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Fafnir is currently the newest god in smite and i thought it would be a good idea to give those players who want a little direction on how to build damage can do so. Fafnir early damage is pretty bad. you are going to be using him to slow and help control the enemy team with your disarm while also helping your allied hunters and assassins with you buff. Keep in mind as Fafnir you will be mounting gold extremely quickly so your build will be completed sooner than the rest of your team usually. Fafnir also can stay alive in a fight using is extra protection from gold and the healing from is buff.
Gem of Isolation would be a decent choice to allow you to control even more.
Divine Ruin/ Pestilence can be very useful items if the enemy is heavy on healing
1: Your first ability is a good stun and slow that does decent damage. you can use this as a potential disengage from a chasing assassin or a good way of stopping escapes or slowing down the enemy when they cluster together. In dragon form these effects just get better.
2: This is your attack speed and damage buff that also heals you. you mainly want to put this on your ADC or Assassin when they are trying to take down an enemy. they nice attack speed and damage is a really useful tool for your team. In dragon form you can affect your whole team at once massively increasing damage output.
3: This is your main escape and a useful tool for chasing and disrupting those pesky assassins and hunters. This ability gives the enemy a 2 second disarm meaning they can't attack. This is very useful against gods they rely heavily on AA damage. In dragon form this adds a damage over time and a massive range
4: This is your ultimate. you essential turn into a big dragon killing machine. While transforming you are immune to damage and put a big DOT on all surrounding enemies. All your abilities gain a big bonus when in the form and you AA becomes a big cone they is constantly doing small amount of damage very very fast to the enemy. This is a good team fight ability and allows you to control the enemy super hard. AND it last far a very long time so you can maintain that form for an entire team fight.
Fafnir has a pretty low damage early game. You aren't going to be doing much damage to the enemy team and you won't to be focusing minions. in combination with your talent and watchers gift you usually want someone else to kill them so you got a total of +8 gold per minion giving you around 11 gold a minion. This will allow you to start your stacking items a lot earlier than others and begin to control the battlefield.
At this stage you will start to see the impact you can have on the battlefield. you will be doing decent damage and locking down enemies will become a priority to secure kills for your team.remember to try and keep watcher's gift as long as possible to get the most gold as you can from it.
When your build is complete you will be able to nuke down squishy gods while still being able to control the battlefield. You can become extremely dangerous to the enemy team not just because of your decent damage output but your great slows and stuns and disarms.
Fafnir has a hard time finding his place in conquest, but can prove himself to be a useful and effective Support or Solo in conquest. With his ability to gather gold much quicker than the enemies Support ( Especially with Watcher's Gift ) allowing You and your ADC buddy to control your lane with ease.
Fafnir can make a very useful ADC partner. he has the ability to Lock down the enemy and protect your ADC with disarms while also buffing their attack speed and damage. While laneing with a Fafnir you want to be sure to capitalize on his engages and take full advantage of his buff. As Fafnir if you are wanting to mount gold try not to last hit minions when using Watcher's Gift, but if you are building a stack item ( Book of Thoth, Doom Orb, Warlock's sash ) you can also pick up blue stone Pendant to help with last hitting enemy minions.
You can cause big disruption in a team fight due to your area slow and area disarm. Your ult will also make a very useful engaging tool. While transforming into a dragon you become immune ( except to minion archers ) and you will leave a massive DOT to all who are dumb enough to stand near you when you are transforming. All your abilities and your AA will be greatly buffed. Your disrupting gets better, you have an area buff and your disarm does good DOT damage. Keep in mid that this form will last a very long time lasting through the entire team fight in most cases.
Remember to be careful on your engages because you seem to get stunned locked very easily.
PROS
Good Slow
Good Stun
Easy Tanking
Can do Moderate Damage
Great Team fighter
ADC's best friend
Great Escapes
CONS
Stun Lockable
Easy to be controlled
Long ult casting
Ult easy to avoid
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S. Watcher's Gift
S. Boots
1. Shoes of the Magi / Shoes of Focus
2. Celestial Legion Helm / Void Stone
3. Celestial Legion Helm / Void Stone
4. Gem of Isolation
5. Rod of Tahuti
6. Mantle of Discord/ Chronos Pendant
If you're feeling like you want the burst and sustain go the option 1 straight down the list. If you want cooldown switch the second 1 and 6 items. This list has done very well for me. (I don't know how to code so I'm just listing them. Cheers.)
Also for your hybrid builds that have the Sash you need to specify that these are builds for mid/solo, due to the inclusion of stacking items.
Otherwise, builds seem decent to me.
Stacking items like Warlock's Sash and
Optimal utility out of
Optimal utility out of stacking items means you last-hit as many minions as you can. When you do only a partial of both, you're getting less value for your money.
In an Arena-specific build, the increased gold income every second compared to other modes means that the extra gold from
I see you're expanding to Conquest...Absolutely
Make sense?
He already gains more gold than other gods, so I'm not sure if getting
ALSO...you're counteracting the point of
For your damage build: No matter what,
Keeping your general theme, I see better use out of a build like
For your "slightly less glass cannon" build: it's WAY less glass cannon...to the point it's more tank than damage. This is generally fine, but the name doesn't suit. Also, I personally don't see much use for Magi's Blessing in Arena, because there's so much CC in a teamfight. 70 second CD on the passive is really underwhelming, the added protections are low, etc. Sure the health is nice, but you're already getting a huge chunk from Warlock's Sash.
Not sure what direction you'd want to take this 2nd build, since you're talking about damage. My opinion? Maybe
In any case, hope this info helps.