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Fenrir! Hell Beast of the Arena!

4 7 18,290
by SupraRage updated November 6, 2013

Smite God: Fenrir

Build Guide Discussion 10 More Guides
Tap Mouse over an item or ability icon for detailed info

Fenrir Build

Bruiser Build for Fenrir (ARENA)

Build Item Hydra's Lament Hydra's Lament
Build Item The Executioner The Executioner
Build Item Midgardian Mail Midgardian Mail
Build Item Void Shield Void Shield
Build Item Soul Eater Soul Eater
Build Item Mystical Mail Mystical Mail
Build Item Salvation Salvation
Build Item Combat Blink Combat Blink
Build Item Healing Potion Healing Potion

Fenrir's Skill Order

Unchained

1 X Y
Unchained
1 4 6 7 10

Seething Howl

2 A B
Seething Howl
3 15 17 18 19

Brutalize

3 B A
Brutalize
2 8 11 12 14

Ragnarok

4 Y X
Ragnarok
5 9 13 16 20
Unchained
1 4 6 7 10

Unchained

1 X
Fenrir leaps forward, dealing damage to all enemies when he lands. At full Runes, the leap Stuns the enemies hit. If the leap hits a god, the Cooldown is reduced by 30%.

Ability Type: Circle, Leap, Damage
Damage: 85 / 145 / 205 / 265 / 325 (+95% of your Physical Power)
Stun: 1s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Seething Howl
3 15 17 18 19

Seething Howl

2 A
Fenrir rears back and howls, inspiring himself with a Physical Power, Attack Speed, and Lifesteal Buff. While inspired Fenrir generates 2 runes.

Ability Type: Buff
Physical Power: 15 / 25 / 35 / 45 / 55
Physical Lifesteal: 30%
Attack Speed: 25%
Buff Duration: 6s
Cost: 60
Cooldown: 13s
Brutalize
2 8 11 12 14

Brutalize

3 B
Fenrir gains increased protections and pounces to his ground target location. If there is an enemy in the radius, he strikes them 4 times, dealing additional damage with each strike and hits enemies around the target for 75% of the damage. While casting this ability Fenrir is immune to knockups. At full runes, each strike gains 15% additional Physical Power scaling.

Ability Type: Leap
Damage: 45 / 75 / 105 / 135 / 165 (+50% of your Physical Power)
Protections: 5 + 2 per level
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Ragnarok
5 9 13 16 20

Ragnarok

4 Y
Upon Ragnarok, Fenrir grows massive in size, becoming immune to Crowd Control while moving faster. Fenrir bites enemy gods, dealing Physical damage and carrying them away. Biting a Crowd Control immune target deals the damage but ends his Ultimate. At full Runes, he gains Protections.

Ability Type: Target, Grab, Damage
Damage: 200 / 275 / 350 / 425 / 500 (120% of your Physical Power)
Movement Speed: 75%
Carry Duration: 1.75s
Protections: 20 / 30 / 40 / 50 / 60
Cost: 100
Cooldown: 90s

Skills Guide for Fenrir! ARENA Guide!

Hi everyone this is my first Smite Build so I hope it's not terrible.
Anyways this is going to be an in depth guide on Fenrir and his Gameplay and skill
mechanics.
PLEASE REMEMBER THIS GUIDE IS FOR ARENA MATCHES! Conquest Build will come soon.
NOTE: This guide can also be used for 1v1 and 3v3 jousting as well.


Ok so first off you will start by choosing three skills. Start with his 1,2,3 first!
Unchained,Seething Howl, and Brutalize.
The way Fenrir works is he has Runes that charge up every time he auto attacks. You can see how many you have right above his God Picture. He can have up to 5 Runes max and when he hits
max runes his skills have an added effect.

You will want to max your 1 first because of the extra effect when you have max runes.
First of all your 1 Unchained does the most damage of your normal skills and at full runes it stuns enemies and gods hit by it. Allowing your team a
chance to go in and finish him off. Your jump is also amazing for ganking and escaping a bad position. Being able to jump through walls and over trees is pretty helpful for ganks and escaping.

Generally you want to initiate with this skill to do a good amount of damage and stun them
right from the start. It also has a fairly low cool down and comes up quick. However you must
be careful with your jump as you don't want to end up landing in the middle of the
enemy team late game and getting melted (Depending on their team comp).

Next is your 2 Seething Howl it gives you bonus power and lifesteal when activated. Generally you use this right after leap and start auto attacking while you can.
It's not a bad ability but you will want to max it last. At full runes the buffs you
get are doubled. A bit of controversy on this one actually. I use it after I use Unchained, the reason being that if you use it at full runes
before the jump then sure the buff is doubled but you get no stun. Many gods have good
abilities for quickly getting away once you jump on them. Having that stun will help
immensely. It's just long enough for you to jump in use Seething Howl
and get some auto attack on them before they can even try to get away. I will talk more
about combinations in the Teamwork Guide in the next chapters.

Then we have your 3 Brutalize which allows you to
pounce on a target within a short distance and strike them 4 times automatically. Its your second strongest of the normal abilities and is pretty damn good for finishing off an enemy
or chasing them down to ult on. (Explained more in teamwork guide.) I always find
myself using it to last hit combo the enemy after a team fight and they are trying to escape. You can just pounce on the and if your strong enough you will generally kill them
every single time. That is why I suggest you max it second. The extra effect for it is, when you are at full runes it becomes an AoE effect hitting everything around the target
he is pouncing on. It's good if you want to farm up some minion kills quickly as well.

Finally we have your Ultimate your 4 Ragnarock.
This ability is really fun to use, you turn into a giant form of yourself gaining 50% movement speed and are able to bite the enemy god into your mouth and take him with
you for 5 seconds. At full runes the buff is doubled. It's great for
grabbing them and running them into your turret or taking an enemy right into your team.
It also breaks you out of any cc when you activate it. It does the Most damage of all your
skills and is amazing. However you have to be careful who you grab and don't run right into
the enemy team unless your team is right there to back you up and you can take the
damage. Also don't go grabbing the enemy tank either, you want to pull the squishes from
the back into your team or the turret.

So in all your main combo is going Unchained at full runes then Seething Howl and auto attack if he is starting to get away, ult him use Ragnarock and drag him back to an ally or into the turret if you can. Then you will want to use your 3 Brutalize if he is not dead yet. By then your Unchained will be back up, and if you
have full runes you can get another stun off to assure the finishing kill.

Fenrir is a powerful assassin and can easily turn around a losing game. He is by far one of my favorite gods and his lore is pretty cool if you have not read it! I suggest you give him a try if you are looking for a cool god!

Fenrir's Items! ARENA Build.

Next I am going to explain Fenrir's build and why I build the items I use. I have tested a few other builds but I have found these items to work the best so far. Now there are some situations where you might have to change an item or two depending on who you are fighting but for the most part you will be using this build. Again this is for ARENA matches and Conquest Guide will come soon!

Ok so first off your starting items are going to be [*] Hydra's Lament
the reason why I choose this item to start with is because of its effect. After you use an
ability for 5s after your next auto attack will do 175% extra damage based on your base physical power (before items). Make sure you start with rank 1 only so you can buy the next item at the same time.

So your next auto attack will do an extra 175% damage plus the extra damage you are getting from your Seething Howl which you use right after your jump. You will be
using both of these skills and well as your 3 quite often meaning you will get this boost
almost every time you use a skill. (It does have a 2 second cooldown) but that is okay
because you will almost never have it on cd each skill takes about 1s to use except for 2 and that means you will have tons of burst damage once it's Fully built.

The next item you want to start with at rank 1 is [*] The Executioner
Once max this item gives you a passive effect that grants basic attacks against an enemy
the ability to reduce your targets armor by 7% and then an addition 5 points every hit
after that. This ability can stack 3 times meaning it does 21% physical protection reduction. Very good for taking out tank gods faster and getting that extra damage on
the squishy support! People can get tanky pretty fast so I get it as my second starting item
to assure stopping the tanks. After getting this you should have about 200g left. Then
get the [*] Healing Potion I usually get 2-3. And try to leave
a little gold left. You most likely are not going to need more than two.

The next item we have is called [*] Midgardian Mail
It provides you with a good amount of health and armor to make you a little more tankier
and so you can stay in battle longer especially when you get into a 1v1 situation. Because
it also has a 30% chance to slow attackers movement speed and attack speed by 30% for 2 seconds. So against other melee champs it is so great to have. People like Tyr and Loki or Apollo are good examples of who this works well against. However if your enemy is very magic heavy then I would switch this item out for a Bulwark of Hope
to keep the damage from the pesky mages down. People like Anubis,Ra,Ao Kuong, or Freya are good to get this item for.

The next item you will want to build is called [*] Soul Eater
This item is a good item to have on many gods because it's just really helpful to have.
Give you health life-steal and attack speed is pretty good for melee champs. But it also has
an aura effect that 10% attack speed and 15% life-steal to all allies within 70ft. Plus
300hp for you. This item also goes good with fenrir because it increases the lifesteal you get from your 2 your Seething Howl. Plus the attack speed boost is nice to have.

After that your next item should be [*] Focused Voidblade
This is another good item for assassins in general and take take out those pesky
tanks too. Giving you a good amount of physical power and protection plus 25 Physical
Penetration. For the most part fenrir is indeed a single target god. So this will be
helpful to quickly finish off an enemy tearing through their armor (with the help of
The Executioner.

Then finally the last item you build is called [*] Mystical Mark
It gives you a good amount of health and more physical protection but it has an Aura
effect that does 40 magic damage per second to all enemies within 25ft.
This effect is always active and great for being in team fights. When you start off with
your Unchained and hit them your mark instantly begins to damage them. Then with the armor shred you are getting from your items and the extra damage and lifesteal you get from your Seething Howl you are
a killing machine making you a little tanky and doing a lot of damage.

Lastly I will talking about the Active Items I chose. These are pretty helpful in just about
all situations and I highly recommend these two in particular.

First we have Salvation, one of the 3rd tier upgrades for
Meditation. It heals you and allies around you for 35% mana
and 15% Health based on your max health. Good for when your in a team fight and you
notice your team is getting pretty low. It can be just enough to get them through a rough
spot or escape.

Lastly our other active is called Combat Blink.
This is probably the most helpful Active I have found so far, atleast for me.
It's great because you can use it at any time even in combat. So you can blink
to an enemy to finish them off. Or you can use it to escape. Because sometimes even after
you use Unchained to leap away their are some who
can stay on you and that extra escape will assure your safety.

Supports,Mages,and Hunters, will fear you as you leap onto their face and destroy them.
Tanks wont stand a chance as your destroy the armor they built and your team takes them
down! Fenrir is an amazing assassin and can take damage while dealing it right back
and then some. Just remember to be careful when you jump on an enemy as it could be
the last jump you ever make. Till you respawn that is xD. Also make sure your team is
there before you go initiating. You want them to be able to capitalize on your stun incase
it leads to a team fight.

Tell me what you think of the build and give me some feedback and how you do in your matches!

How to work with your team! Fenrir ARENA strategy Guide!

Fenrir is a great god for team fights and to have on the team in general. Example. Hades goes
in and uses his ult, with Fenrir and full runes you can jump in at the last second stunning them and allowing your team to combo and finish up in a team fight. He is great for combining AoE ults and stunning enemies for your team to own the hell out of them. In the end Fenrir is an amazing assassin to have on your team and I highly recommend him!

Now that being said you must remember that EARLY game Fenrir isn't the tankiest of people and can die rather fast if you get into a bad position. So make sure you wait for the right time and make sure you know you can kill them when you get on them. Early game he is great for getting double kills and first blood, but remember that if you are going into 2 or more enemies you better be able to get out.

Now I will further go into explanation of the rotation and why I start with Unchained then Seething Howl.
I have already explained most of what I needed to but allow me to continue
Like I said many gods have escape abilities and it makes it a pain to stay
on them after they escape. Sure you have Brutalize for chasing but
its range is rather short and your Unchained wont be up in
time to chase them if they do run. Granted it's not like it never happens. I have
found my self chasing people through the whole map and my Unchained
barely comes up to kill her. But even then I generally have full runes from auto attacking
them after I had engaged so I could just stun and end her without even using Seething Howl. Now this is at Full Runes, I myself generally always
have full runes because I always attack the minnions when I can if there are no gods
around or the jungle monster for buffs and then I have full runes. There are times
where you will find yourself without max runes and then I would suggest using your Seething Howl first then go in with your Unchained You will only get about 3 seconds of extra buff from it
because of the time it takes to leap in with Unchained but other
than that you will want to initiate with your stun.

Fenrir's Power is much stronger than people give him credit for. Even if he doesn't use his Seething Howl his Unchained does a huge amount of damage. And those 3-4 auto attacks you get from your Brutalize always end up finishing an enemy off.
And of course let's not forget about his Ult 4 Ragnarock
At max level it does 450 plus 120% of your physical power. So using it to last hit someone
is a viable option as well. And remember that it increases your move speed by 50% (100%) at
max runes. Increasing your movement speed is pretty helpful for chasing down enemy gods.

Now then let's get into some combos with your Ragnarock
ability. This is by far one of my favorite ultimate's in the game. At full runes
if you have an enemy pretty low and he begins to try to escape. You get 100%
movement speed and cc immunity for 5 seconds. That's 5 seconds of running around
as a swift giant wolf of hell! It's pretty awesome just thinking about it.
It is also a great Initiator as well. But you have to be careful when you do initiate with
Ragnarock because enemies tend to want to kill the Giant wolf
trying to eat them. So they will probably try to focus you down. I myself don't initiate to much with it. I find myself jumping behind tack him getting full runes.
You can then use Brutalize and finish them off. If they aren't quite
dead yet (you know those peskthem with the stun then ult and drag them back then use Seething Howl and auto-aty tanks) by then your Unchained will
be back up and you can always land the finishing blow if you can get him

I honestly don't think I have seen someone live through a full rotation from me and then
get pounced on again! If it has it happened once and I have erased that horrible memory from
my brain lol. So anyways this has been my guide on Fenrir The Unbound! Other guide will be coming out soon and this may get updated in the future
as well.

Please leave a comment and a vote to let me know what you think
of my first Arena Guide. Any tips on how to better myself at making guides and
anything else like information I maybe missed would be appreciated. Than you for
reading! :)

Leave a Comment

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Collapse All Comments

1
bloody29 | July 19, 2014 8:33am
I think no boots and excessive physical make this build a little weak due to low mobility and extremely weak against magical enemies. Try to take this into consideration as fenrir is already squishy. With less mobility and 0 magical defense he will basically be a 1 hit kill and not much help to your team.
1
SupraRage | November 29, 2013 5:54pm
leblinski wrote:

No boots? :( I like movement speed.

No I normally don't need boots for arena. Honestly that map isn't that big and you
have plenty of chase ability without boots. In some cases like against a Neith or
someone to avoid auto attacks, but unless you are in conquest you dont NEED boots.
1
leblinski (3) | November 23, 2013 11:16am
No boots? :( I like movement speed.
1
SupraRage | November 8, 2013 10:35pm
Grimskull wrote:

Quite a few spelling mistakes, makes everything difficult to read through


Honestly I don't really see any. Maybe a few punctuation errors here and there. But that's about it,
I really didn't mess up any of the spelling.
1
Grimskull (4) | November 6, 2013 11:40am
Quite a few spelling mistakes, makes everything difficult to read through
1
AcHillesxVeil7741 (2) | October 22, 2013 10:16am
DonTimmeh wrote:



As far as I'm concerned they also learn spelling and grammar in school. Maybe you should both go back

i think he was typing it how he spelled it like asking it in a question form . BUT 1 thing i wanna know is at the top it says Crazy damage/ tank HOW in thy hell is this build crazy damn ? NO the builds i make on fenrir are crazy damage im trying to finish the other 2 builds but i keep fxcking up the bb coding somewhere :P
1
DonTimmeh | October 22, 2013 9:43am
BrickPunch wrote:

executionner, 7 x 3 = 17? Did someone forgot to go to school?


As far as I'm concerned they also learn spelling and grammar in school. Maybe you should both go back
1
BrickPunch | October 22, 2013 5:18am
executionner, 7 x 3 = 17? Did someone forgot to go to school?
1
AcHillesxVeil7741 (2) | October 21, 2013 5:03am
good build but i can only see this guide as a tank guide for fen like if all your team mates pick mages or non-tanks then who's gunna tank ? but all in all good build
1
lockheart72 | October 12, 2013 11:29pm
Really good guide, like how you went all in depth with it so I could understand how to use him properly!
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