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Season 8 Bruiser Fenrir guide for Support.

9 2 18,127
8.2
by A3 ET updated February 3, 2021

Smite God: Fenrir

Build Guide Discussion 7 More Guides
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Build Summary

Start.

Notes strong agressive start, with health chalice for that refillable sustain. Buy tainted if against heavy healing lane or comp.

Notes

strong agressive start, with health chalice for that refillable sustain. Buy tainted if against heavy healing lane or comp.

Build Item War Flag War Flag
Build Item Boots Boots
Build Item Chalice of Healing Chalice of Healing
Build Item Tainted Steel Tainted Steel

Fenrir's Skill Order Notes This sequence allows you to have pressure at level one, as long as you can activate your runes to get the stun on your leap, you may get outcleared, but any competent player will take caution in moving up to avoid the stun. I avoid leveling the 2 until later in the build as you begin to need more power later on, with heavier protections items online. I max the 3 before the 1 as it allows you to output more damage, and I think the leap's CC and mobility is useful enough without more damage.

Notes

This sequence allows you to have pressure at level one, as long as you can activate your runes to get the stun on your leap, you may get outcleared, but any competent player will take caution in moving up to avoid the stun. I avoid leveling the 2 until later in the build as you begin to need more power later on, with heavier protections items online. I max the 3 before the 1 as it allows you to output more damage, and I think the leap's CC and mobility is useful enough without more damage.

Unchained

1 X Y
Unchained
1 3 9 11 12

Seething Howl

2 A B
Seething Howl
6 14 15 17 18

Brutalize

3 B A
Brutalize
2 4 7 8 10

Ragnarok

4 Y X
Ragnarok
5 13 19 20
Unchained
1 3 9 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
6 14 15 17 18

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
2 4 7 8 10

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 13 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

Fenrir Threats

Tap each threat level to view Fenrir’s threats

Max
1
Major
2
Even
1
Minor
0
Tiny
0

Fenrir Synergies

Tap each synergy level to view Fenrir’s synergies

Ideal
1
Strong
1
OK
0
Low
0
None
0

Extended Build

Core.

Notes This core will help you to get tankiness and control for you and your team online quickly, with aura protections and cooldown, as well as adequate power to harrass squishies and be a constant threat.

Notes

This core will help you to get tankiness and control for you and your team online quickly, with aura protections and cooldown, as well as adequate power to harrass squishies and be a constant threat.

Build Item Warrior Tabi Warrior Tabi
Build Item Sovereignty Sovereignty
Build Item Ancile Ancile

Protections.

Notes These protections items will allow you to gain a better foothold in map control as you will be much harder to kill, also the passive of pridwen will help you massively in setting up easy kills with your ult. Also this

Notes

These protections items will allow you to gain a better foothold in map control as you will be much harder to kill, also the passive of pridwen will help you massively in setting up easy kills with your ult. Also this

Build Item Pestilence Pestilence
Build Item Gladiator's Shield Gladiator's Shield
Build Item Pridwen Pridwen

Damagey McDamageface

Notes These items are all reliable options for outputting more damage if you're needing a bit of extra bite (Get it?) and if youre up against less healing oriented gods, which seem to be prevalent currently due to the nerfs to some antiheal items.

Notes

These items are all reliable options for outputting more damage if you're needing a bit of extra bite (Get it?) and if youre up against less healing oriented gods, which seem to be prevalent currently due to the nerfs to some antiheal items.

Build Item Shifter's Shield Shifter's Shield
Build Item Heartseeker Heartseeker
Build Item Berserker's Shield Berserker's Shield

Final items, upgrading or selling starters.

Notes I find that selling war flag for talisman of energy can benefit your team if you have a team that can get kills off of more movement speed, such as a Bakasura Jungle or other hypercarry style gods.

Notes

I find that selling war flag for talisman of energy can benefit your team if you have a team that can get kills off of more movement speed, such as a Bakasura Jungle or other hypercarry style gods.

Build Item Mantle of Discord Mantle of Discord
Build Item War Banner War Banner
Build Item Talisman of Energy Talisman of Energy
Build Item Tainted Amulet Tainted Amulet

Relic choices

Notes I find myself gravitating towards Heavenly wings and thorns most games, allowing me to run down ADCs and setup kills for my team, taking as little damage as possible, also upgraded thorns is very strong in conjunction with a strong antiheal build. However, Magic Shell can be subbed in for a more peel oriented playstyle, protecting your damage dealers. I like frenzy if I know my ADC and Mid can go wild and frag out, also upgraded heavenly wings with Frenzy makes for one hell of a scary Hunter as people seldom expect the fatalis effect with high damage. Blink should be bought if you're finding it hard to get into and out of fights without getting mulched, this means you can blink in, do damage or ult, whatever, and then use your leap to get out, or even chase further with the stun on it.

Notes

I find myself gravitating towards Heavenly wings and thorns most games, allowing me to run down ADCs and setup kills for my team, taking as little damage as possible, also upgraded thorns is very strong in conjunction with a strong antiheal build. However, Magic Shell can be subbed in for a more peel oriented playstyle, protecting your damage dealers. I like frenzy if I know my ADC and Mid can go wild and frag out, also upgraded heavenly wings with Frenzy makes for one hell of a scary Hunter as people seldom expect the fatalis effect with high damage. Blink should be bought if you're finding it hard to get into and out of fights without getting mulched, this means you can blink in, do damage or ult, whatever, and then use your leap to get out, or even chase further with the stun on it.

Build Item Heavenly Wings Heavenly Wings
Build Item Shield of Thorns Shield of Thorns
Build Item Magic Shell Magic Shell
Build Item Blink Rune Blink Rune
Build Item Belt of Frenzy Belt of Frenzy

How to Fenrir.


Ok, essentially. Your job in the early game is to help your ADC clear wave (Crazy right?) Also, try to build up your runes by hitting five auto attacks on minions, this will allow you to stun on your 1st ability, which is a leap. This ability will be your best friend in pestering the other team and setting up for your team's damage.

I would avoid using the 2 in the early game, which is a power and lifesteal buff. This is because your mana should be reserved for setting up stuns and kills with your team. Your mana economy is not the best, if you run out, you may need to back to base or use your war flag passive if that's the starter you purchase. Later on your base mana will increase with levels and itemisation, so you can be more liberal in using this ability for sustain and damage with your 3.

Your 3 is 4 sequential attacks that can allow you to stick to enemies, as you are knockup immune. However if you get hard CCed or your target leaps away or dies, the ability will be cut short. It can be used for early wave clear and harrassment in lane, as it damages in an area around your target. Later on it is still useful for damage. But I like to use it in conjunction with thorns to bodyblock ADC autos or Mage abilities in the late game, with your tankiness. Keep in mind, this ability follows through dashes and roots, so hunters like Cernunnos and Medusa are vulnerable to this tactic.

https://www.google.com/url?sa=i&url=https%3A%2F%2Ftwitter.com%2Fdog_rates%2Fstatus%2F872967104147763200&psig=AOvVaw1K8EsJuVBKy9On_MiiYegN&ust=1612437378416000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCPjQ7cPLze4CFQAAAAAdAAAAABAD

So, the ultimate makes the dog big. When your ultimate is activated, you will become CC immune, gain movement speed and will have an attack cone in front of you, biting an enemy god will pick them up, you can then carry them in any direction for the duration of the ability, or until they become CC immune, which will cancel your ultimate. I don't max the ultimate as all it gives you is additional base damage. When using it, try to pick up squishies like hunters or assassins, as your team will more easily be able to kill them as opposed to you launching an angry Ymir at your 400 health mid laner.

Have fun with this build, I know I have. Woof Woof!!

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Collapse All Comments

1
AmusableApollo | February 26, 2021 6:51am
can u update this and add a couple examples of full build.
2
Big Damage (37) | February 4, 2021 8:06am
You missed a point in your ult at level 17.
1
A3 ET | February 5, 2021 1:36am
I think you get more value from the 2's sustain, leveling the ult only grants extra base damage.
1
Big Damage (37) | February 5, 2021 8:08am
Sorry I misworded what I meant. Your ult only has 4 points in it, and there is a gap in your 16th point. The 2 needs a point at 16 and your ult needs one at 17 by the looks of your current order.
3
Kriega1 (143) | February 3, 2021 7:13am
I'd say Pridwen is core on Fen support cause the shield appears as soon as you go CC immune.
1
A3 ET | February 4, 2021 6:13am
I prefer to leave the core open to a more damage oriented playstyle, working well with the high power on ancile and Fenrir's harrassment early, then buying Pridwen later on when your CC becomes more integral to winning teamfights.
3
Big Damage (37) | February 3, 2021 8:07am
It also benefits from the full runes double protections, making the shield size enormous.
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League of Legends Build Guide Author A3 ET
Season 8 Bruiser Fenrir guide for Support.
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