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Buy sentinels gift as a starter, replace with mantle
Tap each synergy level to view Jormungandr’s synergies
Slows and stuns, brilliant so that Jorm can get up close. Very mobile, allowing Cupid to chase after Jorm aggros.
Array ( [god] => Array ( [god_id] => 17 [display_name] => Cupid [url] => cupid ) [scoreVal] => 1 [notes] => Slows and stuns, brilliant so that Jorm can get up close. Very mobile, allowing Cupid to chase after Jorm aggros. ) 1
Same reasons as Cupid. Mobility may be a bit more of a problem.
Array ( [god] => Array ( [god_id] => 74 [display_name] => Skadi [url] => skadi ) [scoreVal] => 2 [notes] => Same reasons as Cupid. Mobility may be a bit more of a problem. ) 1
Whilst his CC is ridiculous, his mobility is trash, which means an aggressive Jorm support cannot get up close without leaving the anubis in deep doo doo.
Array ( [god] => Array ( [god_id] => 6 [display_name] => Anubis [url] => anubis ) [scoreVal] => 3 [notes] => Whilst his CC is ridiculous, his mobility is trash, which means an aggressive Jorm support cannot get up close without leaving the anubis in deep doo doo. ) 1
Start the game off relatively aggressive, getting close to an opponent is a must for Jorm.
Jorm's damage is v good for a guardian, so lay off damage items until one of your last items, apart from mystical, which should be bought 3rd if physical D is a priority.
Feed of teams CC. Attempt to engage second only if team has good CC, so you can get up close and personal. If not, engage aggressively to allow team to enter fight. Jorm has v good escape in ult if needed.
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