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Hello again everyone, Im back after a short break for uni orientation and other stuff. You might remember my top guides for ymir zeus and sylvanus. Well, Im back again and figured I take a shot at Thor with some help from my bud Glorious Smite who I will reference at the end of this guide.
Mjolnir's Attunement
This is the ability you max 1st. It does the most damage from levels 1-5 and its instant, where as beserker's barrage can be interrupted or escaped. Sure its thor's escape, but you will be building full cooldown, as well as notice this ability being his best kill potential. The trick is to land this without using your stun, which is difficult but more rewarding to do as I will explain in a second.
Tectonic Rift
This is the ability you max LAST. Its simply a stun that only increases a fraction of a second when you level it. Where this ability comes usefull is for setting up combos. Most people do 2-1 to ensure the double tap and to get some decent poke. However, its much better kill potential to land the double tap first, teleport to the hammer immediately after double tapping, stun, then auto attack them. Its MUCH harder to achieve, but its also more rewarding. Just an idea for anyone out there instead of poking all the time.
Berserker Barrage
This ability gets maxed 2nd. This is what you use if youre just outside of auto attack range. Similar to guan yu's 3, its best to cancel this ability if you think you can land autos instead as they will hit harder. But this ability is useful for AOE and out of range autos.
Anvil of Dawn
One of the hardest abilities to land in the game. You're gonna want to max this 3rd AFTER you max thor's 1 and 3 first. So one point at level 5 then the rest at level 13 or so. You dont need this for damage, at least not as bad as the rest of his abilities. Keep in mind, the range on his ult is from gold fury/ FG to lane. Dont ult at mid harpies expecting to gank solo lane. ALSO AS MUCH AS HIS PASSIVE TELLS YOU OTHERWISE, AVOID ULTING ON MULTIPLE PEOPLE. Unless their low. Sure Thor's ult can stun many people, but his combo can only be applied to one person, usually. Use his ult to clean up kills, dont initiate with it, you might need it for a cc immune escape.
Warrior Tabi
Ive decided to go back to using warrior boots. You will see in the video below that I used to run Reinforced Greaves, but with the way the meta has shifted towards early lane pressure, more damage is warranted. Not only that, but you are an assassin, whose job is to all in somebody before they can get their damage off.
Thor is probably the most warrior-like assassin, but we will be waiting to build protections later in the build.
Jotunn's Wrath
Everybody loves jotunn's wrath. Thor especially, it gives him everything he needs, power pen mana and cooldown. All around a very good item.
Brawler's Beat Stick
THIS IS THORS BEST DPS ITEM HANDS DOWN. Better than transcendence, better than bloodforge, better than crit, Thor needs pen. Because he has high base damage, but little scaling, you want as much armor piercing you can get so youre doing as much true damage as possible. Plus the passive thats stops enemy healing can entire shutdown enemy team comps. Its a very powerful cheap dps item, and because thor is early game focused.
Titan's Bane
% pen around item 4 is necessary for most dps gods since this is when base protections start getting high for everyone. Titans bane is a great item overall, that will shred tanks, objectives, as well as squishies.
Breastplate of Valor
This is where I start building Thor tanky. He does run into mana issues, and this item helps to resolve that. Physical protections, cooldown, and 300 mana, all things thor loves.
If you are ahead, or more focused on taking one person down rather than team fighting, you could go into Hydra's Lament. Its not as much dps as jotunns, which is why we wait to build it, however it still can be strong if the passive is put to the, and it also gives thor some cooldowns which are useful.
Bulwark of Hope
Some health, magical protections, and a shield to get you out of trouble. This item can be swapped to item 5 if the enemy team is magical heavy.
Again, another option for a full dps build would be adding The Crusher here instead. I wouldnt recommend it, since it barely increases your dps, that and thor doesnt make too much use of the passive or attack speed. But its still an option if you are ahead or just want to all in someone.
As mentioned in the defense part of this build, thor doesnt get much use out of it damage wise due to bad scaling. He does make up for it by high base damage, this means pen should be your focus Trans does give you mana, but with jotunns, breastplate, and oni's, you should be good to go on that.
Again, raw damage with no pen. You dont want this item, the passive is barely usefull to you since protections matter more then the shield does, and since thor is ability based, you wont be auto attacking often. This is a mistake pickup I see using all too often, if you want damage buy brawlers beat stick.
Its sadly too expensive for what it does. A defenseive item shouldnt cost the same as tahuti, and it doesnt even give you the same protections this build does for cheaper. I'd avoid it on other gods too.
Although we wont be building thse anymore, here's an old video demonstrating the power of reinforced boots.
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Reinforced Greaves and Oni Hunter's Garb are interesting choices, and if it works for you, then I encourage you to use them, just be wary of the lack of additional hp in the build.
What I would advise is that you include a section for comboing your abilities as opposed to leaving the bits and pieces under abilities, because Thor is very much a burst assassin and it will help your readers clearly and concisely understand the information they need the first time.
So for example:
The typical faceroll keyboard combo when joining in for a gank on a lane looks like this, 4-1-2-3. It allows you to use your entire kit and not miss a single beat.
This would all be great information to include in your guide for anyone who overviews it. And as far as leveling skills goes, maxing out your 1 and your 3 is on point, but after you've put a point into both of those early game, you should always put a point into your 2 so you can use it to stun, wall off opponents, etc, etc. Not wait till later because the utility of this skill is unquestionably good.
From a look through your abilities you appear to prefer to gamble landing the double tap, and then teleporting in for a basic, without using the wall. Here's the thing.
A.) Trying to land the Mjolnir's Attunement without locking them in place first is a waste of manna unless you have AI levels of aimbot, because if they move to the left or right far enough, you cannot boomerang it far enough for it to land again.
B.) Teleporting in just for the sake of getting a basic off is not a good idea when you consider that you may not land it, and will be horribly out of position.
It just isn't convenient or reliable. At max range, if you activate Tectonic Rift, then Mjolnir's Attunement, you will always secure a double tap so long as they don't end up on the side of the wall you didn't intend for them to be. And the stun allows your allies to take advantage of the situation. I also don't understand the concept of basic attack canceling on Thor from your perspective.... in a perfect world where you are doing what you are supposed to with Thor you should never have to basic attack cancel in any given situation since his burst is enough. If you are ever in basic attack range, if they are low on hp, why not just hit them a couple of times, THEN use berserkers barrage. It seems redundant to both use and cancel an ability that is designed to hit people outside your basic attack range when they are already within basic attack range.
I would also like to mention your section of Thor's ult about not ulting in amongst multiple people. While this is solid advice if the enemy team is in a group of 3 or more and aren't engaged in combat, you have to take into consideration the distruption value of this ability. It works as a great counter initiative which can turn the tide of a teamfight if you come in at the right time and drop in at the right spot. I won't dispute it's difficulty to land because any enemy (if they see it coming) can move out of the way by the time you get to their location.
So all in all, I appreciate the simplicity of the guide. I do think creating fleshed out sections of key information for this god would be beneficial to your guide. However, I also think some of your advice on how to properly utilize this god as far as abilities go are redundant/misleading.
I do put a point into Tectonic Rift at level 4. I feel that early levels the damage is more important than cc. You can 100-0 somebody at level 3 if your hammer has two levels compared to just 1. The stun can wait until after mid harpies.
Im a level 8 thor, so landing double tap isnt too hard for me, and if you dont try to do it without the stun then you wont get better at it. Throwing hammer only is not a waste of mana because chances are you help clear some of the minions as well. However, using two abilities to get the same damage is a waste of mana. Not to mention, if you save your stun, you still have it as an escape afterward, a good habit to get into.
I said previously, that I always save beserker's barrage so I dont get where you think I waste it first then cancel it to auto. I tele in, auto if Im in range, if not THEN I use thor's 3.
I dont like adding too much complexity to my guides because all of the complicated stuff comes from experience playing the god. Ill go back over thor's abilities, but I think all of the important things have been made clear.
Your statement about Berserker Barrage "its best to cancel this ability if you think you can land autos instead as they will hit harder." is just flat out wrong. Lets do the math. That ability lasts for 2 seconds and hits 5 times. With your build that is a total of 781 base damage in 2 seconds. Your auto attacks deal 212 base damage and you attack fast enough to auto attack only twice in 2 seconds making that a total of 424. Meaning it is always better to use Berserker Barrage from a pure damage perspective. It gives you mobility while ensuring that damage is being dealt. You can miss with auto attacks. The only times I would consider canceling it is if they are out of range, you need to land a stun to peel an enemy from a teammate or to keep them from escaping, or if you need to fire off Mjolnir's Attunement to gtfo.
I also mostly disagree with your skill purchase order. Anvil of Dawn should be taken every level it is available and Berserker Barrage should be maxed first as it is your single most damaging ability. It kills an entire wave of minions or a camp with one skill use and maybe an auto attack or 2. That said I'm not against maxing Mjolnir's Attunement if you are laning but as your starter items are for jungeling I assumed you would be a jungler which means you should be maxing Berserker Barrage for creep clearing and for ganking.
Other than that the build is solid enough, I definitely prefer Warrior Tabi over Reinforced Greaves for early damage but the CC reduction is nice so that's just personal preference.
*These items havent changed since then.
2) Youre not taking into consideration auto attack cancel. Sure if you sit there the entire time in Beserker's Barrage you will do 781. HOWEVER if you spin 4 times then auto it will be 781 - 156 + 224 = 849. The same amount of time, but more damage. This takes a good judgement of the enemies health. I prefer to save my barrage when Im out of range, and hit as many autos I can squeeze in there so I still have an ability left, instead of blowing my load prematurely.
3) I level thor similar to how I level tyr and fenrir. Its like youre arguing tyrs ult is more important than his fearless, when truth is you will be using his fearless 10x more often.
Same goes for thor, you will use his beserkers barrage more than you will his ult. Hmmmm lets see:
100 base damage per level for beserkers barrage
vs
50 base damage on his ult
His ult also has a much longer cooldown, so of ****ing course it makes sense to max his Mjolnir's Attunement and beserker's barrage first. His ult is his 3rd best skill. If you look at the other top builds on here, you will notice they max his ult 3rd as well, so Im not the only one that feels this way about it.
2) "Youre not taking into consideration auto attack cancel." and your math doesn't account for the percentage chance that you'll miss which isn't low. If you are within range of an auto attack you are guaranteed to hit with the final strike of Beserker's Barrage and your auto attack will land immediately after the ability ends making that 6 hits in ~2 seconds. If you cancel you could be juked. You should also factor in the very likely possibility of canceling too early having only hit 3 times instead of 4. Its a question of risk vs reward. the reward would be to get another ~70 damage for a risk of losing 156. Doesn't seem worth it to me.
3) Calm down dude. This wasn't a critique of you personally. I was simply providing a different opinion. I'm not that worried about the Ult, I typically put the point in at level 10 while you put it in at level 13 that doesn't change all that much. Its a difference of sustained vs burst damage and honestly its not so different that it matters. My comment was focused more on leveling Beserker's Barrage before Mjolnir's Attunement. If you are laning level Mjolnir's Attunement first, if you are jungling (this looks like a junglers build to me) level Beserker's Barrage first for max burst damage. Remember Mjolnir's Attunement only does 50% damage on the return hit to creeps so its not that effective for junglers.
I dont know about you, but landing auto attacks is not hard at all, landing his ult is 10x harder. At least with autos, you get a red rectangle that locks on when the target is in range. Mjolnir's Attunement -> teleport -> stun -> auto auto -> beserkers barrage is the best way to finish a target off. This just requires timing your teleport and stun properly, which takes getting used to. Saving his 3 as a finishing move works better than using it immediately leaving the target at 20% health or more.
Thors buff camp clear isnt bad at all if you start red pot. Rank 1 of barrage is really all you need. Autos take care of the rest. Levelling your 3 first also means you have to get closer to the enemy meaning you risk taking more damage. ALWAYS DOUBLE TAP FIRST, THEN GO IN WITH BARRAGE IF YOU THINK YOU CAN GET THE KILL. Going in barrage first is much easier to see coming, easier to avoid, easier to interrupt, easier to return fire, better chance thor dies. Let me give you this scenario.
Lets say you are at mid, level 5 and are poking at their mid laner, and lets say their mid laner is scylla since shes so popular these days.
If you go in barrage first, she can root you, cripple you, then crush you, all while you take minion damage, and their jungle hits you as well.
If you go hammer first, land a double tap on her at a distance, chunk 60% of her health, she cant leave yet because she needs xp, you contest mid harpies, she sticks around, still at low health, you throw hammer again, boom dead.
Thats the difference between maxing hammer first and barrage first. But if your excuse is "just play passive bro" then might I remind you that Thor is an early game focussed god that needs to snowball in order to stay relevant.