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Jormungandr Mid/Support (7.11)

6 2 20,440
7.5
by C 4 General F updated December 2, 2020

Smite God: Jormungandr

Build Guide Discussion 0 More Guides
Choose a Build: Danger Snek (Mid)
Danger Snek (Mid) Cuddly Snek (Support)
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Jormungandr Build

Starting Items

Notes Warrior's Blessing gives you the tankiness you need for the laning phase

Notes

Warrior's Blessing gives you the tankiness you need for the laning phase

Build Item Warrior's Blessing Warrior's Blessing
Build Item Magic Focus Magic Focus
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion

Choice of Shoes

Notes Shoes of Focus I recommend in Mid because of the higher mana pool and need for higher cdr than you'd see in solo where Magi's sustain and power gets more relative value, but purple boots are still a strong option.

Notes

Shoes of Focus I recommend in Mid because of the higher mana pool and need for higher cdr than you'd see in solo where Magi's sustain and power gets more relative value, but purple boots are still a strong option.

Build Item Shoes of Focus Shoes of Focus
Build Item Shoes of the Magi Shoes of the Magi

Choice of Spear

Notes Flat pen is great for Jorm diving backliners - Deso and Magus both have their points, with Jorm being all damaging abilities, Magus is likely stronger but cooldown can be difficult for Jorm to build. Divine as needed.

Notes

Flat pen is great for Jorm diving backliners - Deso and Magus both have their points, with Jorm being all damaging abilities, Magus is likely stronger but cooldown can be difficult for Jorm to build. Divine as needed.

Build Item Spear of Desolation Spear of Desolation
Build Item Spear of the Magus Spear of the Magus
Build Item Divine Ruin Divine Ruin

Bruiser Build

Notes High base power itemized for diving backline effectively. Mantle is 100% mandatory as it will enable you to ult out of sticky situations. Sell shoes for Spear of Desolation or Rod of Tahuti in this build.

Notes

High base power itemized for diving backline effectively. Mantle is 100% mandatory as it will enable you to ult out of sticky situations. Sell shoes for Spear of Desolation or Rod of Tahuti in this build.

Build Item Soul Reaver Soul Reaver
Build Item Spear of the Magus Spear of the Magus
Build Item Shoes of Focus Shoes of Focus
Build Item Ethereal Staff Ethereal Staff
Build Item Void Stone Void Stone
Build Item Mantle of Discord Mantle of Discord

Power Options

Build Item Spear of Desolation Spear of Desolation
Build Item Divine Ruin Divine Ruin
Build Item Gem of Isolation Gem of Isolation
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Rod of Tahuti Rod of Tahuti
Build Item Stone of Binding Stone of Binding

Defense Options

Notes Bulwark of Hope has similar utility to Mantle in helping you ult out of being locked down and focused, which will tend to happen a damage-focused Jorm

Notes

Bulwark of Hope has similar utility to Mantle in helping you ult out of being locked down and focused, which will tend to happen a damage-focused Jorm

Build Item Genji's Guard Genji's Guard
Build Item Bulwark of Hope Bulwark of Hope
Build Item Spirit Robe Spirit Robe
Build Item Hide of the Urchin Hide of the Urchin
Build Item Celestial Legion Helm Celestial Legion Helm
Build Item Tyrannical Plate Helm Tyrannical Plate Helm

Relics

Notes Beads+Aegis is standard for a mid-laner, but with a bruiser build you can often benefit from one of the other options.

Notes

Beads+Aegis is standard for a mid-laner, but with a bruiser build you can often benefit from one of the other options.

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Shield of Thorns Shield of Thorns
Build Item Magic Shell Magic Shell
Build Item Horrific Emblem Horrific Emblem

Jormungandr's Skill Order Notes 1-2-4-3

Notes

1-2-4-3

Venomous Haze

1 X Y
Venomous Haze
1 4

Consuming Bellow

2 A B
Consuming Bellow
2

Submerge

3 B A
Submerge
3

The World Serpent

4 Y X
The World Serpent
5
Venomous Haze
1 4

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
2

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

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

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

I love Jorm

But I hate solo lane.

It should be understood that Jormungandr's best role is generally solo because of his ideal role as a bruiser diving god. Jormungandr full defense is a wet noodle lacking in strong enough cc to be useful, and full damage Jormungandr is too squishy to get off his kit through team fights.

It should be noted that Jormungandr has very high base physical defense - 91 protections, as well as 2,495 base hp.

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League of Legends Build Guide Author C 4 General F
Jormungandr Mid/Support (7.11)
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