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My player name is Oercane, I'm a casual Smite player who plays support almost exclusively. As for credentials, I have almost 2000 worshippers on Jorm (which isn't a lot for some people, but is quite a lot for me) and like all game modes equally (except random god modes, I despise random god modes).
This is my first guide, so I decided to make it about the first god I unlocked (I did not by the god pass, and still don't have it). Jorm is still my favorite Smite god, and if I had to pick a main, it would be him. This guide here is my way of contributing to the game and helping new players pick up and play the big ol' snak if they so want to.
I know the design of this guide isn't good yet, hopefully if I make more I will be able to learn and improve it.
Jorm is not a traditional "Help the Team" support. He is not a Khepri or Aphro who sits by his team, Jorm is an in your face kind of god. Jorm's biggest contributions to a team are his wave clear, huge hitbox, and decent damage, and his builds need to reflect this.
Jorm's primary build should have decent protections, but also some damage so that he can contribute with fights. Your first priority should always be boots, because Jorm is slow to begin with. After boots are acquired, I typically go for Gauntlet if I can stay in lane to get the assists. If I know I'm going to need to start rotating before finishing Gauntlet I will usually go for Breastplate (safe) or Tyrannical Helm (We need damage). Void stone is good for damage, Stone of Fal seems like another good option, but is a good example for a key Jorm concept. The game treats Jorm like he doesn't have a basic attack, so items like the rings and stone of Fal will never trigger.
The rest of Jorm's build is pretty self explanatory, Spirit Robe is good because its passive makes up for Jorm's passive procing. If the enemy is 4 physical or 4 magical, I would switch spirit robe for either a hard physical or magical defense option (Oni Hunters or Breastplate/ Tyranical whichever wasn't bought already).
As a replacement for boots, I normally go Gem of Isolation, because of the good power, health and slow if there is no other more pressing option. The final item should generally be situational.
The physical and magical defense items can and should be switched out if needed. The most obvious example would be switching Breastplate for Contagion if fighting a healer like Aphro or Baron.
Personally, I love all four starter options for Jorm, and have no problems going for one over the other. A few notes for the different options.
- War Flag: My new favorite, which provides good recovery in the laning phase for assists on minions and jungle monsters. The extra movement and attacks speed help as well. If you don't need one of the other options, go for this, provided you expect to be assisting in lanes, which you should be.
- Sentinel's Gift: The support standard, when in doubt, you really can't go wrong with this.
- Tainted Steel: The go to anti-heal for Jormy, especially for a lane healer like Aphro or Sylvanus. The immediate power and defense also really helps a big tank like Jormm.
- Warding Sigil: A good defense item against 2 magical gods in lane. If Sol and or Olorun are your enemy ADC's, or your enemy ADC uses a lot of abilities, like Chiron or AMC, I've found that this works nicely. This is definitely the most niche of the Starters.
I've done this, it's fun as hell.
Q.) Does this work?
A.) No not really, you'd be better off with any jungler, hell even Loki works better. But if you love Jorm, and just want to have a bit of fun, go for it. Your 2 clears a camp instantly, you have an invisible entry to lane, you can traverse the map instantly with ult (albeit attracting a lot of attention while doing so), and you scare the living **** out of anyone who sees you erupt out of the ground in their lane(and they will see you, rememebr you are the size of a building).
So could you play a jungler, yeah, sure. You could play a tiny rodent, or an anime schoolgirl, but you could also play Jormungandr the DESTROYER OF GODS!
Or you could play Cabra, he works better for this and is just as fun.
I'll use this section to talk about general things which others might find useful or interesting:
- Jorm's 3 has a sonar effect in a fixed radius while he's underground. You can use this as a quick ward when checking Gold Fury or Fire giant, or just to mess with Loki's or Ao Kuang's.
- Jorm's 2 allows his breath weapon to work at max ticks for longer if he's near one of his mist pools.
- Jorm's breath attack doesn't proc anything, so don't try and use it that way. When in doubt, just assume it doesn't work.
- Jorm's voice actor, Kellen Goff also voices plushie Jorm. (Which is neat and an impressive display of voice acting skill since the two voices are so different)
- After the last update, Jorm's breath attack bypasses damage mitigation, cause otherwise it would be useless. This really doesn't impact overall strategy, since the breath attack doesn't do that much damage to anything tanky anyways, but it is nice to know that Hi-Rez thinks about my snakey boy.
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