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A Guide To Being A Terminathor

July 4, 2015 by TheGenocideLord
Comments: 17    |    Views: 66867    |   


Destructhor

Smite God: Thor

Item Purchase Order

Core

Build Item Warrior Tabi
Build Item Jotunn's Wrath
Build Item Shifter's Shield

Offensive

Build Item Transcendence Build Item Hydra's Lament Build Item Titan's Bane

Defensive

Build Item Hide of the Urchin Build Item Pestilence Build Item Midgardian Mail Build Item Bulwark of Hope Build Item Spirit Robe Build Item Witchblade Build Item Void Shield

Starter Items

Build Item Bumba's Mask Build Item Rage of the Gods Build Item Healing Potion Build Item Mana Potion

Useful Actives

Build Item Wrath of the Gods Build Item Fist of the Gods Build Item Greater Purification Build Item Aegis Pendant Build Item Greater Aegis


God Skill Order

Mjolnir's Attunement

Mjolnir's Attunement 2 8 10 11 12 key bind

Tectonic Rift

Tectonic Rift 4 13 14 15 16 key bind

Berserker Barrage

Berserker Barrage 1 3 6 7 9 key bind

Anvil of Dawn

Anvil of Dawn 5 17 18 19 20 key bind


A Guide To Being A Terminathor

TheGenocideLord
July 4, 2015


Introduction

This is my first guide when I'm actually decent at the game. I made two tanking guides before this, but that was when I was embarrassingly bad >.> Anyways, hope this guide helps/entertains you. Remember to like, share, follow, subscribe, and favorite so you guys can see me do the ALS Ice Bucket Challenge while drinking hot sauce and play FNAF 4!!!!!!!!1!!!!!1!1111!!!!

Pros / Cons

Pros:
AOE Master
2 forms of hard cc
Passive gives him a pretty big attack boost over other assassins
Tectonic Rift is basically a Ymir wall with a stun
Scales really well
Naturally the tankiest assassin
Potent early game, never falls off
His early game dominance and his AOE abilities give him a significant advantage in the new meta.


Cons:

Like Ymir's wall, Tectonic Rift can work against you
Not a good initiator without his stuns
Relies on getting close to the enemy, usually wasting his escape in the process
His ult has a relatively high load time (a mage will not waste any time while you're charging it)
Double tapping with Mjolnir's Attunement is hard without Tectonic Rift
Really easy to get out of Berserker Barrage
He usually needs the enemy to die quickly

Items

Core Items


Bumba's Mask: The core jungler's starter item (with the exception of Thanatos). A must have on Thor always. The Mp5 is pretty meh, but it deals true damage to jungle camps, lets you share the jungle camps and still receive regular gold gain, and you are healed every time you kill a jungle creature. Also, with the new meta being that you start with back camps since they give you as much as mid camps, it is really useful in making sure you don't at least lose that gold by sharing it with your solo. 11/10 -IGN

Rage of the Gods: This is the definitive start now. If you get HoG instead of RoG, you're pretty much screwed. This item lets you quickly clear any camp of your choosing by OHKO-ing the little jungle monsters. If you don't get this, you will most definitely fall behind the other jungler who will have cleared his camps faster.

Potions: Potions are still good, if not better. With the new meta, you are going to maybe take more damage and absolutely use more mana. Now I recommend doing the 1 mana, 1 health start, but it's still up to you to choose.

Warrior Tabi: The boots assassins usually end up getting. The higher physical power (some would say it's negligible) allows you to burst down your opponents slightly quicker. If you are a new player, yes, you always get boots. It gives you movement speed and raw power. They are pretty important.

Jotunn's Wrath: You see this being gotten on ability-based assassins or hybrid (I would classify Thor as the latter.) It gives you raw power, penetration, and mana. Some people argue that the penetration is almost as good as nothing and who would care about mana with assassins that much, but that's not why you get the item. Behold, the 25% CDR that just completely makes up for at least 1/4(25% :D) of the item's price. You get this on ability-based and hybrid assassins because it just makes you so much more spammable. For Thor, a guy who has not the easiest to hit abilities, spam=good.

Shifter's Shield: Nowadays, you only see this item being played exclusively on Thor most of the time. It gives you power, protections, and its passive is just completely perfect for Thor. As stated before, Thor is the tankiest assassin so variety is good on him. This is versatility incarnate. Not only does it give you base stats that you need, but it, well, shifts its passive to help you. Have low health and are afraid of continuing this fight? No prob! Have 20+ protections! Have high health and just wanna go all in? Don't worry, 20+ power! This item fits Thor like a sock.

Offense
Hydra's Lament: This is an awesome item for Thor. It gives you power and maxes your CDR. Not only that, but its passive is perfect for dealing extra damage in the intervals between cooldowns.

Transcendence: This item can lead to a huge power spike. It gives you the most power, and it gives you more mana. The raw power by itself this item gives you is just perfect for Thor's scaling.

Titan's Bane: This item is one you'll most likely see over the other two. Since a lot, if not most, of you damage comes from basic attacks, you'll want to get something with pen and attack so your attacks can go through. You won't build crit with abilities in mind since only rare cases like Made You Look will crit.
Defense
This time, defensive items are to be chosen situationally, so let me see what are the most likely ways you will see/use these items.

Witchblade: Use this when the enemy adc is being a huge pain in the butt. It gives you Physical Protection and basically removes The Executioner from their build. This will allow an easier time with handling them.

Pestilence: Use this when the enemy healers are being a pest(ilence :D). This gives you a considerable amount of magic protection and health. The healing reduction also helps you finish your job.

Breastplate of Valor: Use this when physical combatants in general are being a nuisance. Not only does it give you a healthy amount of physical protection, but it also maximizes your CDR (more like overkills, but who cares?).

Bulwark of Hope: The perfect magic protection item. A ton of health, a ton of magical protection. This is a beautiful item, the shield is outstanding. It'll let you survive a lot of hits from those pesky mages.

Spirit Robe: With the nerf to Magi's it's trash now. Spirit Robe is always going to be the best option. The damage mitigation that is activated from getting hit by cc is pretty strong. The CDR you may or may not use depending if you got both Hydra's Lament and Jotunn's Wrath on the same build. The base defenses for both stats are decent, and it could very well be the difference between life and death in some engagements.

Hide of the Urchin: I find myself usually getting this when I don't get Spirit Robe. This is kind of "Jack of all trades, master of none" put into effect in Smite. Not outstanding in any stat, but giving you a good amount of all of them. Use this if no one in their team is posing any real threat and they don't have a lot of cc/not taking advantage of it. A wonderful survival tool.

Midgardian Mail: In a game in which ADCs are powerful, this is pretty much one of the few counter options. It's passive activates every time someone basic attacks you, and it slows their AS and MS. It gives you health and phys protection too, which is always a plus.

Actives
Greater Purification: One of the most popular actives there is. This will save from tight spots and will get rid of all cc on you. Most people get Aegis over Beads because they think damage immunity is better than cc immunity. That may be so, but having this active every 1 min and 30 sec is so handy. This is a must get against Ares and other cc heavy gods.

The Aegis twins: Alright, so the other team either has little cc or is not taking advantage of their cc. So you want a plan C. This is where Aegis comes in. Aegis is the perfect bait for ultimates and also for stalling until your team/escape comes. 4 sec until Mjolnir's Attunement is ready and the enemy team is around you? Pop a pendant! Nu Wa ults, but you have recently used Aegis on something else? Np, Greater Aegis' defense buff will make sure you stay alive!

Wrath of the Gods/ Fist of the Gods: This one is preferential each one has their own pros and cons. Wrath of the Gods, plain and simply, helps you get objectives. This item has recently seen a decline because of the nerf to it, but some people still prefer having it because technically it has an execution range if you get it down to 900 HP. This is like a Plan B if you're going to steal an objective or your support is down. Fist of the Gods is the one I usually go for. It gives me a 3rd stun, so it gives me more boxing capabilities just in case Tectonic Rift is down.

Gods to Look Out For

WORKS WITH


STRONG AGAINST


EVEN/DIFFICULT AGAINST

Combos

So, Thor is like a fighting game. You've got to learn and master your combos to truly obliterate all you enemies. So here's the two core combos you've got to learn with Thor. Keep in mind that they're both similar, but remember that you don't always have access to your ultimate.

-> -> -> : So this is what you do for all my non-visual learners. First, you use Anvil of Dawn. If you're ganking a side lane, use the Gold Fury/Fire Giant lair so they can't hear/see you. If you're ganking mid lane, I'd recommend using combo #2. Afterwards, you land on them. Then, you continue the stun train by using Tectonic Rift. Then, you use Mjolnir's Attunement immediately to get a double tap. Now, this next move depends on the distance of the enemy. If the enemy is close, you just use Mjolnir's Attunement and follow up with Berseker Barrage. If the enemy is far, as soon as the second tap hits the enemy, teleport to it and use Berserker Barrage.

-> -> : Basically, you do the same things as the first combo, but without Anvil of Dawn. The reason I recommended this one is because using Anvil of Dawn on a mid laner is kind of a waste. Basically, you have the mid laners that can get out of Tectonic Rift and the ones that don't. If they can get out of Tectonic Rift in the first place, it'll probably end up costing you your ultimate unless you can burst them down incredibly quickly.

Conclusion

Now, I hear all your keyboards typing "yikes, that was a guide?" Well, that's why I'll be glad to hear any constructive criticism from both upvoters and downvoters. Upvote? Try to leave a couple of words why this worked for you! Downvote? Well, sorry you didn't like it, but try to leave some reason so that I may fix it so other people (and maybe even you) can enjoy it. Remember to be nice guys :)

GL on the battlefield and GL unleashing the power of Mjolnir.

Update Log

6/3/2015: Added the log, changed the conclusion to be more up-to-date, and added more match-ups.

7/4/2015: Changed most of the guide to adjust to the new meta, fixed an error in which I had Winged Blade in the build instead of Witchblade (sorry it took me so long to realize ;_;), and, of course, added more match-ups.

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