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![]() ![]() - Weak to most CC - - Squishy without defense - - Relies on enemy misplay - - Often gets focused - - Full ![]() |
"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 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 ![]() ![]() 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 ![]() ![]() 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 ![]() ![]() ![]() ![]() 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 ![]() ![]() 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
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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
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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
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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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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,
Also im not sure about that start, try this instead:
Consider items like
For your solo build you shouldn't really be getting
For solo you should also really be getting
For solo consider alternative items like:
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.
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,
Also, it is very lackluster in Power. I think more hybrid options would be better. Example;
Instead of
As far as other builds, some other viable options that I didn't see listed are;
As for options like
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:Vs. a Level 20
You can see the damage is comparable.
For basic attacks:
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
FYI, you have to apply the
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
For both builds, replacing
Same argument I made in my first post. Essentially,
But yea, I'd be down to test stuff in Jg practice.
I generally like
So, in the Jungle build (vs. squishies), as of Patch 5.12, I would drop
So yeah, the Bruiser build is too tanky (and I'd opt for
Thing is, as a standard, you want that power, since
However, the bruiser build vs. squishies is fine as is. I would keep the
Comment has been deleted
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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
FYI, you've got the name
Great videos on the combos, especially that ability damage combo.
@ the
Will also fix the name on
go back to milking fenrirGood job on the guide dude.
And speaking of nothing but ability damage,
Have you tested the damage numbers of
And of course,
Keep in mind that
I've never actually tested against tanks though. Late game, I don't use
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.
SCS or Exec, whichever you didn't buy above
Replace
Just a quick comment on your guide regarding the relics and
You can use relics like
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
If you wanted
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
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
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
Also, the flat pen from
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
I do think a late switch from
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
In regards to everything else, Thank you for your clear cut explanation.
My sincerest apologies. When I mentioned
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
@Bran the comment regarding Qin's effectiveness on
Can't wait to hear your guys replies though, I love the discussion haha
I don't mean to rule
Taking a deeper look at
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
sell
possibly sell
I dunno, does that look weird?
I don't mean to rule
Taking a deeper look at
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
sell
possibly sell
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
I know, on
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
vs.
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.
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
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
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
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
Well when to use what build isn't unique to just
For me, the first 2 core items are
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
Dude this stuff is great... You need to add it directly into the guide! Thanks for taking the time to explain.
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
99% of the time my two relics are
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!