Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

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

x

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Fenrir guides

Fenrir-Midnight strikes!

23 6 180,075
7.6
by coldhotshot updated October 15, 2013

Smite God: Fenrir

Build Guide Discussion 67 More Guides
Tap Mouse over an item or ability icon for detailed info

Fenrir Build

Preparations

Build Item Bumba's Mask Bumba's Mask
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Potion of Power Potion of Power

Tearing

Build Item Warrior Tabi Warrior Tabi
3
Build Item Voidblade Voidblade
2
Build Item Void Shield Void Shield
Build Item Round Shield Round Shield
2
Build Item Runic Shield Runic Shield

Brutalization

Build Item Bloodforge Bloodforge
3
Build Item Deathbringer Deathbringer
3

Situationals

Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Frostbound Hammer Frostbound Hammer
Build Item Breastplate of Valor Breastplate of Valor
Build Item Bulwark of Hope Bulwark of Hope
Build Item Qin's Blades Qin's Blades

Fenrir's Skill Order

Unchained

1 X Y
Unchained
4 15 16 18 19

Seething Howl

2 A B
Seething Howl
2 8 11 12 14

Brutalize

3 B A
Brutalize
1 3 6 7 10

Ragnarok

4 Y X
Ragnarok
5 9 13 17 20
Unchained
4 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 3 6 7 10

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 9 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

Hello everyone, this is coldhotshot presenting you my Fenrir guide. I worked hard to produce this guide and I would appreciate all feedback that I get from you. Fenrir is a phenomenal god, with the huge dps he has and the potential sustainability he has, many fear him. He is harder to play with the nerf, but with right positioning, laning partners and skill usage, Fenrir shall howl his way into the stage of the gods. Above all, thank you guys for taking the time to read my guide on Fenrir.

Pros / Cons

Pros / Cons


Pros


+ Good at ganking
+ Potentially High DPS
+ High 1v1 potential
+ Some Sustain
+ Good chain combo if used properly
+ Can have potential in team fights

Many of Fenrir's skills involve 1v1 confrontations. This makes him very good at 1v1 battles. His combo of 3+2 gives a lot of DPS and allows some sustain from the life steal. If used properly, his ulti can be a good initiator for killing carries during team fights.
Cons


- Squishy early game
- Melee
- His passive involves him needing to attack 5 times for full efficiency
- Rarely useful in team fights
- Long cool downs
- CC can be negated

Fenrir is squishy, so he needs a tank's item at the beginning. He is melee, which means he will get hit easily by ranged characters. As most of his abilities require stacks for full effectiveness and are 1v1, he has low potential in team fights unless used properly. His skills have long cool downs and his ulti can be negated.

Skills

  • Unbound Runes:This will stack. The passive can be the difference between securing a kill or not. This passive involves adding a bonus to his abilities, it is more efficient if one gets all 5 runes active before starting a fight. The extra damage might be helpful as his combos effectiveness will increase if used properly.
  • Unchained(1):This is Fenrir's escape ability. After using his 3+2 combo on the enemy, he will need a way of escape to get out of sticky situations. I do not recommend using this skill as a initiation, as it will use the runes that should be used in other skills.
  • Seething Howl(2): This is Fenrir's main ability. With the passive from this ability Fenrir deals a great amount of damage on the enemy, secure kill.
  • Brutalize(3): This ability is your initiation ability. With full runes, the attack does aoe damage, dealing damage to other gods when initiating. Proper usage can making gods with low hp unaware of the aoe damage, securing two kills.
  • Ragnarok(4): This is Fenrir's CC ability. Use this to drag one god to the tower or to your teammates for the kill.

    Combos

    Main combo
    ->
    This combo is his main harass combo. With activated runes, use Brutalize to activate the passive, dealing aoe damage, then go into Seething Howl to do the damage and gain health back. If you are about to go into tower range another opponent or Seething Howl ended, retreat with Unchained.
    Assassination combo
    ->
    This combo is used to kill the enemy in the team.By doing this, you will secure a kill after harass the opponent.
    Kill secured combo
    -> -> -> ->
    This is his late game combo to indefinitely secure kills.This combo is mainly for targeting tanky gods in the opponent team. When the 3+2 combo doesn't work, he needs time for the combo to cool down by using your ultimate. This will allow enough time for him to kill the god late game.

Items

Beginning Items


Starting with Mark of the Vanguard allows Fenrir to be to sustain in lane longer. As Fenrir is squishy at the beginning, Mark of the Vanguard gives him the early tankiness needed to survive to late game. Fenrir is a melee character so try dodge enemy god's ranged harass.
Warrior Tabi give some mobility in the early levels to help dodge enemy skillshots. Fenrir is a god reposition and adjust his position within  a lane, the other option is to grab a few Healing Potion or Mana Potion, If you are confident with repositioning grab Warrior Tabi. If not grab some Healing Potion or Mana Potion . Although, with the skill Seething Howl he would not need as many Healing Potion or Mana Potion.

Mid Game Items(Core)


This item gives Fenrir physical protection and penetration. It is a core item on many melee characters as it provides physical strength and sustainability. A good item on Fenrir because many of his skills involve going close to the enemy to secure the kill. Furthermore, you won't die from getting ganked by ad gods.
This item gives Fenrir both health, attack speed and life steal. This increases his survivability while being able to deal damage to the enemy. If you want a more damage like build, use devourer's gloves instead, but read below before choosing.
Stacking Items
The reason why I did not choose any stacking items for the core is because Fenrir does not have an ability to wipe out minion waves to get the stacks. Compared to gods like Loki, Fenrir would get most of his stacks from basic attacks, which is insufficient until late game. In late game, there will be no time to gain stacks so rendering the item useless. Furthermore, his skills should be used on gods rather than minions to conserve mana.

Situational Items

This is where you sell your Mark of the Vanguard to buy one of the following items(once you have the money to afford these items)

The Bulwark of Hope provides Fenrir with magic protection. If the other teams strongest god is ap, buy this item. It will provide a cover against magic damage, allowing you to take some damage to initiate the 2+3 combo.
Frostbound Hammer prevents god's from escaping your combos. You might want this item to complement the critical hit damage from the latter of the item build. Also, it provides health, for more sustainability. A really good item that goes with Fatalis.
This item should be bought only if your team is losing to a strong ad+ap god on the opposing team. Hopefully you do not buy this item, but this is to increase your survivability in general.

End Game Items


This item enables Fenrir to pick off gods that survive his combo with basic attacks. With the Deathbringer, the enemy god will die to the critical hit damage. This is because, Brutalize is 4 basic attacks that do damage. Critical hits do apply on the attacks,increasing his damage output immensely.
This item completes the build as it also increases the critical hit damage from Rage. Both of these items are reasons why this build makes Fenrir not just a bruiser but an assassin as well.

Actives-will look into this, but for now:

If you keep dying
  • Sprint-To be able to engage and escape faster
  • Aegis Amulet-To avoid taking damage if in a tough situation from bad engagment
  • Purification Beads-To get away from cc and still have mobility (Use this against Ares or Hades)
  • Shielded Recall- To teleport back to base easier when you are deep in enemy territory for most of the time
If you can't secure kills
  • Creeping Curse-slow the enemy, allowing you till kill him easily
  • Girdle of Might-increase your damage output and your teams dps when you start a team fight

Laning Phase

Early Game

As Fenrir, you should play him passively. Try to go left lane and get your partner to help you get the mana buff. If not, then get the speed buff in right lane. This is so he has more sustain. Fenrir can die easily early game, negating him from gold and levels that he will need to support his mid game. The reason why you should get Seething Howl first is because it has life steal to heal off the enemy when in need of health. Do not play aggressively, unless you are 100% sure you can obtain a kill. Go back to base whenever you need to so your partner has more time to defend the lane, rather than let the opponent push before you go back.

Mid Game

At level 5-8, you should start looking for harassment and kill opportunities. Harass the enemy with your 3+2 combo and kill them whenever they are low with the assassination combo. Use your assassination combo to take down the carry on you lane with your partner. By this time,you should buy at least one active with 1-2 levels according to the situation and personal preference. Aim to get at least one kill or more, as with this advantage you can push your tower to allow you to gank other lanes more freely. You can do this by letting them push too far then killing them so they can't go back to their tower in time. Just remember, you can back out with your 1 if anything fails. If you are right lane, look out for the mana and attack buff. On the other hand, if you are left, get the cool down and speed buff.

End Game

This can start from level 15 to 20. This is where everyone has finish their build so therefore, you should look more for opponents who have low health. Let your team do most of the harassment before a team initiates a fight. When a team fight starts, activate your main combo to get some damage on them while getting health. If someone runs away, use your assassination combo on them. In 1v1 confrontation, just use your kill combo then basic attack and main combo until he is dead or you are nearly dead, which then you should escape with your 1.

Laning Partners

Gods he is good with
Ymir: This god has a lot of CC on his skills, allowing Fenrir to not take damage while initiating. Also acts as a meat shield from the enemy during early game.

Sobek: This god also has a life steal ability, allowing him to stay in lane longer. His Charge Prey gives you a lot of time to do damage on the opponent god. Furthermore, decent ulti combo with you dropping the enemies into sobek's ulti.

Ares: This god allows for more aggressive mid game. With his many slows and cc abilities and his dps, he weakens, slows and stuns the enemy for a free kill(unless they by aegis or purification beads, then you chase them with your ulti to get the kill)

Laning Enemies

Gods he is good against
Artemis: She can't escape any of you attacks and her usefulness comes in late game, giving enough time for you to prevent this from early to mid game.

Ao Kuang: He might deal a ton of damage, but with the attack speed from the items, securing a kill should be easy. Just watch out for his ultimate in the jungle.

Gods he is bad against
Ares: This tank who does a ton of damage can easily kill you. He will chain you to him, preventing no escape from his flames. Get purification beads to level 3 to deal with him.

Ymir: Even as a good friend, he can be a ruthless enemy. With his ability to stun you while you sue Brutalize, he can prevent you from dealing damage and running away, leaving you vulnerable. Get purification beads or aegis to deal with him.

Creeping / Jungling

Ok, here is the deal with jungling. In Smite, the jungle is not enough to sustain you; however, there are buffs you should look out for.

Before game :You and your laning partner should decide who should get the Girdle of Might and who should get the Hand of the Gods. Try to get the girdle, because you will need the extra damage output to secure kills with the assassination combo. Furthermore, you can get bumbas mask to help the jungling.

Beginning game:Mana and speed buffs. This is to get more sustain and have a easier time escaping bad situations. Not essental but better safe than sorry.

Mid game:Mana and Cool down buffs. This is to allow you to spam skills on the enemy.

End game:All buffs. bu the priority is Mana>Attack>Cool Down> Speed. Try to get the buffs from your enemy's jungle.

Anytime: gold/exp camps. If you feel like it isn;t safe to keep on laning because of ganks, go get the gold/exp camp to be safe and get exp with gold.

How to jungle:Mainly use your 2 to jungle, so you don't die and you do damage. In early game, just let the tank god to take the damage. Fenrir should not jungle most of the time, he wasn't made to jungle and should only jungle when enemies are missing.

Video

I watched this video and it really demonstrates how Fenrir works. This video is by DryBear, a active smite player and he focuses on Fenrir jungle. Even though I stated earlier jungling wasn't as good, follow this video if you want to know more about Fenrir jungle or about item choices and skill sequences of Fenrir. He really takes a different perspective on Fenrir, which shows Fenrir's versatile play styles.
Here is another one(its longer and goes into the jungle assassin build of Fenrir)

Summary

Fenrir is an exciting god to play, with many different situations you will encounter with him, you will have to adapt quickly. If you have any comments, questions or queries about my guide, please don't hesitate to ask any questions.

Up vote if you felt like the guide helped you or you enjoyed the guide. If you down vote, please comment or send me a PM why this is the case so I can edit the guide.

Special thanks to

The Guide to guides:
Credits to jhoijhoi for the template, which you can find here.
Other guides that helped(I recommend reading them all and rep the people if you have a mobafire account):
Ten commandments to a guide
Guide on Columns
Basics to guides

https://docs.google.com/spreadsheet/pub?key=0AsJzxsuTHEzKdDhtdXNGR29jYVZnMlZVNU9PNVVWZXc&single=true&gid=0&output=html

Video
DryBear

Help/Ideas from people:
Theamazingcomicbookguy(for the guides :P)
RagingStorm(for the new idea, I will never make a guide for a new god again. But since I already started I may as well finish it)
KT4(My best friend who helped correct some grammar)
Readers for reading this guide

Leave a Comment

You need to log in before commenting.

Collapse All Comments

1
XxR4PT8RxX | January 31, 2016 12:56pm
Very nice guide. i got one of his skins in a chest and thought i'd try him. works very good.
i love that wolf <3
+1
1
bloody29 | July 19, 2014 7:35am
Very well thought guide. The only thing I would change is to switch the Soul Eater with a Bloodforge for more dps and lifesteal.
1
coldhotshot (14) | June 1, 2013 2:07am
Like it is better to go for a range ad god or a magic ap god in a joust because taking out minions fast is a high priority in jousting early game. Being solo means taking all the damage and doing all the work. Fenrir can take more damage than most ad carries but being able to take minion waves early is hard because it is easier for them to gank you when you don't have a tank right next to you and it is harder to take minion waves early on unless you have the guts to hopefully take minimal damage to reach their minion wave and ge the 5 runes an use brutalize to take down the archers. IT isn't impossible, but there is just other gods that are preferred for jousting because of their utility.
1
TheDoctorfl | May 28, 2013 10:43am
Sorry i didn't respond t'ill now but straight to the point...shouldn't go joust as fenrir or never should go joust because they can buy protection.As you know i love this guide and when i came back it was much better because no executioner and more stuff.
1
coldhotshot (14) | May 21, 2013 9:33am
Um, because you are jousting, i recommend getting devourers gloves 2nd and void baldes 3rd, cancelling qins blades. This is because you are the only one farming, meaning you will get most of the stacks. But if he already killed you ,get void blade first than devourers gloves. Get full runes and brutalize doing aoe damage to push lane. instead of Rage, get jotunns as the cool down reduction would help a lot more in a joust than critical hit with a range character.

Ill ad more stuff later but I never faced a xblanque as fenrir. Also, I do not recommend fenrir as a joust god as he has lower push potential than xblanque, neith and the such. ad range gods seem to be your best bet in jousts.

Super Secret update coming out for this guide. The current build wil be edited and I will add some "stuff" to it. Look forward to after my exams.
1
TheDoctorfl | May 21, 2013 3:45am
His items where: Warrior tabi Voidblade Jotuns wrath Devourer gloves and deathbringer.
1
coldhotshot (14) | May 20, 2013 7:31am
O.o you serious?

Ok, i'll rework it

With joust I use a different build and most items were situational.

Could you give me the details of his items?
1
TheDoctorfl | May 20, 2013 1:56am
I tried this build in joust against a xbal and i lost,sadly but he said:"you had a poorly build" then said i might be ******ed cause of that. :c
1
coldhotshot (14) | May 16, 2013 12:35pm
That better?
1
BabbyBeef (4) | May 16, 2013 12:25pm
Fatalis, never buy this ever ever thanks for listening. (unless your Freya)
1
Sandric (3) | May 16, 2013 12:18pm
Is the passive from Rage still applied with every hit of Fenrirs Brutalize or not any more?

PS. You could maybe switch Fatalis for Magi's Blessing and then Instead of Bullwark of Hope get Frostbound Hammer or Titan's Bane.
1
Ragingstorm (49) | May 16, 2013 12:12pm
Don't do Fatalis. It's not that good, switch it with something more notable.
Loading Comments...
Load More Comments

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