Quick Links
There is a lot of variety when it comes to Support Gods inSmite 2, possibly more than in any other role. These characters fulfill a specific purpose; doing a lot of heavy lifting that allows their Duo partner to shine. But, they can fulfill this purpose in wildly different fashions.
For Sobek’s part, he is a very offensive-minded Support, capable of dishing out enough damage that the Carry doesn’t have to do it all. But equally as important is his ability to keep himself on his feet. He’s able to make it difficult for enemies to get into a rhythm, and that disruption is his greatest strength.
How To Play Sobek In Smite 2
As a support,Sobek is typically going to have aCarry God alongside himin the left lane. That can vary with different strategies for different teams, and Sobek is one of theSupport charactersthat is most capable taking a lane on his own, if need be.
But, ideally, Sobek is going to have a partner playing alongside him. That partner can easily be melee or ranged, becauseSobek’s main way of supporting his ally is through stunning enemies, pulling them into less advantageous positions, and keeping himself on his feet.
Blessing Of The Nile
Blessing Of The Nile is Sobek’s passive ability,granting him two stacks of Protection each time he deals damage. Each stack gains him 0.4 Protection, and it can occur up to three times, giving him six stacks (or 2.4 Protection) overall.
This effectlasts ten seconds.
How To Get The Most Out Of Blessing Of The Nile
It’s fairly easy to maximize the potential of Blessing Of The Nile. Keep involved in the action,keep hitting enemies with Basic Attacks and abilities, and those stacks will be maintained.
The bonus isn’t a tremendous amount of Protection, but throughout the course of a match, it’s going to make a difference.
Charge Prey
Charge Prey is a fantastic utility ability for Sobek, with a huge amount of use cases.Charge Prey launches Sobek forward; the first enemy that Sobek hits stops the charge, is dealt damage, and gets tossed directly behind him.
Sobek is alsoimmune to crowd control(CC) effects while using this ability.
This effect also stuns enemies just before they’re knocked backwards.
How To Use Charge Prey
Charge Prey can be used to great effect in a ton of different situations, bothoffensivelyanddefensively.
In a best-case scenario, Sobek uses this ability todash toward an enemy God, stun them, and toss them behind him. Behind Sobek should be a friendly Carry, and Sobek and his Carry can then focus fire on that enemy God, boxing them in and finishing them off with them put in a terrible scenario.
This can also be used at the border of one of your Towers. You cangrab an enemy and toss them into range of the Tower, forcing them to take a few shots of serious damage. More often than not, this can derail an enemy attack immediately.
Charge Prey can also be used as a way toescape from danger. Not all Gods have movement abilities that can carry them quicker than standard movement speed, and Sobek can get out of a lethal situation with this without much effort.
Conversely, this can beused against a retreating enemy, as well. This will close the gap between you and an enemy God quickly, and even if it doesn’t finish them off, it tosses them backwards, undoing much of their escape.
Tail Whip
Tail Whip is another disrupting ability for enemy Gods, but also an ability that works well when used against a group of minions.Tail Whip deals damage in a radius around Sobek, displacing enemies by sending them slightly backwards.
How To Use Tail Whip
Tail Whip is primarily agreat way to deal damage to a group of enemy minions at once. It’ll whittle all of their health down considerably, and they’ll be dispatched much quicker for it.
But Tail Whip can also be used as asmall positioning tool against enemy Gods, as well. The displacement effect isn’t dramatic, but in the right situation, being able to move an enemy at all can impact their ability to hit you accurately, or put them into danger.
Sickening Strike
Sickening Strike is an ability that Sobek is going to use often.Sickening Strike fires in a cone in front of Sobek, dealing damage to every enemy hit, but also heals Sobek for every enemy, up to four overall.
Sickening Strike alsoafflicts an enemy with a damage-over-time (DoT) effect, maxing out at seven percent HP per tick at maximum level. It reduces an enemy’s healing received by 40 percent during that time as well, along with spreading the disease to any enemy within 3.2 meters.
Themore enemies hitby Sickening Strike, theshorter the cooldownis for the ability, as well. Maximize its use by hitting more than one enemy at once, when possible.
When To Use Sickening Strike
Sickening Strike, much like Tail Whip, is agreat ability to use against a group of enemy minions. This makes it extremely easy to hit multiple enemies at once, and ensures you’re going to get meaningful healing, and a hefty cooldown reduction, for using it.
That DoT effect is also tremendously useful when fighting enemy Gods; the initial damage is not extreme, butthat DoT damage is going to really add up. Combine that with the damage you’re doing with your regular attacks, andenemies are going to be in trouble without necessarily realizing it.
This DoT effect is perfect to use against a retreating enemy. Oftentimes, one of the final DoT ticks will finish them off, without Sobek even needing to give chase.
Lurking In The Waters
Lurking In The Waters is Sobek’s ultimate ability, and it takes a God that was already very strong to become one of the best Gods in the game. This abilitysubmerges Sobek into the ground, slowing enemies inside a radius, regenerating his mana, and granting him CC immunity and Protection.
When Sobek emerges, hedeals extreme damage to enemies around, scaled by how long he was under.For enemies between ten and 25 percent health, this will execute themif Sobek stayed submerged long enough.
Killing or executing enemies with Lurking In The Waters heals Sobek, andalso gains him 25 bonus health for the rest of the match.
How To Use Lurking In The Waters
When playing with a good carry alongside him, Sobek is going to get a lot of opportunity to use Lurking In The Waters to its fullest.
The moment an enemy gets around 25 percent health, Sobek should activate this ability. His movement speed is faster than normal with this ability active, making it difficult for enemies to escape it. Letting the timer on the ability max out maximizes the damage potential of it, ensuring an enemy God is going to die if their health is below the threshold.
Doing this multiple times throughout a match is going to make Sobek noticeably beefier in health, making him that much more difficult to get rid of. This is going to be exponentially more true the longer the match goes, until Sobek is a true menace.