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-Added Update Log
-Removed Tank build, because of Khepri's play style, and the Mail of Renewal Buff.
-Updated build and Items.
-Updated Skills to match the Indomitable Spirit Patch changes.
-Removed some nonessential information to make it less of a pain to read.
-Updated build. Old build was too aggressive
-Added skill order
-Removed old/false information
-Fixed skill order
-Added "Which Starter?" section
-Deleted non-essential information
-Temporarily removed Teamfights and Synergy Sections due to inaccuracy
-Added Weak3n's Jungle Build for Khepri
This guide will hopefully make you a better Khepri player. Khepri is an early game guardian, so remember to play aggressive in the beginning. This is a typical tank build, taking into consideration recent changes in the meta.
My last build wasted item slots trying to give Khepri more damage. I would not recommend doing this. Khepri's early game damage is good without any extra items. No matter what you do, his damage will fall off late game. All tanks have great base damage, and low scaling. The only exception I can think of is Xing Tian.
To be honest with you, you should always use the aggressive starter. Khepri is the "King of the laning phase", as Incon would put it, and you need to own it. Passive guardians throw games. You should always be looking for a kill in the early game, and that is why you should pick the aggressive starter. The Mark of the Vanguard, along with your passive, will allow you to tank minions early in the game, and creeping curse can help you secure a kill.
The only reason you should ever pick up the passive starter is if you don't have faith in your adc. The Watcher's Gift will give you all the mana you need, so don't waste any gold there. Instead, buy health and multi pots to increase your sustain.
Shoes of Focus- The important thing is this gives you CDR, so you can get your ult more often. Khepri is all about CDR.
Mail of Renewal- Right now, this item is really strong. If you don't believe me, here is a testimonial from dmbrandon. This is a steamroll item, meaning the more assists you get, the longer you can keep fighting, and get more assists. However, if your team is getting nothing in terms of kills, you might as well get something else.
Heartward Amulet- Health, magical protections, and an MP5 buff to nearby allies. I put this in the build to give Khperi magical protections, so if you feel a different anti-magical item is necessary, feel free to swap it out.
Sovereignty- Health, physical protections and an HP5 buff to nearby allies. This and Heartward Amulet are typical support items, because of passive buffs they apply to your teammates. However, they don't stack, so if someone else already picked it up, get something else.
Midgardian Mail- This reduces the effectiveness of adcs and AA(auto attack) assassins.
Pestilence- This is an anti-healing item. In the good ol' days, you didn't need to get this because one Weakening Curse would do the job. After the nerf, supports have to pick this up along with weakening to minimize the effectiveness of powerful healers like Hel, Aphrodite, Hercules, and Guan Yu.
Magi's Blessing- Gives you a protective bubble that blocks the next hard cc you take. Only get this if you think getting cced has been a problem for you. Khepri can get away with buying this because of his passive, and the cc immunity can help you ult someone while some one is trying to take you out of the fight.
Winged Blade- This caps your CDR at 40%, and gives you some health, bolstering the effectiveness of your passive.
Spear of the Magus- This is the only offensive item I would consider for a Khepri build. Only pick this up if your team is dominantly(3 Gods or more) magical. With this, your Rising Dawn will shred their protections.
Greater Blink- Khepri's blink initiation isn't as great as Geb's(Blink>>Cataclysm>>Shock Wave), so I would stick with the other two actives. If you do pick this up, try to Abduct the mage at the start of a teamfight in order to silence him, and potentially eliminate him from the fight before he can lay on the burst damage.
Weakening Curse- Healers are back in the meta after this item got nerfed. If you are fighting a healer, pick this up instead of Blink.
Shell of Absorption- This gives protections to nearby allies, and reduces the damage they take by 15%. This goes well with the damage reduction given by Khepri's Rising Dawn. Use it wisely, because it only last 5 seconds.
Fortitude- Provides shields for you and your nearby allies. You don't really need to think about your passive that much. Just stay close to your allies.
Abduct- This is your strong early-game ability. Max this first to increase the pull duration. The high damage is also good for clearing a wave.
Rising Dawn- This is, in my opinion, Khepri's strongest move outside of his ultimate. It is a slow moving projectile that reduces up to 25% of an enemy's protections, and deals decent damage over time. What really makes this strong is that at max level, this reduces incoming damage on your allies by 40%. You max this second, because percentage-based reductions are stronger in the late game, and you need the wave-clear and early aggression provided by your Abduct.
Solar Flare- A root with a slight delay. It has range, and roots anyone in the area. You will usually use this to ensure you don't miss your Abduct.
Scarab's Blessing-Khepri gives a buff to someone, which cleanses them, gives them movement speed, additional power, and immunity to slows and, if they die while the buff is active, they revive at Khepri's location with a percentage of their health. It is always better to use this earlier rather than later, because at least your teammate is given 5 seconds of invincibility. It is also irritating for Khepri players when the person you are trying to ult is close to you/ other allies. If you are too hasty, you may accidently ult the wrong person. Take time to use it on the right person, because if they die, you will still have the ult while if you were too hasty, they will still die, and your ult will be on cooldown. If you successfully pull off your ult, try put some distance between you and your enemy because your target will revive at less than half of his health.
Rising Dawn, Abduct
This is your bread and butter as Khepri. Reduce their protections, and pull them helplessly toward your allies. You can use Solar Flare to make this combo easier to hit, but be aware that gods can still use escape abilities like leaps and dashes while rooted.
Solar Flare, Book it!
Apply Solar Flare at your feet to root imminent pursuers, and then get the hell out.
Loki- While not necessarily dangerous to you, Loki's abilities allow for him to come out of nowhere, and wreck your teammate before you even know what happens. In general you should watch the map to keep track of the enemy assassin's whereabouts, but especially with Loki, because you basically have to have your ult targeting your ally before Loki ults him, because it is usually a two hit kill.
Odin- A getaway driver can't really do much when he has nowhere to go. If you are in a skirmish, and you see Odin, consider backing up so you can ult your buddy, and book it without getting caged. Hell, maybe even get combat blink so you can escape.
Thank you for reading this guide to the end. This will probably be my only guide, because Khepri is the only god I have found to be interesting enough to warrant writing a guide about. Please give feedback. I will try to update this if a big change is necessary. My only regret is not making my profile name "The Beatles".
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