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Purchase Order:
Mages Blessing ->
Book of Thoth ->
Shoes of Focus ->
Spear of the Magus ->
Gem of Isolation ->
Obsidian Shard ->
Sell Mages Blessing, buy Soul Reaver ->
Sell Shoes of Focus, and buy Mantle of Discord and Elixir of Speed
Tap each threat level to view Jormungandr’s threats
Please note: I would not recommend this build in ranked, this is a casual build, it does not utilise and play well into Jormungandr's strengths, however a build does not need to be good to be enjoyable so i would recommend this build if you want to try something fun and different
> Mage's Blessing - Damage and cooldown
> Book of Thoth - Damage and Mana,
Jormungandr can have mana issues if you are not careful and attentive
> Shoes of Focus - Cooldown and Movement, provides an early 20% cooldown reduction along with
Mage's Blessing and provides the basic 18% movement all shoes do
> Spear of the Magus - Penetration, this provides early game pen, increasing your overall damage and helping with ganks to the duo and solo lane in which the support and solo will most likely build magical protections, it works well with Jormungandrs first ability which has damage over time
> Gem of Isolation - Movement, Gem also helps with his mobility issues, allowing him to more easily stick to and chase targets with the 25% slow it provides
> Obsidian Shard - Penetration, not much to say here, provides more penetration, but penetration more suited for enemy gods with more protections
> Soul Reaver - Damage, late game selling
Shoes of Focus and swapping it out for
Soul Reaver will yield much more damage overall
> Mantle of Discord - Protections, in this current meta, protections are literally a life saver, building
Mantle of Discord can really help because even a few protections can be the difference between life and death, and winning a team fight
This is a more practical build for playing Jormungandr Mid, that being said i still would not recommend it in most scenarios, simply due to the fact that
Jormungandr is not a good mid laner in the conventional sense. This utilises more protections and plays better into his strengths, utilising more cooldown especially. Of course as Mid laners often are relied on to commit a lot of damage to the team fights, this can mean that the teams damage overall may be lacking
> Mage's Blessing - See Build 1
> Shoes of Focus - See Build 1
> Void Stone - Protections and Damage, this is the first protection item built, providing protections from the enemy Mid laner who is more than often also magical, while also allowing
Jormungandr to be more aggressive himself
> Spear of the Magus - See Build 1
> Gem of Isolation - See Build 1, in this case Gem will also provide more benefit in team fights overall as due to the lower damage output of this build you will not be chasing and solo fighting other targets often
> Spirit Robe - Protections and Cooldown, gives
Jormungandr more survivability, also giving cooldown reduction and protections, the passive also helping mitigate damage in team fights, especially as it removes the 10% increased damage from the passive
> Chronos' Pendant - Cooldown, this will play more into
Jormungandr's strengths, giving more cooldown resulting in overall more damage output
> Mantle of Discord - See Build 1, also gives
Jormungandr a full 40% cooldown
> Soul Reaver - This can provide additional damage if it is found to be lacking and it is decided such high protections is not necessary,
Void Stone for example could be sold
Jormungandr in my opinion is simultaneously one of the best and worst Mid laners in his current state. I believe that early game he is unrivalled, owing to his high damaging multi target basic attacks, that being said, late game his damage is lacking, being outperformed by most if not all mages. This is the reason Build 2 utilises more protections because Jomungandr just cannot compete in pure damage.
Yes. I have played Jormungandr many times in Mid since his release and every single game has followed the same pattern without fail:
Help clear speed from far away due to the long range on his first ability ->
Use first ability on archers in lane ->
Clear all remaining minions with basic attacks ->
Go to enemy red while they still work on clearing minions ->
Take enemy red with first ability followed by second ability as I am level 2 by this stage
I am always able to gain a lot of buff control early game, clearing enemy red buff followed by the harpies, unfortunately this often has little effect due his fall off in pressure as the game progresses.
Sadly not with most team comps, on paper it appears good, but in practice he is a guardian and thusly is better suited to Support or Solo. These are the reasons I believe that Jormungandr is not an effective Mid laner and should not be played there in most scenarios, late game he sucks for pure damage. The only time i would say he is an effective mid would be if your team comp does not have a secondary tank e.g. your solo in a hunter or someone that would not be built tanky, in that scenario a tank
Jormungandr mid can work.
Build 2 is an effective build, and can be utilised in the solo lane well, although some alterations would need to be made, such as in the event the enemy solo laner in physical, it is not a perfect build, but works well to make the best of a bad situation, should you find yourself playing Jormungandr Mid.
Jormungandr is not a substitute for a strong mage mid, however if solo is a hunter of mage and thusly your team lacks a secondary take,
Jormungandr mid can be viable and surprisingly strong due to his high AOE damage while also having lots of protections.
1. Venomous Haze - Jormungandrs first ability is a simple damaging ability, but has a lot of interplay with his overall kit, a pool is shot out over a large distance onto the ground, damaging and slowing all targets in range and then causing tick damage over the next 20 seconds during which the pool stays on the ground
2. Consuming Bellow -
Jormungandrs second ability is more complex, its a basic AOE ability at first, taking a short period of time to charge up before damaging, slowing and trembling all targets around
Jormungandr. When utilised with
Jormungandrs first ability however its damage will increase, for all pools close to
Jormungandr up to 3 the damage of this ability will increase. Following the use of this ability, his basic attacks will also fire at their fastest rate for a short period of time.
3. Submerge -
Jormungandrs third ability is a stealth and movement ability, he goes under the ground for 5 seconds and cannot be seen by enemy gods for the duration, unless he takes damage, he also moves at 125% movement speed for the duration. While submerged
Jormungandr will also be able to see all enemy gods around him, including stealthed gods such as;
Loki,
Ao Kuang,
Nu Wa,
Jormungandr and
The Morrigan. At any point during this 5s duration,
Jormungandr can attack, he will emerge from the ground, knocking up all enemy gods around him and damaging them. Emerging in a pool from his ultimate or first ability will create 2 more pools lasting only 5 seconds in the direction
Jormungandr is facing.
4. The World Serpent - This is
Jormungandrs ultimate, he dives into the ground and then can leap 3 times, everywhere he leaps to will leave behind a pool.
Jormungandr will deal damage when emerging from the ground at the start of the leap and when entering the ground at the end of the leap, any gods that he leaps over will also be damaged.
5. Immovable -
Jormungandrs passive means that he cannot be hard displaced, this includes; Banishes, knockbacks and Knockups. This means his is immune to very powerful team fight ultimate's, such as;
Ares and
Cerberus ultimates.
instead of being affected normally by these abilities, Jormungandr will instead take 10% increased damage and a fading slow for 2 seconds.
Ability Combo:
Venomous Haze at enemy ->
Submerge through Pool ->
Consuming Bellow between all 3 pools
The World Serpent can either be used to initiate a fight, knockuping up and slowing the enemy gods, allowing for his team to more easily engage, or to cover large distances quickly, to either escape, chase or quickly support a teammate.
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Some specific points:
Jormungandr is a new god and so everyone wants to play him, play him all around, and in weird roles to get a feel of where he works best and where he doesn't, the goal of this guide was to explain to people who maybe don't get to play as often why Jormungandr doesn't fit the Mid role, but also to show how he could be played, should somebody want to play him there, regardless of whether he should be.
But why dedicate a guide for it? It should only be regarded for emergency situations if you had a teammate trolling, and even then 1 simple build would be enough.
You also have 40% CDR in your build when
It would be great if you archived this to save anyone else the trouble of having to do it.
Meanwhile, you're having a practically close range, melee-ranged god with mediocre camp clearing/farm capabilities and mediocre poke range attempt to fufill the same role as a mid laner/mage, without realising that Jormungandr cannot really compromise the lack of mage even if you attempt to build some wacky team comp around the pick, which in most cases is not going to happen especially for people coming across this build.
And you practically admitted this guide is useless anyway : " I would not recommend this build in ranked, this is a casual build, it does not utilise and play well into Jormungandr's strengths, however a build does not need to be good to be enjoyable so i would recommend this build if you want to try something fun and different".
So I say stick your troll, SoloDoubleJ tier builds omewhere else where troll players like yourself can ruin games with.
Just because your tiny mind cannot contemplate the depth of SMITE does not make everything that you deem to 'not be meta' a troll suggestion
This means absolutely nothing and I do not care in the slightest. I ran Achilles Mid in casuals late last season, am I recommending it to players? No. The thing is, you cannot show some form of evidence that this method of building/ putting Jorm in Mid would work against competent players. This is just as bad as that fool making the Chronos Support builds from last season.
Goodness, at least state in the title of your guide that it's off-meta.
Quite common? I mean, I don't know what game you've been playing but it doesen't sound like Smite. Warriors are quite promiment right now, and yes guardians blessing hasn't been nerfed yet but to suggest that even mages/assassins wouldn't even be building tanky in solo is laughable at best.
I'm not going to be responding to you anymore because it's a waste of time, you clearly have no intentions in being polite f helpful and so i don't see any benefit in maintaining a conversation with you