Overview
Sol occupies an unusual space: a mage who scales with attack speed. Her heat passive builds as she uses abilities and, at high heat, significantly increases her basic attack damage — so her optimal playstyle is a constant weave of abilities and attacks rather than a burst combo. Her escape grants immunity frames, which makes her considerably harder to punish than most immobile mages. She is a strong pick on a team that needs sustained damage rather than a single burst window.
Power spike
Second item, when her attack speed is high enough that the heat passive contributes meaningfully rather than marginally.
Skill ceiling
High. Heat management, attack weaving and an unusual item path give Sol more depth than her straightforward-looking kit suggests.
Strengths and weaknesses
Every god guide here lists the weaknesses as prominently as the strengths, because the weaknesses are what tell you which games this pick will not rescue — and that is usually the more actionable half.
What Sol is genuinely good at
- Her heat passive gives sustained damage output that burst mages cannot match in a long fight.
- Her escape provides both movement and immunity frames — a real defensive tool, not just a dash.
- Effective against objectives and structures, which converts her damage into map pressure.
- Flexible between mid lane and carry depending on what the team needs.
Where Sol falls short
- Her damage requires staying in a fight and weaving attacks, which is riskier than burst-and-leave.
- Heat management adds a layer of difficulty that punishes inconsistent ability usage.
- Weaker than dedicated burst mages at converting a single opening into a kill.
- Building for attack speed makes her item path unusual and easy to get wrong.
Build and reasoning
Sol is the mage who wants magical attack speed items, because her heat passive turns basic attacks into a primary damage source rather than filler. Lifesteal early supports the extended-fight pattern her kit requires. Building her like a standard burst mage is the most common mistake and undercuts her entire identity.
Core build path
These are item roles rather than fixed product names, because specific items are rebalanced every patch and the reasoning behind a slot is not. Match each role to whatever currently fills it best.
- 1 Mage starter
- 2 Magical lifesteal power item
- 3 Magical attack speed item
- 4 Attack speed and power
- 5 Late-game power
- 6 Magical penetration
Situational purchases
- Anti-heal
- The enemy has sustain and you are the most consistent source of applied damage on your team.
- Crowd-control reduction
- You are being locked down during the extended fights your kit needs.
- Defensive hybrid
- You are being dived and your escape alone is not enough.
For the reasoning behind these stats — why penetration outperforms power against a built target, why anti-heal has to be bought before it feels necessary — see the item and stat reference and build fundamentals.
Counters and synergies
What beats Sol
- Burst mages
- They kill her inside the window she needs to build heat.
- Dive assassins
- Her escape has a cooldown, and a committed dive after it is spent kills her.
- Disengage comps
- They deny her the extended fight her sustained damage requires.
What Sol works with
- Peel supports
- She needs time in a fight, and peel is what buys it.
- Lockdown gods
- A held target gives her the window to weave a full attack rotation.
Practical tips
- Keep heat high between waves by using abilities on the jungle or the wave. Entering a fight at full heat changes what god you are effectively playing.
- Your escape has immunity frames — use it to dodge a large ultimate rather than just to reposition.
- Do not build her like a burst mage. Magical attack speed is what makes the kit function at all.
- Detonate your zoning ability early for poke or late for wave clear; choosing correctly is most of her laning phase.
Frequently asked questions
Is Sol good in SMITE 2?
A magical carry who bridges mage burst and sustained basic-attack damage through a heat resource. We place Sol in A tier. Her heat passive gives sustained damage output that burst mages cannot match in a long fight. The trade-off: her damage requires staying in a fight and weaving attacks, which is riskier than burst-and-leave.
What should I build on Sol?
Sol is the mage who wants magical attack speed items, because her heat passive turns basic attacks into a primary damage source rather than filler. Lifesteal early supports the extended-fight pattern her kit requires. Building her like a standard burst mage is the most common mistake and undercuts her entire identity.
Who counters Sol?
Burst mages: They kill her inside the window she needs to build heat. Dive assassins: Her escape has a cooldown, and a committed dive after it is spent kills her. Disengage comps: They deny her the extended fight her sustained damage requires.
Is Sol good for beginners?
Sol is rated moderate difficulty. High. Heat management, attack weaving and an unusual item path give Sol more depth than her straightforward-looking kit suggests.
When does Sol power spike?
Second item, when her attack speed is high enough that the heat passive contributes meaningfully rather than marginally.