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Welcome to Fenrir Smite one-bit kill assassin guide.
With season 4 out; new items, ruins, and relics are on the horizon of the store.
With this guide; I will do my best to explain how Fenrir works to the best of my abilities.
Anyways, I hope you enjoy the guide and I would love to have feedback!
-Griffitie
THIS BUILD CAN BE CHANGED ACCORDING TO THE SITUATION!
Fenrir, is a very skilled assassin type god to play.
He is a melee/physical type that is a master in single high damage, medium mobility, and a hard god to play if you are not used to him.
His abilities are great for finishing up opponents when your allies brought their health down very low, and his ultimate is good for singling out an opponent and bringing them to your team to get a guaranteed kill.
His play is a late game god, but he still deals out decent damage to gods especially if they are considered "squishy". Squishy gods are mainly gods that have low defense and low health compared to like guardians and warriors, or in the special cases of some mages.
I have not seen any hunters or assassins to be considered "tanky" without building the majority of their build with defensive items.
Fenrir is a god that centers are team-work. Yes, you can target an opponent and kill them. But if you are 1v5 you will most likely die and not get anything out of the fight.
It would seem like most fenrir mains are just relaxing in the back while the rest of the allies are taking a lot of damage, but once the opponents are low, he is a master at leaping in, killing them, then retreating back to repeat the process.
Having the teammates clear minion waves and assisting allies in clearing jungle buffs is what Fenrir does best.
Patience and strategy is fenrir asset.
Fenrir skills are Single target damage.
His passive is: Unbound Runes
Key Bind: Passive
Fenrir gains efficiency as he attacks. Every hit from a basic attack activates 1 rune, up to a max of 5. Each of Fenrir's abilities gain an additional benefit when used at maximum runes and the runes are consumed. Enemy gods that Fenrir kills will fully activate all of his runes.
Ability Type: Buff
Info: His runes will deal out more damage and can stun when using the correct ability.
Ability 1:Unchained
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 halved.
Ability Type: Leap
Damage: 95 / 155 / 215 / 275 / 335 (+80% of your physical power)
Stun Duration: 1s
Cost: 65 / 70 / 75 / 80 / 85
Cooldown: 15s
Info: This ability is very useful for escaping or chasing an enemy, for when landing in the vicinity of an opponent it will momentarily stun them.
Ability 2:Seething Howl
Fenrir rears back and howls, inspiring himself with a physical power and lifesteal buff. At full runes, the buff is increased by 50%.
Ability Type: Buff
Physical Power: 10 / 25 / 40 / 55 / 70
Physical Lifesteal: 30%
Buff Duration: 6s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 13s
Info: This ability is helpful for early game when needing that extra power. When combining with 1 or 3, this ability will seem to almost double the damage. "SEEM TOO"
Ability 3:Brutalize
Fenrir pounces to his ground target location. If there was an enemy in the radius, he strikes them 4 times, dealing additional damage with each strike while being immune to knockups. At full runes, each strike deals 75% damage to nearby enemies.
Ability Type: Leap
Damage: 45 / 75 / 105 / 135 / 165 (+50% of your physical power)
Damage (Total): 180 / 300 / 420 / 540 / 660 (+200% of your physical power)
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14s
Info: Using this when enemy is low health will almost always finish the enemy with death.
Ability 4/Ultimate:Ragnarok
When Ragnarok arrives, 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 cc immune target deals the damage but ends his ultimate. At full runes, his protections double.
Ability Type: Single Target
Damage: 200 / 275 / 350 / 425 / 500 (120% of your physical power)
Movement Speed: 50%
Carry Duration: 2s
Cost: 100
Cooldown: 90s
Info: When using the ultimate, can grab an enemy and bring them back to your allies, tower, or even fountain and can help turn the odds into your team's favor.
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For some builds,
One crit item isn't too dependable if you want to get crits.
Also, for your arena build, i dont think you can purchase
Clean it up a little bit and ill give you a +1 :)
Arena: the 2 things I notice about the build are
1.
2.
Joust: Just one thing..
1.
Now for conquest..
1. Again, with the
2. I'd also like to note that you've got Hydas and Jotunn's build at the end of the build but you need to build items like that early to get the CDR. Plus Percentage Penetration in
Boots - Jotunn's - Hydras - Heartseeker - Titan's Bane - Deathbringer
3. I don't know who told you that
4.
5. Again you've got the Season 3 jungle start. The new best start is
6. For the level up process.. in this meta you start in lane. So your
The guide...
1. Fenrir is NOT a late game god. He is 100% an early game god and his abilities to extremely high damage in the early to mid stages of the game. This is why you build
Overall I don't this guide isn't HORRIBLE, you've covered every game mode which is a plus. But I'd like to see a a lot of cleaning up, not only the looks of the guide but also the quality of the information you're handing out. Remember, this is a guide and it's a very sensitive matter especially when newer players are using the builds when they don't know what they're looking at so they blindly follow what it says.
Check out Okami's