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Jormungandr 6.2 Solo

9 3 46,705
7.7
by bombboy21096 updated March 10, 2019

Smite God: Jormungandr

Build Guide Discussion 0 More Guides
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Jormungandr Build

Starter

Build Item Warrior's Blessing Warrior's Blessing
Build Item Shoes Shoes
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
3

First 6 items

Notes Adjust the positions of Void Stone and Breastplate of Valor depending on if the enemy solo laner is magical or physical

Notes

Adjust the positions of Void Stone and Breastplate of Valor depending on if the enemy solo laner is magical or physical

Build Item Warrior's Blessing Warrior's Blessing
Build Item Shoes of Focus Shoes of Focus
Build Item Void Stone Void Stone
Build Item Spear of the Magus Spear of the Magus
Build Item Breastplate of Valor Breastplate of Valor
Build Item Hide of the Urchin Hide of the Urchin

Replace for Mage's and Shoes of Focus

Build Item Gem of Isolation Gem of Isolation
Build Item Mantle of Discord Mantle of Discord
Build Item Elixir of Speed Elixir of Speed

Late Game Build

Build Item Gem of Isolation Gem of Isolation
Build Item Mantle of Discord Mantle of Discord
Build Item Void Stone Void Stone
Build Item Spear of the Magus Spear of the Magus
Build Item Breastplate of Valor Breastplate of Valor
Build Item Hide of the Urchin Hide of the Urchin
Build Item Elixir of Speed Elixir of Speed

Jormungandr's Skill Order

Venomous Haze

1 X Y
Venomous Haze
2 8 11 12 14

Consuming Bellow

2 A B
Consuming Bellow
1 4 6 7 10

Submerge

3 B A
Submerge
3 15 16 18 19

The World Serpent

4 Y X
The World Serpent
5 9 13 17 20
Venomous Haze
2 8 11 12 14

Venomous Haze

1 X
Jormungandr fires noxious spit at an area that deals damage and creates a large toxic cloud. This field damages and slows Enemies inside of it every second.

If Jormungandr interacts with a toxic cloud with Consuming Bellow or Submerge, the duration of the cloud is reduced to 8s.

Jormungandr can have a maximum of 9 toxic clouds out at a time.

Ability Type: Ground Target
Damage: 80 / 120 / 160 / 200 / 240 (+40% of your Magical Power)
Damage Per Tick: 10 / 20 / 30 / 40 / 50 (+5% of your Magical Power)
Slow: 20%
Slow Duration: 1s
Cloud Duration: 20s
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 15 / 14 / 13 / 12 / 11s
Consuming Bellow
1 4 6 7 10

Consuming Bellow

2 A
Jormungandr draws power from toxic clouds nearby while channeling for 1.2s. At the end of the channel Jormungandr roars dealing damage to all Enemies, trembling and slowing Enemy gods by 30% for 1.5s. Each cloud increases the size of Consuming Bellow and Empowers him up to 3 times while also dealing extra damage to Enemies hit. Extra damage after the first instance is halved. While Empowered, Jormungandr's basic attack fires at its fastest rate.

Ability Type: Area
Damage: 120 / 180 / 240 / 300 / 360 (+45% of your Magical Power)
Bonus Damage: 20 / 25 / 30 / 35 / 40 (+10% of your Magical Power)
Empowered Buff: 2s
Radius: 20-30
Cost: 70
Cooldown: 12s
Submerge
3 15 16 18 19

Submerge

3 B
Jormungandr submerges into the ground turning invisible as he searches for prey. During this time he moves faster and gains predatory vision, sensing all enemies in a large radius.

Firing this ability while invisible reveals Jormungandr as he emerges out of the ground, knocking up Enemies around him.

Emerging through a toxic cloud creates two new ones in the direction Jormungandr is facing, with a low duration. Taking damage from Enemy gods breaks Stealth.

Ability Type: Area Damage and Buff
Damage: 70 / 125 / 180 / 235 / 290 (+50% of your Magical Power)
Movement Speed: 35%
Duration: 5s
Radius: 20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
The World Serpent
5 9 13 17 20

The World Serpent

4 Y
Jormungandr prepares to enter into the world, enlarging as he prepares a devastating attack. After selecting a target area, Jormungandr flies into the air, diving down and crashing into enemies as his body then slams into the ground. He must travel 2 more times.

When Jormungandr Emerges and Submerges during this ability, he knocks up Enemies and with each Submerge he leaves behind a toxic cloud.

Ability Type: Ground Target
Submerge Damage: 150 / 200 / 250 / 300 / 350 (+40% of your Magical Power)
Emerge Crash Damage: 75 / 100 / 125 / 150 / 175 (+20% of your Magical Power)
Radius: 20
Cost: 100
Cooldown: 90s

Build

> Void Stone/ Breastplate of Valor - Protections, this is the first protection item built, providing protections from the enemy Solo laner, the item built first will depend on who the enemy solo laner is
> Spear of the Magus - Penetration, this provides early game pen, increasing your overall damage given that more often than not the enemy solo laner will also build protections, it works well with Jormungandrs first ability which has damage over time
> Hide of the Urchin - Protections, gives Jormungandr more survivability as is necessary for the Solos role as secondary tank
> Gem of Isolation - movement and health, used to decrease the mobility of enemy gods in team fight and also gives health, adding to Jormungandrs survivability
> Mantle of Discord - Protection and cooldown, further adds to Jormungandrs protections, also gives 10% cooldown, which can mean that late game Jormungandr can have 30% cooldown with a power potion and Mana Buff

How does Jormungandr fit the role of solo?

As a gaurdian Jormungandr can very effectively fit the role of secondary tank, the main purpose of solo, being able to build very tanky while also provide large amounts of damage and crowd control.

Jormungandr is also very effective at initiating team fights with or without his ult

Abilities

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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