Passive - Immovable
This is a unique and interesting passive, Jormungandr
is immune to hard displacement, so he cant be thrown by Xing Tian
or ulted by Hades
. However he takes 15% more damage for 2 seconds after being hit by the hard displacement, and is also slowed for 20%. In short, this can be what saves you or what kills you so savour the moments where you aren't being dropped in a Scylla
ult by a Cerberus
ult but watch out for when Sobek
procs your passive allowing others to really hurt you.
1 - Venomous Haze Venomous Haze
provides decent ranged damage and is primarily used to set up the 3 and/or 2. It can easily proc item effects that are triggered from being hit by abilities, due to the long time the Venomous Haze
"puddle" is on the ground for along with the large space it takes up and the number of them you can have up. As I pointed out earlier with Stone of Binding
because of the slow you can proc the item for every tick from stepping in a "puddle". This ability, along with the 2 and the 3 all interact with each other, allowing for more "puddles" and more damage.
2 - Consuming Bellow
Now here is the icing Jormungandrs
cake. This AOE deals a tremble CC and enormous damage, but if that wasn't enough, you get bonus damage for every "puddle" up to 3. At max rank in 3 "puddles" this will allow you to deal 480+60% of your Magical power, also when using a "puddle" the range is increased to 30. You should try to get the bonus damage at any opportunity possible, although it is still good without a "puddle".
3 - Submerge
A simple, but effective ability. Submerge
as the name implies, gives you invisibility as you submerge under the ground and gain 30% movement speed, you can end this ability early or wait the full 5 seconds to engage an AOE knockup, dealing damage around you. This can be used to engage targets, or if a target is nearby a "puddle" it will spawn 2 more puddles in an area in front of you, granting you the maximum for bonus damage and range if you are in range of all 3 "puddles" on your second ability, Consuming Bellow
4 / Ultimate - The World Serpent
The most ridiculous escape for a tank, being able to stay in the fight long after you should have left and then be able to become unable to be hit and travel far across the map can be very frustrating to deal with. Although this can be used as peel, to knockup enemies that are targeting your team or to secure a long distance kill, it should in general be saved as your last escape. I wouldn't advise using it as initiation unless you know that your team can win the fight (e.g. having fire giant buff or being levels ahead), because the rest of your kit does that much better and then you are stuck without a back up plan if everything goes south. I forgot to add that from each point that you jump to and from in your ultimate you leave a "puddle" of Venomous Haze
behind, allowing you to proc your other 3 abilities.
This is the standard combo to get the most damage off with your basic kit as efficiently as possible. Three "puddles" enhance your 2, and to get three "puddles" you have to hit your 1, then 3 within the 1 to get three "puddles" and then you are set up to hit your 2 effectively.
This should be used for ganking safe gods with a dash or leap escape. For example Thoth in mid, you submerge and come into the lane without his knowledge, knocking him up. He then dashes back and you can land your 1 on him giving you range and damage on your 2 to damage / CC him. Although this can also be used against gods without an escape, tricking them into dashing away from you and wasting their escape is very useful. Although not necessary, if you need to escape, secure a kill or rotate to another fight quickly you should have your ultimate ready for when ganking like this.
This combo is for what you should do after you start your ult and have enough Health / Mana to stay in the fight. You will try to land your 3 hits from your Ultimate, then as you land in your "puddle" you will Submerge
to land the additional "puddles" allowing you to use Consuming Bellow
to deal maximum damage in maximum range, finally try to place your 1 so that their only movement route is through the slow, try to use your annoying basic attacks on them too after using your 2 for the most damage output.