The fissure appears over 0.3s, stunning and damaging enemies as it appears.
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Berserker Barrage
3B
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
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!
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.
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.
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.
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.
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.
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):
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.
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.
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