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Grandmaster Fenrir Jungle

69 8 87,890
8.5
by AutoSpeed updated October 25, 2024

Smite God: Fenrir

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Fenrir Build

Starting Items

Notes Claw Shard can be replaced with Winged Shard, but it is less reliable value wise.

You don't need mana potions, only use 1 ability per jungle camp in return.

Notes

Claw Shard can be replaced with Winged Shard, but it is less reliable value wise.

You don't need mana potions, only use 1 ability per jungle camp in return.

Build Item Eye Of The Jungle Eye Of The Jungle
Build Item Mace Mace
Build Item Healing Potion Healing Potion
3
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Will win you the most games. You can stun enemies with full runes and Unchained, which will confirm 3 to 4 auto attacks for free.

Combined with your Seething Howl, you are able to execute many enemies with your auto attacks. You also have a strong amount of lifesteal with Seething Howl and Serrated Edge.

Notes

Will win you the most games. You can stun enemies with full runes and Unchained, which will confirm 3 to 4 auto attacks for free.

Combined with your Seething Howl, you are able to execute many enemies with your auto attacks. You also have a strong amount of lifesteal with Seething Howl and Serrated Edge.

Build Item Protector Of The Jungle Protector Of The Jungle
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Hydra's Lament Hydra's Lament
Build Item Serrated Edge Serrated Edge
Build Item Bloodforge Bloodforge
Build Item The Crusher The Crusher
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Hybrid Build

Notes Solid non-crit option. Gives you more survivability in the team fight which is important for ulting frontliners, and you have even more lifesteal with Serrated Edge, Bloodforge, and Seething Howl combinations.
Seer Of The Jungle is a suitable replacement if you want additional attack speed.

Notes

Solid non-crit option. Gives you more survivability in the team fight which is important for ulting frontliners, and you have even more lifesteal with Serrated Edge, Bloodforge, and Seething Howl combinations.
Seer Of The Jungle is a suitable replacement if you want additional attack speed.

Build Item Protector Of The Jungle Protector Of The Jungle
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Hydra's Lament Hydra's Lament
Build Item Serrated Edge Serrated Edge
Build Item Bloodforge Bloodforge
Build Item Mantle of Discord Mantle of Discord
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Optional Items

Notes Spectral Armor is a good replacement for Mantle of Discord if 2+ enemies have crit.

Magi's Revenge is a good replacement for Mantle of Discord if you find yourself having to relic before being able to do damage (Ex: Serqet, Awilix, etc.).

Scorching Blink Rune may replace Aegis of Judgement for blink + Ragnarok and stronger chase, but it will make you vulnerable to damage in your late game dive.

Notes

Spectral Armor is a good replacement for Mantle of Discord if 2+ enemies have crit.

Magi's Revenge is a good replacement for Mantle of Discord if you find yourself having to relic before being able to do damage (Ex: Serqet, Awilix, etc.).

Scorching Blink Rune may replace Aegis of Judgement for blink + Ragnarok and stronger chase, but it will make you vulnerable to damage in your late game dive.

Build Item Spectral Armor Spectral Armor
Build Item Magi's Revenge Magi's Revenge
Build Item Scorching Blink Rune Scorching Blink Rune

Fenrir's Skill Order

Unchained

1 X Y
Unchained
2 15 16 18 19

Seething Howl

2 A B
Seething Howl
3 8 11 12 14

Brutalize

3 B A
Brutalize
1 4 6 7 9

Ragnarok

4 Y X
Ragnarok
5 10 13 17 20
Unchained
2 15 16 18 19

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 8 11 12 14

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
1 4 6 7 9

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 10 13 17 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

Fenrir Threats

Tap each threat level to view Fenrir’s threats

Max
1
Major
4
Even
7
Minor
8
Tiny
1

Introduction

Hey, my name is AutoSpeed and I have been a Grandmaster + 3500 (MMR cap) in Conquest, Joust, and Duel in every recent season. I'm happy to share my knowledge of the game with everyone, and I appreciate any and all feedback!

Here are my channels:

Fenrir Basics

Fenrir's Abilities


Passive - Unbound Runes

Fenrir gains runes from basic attacks, up to a maximum of 5. These are used to empower his abilities. Kills and assists give bonus runes.

Unbound Runes gives crucial effects to Fenrir's kit, which will be explained in each ability.


Ability 1 - Unchained

Fenrir jumps, dealing damage upon landing. If he hits an enemy god, the cooldown is reduced. If Fenrir has 5 Unbound Runes stacks, Unchained will stun the enemy.

Unchained should be used to initiate almost every fight, preferably with full Unbound Runes stacks. You can deal a large amount of damage while they are stunned, or setup other abilities such as your ultimate.


Ability 2 - Seething Howl

Fenrir howls, gaining increased physical power, attack speed, and lifesteal. He also generates 2 runes.

Seething Howl should be used just before every fight, and is a powerful buff. It's also useful outside of combat to generate Unbound Runes, so use it whenever possible.


Ability 3 - Brutalize

Fenrir gains increased protections, and pounces on his target. He will strike them 4 times damaging them and cleaving enemies, and will follow them even if they dash away. At full runes, the ability gains increased power scaling

Brutalize is your main damage ability, and it does a massive amount of damage. Almost every matchup is determined by who can or cannot cancel this ability, as most people cannot live through the damage.


Ultimate - Ragnarok

Fenrir grows in size, becoming CC immune and gaining speed. He may bite a single enemy god, dealing large damage and picking them up into his mouth. He can then drag them towards a location of his choosing. At full Unbound Runes, he gains protections.

Ragnarok is a powerful ability, used to render your opponent helpless while you drag them towards your team. It is powerful when combined with Unchained, as they do not have time to move before getting bitten.

If they use relics for the stun from Unchained, then they cannot relic Ragnarok. This is the major importance of his passive Unbound Runes.


Ability Rotations:

Initiation:

Unchained > Auto Attack > Seething Howl > Auto Attack > Brutalize

Jump + Ultimate:

Seething Howl > Unchained > Ragnarok

Tips:

Seething Howl is powerful with lifesteal items, as you can heal 200 to 300 or more during the late game per auto attack. Gives strong reset potential off of jungle camps, and lets you last much longer than enemies expect when diving.

Using Seething Howl before Unchained will deal more damage overall, but enemies will predict your initiation if they see this. Unless you are ulting a tank who struggles to escape, save your Seething Howl for after you jump with Unchained, as hitting the stun is much more important.

You can use your ultimate Ragnarok and run up to someone, and usually they will Purification Beads instantly, especially if they were stunned by Unchained prior. Instead of biting with Ragnarok right away, you can follow them with your increased movement speed and bait our their Purification Beads, biting them once the effect ends. You can effectively get someone's relics, AND pull them at the same time. The downside to this is you will take damage, especially in a team fight as you are in front of everyone, so don't bite off more than you can chew!

Jungle Tutorial

Early Game:
  • Star at the Fire Giant side Speed Buff (or Red Buff), and group up the jungle camps with your mid laner. Once the Red and Speed buff jungle camps are cleared together, head towards your remaining speed buff. Your mid laner should help you clear this buff camp. Finally, head towards the exp camp near the Tier 1 Mid tower, presume you will clear this alone.

  • You now have 2 choices. You can stay in the Jungle towards the mid lane, looking for a gank on the enemy mid laner or clear the Mid-Harpies. The second option is to head straight to duo lane, and look for a gank on the enemy duo lane (and clear Scorpion). Heading to Duo lane has a greater risk, but much greater reward if successful.

  • Fenrir has a strong early brawl, as he can run down enemies and CC them with Unchained. You do have to worry about damage taken, as while you can hit them - the enemies can hit you back.

  • Your focus is: Buff Camps > Rotations > Harpies, which is crucial to being relevant but not falling behind.

  • Your ganks are powerful with Brutalize, and will only get stronger as you rank up the ability. There will almost always be an enemy who cannot avoid this ability, those enemies are your targets.

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.

  • Group up for team fights, as they are the most important things happening. You have good backline dive, but you are vulnerable to being CC'd as usually someone can cancel your Brutalize.

  • You are a big threat to the enemy frontline, as the enemy solo and support may be forced to build Purification Beads. If they don't build it, they are good targets for Ragnarok, as there is nothing they can do to avoid the damage.

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.

  • Diving the enemy backline is much harder, but your role will be determined by your build. If you built the hybrid build up above, you may still look to dive the backline. If the recommended crit build was built, you also have the option of looking for the jungler 1v1. Regardless, it's essential you have full Unbound Runes stacks, as letting your Unchained stun will determine everything.

  • During the Siege Fight, play with your team and look to ult an enemy front liner. IF the enemy jungler is capable of hitting you while you are in your ultimate, then split push so it doesn't happen.

  • Fenrir has a harder time sieging without defense, but you've already done your job of getting your team to this phase of the game.

Warding


Green = 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

Blue = 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

Final Advice

Fenrir is a monster of a jungler in the early game, and we've all had our moments where he completely shuts down our game. While his pressure slowly gets matched by others as the game goes on, builds such as the crit one will make you ALWAYS (pinkie promise) kill whoever you stun with Unchained. This guide was created to help clear up the flow of your game, and I hope you gained some knowledge out of it.

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