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Khepri Support Conquest Guide

10 1 20,857
8.8
by Dashboarrd updated March 27, 2024

Smite God: Khepri

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Build Summary

Starter

Notes I mostly do this start on every support. Benevolence is a fantastic starter because you can upgrade it to Compassion later on, giving you arguably the best support item in the game.

Glowing Emerald transforms into Gauntlet of Thebes which provides you and your allies protections once fully stacked, since it's an aura item. This is very crucial on just about every support.

5 health pots to help you sustain while you're laning, this extra sustain can make it until you have to back to purchase Gauntlet of Thebes. Lastly, because you have 50 gold to spare, getting a Ward will help gain awareness on early jungle ganks. See the warding section below on where to place it.

Notes

I mostly do this start on every support. Benevolence is a fantastic starter because you can upgrade it to Compassion later on, giving you arguably the best support item in the game.

Glowing Emerald transforms into Gauntlet of Thebes which provides you and your allies protections once fully stacked, since it's an aura item. This is very crucial on just about every support.

5 health pots to help you sustain while you're laning, this extra sustain can make it until you have to back to purchase Gauntlet of Thebes. Lastly, because you have 50 gold to spare, getting a Ward will help gain awareness on early jungle ganks. See the warding section below on where to place it.

Build Item Benevolence Benevolence
Build Item Glowing Emerald Glowing Emerald
Build Item Healing Potion Healing Potion
5
Build Item Ward Ward
Build Item Sturdy Shard Sturdy Shard

Full Build

Notes This build is a super backline oriented build, which helps your cooldowns out as well.

Compassion, Gauntlet of Thebes, and Sovereignty are all aura protection items that improve the defense and survivability of your allies around you.

Shogun's Kusari is also an aura, but it increases the attack speed of your allies nearby, increasing their offensive capabilities.

Lastly, Spirit Robe and Relic Dagger give you cooldown to get your abilities back faster. This is really nice since Khepri ult is on a 110 second base cooldown, which is on the higher end for abilities.

Also as a side note, order of the build is up to you. I would probably go Sovereignty before Relic Dagger.

Notes

This build is a super backline oriented build, which helps your cooldowns out as well.

Compassion, Gauntlet of Thebes, and Sovereignty are all aura protection items that improve the defense and survivability of your allies around you.

Shogun's Kusari is also an aura, but it increases the attack speed of your allies nearby, increasing their offensive capabilities.

Lastly, Spirit Robe and Relic Dagger give you cooldown to get your abilities back faster. This is really nice since Khepri ult is on a 110 second base cooldown, which is on the higher end for abilities.

Also as a side note, order of the build is up to you. I would probably go Sovereignty before Relic Dagger.

Build Item Compassion Compassion
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Spirit Robe Spirit Robe
Build Item Eldritch Dagger Eldritch Dagger
Build Item Sovereignty Sovereignty
Build Item Shogun's Kusari Shogun's Kusari

Khepri's Skill Order

Abduct

1 X Y
Abduct
2 8 11 12 14

Rising Dawn

2 A B
Rising Dawn
1 4 6 7 9

Solar Flare

3 B A
Solar Flare
3 15 16 18 19

Scarab's Blessing

4 Y X
Scarab's Blessing
5 10 13 17 20
Abduct
2 8 11 12 14

Abduct

1 X
Khepri lunges forward, dealing damage to enemies he passes through. If he connects with an enemy god he stops, grabs them, and starts pulling them backwards while gaining increased Protections. Enemies are silenced for the duration of the pull.

Ability Type: Dash, Crowd Control, Damage
Damage: 80 / 130 / 180 / 230 / 280 (+40% of your Magical Power)
Pull Duration: 1.5 / 1.6 / 1.7 / 1.8 / 1.9s
Protections: 10 / 15 / 20 / 25 / 30
Range: 40
Cost: 60
Cooldown: 14s
Rising Dawn
1 4 6 7 9

Rising Dawn

2 A
Khepri rolls the sun forward, setting ablaze all enemies it touches, reducing physical protections, and dealing damage over time. Allies that are hit take reduced damage from enemies for the duration.

Ability Type: Line
Damage: 10 / 14 / 18 / 22 / 26 (+5% of your Magical Power) every 0.3s
Total Damage: 100 / 140 / 180 / 220 / 260 (+50% of your Magical Power)
Protection Debuff: 5 / 10 / 15 / 20 / 25%
Damage Mitigation: 10 / 15 / 20 / 25 / 30%
Duration: 3s
Range: 70
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 12s
Solar Flare
3 15 16 18 19

Solar Flare

3 B
Khepri calls down the sun's ire at the target location, dealing damage and rooting all targets in the area.

Ability Type: Circle, Root, Damage
Damage: 60 / 115 / 170 / 225 / 280 (+30% of your Magical Power)
Root Duration: 1.5 / 1.6 / 1.7 / 1.8 / 1.9s
Range/Radius: 55/15
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Scarab's Blessing
5 10 13 17 20

Scarab's Blessing

4 Y
Khepri blesses an allied god, immediately cleansing them of all crowd control as well as granting them Movement Speed, and immunity to slow effects. If the marked ally would die while blessed, they are instead revived with a percentage of their maximum Health at Khepri's location. Executed allies do not revive.

Ability Type: Target, Buff
Revived Health: 20 / 25 / 30 / 35 / 40%
Movement Speed: 20 / 22.5 / 25 / 27.5 / 30%
Duration: 5s
Range/Radius: 55/15
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 110s

Extended Build

Relics & Shard

Notes Fortifying Shell and Emblem of Increasing Peril are great defensive relics and complement Khepri play style. Khepri is a defensive style guardian that wants to protect his backline, and these 2 relics provide that extra safety cushion for his backline.

Emblem of Increasing Peril now also has anti-heal and is probably the best early game relic, and relic in the game.

Notes

Fortifying Shell and Emblem of Increasing Peril are great defensive relics and complement Khepri play style. Khepri is a defensive style guardian that wants to protect his backline, and these 2 relics provide that extra safety cushion for his backline.

Emblem of Increasing Peril now also has anti-heal and is probably the best early game relic, and relic in the game.

Build Item Phantom Shell Phantom Shell
Build Item Emblem of Increasing Peril Emblem of Increasing Peril

Situational Relics

Notes These relics are more situational depending on team comp. But for example, if you're against an Ao Kuang, then Temporal Beads is needed to prevent him from snowballing off of you. For Khepri in particular, if they have a heavy crowd control (CC) comp, then beads may be needed for him.

Heavenly Wings is also good if they have a lot of slows. I like going Entangling Wings, but if you have multiple ADCS then Hastened Wings is better.

Lastly, Bracer's a nice pickup if you have immobile characters that might benefit from the movement speed they get from it. Also really good with mage ADCs, such as Olorun, Sol, and Freya.

Notes

These relics are more situational depending on team comp. But for example, if you're against an Ao Kuang, then Temporal Beads is needed to prevent him from snowballing off of you. For Khepri in particular, if they have a heavy crowd control (CC) comp, then beads may be needed for him.

Heavenly Wings is also good if they have a lot of slows. I like going Entangling Wings, but if you have multiple ADCS then Hastened Wings is better.

Lastly, Bracer's a nice pickup if you have immobile characters that might benefit from the movement speed they get from it. Also really good with mage ADCs, such as Olorun, Sol, and Freya.

Build Item Temporal Beads Temporal Beads
Build Item Entangling Wings Entangling Wings
Build Item Bracer of Brilliance Bracer of Brilliance

Situational Items

Notes This can be pretty complex, so it's hard to get it all down through text. But a few pivots you could do with your build are:

Heartward Amulet if they're 3 or 4+ magical damage, in place of Sovereignty. Erosion if they have a lot of shielding, for example if they have a Charon.

You can go Magi's Shelter for you and your teammates if they have a lot of heavy crowd control, for example Ares or Da Ji.

Notes

This can be pretty complex, so it's hard to get it all down through text. But a few pivots you could do with your build are:

Heartward Amulet if they're 3 or 4+ magical damage, in place of Sovereignty. Erosion if they have a lot of shielding, for example if they have a Charon.

You can go Magi's Shelter for you and your teammates if they have a lot of heavy crowd control, for example Ares or Da Ji.

Build Item Heartward Amulet Heartward Amulet
Build Item Erosion Erosion
Build Item Emperor's Armor Emperor's Armor
Build Item Magi's Shelter Magi's Shelter

Intro / About Me

Hey there, I go by Dashboarrd and I'm a Grandmaster Support Conquest player. I've competed in the SCC (Smite Challenger Circuit) and I have won SOC (Smite Open Circuit). I have also won plenty of gem tourneys during the weekends, such as Iced and Vulpis. I have put in many hours into Smite and in particular Khepri. I hope this guide can give you some new direction with Khepri if you're struggling with him, or just improve your overall Khepri gameplay.


You can reach out to me via the following channels:

Abilities

Khepri's Abilities


Note: Khepri passive is a really good shield for both you and your allies, especially in the early game. Make sure to stay next to your ADC in lane so they're constantly getting the refresh on the shield.

Passive - Fortitude


Khepri's passive is a stacking shield aura around him, that gives both him and any nearby teammate a shield. Because of this, it's good to stay close to allies.

Although you won't really be paying attention to it in a teamfight, it's nice to have it pre-stacked onto you and your allies before entering a fight.


Ability 1 - Abduct

This is going to be your main form of engage / peel, but mostly peel. I would use this mainly as an ability to setup for your allies and prevent enemies from sticking onto them.

I wouldn't use this as engage that much because Khepri likes to play behind his team a bit and you end up putting yourself in a bad position.


Ability 2 - Rising Dawn

Rising Dawn is Khepri's best ability, in my opinion. It's got both offensive and defensive capabilities. If you hit an enemy with it, it shreds 25% of their physical protections.

On the other hand if you hit your ally with it, it gives them 30% damage mitigation, or 30% reduced damage taken for 3 seconds. Most of the time it's better to use this ability on your allies over the enemy. Making your allies take less damage will keep them in the fight longer allowing them to do more damage over time, and live some unlivable situations.

However, if you're hard wining the fight or there's one enemy by themselves, then hitting them with this ability and using abduct to pull them will ensure your allies do a ton of damage off of it.


Ability 3 - Solar Flare

This ability is pretty self explanatory, it's a ranged AOE root. I would primarily use this as a way of chasing down enemies or engaging a fight. It's not going to be the best peel tool, you have abduct for that. But it's very nice against targets that are a bit far away or have no escape ability.


Ultimate - Scarab's Blessing

One of the coolest abilities in Smite. This is a resurrection tool for you or your allies. Khepri can be a pretty complex character, especially this ability, so make sure to check out the guide video above. But you essentially want to position around your allies to be able to get this ability off.

Make sure you're not being targeted directly as it makes it harder for you to ult. In some cases playing behind your carries is best for getting the best ults off.



Play inline and behind your carries, mark them with rising dawn so they take reduced damage and ult them if they get low enough and need it. This will allow them to freecast for a long time and reduce the probability of them dying early on in the fight.

Map Play

Game Start:
  • Support should start purple and pull it outwards. In this time your ADC should be pulling Green and dragging it towards you (or vice versa). When both buffs are grouped, as you clear them pull them towards the lane. Watch out for invades!

  • From here you should be sitting in duo lane for a majority of the early game. You want to stay there to contest protection (or shield) buff and pressure with your ADC. If you have enough pressure you can also invade their camps, such as Purple buff and their backcamps, even Green buff.

Mid Game:
  • Around the mid game you want to now start to play around the middle of the map as more objectives are spawning now.

  • These objectives consist of Beacon, Oracle, and Pyromancer. Try to pressure mid t1 tower too if your team has the pressure for it. Once that's down it creates map pressure from mid lane.

Teamfights (Late Game):
  • Here you want to make sure to use your kit effectively. Khepri is mainly a peel and protect character. You want to use your 3 to engage if there is no other character on your team that's good at doing that. As mentioned before, abduct is primarily peel and setup, whereas rising dawn and scarab's blessing are used for protection and defense.

Warding

Early / Mid Game Warding:


That ward you're buying in the early game, you want to place it at the area between their purple and shield camp about 23 seconds or sooner before the game actually starts, if you think you'll have pressure.

If you don't think you'll have pressure, place that same ward on your side in the same area about 10 seconds prior to the game starting. This will give you early gank info.

If you're able to get 2 wards at the start, place one defensively and one offensively in the same spots.

As you're playing through duo lane you really want to ward their backcamps for info for your team. Get 2 wards, typically after you buy Thebes, and place them at their purple buff or their back camps and their green buff.

Try to refresh these wards as often as you can. They give very good info on where the enemy jungler is at and if the enemy team is mobilizing towards duo side to setup for a Gold Fury.

In the map below, the red circles indicate the spots that you should ward aggressively and the blue circles indicate the spots you should ward passively.

Late Game Warding:


Of course this depends where you're at in the game. But around fire giant, same concept. Try to get high wards around their backcamps, red, and even blue buff to give your team info.

On offensive sieges, try to place a sentry ward between their phoenixes that you're about to siege to gain info on people playing that gap. These wards are indicated by the Red circles on the map.

On defensive sieges, place a sentry between phoenixes they're about to siege so you and your team can play that gap area without worry. These wards are indicated by the Blue circles on the map.

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League of Legends Build Guide Author Dashboarrd
Khepri Support Conquest Guide
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