Sobek
- Egyptian
- Magical
- Solo
- Support
Base stats
Level 1 → 20. Stats that never change are hidden.
Abilities
When Sobek deals damage he gains a stack of Protections.
Notes:
- This effect stacks 3 times and lasts for 10s
- An ability can only provide one stack per cast
Per Level Protections: 0.5
Protections: 5
Cooldown Rate Per Stack: 2 + 0.2 per Level
Dash forward. The first enemy hit takes [50% INT] Magical Damage and stops the dash. Sobek displaces the enemy behind him.
Notes:
- Damaged enemies are Stunned before being thrown
- You are Displacement Immune while dashing and CC Immune while throwing
Damage: 70 / 110 / 150 / 190 / 230
Stun Duration: 0.47
Cooldown: 16
Cost: 70 / 75 / 80 / 85 / 90
Range: 8.8
Radius: 0.48
Spin your tail, dealing [40% INT] Magical Damage in an area around Sobek.
Notes:
- Damaged enemies are also Displaced away from Sobek
Damage: 80 / 125 / 170 / 215 / 260
Cooldown: 13
Cost: 60 / 65 / 70 / 75 / 80
Radius: 3.2
Strike in front of you. This strike deals [30% INT] Magical Damage in a cone and applies Disease, reducing healing received for 5s.
Notes:
- Enemies diseased take Bonus Magical Damage, take Reduced Healing, and can spread the disease for 2.5s
- Gods take 5-7% of their Maximum Health over the duration of the disease.
- Each enemy hit by the cone reduces this ability's cooldown by 1s and Heals you, up to 4
Damage: 70 / 105 / 140 / 175 / 215
God % Health Do T: 4 / 4.5 / 5 / 5.5 / 6
Heal: 18 / 23 / 28 / 33 / 38
Healing Reduction: 40
Minion Do T: 30 / 45 / 60 / 75 / 90
Cooldown: 13
Cost: 60 / 65 / 70 / 75 / 80
Radius: 5.6
Submerge, Slowing enemies nearby and granting you CC Immunity, Protections, and Mana Regen. After 4 seconds, emerge dealing [80% INT] Magical Damage to enemies in range.
Notes:
- You may cancel this ability early, dealing less damage
- Executes enemies below 10% to 25% HP only after being submerged for the full duration. Executed or killed enemies Heal you and grants 25 permanent bonus Health
Damage: 300 / 420 / 540 / 660 / 780
% Mana Per Second: 10
% Protections: 20
Cooldown: 90
Cost: 80 / 90 / 100 / 110 / 120
Radius: 4.8
When Sobek deals damage he gains a stack of Protections.
Notes:
- This effect stacks 3 times and lasts for 10s
- An ability can only provide one stack per cast
- Also grants Attack Damage (2 + 0.5 per Level) per stack
Per Level Protections: 0.5
Protections: 5
Cooldown Rate Per Stack: 2 + 0.2 per Level
Attack Damage: 2
Per Level Attack Damage: 0.5
Dash forward, passing through all targets and knocking them forward.
Notes:
- Deals [85% INT + 45% STR] Magical Damage
- You are Displacement Immune while dashing
Damage: 85 / 125 / 165 / 205 / 245
Charge Prey Base Damage: 85 / 125 / 165 / 205 / 245
Cooldown: 16
Cost: 70 / 75 / 80 / 85 / 90
Range: 8.8
Radius: 0.48
Spin your tail, dealing [85% INT + 60% STR] Magical Damage in an area around Sobek.
Damage: 80 / 125 / 170 / 215 / 260
Cooldown: 13
Cost: 60 / 65 / 70 / 75 / 80
Radius: 3.2
Strike in front of you. This strike deals [60% INT] Magical Damage in a cone and applies Disease, reducing healing received for 5s.
Notes:
- Enemies diseased take Bonus Magical Damage, take Reduced Healing, and can spread the disease for 2.5s
- Gods take 5-7% of their Maximum Health over the duration of the disease.
- Each enemy hit by the cone reduces this ability's cooldown by 1s and Heals you, up to 4
Damage: 70 / 105 / 140 / 175 / 215
God % Health Do T: 4 / 4.5 / 5 / 5.5 / 6
Heal: 18 / 23 / 28 / 33 / 38
Healing Reduction: 40
Minion Do T: 30 / 45 / 60 / 75 / 90
Base Damage (Jungle Monsters): 100 / 140 / 180 / 220 / 260
Sickening Strike Base Damage (Jungle Monsters): 100 / 140 / 180 / 220 / 260
Cooldown: 13
Cost: 60 / 65 / 70 / 75 / 80
Radius: 5.6
Submerge, Slowing enemies nearby and granting you CC Immunity, Protections, and Mana Regen. After 4 seconds, emerge dealing [80% INT] Magical Damage to enemies in range.
Notes:
- You may cancel this ability early, dealing less damage
- Executes enemies below 10% to 25% HP, scaling with time submerged. Executed or killed enemies Heal you and grants 25 permanent bonus Health
Damage: 300 / 420 / 540 / 660 / 780
% Mana Per Second: 10
% Protections: 20
Cooldown: 90
Cost: 80 / 90 / 100 / 110 / 120
Radius: 4.8
Charge Prey now passes through all targets and knocks them forward. Sickening Strike's cooldown reduction now additionally triggers off Jungle Monsters. Charge Prey now gains an extra [35% INT] scaling and extra base damage. Sickening Strike also deals bonus damage to jungle monsters. Blessing of the Nile now also grants Attack Damage (2 + 0.5 per Level). Charge Prey now scales with 85% INT + 45% STR. Tail Whip no longer has Knockback and scales with 85% INT + 60% STR.
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