think. With 200 protections the formula is 100/200+100 or 100/300, which says that you only take one third of the damage. This works in such a way that you cannot become infinitely tanky in one certain damage source. At max protections, 325, the formula is 100/325+100 or 100/425, meaning you take a little less than 1/4 or the damage done. This does not factor in penetration, simply shows the way that protections work in the game. This isn't my work, it comes from The word of Thoth which I got through a link on a reddit post by Flareb00t. Not only does it explain protections, but most, if not all, other mechanics as well.
Very hard to kill end game
Great support potential with Stone Shield
Very high defense with his passive
Brings a full team stun to a team fight.
Great tower / phoenix dive
Super fun #1 ability
Great for setting up kills
Really fat and easy to body block with
He's a rock!
Escape takes 3 seconds for crowd control immunity
Weaker early game and some other guardians
Relatively poor at getting his own kills
Really fat and easy to hit
Just below, in the Items section, I've laid out just about every item I consider building on a regular basis, you'll notice that there's a wide variety of items from physical and magical defense to counter-building and damage. One of the biggest things about Geb is his late-game presence. As such, if you can build him up to that properly, you should perform very well, or at least you shouldn't be easy to kill. I intend to tell you how to prepare yourself for most given situations.
First and foremost you are a guardian. Your job is to keep your team alive. One of the best ways to do that is to use your abilities to harass the enemy. This often leads to you taking fire, which is not particularly what you want, but its hard to avoid it. How do you stop that? Protections, lots of em. When simply beefing yourself up doesn't work anymore, you'll want to build some items with auras to help your team further, and even then, all the ones I have listed give you extra health or protections too!
What to buy
For me, the first question always comes into the first item I buy before leaving base. I hightly reccommend that you buy Guardian's Blessing as it gives a ton of helpful benefits: Health, defense, regeneration, and even gold. From there, I always like to build up to some CDR and protections, but there are a few relatively cheap items that can do that for you. Those being Breastplate of Valor, Genji's Guard, and Shogun's Kusari. In general, I always build one of these items first, but which one? Try to assess the enemy team. For the most part you'll have an enemy hunter and guardian against you, but not every team works like that. Sometimes you will have a warrior and a hunter, other times you will get a kill lane, or one of the few magical ADCs. If you can anticipate who you are getting it makes it a lot easier to survive the first few minutes.
My experience says that if there is a magical god in your lane, build up to either Genji's Guard or Shogun's Kusari. Most hunter's don't do that much damage to you, I even find that they tend not to shoot at you for whatever reason, so long as you aren't trying to punch them to death anyway. Another reason that I like to start this way is the difference in first tier items. If you opt to go for magical protections the first tier Enchanted Kusari will, for an extra 50 gold, give 5 MP5, which is huge considering the mana pool of 190 at level 1. It'll start you out the game with an extra 10 MP5 when combined with Guardians Blessing, which yields an abilities worth of mana roughly every 25 seconds. Which will certainly net you more than buying a first tier Breastplate and a mana potion. The breastplate is going to be more helpful against a completely physical lane though, as it will give you some physical protections, and once you get it built up more, MP5 as well, also a 20% CDR instead of 10%
If you choose to build up to magical defenses, you are still left with a two way split. You can opt for the extra defenses and CDR of Genji's Guard or the attack speed and CCR of Shogun's Kusari. More times than not I go for Shogun's Kusari, it helps you clear waves on your own quite a bit, as well as really helping your ADC start to do more damage. A 20% boost in attack speed is roughly equivalent to one item for your ADC, which is huge early on when they still attack rather slowly. That said, Genji's guard till shouldn't be discredited if you need some extra defense and the CDR on its passive could be potentially very helpful, 3 seconds is a long time to wait for your abilities to come off cooldown
The second item isn't quite as situational as the first, but there is still some variation to be had. As my first item will usually end up being Shogun's Kusari, I want to build up to some physical defenses. Particularly so if the enemy jungle is physical, which they most often will be. If you feel that you and your ADC are performing admirably in lane already and don't need any extra health sustain, I would say go into a breastplate of valor. This combined with either Shogun's Kusari or Genji's Guard will net you 60-70 physical and magical protections as well as 30% CDR right from the get-go. It's also at this point that mana should not really be a problem as you start to build up a TON of MP5.
If you would rather have some extra sustain, go for a Sovereignty. It will give both you and your ADC quite a bit of regeneration at 5 health per second as well as giving you a total of 60 protections, and nearby allies another 15 to work with. Similarly to Breatplate of Valor, Sovereignty will give you a very admirable boost to your defense, but it does lack the impressive 20% CDR that Breastplate of Valor has. Really your choice here is between ability spam and longevity.
Third Item with a Splash of Controversy!
For your third item, things really start to open up as far as what to build. If you are asking the question "Why haven't you built boots yet?" Do that now. I find they just set you back if you build them earlier. Usually, I don't actually build boots for a couple of reasons. First, they are worth about 60-70% or another defensive item in gold, second Roll Out has great mobility on it, only a couple of gods can properly chase you once you get going. Third, that 1500 gold speed potion. Late game it is an inefficient use of your gold to buy boots and sell them later. Lastly, if you're slower than the rest of your team, you are likely to draw more fire. Nobody want to die, but it tends to be important that late game you target one or two of the damage dealers on the team. Well, that shouldn't be you (I've gotten top damage with 0 power before, its weird), so, if the enemy is busy shooting at you they aren't shooting at your damages. If it comes to this make sure you know the vgs command for save yourself (vrs for PC and YBBB for Xbox). That way nobody wants to come in and get themselves killed trying to save you. That is my philosophy on boots. Feel free to argue it with me, and don't feel you shouldn't buy boots. I just find myself not needing the extra movement speed for any purposes, although, the extra 10% CDR on Shoes of Focus is helpful in getting you quickly to that 40% CDR cap.
Considering my spiel on boots, lets move into the other possibilities for a third item. To do this let's assess the enemy team again. The ability to check who is doing the most damage on the enemy team is very helpful for this, though at this point, the enemies in your lane are still your primary concern. It is probably that for this item you want to get some extra protections for whoever is hurting you the most. If you can swing an extra 10% CDR as well that is perfect. If you still need more magical protections at this point in the game, I would advise a Genji's Guard.
If you need physical protections, there are a couple of options. If the enemy is already building Crits, then it may be a good idea to go into Spectral Armor, which basically negates all crits when combined with your passive Hard as Rock. If not, go for Hide of the Nemean Lion. Both of these items give you a whopping 70 physical protections and help defend against enemy basic attacks with their passives. Alternatively, if you want to trade some protections for health you could get either Mystical Mail for some extra damage, with its 40/s tick damage, or Midgardian Mail for its ability to slow enemy attacks and move speed when you are hit with basic attacks.
This is also the stage of the game where counter-building really can come into play. Say the enemy support has a heal that is really getting on your nerves, Sylvanus for example. He does a good bit of damage to you and heals both himself and his ADC right back up to full health, it makes it really hard to win a war of attrition. You can help stop that though. This would be a great time to buy Pestilence. It will give you a massive boost in magical protections as well as reduce nearby enemy healing by 20% Against the right gods, it can be a really good item for you to pick up.
Now, on to the fourth item you pick up. Once again, assess the situation. At this point, if not before, standard laning should be coming to an end, and team-fights should start popping out. Team fights are Geb fights. If you dont have your 40% CDR at this point you should definitely get that. There are plenty of items that give 10% that you can grab. Two that I have yet two mention that would be very helpful in most situations would be Spirit Robe and Mantle of Discord. These two items both give 10% CDR and equal amounts of physical and magical protections to its holder. They are both great defensive options.
If you want to start taking a more aggressive building style, go ahead and buy Mystical Mail if you haven't already. If you have a Void Stone would be a good pickup. It gives even more magical protections and helps any other magical gods on your team do a bit more damage by stripping 15 protections off of the enemy. It's not huge, but it does help a little bit on enemies that don't build any protections.
For your fifth item you should continue to look for counter-building opportunities. If you are having trouble with hunters and assassins build Hide of the Nemean Lion, Midgardian Mail, Spectral Armor, or even Witchblade. I personally really like Witchblade against Bakasura, as you cannot mitigate his true damage with any other items. Another good item is Stone of Gaia if there are some enemy knockups to deal with, as most of them will heal you for more damage than you took from the ability. If none of those suit your fancy just go or some extra protections, whatver you need. There's a bunch of good items I would recommend. This stage in the game, I would say Spirit robe or Mantle of Discord.
For final items it's more of the same. Keep going for your protections or counter-building. If you are felling really confident in yourself you can always pick up a Soul Reaver or Book of the Dead for some damage. It's rare that I'm ever that confident I wont get blown up by a late-game hunter or mage though. Doesn't usually work out in my experience, but it definitely can in the right scenario.
If you do end up buying boot somewhere in the game just make sure that you sell them for another item with more added benefits like protections and such. Make sure it doesnt drop you to 30% CDR. To do that I like to replace them with Spirit Robe which gives 10% CDR itself.
And that is about it for building. It's important that you get protections and a few helpful auras for your team. Best thing you can do for yourself late game is make sure you've got them cooldowns and protections, which in turn, should help your team quite a bit
If you feel there are some good ones I missed let me know with a comment. I will say though, that I do not recommend Gauntlet of Thebes as an item to pick up. Sure, it gives you 60 of each protection once fully stacked, but I don't like what else it has to offer, it just feels underwhelming for me. Same with Emperor's Armor, it looks like it would be very helpful at face value, but I find there aren't enough team-fights under towers or pheonixes to make it worth buying as its other benefits are outclassed by many other items. I will say though, its cheap.
In this section I simply talk over each item and what it does, when I like to build it, etc. For a more in depth idea of what to build when, see the Building Strategies section above. A lot of this is my interpretation on what the items give and what I actually find helpful for them. Some info may be duplicated in the two sections
I also believe that early survivability in lane is huge. A large part of that is knowing the limits of both yourself and your ADC. That being said lets have a look at some potential starting items.
|Meditation Cloak is my preferred first relic. It offers the ability to stim both you and your ADC's health and mana instantly. Often times I will grab it along with my ADC, and we collaborate to keep each other in lane as long as possible. It's a simple spell, but quite helpful.|
|Blink Rune become especially potent once you hit level 5. The idea is that you can blink right on top of the enemy, pop the ultimate to keep them in place for a good second or two, all the while you smash them for a good 160 damage shock wave. Supposing they're still left after being beaten on by you and your ADC, you can always slam them with a roll out for a bit of extra damage and a quick slow, just to allow for even more damage. Thus is a very good item throughout the whole game, and I highly recommend that you pick it up.|
|Heavenly Wings is always a helpful one for getting you and your team in or out of a fight quickly. Much like meditation, it's a very simple relic, but when used in the right spot, it can be the difference between securing the enemies death, or your own team's safety. It is also important to note that when upgraded, the basic attack penalty is negated for your team for the duration.|
|Horrific Emblem has a similar function to heavenly wings, but can be avoided by items like Winged Blade or Purification Beads. It's important to note that Horrific Emblem has a shorter range, but it also does more than Heavenly Wings. On top of a very painful slow, it also lowers enemy attack speed and, when upgraded, damage dealt.|
|Magic shell is a good way to provide an extra bit of health in the form of a shield to your team if a team-fight looks like it might get dicey. When up graded it has the potential to block 2 very powerful basics as well, but at this point in the game with Jormungandr existing, its hard to do that. He does 2 basics so incredibly fast. In the right spot it could be the difference between life and death though. I usually prefer Meditation Cloak to this as it can be used after the damage is taken, rather than before. There is potential to build both however to really provide for your team. This would however, mean that you sacrifice your Blink Rune, which is a rough one to miss.|
|You ever wondered just how hard this rock is? Well, it's so hard that it only takes an extra 25% damage from critical hits!. Say a hunter's basic attack damage is 500, without factoring in any protections a critical hit from this basic will do 1000 damage to the god that receives the damage, unless of course, it's Geb. A critical hit of this caliber would only be doing 625 damage to him. While these numbers aren't realistic they are easy to work with and easy to see how much of a difference there is between any of the other 79 gods, and Geb.|
|This is the ability where Geb gets his mobility. Once you hit top speed you are moving at the maximum movement speed of 754, so there aren't many gods that will be able to follow you, as very few of them can feasibly hit that speed. You'll also notice, this ability does a pretty good chunk of damage. Hitting for 400 at level 5 is pretty darn good for a guardian, especially considering the other sources of damage and the insane knockback potential of a well placed Roll Out. Not only does it allow you to chase enemies through towers if you so desire, but it also allows you to either knock you into your towers or out of theirs. If you choose to knock an enemy god out of their tower, just be wary of the fact that you will have to then walk out yourself. So long as it isnt early game you should come out without a scratch if you use stone shield. As a whole, this ability has some great potential, but is rather hard to use effectively, and can send an enemy to safety as well. Just... try not to do that.|
|This ability gives Geb his main wave clear and the majority of his damage output and a large amount of crowd control. When you get right up next to an enemy before using this ability, they will take a pretty massive chunk of damage from it, as well as being knocked up. Remember, a knockup is basically a stun but shorter, the enemy can still be hit. I find it will open them up to at least 2 of your basics when you do it, which generally means at least 2 or 3 from your ADC in lane. Its a pretty powerful thing. Another thing that is really great about this is it can disrupt gods that are trying to cast abilities. I can't even tell you how many times I've seen a Ymir walk up and try to freeze, but get hit with a shock wave instead. If you can see them start their animation, but not finish the ability, you know you've done it right, and man does it feel good. Aside from having good fun trolling Ymirs, there is another practical function. You can actually walk under the gods that you hit with this making it really hard for them to body block you into a corner. Alternatively, it allows you to get in front of them and body block. There's some real potential for this ability to be more than just some damage if you use it right.|
|It is of my understanding that each and every god has a specific ability that very specifically defines them from one another. For Geb, Stone Shield is that ability. Only 1 other god, my number 2 man Khepri, can put a shield on another god, not many can even shield themselves for that matter. On top of being able to provide a shield for your allies, it will also remove any crowd control on the target when applied, which very few gods can do. The shield will provide a maximum value of 650 health once Geb reaches level 20. For a more detailed explanation please see the next chapter when I go as in depth as possible on this ability.|
|If you're returning to this guide, you'll know that I said the damage on this was worthless. Man, was I wrong. I tell you what, if you're hitting all 5 enemy gods with this thing at the start of a team-fight, that's gonna be roughly a quarter of their health missing for all of them after protections. That is absolutely HUGE. On top of the insane damage potential this ability has, it stuns for nearly 2 seconds. It's such a great ability in teamfights due to this. It also allows you to quite literally yell "ENOUGH!" at the enemy gods trying to kill your friends. At that point you've just left them with 2 seconds plus whatever time there is on your knockup to think about their actions. Just remember, the less health the enemy has, the less damage it will do. It does do x% of their CURRENT health as damage. No matter their health though, the stun is dirty. When using it, just know that there is some charge-up time and if someone is right on the edge of the circle, they will just walk out before the stun hits them. A proper Roll Out or Blink will stop that from being an issue though.|
This ability is by far what makes Geb, Geb. In this section I am going to break down the ability into as much detail as I possibly can.
What the Shield does: The shield applies an addition amount of health and removes negative crown control effects from either yourself, or your allies. There is a total of 650 health to be added at level 20. The ability gains more health as it levels as well as 20 health per level of Geb. This means that as Geb gains a higher level the shield passively gains health. At level 5 with one point in the shield it has a total of 150 health, but at level 6 with one point in the shield there is a total of 170 health in the shield. 20 per level might seem like a small amount to add, but in total with all 20 levels it adds 400 health to the shield. This is significantly more than the 250 health that the shield has from it being lvl 5. Another quick note is that when you cast the shield, if both you and your ally are in the radius of the shield, it will nearly always target your ally over you to receive the shield.
CC Immunity: On placement of the shield you or your ally is cleansed from all negative cc effects. This means that if they are under a stun or slow, that is removed and they can move freely again. If the shield can be placed, the cc can be removed and, as stated earlier, that means unfortunate things for poor Ao Kuang and Fenrir.
Usage: The goal of the shield is to prevent as much health from being lost as possible. Early game, it is usually the case that to do that, you want to let your ADC take the CC first, then cleanse it. Chances are, the CC wont be the brunt of the damage, but whatever follows it. If there's no CC to follow up on, the aren't gonna be doing so much damage. On exception I have found to this is the on Ares. The damage they can rack up is insane, especially if all 3 land on the ADC. With any luck you can cleanse the first chain and they can dash away before taking a hit from the second one.
You want to think about it differently late game. Mages and hunters will start to blow up other mages and hunters very, very quickly. Considering most of them have roughly 2000 health, a 650 health shield is massive, being more than a quarter of their health and all. It can be the difference between life and death even if a CC is not cleansed in the process
Early game: If you want to be aggressive early, especially before level 5 you need to be careful. Geb does not have the CC of other guardians early game. You do have some pretty solid damage output though. At level 2, if you level your roll out first, then you will have a quick 150 damage combo that allows for a basic or two to follow up. Those numbers aren't too crazy when looking at someone like Cerberus who can do up to 170 damage with an ability at level 1, but Geb's abilities are much easier to hit. The point is, Geb has the damage of other guardians, even if he doesn't have a stun or a root before level 5, use that to your advantage, but make sure you aren't taking minion fire. Minions can be scarier than any god on the map early in the game. If you are new to the game, don't forget that attacking enemy gods will make the minions attack you, and it is incredibly likely that a stray shock wave will hit an enemy at its max range.
If you are successfully being aggressive and keeping yourself healthy, be wary of an early gank from their jungler, it is a rare occurrence in my experience, but it will make the situation go south pretty quick. With that in mind, if you get a wave to their tower before their purple buff has been taken, go over there with your adc. I find that many times if they come to contest it, they either lose the fight or a minion wave of exp, which is huge that early in the game.
As far as consumables this early in the game, keep an eye on how much mana you seem to be using and how quickly you are losing health you'll need to pick one type of potion as you should be getting Chalice of the Oracle as soon as you possibly can, unless you plan on placing less than 8 wards, which you should absolutely be placing more than that. Just know that you only have one consumable spot open for potions.
Laning Phase: The laning phase is fairly simple, even though it isn't where Geb shines. There isn't too much difference gameplay wise between early game and laning phase, except that Geb gets better. At this point you should have your first item built and your ultimate. This makes you a force to be reckoned with considering you can easily stun both characters in the duo lane and proceed to knock them up for a good chunk of damage as well.
The most important thing for you to do here is keep you and your ADC alive. This is why I like to pick up a meditation cloak for my first relic, it really helps keep them alive. Keep in mind who it is that you are laning against and who your ADC is. These are key points for how to use your shield. The debate comes down to if you want to cleanse CC or shield damage. Say you're against a ymir and he starts walking at you. He manages to freeze your ADC after you put a shield on him, from there he uses his glacial strike and smacks your ADC with a couple of basics. At this point, Ymir has done a lot of damage, this doesn't even account for the possibility of minion damage or enemy ADC damage. Had the shield been placed after Ymir had stunned your ADC, he would have been able to potentially walk out of the glacial strike and taken a lot less damage. It's little things like that that are going to separate a decent Geb from a Great one.
On the note of keeping people alive, buy Chalice of the Oracle. Wards are some of the best things in the game, especially if all five people on a team are using them. For you though, you want to place them in two spots, symmetrical on the map. They need to cover the path from purple buff to lane, and make sure it touches the outer wall of the gold fury arena so an assassin can't hug that wall and slip by undetected. If your ADC has wards, they can place one of them in between your two to deal with a jump over the gold fury wall, and the other can go anywhere. Any ward on the map is helpful at least a little bit.
At this point in the game, don't be afraid to use your ultimate defensively. Geb is a teamfight guardian, so you aren't gonna find a "perfect" situation to use it on multiple people. The best use for it this stage in the game is either pull people off of your ADC or stun a guy who is running away so your ADC can shoot him up a little bit more easily.
Also, don't be afraid to gank mid lane. Most allied mids would benefit greatly from the CC you can offer with your ult, and the damage is always nice too. Also keep in mind that you can get there pretty darn quick with a use of your Roll Out.
Once you start rotating around more, it's possible the enemy, or your team may want to take Fire Giant. Make sure that you are putting Sentry Wards on it to see if the enemy team is has it warded, and to make it safer overall for your team to take it if they wish. You definitely don't want to get caught out with no vision of the fire-giant why the enemy goes in and takes it form right under your nose
Late Game: Late game is Geb time. A full build, level 20 Geb is not a fun thing to fight, supposing he know's what he is doing. This is the stage in the game where his refusal to die becomes even more important, and his ability to be stun an entire team for nearly two seconds, while also doing pretty massive amounts of damage (I've beaten mids in player damage done on a few occasions) is huge in a 5v5 brawl. This is really the stage in the game that you want Blink. The idea is that you can blink into a fight, perhaps a fire giant fight even, pop an ult, cause some chaos, and still have your Roll Out to get out if necessary. It's generally important that you don't die in the late game, so saving your Roll Out for an escape is huge, most gods wont be able to stop you once you get going.
This has section has been a good time coming with Olorun having been out for a couple of weeks now, but it is definitely somethings that needs to be gone over.
My first thoughts when I heard about Olorun were along the lines of "The mad lads actually did it, they gave a mage crits." Then I saw that his crits only do 50% bonus damage. One jungle practice later, I concluded that Geb is completely immune to the crits on Olorun's passive. And, though it is not applicable to Geb, Shogun's Kusari also completely negates Olorun crits.
That's just one of two big things though. Olorun has potentially taken the title of best team-fight ultimate in the game. The right place and the right time make an Olorun ult a very scary thing indeed. Ya boy Geb can help out a lot with this. Chucking some rocks in the vague shape of a shield at your friends cleanses them of even the weirdest CC. The way the cleanse works against the Olorun ult is a bit strange though. Ive done some minimal testing with it, and it seems that it won't clear the effect from you or the entire duration of Olorun's ult. It might be about 2 seconds or so. I do still need to look into this more, because the cleanse does work, which can be huge. Especially when you can ult and cast 2 shields next patch.
Among the differnt ADCs you will see, there are a few key differences to watch out for. The first, and possibly most important is whether or not they have an escape. Geb does a fantastic job getting is allies out of sticky situations. If you don't believe me, I present to you Exhibit A.
Exhibit A^ (Now in HD!)
This was a game that I was playing with one of my friends, my preferred ADC to support as the two of us just work very well together. There are some things that this video demonstrates really well about my guide. The first thing to note is the wards. Both of us saw the Ne Zha on the map well before a gank could be executed. In effect we ganked the Ne Zha. As you can see, Ne Zha was as good as dead as soon as he entered my lane, Which can be seen is that it only takes one more basic from Rama to kill him after the ultimate ends.
From there, you can just barely make out the icon of the Shogun's Kusari buff on the top left of Rama's health bar, which considering how close the situation was and the fact that Rama missed only 2 or 3 shots from what I could tell, it was the difference between winning that fight or losing it.
The next thing I want to draw attention to is the fact that both of us had a meditation cloak in this game. The first one is a little hard to notice, but I used it right after Rama landed from the Ne Zha ult, and Rama used his right before Xbalanque ulted. Once agian, considering that Rama had his health down to single digits at the end of the clip, having both of those definitely saved his life, enabling the triple kill in the process.
I had also mentioned minions and their potential damage output on you if you arent careful. Unfortunately, I don't know how much damage Xbalanque took from them, but if you look carefully, you can see that they helped us eat him alive.
One last thing I want to point out is the damage that comes out of me as Ne Zha entered lane. We can see Rama hit for 6 basics in total, roughly 700 damage out of him. Ne Zha at level 13 would have roughly 1300 health which means that the combination of Roll Out and Shock wave did another 600 damage, which is some pretty good damage out of a guardian.
What makes a good hunter for Geb?
With that, I'll segway into my personal favorite ADC, Rama. Basically, the early game can be a little rough as neither Rama or Geb have great wave-clear, but the catch is late game. Both gods are dominant in their roles come late game, which makes a really disgusting end of the game for the enemy team. If you wish to follow me in this choice, just make sure you don't get yourself killed all the time early on.
I'm always a fan of any other late game hunters with me for the same reason as Rama, but I've played with but for the most part they don't have as good wave-clear as Rama. I take Xbalanque and Artemis for example on this. They are the OG late game hunters anyway and neither of them contribute that much to wave-clear.
From there I'll note that Geb really helps with an ADC without their own escape. Take Ah Muzen Cab for example, whose escape is a little bit fast. Stone shield in particular really helps. As I've mentioned, it clears CCs on application which really helps a god without an escape in particular get out of a situation.
Lastly, gods that are particulary effective on their own early game and have their own escape really don't need help from Geb too much early game. In I'd be talking about something like a Neith. Wave clear is set, escape is set, even self healing is set. At this point, I'd recommend that you as a support play someone more aggressive early game such as a Ymir or even a Sylvanus who is really good early for the game.
I think I've played with just about everybody once or twice, so if you have questions for a specific hunter working with Geb, feel free to ask in the comments. I can probably give a little insight how it works. Just make sure they have at least half decent wave-clear without you.
From what I have seen on the comments on both this guide and my guide for Khepri, my decisions are questionable from the community's standpoint. In this section, I hope to make in known why I do what I do and how exactly it works in lane, because there are some pretty easy ways to screw it up and get farmed by the enemy duo lane.
NOTE! This section assumes you are against a Guardian and a Hunter, if you are not, adjust your protections accordingly to who you are fighting.
Rule #1: Party up
"Every single man in this army plays a vital role, Don't ever let up. Don't ever think that your job is unimportant. Every man has a job to do and he must do it. Every man is a vital link in the great chain"
~George S. Patton
If you've ever solo-queued for support, you might know what I mean when I tell you that it is a lot different than when you are partied up with your ADC. The communication is certainly at a deficit, but it is unlikely that you will find proper synergy with your ADC while you are queueing up with by yourself to get random ADCs each time.
Probably the best thing I do in my games to perfrom well in lane is have the same mindset as my ADC, who I nearly always play with. This means that for the most part, we don't even have to make calls to get stuff done, or rather, we both make the same call at the exact same time.
It doesn't stop with your ADC either. The more the merrier as far as being partited up with people, having comms with your jungler will allows for successful ganks on their part, same goes for the mid-laner, and if you've got 5, the solo-laner is a great pickup too. Having more people also makes it easier for you to find who needs a shield for fr you to roll in and stun everybody around for 2 seconds, overall allowing for you to perform more effectively.
Rule #2: Be Aggressive
"Nobody ever defended anything successfully, there is only attack and attack and attack some more"
~George S. Patton
I really can't stress this one enough, Geb can be a monster if you play him right in your games. His abilities have insanely high base damage. As such, they can kinda chunk enemy gods. Its surprising how much damage Shock Wave does even at it's maximum range. This gives you great poke potential against the enemy gods.
Part of being aggressive is being able to take a hit, well where are you more likely to be taking hits from? Early game guardians (most of whom do a TON of damage) or the ADC who will likely run from you to avoid damage? Generally speaking, its the guardian who is trying to do his job and save his ADC. This is a major part of why buying magical defense in the form of Shogun's Kusari works as well as it does. On top of that it gives you early mana sustain that other starting items would not. The extra MP5 from the item, even at first tier, really lets you throw out abilities often with little penalty to optimize your ability to harass the enemy early game. It doesn't just help you be aggressive though, with it's passive it helps get your ADC online just that much faster. For the most part they will all be item-based so giving them roughly 1 item's worth of attack speed, outside of the Short Bow item tree, is a really good advancement for them, especially since you should both get your first items around the same time, resulting in a massive power spike for the ADC.
As much as I love getting Shogun's Kusari first item, it does have a pretty significant drawback: That time between first and second items. I've been playing around with it more recently, and I have found that tne enemy ADC's tend to hurt really bad before you get your first physical protections online. As such, early kills are your best friend. If you can shut down the enemy from doing anything in lane, you are doing a good job. There have been games that both me and my ADC have hit level 5 before the enemy ADC hits level 3. It isn't a common thing, but when it happens, it is a really, really good thing for you. This won't happen all the time, so if you do follow in my footsteps and get Shogun's Kusari first, just be careful of the enemy hunter, who will likely also have their first item as well and start doing just that little bit more damage. If you're lucky, they'll put their first 1500 gold or so into boots and thus have very little power or attack speed with which to kill you. Eitehr way, once you get your second item online, usually Sovereignty for me, you will be fine in regards to either the Support or ADC.
One thing that I like to do is pick up a Meditation Cloak for dealing with Geb's awkward teenage years of the game. It really helps bring either you or your ADC back into the fight after a rough loss or a Pyrrhic victory in lane, thus allowing you to go back in and finish the job. It works exceptionally well if your ADC also buys a med cloak because the healing received is then doubled. Being that you are Geb, you have the ability to cleanse CC from your ADC, so unless against an Ares, you can just cleanse and CCs for them, and at a faster rate than Purification Beads can at that. Another great thing that both of you building med cloak is that you don't have to leave lane very often, you poke or kill when you can, and be a bit more conservative when you need to, and the med cloak will stop you from needing to return to base aside from buying items. Doing this will help you in regards to not building shoes on Geb.
Rule #3: Survive
"If we take the generally accepted definition of bravery as a quality which knows no fear, I have never seen a brave man. All men are frightened. The more intelligent they are, the more they are frightened."
~George S. Patton
It will happen that you find yourself against some really early aggro-teams in the duo lane. Prime example would be something like an Ares + Cupid combo, which really, really hurts if the Ares can hit his abilities. In cases like this, it might actually be better to wait for them to come to you and launch a counter-offensive (hopefully with jungle help) after their abilites have been run dry. If this does happen in lane, I would suggest just using your Shock Wave to poke at the enemies from distance while also hitting the wave as best you can . It is very important that you don't let them farm you, especially because the ADC tends to snowball if you let them get out of hand.
Rule #4: Never surrender
" My men don't surrender. I don't want to hear of any soldier under my command being captured unless he has been hit. Even if you are hit, you can still fight back."
~George S. Patton
In my opinion, Geb is the Late-Game Hyper-Carry of the Guardians. He becomes a nearly unstoppable force late-game, and he can pretty easily stun an entire enemy team for 2 seconds each. The ability to bring a cumulative 10 seconds of stun to a team-fight is absolutely insane. on top of the sheer damage the ability can do if you use it on full-health enemies. You'll most likely be doing a quarter of their health in damage with it on top of the stun! The point is, don't let yourself get down. Geb can be hard to handle early without dying. You just need to keep your head up and know that once you get build properly, you'll stop dying, and you'll be able to save your entire team from a fight when the time comes, even if it takes your life to do so, 1 kill for the enemy is much better than 3 or 4. Or even if it's your life instead of your ADC or Mid, it's a huge trade that can mark the difference between a late game win or loss. Generally speaking though, you'll stop dying once you're full build.
I know there's a lot of information here, so f you have any questions or issues about this guide, leave it in the comments. Also if you downvote this build, please say in the comments why you chose to do so, so that I may make adjustments and maybe make you change your mind :)
Any advice you give will be gladly accepted and taken into consideration.
Please don't leave comments about the skillset as that has been set in stone and I will not be taking that.
Also, make sure you don't take Geb for granite, because he definitely won't take any of your schist. He's a pretty gneiss guy once you get down to it. If you do try to basalt him, he'll probably just wacke you into next century.
If you like Khepri, it's got a lot of the same info, but feel free to check him out here!
But at the end of the day, just remember that Geb is love, Geb is life, and "ROCK on!"
You need to log in before commenting.
[-] Collapse All Comments
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved