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Big Snake: Jormungandr Solo (S8.3)

106 17 362,600
8.1
by Big Damage updated March 29, 2021

Smite God: Jormungandr

Build Guide Discussion 33 More Guides
Tap Mouse over an item or ability icon for detailed info

Jormungandr Build

Main Build

Notes This is your standard Jormungandr Solo build. Upgrade Diamond Arrow from Gilded Arrow at level 20, or sell it for a preferred item.

Swap Shoes of the Magi late game for Ethereal Staff or an alternative, such as Gem of Isolation.

At the 25-30 minute mark swap Stone of Binding for Gauntlet of Thebes, Void Stone or an alternative.

An alternative to Spear of the Magus could be Divine Ruin.

Notes

This is your standard Jormungandr Solo build. Upgrade Diamond Arrow from Gilded Arrow at level 20, or sell it for a preferred item.

Swap Shoes of the Magi late game for Ethereal Staff or an alternative, such as Gem of Isolation.

At the 25-30 minute mark swap Stone of Binding for Gauntlet of Thebes, Void Stone or an alternative.

An alternative to Spear of the Magus could be Divine Ruin.

Build Item Diamond Arrow Diamond Arrow
Build Item Shoes of the Magi Shoes of the Magi
Build Item Stone of Binding Stone of Binding
Build Item Breastplate of Valor Breastplate of Valor
Build Item Spear of the Magus Spear of the Magus
Build Item Mantle of Discord Mantle of Discord
Build Item Elixir of Speed Elixir of Speed
Build Item Ethereal Staff Ethereal Staff

Start 1

Notes Jormungandr has a basic attack scaling of 8% of his magical power. This means that Gilded Arrows 15 basic attack power is equal to 188 magical power, and its upgrade Diamond Arrow is equal to 1000 magical power, because of this, it is your standard Solo lane start for any match up.

This start builds into Shoes of the Magi and upgrades into either Diamond Arrow at level 20.

Notes

Jormungandr has a basic attack scaling of 8% of his magical power. This means that Gilded Arrows 15 basic attack power is equal to 188 magical power, and its upgrade Diamond Arrow is equal to 1000 magical power, because of this, it is your standard Solo lane start for any match up.

This start builds into Shoes of the Magi and upgrades into either Diamond Arrow at level 20.

Build Item Gilded Arrow Gilded Arrow
Build Item Chalice of Healing Chalice of Healing
Build Item Multi Potion Multi Potion
4

Start 2

Notes This is your safe solo lane start for any math up.

This start builds into Shoes of the Magi and upgrades into Sundering Axe at level 20.

Alternatively, you can purchase Warding Sigil and upgrade into Infused Sigil.

Notes

This is your safe solo lane start for any math up.

This start builds into Shoes of the Magi and upgrades into Sundering Axe at level 20.

Alternatively, you can purchase Warding Sigil and upgrade into Infused Sigil.

Build Item Warrior's Axe Warrior's Axe
Build Item Boots Boots
Build Item Chalice of Healing Chalice of Healing
Build Item Healing Potion Healing Potion
2

Start 3

Notes This is your antiheal start.

This start builds into Shoes of the Magi and upgrades into Tainted Breastplate at level 20.

Notes

This is your antiheal start.

This start builds into Shoes of the Magi and upgrades into Tainted Breastplate at level 20.

Build Item Tainted Steel Tainted Steel
Build Item Chalice of Healing Chalice of Healing
Build Item Multi Potion Multi Potion
3

Build 1 (Magical Opponent)

Notes Upgrade Diamond Arrow from Gilded Arrow at level 20.

Swap Shoes of the Magi late game for Spear of the Magus, or an alternative such as [[divine ruin].

At the 25-30 minute mark swap Stone of Binding for Gauntlet of Thebes, Ethereal Staff or an alternative.

Notes

Upgrade Diamond Arrow from Gilded Arrow at level 20.

Swap Shoes of the Magi late game for Spear of the Magus, or an alternative such as [[divine ruin].

At the 25-30 minute mark swap Stone of Binding for Gauntlet of Thebes, Ethereal Staff or an alternative.

Build Item Diamond Arrow Diamond Arrow
Build Item Shoes of the Magi Shoes of the Magi
Build Item Stone of Binding Stone of Binding
Build Item Void Stone Void Stone
Build Item Breastplate of Valor Breastplate of Valor
Build Item Mantle of Discord Mantle of Discord
Build Item Elixir of Speed Elixir of Speed
Build Item Spear of the Magus Spear of the Magus

Build 2 (Tanky)

Notes Upgrade Sundering Axe from Warrior's Axe at level 20.

Swap Shoes of the Magi late game for Rod of Tahuti or an alternative, such as Divine Ruin.

At the 25-30 minute mark swap Stone of Binding for Void Stone, Gauntlet of Thebes or an alternative.

An alternative to Ethereal Staff could be Gem of Isolation

Notes

Upgrade Sundering Axe from Warrior's Axe at level 20.

Swap Shoes of the Magi late game for Rod of Tahuti or an alternative, such as Divine Ruin.

At the 25-30 minute mark swap Stone of Binding for Void Stone, Gauntlet of Thebes or an alternative.

An alternative to Ethereal Staff could be Gem of Isolation

Build Item Sundering Axe Sundering Axe
Build Item Shoes of the Magi Shoes of the Magi
Build Item Stone of Binding Stone of Binding
Build Item Breastplate of Valor Breastplate of Valor
Build Item Ethereal Staff Ethereal Staff
Build Item Mantle of Discord Mantle of Discord
Build Item Elixir of Speed Elixir of Speed
Build Item Rod of Tahuti Rod of Tahuti

Build 3 (Antiheal)

Notes Upgrade Tainted Breastplate from Tainted Steel at level 20.

Swap Shoes of the Magi late game for Ethereal Staff or an alternative, such as Gem of Isolation.

An alternative to Divine Ruin could be Rod of Tahuti.

Notes

Upgrade Tainted Breastplate from Tainted Steel at level 20.

Swap Shoes of the Magi late game for Ethereal Staff or an alternative, such as Gem of Isolation.

An alternative to Divine Ruin could be Rod of Tahuti.

Build Item Tainted Breastplate Tainted Breastplate
Build Item Shoes of the Magi Shoes of the Magi
Build Item Stone of Binding Stone of Binding
Build Item Breastplate of Valor Breastplate of Valor
Build Item Divine Ruin Divine Ruin
Build Item Mantle of Discord Mantle of Discord
Build Item Elixir of Speed Elixir of Speed
Build Item Ethereal Staff Ethereal Staff

Defence Options

Notes These are all alternative or situational defence items that can work on Jormungandr to counter the enemy team or not feel as weak into certain comps/items.

They do NOT need to be built every single game.

Notes

These are all alternative or situational defence items that can work on Jormungandr to counter the enemy team or not feel as weak into certain comps/items.

They do NOT need to be built every single game.

Build Item Bulwark of Hope Bulwark of Hope
Build Item Celestial Legion Helm Celestial Legion Helm
Build Item Contagion Contagion
Build Item Divine Ruin Divine Ruin
Build Item Genji's Guard Genji's Guard
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Magi's Cloak Magi's Cloak
Build Item Midgardian Mail Midgardian Mail
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Pestilence Pestilence
Build Item Infused Sigil Infused Sigil
Build Item Spectral Armor Spectral Armor
Build Item Stone of Binding Stone of Binding
Build Item Stone of Gaia Stone of Gaia
Build Item Talisman of Energy Talisman of Energy
Build Item Winged Blade Winged Blade

Offence Options

Notes These are all alternative or situational damage items that can work on Jormungandr to counter the enemy team or not feel as weak into certain comps/items.

They do NOT need to be built every single game.

Notes

These are all alternative or situational damage items that can work on Jormungandr to counter the enemy team or not feel as weak into certain comps/items.

They do NOT need to be built every single game.

Build Item Divine Ruin Divine Ruin
Build Item Gem of Isolation Gem of Isolation
Build Item Rod of Tahuti Rod of Tahuti
Build Item Spear of Desolation Spear of Desolation

Relic Options

Notes These are all of the relics that can work on Jormungandr to counter the enemy team or not feel as weak into certain comps/items.

Purification Beads and Shield of Thorns are the main two that you will be picking up, the others do NOT need to be built every single game.

Notes

These are all of the relics that can work on Jormungandr to counter the enemy team or not feel as weak into certain comps/items.

Purification Beads and Shield of Thorns are the main two that you will be picking up, the others do NOT need to be built every single game.

Build Item Purification Beads Purification Beads
Build Item Sundering Spear Sundering Spear
Build Item Magic Shell Magic Shell
Build Item Heavenly Wings Heavenly Wings

Jormungandr's Skill Order Notes Standard leveling order is 2 > 1 > 4 > 3. You can put points into the ult earlier if you need the damage.

Notes

Standard leveling order is 2 > 1 > 4 > 3. You can put points into the ult earlier if you need the damage.

Venomous Haze

1 X Y
Venomous Haze
2 8 10 11 12

Consuming Bellow

2 A B
Consuming Bellow
1 4 6 7 9

Submerge

3 B A
Submerge
3 15 16 18 19

The World Serpent

4 Y X
The World Serpent
5 13 14 17 20
Venomous Haze
2 8 10 11 12

Venomous Haze

1 X
Jormungandr fires noxious spit at an area that deals damage and creates a large toxic cloud. This field damages and slows Enemies inside of it every second.

If Jormungandr interacts with a toxic cloud with Consuming Bellow or Submerge, the duration of the cloud is reduced to 8s.

Jormungandr can have a maximum of 9 toxic clouds out at a time.

Ability Type: Ground Target
Damage: 80 / 120 / 160 / 200 / 240 (+40% of your Magical Power)
Damage Per Tick: 10 / 20 / 30 / 40 / 50 (+5% of your Magical Power)
Slow: 20%
Slow Duration: 1s
Cloud Duration: 20s
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 15 / 14 / 13 / 12 / 11s
Consuming Bellow
1 4 6 7 9

Consuming Bellow

2 A
Jormungandr draws power from toxic clouds nearby while channeling for 1.2s. At the end of the channel Jormungandr roars dealing damage to all Enemies, trembling and slowing Enemy gods by 30% for 1.5s. Each cloud increases the size of Consuming Bellow and Empowers him up to 3 times while also dealing extra damage to Enemies hit. Extra damage after the first instance is halved. While Empowered, Jormungandr's basic attack fires at its fastest rate.

Ability Type: Area
Damage: 120 / 180 / 240 / 300 / 360 (+45% of your Magical Power)
Bonus Damage: 20 / 25 / 30 / 35 / 40 (+10% of your Magical Power)
Empowered Buff: 2s
Radius: 20-30
Cost: 70
Cooldown: 12s
Submerge
3 15 16 18 19

Submerge

3 B
Jormungandr submerges into the ground turning invisible as he searches for prey. During this time he moves faster and gains predatory vision, sensing all enemies in a large radius.

Firing this ability while invisible reveals Jormungandr as he emerges out of the ground, knocking up Enemies around him.

Emerging through a toxic cloud creates two new ones in the direction Jormungandr is facing, with a low duration. Taking damage from Enemy gods breaks Stealth.

Ability Type: Area Damage and Buff
Damage: 70 / 125 / 180 / 235 / 290 (+50% of your Magical Power)
Movement Speed: 35%
Duration: 5s
Radius: 20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
The World Serpent
5 13 14 17 20

The World Serpent

4 Y
Jormungandr prepares to enter into the world, enlarging as he prepares a devastating attack. After selecting a target area, Jormungandr flies into the air, diving down and crashing into enemies as his body then slams into the ground. He must travel 2 more times.

When Jormungandr Emerges and Submerges during this ability, he knocks up Enemies and with each Submerge he leaves behind a toxic cloud.

Ability Type: Ground Target
Submerge Damage: 150 / 200 / 250 / 300 / 350 (+40% of your Magical Power)
Emerge Crash Damage: 75 / 100 / 125 / 150 / 175 (+20% of your Magical Power)
Radius: 20
Cost: 100
Cooldown: 90s

INTRODUCTION

Welcome to my guide for Jormungandr, The World Serpent

My name is Big Damage. I am a dedicated Smite player and spend most of my time playing Ranked Conquest, Ranked Joust and some Assault. In Conquest I mostly enjoy playing Solo and Support, however this build is just for Jormungandr in Solo.

This is my 2nd SmiteFire guide, and constructive criticism is always welcome. Before I start I would like to add credits to Branmuffin17, Zilby and Mowen for the templates and notes on how to implement bbcode, this guide would not be possible without it!

Without further ado, onto the guide!


PROS AND CONS

..... Strengths .....

+ Fast Wave Clear
+ Immune to knockup and displacement
+ High damage AOE
+ Great dive/escape with The World Serpent
.. Weaknesses ..

- Very Slow
- Easy target without ultimate
- Predictable/avoidable combo
- Immovable can really hurt you

HOW TO PLAY + TIPS AND TRICKS


This part of the guide will provide you with information needed to play Jormungandr throughout the different stages of the game.

Early Game / Laning Phase

Your laning phase with Jormungandr is probably the most fun you're going to have with him. Use your fast wave clear to keep pressure up on the enemy and get a lead. Jorm is really good into enemies that need to clear in the wave so he can poke and clear with his full ability combo.

Mid Game / "Skirmish" Fighting

If you've managed to get a lead in the early game with your kit, the mid game should be a breeze. Start to proxy and rotate to gank the mid lane. If you haven't got a lead or you're behind you pretty much just need to keep farming and only rotate to follow your solo match up.

Late Game / Team fighting

Jorm has decent teamfight late game as all 4 of his abilities have crowd control, although his damage falls off quite severely (unless he has Diamond Arrow). Use this strength help your jungler who should be diving with you late game.

Tips + Tricks
  • You can leave a 'puddle' from Venomous Haze in your lane to deal damage to minions so you don't miss out on xp/gold if you leave lane to collect your blue buff. If you put the 'puddle' on the Totem of Ku and use Submerge to place 2 extra puddles in the same spot you can secure it without even attacking it yourself and can keep pressure in lane.

  • With Jorm dive with your 1 > 3 > 2 combo and then use your ult as late as possible, at this point you can either hit the enemy with the ult and reappear to use your combo again, or use it as an escape and go right back to your lane to continue farming.

  • Make sure to always use Consuming Bellow nearby at least one of your 'puddles' as this will increase the damage it deals up to a maximum of 3.

WHICH RELICS?

Core Relics

  • Because of Jorms large size and lack of instant mobility, he can be locked down pretty easily in a teamfight if he's targetted. Beads help save him in this situation followed by Submerge or The World Serpent to escape danger.

  • There aren't a whole lot of necessary options for Jorm in terms of relics, so a great fill relic is Sunder but only with it upgraded. With all of the CC in your kit, you can easily target an enemy for a sunder hit which will open them up to being killed by you or your jungler.
Situational Relics

teleport glyph
  • Shell can be very useful into auto attack comps for the block stacks its upgrade provides. The shield can also give you a slight edge while fighting someone.

  • Because of Jorms passive Immovable, lack of instant mobility and his already slow movement speed he can get caught by heavy slows often and this can save him often without having to waste his beads, or instead of beads into slow heavy comps instead of hard CC heavy comps.

  • Teleport is just a standard catch all relic in solo for safety. Helps you in the early-mid game whether you're keeping the pressure on or playing back.

WHAT TO BUY, WHY AND WHEN

In this section I will go over strong core items for Jormungandr, why they are useful and when to purchase them

Item 1
Gilded Arrow

Jorm used to be the top solo laner and he was hit with a few nerfs, the harshest one being to his auto attack damage. Although this may seem like a strange item choice for a Solo Guardian, because of Jorms basic attack power scaling being 8% of his magical power the +15 basic attack damage provided by Gilded Arrow is equal to 188 magical power which you can get at level 1, and the upgrade to Diamond Arrow at level 20 giving +80 basic attack power is equal to 1000 magical power!

You might not always feel you need this additional damage and it's fine without it but it currently makes Jorm much more powerful than without it. Another additional feature is the passive gold gain you get from this starter, which can keep you up with your solo match up if you're behind or put you a whole item ahead if you're winning. As it is a starter item this feels much better to get at level 1.

Item 2
Stone of Binding

All 4 of Jorm's abilities apply CC in some form (Slow, Tremble, Knockup, Slow/Knockup). This means that you have 4 chances to apply the Stone of Binding passive which can increase your boxing potential in the early game and is also nice when rotating to teamfights and diving squishy targets like the mid laner. Paired with Gilded/Diamond Arrow the flat protection reduction makes the autos feel great too! Try to get this as early as possible to maximise the use of its flat protection reduction.

Item 3
Mantle of Discord

Okay, everyone knows Mantle of Discord is a strong defence item, that works wonders on any build on any class. This helps you achieve your late game front lining potential with high defence stats, however, you can really push the limit with your ultimate escape and overstay because if people try to lock you down while you're ulting to escape? It stuns them all and you can escape safely, because of the high price and it's higher potential only being reached late game, you should maybe be buying this 5th/6th or replacing your boots with it.

Item 4
Gem of Isolation

Although this item isn't shown as a core item, I feel it deserves mention for how good it can be applied with Jormungandr. Jorm's 'puddles' can cover a huge area when placed correctly using Venomous Haze, Submerge and The World Serpent while they also provide a slow. This means you can stack the slow of your 'puddles' with Gem of Isolation which can provide a lot of utility to your team in the late game. Because of it isn't a core item I would purchase this towards the end of your build or maybe to swap boots.

ABILITIES AND COMBOS


Passive - Immovable

This is a unique and interesting passive, Jormungandr is immune to hard displacement, so he cant be thrown by Xing Tian or ulted by Hades. However he takes 10% more damage for 2 seconds after being hit by the hard displacement, and is also slowed for 20%. In short, this can be what saves you or what kills you so savour the moments where you aren't being dropped in a Scylla ult by a Cerberus ult but watch out for when Sobek procs your passive allowing others to really hurt you.


1 - Venomous Haze

Venomous Haze provides decent ranged damage and is primarily used to set up the 3 and/or 2. It can easily proc item effects that are triggered from being hit by abilities, due to the long time the Venomous Haze 'puddle' is on the ground for along with the large space it takes up and the number of them you can have up. As I pointed out earlier with Stone of Binding because of the slow you can proc the item for every tick from stepping in a 'puddle'. This ability, along with the 2 and the 3 all interact with each other, allowing for more 'puddles' and more damage.


2 - Consuming Bellow

Now here is the icing on Jormungandrs cake. This AOE deals a tremble CC and enormous damage, but if that wasn't enough, you get bonus damage for every 'puddle' up to 3. At max rank in 3 'puddles' this will allow you to deal 480+60% of your Magical power, also when using a 'puddle' the range is increased to 30. You should try to get the bonus damage at any opportunity possible, although it is still good without a 'puddle'.


3 - Submerge

A simple, but effective ability. Submerge as the name implies, gives you invisibility as you submerge under the ground and gain 30% movement speed, you can end this ability early or wait the full 5 seconds to engage an AOE knockup, dealing damage around you. This can be used to engage targets, or if you emerge through a 'puddle' it will spawn 2 more 'puddles' in an area in front of you, granting you the maximum for bonus damage and range if you are in range of all 3 'puddles' on your second ability, Consuming Bellow.


4 / Ultimate - The World Serpent

There's a lot you can do with this ability. You can initiate a fight with this, use it in a fight to dive harder, use it to escape or sometimes a mixture of those uses! With this ability Jorm picks a target location and deals damage to enemies on his current position and enemies at the target location and can do this 3 times leaving 4 'puddles' in total. Combined with Venomous Haze and Submerge you can have a total of 7 'puddles' down at one time covering an enormous area.

Combos


This is your standard combo for clearing waves and hurting your opponents. Using Venomous Haze then Submerge to emerge through the first 'puddle' and place 2 more allows you to deal the maximum bonus damage from Consuming Bellow.



In this combo use your ultimate to initiate the fight and stay on top of your target, then when you emerge from your ult there will be a 'puddle' to use with Submerge so you have 3 puddles to deal bonus damage with Consuming Bellow. I use Venomous Haze here at the end for extra confirmable damage but you can use it at any point in this combo and feel okay.



This uses the full first combo, however at the end you use your ult and are left with 3 choices, dive harder, poke or fully escape. If you dive harder with your ult you should be able to use either of the previous combos again to deal more damage, although beware as you have no escape safety. Poke and escape are similar, sometimes you can get away with hitting 1 or 2 of your ultimate leaps before escaping, or if you're in a really sticky spot you'll need to use all 3 of them to make the furthest distance between you and the enemy.

SUMMARY // CONCLUSION

Jormungandr is an absolute monster when it comes to laning, boxing, teamfighting, pressure, and pretty much everything you need when it comes to the Solo lane, I hope this build was useful, thank you for reading!

OTHER GUIDES

Here are all of my other guides, click on one if you'd like to!




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1
Narwhals64 | May 4, 2021 8:14pm
Why guilded arrow? Doesn't that not work on Jorm?
1
Big Damage (37) | May 4, 2021 11:32pm
Guilded Arrow provides basic attack power which is a stat Jormungandr can use. His autos hit fast and can apply the increased damage often which helps his early lane poke.
1
Rustofski | April 12, 2021 6:27pm
Botting
1
Gulfwulf (81) | April 12, 2021 10:37pm
What?
2
JuaniT033 | February 20, 2021 3:13am
It's good guide, it help me a lot for solo jormu
2
Grover_vs_Groot | October 1, 2020 1:40pm
Jorm is one of the few character Stone of Gaia pretty useless because he never procs the passive as he is unable to be displaced
1
Big Damage (37) | October 30, 2020 12:21am
Yeah it's part of the reason he's not in a great spot right now. To keep up with the current sustain meta he needs to build it but because he has 2 knock ups in his kit he's going to keep procing it on opponents.

You could forgo it and try to just proxy and be annoying but that isn't where his main strength is (was) in my opinion.
1
Kriega1 (143) | October 30, 2020 5:35am
It’s also due to the nerf he got to the base damage of his autos.
1
boogiebass (46) | January 4, 2020 11:46am
Not too sure about obsidian shard or doom orb in a solo lane build, unless your team is stomping and you just decide to go full damage. Could you explain reasoning behind picking these?
1
Kriega1 (143) | January 6, 2020 12:00am
Obsidian Shard would be very situational if considered at all.

Doom Orb has no place in a solo lane build for Jorm at all. Better off with Ethereal Staff or Soul Reaver.

The whole point of why Doom Orb is being picked up in the current meta is in Mid lane due to the Magic Shoes, Lost Artifact and 1 Multi Potion or Healing Potion start where you can rush Shoes of Focus and then afterwards finish Doom Orb or just finish the tier 2 and then finish the tier 3, and Doom Orb makes up for the mp5 lost by skipping Mage's Blessing, letting your build come online sooner.
1
Cbkdiabolic | January 15, 2020 9:25pm
And sorry but no doom orb nor obsidian should be picked up AT ALL
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1
Cbkdiabolic | January 15, 2020 9:24pm
Def start his 2 on abilities get that maxed first and his 3rd second his one does no damage its meant for set up for his 2 not sure why anyone would start his one
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1
Big Damage (37) | January 5, 2020 10:17pm
The power items such as those 2 are essentially to replace where the ethereal staff is, still a tanky build however if you wanted more power and speed seeing as how slow Jorm is and couldn't afford to get rid of the last power item for say winged blade, I would use Doom Orb. Obsidian Shard is in the same position, a bit more of a snowball item, but say they're building high magical protections or you have a Chronos melting people making squishies build magical protections too, that is what I would go for.
1
ToneBone (1) | January 23, 2021 9:48am
While these ideas are good, I wouldn’t purchase either of these items on Jorm. You’re jeopardizing yourself by going an item that has so little value to you. Magus would be a more optimal choice over Ob shard. Making enemies take more damage even by walking into your pools. An Ob shard proc could still proc on a tick of your pool too immediately putting the passive on refresh. You’ll be losing out on a lot of damage imo. As for doom orb, something similar here. There’s potential in so many other items for Jorm that I do t even see Doom orb as an option. I would take Chronos pendent over Doom orb too. The passive is just way more beneficial. Plus, blinking into a team fight as Jorm is the best way the engage, then ulting to flea or chase is most likely the best way to play the engage and ending to a fight. Doom Orb will be lacking in those types of situations. As Jorm your best bet is to force space between your both back lines, and to help you do that you need to be tanky while still doing damage hence why I wouldn’t even consider Doom Orb. I would stick to mostly tanky, a few hybrid items and one maybe two damage items making you a much bigger threat.
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