This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Vote received! Would you like to let the author know their guide helped you and leave them a message?
strong agressive start, with health chalice for that refillable sustain. Buy tainted if against heavy healing lane or comp.
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.
Tap each threat level to view Fenrir’s threats
Tap each synergy level to view Fenrir’s synergies
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.
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
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.
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.
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.
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!!
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
Leave a Comment This author would like to receive feedback
and suggestions about their guide.
You need to log in before commenting.
Collapse All Comments