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Fenrir - Arena Beastly KDR

0 0 17,036
by ShiftyGrifter updated June 9, 2015

Smite God: Fenrir

Build Guide Discussion 5 More Guides
Tap Mouse over an item or ability icon for detailed info

Fenrir Build

Standard Build

Build Item Warrior Tabi Warrior Tabi
Build Item Runeforged Hammer Runeforged Hammer
Build Item Frostbound Hammer Frostbound Hammer
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Ancile Ancile
Build Item Void Shield Void Shield

Alternative / Situational

Build Item Mystical Mail Mystical Mail
Build Item Runic Shield Runic Shield

Fenrir's Skill Order

Unchained

1 X Y
Unchained
3 15 16 18 19

Seething Howl

2 A B
Seething Howl
2 8 11 12 14

Brutalize

3 B A
Brutalize
1 4 6 7 9

Ragnarok

4 Y X
Ragnarok
5 10 13 17 20
Unchained
3 15 16 18 19

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
2 8 11 12 14

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
1 4 6 7 9

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 60% 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: 12s
Ragnarok
5 10 13 17 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: 100s

Introduction

This build is very different from the typical glass cannon fenrir build. It handles mostly like a bruiser with very good chase and escape. I've consistently had very positive matches typically around 10+ kills and 4- deaths. You player damage done stat won't look too impressive, but nothing is wasted on poke. Almost all damage done is toward a sure kill. Hasn't been tested in Conquest, but I'm assuming that with minor tweaks, it would be very effective in the solo lane.

Pros / Cons

Pros

Great Survivability
Solid Damage
Attack Power Steroid
Two escape / chase abilities
Able to box Bellona
Brutalize tracks most dashes each hit



Cons

Not as bursty as pure damage build
Ult CC countered by beads
Getting hit by a cripple suuuuucks
Requires stacking runes with auto attacks to be optimal

Items

The items are pretty standard with the exception of the last. If the enemy team is 4/5 physical, go with mystical mail, if it's 4/5 magical, go with Runic Shield.

Playstyle

This build handles like a bruiser. The goal is to stack runes with auto attacks before every fight if possible, use your 2, and attack with your 3. This ability has tracking, also, so as long as you land the first hit, enemies with short range dash escapes (eg. Ratotoskr and Nemesis) can't get away. Follow up with auto attacks reapplying your 2 when available. The slow from Frostbound Hammer will keep them in range for you to get the kill. Try to go for targets around half health or less if other enemies are around or it'll take a bit of auto attacking to finish off.

Alternatively, use the same 2 > 3 opener, and follow up with your ult and pull him back to your team.

Save your 1 for the escape unless it's guaranteed to secure a kill or you're planning on using a 2 > 1 > 4 > 3 combo.

If possible, use your ult on targets that have no escape, or have ones that your 3 can track.

One last note, once you catch someone with your ult, hold down the mouse button to guarantee an auto attack lands once the ult ends.

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1
ShiftyGrifter | June 10, 2015 10:05am
Here's a screenshot of my most recent arena matches with this build.
1
ShiftyGrifter | June 10, 2015 10:03am
Ancile is just for the extra magic defense and cooldown. You only need 15% cooldown to cap, so capping stacks is only for the extra power. I went with ancile just because it has magic defense and gives more physical power than runic shield at 10+ stacks. Like I said, though, the ancile slot is purely situational. Occasionally, I'll pick up a Magi's Blessing or Winged Blade in it's place, as well.

The amount of survivability lets you Brutalize a low health target in a group of enemies to finish it off and still be able to escape. Power isn't too big a concern. With his steroid, you're getting an additional 105 power which is more than enough to hurt people.
1
FemFatalis (15) | June 9, 2015 11:32pm
Fenrir can play a bruiser, and Runeforged Hammer gives enough power. I just don't see the point in Ancile.
1
Wolfman5665 (6) | June 9, 2015 11:29pm
^^^

Also, seems like a bit too much protections for an assassin like Fenrir.
1
FemFatalis (15) | June 9, 2015 11:19pm
Is Ancile wise as a fifth item? You won't get much chance to stack in arena...
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League of Legends Build Guide Author ShiftyGrifter
Fenrir - Arena Beastly KDR
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