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Thirsty Thorsday

2 2 11,256
by Kaseus updated October 22, 2012

Smite God: Thor

Build Guide Discussion 0 More Guides
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Thor Build

Game Start

Build Item Warrior Tabi Warrior Tabi
Build Item Creeping Curse Creeping Curse
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
3

Early - Mid Game

Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Voidblade Voidblade
Build Item Qin's Blades Qin's Blades

End Game

Build Item Deathbringer Deathbringer
Build Item Witchblade Witchblade

Thor's Skill Order

Mjolnir's Attunement

1 X Y
Mjolnir's Attunement
1 4 7 10 12

Tectonic Rift

2 A B
Tectonic Rift
3 15 16 18 19

Berserker Barrage

3 B A
Berserker Barrage
2 6 8 11 14

Anvil of Dawn

4 Y X
Anvil of Dawn
5 9 13 17 20
Mjolnir's Attunement
1 4 7 10 12

Mjolnir's Attunement

1 X
Thor throws Mjolnir forward, doing damage to all enemies in its path. If hit twice, minions will take 100% damage while gods take 200% damage from the return. While the hammer is flying, pressing the button again will teleport Thor to his hammer.

Ability Type: Projectile, Teleport
Damage: 40 / 80 / 120 / 160 / 200 (+30% of your Physical Power)
Damage (Total for Gods): 150 / 270 / 390 / 510 / 630 (+90% of your Physical Power)
Damage (Total for Minions): 90 / 162 / 234 / 306 / 378 (+54% of your Physical Power)
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 14s
Tectonic Rift
3 15 16 18 19

Tectonic Rift

2 A
Thor slams his hammer on the ground, causing a fissure to appear in front of him, stunning and damaging enemies and blocking movement.

Ability Type: Line
Damage: 30 / 50 / 70 / 90 / 110 (+20% of your Physical Power)
Stun: 1.2 / 1.3 / 1.4 / 1.5 / 1.6s
Fissure Lifetime: 3.7s
Cost: 60
Cooldown: 17 / 16.5 / 16 / 15.5 / 15s
Berserker Barrage
2 6 8 11 14

Berserker Barrage

3 B
Thor spins his hammer around him dealing damage to Enemies in front of him up to 3 times and those behind him up to 2 times. The final swing deals extra damage. Thor is immune to Knockup for the duration.

Ability Type: Area
Damage Per Tick: 30 / 50 / 70 / 90 / 110 (+40% of your Physical Power)
Final Swing Damage: 45 / 60 / 85 / 105 / 125 (+60% of your Physical Power)
Radius: 20
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Anvil of Dawn
5 9 13 17 20

Anvil of Dawn

4 Y
After a short buildup, Thor leaps into the air. While in the air, Thor can target a great distance away to come crashing down in the area, dealing damage and Stunning all enemies in the radius. For 6 seconds after landing, when Thor deals damage to a god lightning will arc, damaging the enemy hit and up to two additional enemies within 35 units. Subsequent lightning hits deal 50% damage.

Ability Type: Ground Target
Damage: 100 / 160 / 220 / 270 / 340 (+85% of your Physical Power)
Stun: 1.5s
Arc Damage: 10 / 15 / 20 / 25 / 30 (+10% of your Physical Power)
Radius: 20
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 110/105/100/95/90)s

Introduction


If you're here for a flask or 2 of mead you came to the wrong place, only thing we thirst for here is anything that oozes out from what Mjolnir bludgeons to Asgard and back.

This guide will show how to do just that by holding down your line and severely punishing anyone foolish enough to get in the way of your virginity taking hammer's wake. Many first bloods are due to this very fact.

Thor specializes in burying those fleeing from battle.

Pros / Cons

PROS

  • Hits hard early game due to Passive.
  • Bruiser type fighter; can take hits that most other Fighters can't.
  • Best at killing fleeing wounded enemies due to Ultimate
  • Can escape almost anything due to Ultimate
  • Short term knockup/Snare immunity for chasing & escaping


CONS
  • Low mobility outside of ult/item abilities
  • Easily controlled because of low mobility
  • Ultimate has decent delay on windup and landing, small radius as well

Skills

Warrior's Madness


Key Bind: Passive

Thor gains 20 physical power for each enemy god within 30 feet. Stacks up to 3 times.


Straight forward Passive that explains why this guy can swan dive into any scuffle and be rewarded for it. Truth be told it can act as a buffer zone for a defensive build team fighter playstyle or it can act as a perk for those roaming ganking Thor's with high phys power items as it is.

Mjolnir's Attunement


Key Bind: 1

Thor throws Mjolnir forward, doing 50 / 90 / 130 / 170 / 210 (+30% of your physical power) physical damage to all enemies in its path outward and half that damage on its way back. Enemy gods hit by the throw take double damage if hit on the return as well.

Cost: 70 / 75 / 80 / 85 / 90 mana.
Cooldown
: 14s.

  • Straight line skill shot attack that can hit an entire creep wave
  • Hits VERY hard early game (lvls 1-5), easily erasing 1/3 HP of a squisy enemy god when Both* hits land.
  • Small Hitbox, MUCH easier to land on slowed opponents
  • Best used as a finisher on fleeing opponents outside of your attack range.

Tectonic Rift


Key Bind: 2

Thor slams his hammer on the ground, causing a fissure to appear in front of him, instantly slowing enemies by 20 / 25 / 30 / 35 / 40% for 3s. One second after the slam, spikes erupt from the fissure causing blocking movement for 4s.
Cost: 75 mana.
Cooldown: 17 / 16 / 15 / 14 / 13s.



Thor has access to a wall like Ymir, unlike Ymir this wall comes out straight forward from Thor as opposed to Ymirs being Perpendicular at range of Ymir's choosing, thus it takes more innovation to use Tectonic Rift effectively.

Rift can be used 2 ways. My favorite being when an enemy god is close to the side of a lane and you come at an angle behind the god and trap him by making a triangle around said god. That is your wall meets the side of the lane and you stand at the entrance trapping the god inside for a bashing.

The other is to be ahead of the enemy god or coming out of the jungle and blocking off the entire lane, similar to Ymir's usage of his wall.

Berserker Barrage


Key Bind: 3

Thor spins his hammer around him, doing 20 / 40 / 60 / 80 / 100 (+25% of your physical power) physical damage every .4s for 2s. Thor is immune to knockup and slows for the duration.
Cost: 70 / 75 / 80 / 85 / 90 mana.
Cooldown: 13s.



Not the hardest hitting attack but it is a decent spell regardless. It will net you kills and let you escape due to you being immune to slows/knock ups for its duration. You want to use this spell when someone is very low and a few attacks will finish them off. Barring stuns/silences/death you can not be stopped. Do not use just to get damage in when your target is say stunned by your ult or walled in by your 2. Remember, normal auto attacks slow you down and require a lot more aim so there are less opportunities to land auto attacks than there are Barrage hits. Remember SWING THEN SPIN not the other way around or targets may limp away with a sliver of life.

Anvil of Dawn


Key Bind: 4

After a short buildup, Thor leaps into the air. While in the air, Thor can target a great distance away to come crashing down in the area, dealing 150 / 200 / 250 / 300 / 350 (+120% of your physical power) physical damage and stunning all enemies in the radius for 1.5s.
Cost: 80 / 90 / 100 / 110 / 120 mana.
Cooldown: 90s.



The ultimate(pun intended) ganking, kill stealing, kill securing, escaping tool in Thor's arsenal. This really is what you guarantee kills with and will take some time to recognize just when you should use this spell.

It is NOT, I repeat, NOT a great initiation spell. It will often get you killed if you dive behind enemy lines, far away from your team. It will often get you killed if you enemies see you cast it at all, if they expect it at all its far easier to avoid and kill you because of it.

This is what you use to kill wounded fleeing enemies. This is what you gank middle lane from the jungle with. Its what you gank YOUR lane with from the jungle after backing.

You never want someone to see you channeling this spell unless you're using it to escape and escape early. Otherwise you want someone low and running away from you while they're frantic and running to a tower/jungle it will be far easier for you to predict their path and smash into their face for a kill.

You also don't want to use this before your target has used a dash spell. While diving it gives a warning radius on the ground similar to Agni's and any god with a dash/leap can jump at the last second and avoid you entirely.

With proper setup your target would have already leaped/dashed to get away from you. Remember this is your execution sentence. When they have no outs you answer they're fears with a Hammer to the Cranium.


Items

Building Thor with both durability and offense in Mind. You can't have a squishy Thor because you won't last long in the fray, your ult is a great escape but only in worst case scenarios.

I personally do not like purely defensive items on Thor unless there is some offensive benefit as well.




Boots



Reinforced Boots are great although they do not have any straight forward offensive benefit, the protection, hp5 and cc reduction allow you to take bigger risks. Tower dives, which a Thor can do successfully, will be a lot less embarrassing if you actually live thru tower damage.

Warrior Tabi a good alternative but I would only suggest it for more experienced players that know when to pursue and when to escape. You can't act as recklessly early game with these as you will take a lot more minion damage but the 10 extra power alongside your passive and even girdle of might can put you at a whopping 80 Physical Power at LEVEL 1. Still I find reinforced is far better for sustain.

Midas' Boots +15% exp and gold will let you snowball quickly with an early enemy kill. the 75 health can be used alongside Ankh of the Golem to provide a slight phys power benefit as well as some survivability. For a more passive farming playstyle I should add early game, the gains become obvious when you hit lvl 20 10 mins earlier than anyone else with good farm.

Boots of Celerity In my opinion these are the least beginner friendly boots on Thor and the benefits vary. The extra speed will get you out of trouble when all you can do is run and the boots will allow to cut enemies off more reliably with walls or even land hammers when someone is at the edge of its range. However the lack of stats can really be felt if you aren't using your attacks to their fullest potential.

Physical Penetration



Voidblade The bruiser counter part to The Executioner. If your target is not
stacking phys prot. This will strip them to close to naked with -40 protection while at
the same time offering you 60 more. The only downside is it being somewhat expensive and
the penetration doesn't kick in til tier 3 of the item. Still should be a 2nd or 3rd item
in your build.

Titan's Bane Great for its price and some early penetration. However will penetrate
less defenses early game at 45% penetration as opposed to void blade's flat 60
penetration which will strip thru most mage armor early-mid game if said mage/carry isn't
building phys protection.

I personally do not recommend The Executioner on Thor, while a superb item on Ranged AD and Melee AD with cc/leaps/dashes it can be hard to reap 3 attacks safely on Thor. He has the worse attack speed scaling than the rest of the melee fighters while having no low CD escapes. The item offers nothing defensively to so while cheap I don't pick this up unless my other items offer a lot of durability anyway.




Attack Speed/Health


Qin's Blades Absolutely adore this item, it helps melt thru tanks, gives a respectable amount of attack speed and survivability thru some health. Great item. Pick it up whenever I can.

Witch stone While the attack speed is a perk compared to everything else, it pairs really well with Qin's Blades Giving you additional health, phys protection, power WHILE AT THE SAME TIME reducing enemy attack speed and phys power, ultimate all round bruiser item.

Ankh of the Golem Great for health centric builds, giving you durability with a good chunk of health and rewarding you with 1.5% of your total health into attack power. I've seen it give me upwards of 40-50 phys power depending on the rest of my build.

Brawler's Beat Stick Cheap and effective vs healers. The 3 stacks requirement makes me wary but at 75% heal reduction it can be a game-changer vs make ups with Cupid, Ra, Guan Yu and especially Hel. I tend to pair this with Ankh of the golem as the health and additional lifesteal help you stay in the fray a bit longer. The crit chance is welcome too crits mean more dieing for the enemy and bigger lifesteal procs for you.

Frostbound Hammer While this used to be hands down required, after it was patched to cost more gold and slow for 10% less I pick this up rarely now. The health it provides is king and the attack power, while not the most, still provides great benefit. While not at all a bad item, it requires a lot of investment. I pick this up again to pair with Ankh of the Golem. I personally just find creeping curse to do the slowing job better and for a lot less gold, though not there's been plenty times I didn't have curse or my ult available and enemies have escaped even mjolnir's attunement as well.

Cooldown Reduction



Jotunn's Wrath Has become one of my personal favorites. It provides 40 phys power which tends to be 10 more than other attack power providing items. The mana helps sustain and the CDR like anything else that provides it lets you roam to soar to the skies more often.

Breastplate of Valor The defensive choice to Jotunn, while I use it far less, it has seen its uses vs physical heavy teams.

Deathbringer



Deathbringer. Nuff said.

Abilities



Creeping Curse To me, I find this necessary every game to have on Thor. It has been the sole reason for countless First Bloods for me and there has never been a game I regret losing 1 of 2 ability slots to it. You just don't have any other on demand slows without it.

Girdle of Might As mentioned earlier if you have this item you can see upwards of 80 physical power on Thor. No other God can do this at level 1. This is why he is first blood king.

Some math: 10 + 40 + 30 (boots, Warriors madness 2, girdle of might) is 80 Physical Power.

Purification Beads Mandatory vs certain gods { Ares, Anubis, Artemis, Hades) and often takes my 2nd ability slot. Thor is very easy to control. You do not want to be CC'd for long especially if you're wearing Warrior Tabi boots. Guaranteed death otherwise.

Aegis Amulet Not as necessary as Beads but is the 100% counter vs Ultimates from Freya and He bo and a soft counter to others such as Odin and Zeus. Personally if I don't have beads in slot 2, its almost always aegis.

Heavenly Agility & Sprint While great items on Thor especially, I haven't found much space to use them since the ability slot count has been brought down to 2. I find with proper tectonic rift usage and to a FAR greater extent Anvil of Dawn execution will be everything you need to secure a kill or get away.


Gameplay and Parting Tips

Thor is a Brawler, Bully, Bruiser.

In lane you want to play aggressive while being wary. Remember you have no escapes, just Mjolnir.

You want to always try and hit both the creep wave and the God during early laning. If you land any double hits on anyone having your creeping curse finger ready. Once you have both Mjolnir's Attunement and Beserker Barrage you want to start closing in on the enemies Archers. I like to creeping curse, Barrage both enemy gods and archers (hopefully killing off the archers) and if they start to run its a lot easier to hit them with Mjolnir. With some partner help and some autos a kill is a very real possibility with an Attunment double hit.

At level 5 with Anvil of Dawn Head to the jungle after backing and look to gank either your lane or middle. If middle is being overly aggressive and they're at all low use your ult + creeping curse to gank. Don't abandon your side lane though, if your partner is backed to your lane's tower that should take gank priority just always come out the jungle.



Mjolnir's Attunement.

Landing both hits regularly takes a lot of practice and sometimes just takes key opportune moments to use. One of my favorites is when someone is auto attack and moving in a predictable path. The auto attacks will slow them down making it harder for them to dodge.

Other gods have attacks that make them immobile like Anubis's locust swarm or Ymir's Glacial Strike. Other gods will leap in a predictable path and with a heartbeat delay you can throw Mjolnir where they're about to land. I've killed many an Anhur this way.


Tectonic Rift

To use this effectively you will want to be angled to enemies similar to how an Anhur would to land impale stuns. Standing diagonally from a target that's close to the side of a lane can let you prop up the wall behind them forming a triangle with you, Thor, at its base blocking off exit so you can beat them down in your own make shift alley.

Another is blocking off paths in the jungle. If someone looks to flee into a jungle opening you can block it off from the lane by walling thru the trees into the jungle. If its hard to imagine think of how you can also similarly block off the path out of your base if an enemy is running away from your minotaur.

You can just cast rift thru the wall between your bases exit and where the phoenixes are. Giving your minotaur 4 more seconds of punchbag time.

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