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Deity Thor Solo

Solo Conquest
7 2 5,560
7.7
by lestimics updated April 4, 2025

Smite God: Thor

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

Thor Build

Started build

Notes Warrior's Axe Every time you hit an enemy, you deal extra damage and heal, but it can only happen once every 8 seconds. It's really good for 1v1s in the first levels.

Health Potion HP sustain for the lane.

Purification Beads gives you CC's immune when you use.

Notes

Warrior's Axe Every time you hit an enemy, you deal extra damage and heal, but it can only happen once every 8 seconds. It's really good for 1v1s in the first levels.

Health Potion HP sustain for the lane.

Purification Beads gives you CC's immune when you use.

Build Item Warrior's Axe Warrior's Axe
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Full Build

Notes Sundering Axe It gives you defenses, damage and its passive makes that when you hit an enemy god you do extra damage and heal yourself, it can only happen every 8 seconds

Runeforged Hammer It gives you a lot of Hp, damage and the passive makes you do more damage after applying a hard CC and reduces your cooldown.

Mystical Mail gives you a lots of health, defense and has an offensive effect. The important thing about this item is the aura that deals damage to nearby enemies.

Glorious Pridwen gives you mixed defenses, cooldown reduction and an active one that gives you a shield based on your defense and when it explodes it does damage.

Mantle of Discord defenses, cooldown reduction and its passive makes that if you are below 40% of your life all enemies around you are stunned and you gain immunity to CC's.

Oath-Sworn Spear It gives you a lot of damage in addition to its passive that reduce protections.

Magi's Cloak defenses, cooldown reduction and its passive makes CC's immune to the first CC once every 60 seconds.

Purification Beads gives you CC's immune when you use.

Notes

Sundering Axe It gives you defenses, damage and its passive makes that when you hit an enemy god you do extra damage and heal yourself, it can only happen every 8 seconds

Runeforged Hammer It gives you a lot of Hp, damage and the passive makes you do more damage after applying a hard CC and reduces your cooldown.

Mystical Mail gives you a lots of health, defense and has an offensive effect. The important thing about this item is the aura that deals damage to nearby enemies.

Glorious Pridwen gives you mixed defenses, cooldown reduction and an active one that gives you a shield based on your defense and when it explodes it does damage.

Mantle of Discord defenses, cooldown reduction and its passive makes that if you are below 40% of your life all enemies around you are stunned and you gain immunity to CC's.

Oath-Sworn Spear It gives you a lot of damage in addition to its passive that reduce protections.

Magi's Cloak defenses, cooldown reduction and its passive makes CC's immune to the first CC once every 60 seconds.

Purification Beads gives you CC's immune when you use.

Build Item Sundering Axe Sundering Axe
Build Item Runeforged Hammer Runeforged Hammer
Build Item Mystical Mail Mystical Mail
Build Item Glorious Pridwen Glorious Pridwen
Build Item Mantle of Discord Mantle of Discord
Build Item Oath-Sworn Spear Oath-Sworn Spear
Build Item Magi's Cloak Magi's Cloak
Build Item Purification Beads Purification Beads

Situational Items

Notes Hide of the Nemean Lion right now the carries are very strong and this item gives you a passive that when you activate it you reflect damage, that's why it's very good vs carries.

Notes

Hide of the Nemean Lion right now the carries are very strong and this item gives you a passive that when you activate it you reflect damage, that's why it's very good vs carries.

Build Item Hide of the Nemean Lion Hide of the Nemean Lion

God Aspect Activated

Aspect of Thunderstruck

Thunderstruck is always active; triggering it 3 times on a god heals Thor, slowing and trembling them. Warrior’s Madness grants Protections instead of Strength. Mjolnir’s Attunement no longer deals bonus return damage, and Tectonic Rift has no damage scaling.

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: 14s
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: 35% 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.

Thor Threats

Tap each threat level to view Thor’s threats

Max
0
Major
0
Even
1
Minor
0
Tiny
0

Thor Synergies

Tap each synergy level to view Thor’s synergies

Ideal
0
Strong
0
OK
3
Low
0
None
0

Introduction

Hi, this guide is brought to you by lestimics. I started playing Smite 1 on PC in 2014. I've been playing competitively since 2020 and have been a professional Smite player from 2021 to 2023. I've played on different teams like JustF6, Gilded Gladiators or Tartarus Titans.

You can check out the SmiteVOD YouTube channel where my recorded professional games are. I've peaked at 3500 MMR GrandMaster/Masters in Ranked Conquest on the PC platform every season since 2018. I've also done Smite Masters (LAN) 4 times in 2022, so I really think I have the knowledge to guide on the Solo role in SMITE 2.

I hope you find this guide as a useful learning resource for playing Thor as Solo.

Here are my socials:

Abilities

Thor's Abilities


Passive - Warrior's Madness

You gain protections for each enemy god near you, up to 3.

When you hit an enemy god you will do extra damage, also triggering it 3 times on a god heals Thor, slowing and trembling them.

It is very important to constantly apply this CC to enemy gods.


Ability 1 - Mjolnir's Attunement

Thor throws Mjolnir forward, dealing physical damage to enemies as it travels. When it reaches max range, it flies back to you.

Thor can reactivate the ability to instantly teleport to Mjolnir while it is in flight. It can also go through walls.

It is very useful for pushing minions and poking from the distance.


Ability 2 - Tectonic Rift

Thor slams Mjolnir down creating a fissure, dealing physical damage to enemies as it erupts. Enemies hit are also stunned.

The fissure created blocks movement, but allows projectiles to pass though. The ability can be reactivated to destroy the fissure early.

It's very useful to ensure you hit your other abilities and apply CC to make it easier for your teammates.


Ability 3 - Berserker Barrage

Thor begins to spin, dealing physical damage to enemies around him. after spinning twice, he will unleash a final cone attack that deals physical damage to enemies in front of him.

Thor is displacement immune while channeling this ability. This means that if someone knocks you up, for example, you are immune while using this ability. It is Thor's best ability to apply his passive.


Ultimate - Anvil Of Dawn

Thor charges his hammer and becomes immune to CC, launching himself into the sky. Once flying, he chooses a location to land, dealing physical damage and stunning all enemies he lands upon.

This ability is really good for engage and being able to gank easily, as well as applying a great CC.


Example Combos:

From the distante Tectonic Rift to stun the enemy > Mjolnir's Attunement when hit twice, teleport to him to hit 1 basic attacks > Berserker Barrage and continue hitting basic attacks.

If you want to engage or gank with the ultimate: try to no one sees or hears you Anvil Of Dawn > when you fall hit 1 basic attack > Mjolnir's Attunement > 1 basic attack > Tectonic Rift > 1 basic attack > Berserker Barrage.

Remember that you don't have to always teleport using Mjolnir's Attunement, be careful with this in late game because you can easily die if you do this.

How to play Thor

Gameplay Start / Early Game
  • Start at the Fire Giant side in the lane. You have to start on the blue buff leveling up your Berserker Barrage, with the jungler helping you do it quickly, and then go to the lane to push the minions. If you don't lose any minions you will go up to level 2, but if you lose any minions in the next wave of minions you will go up to level 2.

  • It is important to know that in order to push the minions correctly you have to use Mjolnir's Attunement in front of the melee minions to hit all minions, and next use Berserker Barrage trying to hit the enemy god and melee minions. You have a very good 1vs1 thanks to its passive so try to hit all the basics you can on the enemy god.

  • The following moves are push the lane and try to win the Totem (Totem gives gold for all the team and mana regeneration). From this point on you have to try to win the pressure of the lane to be able to kill the side camps and get more gold and experience.

  • On the side camps you can kill the gold camp which doesn't give you experience but a lot of gold, and the two harpy camps give gold and experience. Also if you have pressure online you can invade their harpies too.

  • When you get the first item of the build, you are incredibly strong in 1vs1 so you will be able to look for some kills and pressure a lot.

  • Remember to buy wards to avoid the ganks and try to comunicate to the jungle to invade blue buffs or try to kill the solo laner.

Mid Game:
  • At this point of the game, which is roughly between 10:00 and 20:00 minutes, you have to push the lanes as quickly as possible and try to rotate, either by using the teleports of the sides of the lane for the duo lane or rotating to the mid lane.

  • If you do mid lane rotations, Thor is very good character to engage or ganking any lane thanks to his ultimate Anvil of Dawn, I recommend that you ult at a distance where the sound of the ability cannot be heard so that enemies cannot get under the tower, if you manage to kill someone or get enough pressure, you can do the Gold Fury or the Pyromancer.

  • If you use the teleporter from the solo to the duo lane, you have to do the same play but trying to kill the carry or the support and gain the pressure to be able to do the Gold Fury.

Late Game:
  • At this point in the game your job is to be the frontline with the support as teamfights start around the fire giant at around minute 25:00.

  • You have to harass, poke and kill the enemy carry, mid and jungler as they are the most dangerous for your team.

  • To deal with this type of situation you have to take advantage using Tectonic Rift to stun enemies so your teammates can easily deal damage, you can also engage or give vision using your ultimate Anvil of Dawn, it is very important to constantly silence call your team so that they follow you when you perform a stun.

  • The moment you have the fire giant buff, the sieges on the Phoenix begin. Here you have to continue taking advantage of your stun with Tectonic Rift to get a kill and destroy the Phoenix with the help of your carry and mid. You can also go with your jungle to another Phoenix to create pressure since you have a lot of defense to tank and your jungle can do good damage to the Phoenix easily.

  • If the enemy has the fire giant and it is your turn to defend the Phoenix, you have to be in a group with your team and defend under the Phoenix, being careful with the picks.

  • Constantly call for all information, when you engage try to be followed by your team, always be sure of your decision making.

  • Remember to wards all the zone on fire giant and when you are sieging you need wards too.

How to ward as Solo

White circles: Vision Ward
Green circles: Sentry Ward

Early/Mid Game

Here you can see the best spots to ward as a Sololaner.

These wards will help you to know where the enemy sololaner is moving, as well as if the jungler is trying to gank you.


High Pressure Game

These wards are when you have a lot of pressure in lane and you want to invade blue buffs and red buffs. Remember to call your team that you want to invade so they can help you.


Late Game

These wards are for fire giant teamfights. Remember that you can only have 2 wards active at the same time, so you will need help from your team to ward the entire area from the fire giant.


Siege/Defense Phoenix

These wards are very important when it comes to sieges and defending phoenixes. In this case, the wards are the same whether you defend or attack.
This wards are important because mages often cast abilities through walls, you will be able to react better to their abilities.

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