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Khepri, the Dawn Bringer. A melee magic guardian that looks like the the most scary bugs in existence, and acts like the nicest guy ever. This big fella (biggest one in Smite yet), is one hell of a support, yet using him will require some practice.
Grab all you know about Smite's support Gods, and throw it out the window because this guy takes a completely different approach to help his allies. He does act like other guardians, as it's a perfect wall to block off attacks, having the size to protect his entire team in Joust from projectiles, and the bulk to laugh it off. Yet Khepri excels at one thing, turning your allies into reckless killing machines, and your enemies into kids with peashooters.
And even though he has received many... many nerfs, and because Hi-Rez just hates Khepri he'll probably receve many more, he's still one of the best supports to date.
Khepri's all about teamwork. He doesn't need those dirty kills to be happy, he feeds on assists and finds joy on the longetivity of himself and his allies. Just as an example I managed to save an Isis from a Loki's ultimate and help her kill him. Those moments would not be possible without Khepri. This set is slightly different from the last one because Khepri has seen many debuffs. This is what I usually go to on normal situations during Joust, meaning a match against a Guardian or Warrior, assassin or hunter, and a mage. This set is made to keep your allies pushing, take both tower and player damage, and help you help your teamates get kills.
Watcher's Gift is an excellent item to help you build up early. With your second ability you can easily get assists in the minions, because at this point you'll barely even scratch a minion.
I skip the boots because contrary to popular belief, not all goods need to start with boots. Now this item goes first because it's not only cheap, but it helps counter her several of Khepri's new nerfs, and it gives a really helpful cooldown reduction, because Khepri is not by any meansma basic attacker, he needs his abilities.
This is where the niche of the set starts. Khepri's all about the team, so this should help your more fragile friends stay longer in battle, and this added to Khepri's shield means that your allies will get extra seconds of life. As an added bonus you also get some magical buff.
This item is the same as before, except instead of raising your allies' physical defense, you raise their magical defense, while raising your own physical defense. These two items are the first ones you are going to want to get, as the defenses plus the shield from Khepri's passive makes your allies durable, they won't fall that easily.
Kehrpi lacks one thing to be the most OP support ever, and that's healing for his teanmates. This is why I always like to have salvation just in case my allies are low, with Khepri's max health it's a really good way to heal, altough the cooldown take a while, so don't just use it when it's ready, wait until your team is low yet you need to push or defend.
From this point, you'll have to analyze which one you want to build first, magical or physical defenses.
In case that the one dealing the most damage in the opposing team is a mage like Ah Puch or Ares. This item gives all Khepri really needs to face off magical users, health, defense, and HPS. This item does wonders, believe me.
In Joust, most of the time the strongest attacker is a physical God. Loki, Fenrir, the Rat, Anhur, all those assasins and warriors. They all fear one thing, a bulky Guardian using this hide. They won't even notice that while they're trying to take you out, at the same time, you're killing them slowly. And with Khepri's bulk and his ability to decrease the opponent's power, they won't be wanting to go after you.
This item is amazing for Khepri. It has high magical defense, raises his low firepower even if for a small bit, and when Khepri grabs them and gets the opponent closer to something like Kuku's Whirlwind or Zeus' ultimate, it deals even more damage.
You have several options for the last active slot.
The Enfeebling Curse is a great item for when the opposing team goes against you to try to take you down, only to be cursed and becoming easy targets for your hunter or assassin. Either that or running away when all your team is down and they're after you. This active does it all.
If you're too annoying for your opponents and they have decided to focus on you, you can give them the pleasure to even try to kill you. Shell of absorption is great for when you need to tank, this plus your amazing bulk and your ability to revive yourself at the last second, the Titan has nothing on you!
Another one of Khepri's flaws is that he's... rather slow. When your team is in the front lines and they're about to face the Titan or the Phoenix, you may want to rush there to tank the strikes, and this is where you come in. Teleport To Gods is the best choice, yet if you can afford some wards, the lower cooldown is amazing.
Khepri's skills are all about teamwork. That's why you need to have a team that knows how Khepri works, or else you'll find yourself going straight into danger alone and getting killed by the lack of support... to your support God.
Khepri's passive is in my opinion, the best part about him. That shield works wonders, specially in the early game, and in Joust, where all your allies are nearby, you can all enjoy the wonderful wonders of an extra protection. Anubis and Loki hate this, btw, so you know it's good.
Ok whoever decided to name this ability, you need to lay off the sci-fi. Jokes aside, this ability is rather good in the late game, working specially well with area attacks that enemies can get off easily, or bringing targets closer to your hunter/assassin. It also helps your allies' escape, as a well placed abduction will get your enemies off your friends' back. This can also be used to clear waves after using your second ability. I have tried using it with escaping targets, but it has rarely worked and there are way better ways to stop those. Although a well timed 3rd ability with this one can do the trick. One of the mayor uses i have given this skill, is to escape or to get somewhere fast, as it doesn't use that much mana, and it does cover some good distance, not the best retreat skill, but it can do the trick.
In my opinion, Khepri's oddest skill. It sets fire to your enemies, and debuffs their physical defenses, while raising the physical defense of your allies. I use this one mostly for wave clearing, as in the late game it can easily break down most if not all of the minion wave. Although a well placed one can help your allies when they are dueling against opponents, and you could even use it to kill escaping opponents (it was worked more than once for me) It's rather good, as it's a nice mixture between damage and buffs for allies.
This ability is pretty straightforwards. Aim, hit, root and do damage. That's it. In more offensive sets this skill would be key, as in a late game and with a good amount of magical power, it can do some good killing. But this is an extremely supportive build, and in my personal experience this skill is not as useful as it may seem, as aiming is kinda hard and it gives enough time for enemies to escape. Although one thing I have learned is that you can aim it at your feet when being chased, to have a good chance of rooting your opponent and gain some good distance, plus with Abduction to dash away, you have a good chance of making it out alive.
Oh, the controversial skill. Khepri's ultimate doesn't focus on the kills, but on the saves. With this, you give either yourself or an ally a really impressive boost in both power and movement speed, plus if they get killed, they will respawn immediately behind you. Yet there's a huge drawback, this ability is a pain to time properly. I'm still having a hard time knowing when to use it on an ally or saving it for later, I have managed to get some revives, and sometimes the revives weren't even necessary as the movement speed plus putting yourself as a freaking wall between the escaping ally and your opponent will almost always guarantee an escape. Luckily the cooldown is rather short, and even shorter with the bought items. Still, I suggest constant practice with this move to master it, because once you do, you're bound to become the true perfect support.
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