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Eater Of Worlds - Complete Jormungandr Joust Guide

20 4 50,960
8.9
by Ok Obama updated November 16, 2023

Smite God: Jormungandr

Build Guide Discussion 6 More Guides
Tap Mouse over an item or ability icon for detailed info

Build Summary

Match Start

Notes Jormungandr does more than devour mortals, he devours mana as well. In order to destroy your enemies you have to be comfortable with chaining your abilities. This will almost always end with you having 0 mana and your enemies fleeing with terror. Starting out with chalices will help make your early game a little more manageable, when playing as Jorm almost any jungle buff will work on you, if your mage has good mana rates then blue will help exponentially, if your playing with a Rama then maybe your precious purple will have to be given up. Remember, you are a guardian, you should be putting your allies first.

Notes

Jormungandr does more than devour mortals, he devours mana as well. In order to destroy your enemies you have to be comfortable with chaining your abilities. This will almost always end with you having 0 mana and your enemies fleeing with terror. Starting out with chalices will help make your early game a little more manageable, when playing as Jorm almost any jungle buff will work on you, if your mage has good mana rates then blue will help exponentially, if your playing with a Rama then maybe your precious purple will have to be given up. Remember, you are a guardian, you should be putting your allies first.

Build Item Tainted Steel Tainted Steel
Build Item Chalice of Healing Chalice of Healing
Build Item Chalice of Mana Chalice of Mana
Build Item Magic Shell Magic Shell

Level 20

Notes For Newcomers to Jorm please feel free to swap shoguns out with genjis if you find yourself struggling with cooldowns, genjis will allow you to use your abilites more often as long as you stay on top of your mana consumption. When it comes to relics it really is dependent on your allies and the team you are facing, if you feel like you need to use beads or aegis then please do, they are always a safe bet. I use shell and belt quite often however as I find it allows me to extend myself where I otherwise couldnt had, belt will especially help in taking down tower/phoenix in a pinch. The game is all about what feels comfortable to you however so use what you find most fitting.

Notes

For Newcomers to Jorm please feel free to swap shoguns out with genjis if you find yourself struggling with cooldowns, genjis will allow you to use your abilites more often as long as you stay on top of your mana consumption. When it comes to relics it really is dependent on your allies and the team you are facing, if you feel like you need to use beads or aegis then please do, they are always a safe bet. I use shell and belt quite often however as I find it allows me to extend myself where I otherwise couldnt had, belt will especially help in taking down tower/phoenix in a pinch. The game is all about what feels comfortable to you however so use what you find most fitting.

Build Item Tainted Breastplate Tainted Breastplate
Build Item Shogun's Kusari Shogun's Kusari
Build Item Gladiator's Shield Gladiator's Shield
Build Item Prophetic Cloak Prophetic Cloak
Build Item Tablet of Destinies Tablet of Destinies
Build Item Spirit Robe Spirit Robe
Build Item Chalice of Healing Chalice of Healing
Build Item Chalice of Mana Chalice of Mana
Build Item Fortifying Shell Fortifying Shell
Build Item Belt of the Berserker Belt of the Berserker

Jormungandr's Skill Order Notes I hope that everyone that uses this build enjoys geometry because you will be seeing circles everywhere you go. Venomous Haze will place a field that does a small amount of damage, the main use of this ability is not the damage however but the fact that being near one of these circles will buff Consuming Below. In order to use this to its fullest potential you must first use Venomous Haze, then enter into Submerge, when in this state you will be able to place two more toxic clouds when near your original placement, this allows 3 clouds to be down at once, if you are able to get all 3 near an enemy then using Consuming Below will not only allow you to do an annoyingly large amount of damage but also inflicting Trembling and Slowing

Notes

I hope that everyone that uses this build enjoys geometry because you will be seeing circles everywhere you go. Venomous Haze will place a field that does a small amount of damage, the main use of this ability is not the damage however but the fact that being near one of these circles will buff Consuming Below. In order to use this to its fullest potential you must first use Venomous Haze, then enter into Submerge, when in this state you will be able to place two more toxic clouds when near your original placement, this allows 3 clouds to be down at once, if you are able to get all 3 near an enemy then using Consuming Below will not only allow you to do an annoyingly large amount of damage but also inflicting Trembling and Slowing

Venomous Haze

1 X Y
Venomous Haze
1 15 16 18 19

Consuming Bellow

2 A B
Consuming Bellow
2 4 6 7 10

Submerge

3 B A
Submerge
3 8 11 12 14

The World Serpent

4 Y X
The World Serpent
5 9 13 17 20
Venomous Haze
1 15 16 18 19

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
2 4 6 7 10

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 8 11 12 14

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 9 13 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

Jormungandr Threats

Tap each threat level to view Jormungandr’s threats

Max
1
Major
0
Even
2
Minor
0
Tiny
0

Jormungandr Synergies

Tap each synergy level to view Jormungandr’s synergies

Ideal
2
Strong
1
OK
0
Low
0
None
0

Extended Build

Newbie Cooldown

Build Item Tainted Breastplate Tainted Breastplate
Build Item Genji's Guard Genji's Guard
Build Item Gladiator's Shield Gladiator's Shield
Build Item Prophetic Cloak Prophetic Cloak
Build Item Tablet of Destinies Tablet of Destinies
Build Item Spirit Robe Spirit Robe
Build Item Chalice of Healing Chalice of Healing
Build Item Chalice of Mana Chalice of Mana
Build Item Fortifying Shell Fortifying Shell
Build Item Belt of the Berserker Belt of the Berserker

Alt - facing more than 1 mage

Build Item Tainted Breastplate Tainted Breastplate
Build Item Shogun's Kusari Shogun's Kusari
Build Item Gladiator's Shield Gladiator's Shield
Build Item Prophetic Cloak Prophetic Cloak
Build Item Genji's Guard Genji's Guard
Build Item Spirit Robe Spirit Robe
Build Item Chalice of Healing Chalice of Healing
Build Item Chalice of Mana Chalice of Mana
Build Item Fortifying Shell Fortifying Shell
Build Item Belt of the Berserker Belt of the Berserker

Intro

Welcome, fearless warriors of the battleground! As you step into the chaotic realm of Joust, you may find yourself drawn to the enigmatic and serpentine presence of Jormungandr, the World Serpent. A formidable guardian of Norse mythology, Jormungandr emerges from the depths of the abyss to wreak havoc upon any who dare to challenge him! In this guide I will explain not only how to properly build the titan of a god but also ways to play him with keywords explained, important words are color coded and each chapter will have the color in its name. I also have left notes on various areas that expand on what I show and or say. Welcome all!

Abilities (Red)

Immovable - This is Jormangandrs passive, Jormangandr is so big that he cannot be affected by any hard displacement, instead he will be dazed which is a slow that will fade over time, while dazed he will take more damage, Jormangandr's basic attacks cannot proc item hit effects.


Venomous Haze - This ability fires noxious spit that deals damage while any god stands in its area, these areas will last for 20 seconds and also inflict 20% slow.
Damage: 80/120/160/200/240 (+40% of your Magical Power)
The main use of this skill is not the damage itself but the use of it in a combo which will be explained at the end of this section.


Consuming Bellow - Consuming Bellow is a roar that takes 1.2 seconds to charge, at the end of this charge it will deal damage to any nearby gods, it will also inflict trembling and slowing, slow is applied at 30% for 1.5 seconds. Consuming Bellow is buffed when an noxious spit is around, this will be our main source of damage. At the end of the roar you will also be empowered, while empowered your basic attacks will fire faster, this is the only way to buff your attack damage as Jormungandr's attacks are not affected by fire rate items, him and King Arthur are the only two gods who have this effect.
Damage: 120/180/240/300/360 (+45% of your Magical Power)
Buffed Damage: 20/25/30/35/40 (+10% of your Magical Power)
Empowerment last for 2 seconds.


Submerge - Submerge sends Jormangandr into a hidden state, in this state you will sink into the ground, turn invisible, allow you to sense nearby enemies, and gain a movement speed buff. This state last for 5 seconds, at the end of these 5 seconds or when using the ability again you will leap out of the ground and throw nearby gods into the air, Emerging near a toxic cloud will create two new ones in the direction Jormungandr is facing. these will not last as long as others however. If you are hit while in stealth you will not leave the state however you will be visible to gods. Gods cannot see you in stealth but there are sound cues that enemy gods can use to figure out where you are.
Damage: 70/125/180/235/290 (+50% of your Magical Power)
Movement speed buff: 35%


The World Serpent - When using this ability you will charge up before diving into the ground, once in the ground you will enter an invincible state. You will then be able to choose an area to leap to, when leaping you will be in an enlarged state and deal damage on anyone you hit on the way down, leaving behind a noxious cloud where you hit. when emerging and submerging you will also knock any nearby god into the air. You are able to leap 3 times before you are returned to a normal state.
Submerge Damage: 150/200/250/300/350 (+35% of your Magical Power)
Emerge/Crash Damage: 75/100/125/150/175 (+20% of your Magical Power)


COMBO - In order to chain your abilities first place Venomous Haze either near enemies or at a location where enemies will be, next use Submerge. When enemies are near Venomous Haze go next to them while in submerge and emerge, this will knock the enemy up and place 2 more Toxic Clouds, Next activate Consuming Bellow and try to keep the enemy god near your toxic clouds, if you hit the enemy with Consuming Bellow you will deal an immense amount of damage. Your ultimate should be reserved for either finishing off enemy gods or escaping a tense situation.

_______________________________________________________________________________________‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎

OTHER GOD ABILITES EXPLAINED



Rain Fire - Rain Fire is Agnis ulitmate ability, he can summon a giant meteor at his ground target location. 1 can be summoned every .8 seconds. 3 total. this is an ability to watch out for.


Mounted Archery - This is Hachimans ulitmate ability, Hachiman will ride a horse and charge forward, making him immune to crowd control and allowing him to fire an arrow. Jormangandr has very little escape so be careful when facing a hachiman as he can easily chase.

Words To Know (Purple)

Slow

- Slow reduces the max speed of a god, gods that are slowed can still move and do any action but will have their current movement speed reduced, Slow will apply to a gods current movement speed not their base speed and can also be stacked by multiple sources. Slows stacking is calculated by the following equation: Effective Slow = (Base Slow x 100) / (Base Slow + 60)



Tremble

- When using Consuming Below any nearby god will be forced into an erratic movement towards where you used the ability, the effect may not seem to relevant however it can help keep an enemy pinned in a specific area while you or your allies finish them off.



Penetration

- Penetration is a modifier to specific offensive items, Penetration will reduce the effects of physical protections, Penetration is used to counter tanks and bruisers and is the bane of any Jormangandr main.

Items (Orange)

Shogun's kusari is an item that gives:

+45 Magical Protection
+150 Health
+20 MP5
+10% Cooldown Reduction


It will also give an aura around the player that boost any nearby allies attack speed by 30%.




If you find yourself struggling with cooldown rates you can swap out Shogun's kusari for Genji's Guard

Genji's Guard will give:

+100 Health
+60 Magical Protection
+40 MP5
+10% Cooldown Reduction


Very comparable to Shogun's kusari however its passive will help any cooldown rates. When you take any magical damage from abilities your cooldowns are reduced by 3s. This can only occur once every 30s.

Pros / Cons

PROS:

Abilities that do large amounts of damage
-an ultimate that finishes almost any low health god
-Cool factor
-Rewarding gameplay that will make any player feel accomplished
-Exceedingly fun



CONS:

Very large character, tallest model in-game and easy to spot
-No getaway, using
Submerge is your best bet to escape
-Must combo abilities to do large scale damage, can be hard to get as a new player
-Very hard to manage mana properly while still doing your job
-The knowledge that you will never unlock the World Kitty skin

Summary

Jormungandr may be one of my favorite gods in the entirety of smite, he is an exceedingly good guardian that can both tank damage and dish it out. Some of the most fun I have had in Smite is playing as Jormungandr while with my friends. I hope that everyone picking him up enjoys him just as much as me. If you have any tips, comments, or feedback please feel free to let me know as this is my first guide!

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3
Kriega1 (143) | November 17, 2023 3:35pm
Why is Tablet so late and why are you going Shogun's on Jorm
2
Ok Obama | November 17, 2023 4:34pm
I run Shoguns as I find the aura is exceedingly helpful especially when in a team that uses auto attacks frequently, Jorms auto attack works as a meter that does less damage when at its lowest, any attack speed buff will not make jorm attack faster but will effect how long his coolodown is, default recharge speed is very slow so any buff is welcome. As for tablet I just simply should had moved it forward more. Thank you for the feedback however!
1
Kriega1 (143) | November 17, 2023 4:46pm
Shogun's passive is near useless on Jorm as for picking it up for allies that is incredibly situational. Stacking tablet should be by 2nd item at latest plus Joust matches tend to end before full build.
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0
BenjiLycan | November 16, 2023 3:47pm
Love to see more Joust guides, thank you!
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League of Legends Build Guide Author Ok Obama
Eater Of Worlds - Complete Jormungandr Joust Guide
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