4 years ago
3
Patch 7.3
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Free Agent - NA

In 2020, Sol got a nice buff to her kit allowing her to become more viable in different modes. Last year, this guide covered how to compensate for the fact that she is a weaker, snowball god by comparison to some of the stronger choices. This year, it will focus more on how to optimize her strengths to ensure that your gameplay experience is as fun as it can be for you. Please remember that this is just a template. If you don't like or agree with this guide, write your own.


F.A.Q.

What qualifies this guide to instruct you? Experience. I have more hours on Sol than many of you have on all of your gods combined.

Does that mean its going to guarantee your success? Absolutely not. If you play like a scrub you're gona get mopped.

Main Build
Build Section
Notes

For the main build you have to remember that Sol's early game is still weaker than many gods. She needs her first kill in the first 4 minutes to get going. Always remember to do three things:

1) Hit your damn auto attacks. Can't stress this enough. If you can't hit them, you can't play her. Jungle practice!
2) Maintain maximum heat for as long as you can in every fight (especially when firing stellar bursts with radiance).

3) Adapt to your team. Try to fill the damage void based on whichever role you land in between Solo, Mid, and ADC.


This guide assumes you are familiar with relics and their uses.


For the best results in a standard casual match, begin with Hunter's blessing for the boosted damage to auto attacks which is essential and for the mp5 regeneration which is vital to maintaining heat with your radiance. Also begin with the tier 1 life steal trinket item. The extra healing will keep you in lane longer and allow you to farm the gold you need. Try not to back until you can afford your first full item which is Bancroft's Talon. Rushing bancroft's talon will make junglers more wary about ganking you and will give you a huge damage boost right away which allows you to leave early game sooner. Pressing the sustain advantage is key.

Stay patient in the beginning. Remember to target archers in minion waves first so they aren't shredding you and make sure to fire your stellar bursts at the SIDES of waves instead of head on for maximum area coverage and damage. Your primary goal is to get so fed that they can't deal with you so take whatever exp you can get.

Next, You need to get demonic grip for the protection shred and attack speed boost. It will help you fight those gods that just don't seem to die. Then go for obsidian shard for the percentage based damage. With this setup, you will be able to do a ton of damage on your own and also shred objectives. Try not to deviate from these core items as they will be your bread and butter.

For your last two items, it will depend upon the game-flow. I personally recommend Spear of Desolation for the extra penetration , the power boost, the CDR, and the passive. Its a perfect item on Sol. Then you can stack everything you have built into your final item which might be Telkhines Ring. Aside from the power and attack speed boost, it adds more percentage based damage to your auto attacks. This can be absolutely lethal.

Remember that once you are fed you need to play aggressive and use your power to press your temporary advantage. If you let the enemy close the gap on you, other gods will dominate Sol in the late game so you are essentially playing for a snowball effect. Once you have the power to end it, don't play with your food. Burn it all down.

Starting Build
Hunter's Blessing

Hunter's Blessing

+15 Basic Attack Damage +10 MP5 ROLE QUEST: CARRY Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Hunter's Blessing Evolves, gaining 15% Attack Speed and an additional 15 Bonus Basic Attack Damage.

Y10 Bancroft's Talon

Y10 Bancroft's Talon

+80
Magical Power
+200
Mana
+10%
Magical Lifesteal

PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 70 power and 10% Lifesteal at 40% Health.

Shoes of the Magi

Shoes of the Magi

+75
Magical Power
+100
Mana
+8%
Magical Lifesteal
+18%
Movement Speed

Demonic Grip

Demonic Grip

+75
Magical Power
+30%
Attack Speed

PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).

Obsidian Shard

Obsidian Shard

+65
Magical Power
+20
Magical Penetration

PASSIVE - Your first ability cast gains 20% Magical Penetration. This can only occur once every 10 seconds.

Finished Build
Y10 Bancroft's Talon

Y10 Bancroft's Talon

+80
Magical Power
+200
Mana
+10%
Magical Lifesteal

PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 70 power and 10% Lifesteal at 40% Health.

Shoes of the Magi

Shoes of the Magi

+75
Magical Power
+100
Mana
+8%
Magical Lifesteal
+18%
Movement Speed

Demonic Grip

Demonic Grip

+75
Magical Power
+30%
Attack Speed

PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).

Obsidian Shard

Obsidian Shard

+65
Magical Power
+20
Magical Penetration

PASSIVE - Your first ability cast gains 20% Magical Penetration. This can only occur once every 10 seconds.

Spear of Desolation

Spear of Desolation

+80
Magical Power
+15
Magical Penetration
+10%
Cooldown Reduction

PASSIVE - If you receive a kill or assist on an Enemy God all of your non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 6 seconds.

Y10 Telkhines Ring

Y10 Telkhines Ring

+45
Magical Power
+15%
Attack Speed
+6%
Magical Lifesteal

PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.

Variables
Notes

While you can make the same build work in many casual games over and over, it might not be advisable to do so against certain team comps. Below are a few variable builds that might allow you to take on different roles. Just remember that these may also be less effective but better for your team play. Something that many people will forget is that Sol's 1 "Radiance" not only keeps her hot, but ALSO is a self sustaining heal!!!

Anti-Healer
Attacker's Blessing

Attacker's Blessing

+20 Physical Power +25 Magical Power ROLE QUEST: DAMAGE Damage lane minions and Enemy gods to gain stacks. Dealing 100 damage to Lane Minions provide 1 Stack and Dealing 100 damage to Enemy gods provide 3 Stacks. At 100 Stacks Attacker's Blessing Evolves, gaining 10 Penetration.

Shoes of the Magi

Shoes of the Magi

+75
Magical Power
+100
Mana
+8%
Magical Lifesteal
+18%
Movement Speed

S9 Divine Ruin

S9 Divine Ruin

+100
Magical Power
+15
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds.

Y10 Polynomicon

Y10 Polynomicon

+65
Magical Power
+300
Mana
+8%
Magical Lifesteal

PASSIVE - Using an ability gives your next Basic Attack within the next 8 seconds +75% of your Magical Power as additional Magical Damage. The effect can only apply once every 2 seconds.

S7 Staff of Myrddin

S7 Staff of Myrddin

+110
Magical Power
+10
Magical Penetration
+10%
Cooldown Reduction

PASSIVE - When your Ultimate ability has finished casting, your next non-ultimate ability cast within the next 10s will have no cooldown but will only deal 70% of its normal damage and healing. This can only occur once every 45 seconds.

Chronos' Pendant

Chronos' Pendant

+70
Magical Power
+20
Mp 5
+20%
Cooldown Reduction

PASSIVE - Every 10s the Pendant activates, subtracting 1s from all of your abilities currently on Cooldown. The initial countdown will not start until you leave the fountain.

Solo Lane
Mage's Blessing

Mage's Blessing

+10 Bonus Ability Damage +10 Physical Power +30 Magical Power +2 MP5 Per 10% Missing Mana ROLE QUEST: MID Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Mage's Blessing Evolves, gaining 10% Cooldown Reduction.

Shoes of the Magi

Shoes of the Magi

+75
Magical Power
+100
Mana
+8%
Magical Lifesteal
+18%
Movement Speed

Demonic Grip

Demonic Grip

+75
Magical Power
+30%
Attack Speed

PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).

Ethereal Staff

Ethereal Staff

+70
Magical Power
+150
Health
+20%
Crowd Control Reduction

PASSIVE - Whenever you damage an enemy god with an ability you steal 8% maximum mana as well as 6% maximum health from the target. The Stats remain stolen for 45s and targets affected can have multiple Buffs and Debuffs at once. This can only occur once every 15 seconds.

Spear of Desolation

Spear of Desolation

+80
Magical Power
+15
Magical Penetration
+10%
Cooldown Reduction

PASSIVE - If you receive a kill or assist on an Enemy God all of your non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 6 seconds.

Void Doumaru

Void Doumaru

+60
Magical Protection
+150
Health
+35
Mp 5
+20%
Crowd Control Reduction

AURA - Enemy gods within 55 units have their Magical Protection reduced by 10%.

ADC
Hunter's Blessing

Hunter's Blessing

+15 Basic Attack Damage +10 MP5 ROLE QUEST: CARRY Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Hunter's Blessing Evolves, gaining 15% Attack Speed and an additional 15 Bonus Basic Attack Damage.

Y10 Polynomicon

Y10 Polynomicon

+65
Magical Power
+300
Mana
+8%
Magical Lifesteal

PASSIVE - Using an ability gives your next Basic Attack within the next 8 seconds +75% of your Magical Power as additional Magical Damage. The effect can only apply once every 2 seconds.

Talaria Boots

Talaria Boots

+15
Physical Power
+15
Mp 5
+22%
Movement Speed

PASSIVE - You gain +20% additional Movement Speed after leaving the Fountain. This effect lasts 7s.

Hastened Ring

Hastened Ring

+55
Magical Power
+25%
Attack Speed
+7%
Movement Speed

PASSIVE - Hitting an enemy God with a Basic Attack grants Haste for 6s, causing you to be immune from Basic Attack Movement Penalty. (Internal Cooldown 25s)

Demonic Grip

Demonic Grip

+75
Magical Power
+30%
Attack Speed

PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).

Obsidian Shard

Obsidian Shard

+65
Magical Power
+20
Magical Penetration

PASSIVE - Your first ability cast gains 20% Magical Penetration. This can only occur once every 10 seconds.

Y10 Telkhines Ring

Y10 Telkhines Ring

+45
Magical Power
+15%
Attack Speed
+6%
Magical Lifesteal

PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.

Mid
Mage's Blessing

Mage's Blessing

+10 Bonus Ability Damage +10 Physical Power +30 Magical Power +2 MP5 Per 10% Missing Mana ROLE QUEST: MID Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Mage's Blessing Evolves, gaining 10% Cooldown Reduction.

Y10 Evolved Warlock's Staff

Y10 Evolved Warlock's Staff

+110
Magical Power
+250
Health
+200
Mana
+10
Magical Penetration

Shoes of Focus

Shoes of Focus

+55
Magical Power
+250
Mana
+10%
Cooldown Reduction
+18%
Movement Speed

Ring of Hecate

Ring of Hecate

+80
Magical Power
+20%
Attack Speed
+15%
Magical Lifesteal

PASSIVE - Each successful basic attack applies a hex to enemies and empowers you, increasing your power by 5% and reducing the power of your opponent by 5% for 5s. (Max. 3 Stacks).

Spear of Desolation

Spear of Desolation

+80
Magical Power
+15
Magical Penetration
+10%
Cooldown Reduction

PASSIVE - If you receive a kill or assist on an Enemy God all of your non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 6 seconds.

Tyrannical Plate Helm

Tyrannical Plate Helm

+70
Magical Power
+30
Physical Protection
+100
Health
+20%
Crowd Control Reduction

AURA - Ally lane minions within 70 units gain 25% Health and Attack Speed. Whenever an ally lane minion dies within 70 units of you, gain 5 power per stack, max 6 stacks for 15 seconds.

Tank Shredder
Attacker's Blessing

Attacker's Blessing

+20 Physical Power +25 Magical Power ROLE QUEST: DAMAGE Damage lane minions and Enemy gods to gain stacks. Dealing 100 damage to Lane Minions provide 1 Stack and Dealing 100 damage to Enemy gods provide 3 Stacks. At 100 Stacks Attacker's Blessing Evolves, gaining 10 Penetration.

Shoes of the Magi

Shoes of the Magi

+75
Magical Power
+100
Mana
+8%
Magical Lifesteal
+18%
Movement Speed

Y10 Soul Gem

Y10 Soul Gem

+70
Magical Power
+100
Health
+8%
Magical Lifesteal
+10%
Cooldown Reduction

PASSIVE - On successful hit of an Ability you gain 1 stack. At 3 Stacks your next Ability that damages an enemy God will deal bonus damage equal to 20% of your Magical power to each God hit, and will heal yourself and allies within 20 units for 15 (+5 Per Level) and will consume the 3 stacks.

Demonic Grip

Demonic Grip

+75
Magical Power
+30%
Attack Speed

PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).

Obsidian Shard

Obsidian Shard

+65
Magical Power
+20
Magical Penetration

PASSIVE - Your first ability cast gains 20% Magical Penetration. This can only occur once every 10 seconds.

Spear of Desolation

Spear of Desolation

+80
Magical Power
+15
Magical Penetration
+10%
Cooldown Reduction

PASSIVE - If you receive a kill or assist on an Enemy God all of your non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 6 seconds.

Soul Reaver

Soul Reaver

+65
Magical Power
+300
Mana

PASSIVE - Your abilities deal an additional 1% of the target's maximum Health as Magical Damage. If the target has over 2250 Health, your ability bonus damage scales up. This effect reaches a maximum of 9% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.

Leveling Order
Skills Section
Primary Order
Radiance
Radiance
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Stellar Burst
Stellar Burst
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Disapparate
Disapparate
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Supernova
Supernova
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notes

Here is the thing: statistically .. and I do mean actual statistics... these are the best and worst matchups for Sol. That being said, Sol can have a good game and a bad game against almost anyone. It will just depend upon your teammates / team comp and your own skill level. Sometimes you can be carrying your team hard but it won't matter. Sometimes you can get bullied out of a game completely. Its just the way that Smite is played right now.

The important thing is to remember to play YOUR game and no one else's. Sometimes teammates will try to spam ping you / vgs you to do stuff that you know isn't a good idea. Trust your instincts instead of what they are telling you to do. Sometimes you will feel like you are being pressured to leave safety to contest something when you know its going to get you killed anyways. Don't pressure yourself. Yeah you might lose one game but you won't win for sure if you are playing someone else's speed. Remember, above all, to have fun.

Matchups
Gods Section
Strong Against
PersephoneYemojaAo Kuang
Notes

Sol presently has the highest win rate against these three gods.

Weak Against
Erlang ShenHeraDiscordia
Notes

Sol presently has the lowest win rate against these gods.