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SMITEFire Community Guide to Sobek (Support/Solo)

19 3 81,279
8.9
by Hades4u updated June 15, 2020

Smite God: Sobek

Build Guide Discussion 16 More Guides
Choose a Build: Support
Support Solo
Tap Mouse over an item or ability icon for detailed info

Sobek Build

Full Build Example

Notes Replace Shoes of Focus with Elixir of Speed and an item of your preference. Also, you can replace Stone of Binding late-game.

Notes

Replace Shoes of Focus with Elixir of Speed and an item of your preference. Also, you can replace Stone of Binding late-game.

Build Item Shoes of Focus Shoes of Focus
Build Item Stone of Binding Stone of Binding
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Relic Dagger Relic Dagger
Build Item Breastplate of Valor Breastplate of Valor
Build Item Oni Hunter's Garb Oni Hunter's Garb

Starting Items

Build Item Guardian's Blessing Guardian's Blessing
Build Item Shoes Shoes
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
2

Core Items

Notes Gauntlet of Thebes is a strong overall protection item providing health and both types of protections. It should be built in almost all situations.

Stone of Binding is questionable as a core item, but Sobek applies the passive on most of his abilities, making this a highly effective early/mid-game item for aggression.

Notes

Gauntlet of Thebes is a strong overall protection item providing health and both types of protections. It should be built in almost all situations.

Stone of Binding is questionable as a core item, but Sobek applies the passive on most of his abilities, making this a highly effective early/mid-game item for aggression.

Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Stone of Binding Stone of Binding

Situational Items (Defensive / Counter)

Notes Find more information below on when to properly pick out your situational defensive & counter items.

Notes

Find more information below on when to properly pick out your situational defensive & counter items.

Build Item Sovereignty Sovereignty
Build Item Breastplate of Valor Breastplate of Valor
Build Item Midgardian Mail Midgardian Mail
Build Item Contagion Contagion
Build Item Spectral Armor Spectral Armor
Build Item Spirit Robe Spirit Robe
Build Item Mantle of Discord Mantle of Discord
Build Item Pridwen Pridwen
Build Item Pestilence Pestilence
Build Item Shogun's Kusari Shogun's Kusari
Build Item Oni Hunter's Garb Oni Hunter's Garb

Situational Items (Offense / Utility)

Notes Find more information below on when to properly pick out your situational offensive & utility items.

Notes

Find more information below on when to properly pick out your situational offensive & utility items.

Build Item Ethereal Staff Ethereal Staff
Build Item Emperor's Armor Emperor's Armor
Build Item Soul Reaver Soul Reaver
Build Item Void Stone Void Stone
Build Item Witchblade Witchblade
Build Item Relic Dagger Relic Dagger
Build Item Breastplate of Regrowth Breastplate of Regrowth

Relic Choices

Notes Find more information below on when to properly pick out your relics.

Notes

Find more information below on when to properly pick out your relics.

Build Item Magic Shell Magic Shell
Build Item Heavenly Wings Heavenly Wings
Build Item Blink Rune Blink Rune
Build Item Belt of Frenzy Belt of Frenzy
Build Item Cursed Ankh Cursed Ankh
Build Item Horrific Emblem Horrific Emblem

Sobek's Skill Order Notes At level 1, you'll want Sickening Strike for the AOE and sustain. At level 2, you should get Charge Prey to easily put the enemy out of position and give your side the opportunity for high pressure.

Notes

At level 1, you'll want Sickening Strike for the AOE and sustain. At level 2, you should get Charge Prey to easily put the enemy out of position and give your side the opportunity for high pressure.

Charge Prey

1 X Y
Charge Prey
2 15 16 18 19

Tail Whip

2 A B
Tail Whip
3 8 11 12 14

Sickening Strike

3 B A
Sickening Strike
1 4 6 7 10

Lurking In The Waters

4 Y X
Lurking In The Waters
5 9 13 17 20
Charge Prey
2 15 16 18 19

Charge Prey

1 X
Sobek charges forward at a frenzied pace. If Sobek hits an enemy, he does damage, becomes briefly CC Immune, and throws the enemy behind him. Sobek is immune to knockups while dashing.

Ability Type: Dash, Crowd Control, Damage
Damage: 70 / 110 / 150 / 190 / 230 (+50% of your Magical Power)
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 12s
Tail Whip
3 8 11 12 14

Tail Whip

2 A
Sobek whips around in a circle, knocking enemies back and doing damage.

Ability Type: Circle, Knockup, Damage
Damage: 90 / 135 / 180 / 225 / 270 (+40% of your Magical Power)
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Sickening Strike
1 4 6 7 10

Sickening Strike

3 B
Sobek does an axe attack that damages all enemies in front of him and lowers their healing received. In addition, Sobek heals for each enemy hit, up to 3.

Ability Type: Cone, Heal, Damage
Damage: 90 / 125 / 160 / 195 / 230 (+30% of your Magical Power)
Healing Reduction: 40%
Healing Reduction Lifetime: 5s
Heal: 22 / 29 / 36 / 43 / 50
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Lurking In The Waters
5 9 13 17 20

Lurking In The Waters

4 Y
Sobek submerges himself, where he gains 20% protections, regenerates Mana, is immune to Crowd Control, may pass through player-made walls, and he Slows all enemies. When Sobek emerges, he damages all enemies in the radius. Cancelling the ability decreases the damage.

Ability Type: Circle, Debuff, Damage
Damage: 300 / 450 / 600 / 750 / 900 (+80% of your Magical Power)
Submerge Slow: 30 / 32.5 / 35 / 37.5 / 40%
Submerge Lifetime: 5s
Submerge Mana Regen: 10% per second
Radius: 30
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Introduction

Hey everyone, welcome to the SMITEFire Community guide to Sobek. In this guide, we'll be going over all the essential info you'll need to get started with the God of the Nile!

This guide was written by community members like you! Thank you to the following SMITEFire members for contributing to this guide:



Please feel free to leave any comments or suggestions if you have feedback on the guide. We are continuously working on improving the guide and any feedback is valuable! :)

Abilities

Blessing of the Nile
  • Because of this passive, you’re more durable early-game than most other enemy Supports / Solo-laners, which means you can be aggressive with fewer repercussions.

  • The stacks are built by both ability use and basic attacks. When you're playing as Support, if you're going to dive the enemy, get some basic hits in on the minion wave to build those stacks first.


Charge Prey
  • Place a point in this skill at level 2 when playing as a support. Players usually won’t be aware and you can easily throw the enemy ADC in the middle of your minions and ally ADC, dealing a good amount of harass damage or even getting a kill.

  • Avoid targets that cannot be pulled (e.g. Jormungandr) and targets that can easily dash out of the middle of a pluck (e.g. Jing Wei).

  • The dash also stuns, meaning it can interrupt various enemy abilities.

  • Be aware of the status of your teammates at all times. Plucking enemies at the wrong time, and in the wrong direction, can be very dangerous to allies that are looking to retreat or stay back in a fight due to low health.

  • Think about enemy Gods that would be best to pull at a specific time; sometimes it may be throwing a squishy enemy into the midst of your team that they can easily kill, while other times it may be a durable God that you displace so they cannot influence the fight with crowd control abilities. Your best targets are often those with no mobility.

  • The knock-up immunity while dashing works against most knock-ups. However, it doesn’t work against all of them (e.g. Kumbhakarna’s Epic Uppercut which has priority over this and will knock Sobek out of his dash).

  • When peeling for escaping teammates, allow the enemy to pass you before using this ability, to throw them away from your teammate’s retreating path.

  • Can also be used as an escape mechanism if you don’t need to peel for a teammate.

  • Sometimes the threat of being plucked can do wonders for zoning opponents, which can provide you with strong lane pressure.


Tail Whip
  • This ability applies a knockback, and can be great to combo after plucking an enemy with Charge Prey.

  • If possible, save this ability when facing enemies with channeled skills, as the knock-up can interrupt them.

  • Since this ability knocks back enemies, don’t use this on the minion wave if your ADC has a line or area wave-clear they plan to use, as it can disposition the wave making it more difficult for them to confirm the hit on all of the minions.


Sickening Strike
  • Don’t forget this skill has an anti-healing component! Target enemy healers with this ability whenever possible.

  • This ability is your quickest damaging ability, so if you need to confirm a kill, Sickening Strike will more likely get the job done.

  • This ability will keep you healed, you just have to make sure to always hit at least 3 targets to benefit from the maximum amount of healing. This doesn’t apply in cases where you have to secure a kill on an escaping enemy, that’s always worth it.


Lurking in The Waters
  • Keep in mind that you regenerate mana while submerged and you can use this bonus regeneration to your advantage.

  • This skill can exercise some great control as the slow becomes a very potent late-game ability.

  • Like most of Sobek’s abilities, Lurking In The Waters does wonder for zoning. You can close off a choke point, which gives both defensive and offensive advantages for your team.

  • You can still be damaged while submerged, so pay attention to what’s happening around you, damage-wise!

  • Keep in mind that the ability can be canceled early to emerge and damage enemies around you. However, emerging early will reduce the amount of damage. This can be useful when you really need to cast your other abilities or you want to damage enemies that are escaping the ability’s radius.

  • This ult is effective at countering many other enemy ults, as it provides Sobek with CC immunity.

Leveling Priority

3 4 2 1

Sobek’s ultimate ability, Lurking In The Waters, has a large area of effect, an increased slow, and a significant damage boost with each level, and should typically be prioritized whenever possible.

Sickening Strike provides area damage along with health sustain, which is extremely helpful in the earlier portions of the match.

Tail Whip provides easy confirmation of an area knockback effect, with reasonable damage.

Charge Prey is the last priority, as increasing levels only increase damage, it’s single-target only, and is not always used for damage (sometimes can be used for escape purposes). Remember, this ability's primary function is CC, not damage.

Full Build Examples

Full Build Example (Support)


This build example provides high cooldown reduction, balanced protections, and some offensive potential through an early Stone of Binding. It doesn’t display any specific counter items, which are optional substitutions for most listed items.

Stone of Binding is technically optional, but if you can play an aggressive style, you can get good offensive potential for you and nearby teammates. Only consider purchase in the earlier portions of a game.

Replace Shoes of Focus with Elixir of Speed and an item of your preference. Also, you can replace Stone of Binding late-game.

Build Note: This is a general example build that applies to multiple scenarios. It is one of many builds that are possible based on different situations and matchups.

Full Build Example (Solo, CDR / Anti-Heal)


This build example gets high cooldown reduction early, which helps capitalize on your ability to shut enemy healing down with Sickening Strike. This goes great together with Pestilence that provides even more anti-heal function.

Replace Shoes of Focus with Elixir of Speed and an item of your preference.

Starting Items

Starting Items (Support)


This build example provides high cooldown reduction, balanced protections with auras, and some offensive potential through an early Stone of Binding and a later Void Stone. It doesn’t display any specific counter items.

This build lacks mana or MP5, so you’ll need to be careful with your abilities to prevent running out. Remember that you will regenerate mana during Lurking In The Waters, though.

Replace Shoes of Focus with Elixir of Speed and an item of your preference. Also, replace Stone of Binding late-game.

Starting Items (Solo)


You can also go for Shoes instead of the Multi Potions.

Core Items

Core Items (Support)


Sobek has a lot of crowd control in his kit, making good use of Stone of Binding's passive, especially for his Charge Prey, as it throws the enemy with reduced protections to your team. It isn't always core, but sees very solid use.

Gauntlet of Thebes is generally a core item on Supports, providing strong base protections, bonus health and a protection aura for nearby teammates.

Situational Items

Situational Items (Defensive / Counter)

Typically a Support-specific item, this is helpful early/mid-game against physical gods, which also provides an aura of physical protections and HP5 to nearby teammates.

This item is purchased to counter basic-attack enemies, slowing their attack and movespeed.

Helpful for Sobek in all roles, provides mana and mana sustain, physical protections, and high CDR to spam abilities.

Counter item specifically built against enemy healing and lifesteal.

Counter item specifically built to dampen the damage from critical strikes.

Functional balanced protections with added damage mitigation against high CC enemy comps. Also provides CDR.

Consider as an alternative to Spirit Robe, it provides slightly higher balanced protections, CDR, and a close-range stun when your damage drops below 30%.

Standard late-game option for support players looking to spam abilities. Helpful for gods that want to ult in the middle of a teamfight rather than at the end, as the passive shield and added burst damage potential is appreciated.

Provides magical protection and is built specifically to counter enemy healing / lifesteal items.

Provides magical protection, MP5, CDR, and CC reduction. It's more specifically considered when you want to support your teams basic attackers, and is also helpful when sieging objectives.

Helpful against magical damage, but the bigger draw is the damage mitigation you'll gain when in larger teamfights.

Early Solo-lane item option against a physical enemy to decrease their damage potential.

Item built to help with minion clear in the Solo lane, as well as playing aggressively. You'll want to stick to the enemy as much as possible to get the most out of this item.

Provides damage reflection against enemy comps with with multiple basic attackers.


Situational Items (Bruiser / Utility)

Steal health and mana from enemies for a long time, making yourself tankier.

Helpful if playing aggressively and the enemy refuses to come out from under their tower.

Full offensive consideration when playing in Solo and you're continuously bullying the enemy team.

Aggressive defense item to provide you and other magical teammates with extra damage potential.

Counter item picked up to slow enemy attack speed. Also has added MS, CDR, and health.

High utility, providing health, CDR, MS, and significantly lower relic CD. Great when your relics provide good group function.

Shield of Regrowth Provides a variety of helpful stats, but also gives a significant MS boost on demand.

Combine this offensive item with your Sickening Strike to almost fully shut down enemy healing potential.

Full offensive item that adds good burst potential, especially against higher-health targets.

Relic Choices

Teleport Glyph

Standard first or second choice for supports to protect nearby teammates. Helpful to level up late-game for the block stacks against basic attacks.
Common first or second pick for supports that provides chasing and escaping potential. Counters teams with lots of slows in their kits.
This rune in combination with Charge Prey can be used for surprising your enemies and getting easy kills on targets that cannot escape. Good for making plays!
Second relic option for an aggressive play style to help during team fights and taking down enemy structures.
Second relic possibility chosen specifically to counter enemy healing. Extremely helpful to level up to provide increased damage for your team.
First or second relic option to slow your fleeing opponents or rescuing the plucked enemy.
Teleport Glyph Standard first relic option for the Solo-lane to quickly return to your lane without wasting time, gold and experience. Upgrade late-game to teleport to strategic locations via wards.

Gameplay (Support)

Early Game

Main facts to keep in mind:

  • Take advantage of your early durability and health sustain by playing aggressively. Pluck enemies with Charge Prey to put them out of position and into a vulnerable state where their first priority is escaping rather than dealing damage to the minion wave.

  • You can use your early threat for intimidation and push the enemy back toward their tower. This can preemptively force the enemy to use escape abilities, at which point they need to play very defensively until the ability is off cooldown. You may consider zoning them and freezing the wave to prevent the enemy duo from gaining farm.

  • If you're being pushed back toward your tower, this is also not a bad thing. Enemies pushing toward your tower give your jungler an opportunity for an easier gank attempt, and Sobek is a major threat to pluck enemies into his tower if the enemies push too close.

Mid Game

Main facts to keep in mind:
  • With a base of protections and some other items, you can play even more aggressively. Remember that your first priority is setting up kills and peeling for your teammates.

  • Your ability to pluck enemies is great when you're rotating to different lanes. If you come in behind enemies, it may scare them into using escape abilities, at which point you can pluck them back toward your teammates for an easier kill.

  • Your ultimate is very functional for zoning. Use this in the middle of a fight to try to force enemies to separate and isolate.


Late Game

Main facts to keep in mind:
  • Remember that you are the front-line for your team. Your job is to keep enemy focus off of teammates, while disrupting them as much as possible with your abilities.

  • At this point, you need to be extremely careful with when you decide to use Charge Prey, as it can have a huge effect on a teamfight. Knowing when enemy escapes and other abilities are down (or still available) is important. Throwing an enemy toward your team, just for that enemy to then use their ultimate and disrupt them, can be a huge detriment.

Gameplay (Solo)

Early Game

Main facts to keep in mind:

  • You have 3 regular damaging abilities, including self-healing, knockup, and throw. Use these to your advantage to disrupt any channeled abilities and prevent the enemy from easily clearing their wave. If they have healing, poke as often with Sickening Strike as possible.

  • If you need to play more safely near your tower, this is okay. Sobek is considered a "staller," and his typical playstyle in Solo is to farm efficiently and wait for items and levels to help you come online. You're not going to out-clear most enemies, so allow them to come closer to your tower, where they're more vulnerable to ganks or being plucked into your tower range.

  • When your ult is online, consider how best to utilize it. Sobek is CC immune while he is channeling his ult, which makes it very effective at countering many other enemy ults, especially those with displacement or other CC effects.

Mid Game

Main facts to keep in mind:
  • Unless you're in danger of losing your T2 tower, you should not be hard-pushing your lane to take down towers unless there's nothing else to do. Your best function is in teaming with your allies to secure kills and gain advantages in numbers.

  • If you picked up Teleport Glyph as your first relic, remember you can always teleport back to your tower if your tower is in danger of being destroyed.

  • One thing you can do as you rotate is consistently drop Wards to give your team more vision. With good farm in Solo, you can consider picking up Chalice of the Oracle to always have wards handy.


Late Game

Main facts to keep in mind:
  • If you picked up Teleport Glyph, consider upgrading if you haven't already, as you can use it to teleport to wards. This is incredibly helpful to relocate yourself where you might be needed ASAP.

  • Remember that you are the front-line for your team. Your job is to keep enemy focus off of teammates, while disrupting them as much as possible with your abilities.

  • At this point, you need to be extremely careful with when you decide to use Charge Prey, as it can have a huge effect on a teamfight. Knowing when enemy escapes and other abilities are down (or still available) is important. Throwing an enemy toward your team, just for that enemy to then use their ultimate and disrupt them, can be a huge detriment.

Conclusion

Thank you for reading this community guide to Sobek! If you'd like to contribute regularly to guides like this, just send me a Private Message. Everyone who contributes to one of these Community Guides will be credited in the guide.

If you liked the guide, don't forget to vote and leave a comment with your thoughts! If you have any suggestions, criticism or other feedback, comments of all sorts are appreciated. Good luck in your Sobek games!

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Collapse All Comments

-1
vigilants | June 17, 2020 11:04pm
this isnt a bumbas/e-staff/reaver/talaria build so its inferior
1
Gulfwulf (81) | June 17, 2020 11:38pm
This also isn't a meme build and Bumba's Mask is a terrible item.
1
Fraeduu (2) | June 18, 2020 12:14am
Actually I feel responsible to add that Bumba's Mask is incredible when built on The Morrigan. Consider then when she uses her ultimate, she gains the loadout of whatever god she transforms into; this means that when transformed she does not suffer from any of the penalties that the mask entails. The huge rotation ability and movement speed meshes well with her.

However, not something I would recommend anyone building until they have a thorough understanding for the god.

Otherwise... yes, terrible item.
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1
Kriega1 (143) | June 12, 2020 5:50am
Add some of the situational items like Divine, Soul Reaver that are listed for one role, to the other role as well. Also list Shield of Regrowth as an option. Also add Genji's Guard too.
1
Stuke99 (56) | June 12, 2020 4:56pm
3 Days, that's a new record.
1
Kriega1 (143) | June 12, 2020 5:21pm
Oh? Was I too late this time?
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1
Big Damage (37) | June 12, 2020 1:48am
No mention of Heartward Amulet for Support items?
1
Kriega1 (143) | June 12, 2020 5:48am
Heartward is almost never picked up, it's viable but not a fantastic item.
1
Devampi (105) | June 12, 2020 3:24am
The scenario you want to pick up heartward is very very rare. At the time were aura protections are strong you can Disregard the solo, they often are not a damage threat and often join starting the teamfight stage at which point aura prot already fell off, the 4 enemies you will mostly be playing around often favor physical or an even amount of damage. Unless, that is 3 magical, sov can be considered the better option because of towers and minions delivering physical damage on top of that Hp5 is often the better stat as mana is more manageable. In case your mana management is bad I feel Shogun's Kusari has a bigger value.

And in cases it is a 3 magical all common mage adc apart from Chronos (and their build often consisting out of bancroft's+fang combo) have some kind of healing that will favor the pickup of Pestilence over it.

In most cases that this item is on my radar is when playing assault tbh in other game modes it's really rare as it also is outshined by Void Stone.
1
Big Damage (37) | June 12, 2020 6:34am
Still, a situational item that (as the name suggests) has situational applications should be listed though? I know for Sobek and other aggressive supports Void Stone is the better pick up but in certain scenarios you will have to play your aggressive support more as a backline defender, and I think Heartward Amulet when there is no enemy healing is an effective choice for example when there is a magical jungler and also when you're having to be more conservative on the backline.

tl;dr situational item should still be listed with other situational items and not forgotten.
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