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Deity/GM Fenrir Jungle

3 0 2,887
by AutoSpeed updated February 14, 2025

Smite God: Fenrir

Build Guide Discussion 0 More Guides
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Fenrir Build

STARTING ITEMS

Notes You don't need mana potions, only use 1 ability per jungle camp in return.

Notes

You don't need mana potions, only use 1 ability per jungle camp in return.

Build Item Bumba's Cudgel Bumba's Cudgel
Build Item Axe Axe
Build Item Health Potion Health Potion
3

FULL BUILD

Notes This build gives you a good balance of damage with defense which is very ideal for a Bruiser god like Fenrir.

This build offers 60 cooldown rate, which adds up to be exactly 37.5% cooldown reduction with the formula.

CDR% = (1 - (100 / (100 + CDRate))) Ă— 100

Notes

This build gives you a good balance of damage with defense which is very ideal for a Bruiser god like Fenrir.

This build offers 60 cooldown rate, which adds up to be exactly 37.5% cooldown reduction with the formula.

CDR% = (1 - (100 / (100 + CDRate))) Ă— 100

Build Item Bumba's Hammer Bumba's Hammer
Build Item Jotunn's Revenge Jotunn's Revenge
Build Item Shifter's Shield Shifter's Shield
Build Item Screeching Gargoyle Screeching Gargoyle
Build Item Oath-Sworn Spear Oath-Sworn Spear
Build Item Serrated Edge Serrated Edge
Build Item Talisman Of Purification Talisman Of Purification

Fenrir's Skill Order

Unchained

1 X Y
Unchained
2 15 16 18 19

Seething Howl

2 A B
Seething Howl
3 8 11 12 14

Brutalize

3 B A
Brutalize
1 4 6 7 9

Ragnarok

4 Y X
Ragnarok
5 10 13 17 20
Unchained
2 15 16 18 19

Unchained

1 X
Savagely Leap forward, dealing Physical Damage when you land.
  • When Empowered, Stun all enemies in the area, then remove all Runes
  • If not Empowered, gain 3 Runes.
Damage: 85 / 145 / 205 / 265 / 325
Damage Scaling: 85% Strength + 30% Magical Protection + 30% Physical Protection
Stun Duration: 0.75s
Range: 8.8m
Radius: 2.4m
Cooldown: 15s
Cost: 50 / 55 / 60 / 65 / 70

Additional Notes:
  • Hitting an enemy god reduces the Cooldown of this ability by 30%.
Seething Howl
3 8 11 12 14

Seething Howl

2 A
Unleash a howl, gaining increased Strength, Attack Speed, and Lifesteal.
  • Gain 2 Runes.
Strength: 15 / 25 / 35 / 45 / 55
Attack Speed: 20 / 22.5 / 25 / 27.5 / 30%
Lifesteal: 20%
Buff Duration: 6s
Radius: 7.2m
Cooldown: 13s
Cost: 60 / 65 / 70 / 75 / 80
Brutalize
1 4 6 7 9

Brutalize

3 B
Gain Protections, Leap forward, and grab onto an enemy, dealing Physical Damage repeatedly to all nearby enemies.
  • You are Displacement Immune while Channeling
  • When Empowered, deal increased Physical Damage repeatedly instead, then all Runes are consumed
  • If not Empowered, gain 1 Rune per successful hit
Damage: 40 / 65 / 90 / 115 / 140
Damage Scaling: 45% Strength
Increased Damage Scaling: 70% Strength
Physical Protection: 5 + 2 per Level
Magical Protection: 5 + 2 per Level
Range: 4.8m
Radius: 1.6m
Cooldown: 12s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • This ability hits 4 times over 1.08 seconds.
  • Gain Physical and Magical Protections while Channeling.
  • This ability can Critically Strike.
  • This ability can trigger both ability and basic attack item effects.
  • Your target is Revealed while you are Channeling.
Ragnarok
5 10 13 17 20

Ragnarok

4 Y
Grow massive in size, and your next next basic attack deals Physical Damage and can Pick Up an enemy god and carry them to any position.
  • Gain increased Movement Speed, Physical Protection, and Magical Protection and become CC Immune while massive.
Damage: 200 / 275 / 350 / 425 / 500
Damage Scaling: 114% Strength
Movement Speed: 75%
Physical Protection: 20 / 25 / 30 / 35 / 40 + 15% Physical Protections
Magical Protection: 20 / 25 / 30 / 35 / 40 + 15% Magical Protections
Buff Duration: 4s
Grab Duration: 1.8s
Cone Angle: 120 degrees
Cooldown: 110s
Cost: 100

Fenrir Threats

Tap each threat level to view Fenrir’s threats

Max
1
Major
0
Even
0
Minor
0
Tiny
0

Fenrir Synergies

Tap each synergy level to view Fenrir’s synergies

Ideal
0
Strong
1
OK
0
Low
0
None
0

Introduction

Hey, my name is AutoSpeed and I have been a Grandmaster + 3500 (MMR cap) in Conquest, Joust, and Duel in every recent season and I have hit Deity in Smite 2. I'm happy to share my knowledge of the game with everyone, and I appreciate any and all feedback!

Here are my channels:

Twitch

Twitter

YouTube

Discord

Fenrir Basics

Fenrir's Abilities


Passive - Unbound Runes

Fenrir gains runes from basic attacks, up to a maximum of 5. These are used to empower his abilities. Kills and assists give bonus runes.

Unbound Runes gives crucial effects to Fenrir's kit, which will be explained in each ability.


Ability 1 - Unchained

Fenrir jumps, dealing damage upon landing. If he hits an enemy god, the cooldown is reduced. If Fenrir has 5 Unbound Runes stacks, Unchained will stun the enemy.

Unchained should be used to initiate almost every fight, preferably with full Unbound Runes stacks. You can deal a large amount of damage while they are stunned, or setup other abilities such as your ultimate.


Ability 2 - Seething Howl

Fenrir howls, gaining increased physical power, attack speed, and lifesteal. He also generates 2 runes.

Seething Howl should be used just before every fight, and is a powerful buff. It's also useful outside of combat to generate Unbound Runes, so use it whenever possible.


Ability 3 - Brutalize

Fenrir gains increased protections, and pounces on his target. He will strike them 4 times damaging them and cleaving enemies, and will follow them even if they dash away. At full runes, the ability gains increased power scaling

Brutalize is your main damage ability, and it does a massive amount of damage. Almost every matchup is determined by who can or cannot cancel this ability, as most people cannot live through the damage.


Ultimate - Ragnarok

Fenrir grows in size, becoming CC immune and gaining speed. He may bite a single enemy god, dealing large damage and picking them up into his mouth. He can then drag them towards a location of his choosing. At full Unbound Runes, he gains protections.

Ragnarok is a powerful ability, used to render your opponent helpless while you drag them towards your team. It is powerful when combined with Unchained, as they do not have time to move before getting bitten.

If they use relics for the stun from Unchained, then they cannot relic Ragnarok. This is the major importance of his passive Unbound Runes.


Ability Rotations:

Initiation:

Unchained > Auto Attack > Seething Howl > Auto Attack > Brutalize

Jump + Ultimate:

Seething Howl > Unchained > Ragnarok

Tips:

Seething Howl is powerful with lifesteal items, as you can heal 200 to 300 or more during the late game per auto attack. Gives strong reset potential off of jungle camps, and lets you last much longer than enemies expect when diving.

Using Seething Howl before Unchained will deal more damage overall, but enemies will predict your initiation if they see this. Unless you are ulting a tank who struggles to escape, save your Seething Howl for after you jump with Unchained, as hitting the stun is much more important.

You can use your ultimate Ragnarok and run up to someone, and usually they will Purification Beads instantly, especially if they were stunned by Unchained prior. Instead of biting with Ragnarok right away, you can follow them with your increased movement speed and bait our their Purification Beads, biting them once the effect ends. You can effectively get someone's relics, AND pull them at the same time. The downside to this is you will take damage, especially in a team fight as you are in front of everyone, so don't bite off more than you can chew!

Jungle Tutorial

Early Game:
  • Start at the Gold Fury side Speed Buff; once the Speed Buff jungle camp is cleared, head towards your XP Buff right next to your Speed Buff; afterwards, you want to head towards the XP camp right next to the Gold Fury Buffs (this will let you hit level 2).

    After that you want to head towards mid to contest the mid camps in the right jungle with your mid laner. Once that is done, head towards your red buff, and either you or your mid laner can take this buff.

    Then go down towards your scorpion camp and XP camp (this will let you hit level 3).

  • Fenrir has a strong early brawl, as he can run down enemies and CC them with Unchained. You do have to worry about damage taken, as while you can hit them - the enemies can hit you back.

  • Your focus is: Buff Camps > Rotations > Harpies, which is crucial to being relevant but not falling behind.

  • Your ganks are powerful with Brutalize, and will only get stronger as you rank up the ability. There will almost always be an enemy who cannot avoid this ability, those enemies are your targets.

Mid Game:
  • Begins around ~14 minutes, or when most people have hit Level 12 and unlocked their Second Relic. Most enemy teams have gotten around to warding by now, and team fights become increasingly common. Most builds have started to show effectiveness.

  • Group up for team fights, as they are the most important things happening. You have good backline dive, but you are vulnerable to being CC'd as usually someone can cancel your Brutalize.

  • You are a big threat to the enemy frontline, as the enemy solo and support may be forced to build Purification Beads. If they don't build it, they are good targets for Ragnarok, as there is nothing they can do to avoid the damage, unless they have Talisman Of Purification.

Late Game:
  • Almost everybody has hit Level 20, Fire Giant is the most important objective on the map. Starter items become unlocked at Level 20, which results in a damage/defensive spike. This means that everybody dies faster, and Team Fights are the most important thing.

  • Diving the enemy backline is much harder, but your role will be determined by your build. If you built the hybrid build up above, you may still look to dive the backline. If the recommended crit build was built, you also have the option of looking for the jungler 1v1. Regardless, it's essential you have full Unbound Runes stacks, as letting your Unchained stun will determine everything.

  • During the Siege Fight, play with your team and look to ult an enemy front liner. IF the enemy jungler is capable of hitting you while you are in your ultimate, then split push so it doesn't happen.

  • Fenrir has a harder time sieging without defense, but you've already done your job of getting your team to this phase of the game.

Warding



Blue - Early/Rotational wards, you don't go out of your way to place these wards. Place them while already in the area, they are used to prevent blind spots while you rotate. They also double as objective wards

Green - Late game wards, you want to place them as high as possible without getting caught by the enemy doing so. They cut off chokepoints on the enemies side, which lets you know which side of the map they are on. Good wards for a Fire Giant fight

If you find yourself at an enemy buff camp, feel free to drop a ward for the timer if you plan on coming back!

It is very important to recognize which side of the map enemies are on. If you see the enemy jungler on the solo side, recognize they could counter-rotate if you try to play on that side of the map. On the flip side, it means you are free to rotate on the Gold-Fury side of the map!

Final Advice

Fenrir is a monster of a jungler in the early game, and we've all had our moments where he completely shuts down our game. While his pressure slowly gets matched by others as the game goes on, builds such as the crit one will make you ALWAYS (pinkie promise) kill whoever you stun with Unchained. This guide was created to help clear up the flow of your game, and I hope you gained some knowledge out of it.

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