Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

It's time for the SMITE 2 Season 0 Guide Contest! Create or update guides during the following 3 weeks to compete for the $2,000 prize pool! 🏆

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Thor guides

Deity/GM Thor Jungle

1 0 908
by AutoSpeed updated January 28, 2025

Smite God: Thor

Build Guide Discussion 0 More Guides
Stream is Offline
Tap Mouse over an item or ability icon for detailed info

Thor Build

STARTING ITEMS

Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

FULL BUILD

Notes This build offers 50 cooldown rate, which adds up to be exactly 33.33% cooldown reduction with the formula.

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

Notes

This build offers 50 cooldown rate, which adds up to be exactly 33.33% 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 Screeching Gargoyle Screeching Gargoyle
Build Item Stone of Binding Stone of Binding
Build Item Oath-Sworn Spear Oath-Sworn Spear
Build Item Titan's Bane Titan's Bane
Build Item Heartseeker Heartseeker
Build Item Purification Beads Purification Beads

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 15 16 18 19

Berserker Barrage

3 B A
Berserker Barrage
1 3 6 7 9

Anvil Of Dawn

4 Y X
Anvil Of Dawn
5 13 14 17 20
Mjolnir's Attunement
2 8 10 11 12

Mjolnir's Attunement

1 X
Throw Mjolnir forward, dealing Physical Damage to enemies as it travels. When it reaches max range it flies back to you.
  • Gods hit by Mjolnir returning to Thor take 200% damage. Minions take 100% damage.
  • Reactivate while Mjolnir is traveling to teleport to and catch Mjolnir.
Damage: 50 / 95 / 140 / 185 / 230
Damage Scaling: 35% Strength
Range: 11.2m
Radius: 0.5m
Cooldown: 13s
Cost: 55 / 60 / 65 / 70 / 75

Additional Notes:
  • Mjolnir must be in a valid location for Thor to be able to teleport to it.
  • You cannot teleport to Mjolnir if afflicted by a Hard CC, Cripples, or while firing a different ability.
Tectonic Rift
4 15 16 18 19

Tectonic Rift

2 A
Slam Mjolnir down creating a fissure, dealing Physical Damage to enemies as it erupts. Enemies hit are also Stunned.
  • The fissure blocks movement, but allows projectiles to pass through.
  • Reactivate to bring the fissure down early.
Damage: 30 / 50 / 70 / 90 / 110
Damage Scaling: 20% Strength
Stun Duration: 1.2 / 1.2 / 1.3 / 1.4 / 1.4s
Range: 11.2m
Cooldown: 17 / 16.5 / 16 / 15.5 / 15s
Cost: 60

Additional Notes:
  • The fissure appears over 0.3s, stunning and damaging enemies as it appears.
Berserker Barrage
1 3 6 7 9

Berserker Barrage

3 B
Spin, dealing Physical Damage to enemies around you. You spin twice before unleashing a final cone attack that deals Physical Damage to enemies in front of you.
  • You are Displacement Immune while Channeling
  • Gain 3s of Thunderstruck, causing Mjolnir hits to arc and damage nearby enemies
Spin Damage: 30 / 50 / 70 / 90 / 110
Spin Damage Scaling: 40% Strength
Cone Damage: 50 / 70 / 90 / 110 / 130
Cone Damage Scaling: 70% Strength
Range: 3.2m
Cone Angle: 180 degrees
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Cost: 55 / 60 / 65 / 70 / 75
Anvil Of Dawn
5 13 14 17 20

Anvil Of Dawn

4 Y
Fly into the sky. Choose a location to land dealing Physical Damage to enemies upon landing. Enemies hit are Stunned.
  • You are CC Immune during this ability
  • You are Thunderstruck for 6s after landing, causing Mjolnir hits to arc and damage nearby enemies
Damage: 100 / 165 / 230 / 295 / 360
Damage Scaling: 85% Strength
Stun Duration: 1.5s
Range: 32m
Radius: 3.2m
Cooldown: 110 / 105 / 100 / 95 / 90s
Cost: 80 / 90 / 100 / 110 / 120

Additional Notes:
  • If you are not aimed at a valid location, you will land at the closest valid point when aiming times out.

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 am rank 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

Thor Basics

Thor's Abilities


Passive - Warrior's Madness

Thor gains increased physical power for each nearby enemy, with a maximum of 3 stacks.

Warrior's Madness is most noticeable in the early game, as Thor will hit deceptively hard. For the mid and late game, it will boost your Anvil of Dawn considerably, as the enemies will be grouped up for team fights.


Ability 1 - Mjolnir's Attunement

Thor throws his hammer Mjolnir forwards, which damages all enemies hit. Mjolnir will then ricochet back towards Thor, dealing double damage on the way back. He can activate the ability at any point to teleport to Mjolnir's current position.

Mjolnir's Attunement is your primary damage ability, but also your escape. Combine it with your 2nd ability Tectonic Rift to confirm it's damage. Without Tectonic Rift, it is difficult to hit the same enemy twice, but still do-able.


Ability 2 - Tectonic Rift

Thor slams the ground, causing a fissure to appear, stunning and damaging enemies. The fissure acts as a wall, which temporarily blocks movement.

Tectonic Rift is very strong against enemies without jumps, as you can prevent them from escaping your team. It's other use is setting up for Mjolnir's Attunement, as the stun will confirm a double hit of your hammer.


Ability 3 - Berserker Barrage

Thor spins around with his hammer, doing damage two times in a circle, with a third swing to any enemies in front of him. Thor is knockup immune while casting.

Berserker Barrage is an efficient way for Thor to clear jungle camps. When it comes to combat, it should be your way of damaging enemy gods within melee range.


Ultimate - Anvil of Dawn

After a momentary channel, Thor leaps to the sky. He can then choose to land anywhere on the ground within a massive distance, damaging and stunning all enemies hit.

Upon landing, Thor gains a chain lightning bonus to any of his damaging attacks, which procs for additional damage.


Ability Rotations:

Standard Poke:

Tectonic Rift > Mjolnir's Attunement

The best way for Thor to deal damage without getting close.

Dive:

Tectonic Rift > Mjolnir's Attunement > Auto Attack > Berserker Barrage > Auto Attack

Hitting the enemy twice with Mjolnir is difficult, as teleporting to an enemy stops it from doing damage. Practice will give you the proper timing.

Melee-Range Damage:

Tectonic Rift > Auto Attack > Mjolnir's Attunement > Auto Attack > Berserker Barrage

If you think the enemy will live/fight after this combo, consider teleporting away after hitting them once with Mjolnir. You could also replace Mjolnir's Attunement with Berserker Barrage, and save your hammer for running away.

Early Game Ultimate Dive (or enemy has no relics):

Anvil of Dawn > Auto Attack > Mjolnir's Attunement > Auto Attack > Tectonic Rift > Auto Attack > Berserker Barrage

Stunlock combo which confirms 2 hits of Mjolnir. The highest possible damage combo. Only do this if the enemy has no relics or it is early game, because if they relic, not only are you unable to chase but you cannot run either because Mjolnir is on cooldown.

Late Game Ultimate Dive:

Anvil of Dawn > Auto Attack > Berserker Barrage > Auto Attack > Mjolnir's Attunement

Used when you hit 2+ enemies late game. Teleport away instantly with Mjolnir's Attunement, as you are full damage standing in the center of all the enemies. Will do the most amount of damage to a group of enemies, as using Tectonic Rift or Mjolnir's Attunement will make you vulnerable. If the enemies relic instantly, skip the last Auto Attack and go straight to running away.

If you know the enemies will instantly relic your ultimate, you can Anvil of Dawn > Mjolnir's Attunement to instantly run away, and next time your Anvil of Dawn is up you can kill them because they won't have relics.

Jungle Tutorial

  • 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).

  • Thor has a powerful early game, as his passive Warrior's Madness makes him hit super hard at level 2. Aim to auto attack whoever is closest to your 1x, and use Berserker Barrage cleave and clear at the same time. Use Mjolnir's Attunement to hit from afar, or to dive. Remember that once you use Mjolnir you have no escape, so junglers may look to blink on you once it's down.


  • You have a good sidelane gank at level 3 with Tectonic Rift, because you can wall the enemies off from safety. Look to do this with every early gank, if their escape is still up, save Mjolnir's Attunement to attempt to catch up and cut them off with Tectonic Rift.

  • Wander around the map with a priority of Buff Camps > Rotations > Harpies, and try to get your ultimate Anvil of Dawn as soon as possible. This is your signature ganking ability, and gives your team considerable map pressure.

  • Once you have your first item, your ganks will almost always be with Anvil of Dawn. Try to keep this ability on cooldown as much as possible.

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.

  • When it comes to ganks, you play the exact same as you have since unlocking Anvil of Dawn. Communicating with your team to attack before you land will go a long way for properly finishing off a kill.

  • What's different during the Mid Game is the threat of enemy junglers. You have a large amount of pressure and threaten any jungler that does not have beads with Anvil of Dawn, but you are vulnerable without your ultimate.

  • Enemy junglers will look to blink on you, as many can finish you off before your cast of Anvil of Dawn is completed, or they can force you to ult in poor situations which considerably hurts your teamfight. Avoid enemy junglers for this reason.

  • Remember to focus on Team Fights and Objectives, the more stacked the enemy team is the stronger your Anvil of Dawn becomes. Don't let any chances slip away!

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.

  • While you could wait for your solo laner to force relics first, Thor is one of the best junglers at initiating a fight. It all comes down to your usage of Anvil of Dawn. Presume the enemies will instantly relic when you land on them, land with the expectation of forcing relics - not killing them. Your goal should be to force relics and live, then use Anvil of Dawn immediately off of cooldown to kill the second time.

  • While you can split push during a siege fight, almost every jungler has a favorable 1v1 because they can blink past your abilities. Instead, play (with sentry wards) near the doors between Phoenix's, and look to Anvil of Dawn and land on the enemy team. Presume you have to immediately bail after a use of Berserker Barrage. If there is free time between the fight, you could look to Tectonic Rift and Mjolnir's Attunement on the enemy jungler. If they use relics or blink onto you, use Mjolnir's Attunement to escape towards your team. This is why you want to be near the doors, as your team can't make it in time if you are at the mid phoenix.

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

While Thor has been one of the most common junglers to haave unlocked, he is deceptively difficult when it comes to Mjolnir's Attunement hits. I recommend experimenting with "Instant Casting" or "Quick Casting" of your abilities, as it will make your kit feel fluent.

It's hammer time! <3

Leave a Comment

You need to log in before commenting.

Collapse All Comments

Loading Comments...
Load More Comments

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved