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A Short Guide To Khepri, The Morning Sun

August 16, 2018 by Tlaloc1050
Comments: 27    |    Views: 31731    |   


Build 1
Build 2

Selfishly-Unconventional

Smite God: Khepri

Item Purchase Order

Start and Consumables upon Return
? Guardian's Blessing is simply too valuable to not have for a support like Khepri, due to its stats.

Glowing Emerald combined with the Chalice of Mana gives you high sustain in-lane. You can either upgrade this to Gauntlet of Thebes or gaia's stone.

Chalice of the Oracle is quite useful for supports because you always have to ward to increase map awareness and prevent ganks. After 4 uses you will start to profit. ALWAYS WARD.

Build Item Guardian's Blessing
Build Item Glowing Emerald
Build Item Chalice of Mana
Build Item Chalice of the Oracle
Build Item Meditation Cloak

Shoes
?The cooldown reduction on Shoes of Focus is invaluable for Khepri's literally life-saving ultimate, Scarab's Blessing.
However if you build plan on Witchblade as your counter against the dark arts enemy ADC you should always choose Reinforced Shoes due to the fact that building Witchblade will then overreach the CDR cap.

As Bran has suggested, this is good for tanking damage taken when using Abduct because of the stacks. Also, any CC you'll be hit with would be reduced.

Build Item Shoes of Focus Build Item Reinforced Shoes

Magical And Physical Protections
? Breastplate of Valor's MP5 and large mana increase combined with the 20% CDR makes this a really useful item for Khepri.

The attack speed aura that comes with Shogun's Kusari is great for your AA based teammates. Great for pushing towers with teammates. By now your CDR would be maxed and you ultimate's cooldown reduced by 44 seconds. If you feel you need more protections Genji's Guard is useful because it also has magical protections and CDR, along with double the MP5 and more protections along with some health.

Build either one first depending on if there are more physical or magical based-enemy gods.

Build Item Breastplate of Valor Build Item Shogun's Kusari Build Item Genji's Guard

Counters Against The Enemy ADC
? Hide of the Nemean Lion is great against enemy AA based gods, punishes them for hurting a god so innocent. Useful against gods building crit. Reflects damage based on this raw damage dealt first (thanks Bran!).

For an example of effectiveness, here's an example:

Let's say Artemis just hit you, initial damage is 400.

400/100*25=100.

100*100/72+100
=58.13 physical damage.

Midgardian Mail also punishes enemies for hurting you, but in a different way. This slows them instead.

Witchblade is great if you plan on going up close to engage the enemy. Decreases their DPS.

Build Item Hide of the Nemean Lion Build Item Midgardian Mail Build Item Witchblade

Situational Items
?Wow I feel exhausted after writing that, dont know how Bran does it.

Anyway, Pestilence is should be built if there's an enemy god who has team healing, or high self sustain.

Magi's Cloak is useful if you're really being focused hard.

Build Item Pestilence Build Item Magi's Cloak

Relics
?meditation is useful for early sustain, mostly for your carry.

Magic Shell is useful in teamfights to absorb AOE ability damage that could severely hurt your squishy teammates

Heavenly Wings is great for chasing runaway enemies with your teammates, or fleeing a bad situation.

Phantom Veil is a must have relic if there's an enemy Odin,

Build Item Meditation Cloak Build Item Magic Shell Build Item Heavenly Wings Build Item Phantom Veil

Full Build Example #1

Build Item Pestilence Build Item Stone of Gaia Build Item Shoes of Focus Build Item Breastplate of Valor Build Item Genji's Guard Build Item Midgardian Mail

Full Build Example #2

Build Item Magi's Cloak


God Skill Order

Abduct

Abduct 3 8 11 12 14 key bind

Rising Dawn

Rising Dawn 1 4 6 7 10 key bind

Solar Flare

Solar Flare 2 15 16 18 19 key bind

Scarab's Blessing

Scarab's Blessing 5 9 13 17 20 key bind




A Short Guide To Khepri, The Morning Sun

Tlaloc1050
August 16, 2018


Introduction




Khepri like a few of my other guardians is probably my favorite support to play. I only have him at rank V because I've spent my time on other guardians as well like Bacchus, Sylvanus, Terra, and Ganesha. I didn't include an items section because it's all in the notes. This is a short guide mostly.


When Do you Pick Khepri?

First, you'd have to look at what Khepri provides to his team. This will give you an indication of when you should pick him. For example, if your carry is Artemis who has no escape and is fairly easy to kill, would benefit from Scarab's Blessing because of this. Along with that, Artemis has bad clear; something Khepri can help with.

Pros and Cons


Pros

  • High CC
  • Literally life-saving ultimate
  • Team shield
  • Least hated god
  • Percentage-based damage mitigation
  • Naturally tanky

Cons

  • Slow casting abilities
  • Executes ignore Scarab's Blessing
  • No self-sustain
  • High-cooldown abilities

Abilities



Passive: Fortitude

Useful to tank early game damage from minions and the enemy carry. Going near allies so they'll benefit from the shield is advised. This is especially useful in early game.



Abduct

A risky ability, as you're vulnerable to attacks while casting this. Use this for grabbing low health targets and setting up kills. Can also be used to drag enemies into your tower. Can pull enemies away who are chasing your carry; thereby most likely sacrificing your life :(. Don't forget that this is a channeled ability.




Rising Dawn

This is your wave clear and tool to protect allies in battle while reducing enemy protections. Fairly easy to land, but moves slowly. When deploying hit the first front allied minions first so they benefit from the buff, and will therefore take less damage from the enemy carry. This will probably deal more damage than your carry's wave clear ability.



Solar Flare

Can be used to poke and harass the enemy. Use it to set up kills with your other abilities to stop fleeing enemies. However, just like Rising Dawn it lands slowly so try to predict where the enemy will be.



Scarab's Blessing

One of the strongest ultimate abilities in the game, commonly used to save enemies. Once you target someone, retreat so they'll be revived somewhere safe. Sometimes enemies may intentionally not attack the ally you chose. You should then run to help them escape. You can you meditation on them after if you're feeling paranoid. Timing is key. It's usually best to wait nearby an ally who's just about to die before ulting.

Usually in the heat of battle this is difficult to land on the right ally. Do not use this on yourself unless necessary. Be warned that enemy executes will still kill an enemy and Scarab's Blessing is useless against them. Not to mention that Achilles is in the meta with an execute ult. If he does come after you use Abduct to try and avoid it.

Ability Combos





Purpose






purpose





Purpose


Gameplay Stages


Early Game

Please inform me if this section is out of date, as the meta changes faster than Earth's seasons.

After buying your items from the fountain, head to duo lane; also know as the lane in which the distance between the two towers are longer. Always arrive in-lane before the minions arrive so you can get ready to help your ADC clear wave. Begin warding in the jungle transverse to the duo lane.

Deploy Rising Dawn in such a way that it hits the first three front-line minions. This way they benefit from the protections buff and the enemy minions all get a protection debuff and magical damage. It's a win-win kind of situation. Help damage minions, but don't last them. That's reserved for your ADC. This is because last hitting minions gives your ADC more gold and EXP (they need it), while you assisting with that builds stacks on Guardian's Blessing; stacks you won't get if you last hit the minions. You see? Another win-win situation!

Depending on your ADC's play style he/she may decide to play aggressively, in which case you follow your ADC's lead unless you have a high chance of dying. Your ADC may also want to clear the Void Camp for the EXP and gold. You take that buff, not them. Continue laning.


Mid Game
By now you should have completed your stacks on Guardian's Blessing. The gold will come in handy. Soon, at around 12-minutes, rotate to the middle lane. However there's a very blurred line as to when supports should rotate. The general consensus is early-middle game. If you rotate the enemy support will tacitly follow. You should always do the same. Mainly focus your rotations on mid and duo lane. Solo lane rarely needs help. If it does, help but don't overstay your welcome. When in mid lane, if your mid hasn't already warded, do it for your mid. There is a bilateral area shortly North-East and North-West of your tier 2 middle tower. Ward there.

By now you can tank a tower's brunt for a few seconds before having to have to retreat. You should help push towers when possible, as the reward is a weaker enemy Titan and a few hundred gold for everyone.


Late Game
At this point tanking towers and phoenixes shouldn't hurt you too much, as long as gaia's stone does its work. Work with your ADC to push any remaining towers. Now you can sell your Chalice of the Oracle so you can start buying sentry wards. Place these on the Fire Giant. Its buff can make or break a team fight. When pushing all the way to the enemy Titan, go as a group. A deicide late game with 70 second cooldowns is a definite win. Your team will most likely go for the Fire Giant. However don't forget to keep an eye on your phoenixes as sometimes enemy gods will backdoor your titan.

If you however are the ones that were pushed back play defensively until everyone respawns, then you may attempt a counter attack. You should try to defend your phoenixes while they're respawning as they gain health over time and are your last line of defense before the titan. Remember to stick together.

Ending

Feedback is appreciated.

P.S, if you're wondering why the Ability Combo chapter is so short is because Khepri by himself barely has any. However, when paired with his ADC, is a different story.

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