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Thor throws Mjolnir forward, doing damage to all enemies in its path. If hit twice, minions will take 100% damage while gods take 200% damage from the return. While the hammer is flying, pressing the button again will teleport Thor to his hammer.
Ability Type: Projectile, Teleport
Damage: 40 / 80 / 120 / 160 / 200 (+30% of your Physical Power)
Damage (Total for Gods): 150 / 270 / 390 / 510 / 630 (+90% of your Physical Power)
Damage (Total for Minions): 90 / 162 / 234 / 306 / 378 (+54% of your Physical Power)
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 14s
31516
Tectonic Rift
2A
Thor slams his hammer on the ground, causing a fissure to appear in front of him, stunning and damaging enemies and blocking movement.
Thor spins his hammer around him dealing damage to Enemies in front of him up to 3 times and those behind him up to 2 times. The final swing deals extra damage. Thor is immune to Knockup for the duration.
Ability Type: Area
Damage Per Tick: 30 / 50 / 70 / 90 / 110 (+40% of your Physical Power)
Final Swing Damage: 45 / 60 / 85 / 105 / 125 (+60% of your Physical Power)
Radius: 20
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
510131720
Anvil of Dawn
4Y
After a short buildup, Thor leaps into the air. While in the air, Thor can target a great distance away to come crashing down in the area, dealing damage and Stunning all enemies in the radius. For 6 seconds after landing, when Thor deals damage to a god lightning will arc, damaging the enemy hit and up to two additional enemies within 35 units. Subsequent lightning hits deal 50% damage.
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Thor gains increased physical power for each nearby enemy, with a maximum of 3 stacks.
Warrior's Madness is most noticeable in the early game, as Thor will hit deceptively hard. For the mid and late game, it will boost your Anvil of Dawn considerably, as the enemies will be grouped up for team fights.
Thor throws his hammer Mjolnir forwards, which damages all enemies hit. Mjolnir will then ricochet back towards Thor, dealing double damage on the way back. He can activate the ability at any point to teleport to Mjolnir's current position.
Mjolnir's Attunement is your primary damage ability, but also your escape. Combine it with your 2nd ability Tectonic Rift to confirm it's damage. Without Tectonic Rift, it is difficult to hit the same enemy twice, but still do-able.
Thor slams the ground, causing a fissure to appear, stunning and damaging enemies. The fissure acts as a wall, which temporarily blocks movement.
Tectonic Rift is very strong against enemies without jumps, as you can prevent them from escaping your team. It's other use is setting up for Mjolnir's Attunement, as the stun will confirm a double hit of your hammer.
Thor spins around with his hammer, doing damage two times in a circle, with a third swing to any enemies in front of him. Thor is knockup immune while casting.
Berserker Barrage is an efficient way for Thor to clear jungle camps. When it comes to combat, it should be your way of damaging enemy gods within melee range.
After a momentary channel, Thor leaps to the sky. He can then choose to land anywhere on the ground within a massive distance, damaging and stunning all enemies hit.
Upon landing, Thor gains a chain lightning bonus to any of his damaging attacks, which procs for additional damage.
If you think the enemy will live/fight after this combo, consider teleporting away after hitting them once with Mjolnir. You could also replace Mjolnir's Attunement with Berserker Barrage, and save your hammer for running away.
Early Game Ultimate Dive (or enemy has no relics):
Stunlock combo which confirms 2 hits of Mjolnir. The highest possible damage combo. Only do this if the enemy has no relics or it is early game, because if they relic, not only are you unable to chase but you cannot run either because Mjolnir is on cooldown.
Used when you hit 2+ enemies late game. Teleport away instantly with Mjolnir's Attunement, as you are full damage standing in the center of all the enemies. Will do the most amount of damage to a group of enemies, as using Tectonic Rift or Mjolnir's Attunement will make you vulnerable. If the enemies relic instantly, skip the last Auto Attack and go straight to running away.
If you know the enemies will instantly relic your ultimate, you can Anvil of Dawn > Mjolnir's Attunement to instantly run away, and next time your Anvil of Dawn is up you can kill them because they won't have relics.
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.
Thor has a powerful early game, as his passive Warrior's Madness makes him hit super hard at level 2. Aim to auto attack whoever is closest to your 1x, and use Berserker Barrage cleave and clear at the same time. Use Mjolnir's Attunement to hit from afar, or to dive. Remember that once you use Mjolnir you have no escape, so junglers may look to blink on you once it's down.
You have a good sidelane gank at level 3 with Tectonic Rift, because you can wall the enemies off from safety. Look to do this with every early gank, if their escape is still up, save Mjolnir's Attunement to attempt to catch up and cut them off with Tectonic Rift.
Wander around the map with a priority of Buff Camps > Rotations > Harpies, and try to get your ultimate Anvil of Dawn as soon as possible. This is your signature ganking ability, and gives your team considerable map pressure.
Once you have your first item, your ganks will almost always be with Anvil of Dawn. Try to keep this ability on cooldown as much as possible.
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.
When it comes to ganks, you play the exact same as you have since unlocking Anvil of Dawn. Communicating with your team to attack before you land will go a long way for properly finishing off a kill.
What's different during the Mid Game is the threat of enemy junglers. You have a large amount of pressure and threaten any jungler that does not have beads with Anvil of Dawn, but you are vulnerable without your ultimate.
Enemy junglers will look to blink on you, as many can finish you off before your cast of Anvil of Dawn is completed, or they can force you to ult in poor situations which considerably hurts your teamfight. Avoid enemy junglers for this reason.
Remember to focus on Team Fights and Objectives, the more stacked the enemy team is the stronger your Anvil of Dawn becomes. Don't let any chances slip away!
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.
While you could wait for your solo laner to force relics first, Thor is one of the best junglers at initiating a fight. It all comes down to your usage of Anvil of Dawn. Presume the enemies will instantly relic when you land on them, land with the expectation of forcing relics - not killing them. Your goal should be to force relics and live, then use Anvil of Dawn immediately off of cooldown to kill the second time.
While you can split push during a siege fight, almost every jungler has a favorable 1v1 because they can blink past your abilities. Instead, play (with sentry wards) near the doors between Phoenix's, and look to Anvil of Dawn and land on the enemy team. Presume you have to immediately bail after a use of Berserker Barrage. If there is free time between the fight, you could look to Tectonic Rift and Mjolnir's Attunement on the enemy jungler. If they use relics or blink onto you, use Mjolnir's Attunement to escape towards your team. This is why you want to be near the doors, as your team can't make it in time if you are at the mid phoenix.
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
While Thor has been one of the most common junglers to haave unlocked, he is deceptively difficult when it comes to Mjolnir's Attunement hits. I recommend experimenting with "Instant Casting" or "Quick Casting" of your abilities, as it will make your kit feel fluent.
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