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Pros
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+ Strong mid game. + High mobility. + High burst. |
Thor is arguably one of the best mid-game junglers. He has high base damage in Mjolnir's Attunement and semi-global presence with Anvil of Dawn. His burst is amazingly powerful during the early to mid game, though it does eventually fall off. |
Cons
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- Mediocre late game. - Master of none. - Risky all-in. |
Thor's burst falls off hard in the late game; even with a full combo, you'll probably only burst down squishies. While he is a well-rounded god, he doesn't quite excel at anything, and since his escapes are a major part of his damage, it's fairly risky to go all-in with him. |
Warrior's Madness
Gain power for each enemy god within range.
Thor can gain a maximum of 45 power with this passive (3 stacks, 15 power each). This gives you a strong early game boost when ganking, and still remains relevant in the late game.
Mjolnir's Attunement
Throw a boomeranging hammer than damages enemies.
Thor's hammer deals 2x the damage on the return swing to gods, 0.5x the damage to minions, and can be teleported to if you activate it again. Level this first (1)!
Tectonic Rift
Create a wall that stuns enemy gods in a line.
This ability can block both allies and enemies. It's very useful for blocking off jungle paths, and can cancel enemies' abilities while also displacing them.
Berserker Barrage
Spin around and damage enemies around you.
This is a fairly simple ability, and is mainly used just for damage. However, do note that this gives you knock-up immunity for a good amount of time.
Anvil of Dawn
Crash down from the air and stun enemies hit.
This is a very powerful ultimate! It gives you a view of the map and semi-global presence. You can use this to gank, counter-initiate, and escape
These are your go-to starting items. It gives you sustain and mobility, which is pretty good for 1500 gold. I'd get 3 Healing Potions and 3 Mana Potions. If you want to watch out for invades, you can get a few [[Ward]s] instead of those mana pots. |
This gives you a 40 power and some very needed mobility at a cheap price. What else is there to say? Build this as your right after your starting items. |
A 20 physical protection reduction aura is really strong. You're typically going to be in the middle of the enemy team anyways, so the aura is going to be particularly useful on you. It's inefficient with Titan's Bane, though, so if you don't like that, I'd recommend getting Breastplate of Valor. Also, if you're facing 3+ magical enemies, Void Shield isn't going to be very good; I'd recommend skipping it and getting another situational item. |
This is the perfect item for ability-based gods. The 33% penetration increases your damage by an insane amount, and also helps with objectives and structures. |
What's that? 40 power? 20 penetration? An 40% anti-healing passive? Yes please! |
Mantle of Discord is your go-to defense item. Given how close-range Thor is, the 1s stun and CC immunity is almost always going to be useful, and the 60 physical and magical protections are no joke. |
These are your items against heavy physical/magical teams. Breastplate of Valor doesn't have a passive, but if offers 75 physical protections, as well as 20% CDR (max with Jotunn's Wrath). Bulwark of Hope is a strong anti-burst item with its health shield passive, allowing you to have the upper hand against mages. |
These are your magical/physical anti auto-attack items, respectively. They're both decent niche items against gods like Freya and Kali. |
Pestilence is your anti-magical, anti-lifesteal item. It gives you 80 magical defense and 200 health, as well as a decent 25% healing reduction aura. |
Winged Blade is one of your best options against slows. Not only does it stop and give you an immunity to slows for 4s, it also gives you a 20% movement speed buff! |
Purification | This is a really strong relic. It cleanses and gives you CC immunity for 2 seconds. This is your first option against most enemy teams. |
Sanctuary | If the enemy team has a Poseidon or Scylla, this active is a good choice. This relic gives you damage immunity for 2s, an also cleanses soft CC effects. |
Curse | If you can't deal with some pesky healer, you can get this. Curse reduces healing by 50% and slows down enemies by 40% in aura around you for 5s. As you can see, it's a strong team-fight relic. |
Sprint | This is usually not needed due to your already massive mobility. However, if your team really needs slow immunity, I would consider getting this. |
That's all for my Thor guide! Hopefully it helped you learn how to play the god of thunder!
To those who helped me make this guide:
jhoijhoi: I had clicked on the link to the Getting Started Guide, thinking that it would lead to some Smitefire guide. Instead, I found this! Thank you for sharing your coding templates!
Jordenito and TormentedTurnip: As I have stated again and again, this guide, along with TormentedTurnip's guideception guide, are absolute must-reads if you wish to make a guide.
(1) One point in Berserker Barrage combined with auto-attacks is enough to clear a jungle camp, and leveling Thor's one first will give him a 120 damage boost compared to the 100 damage boost gained from his three.
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A definitely +1 to this oasis in the desert!!!
Unless you were referring to Sciaticul's comment, then still, yeah, this guide isn't for Arena.
If you know how to play Thor pretty well then you have no need for some of this ******** you waste time and money on. Remember Arena matches last approx. 15-30mins so you don't have a lot of time to be ****ing around. Sure I like the idea of using Mail of Renewal, however, it's arena and use your base to replenish health and mana... you'll be there a lot buying items anyway if you start right and can kill enemies with ease. You have hammer teleport, recall, and your ultimate to get back to base with quickness. You don't necessarily need a lot of longevity, just play like an assassin.
Been playing Thor since beta...
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Thanks for the up vote!
One suggestion would just be to more specifically clarify protections...I know most people are going to know exactly what these items are, but for example, Urchin, you say up to 65 protection, and on Renewal you say 40 points of defense...but one covers both magical and physical, and the other is only physical. Probably not a big deal at all, but something to consider?
Again, very nice...+1, definitely!
Will you also notice that you put a potion of magical might into build 1 as an alt.
Oops! Thanks for telling me about that.
...
Ronniba if you are to terribly new go into arena and fiddle with this build. Don't cripple your team by jungling.
Just so you know that comment was all the way in June.
Make sure to check the dates.