
| Item | In builds | Win rate |
|---|---|---|
| 72% | 55.9% | |
| 57% | 57.2% | |
| 55% | 58.9% | |
| 43% | 56.8% | |
| 14% | 60.5% | |
| 12% | 63.1% |
Sobek is a melee guardian from the Egyptian pantheon who deals magical damage. Top players play Sobek in the Support role.
In your kit, Charge Prey (dash, grab, throw enemy backwards) is your way in and out of fights. Tail Whip (spin damage knockback) is your main crowd control. Sickening Strike (cone damage, heal) adds damage and pressure. Your ultimate is Lurking in the Waters (area slow, recast execute), on a long cooldown (about 90s at rank 1), so save it for fights that matter. Your passive is Blessing of the Nile: deal damage, gain protections.
Community guides level Sickening Strike, Charge Prey and Tail Whip first. Max Sickening Strike first, then Tail Whip, then Charge Prey.
Your job is to start fights and protect your team, not to get kills. Move in when your team is close enough to follow up, then stay near your hunter and protect them from anyone who jumps on them. Your build makes you very hard to kill, so you can stand in front and absorb damage. As support, stay with your duo lane partner early and use your crowd control to set up kills.
Start with Heroism, then buy Gauntlet of Thebes. Buy it early so it finishes stacking. Your core is Prophetic Cloak and Stampede, and you finish with Amanita Charm, Genji's Guard and Freya's Tears. A good relic is Blink Rune. If the enemy team heals a lot or you keep dying, open the full tool and enter the enemy gods for the exact swaps.
If you own Aspect of Prey, it reworks Blessing of the Nile (deal damage, gain protections), Charge Prey (dash, psuhing enemies), Tail Whip (spin damage knockback) and Sickening Strike (cone damage, bonus vs. jungle). It changes what to build, so turn on Aspect in the tool when you play it.
Top players win most often against Princess Bari, Danzaburou and Jing Wei, and struggle against Ah Puch, Hades or Hun Batz. Against those, play safer and consider a defensive item earlier.
Levels 1 to 5: Sickening Strike, Charge Prey, Tail Whip, Sickening Strike and Lurking in the Waters. Max Sickening Strike first, then Tail Whip, then Charge Prey, and put points in Lurking in the Waters whenever you can.
| Charge Prey | 2 | 15 | 16 | 18 | 19 | |||||||||||||||
| Tail Whip | 3 | 8 | 10 | 11 | 12 | |||||||||||||||
| Sickening Strike | 1 | 4 | 6 | 7 | 9 | |||||||||||||||
| Lurking in the Waters | 5 | 13 | 14 | 17 | 20 |