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Ripped To Shreds | Fenrir: Advanced Conquest Build/Guide (S5)

37 4 514,220
9.4
by Draisaitl updated August 9, 2018

Smite God: Fenrir

Build Guide Discussion 108 More Guides
Choose a Build: Fenrir Jungle
Fenrir Jungle Fenrir Solo
Tap Mouse over an item or ability icon for detailed info

Fenrir Build

Jungle Start

Build Item Assassin's Blessing Assassin's Blessing
Build Item Boots Boots
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
2

Jungle Build (vs. Squishy Comp)

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Void Shield Void Shield
Build Item Shifter's Shield Shifter's Shield
Build Item The Crusher The Crusher
Build Item Spirit Robe Spirit Robe

Jungle Build (vs. ≥2 Tanks)

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Shifter's Shield Shifter's Shield
Build Item Titan's Bane Titan's Bane
Build Item The Crusher The Crusher
Build Item Spirit Robe Spirit Robe

Bruiser Build

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Breastplate of Valor Breastplate of Valor
Build Item Hide of the Urchin Hide of the Urchin
Build Item Bulwark of Hope Bulwark of Hope
Build Item Titan's Bane Titan's Bane

Fenrir's Skill Order

Unchained

1 X Y
Unchained
2 8 10 11 12

Seething Howl

2 A B
Seething Howl
4 13 14 15 16

Brutalize

3 B A
Brutalize
1 3 6 7 9

Ragnarok

4 Y X
Ragnarok
5 17 18 19 20
Unchained
2 8 10 11 12

Unchained

1 X
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 reduced by 30%.

Ability Type: Circle, Leap, Damage
Damage: 85 / 145 / 205 / 265 / 325 (+95% of your Physical Power)
Stun: 1s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Seething Howl
4 13 14 15 16

Seething Howl

2 A
Fenrir rears back and howls, inspiring himself with a Physical Power, Attack Speed, and Lifesteal Buff. While inspired Fenrir generates 2 runes.

Ability Type: Buff
Physical Power: 15 / 25 / 35 / 45 / 55
Physical Lifesteal: 30%
Attack Speed: 25%
Buff Duration: 6s
Cost: 60
Cooldown: 13s
Brutalize
1 3 6 7 9

Brutalize

3 B
Fenrir gains increased protections and pounces to his ground target location. If there is an enemy in the radius, he strikes them 4 times, dealing additional damage with each strike and hits enemies around the target for 75% of the damage. While casting this ability Fenrir is immune to knockups. At full runes, each strike gains 15% additional Physical Power scaling.

Ability Type: Leap
Damage: 45 / 75 / 105 / 135 / 165 (+50% of your Physical Power)
Protections: 5 + 2 per level
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Ragnarok
5 17 18 19 20

Ragnarok

4 Y
Upon Ragnarok, 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 Crowd Control immune target deals the damage but ends his Ultimate. At full Runes, he gains Protections.

Ability Type: Target, Grab, Damage
Damage: 200 / 275 / 350 / 425 / 500 (120% of your Physical Power)
Movement Speed: 75%
Carry Duration: 1.75s
Protections: 20 / 30 / 40 / 50 / 60
Cost: 100
Cooldown: 90s

Introduction



Hello. My name is Draisaitl (Drai for short) and I main Fenrir. In Conquest, I find Fenrir a bit underrated. But that's because most people don't know how to use him properly. Seeing that you're reading this guide and not merely just copying the build, that means you are here to learn how to do just that. Anybody can pick up Fenrir and press 3, get a kill, then press 1 to get away. To master this god is a completely different story. You need to realize that Fenrir has his strengths and weaknesses just like any other god, and you're going to need to know his limitations (ex Purification Beads, Cripples, and Stuns.) before you can use him to his full potential. But in the right hands he can be scary to play against and one of the most fun Gods in the game. That being said, let's get into it.

Note that I put builds for Fenrir Jungle and Solo. But most of the guide portion will be focused on Jungling, with mentions of the Solo lane here and there.

Changelog

Change Log

Pros / Cons


Fenrir - Pros & Cons


........ Pros ........

+ Easy to pick up +
+ Very Adaptable +
+ Lots of Mobility +
+ Flexible Builds +
+ Press 3 Great damage numbers +
....... Cons .......

- Weak to most CC -
- Squishy without defense -
- Relies on enemy misplay -
- Often gets focused -
- Full Unbound Runes needed for ability effects -

Skills



Unbound Runes
"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.

Unchained
"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.

Seething Howl
"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.

Brutalize
"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.

Ragnarok
"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 (TOWERDIVE!). Ragnarok gives long term CC immunity and 50% movement speed increase. Do not be ashamed to use this ability as an escape.

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.

Combos


Here are a few examples of how Fenrir's abilities can be used. Note that it is very easy to Auto Attack cancel on Fenrir. It is as simple as holding down left click (or whatever your input may be for attacking) after using an abiity and it will automatically AA. After using any ability, be sure to do this in order to maximize your damage output.



Standard Ability Combo




Ability Damage Combo




Ult Initiation Combo

Items


Building Fenrir properly is step 1. This being said, it should also be noted that Fenrir is one of the most flexible junglers in terms of how he can be built. But you can't get caught in the idea of building the exact same thing every game. Especially in Season 5, counterbuilding is more important than ever.


Relics


Blessings


Power


Penetration


Defense


Situationals


Lifesteal

Gameplay




Gameplay Breakdown
Early Game
Mid Game
Late Game
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.
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.
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.
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.

Jungling


In the Jungle, starts can always vary. Invading is an option if you choose to do so. But in general, I would say this start is what you should 100% default to. Always be careful of invades. Before we get into the route, note that there's no "exact jungle route", knowing where to go in every situation can't be taught, it's learned.

* Note that this is NOT a Jungle guide. For more information on Jungling, or Conquest in general, check out Branmuffin17's Conquest guide. *

Here are a few things to note in the first few waves:

First Waves Information




Starting Jungle Route
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.

Credits


Thank you for taking the time to read my guide, hopefully you learned something. Helpful feedback is always welcome if you may have a different opinion about something or just a helpful tip to make the guide better. I always appreciate constructive feedback. Just leave a comment and I almost always reply.


A HUGE thanks to Branmuffin17 for helping me with basically all of the coding in the entire guide, making it much cleaner and more appealing to read for everybody.

Thanks to Boogiebass who helped me fix errors and issues I ran into with coding.

Leave a Comment

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Collapse All Comments

1
boogiebass (46) | September 29, 2018 8:00pm
Hey drai, i know you're taking a break/quit smite/smitefire, but i just want to post a build thats been giving me some jungling success whenever i play with bran and crew:

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.
2
Kriega1 (143) | July 16, 2018 3:50am
Jungle builds are fine, but not sure about that Hide of the Urchin in the bruiser build, especially with 2 defense items. Also only get Titan's Bane 5th or 6th item.

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.
1
boogiebass (46) | July 16, 2018 8:46am
Disagreed with your opinion on hide of urchin. Being tankier is always an option depending on how your team is doing and if you need to initiate a bit more.
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.
1
Kriega1 (143) | July 16, 2018 9:00am
"Being tankier is always an option depending on how your team is doing and if you need to initiate a bit more." - yes but 2 full defense items and Hide is overdoing it. Maybe you could consider building that tanky as a jungler if your solo laner isn't a frontliner ,e.g. Hel or Chronos.

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.
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2
boogiebass (46) | May 2, 2018 10:10am
What about this guide is "garbuge"? Is there anything specific you disagree with?
1
Gulfwulf (81) | May 4, 2018 1:12am
While I don't play Fenrir, I don't think this build is terrible and I certainly wouldn't call someone I didn't know garbage.
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1
TheZodiacWolf (23) | March 29, 2018 11:50am
Cool that you still keep this guide fresh. I'm done with smite. Best of luck to you.
1
Wolfman5665 (6) | March 29, 2018 7:24pm
ofc i take a two year break from Smite and then when I get back it turns out my biggest inspiration for jungling has quit.

Farewell.
1
Branmuffin17 (400) | March 29, 2018 1:33pm
1
boogiebass (46) | March 29, 2018 12:42pm
Farewell Okami. Thanks for your contributions to your followers. Come by and say hi on Smite fire occasionally.
1
TheZodiacWolf (23) | March 31, 2018 12:10am
Seems about right.
1
Branmuffin17 (400) | February 9, 2018 1:09pm
Great update for S5. Told you already but the Starting Jungle Route display is great...

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.
1
Draisaitl (7) | February 9, 2018 3:54pm
Yeah, gonna have to take off Deathbringer. Didn’t last very long :P

@ 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
1
boogiebass (46) | February 9, 2018 4:00pm
-10 power won't break you. +35% crit chance is still really good.

go back to milking fenrir
Good job on the guide dude.
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1
Deezskills NL | February 9, 2018 11:51am
very nice guide :)
1
Cyberhawk94 (4) | February 6, 2018 2:07pm
Outstanding guide, glad to see it updated for season 5
1
Draisaitl (7) | February 7, 2018 7:49am
Thank you! :)
1
boogiebass (46) | December 1, 2017 5:10pm
So for the ability based damage build, you would prefer Bloodforge to Brawler's Beat Stick or The Crusher?
1
Draisaitl (7) | December 1, 2017 5:38pm
In the ability damage build, yes I prefer Bloodforge (assuming the game lasts long enough for you to have the gold spool for it) because the purpose of the build is self explanitory: ability damage. Bloodforge gives you a massive power spike to rip through squishies and the passive allows you to either re-engage or get out. The lifesteal is also helpful but is definitely not the purpose of building this item.
1
boogiebass (46) | December 1, 2017 5:50pm
Yea, i definitely understand the appeal of the passive giving you the change to re-engage or get out. But with Brawler's Beat Stick, I can shut down the healing of a squishy target, allowing my team mates to focus him down without him getting healed back up.

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?
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1
boogiebass (46) | December 1, 2017 5:08pm
For those of you curious about what Drai's AA build was, before he removed it:
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
1
boogiebass (46) | September 1, 2017 12:50am
Hey Drai, glad to see your guide is finally back up.

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.
1
Draisaitl (7) | September 1, 2017 8:54am
I don't really emphasize it, I just mentioned it jokingly. :P wasn't I the one who told you about that? xD

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.
1
boogiebass (46) | September 1, 2017 9:53am
Ah sorry for my poor word choice there lol.

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?
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1
boogiebass (46) | June 6, 2017 4:21am
Hey drai, i noticed you changed your auto based build again. Is there anything that makes the brawlers beatstick implementation better than your previous builds (besides shutting down an adc's lifesteal)? Also, i noticed you changed titans bane with executioner. I agree that with executioner,your autos are much more efficient, but without titans bane, your abilities willbecome even more irrelevant late game,especialy since you are swapping jotuns for magis blessing (since you lose that 10 flatpen). Was this build significantly more successful than your previous 2 builds? I'd love to hear back from you man! Keep up the good work.
2
Draisaitl (7) | June 6, 2017 3:00pm
boogiebass wrote:
Hey drai, i noticed you changed your auto based build again. Is there anything that makes the brawlers beatstick implementation better than your previous builds (besides shutting down an adc's lifesteal)? Also, i noticed you changed titans bane with executioner. I agree that with executioner,your autos are much more efficient, but without titans bane, your abilities willbecome even more irrelevant late game,especialy since you are swapping jotuns for magis blessing (since you lose that 10 flatpen). Was this build significantly more successful than your previous 2 builds? I'd love to hear back from you man! Keep up the good work.


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
1
boogiebass (46) | June 6, 2017 4:25pm
Hey! You probably play way more conquest than I do and probably have way more experience playing Fenrir than I do, so forgive me if I bring up any discussion topics that sound silly.

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.
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1
Branmuffin17 (400) | May 5, 2017 10:31am
Drai...just want to say, non-game-related, that your boy is a serious Duck killer. He whooped us during the regular season, and he's been a huge threat (even more than McDavid perhaps) in the playoffs. Tonight's a big night...GO DUCKS!!!
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League of Legends Build Guide Author Draisaitl
Ripped To Shreds | Fenrir: Advanced Conquest Build/Guide (S5)
Table of Contents

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