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The Giant Noodle of Doom. Aka Jormi S8

19 9 51,650
6.8
by DasapOercane updated April 1, 2021

Smite God: Jormungandr

Build Guide Discussion 0 More Guides
Choose a Build: Standard Build (Tank & Damage)
Standard Build (Tank & Damage) Meme Jungler
Tap Mouse over an item or ability icon for detailed info

Build Summary

Starters

Build Item Tainted Steel Tainted Steel
Build Item Sentinel's Gift Sentinel's Gift
Build Item Warding Sigil Warding Sigil
Build Item War Flag War Flag

Build Item War Banner War Banner
Build Item Shoes of Focus Shoes of Focus
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Breastplate of Valor Breastplate of Valor
Build Item Void Stone Void Stone
Build Item Spirit Robe Spirit Robe

Jormungandr's Skill Order

Venomous Haze

1 X Y
Venomous Haze
1 8 10 11 12

Consuming Bellow

2 A B
Consuming Bellow
2 4 6 7 9

Submerge

3 B A
Submerge
3 13 14 15 16

The World Serpent

4 Y X
The World Serpent
5 17 18 19 20
Venomous Haze
1 8 10 11 12

Venomous Haze

1 X
Jormungandr fires noxious spit at an area that deals damage and creates a large toxic cloud. This field damages and slows Enemies inside of it every second.

If Jormungandr interacts with a toxic cloud with Consuming Bellow or Submerge, the duration of the cloud is reduced to 8s.

Jormungandr can have a maximum of 9 toxic clouds out at a time.

Ability Type: Ground Target
Damage: 80 / 120 / 160 / 200 / 240 (+40% of your Magical Power)
Damage Per Tick: 10 / 20 / 30 / 40 / 50 (+5% of your Magical Power)
Slow: 20%
Slow Duration: 1s
Cloud Duration: 20s
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 15 / 14 / 13 / 12 / 11s
Consuming Bellow
2 4 6 7 9

Consuming Bellow

2 A
Jormungandr draws power from toxic clouds nearby while channeling for 1.2s. At the end of the channel Jormungandr roars dealing damage to all Enemies, trembling and slowing Enemy gods by 30% for 1.5s. Each cloud increases the size of Consuming Bellow and Empowers him up to 3 times while also dealing extra damage to Enemies hit. Extra damage after the first instance is halved. While Empowered, Jormungandr's basic attack fires at its fastest rate.

Ability Type: Area
Damage: 120 / 180 / 240 / 300 / 360 (+45% of your Magical Power)
Bonus Damage: 20 / 25 / 30 / 35 / 40 (+10% of your Magical Power)
Empowered Buff: 2s
Radius: 20-30
Cost: 70
Cooldown: 12s
Submerge
3 13 14 15 16

Submerge

3 B
Jormungandr submerges into the ground turning invisible as he searches for prey. During this time he moves faster and gains predatory vision, sensing all enemies in a large radius.

Firing this ability while invisible reveals Jormungandr as he emerges out of the ground, knocking up Enemies around him.

Emerging through a toxic cloud creates two new ones in the direction Jormungandr is facing, with a low duration. Taking damage from Enemy gods breaks Stealth.

Ability Type: Area Damage and Buff
Damage: 70 / 125 / 180 / 235 / 290 (+50% of your Magical Power)
Movement Speed: 35%
Duration: 5s
Radius: 20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
The World Serpent
5 17 18 19 20

The World Serpent

4 Y
Jormungandr prepares to enter into the world, enlarging as he prepares a devastating attack. After selecting a target area, Jormungandr flies into the air, diving down and crashing into enemies as his body then slams into the ground. He must travel 2 more times.

When Jormungandr Emerges and Submerges during this ability, he knocks up Enemies and with each Submerge he leaves behind a toxic cloud.

Ability Type: Ground Target
Submerge Damage: 150 / 200 / 250 / 300 / 350 (+40% of your Magical Power)
Emerge Crash Damage: 75 / 100 / 125 / 150 / 175 (+20% of your Magical Power)
Radius: 20
Cost: 100
Cooldown: 90s

Jormungandr Threats

Tap each threat level to view Jormungandr’s threats

Max
3
Major
3
Even
14
Minor
9
Tiny
0

Extended Build

Boot Replacement Options

Build Item Contagion Contagion
Build Item Tyrannical Plate Helm Tyrannical Plate Helm
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Doom Orb Doom Orb
Build Item Divine Ruin Divine Ruin
Build Item Emperor's Armor Emperor's Armor
Build Item Gem of Isolation Gem of Isolation
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Rod of Tahuti Rod of Tahuti
Build Item Spectral Armor Spectral Armor
Build Item Talisman of Energy Talisman of Energy
Build Item Stone of Gaia Stone of Gaia

Relics

Build Item Cloak of Meditation Cloak of Meditation
Build Item Belt of Frenzy Belt of Frenzy
Build Item Heavenly Wings Heavenly Wings
Build Item Horrific Emblem Horrific Emblem

Introduction

My player name is Oercane, I'm a casual Smite player who plays support almost exclusively. As for credentials, I have almost 2000 worshippers on Jorm (which isn't a lot for some people, but is quite a lot for me) and like all game modes equally (except random god modes, I despise random god modes).

This is my first guide, so I decided to make it about the first god I unlocked (I did not by the god pass, and still don't have it). Jorm is still my favorite Smite god, and if I had to pick a main, it would be him. This guide here is my way of contributing to the game and helping new players pick up and play the big ol' snak if they so want to.

I know the design of this guide isn't good yet, hopefully if I make more I will be able to learn and improve it.

Build Discussions

Jorm is not a traditional "Help the Team" support. He is not a Khepri or Aphro who sits by his team, Jorm is an in your face kind of god. Jorm's biggest contributions to a team are his wave clear, huge hitbox, and decent damage, and his builds need to reflect this.

Jorm's primary build should have decent protections, but also some damage so that he can contribute with fights. Your first priority should always be boots, because Jorm is slow to begin with. After boots are acquired, I typically go for Gauntlet if I can stay in lane to get the assists. If I know I'm going to need to start rotating before finishing Gauntlet I will usually go for Breastplate (safe) or Tyrannical Helm (We need damage). Void stone is good for damage, Stone of Fal seems like another good option, but is a good example for a key Jorm concept. The game treats Jorm like he doesn't have a basic attack, so items like the rings and stone of Fal will never trigger.

The rest of Jorm's build is pretty self explanatory, Spirit Robe is good because its passive makes up for Jorm's passive procing. If the enemy is 4 physical or 4 magical, I would switch spirit robe for either a hard physical or magical defense option (Oni Hunters or Breastplate/ Tyranical whichever wasn't bought already).

As a replacement for boots, I normally go Gem of Isolation, because of the good power, health and slow if there is no other more pressing option. The final item should generally be situational.

The physical and magical defense items can and should be switched out if needed. The most obvious example would be switching Breastplate for Contagion if fighting a healer like Aphro or Baron.

Starter Discussions

Personally, I love all four starter options for Jorm, and have no problems going for one over the other. A few notes for the different options.


- War Flag: My new favorite, which provides good recovery in the laning phase for assists on minions and jungle monsters. The extra movement and attacks speed help as well. If you don't need one of the other options, go for this, provided you expect to be assisting in lanes, which you should be.

- Sentinel's Gift: The support standard, when in doubt, you really can't go wrong with this.

- Tainted Steel: The go to anti-heal for Jormy, especially for a lane healer like Aphro or Sylvanus. The immediate power and defense also really helps a big tank like Jormm.

- Warding Sigil: A good defense item against 2 magical gods in lane. If Sol and or Olorun are your enemy ADC's, or your enemy ADC uses a lot of abilities, like Chiron or AMC, I've found that this works nicely. This is definitely the most niche of the Starters.

Jungle Jorm Meme

I've done this, it's fun as hell.

Q.) Does this work?
A.) No not really, you'd be better off with any jungler, hell even Loki works better. But if you love Jorm, and just want to have a bit of fun, go for it. Your 2 clears a camp instantly, you have an invisible entry to lane, you can traverse the map instantly with ult (albeit attracting a lot of attention while doing so), and you scare the living **** out of anyone who sees you erupt out of the ground in their lane(and they will see you, rememebr you are the size of a building).

So could you play a jungler, yeah, sure. You could play a tiny rodent, or an anime schoolgirl, but you could also play Jormungandr the DESTROYER OF GODS!

Or you could play Cabra, he works better for this and is just as fun.

General Notes and Tips

I'll use this section to talk about general things which others might find useful or interesting:

- Jorm's 3 has a sonar effect in a fixed radius while he's underground. You can use this as a quick ward when checking Gold Fury or Fire giant, or just to mess with Loki's or Ao Kuang's.

- Jorm's 2 allows his breath weapon to work at max ticks for longer if he's near one of his mist pools.

- Jorm's breath attack doesn't proc anything, so don't try and use it that way. When in doubt, just assume it doesn't work.

- Jorm's voice actor, Kellen Goff also voices plushie Jorm. (Which is neat and an impressive display of voice acting skill since the two voices are so different)

- After the last update, Jorm's breath attack bypasses damage mitigation, cause otherwise it would be useless. This really doesn't impact overall strategy, since the breath attack doesn't do that much damage to anything tanky anyways, but it is nice to know that Hi-Rez thinks about my snakey boy.

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