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Solo Sobek: Always left alone [W.I.P.]

0 0 6,649
by finalmichiel updated July 5, 2013

Smite God: Sobek

Build Guide Discussion 0 More Guides
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Sobek Build

Starting out

Build Item Boots Boots
Build Item Mark of the Vanguard Mark of the Vanguard
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)

Base Items

Build Item Boots of Celerity Boots of Celerity
Build Item Divine Ruin Divine Ruin
Build Item Breastplate of Valor Breastplate of Valor
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Bancroft's Talon Bancroft's Talon

More magical defense

Build Item Void Stone Void Stone
Build Item Bulwark of Hope Bulwark of Hope
Build Item Stone of Gaia Stone of Gaia
Build Item Hide of Leviathan Hide of Leviathan
Build Item Magi's Cloak Magi's Cloak

More physical defense

Build Item Wall of Absolution Wall of Absolution
Build Item Hide of Leviathan Hide of Leviathan
Build Item Mystical Mail Mystical Mail
Build Item Sovereignty Sovereignty

Useful actives

Build Item Aegis Amulet (Old) Aegis Amulet (Old)
Build Item Creeping Curse Creeping Curse
Build Item Girdle of Might Girdle of Might
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Heavenly Wings Heavenly Wings

Kicks to get

Build Item Boots of Celerity Boots of Celerity
Build Item Reinforced Greaves Reinforced Greaves
Build Item Reinforced Greaves (Deleted) Reinforced Greaves (Deleted)
Build Item Shoes of the Magi Shoes of the Magi
Build Item Shoes of Focus Shoes of Focus

Sobek's Skill Order

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

Sobek: A croc to be reckoned with.

Hello and welcome everyone to what I hope will be a helpful guide to playing Sobek in a Solo lane.

English isn't my native language so please excuse me if there are grammatical mistakes.

Right now there isn't much information in the guide itself but I will finish this up as soon as possible.
Please note that this is my first guide and I will edit it more to be nicer to read and

I posted the build in my lunch break and will flesh it out more when I get home.
But for now I just wanted to share the build itself :)

Thanks you for taking the time to read this little bit of text.

Introduction

Sobek is Melee Tank with the skills to harass his lane opponents.

While he works together splendid with a lot of gods, he is certainly capable of holding his own!

With the recent map changes, jungling has become more prominent and I was thrust into a solo lane role.
After alot of games tweaking and adjusting I came up with this build which works very well in my opinion.
I end each game with some deaths, but also alot of assist and some kills.
(Pictures will follow later)

More to follow soon.......

Pros / Cons

Pros
    Great harass
    Good sustain
    People fear your ult and toss
Cons
People will push you early game
Mana hungry
Not alot of overall damage

Items

I choose these boots to get to your lane faster mid and late game, and also to be able to catch up to your prey.

A little more power, a bit more healing and decreased healing for your enemy. Very nice item and has good synergie with your Sickening Strike

physical protections, mana and cooldown reduction? I must have it!

I feel you encounter more physical carries in left lane than magic users so I usually take this just to mess with them. It returns 30% of the damage done by basics attacks back to your attacker. It also gives you more health and physical protection. If the enemy is magic heavy I would switch this for one of the magical alternatives listed above. Usually it will be magi's blessing because of the mitigation of one skill.

This item will give you more OOMPH! and also lifesteal. You will also deal more damage if you are damaged so your heal will get stronger.

I personally usually finish off this build by selling Mark of the Vanguard for Void Stone this gives you a bit more magic protection, decreases your enemies protection if you are near them and gives you some more damage. Which in turn means you hit harder so you heal more leading to you staying alive longer.

Skills

Charge Prey

This is your escape, your toss and the reason people like to sidestrafe around you. You dash forward until you hit a minion or enemy god and fling them behind you.
In a duo lane this sets up kills for your teammate, however when solo laning you use it to escape situations you got yourself into or to toss a god underneath your tower.
I level this last to keep the mana cost as low as possible for as long as possible.

Tail Whip
This is your knockup skill. You spin around in a furious circle knock enemy gods and minions up and back a bit.
I use this to clear the remnants of a minion wave or keep an enemy god in tower range for longer. In conjunction with Charge Prey it keeps enemy gods in tower range for atleast 3 seconds. assuming they dont use their escape.

Sickening Strike
I love this skill! It heals you, decreases enemy healing and can be used to damage an entire minion wave. You can heal from up to 3 targets and it has a pretty quick attack animation. This will give you sustain in lane with little need for health potions.

Lurking In The Waters
Your ultimate, and boy does it live up to its name.
You dive into the grond which turns into crocodile filled waters around you.
While submerged you are CC immune, regen 10% of your total mana each second and after 4 seconds you emerge from the waters damaging enemies around you.
Did I tell you it also slows enemies who stand in the water?
To get out they need to use an escape skill or Purification Beads, or an Aegis Amulet to nullify the damage. Whatever they choose, they used up something that could help them later on and you got a bunch mana in the process.
When a god keeps to the tower I use this to regen mana and clear an entire minion wave while they watch on unable to do anything about it.

Game overview

Early Game


Starting off I buy Boots level 1, Mark of the Vanguard and Hand of the Gods level 1.
Boots initially give you less movement speed than Shoes or greaves do. However when completed you are one speedy croc. If you feel like you need more protection or damage then switch them out for one of the other boots. Personally I like the speed more.
Mark of the Vanguard gives you protections, damage reduction and some health which is very nice to start off with.

Hand of the Gods will be an all-round tool for you to clear minion waves, help secure buff camps, or even take a gold camp here or there if your jungler is ok with it. Its mostly used to clear a minion wave off quickly. when compeleted it can also be used to steal or secure the Fire Giant or Gold Fury.

In the early phases you should start off by helping your jungler secure a few camps. This will get you some gold and exp before you head into your lane.

When you arrive in lane (I usually go left) you will find one or two opponents waiting for you.
If they are not there yet, clear that wave to get a headstart on them.
Should they be there already, push them back a little and let them know you mean business.
Try to not overextend because the 2vs1 situation can quickly turn against you, which will lead to death.
In early levels keep poking at your foes while clearing the waves just out of range of your tower.
Do remember that if an enemy overextends himself, to remind him of his error by flinging him under your tower and hopefully killing them. Serves them right for being greedy right?

When you hit lvl 5 or 6 you should try and get your jungler to gank if you managed to get the enemies around half of their life bar. This will hopefully kill one or maybe two of them and give you room to go back and complete your Boots of Celerity and hopefully get you started on Divine Ruin or Breastplate of Valor, whichever one you feel more comfortable with. Any left over money should go into getting Hand of the Gods level 2 which will give you the ability to help with the gold fury should it be needed.


Mid Game
During mid game lanes will start to crumble a bit and teamfights will start to happen.
In this fase of the game try and help out on your side of the jungle and perhaps even mid lane.
By now you probably have finished both Divine Ruin and Breastplate of Valor. Right now you should choose if you want to get Bancroft's Talon first or Hide of the Nemean Lion. I almost always take Bancroft's Talon unless you are being harassed by AD carries alot.
Should the enemy team lose 3-4 people go and take that gold fury with some teammates but let them know you have Hand of the Gods level 2 or 3 so they dont waste mana on skills to try and get the kill when you can easily secure it.

Toss your friends a few bones in the form of a squishy mage or AD carry, and maybe snack on a stray weakend god or two and you should do fine until late game. Remember that facing people with Sobek will make them itchy because of your toss!
Use this to keep focus on you and not on Loki or Fenrir who just went in to the jungle.


Late Game
Their will be more focus on teamfights and laning will be none existant.
It is key that you stay aware of where enemies are and who just left or died.
Not only on the enemy team but your own aswell.
Counting on Zeus or Ao Kuang to have your back with some nice damage? Not if that Loki has something to say about it.
So communicate! You may be able to take more damage but you are not invincible.
Apart from this the teamfight shouldnt be too different from the mid game.
Do remember to keep your carries alive and kicking because this will also be the time to take down that Fire Giant, and hopefully secure the game.

Changelog and other information.

3-7-2013 v. 0.1 build released.
4-7-2013 v. 0.5 Information added with a little BBR coding. Released to public.


My name is Michiel and I am known in game as purnoking.

This Sobek guide is my first guide but I plan to write more as I get better and better at the game.

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