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Basic Fenrir Arena Guide

0 0 6,241
by SonOfFenrir updated October 23, 2015

Smite God: Fenrir

Build Guide Discussion 1 More Guides
Tap Mouse over an item or ability icon for detailed info

Fenrir Build

Start

Build Item Death's Toll Death's Toll
Build Item Combat Blink Combat Blink
Build Item Greater Meditation Greater Meditation

Main

Build Item Rage Rage
Build Item Deathbringer Deathbringer
Build Item Shifter's Shield Shifter's Shield
Build Item Ninja Tabi Ninja Tabi

Defensive

Build Item Sovereignty Sovereignty
Build Item Magi's Cloak Magi's Cloak

Actives (pick two, obviously)

Build Item Creeping Curse Creeping Curse
Build Item Combat Blink Combat Blink
Build Item Aegis Pendant Aegis Pendant
Build Item Greater Meditation Greater Meditation
Build Item Greater Purification Greater Purification
Build Item Greater Sprint Greater Sprint

Fenrir's Skill Order

Unchained

1 X Y
Unchained
3 6 9 12 13

Seething Howl

2 A B
Seething Howl
2 8 18 19 20

Brutalize

3 B A
Brutalize
1 4 7 10 11

Ragnarok

4 Y X
Ragnarok
5 14 15 16 17
Unchained
3 6 9 12 13

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 18 19 20

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 7 10 11

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 14 15 16 17

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

Table of contents

1. Intro
2. Why so squishy?
3. Play style
4. Oh **** plan
5. The End

Intro

Welcome to my first build! I hope that this Fenrir guide will help some of the newer players master the art of damage dealing, and running like hell!

Lore

Are you kidding me? Look this up for yourself!

Pros and cons

Pros

-Has good early game damage
-Has a leap AND a dash for running away
-Has a rather under rated lifesteal buff that can do wonders in early game
-His ult can be one of the most annoying moves possible to pull on a tanky god
-He ate Tyr's hand
-He's a massive rabid wolf


Cons
-He is MASSIVELY mana hungry
-He is dozo if stunned
-Semi squishy
-Needs his abilities to survive

Why so squishy?

Why I did what I did

So, a lot of you guys might think that the build is **** and that you would be to squishy, well here's my explanation, Fenrir is an assassin and as such I've centered most of my build around damage and penetration. With Fenrir you shouldn't need to get into massive brawls, you go in, get a kill, and run. You shouldn't ever be in danger of dying if you play correctly. So yes it's a glass cannon build, but if you learn how to play it you'll be fine.

Play style

Like I said in the last chapter, Fenrir is an assassin, so you should always be near the fight, but not in the thick of it, use unchained to get in, brutalize to do damage and Miele until they are dead, then you run like hell. It's that simple.

Oh shit plan

So, Fenrir is squishy, we've covered that, now we need to address what you need to do when you can't run like hell. Most of the time you should be able to leap out of a situation, but let's say your cooldown is on recharge, and some tank has you pinned. At this point you go into the oh **** cycle. The oh **** cycle (or OSC for short) is simply howl and brutalize until ether you or the other God is dead.(this is why you pick up the combat blink or A. Pendant so you can escape when cornered, the OSC is a terrible last resort)

The End

Well, I hope I covered everything that you need, and like I said, this is a WIP, so any criticism is appreciated. Thanks!

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1
Branmuffin17 (394) | November 2, 2015 4:25pm
Hi SonOfFenrir,

Some suggestions, not that I play Fenrir...

Starting items: in most cases for arena play, I'd suggest NOT getting a starting item like Death's Toll. Since minion waves come so frequently, and you get 8 gold per second, you're better served just building toward your first item. Also, your starting lineup is way more than $1,500, so I'd suggest reworking that. Also, Combat Blink isn't a great starting item. I understand its use for getting out of trouble, but if you're using your ult and Unchained well, you shouldn't need it, at least not that early. Oh, and stay away from Meditation if at all possible.

As for my suggested first item, it would be Warrior Tabi. Why? You want the mobility as early as possible, and his damage scaling from physical power is pretty strong. He's not going to be doing a ton of basic attacking (you even say it yourself, get in, do as much dmg as possible, and get out), so it should be focused on maximizing your ability to do that. So... Warrior Tabi first. Since it costs a bit more than you start with, get Combat Boots and a couple of mana potions to support your high mana use. If you feel strongly about starting with an active, I'd suggest Purification Beads, though your ult will get you out of trouble (e.g. Ares' ult).

2nd item...I don't see Jotunn's Wrath anywhere, and I would consider that an ESSENTIAL item on an ability-based god like Fenrir. Penetration, high power, and 25% CDR so you can use all of your abilities more often.

If you want to angle yourself toward a build that includes Rage and Deathbringer, I'd suggest making your other items efficient. Get Titan's Bane for penetration, and consider Spirit Robe for the protection and CDR, or Hide of the Urchin for overall protections. If you only want physical protection, you might consider Mail of Renewal. On the magical side, maybe think about Runic Shield.

My general suggested build:
  1. Warrior Tabi
  2. Jotunn's Wrath
  3. Spirit Robe or Hide of the Urchin
  4. Titan's Bane

Last two items could be Rage + Deathbringer if you want, but it might be hard finishing that before the end of the match. Alternatively, consider items like Brawler's Beat Stick, Frostbound Hammer, etc.

Finally, to round out your guide, you should talk more in-depth about the play style...it's going to change a bit from early to late game. How your team plays, and what the composition is like, might change what you need to do.

If you're getting beat up, and your one tank isn't cutting it, you might consider adding a tanky build option in a 2nd tab with more protection items at the sure expense of items like Rage and Deathbringer.

Just things to think about. PM me if you want to discuss further...and if you don't like my suggestions, that works too. Hope I've helped some!
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