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....... Cons .......
- Weak to most CC - - Squishy without defense - - Relies on enemy misplay - - Often gets focused - - Full Unbound Runes needed for ability effects - |
"Fenrir gains efficiency as he attacks. Every hit from a Basic Attack activates 1 Rune, up to a max. of 5. Unchained, Brutalize, and Ragnarok gain additional benefits when used at maximum Runes and the Runes are consumed. Enemy gods that Fenrir kills will fully activate all of his Runes."
Every time Fenrir lands a basic attack, he activates one Unbound Runes. Killing an enemy god will also activate all 5 runes. Using full runes effectively with each ability is crucial. It is probably best if you get used to getting full runes up before attacking an enemy whenever possible. Especially when you're ganking, as not doing so could result in a dropped kill, or even death. I like to use jungle buffs to my advantage for full runes before ganking. | |
"Fenrir leaps forward, dealing damage to all enemies when he lands. At full runes, the leap stuns the enemies hit. If the leap hits a god, the cooldown is halved."
This is arguably the most effective skill Fenrir has. Most of the time, this is the move used to initially engage an enemy god, often combo'd with Brutalize. Also used for escaping. At full runes, it stuns enemy god(s) for 1 second. If it connects, the cooldown is halved. Can be used to jump through walls, which makes it great for ganking or escaping. Also very effective for avoiding enemy moves, if timed right. This ability should be prioritized in leveling 2nd UNLESS you're against an enemy team comp that has multiple Gods that can cancel out your Brutalize with CC such as cripples, stuns, or silences, in which case Unchained would be prioritized 1st. | |
"Fenrir rears back and howls, inspiring himself with a Physical Power and Lifesteal Buff."
A built in buffing ability. Grants Physical Power and Lifesteal. Abilities used after this move are only granted a Physical Power buff. Great for farming to restore health. and can also be used to box and sustain until Unchained and/or Brutalize come off cooldown. You can also utilize the power buff to make Unchained and Brutalize more effective when ganking. Late game, you should be spamming this ability for the potent power spike. This ability should be prioritized in leveling 3rd due to the damage on Unchained and Brutalize being a higher priority. In a situation, though, where you can't utilize all 4 hits of Brutalize, you may choose to prioritize this 2nd for the power. Most of the time, I prioritize it 3rd. Either way, it is worth putting a point in early (Level 3 or 4) for the lifesteal. | |
"Fenrir pounces to his ground target location. If there was an enemy in the radius, he strikes them 4 times, dealing additional damage with each strike while being immune to knockups. At full runes, each strike deals 75% damage to nearby enemies."
A potent ability that deals 4 almost unavoidable hits, dealing +50% Physical Power in damage, as well as granting protections (5 + 1 * level). During Brutalize, you are immune to knockups. Note that each of the 4 hits on Brutalize is considered an individual leap, so it therefore can not be interrupted by knockbacks or roots either. At full runes, each strike deals 75% damage to nearby enemies, which makes this perfect for clearing jungle camps. This is also a perfect finishing move. This ability should be prioritized in leveling 1st, due to the high amounts of damage it can do early-mid game, UNLESS you're against an enemy team comp that has multiple Gods that can cancel this ability out with CC such as cripples, stuns, or silences, in which case it should be prioritized 2nd. | |
"When Ragnarok arrives, Fenrir grows massive in size, becoming immune to crowd control while moving faster. Fenrir bites enemy gods, dealing physical damage and carrying them away. Biting a cc immune target deals the damage but ends his ultimate. At full runes, his protections double."
Deals 120% of your Physical Power in damage and carries the enemy god for 2 seconds. At full runes, protections in this ability double This ability should be prioritized in leveling 4th because it is used mostly for the utility of the ability itself and not so much the damage on it. Aside from leveling it once at level 5, this ability should be maxed last no matter what your leveling process is. |
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Early Game
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Mid Game
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Late Game
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The early game is when Fenrir is strongest, specifically when you hit level 5 and when you get some Penetration built. You obviously want to be smart about how you play, but aggression at this stage is ideal. You have fast camp clear with Brutalize, as well as high single target damage at a stage where everybody on the map has minimal protections and only one relic to use.
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When you get to mid game, around the level 12 mark or 3-4 items in, unless you have a serious lead above the other team, you should start toning down your aggression. While Fenrir has not fallen off damage wise yet, you’re going to want to start being a little bit smarter about when you dive into a fight. However, if you’re building Bruiser, that’s your job anyways. For the most part, unless you catch somebody out of position and you’re confident you can win a 1v1, I find it’s best to try and catch your enemies in an outnumbered situation.
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Once you’re in the late game, around level 16+ or when everyone has almost finished their builds, positioning is going to be absolutely key, as well as utilizing your abilities for more of a team fight purpose, such as utilizing Ragnarok to pull an enemy damage dealer out of position or Unchained for the stun. You can also utilize Seething Howl to make Tower/Phoenix push go a little bit faster.
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If you find yourself behind at any stage of the game, it is bad news for Fenrir because the aggression advantage you would normally have is now gone. You want to get farm where you can and capitalize on opportunities IF they present themselves. Note, though, that there is a major difference between capitalizing on an enemy's mistake and trying to force an opportunity, then dying for it which puts you even farther behind. If you fall behind, focus on farming and taking control of your own jungle/lane. Wards will also be even more important than before in these situations. Utilize your abilities for camp clear and escaping to avoid death. For more information on playing from behind in Conquest,
check out Branmuffin17’s Playing from Behind post. |
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Clear Speed Camp (1). Your mid laner may choose to share the first clear with you, or just start in lane. Clear quickly and keep moving.
Clear XP Camp (2). If your mid laner tries to share this camp with you, say something. From this point on, solo farming the jungle camps is going to be extremely important. Share Mid/Solo Wave (3). Once you clear the XP Camp, you can either move to Mid lane or Solo lane. I normally default to Solo lane but if you see an opportunity for a Mid lane kill, or if your Mid laner gets ganked, go to Mid instead. If you go to Mid after XP Camp, do number 5 before number 4. Clear Mana Camp (4). After you hit the Solo wave, make sure to clear the Mana Camp for your Solo laner. Clear Mid Camps (5). Controlling the Mid Camps will be important in order to keep your Mid laner ahead. After this point, the route depends on the flow of the game. |
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Warrior Tabi
Jotunn's Wrath
Masamune
Void Shield
Ancile
Brawler's Beat Stick
Im thinking the void shield and ancile slots can be interchanged depending on enemy comp. Last item can be beat stick for offense. If you want/need more protections, for whatever reason, Spirit Robe/ Mantle of Discord seem like good choices.
Also im not sure about that start, try this instead: Assassin's Blessing, Mace, 2 x Healing Potion.
Consider items like Brawler's Beat Stick, Ancile, Masamune, Warrior Tabi, Magi's Cloak, Mantle of Discord, Heartseeker as alternatives.
For your solo build you shouldn't really be getting Titan's Bane, but if you really want to get it last. I would just rely on Void Shield instead for penetration, maybe a Brawler's Beat Stick for anti-heal.
For solo you should also really be getting Warrior's Blessing not Hunter's Blessing. So a typical start could be: Warrior's Blessing, Chalice of Healing, 3 (or 4) x Healing Potion.
For solo consider alternative items like: Masamune, Winged Blade, Runic Shield, Hide of the Urchin, Mantle of Discord, Gladiator's Shield, Bulwark of Hope, Brawler's Beat Stick, Stone Cutting Sword (If you sell boots and already have Masamune) and Mystical Mail.
I would only get TB in that build against a very tanky enemy comp.
Your other suggestions are good.
Idk about the runic ahield. I heard it was bad? Also, what do you think of getting stone cutting sword third item for solo? You get protections by hitting minions, so it could help with a phys solo laner? I mean you shouldnt be in solo lane that long, rotations should have started, so im not sure.
Runic Shield isn't bad (but it's best used as a lane counter), if anything isn't great it's Shifter's Shield, but Fenrir makes ok use of it early game. I wouldn't get Stone Cutting Sword third item if im playing Fenrir solo but I could consider getting it as a replacement to boots if I already have Masamune.
So why stone cutting sword on an ability build? Why not get heart seeker instead?
You guys wanna give your two cents on the bruiser build containing hide of the urchin?
Personally, I don't like the idea of urchin on him, especially as a junger (for solo, it would be more acceptable). When looking at the bruiser build, here are my thoughts:
Dedicating 3 item slots for purely defensive items is really limiting your options. For one thing, Fenrir does really well with movement speed, and all this build offers is boots. No Heartseeker, Masamune, etc..
Also, it is very lackluster in Power. I think more hybrid options would be better. Example; Ancile instead of Bulwark of Hope, or Void Shield instead of Breastplate of Valor.
Instead of Hide of the Urchin, I would lean towards options like Mantle of Discord, Magi's Cloak, or Masamune as defensive options.
As far as other builds, some other viable options that I didn't see listed are; Transcendence, Runic Shield, and Ancile. The author did provide a great amount of detail into other items, though, which was nice.
As for options like Mantle of Discord, Magi's Cloak, or Masamune, those items, with the exception of Magi's Cloak, were all listed in the items writeup in the guide.
But yea, thanks for your 2 cents!
Since you have surpassed yourself so beautifully, I assume you know de wae?
Seriously though, Trans is fine on Fenrir. Like Bran said, his scaling is pretty good. Power items are nice.
Power is great and all, but at the end of the day, I'll take pen (Had to edit/shorten penetration to pen so Bran/Gulf don't get any ideas for dirty jokes).
unreliablehandy dandy Smite Builder:Fenrir 1 build:
Warrior Tabi
Jotunn's Wrath
Void Shield
Magi's Cloak
The Crusher
Brawler's Beat Stick
Fenrir 2 build:
Warrior Tabi
Jotunn's Wrath
Transcendence (fully stacked)
Magi's Cloak
Void Shield
Brawler's Beat Stick
Vs. a Level 20 Artemis
Fenrir 1 does 756 to Artemis with all 4 hits of Brutalize. His basic attack does 192 against her. (IDK if this includes the passive from The Crusher). But I have the advantage of not needing to stack, if I choose The Crusher. Better power curve in my opinion.
Fenrir 2 does 776 to Artemis with all 4 hits of Brutalize. His basic attack does 220 against her. Although the power curve is a bit worse in this build, I have an extra +10% CDR.
You can see the damage is comparable.
For basic attacks: Transcendence has more damage per basic attack, but The Crusher gives you more attack speed, so I'm gonna ballpark them to be roughly equal DPS in terms of basic attack.
Basically, I didn't see it listed as an option, which is why I mentioned it.
But yea, lots of trade offs to consider. I don't think there is a single right answer here.
With build 2, it's 896 for Brutalize, and 254 basic. At least according to SB's numbers.
FYI, you have to apply the Void Shield as a debuff on the Artemis tab. This is something that can be difficult to remember, and you have to do it for other debuffs like Exe, SCS, Ichaival, SotM, and Demonic.
Trans has not only 10% more CDR, but a huge pool of mana so he never has to worry about the mana use (which he can burn up).
The basic attack speed is situationally helpful from Crusher.
Between the trade-off of CDR + mana over the attack speed, I'd prefer Trans. But you're right, the stacks will take a bit of time, and at a slightly higher cost.
And because of that, I'd prefer a penetration item. Again, I don't think i'm wrong, and I don't think you're wrong either. It's trade offs.
I would be more than willing to do jungle practices with you in the new and improved jungle practice mode coming next patch. I like to tinker and experiment as well.
These are both damage builds. What item would you replace from the first build to make room for Transcendence? I can run another round of results without Magi's Cloak if you want.
For both builds, replacing Magi's Cloak with Heartseeker
Fenrir 1 (No trans) does 868 damage to Artemis from all 4 hits of Brutalize. Basic attack to Artemis is 233.
Fenrir 2 (fully stacked Transcendence) does 876 damage to Artemis after all 4 ticks of Brutalize. The basic attack damage to Artemis is 258.
Same argument I made in my first post. Essentially, Transcendence has a worse power curve because you need stacks (and is slightly more expensive than most of the penetration options). At the end, you get slightly more damage and 10% CDR. Trade offs.
But yea, I'd be down to test stuff in Jg practice.
I generally like Hide of the Urchin if going a standalone protection item, or as a base, with the 2nd protection item being a more bruiser-focused item with protections against the more dangerous damage type in the match.
Titan's Bane at this point is on the weak-ish side, and Fen doesn't have enough good burst to take down a tank. If targeting a tank, it's because he's the only one there, or if you want to ult and take him away to prevent him from contributing to a fight.
So, in the Jungle build (vs. squishies), as of Patch 5.12, I would drop Spirit Robe and Shifter's Shield, and consider more Ancile and another damage item like Brawler's Beat Stick, situationally, or maybe Heartseeker. Spirit could be okay if you needed it late game, I guess.
So yeah, the Bruiser build is too tanky (and I'd opt for Warrior Tabi instead of Talaria Boots as of 5.12/5.13. You could choose Urchin sort of early (3rd spot maybe), and consider a protection item late...or you could go Void + Ancile (or Bulwark if you really wanted the added health also), and that would be a bruiser.
Thing is, as a standard, you want that power, since Brutalize has 200% scaling. You don't want 3 items that give you 0 power.
However, the bruiser build vs. squishies is fine as is. I would keep the Spirit Robe and Shifter's Shield (though i'd personally get Masamune instead of Shifter's Shield for the utility). And again, this is just an example build. Drai gives alternatives in his items write up.
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Obviously a troll comment but I still replied to him to see if he was willing to have a discussion.
Farewell.
Looks like you'll have to redo build for patch 5.2 with the nerf to Deathbringer. Oh well.
FYI, you've got the name Unchained for Seething Howl in the ability section. Also, the white section in Seething reads a bit funny...you say "prioritized 3rd in order to milk his early game." Those two ideas don't really go together...I know you're probably trying to say "put one early point into it to help milk his early game," but a rewording might be good.
Great videos on the combos, especially that ability damage combo.
@ the Seething Howl White section, I was referring to milking his early game by leveling Unchained and Brutalize first, will reword it though.
Will also fix the name on Seething Howl
go back to milking fenrirGood job on the guide dude.
And speaking of nothing but ability damage,
Have you tested the damage numbers of Bloodforge vs. The Crusher or Brawler's Beat Stick?
And of course, Bloodforge is ~500 gold more expensive than either Brawler's Beat Stick or The Crusher, but you already covered that aspect: "assuming the game lasts long enough for you to have the gold spool for it." So is an extra ~500 gold not enough to warrant Bloodforge as a luxury item?
Keep in mind that Bloodforge is just a preference for Drai...he's likely to change his build situationally. Against that Herc (or other healers), if no one else got Brawler's Beat Stick, it's probably important for him to pick it up for the anti-heal. If that's not much of an issue, BF is probably the preferred option for the shield and MS upon getting a kill.
I've never actually tested against tanks though. Late game, I don't use Brutalize against a tank unless it's to secure a kill or apply anti heal.
I guess +15 pen doesn't mean much when your opponent has so much protections stacked up. It makes sense to get more returns from higher physical power and %pen against tanks.
Warrior Tabi
Jotunn's Wrath
Shifter's Shield
Asi
Stone Cutting Sword or The Executioner
SCS or Exec, whichever you didn't buy above
Replace Jotunn's Wrath with Qin's Sais
Just a quick comment on your guide regarding the relics and Ragnarok.
You can use relics like Aegis Amulet and bracer of undoing while Ragnarok is active.
This can really help with tower diving and other maneuvers (since you seem to really emphasize tower diving with full runes lol). Just wondering if you wanted to mention this.
I suppose I could add it in, in surprised HR hasn't patched it honestly. I don't think you should be able to use relics in the middle of an ability.
Also, this was something i discovered in jungle practice. Honestly it's pretty neat. Since we're fenrir mains, let's hope this never gets patched xD
One last thing. If i remember correctly, you had a map with instructions on how to play the solo lane. Would you consider putting it back up there, especially since you have a solo lane build? I thought it was well written.
Also, for your auto based build, if I wanted Brawler's Beat Stick in there somewhere, which item would I replace? I guess it'll come down to either The Executioner or Stone Cutting Sword?
If you wanted Brawler's Beat Stick to counter healing, you may be better off building ability based anyways and just picking it up since you need to use abilities to proc it anyways. But to answer your question, I would replace Stone Cutting Sword because the attack speed on The Executioner is important for Fenrir in an AA build.
Good to hear from you again :) I added the Brawlers because, like you said, shutting down the ADC, and the extra power and 15 flat pen is nice. I replaced Titan's Bane with The Executioner because putting those two items together is very inefficient. I figured it's either one of the other and even with Titan's Bane, your abilities still aren't very effective late game. By this point you're only using your abilities for chase potential, secure, or peel.
Yes, I found this build to be really successful because looking back, the crit chance from Wind Demon alone wasn't very high. I then changed it to Rage with the passive change, which gives you 35%. That's good crit chance for one item but you also lose the attack speed you'd get from The Executioner or Wind Demon. I found this build to be the most consistent with the damage.
Thanks for keeping up with the guide haha :) I'm always happy to give further explanation
For starters, thanks for the explanation! Since it looks like this particular build was meant to outbox an ADC and potentially an enemy jungler, what do you think about switching Warrior Tabi for Ninja Tabi and Qin's Sais for Stone Cutting Sword? You gain +5% attack speed, and +10% movement speed. Since you're also going to be boxing a physical god, I thought the passive on Stone Cutting would benefit. Also, I thought Stone Cutting would be a nice addition since it stacks with Executioner. On the flip side, you lose 10 raw physical power and Qin's passive (Does the passive on Qin's activate your lifesteal?). But allow me to be a bit more general here: what do you think about Stone Cutting Sword on a Fenrir boxing build?
The only potential weakness I saw in this build is it's lack of CC protection, but you pretty much have that covered by replacing Jotunn's with Magi's Blessing.
Thanks for your quick responses and clear explanations.
Firstly, Drai's explanation on the reason for switching Titan's Bane to The Executioner is solid...would just want to point out that it's basically a more solid commitment to dealing a decent amount of his total damage via basic attacks.
Also, the flat pen from Brawler's Beat Stick, besides the passive function of hampering enemy lifesteal, is going to make up for anytime he hasn't built up stacks with The Executioner...the 10 from Jotunn's, combined with the 15 from Brawler's, provides the same as Titan's Bane by itself for a level 20 hunter with around 75 physical protection (no added protection items). It'll be even more effective against mages that haven't built protections.
Keep in mind, he's not going to be going head-to-head against a hunter. He's going to try to back-line squishy enemies at opportune times...wait for them to commit to a fight, burn an ability or two, and maybe put themselves a bit out of position or have a bit of damage received first.
@boogie, I'm with you that Qin's Sais may not be the best item for Fen. I think he'll appreciate the potential protection SCS can provide, along with the increased move speed and higher base power. Qin's is best when the god in question has a good attack chain to take advantage of it...like Kali or Erlang Shen. Fenrir has no variable attack progression. Not saying it couldn't work...just that there might be better options.
I do think a late switch from Warrior Tabi to Ninja Tabi could work well, but he'll probably want the early game power from Warrior for clearing potential.
I'm making no judgment on the efficacy of the build...I have no clue...so take my comments with a grain or two.
My sincerest apologies. When I mentioned Ninja Tabi, I meant switching out Warrior Tabi near the late game. Just to clarify, I only advocated Ninja Tabi if SCS was a viable replacement for Qin's Sais. My thought process: Since switching to SCS makes you lose the attack speed, you'll want to make up for it by switching Warrior Tabi for Ninja Tabi.
In regards to everything else, Thank you for your clear cut explanation.
My sincerest apologies. When I mentioned Ninja Tabi, I meant switching out Warrior Tabi near the late game. Just to clarify, I only advocated Ninja Tabi if SCS was a viable replacement for Qin's Sais. My thought process: Since switching to SCS makes you lose the attack speed, you'll want to make up for it by switching Warrior Tabi for Ninja Tabi.
In regards to everything else, Thank you for your clear cut explanation.
Jeez there's a lot to cover here haha. Okay.. late game, switching out Ninja Tabi for Warrior Tabi should be fine (assuming the game lasts long enough for you to make all these item switches). Stone cutting sword is not a bad item on Fenrir. I see people build it on him often. I really like Qin's though because the passive is INSANELY potent. Even against squishier Gods. If you're going to take Qin's out of the build, then yes. I suggest building Ninja Tabi to make up for the lost attack speed.
@Bran the comment regarding Qin's effectiveness on Fenrir.. that's true that he doesn't have the same attack chain as other gods designed to be AA based. However I'm not sure how Qin's could be overlooked for just that reason. Like I said Qin's is very potent and very strong. While SCS might give you more penetration and even some protections I don't think either of those things are as necessary as it may seem given your incredibly high lifesteal and the simple fact that you have plenty of penetration as is.
Can't wait to hear your guys replies though, I love the discussion haha
I don't mean to rule Qin's Sais out. I did say in the last sentence on that subject that I'm not saying it can't work...but there are various options that might be better, at least situationally.
Taking a deeper look at Stone Cutting Sword, getting it somewhere mid-build might be really functional. Any Jungler (or even if you play him solo or support) would appreciate the increased move speed. And, if you're talking about SCS in combo with Jotunn's Wrath and Brawler's Beat Stick, you're looking at (at full stacks, mind) basically doing true damage to squishy gods. Finally, the added protection you get would be at least somewhat helpful in dealing with incoming damage.
Now, I will say that Qin's will give you better basic attack DPS overall, there's no question about that. But in getting SCS, you trade some DPS for potentially higher ability damage (due to the higher power and protection reduction, if you gain stacks for both SCS and Exe), faster move speed, and some physical protection of your own. And given that this is still a hybrid build (anything that combines Jotunn's with basic attack items is a hybrid and not quite optimal for any singular function), having hybrid function can be nice.
This is all just theoretical, of course. In practice, your build might work best overall.
If I were to play him, I think I'd do the normal thing early...look to capitalize on his early game potential via CDR, power and pen. If it extended to a late game, I would be more open to converting to some basic attack damage...instead of starting with basic attack focus w/ Devo's, I'd probably delay lifesteal, get The Executioner close to last, and then I'd probably opt for Bloodforge at that late-game point. Maybe something like this:
Warrior Tabi
Jotunn's Wrath
Hide of the Urchin
Brawler's Beat Stick
Stone Cutting Sword
The Executioner
sell Warrior Tabi, get Ninja Tabi
possibly sell Hide of the Urchin or Jotunn's Wrath, get Qin's Sais or Bloodforge
I dunno, does that look weird?
I don't mean to rule Qin's Sais out. I did say in the last sentence on that subject that I'm not saying it can't work...but there are various options that might be better, at least situationally.
Taking a deeper look at Stone Cutting Sword, getting it somewhere mid-build might be really functional. Any Jungler (or even if you play him solo or support) would appreciate the increased move speed. And, if you're talking about SCS in combo with Jotunn's Wrath and Brawler's Beat Stick, you're looking at (at full stacks, mind) basically doing true damage to squishy gods. Finally, the added protection you get would be at least somewhat helpful in dealing with incoming damage.
Now, I will say that Qin's will give you better basic attack DPS overall, there's no question about that. But in getting SCS, you trade some DPS for potentially higher ability damage (due to the higher power and protection reduction, if you gain stacks for both SCS and Exe), faster move speed, and some physical protection of your own. And given that this is still a hybrid build (anything that combines Jotunn's with basic attack items is a hybrid and not quite optimal for any singular function), having hybrid function can be nice.
This is all just theoretical, of course. In practice, your build might work best overall.
If I were to play him, I think I'd do the normal thing early...look to capitalize on his early game potential via CDR, power and pen. If it extended to a late game, I would be more open to converting to some basic attack damage...instead of starting with basic attack focus w/ Devo's, I'd probably delay lifesteal, get The Executioner close to last, and then I'd probably opt for Bloodforge at that late-game point. Maybe something like this:
Warrior Tabi
Jotunn's Wrath
Hide of the Urchin
Brawler's Beat Stick
Stone Cutting Sword
The Executioner
sell Warrior Tabi, get Ninja Tabi
possibly sell Hide of the Urchin or Jotunn's Wrath, get Qin's Sais or Bloodforge
I dunno, does that look weird?
You're build doesn't look bad at all but your build is a totally different style than mine. Mine is completely centered around lifesteal AA's mid-late game. Replacing SCS with Devo's then getting Bloodforge... to be quite honest I don't like building Bloodforge. It doesn't bring as much to the table as Dev's gloves (in my opinion) and has a significantly more expensiveness price tag. Sure, building Dev's over SCS renders your ability damage a little bit weaker since you have to stack, but I am confident that it's worth it in all stages of the game. Besides... your ability damage is insignificant late game one way or another.
I know, on Bloodforge...I also honestly don't like it very much, haha...but if I'm skipping Devo's early, it is the closest replacement to Devo's, and is a better choice late, due to higher base power, no stacking needed, and still fulfilling additional lifesteal utility. Perhaps in the end, it's just better not to get lifesteal at all, at least in the spirit of my build.
This is way too long, so I'm going to hide the bulk of this in spoiler form.
Since my initial question was regarding the difference between Stone Cutting Sword and Qin's Sais in Drai's AA based build, I'm gonna do some testing, hopefully this week or next week, regarding the differences between these two AA based builds:
Ninja Tabi magi's blessing Devourer's Gauntlet Brawler's Beat Stick The Executioner Stone Cutting Sword
vs.
Warrior Tabi magi's blessing Devourer's Gauntlet Brawler's Beat Stick The Executioner Qin's Sais
I'll get back to you guys with some meaningful results hopefully. Branmuffin, thank you so much for your insightful analysis. I learn something new whenever I read your material.
Bran, getting Devo's early is important to get the stacks online. But you make it sound kinda useless being built that early and it's actually not. Fenrir's lifesteal can be used effectively at all stages in the game. There are a lot of times that I'm 1 on 1 and I'm able to outplay them because the lifesteal is just so significant, especially at that early in the game. Of course it's arguable that if I had more ability damage in the first place (or protections in the case of SCS), I wouldn't need the lifesteal in the first place. But all in all I just love the sustain. :)
Boogie, do definitely let us know how your tests go. If you have a friend to do it with, it would also be nice to compare damage on a squishy hunter vs maybe a tanky warrior (I don't see the point in trying to box a support haha).
I understand the need to get Devo's early to get it online, if you choose it. It's why it's usually built 2nd on hunters as well...unlike some other stacking items, it is significantly weaker without stacks.
But a lot of people have success with him, focusing just as you do on early Warrior Tabi and Jotunn's Wrath, and not worrying about lifesteal all that much. Get in, do your best damage, and get out.
Just to emphasize from my way-too-long last comment, my argument against Devo's is that it doesn't have any basic attack speed support in the build earrly, and unlike a hunter, he won't be able to use those basics on constant streams of minion waves (and at distance) to keep his health up. In a fight, my biggest concern is getting enough basic hits in (meaning not just 1 or 2 between abilities) to make it worthwhile.
Basically, I just need to try it out and see for myself. Also, what would be helpful (am curious to know) would be for you to explain how and when exactly you choose to use the basic attack build? Jungle only? Solo against specific lane enemies? Joust? Clash? What's your gameplay style and combos when you do this? Jump in with Brutalize, trigger Seething Howl, basic attack as long as is feasible, then jump out with Unchained?
I understand the need to get Devo's early to get it online, if you choose it. It's why it's usually built 2nd on hunters as well...unlike some other stacking items, it is significantly weaker without stacks.
But a lot of people have success with him, focusing just as you do on early Warrior Tabi and Jotunn's Wrath, and not worrying about lifesteal all that much. Get in, do your best damage, and get out.
Just to emphasize from my way-too-long last comment, my argument against Devo's is that it doesn't have any basic attack speed support in the build earrly, and unlike a hunter, he won't be able to use those basics on constant streams of minion waves (and at distance) to keep his health up. In a fight, my biggest concern is getting enough basic hits in (meaning not just 1 or 2 between abilities) to make it worthwhile.
Basically, I just need to try it out and see for myself. Also, what would be helpful (am curious to know) would be for you to explain how and when exactly you choose to use the basic attack build? Jungle only? Solo against specific lane enemies? Joust? Clash? What's your gameplay style and combos when you do this? Jump in with Brutalize, trigger Seething Howl, basic attack as long as is feasible, then jump out with Unchained?
Well when to use what build isn't unique to just Fenrir and has so many things to factor in when deciding what to build.
For me, the first 2 core items are Warrior Tabi and Jotunn's Wrath, unless I fall behind in which case i go into Breastplate of Valor. If I were to fall behind a full damage build would in most cases be ruled out, I would go into a bruiser build. The moral of that is don't be stupid and you won't fall behind haha. Anyways.. there are some things to factor in once you have those 2 core items online.
The AA based build can be used in any game mode but it's hard to because 1. Stacking can prove to be difficult 2. Those games rarely last as long as Conquest games do. Except for clash, in which case it once again falls to the things I listed above.
I started typing up an ability section that's currently unfinished. It's just so hard to explain how to use each ability in certain situations and what the best way to do so is. It's just learned by playing the god. Here's the thing though, when you connect Unchained, the cool down is halved which means (especially with the 20% CD-R from Jotunn's) you can use it to initiate and by the time you're done fighting you can use it to escape.
Unchained with fully stacked Unbound Runes >> 1-2 AA's >> Brutalize >> try to chase with AA's >> Seething Howl to lifesteal if they try to turn on you. You don't want to burn Seething Howl for the small amount of power you get because the 30% lifesteal is so much more huge and it's wasted if you try to use it between abilities. Again though, there are so many different things that could happen and so many scenarios though it's hard to cover everything.
Dude this stuff is great... You need to add it directly into the guide! Thanks for taking the time to explain.
Unchained with fully stacked Unbound Runes >> 1-2 AA's >> Brutalize >> try to chase with AA's >> Seething Howl to lifesteal if they try to turn on you. You don't want to burn Seething Howl for the small amount of power you get because the 30% lifesteal is so much more huge and it's wasted if you try to use it between abilities. Again though, there are so many different things that could happen and so many scenarios though it's hard to cover everything.
was really useful. Also, just a suggestion so feel free to completely ignore it: I noticed the guide didn't have an explanation on relics (a list of viable relics for each role are listed, but no in depth explanation for when to consider each relic is present). To clarify, let's take the solo lane as an example. When should I consider Sundering Spear over teleport glyph? Sorry I'm still trying to git gud at conquest and this game mode is completely different from arena/joust/clash, so I thought this bit of info may help some newer players.
99% of the time my two relics are Purification Beads and Aegis Amulet. Probably the only exception I would say is if I'm up against Nemesis, Heavenly Wings (AKA Sprint) isn't a bad choice because her whole kit is based on slows. I find Sundering Spear overrated, especially after the nerf, and I never pick it up unless I'm just screwing around.
Some people don't find Teleport Glyph a necessary relic but I buy it every game that I play solo. The second relic I get, again, is 99% of the time beads or aegis. But 2nd relic is also situational.
It's super effective!