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Grandmaster Thor Jungle

31 12 73,848
7.2
by AutoSpeed updated November 26, 2024

Smite God: Thor

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Thor Build

Starting Items

Notes Bumba's Spear has shown to be the best S11 starter

Notes

Bumba's Spear has shown to be the best S11 starter

Build Item Bumba's Dagger Bumba's Dagger
Build Item Mace Mace
Build Item Healing Potion Healing Potion
3
Build Item Purification Beads Purification Beads
Build Item Golden Shard Golden Shard

Full Build

Notes You almost always go Brawler's Beat Stick, even if they have no healing on the enemy team.

Focuses on high ability damage, but also a strong 1v1. If a enemy backliner does not have relics, they will almost always die to our ult combo.

Notes

You almost always go Brawler's Beat Stick, even if they have no healing on the enemy team.

Focuses on high ability damage, but also a strong 1v1. If a enemy backliner does not have relics, they will almost always die to our ult combo.

Build Item Bumba's Spear Bumba's Spear
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Hydra's Lament Hydra's Lament
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Heartseeker Heartseeker
Build Item Bloodforge Bloodforge
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Optional Items

Notes These items would replace your 6th item

Notes

These items would replace your 6th item

Build Item The Crusher The Crusher
Build Item Mantle of Discord Mantle of Discord
Build Item Shifter's Shield Shifter's Shield

Thor's Skill Order Notes Berserker Barrage can be leveled to the max before Mjolnir's Attunement, but it will hurt your damage

Notes

Berserker Barrage can be leveled to the max before Mjolnir's Attunement, but it will hurt your damage

Mjolnir's Attunement

1 X Y
Mjolnir's Attunement
2 4 6 7 9

Tectonic Rift

2 A B
Tectonic Rift
3 15 16

Berserker Barrage

3 B A
Berserker Barrage
1 8 11 12 14 18 19

Anvil of Dawn

4 Y X
Anvil of Dawn
5 10 13 17 20
Mjolnir's Attunement
2 4 6 7 9

Mjolnir's Attunement

1 X
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
Tectonic Rift
3 15 16

Tectonic Rift

2 A
Thor slams his hammer on the ground, causing a fissure to appear in front of him, stunning and damaging enemies and blocking movement.

Ability Type: Line
Damage: 30 / 50 / 70 / 90 / 110 (+20% of your Physical Power)
Stun: 1.2 / 1.3 / 1.4 / 1.5 / 1.6s
Fissure Lifetime: 3.7s
Cost: 60
Cooldown: 17 / 16.5 / 16 / 15.5 / 15s
Berserker Barrage
1 8 11 12 14 18 19

Berserker Barrage

3 B
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: 10s
Anvil of Dawn
5 10 13 17 20

Anvil of Dawn

4 Y
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.

Ability Type: Ground Target
Damage: 100 / 160 / 220 / 270 / 340 (+85% of your Physical Power)
Stun: 1.5s
Arc Damage: 10 / 18 / 26 / 34 / 42 (+10% of your Physical Power)
Radius: 20
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 110 / 105 / 100 / 95 / 90s

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:

Thor Basics

Thor's Abilities


Passive - Warrior's Madness

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.


Ability 1 - Mjolnir's Attunement

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.


Ability 2 - Tectonic Rift

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.


Ability 3 - Berserker Barrage

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.


Ultimate - Anvil of Dawn

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.


Ability Rotations:

Standard Poke:

Tectonic Rift > Mjolnir's Attunement

The best way for Thor to deal damage without getting close.

Dive:

Tectonic Rift > [[Mjolnir's Attunement > Auto Attack > Berserker Barrage > Auto Attack

Hitting the enemy twice with Mjolnir is difficult, as teleporting to an enemy stops it from doing damage. Practice will give you the proper timing.

Melee-Range Damage:

Tectonic Rift > Auto Attack > Mjolnir's Attunement > Auto Attack > Berserker Barrage

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):

Anvil of Dawn > Auto Attack > Mjolnir's Attunement > Auto Attack > Tectonic Rift > Auto Attack > Berserker Barrage

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.

Late Game Ultimate Dive:

Anvil of Dawn > Auto Attack > Berserker Barrage > Auto Attack > Mjolnir's Attunement

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.

It's hammer time! <3

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