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A Guide To Being A Terminathor

24 4 72,402
by TheGenocideLord updated July 4, 2015

Smite God: Thor

Build Guide Discussion 17 More Guides
Tap Mouse over an item or ability icon for detailed info

Thor Build

Core

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Shifter's Shield Shifter's Shield

Offensive

Build Item Transcendence Transcendence
Build Item Hydra's Lament Hydra's Lament
Build Item Titan's Bane Titan's Bane

Defensive

Build Item Hide of the Urchin Hide of the Urchin
Build Item Pestilence Pestilence
Build Item Midgardian Mail Midgardian Mail
Build Item Bulwark of Hope Bulwark of Hope
Build Item Spirit Robe Spirit Robe
Build Item Witchblade Witchblade
Build Item Void Shield Void Shield

Starter Items

Build Item Bumba's Mask Bumba's Mask
Build Item Rage of the Gods Rage of the Gods
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Useful Actives

Build Item Wrath of the Gods Wrath of the Gods
Build Item Fist of the Gods Fist of the Gods
Build Item Greater Purification Greater Purification
Build Item Aegis Pendant Aegis Pendant
Build Item Greater Aegis Greater Aegis

Thor's Skill Order

Mjolnir's Attunement

1 X Y
Mjolnir's Attunement
2 8 10 11 12

Tectonic Rift

2 A B
Tectonic Rift
4 13 14 15 16

Berserker Barrage

3 B A
Berserker Barrage
1 3 6 7 9

Anvil of Dawn

4 Y X
Anvil of Dawn
5 17 18 19 20
Mjolnir's Attunement
2 8 10 11 12

Mjolnir's Attunement

1 X
Thor throws Mjolnir forward, doing damage to all enemies in its path. If hit twice, minions will take 100% damage while gods take 200% damage from the return. While the hammer is flying, pressing the button again will teleport Thor to his hammer.

Ability Type: Projectile, Teleport
Damage: 40 / 80 / 120 / 160 / 200 (+30% of your Physical Power)
Damage (Total for Gods): 150 / 270 / 390 / 510 / 630 (+90% of your Physical Power)
Damage (Total for Minions): 90 / 162 / 234 / 306 / 378 (+54% of your Physical Power)
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 14s
Tectonic Rift
4 13 14 15 16

Tectonic Rift

2 A
Thor slams his hammer on the ground, causing a fissure to appear in front of him, stunning and damaging enemies and blocking movement.

Ability Type: Line
Damage: 30 / 50 / 70 / 90 / 110 (+20% of your Physical Power)
Stun: 1.2 / 1.3 / 1.4 / 1.5 / 1.6s
Fissure Lifetime: 3.7s
Cost: 60
Cooldown: 17 / 16.5 / 16 / 15.5 / 15s
Berserker Barrage
1 3 6 7 9

Berserker Barrage

3 B
Thor spins his hammer around him dealing damage to Enemies in front of him up to 3 times and those behind him up to 2 times. The final swing deals extra damage. Thor is immune to Knockup for the duration.

Ability Type: Area
Damage Per Tick: 30 / 50 / 70 / 90 / 110 (+40% of your Physical Power)
Final Swing Damage: 45 / 60 / 85 / 105 / 125 (+60% of your Physical Power)
Radius: 20
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 10s
Anvil of Dawn
5 17 18 19 20

Anvil of Dawn

4 Y
After a short buildup, Thor leaps into the air. While in the air, Thor can target a great distance away to come crashing down in the area, dealing damage and Stunning all enemies in the radius. For 6 seconds after landing, when Thor deals damage to a god lightning will arc, damaging the enemy hit and up to two additional enemies within 35 units. Subsequent lightning hits deal 50% damage.

Ability Type: Ground Target
Damage: 100 / 160 / 220 / 270 / 340 (+85% of your Physical Power)
Stun: 1.5s
Arc Damage: 10 / 18 / 26 / 34 / 42 (+10% of your Physical Power)
Radius: 20
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 110 / 105 / 100 / 95 / 90s

Introduction

This is my first guide when I'm actually decent at the game. I made two tanking guides before this, but that was when I was embarrassingly bad >.> Anyways, hope this guide helps/entertains you. Remember to like, share, follow, subscribe, and favorite so you guys can see me do the ALS Ice Bucket Challenge while drinking hot sauce and play FNAF 4!!!!!!!!1!!!!!1!1111!!!!

Pros / Cons

Pros:
AOE Master
2 forms of hard cc
Passive gives him a pretty big attack boost over other assassins
Tectonic Rift is basically a Ymir wall with a stun
Scales really well
Naturally the tankiest assassin
Potent early game, never falls off
His early game dominance and his AOE abilities give him a significant advantage in the new meta.


Cons:

Like Ymir's wall, Tectonic Rift can work against you
Not a good initiator without his stuns
Relies on getting close to the enemy, usually wasting his escape in the process
His ult has a relatively high load time (a mage will not waste any time while you're charging it)
Double tapping with Mjolnir's Attunement is hard without Tectonic Rift
Really easy to get out of Berserker Barrage
He usually needs the enemy to die quickly

Items

Core Items


Bumba's Mask: The core jungler's starter item (with the exception of Thanatos). A must have on Thor always. The Mp5 is pretty meh, but it deals true damage to jungle camps, lets you share the jungle camps and still receive regular gold gain, and you are healed every time you kill a jungle creature. Also, with the new meta being that you start with back camps since they give you as much as mid camps, it is really useful in making sure you don't at least lose that gold by sharing it with your solo. 11/10 -IGN

Rage of the Gods: This is the definitive start now. If you get HoG instead of RoG, you're pretty much screwed. This item lets you quickly clear any camp of your choosing by OHKO-ing the little jungle monsters. If you don't get this, you will most definitely fall behind the other jungler who will have cleared his camps faster.

Potions: Potions are still good, if not better. With the new meta, you are going to maybe take more damage and absolutely use more mana. Now I recommend doing the 1 mana, 1 health start, but it's still up to you to choose.

Warrior Tabi: The boots assassins usually end up getting. The higher physical power (some would say it's negligible) allows you to burst down your opponents slightly quicker. If you are a new player, yes, you always get boots. It gives you movement speed and raw power. They are pretty important.

Jotunn's Wrath: You see this being gotten on ability-based assassins or hybrid (I would classify Thor as the latter.) It gives you raw power, penetration, and mana. Some people argue that the penetration is almost as good as nothing and who would care about mana with assassins that much, but that's not why you get the item. Behold, the 25% CDR that just completely makes up for at least 1/4(25% :D) of the item's price. You get this on ability-based and hybrid assassins because it just makes you so much more spammable. For Thor, a guy who has not the easiest to hit abilities, spam=good.

Shifter's Shield: Nowadays, you only see this item being played exclusively on Thor most of the time. It gives you power, protections, and its passive is just completely perfect for Thor. As stated before, Thor is the tankiest assassin so variety is good on him. This is versatility incarnate. Not only does it give you base stats that you need, but it, well, shifts its passive to help you. Have low health and are afraid of continuing this fight? No prob! Have 20+ protections! Have high health and just wanna go all in? Don't worry, 20+ power! This item fits Thor like a sock.

Offense
Hydra's Lament: This is an awesome item for Thor. It gives you power and maxes your CDR. Not only that, but its passive is perfect for dealing extra damage in the intervals between cooldowns.

Transcendence: This item can lead to a huge power spike. It gives you the most power, and it gives you more mana. The raw power by itself this item gives you is just perfect for Thor's scaling.

Titan's Bane: This item is one you'll most likely see over the other two. Since a lot, if not most, of you damage comes from basic attacks, you'll want to get something with pen and attack so your attacks can go through. You won't build crit with abilities in mind since only rare cases like Made You Look will crit.
Defense
This time, defensive items are to be chosen situationally, so let me see what are the most likely ways you will see/use these items.

Witchblade: Use this when the enemy adc is being a huge pain in the butt. It gives you Physical Protection and basically removes The Executioner from their build. This will allow an easier time with handling them.

Pestilence: Use this when the enemy healers are being a pest(ilence :D). This gives you a considerable amount of magic protection and health. The healing reduction also helps you finish your job.

Breastplate of Valor: Use this when physical combatants in general are being a nuisance. Not only does it give you a healthy amount of physical protection, but it also maximizes your CDR (more like overkills, but who cares?).

Bulwark of Hope: The perfect magic protection item. A ton of health, a ton of magical protection. This is a beautiful item, the shield is outstanding. It'll let you survive a lot of hits from those pesky mages.

Spirit Robe: With the nerf to Magi's it's trash now. Spirit Robe is always going to be the best option. The damage mitigation that is activated from getting hit by cc is pretty strong. The CDR you may or may not use depending if you got both Hydra's Lament and Jotunn's Wrath on the same build. The base defenses for both stats are decent, and it could very well be the difference between life and death in some engagements.

Hide of the Urchin: I find myself usually getting this when I don't get Spirit Robe. This is kind of "Jack of all trades, master of none" put into effect in Smite. Not outstanding in any stat, but giving you a good amount of all of them. Use this if no one in their team is posing any real threat and they don't have a lot of cc/not taking advantage of it. A wonderful survival tool.

Midgardian Mail: In a game in which ADCs are powerful, this is pretty much one of the few counter options. It's passive activates every time someone basic attacks you, and it slows their AS and MS. It gives you health and phys protection too, which is always a plus.

Actives
Greater Purification: One of the most popular actives there is. This will save from tight spots and will get rid of all cc on you. Most people get Aegis over Beads because they think damage immunity is better than cc immunity. That may be so, but having this active every 1 min and 30 sec is so handy. This is a must get against Ares and other cc heavy gods.

The Aegis twins: Alright, so the other team either has little cc or is not taking advantage of their cc. So you want a plan C. This is where Aegis comes in. Aegis is the perfect bait for ultimates and also for stalling until your team/escape comes. 4 sec until Mjolnir's Attunement is ready and the enemy team is around you? Pop a pendant! Nu Wa ults, but you have recently used Aegis on something else? Np, Greater Aegis' defense buff will make sure you stay alive!

Wrath of the Gods/ Fist of the Gods: This one is preferential each one has their own pros and cons. Wrath of the Gods, plain and simply, helps you get objectives. This item has recently seen a decline because of the nerf to it, but some people still prefer having it because technically it has an execution range if you get it down to 900 HP. This is like a Plan B if you're going to steal an objective or your support is down. Fist of the Gods is the one I usually go for. It gives me a 3rd stun, so it gives me more boxing capabilities just in case Tectonic Rift is down.

Gods to Look Out For

WORKS WITH


STRONG AGAINST


EVEN/DIFFICULT AGAINST

Combos

So, Thor is like a fighting game. You've got to learn and master your combos to truly obliterate all you enemies. So here's the two core combos you've got to learn with Thor. Keep in mind that they're both similar, but remember that you don't always have access to your ultimate.

-> -> -> : So this is what you do for all my non-visual learners. First, you use Anvil of Dawn. If you're ganking a side lane, use the Gold Fury/Fire Giant lair so they can't hear/see you. If you're ganking mid lane, I'd recommend using combo #2. Afterwards, you land on them. Then, you continue the stun train by using Tectonic Rift. Then, you use Mjolnir's Attunement immediately to get a double tap. Now, this next move depends on the distance of the enemy. If the enemy is close, you just use Mjolnir's Attunement and follow up with Berseker Barrage. If the enemy is far, as soon as the second tap hits the enemy, teleport to it and use Berserker Barrage.

-> -> : Basically, you do the same things as the first combo, but without Anvil of Dawn. The reason I recommended this one is because using Anvil of Dawn on a mid laner is kind of a waste. Basically, you have the mid laners that can get out of Tectonic Rift and the ones that don't. If they can get out of Tectonic Rift in the first place, it'll probably end up costing you your ultimate unless you can burst them down incredibly quickly.

Conclusion

Now, I hear all your keyboards typing "yikes, that was a guide?" Well, that's why I'll be glad to hear any constructive criticism from both upvoters and downvoters. Upvote? Try to leave a couple of words why this worked for you! Downvote? Well, sorry you didn't like it, but try to leave some reason so that I may fix it so other people (and maybe even you) can enjoy it. Remember to be nice guys :)

GL on the battlefield and GL unleashing the power of Mjolnir.

Update Log

6/3/2015: Added the log, changed the conclusion to be more up-to-date, and added more match-ups.

7/4/2015: Changed most of the guide to adjust to the new meta, fixed an error in which I had Winged Blade in the build instead of Witchblade (sorry it took me so long to realize ;_;), and, of course, added more match-ups.

Leave a Comment

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1
TheGenocideLord (13) | June 7, 2015 6:55am
Thanks for all the nice comments guys! Also, I'll put Midgardian for now, but not Mystical. Personally, I feel that Mystical is only good in prolonged fights. I do agree with Midgardian though since it seems to be a counter to this adc meta.
1
FemFatalis (15) | June 6, 2015 10:44pm
It's alright <3 Zilby's a maniac and thinks that everyone can hit double taps. Don't get me wrong, the guide is great! Definitely well constructed on all counts!
1
TheGenocideLord (13) | June 6, 2015 10:23pm
I did have Berserker to max out first in my original guide, but you guys told me to change the order ;_; I'll change it tomorrow, I'm too tired :|
1
FemFatalis (15) | June 3, 2015 5:53pm
^^^^^^^^ Greenevers I totally agree. The only person who maxes Mjolnir's Attunement first that I know of is DaGarz and he's widely acclaimed as the best Thor player on the planet. Berserker Barrage is much better for clear. Also, having points in anything but Anvil of Dawn is strictly worse than having points in the other abilities until Berserker Barrage, Mjolnir's Attunement, and Tectonic Rift are all maxed.
1
Greenevers (105) | June 3, 2015 5:46pm
I would consider changing up your skill order depending on what you want to do. I personally and a lot of other players will max 3 first for clear and only put one point into Anvil of Dawn until level 17.

Most Thor players will use their ultimate for the CC and since that doesn't scale, then you may want to put other skills at a higher priority for clearing and killing. Even Tectonic Rift, the stun duration scales. It depends on how you value your abilities.

But don't go back and forth between two abilities, that's just not smart. People usually don't max hammer because it's unconfirmed damage and it gives Thor bad clear. Some pros will max hammer for the early damage but they only do it if they're sure they can land that double tap every time.

So depending on how you value the ultimate, whether for damage or initiation, look at your skill order. And decide which skill you want to invest on early, Mjolnir's Attunement or Berserker Barrage.

Also, there's probably a bit you could do on items. For defense items, I would recommend you switch out Breastplate of Valor for either Midgardian Mail and/or Mystical Mail. They're pretty powerful in this meta, especially on bruiser assassins.
1
ThePerfectPrism (56) | June 3, 2015 5:43pm
Oh dear Zeus pls don't mention FNAF 4 ... it still haunts my dreams ...

I'm just going to be as lame as I'm ever and just going to say that Aphrodite is my main but I rarely use lotus crown on her. But, since this IS a Thor guide, I would most likely get lotus crown, so I think you found a exception to my " Never get lotus crown on Aphrodite rule. Nice job !

Also, a really nice guide ! Shame I won't be using it, since I'm horrible with Thor, but yeah, pretty darn good !

+1, of course
1
TheGenocideLord (13) | May 9, 2015 8:25am
Zilby wrote:


You need to hit publish for everyone else to see your changes, we're still seeing Rage on your build.

Oh, thanks. I was wondering why it showed that it changed in my computer but not on my phone.
1
Zilby (132) | May 7, 2015 7:22pm

Why does it everyone keep saying that? I already changed my guide lol

You need to hit publish for everyone else to see your changes, we're still seeing Rage on your build.
1
TheGenocideLord (13) | May 7, 2015 3:31pm
Why does it everyone keep saying that? I already changed my guide lol
1
Duckzee | May 7, 2015 3:06pm
I feel like I'm just repeating the exact same thing as everyone else, but rage and deathbringer are not worth it on thor. He is an ability based god, so having 2 items used mostly for basic attacks is just wasting 2 item slots. You are much better off building physical power.
1
leodavin843 | April 27, 2015 5:14pm
Thor really is completely ability based, the penetration from Titan's Bane or the power boost from Hydra's Lament is much more important than crit. Not that crit is inherently bad for Thor, but Thor doesn't work that well with crit.
1
Stuke99 (56) | April 25, 2015 1:41pm
You don't have to remove it, you can keep it like I do. It all depends on how you play the god and the items that fit your play style.
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