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The Trow Master

0 0 4,867
by ct412 updated September 15, 2013

Smite God: Sobek

Build Guide Discussion 3 More Guides
Choose a Build: Support tank vs physical enemies
Support tank vs physical enemies Support tank vs magical enemies
Tap Mouse over an item or ability icon for detailed info

Sobek Build

Starting items:

Build Item Watcher's Gift Watcher's Gift
Build Item Plated Greaves Plated Greaves
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Early game items:

Build Item Mystical Mail Mystical Mail
Build Item Sovereignty Sovereignty
Build Item Eye of Providence Eye of Providence
Build Item Magic Shell Magic Shell

Mid game items:

Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Shell of Absorption Shell of Absorption
Build Item Stone of Gaia Stone of Gaia

Late game items ! ( replace watchers gift ) !:

Build Item Ethereal Staff Ethereal Staff
Build Item Potion of Magical Might Potion of Magical Might
Build Item Elixir of Defense Elixir of Defense

Optional items:

Build Item Focused Void Stone Focused Void Stone
Build Item Reinforced Greaves (Deleted) Reinforced Greaves (Deleted)
Build Item Hide of Leviathan Hide of Leviathan
Build Item Stone of Gaia Stone of Gaia

Optional actives:

Build Item Enfeebling Curse Enfeebling Curse
Build Item Fist of the Gods Fist of the Gods
Build Item Girdle of Might Girdle of Might
Build Item Restoration Shard Restoration Shard
Build Item Spiked Shell Spiked Shell
Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Cloak of Meditation Cloak of Meditation

Sobek's Skill Order

Charge Prey

1 X Y
Charge Prey
1 4 6 7 10

Tail Whip

2 A B
Tail Whip
3 15 16 18 19

Sickening Strike

3 B A
Sickening Strike
2 8 11 12 14

Lurking In The Waters

4 Y X
Lurking In The Waters
5 9 13 17 20
Charge Prey
1 4 6 7 10

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 15 16 18 19

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
2 8 11 12 14

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

Hello everybody,

and thanks for reading my guide. It`s my first guide, here on smitefire
and my second Smite Guide.

Starting things off: this is not a full tank or solo lane build.
It is health based. You will get nuked down if you try to be a full tank
and you will not have enough damage to surive in a solo lane.

The ability picking is my choice. You can follow it, or change the order.
The other order I follow a lot is: leveling up sickening strike first.
You get a lot of health out of this build, so Strike can keep you up.

Pros / Cons

Pro`s:
-+- Has a lot of CC
-+- Much sustain, being a tank and Sickening Strike
-+- Easy to play
-+- Looks awesome
-+- Great ultimate: slow, a lot of mp5 and great damage

Cons:
--- Hard to master
--- Low damage
--- Passive: relies on your slow basic attacks
--- Melee / No ranged abilities
--- Low mana pool vs high mana cost

Items vs Physical enemies

This build is meant for the situation where you fight 2 physical enemies
or versus a high physical damage dealer with a tank or support.

Ward at all times. I take Eye of Providence most of the time,
else I ward with loose wards. The extra gold from Watcher`s gift, can be
spent on the wards without harming your build too much. If your lane
partner dies, when you are close to the enemy tower, you can also wave
goodbye. A warned person counts as two.



Watcher's Gift Plated Greaves

These are you starting items, as a support you need the extra gold.
And the mp5/hp5 gives your early lane sustain. I`ll tell you why you
need the extra gp5 later on.

You have 100 gold left. You can buy 1 pots of both sorts.

Mystical Mark Sovereignty

Mystical mark and sovereignty give a lot of early sustain and
gives support to your lane partner. You can now zone out, pretty much every enemy.

Shell and Eye of Providence are some good points too.
I can`t tell you enough how important it is too ward.
Even when the enemies have no jungler, a gank can turn the game.

Hide of the Nemean Lion Stone of Gaia

In mid game, hide gives you the edge to beat the physical enemies. As their
attack speeds increases, your true damage is going to hurt them.
Stone of Gaia gives you sustain, your towers are under attack and you going
to stay in lane / game a lot longer. Sobek`s mana pool isnt that big,
so the mp5 combined with watchers is a big plus.

if you have enough money, don`t forget to upgrade your actives and buy more
wards besides your Eye.

Ethereal Staff

Late game, when you have enough protection and health, you can go and get
ethereal staff. This give even more health, a little bit of magic power
and it turns your health into magic power. Now you even do damage in teamfights.

Items vs Magical enemies

This build is meant for the situation where you fight 2 magical enemies
or vs a high magical damage dealer.


Ward at all times. I take Eye of Providence most of the time,
else I ward with loose wards. The extra gold from Watcher`s gift, can be
spent on the wards without harming your build too much. If your lane
partner dies, when you are close to the enemy tower, you can also wave
goodbye. A warned person counts as two.



Watcher's Gift Plated Greaves

These are you starting items, as a support you need the extra gold.
And the mp5/hp5 gives your early lane sustain. I`ll tell you why you
need the extra gp5 later on.

You have 100 gold left. You can buy 1 pots of both sorts.

Stone of Gaia Bulwark of Hope

Stone of Gaia is your lane keeper, the HP5 of the stone + your boots + your heal
makes you almost unkillable early game. The MP5 keeps you dangerous with your trows.
The high magical protection cancels out early magic damage.

Bullwark of Hope is a lifesaver. If you still get ganked, or just outplayed,
the shield and magic protection can be your savior. The shield is maybe
short, but with your heal and dash, it can give you the second to make it out alive.

Shell and Eye of Providence are some good points too.
I can`t tell you enough how important it is too ward.
Even when the enemies have no jungler, a gank can turn the game.

Hide of the Nemean Lion Void Stone

As most teams are well balanced between magical and physical enemies,
hide is a good choice to defend yourself. The return damage and health
give you the edge to hold off physical enemies.

!! NOTE !! Take Mystical Mark if the enemy is a slow attacker (loki, nezha, etc)
the defense is higher and the true damage is a better option then.

Because you are up close and personal with sobek, Void Stone is a big must, it reduces their protection and raises yours. And it even gives you a little bit of power. This item depends on your lane partner, if you are laning with a magical, take it before Hide or Mark, if you are laning with a physical, take it when the teamfights start.

if you have enough money, don`t forget to upgrade your actives and buy more
wards besides your Eye.

Ethereal Staff

Late game, when you have enough protection and health, you can go and get
ethereal staff. This gives you even more health, a little bit of magic power
and it turns your health into magic power. Now you even do damage in teamfights.

Skills

Blessing of the Nile
Passive
Sobek's basic attacks that hit an enemy grant him 5 protections for 4s. Max 3 stacks.

Before you attack / trow an enemy, always try to get 3 stacks. It gives you the edge to take less damage in the fight.

Charge Prey
First ability
Sobek charges forward at a frenzied pace. If Sobek hits an enemy, he does 70/110/150/190/230 (+50% of your magical power) damage and throws the enemy behind Sobek.
Cost: 70/80/90/100/110 mana.
Cooldown: 15 seconds.

This is your main focus. I normally level it up first, because of the early damage.
With this build, it is your choice to level this up, or sickening strike.

Tail Whip
Second Ability
Sobek whips around in a circle, knocking back enemies in a 20 ft radius and doing 80/125/170/215/260 (+40% of your magical power) damage.
Cost: 70/80/90/100/110 mana.
Cooldown: 12 seconds.

This is your follow up. Keep it at level 1 as long as possible. WHen you trow a enemy,
don`t use it right away. Aim it and use it, when the enemy is on the brink of getting passed you. Then it has the most effect.

Sickening Strike
Third Ability
Sobek does an axe attack that deals 60/100/140/180/220 (+30% of your magical power) damage to all enemies in front of him and lowers their healing received by 50% for 4s. In addition, Sobek heals by 20/30/40/50/60 (+10% of your magical power) for each enemy hit, up to 3.
Cost: 70/80/90/100/110 mana.
Cooldown: 13 seconds.

Your heal. Your sustain. If you don`t want to level up, your 1, level this up. It gives you the power to stay in lane to get more experience.

Lurking In The Waters
Fourth Ability / ultimate
Sobek submerges himself, where he regens 10% mana per second, is immune to crowd control and he slows all nearby enemies by 15%. After 4s, Sobek emerges and deals 350/500/650/800/950 (+80% of your magical power) damage to all enemies in a 30 ft radius. Cancelling the ability decreases the damage.
Cost: 80/90/100/110/120 mana.
Cooldown: 90 seconds.

Your 'op' attack. Use it when an enemy gets away or in a teamfight. The slow is a must for your ad carry to get the kill. In a teamfight you can use it, to regen your mana and keep trowing people around.

Team Work

With this build, teamwork is the key.
Trowing enemies gives you the assist you need.
Try to zone out enemies, early game.
Just stand behind the enemy minions and for the enemies.
Your presence alone is enough to scare most enemies.
The ones that have enough courage to stay close, get trown
and most likely: Killed.

Also again:

WARD

Ward save you, your lane partner and your mid so many times,
if you ward properly.

Summary

Well, that's it. My very first sobek build is done.
Please give constructive feedback, so I can edit this guide
or take it with me, in my following in my next build

Thanks for reading and your time.

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1
Dark Jaw (44) | September 15, 2013 9:46am
alwaysberedt wrote:

Looks good, but the skill order is not right, you say you upgrade Charge Prey first for the damage, but Sickening Strike does the same damage (per upgrade), has lover cooldown and heals you more for each level, and Tail Whip does more damage (per upgrade), lower cooldown, and you can easily hit it after the Charge Prey.


Charge Prey also is pretty hard to hit sometimes. You want to spam it, that's why most Sobek players upgrate it last. Try to review your skill order! Otherwise, this guide seems promising.
1
alwaysberedt | September 15, 2013 8:55am
Looks good, but the skill order is not right, you say you upgrade Charge Prey first for the damage, but Sickening Strike does the same damage (per upgrade), has lover cooldown and heals you more for each level, and Tail Whip does more damage (per upgrade), lower cooldown, and you can easily hit it after the Charge Prey.
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