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[Conquest] Jorm Season 8 Support

4 8 10,711
4.6
by xBiznitch updated January 31, 2021

Smite God: Jormungandr

Build Guide Discussion 2 More Guides
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Jormungandr Build

Starter

Build Item War Flag War Flag
Build Item Chalice of Healing Chalice of Healing
Build Item Shoes Shoes
Build Item Magic Shell Magic Shell

First Back

Notes At your first back you should try to have enough gold for finishing boots and buying the first part of Genji's Guard. The reason for choosing Shoes of Focus is because we don't really care about magical damage as much as we do ability cooldown

Notes

At your first back you should try to have enough gold for finishing boots and buying the first part of Genji's Guard. The reason for choosing Shoes of Focus is because we don't really care about magical damage as much as we do ability cooldown

Build Item Shoes of Focus Shoes of Focus
Build Item Enchanted Kusari Enchanted Kusari

Core

Notes Emperor's Armor can be subbed out for other items, however I like to have the tower modifiers for in lane and makes defending easier when your carry backs.

Notes

Emperor's Armor can be subbed out for other items, however I like to have the tower modifiers for in lane and makes defending easier when your carry backs.

Build Item Genji's Guard Genji's Guard
Build Item Emperor's Armor Emperor's Armor
Build Item Bulwark of Hope Bulwark of Hope
Build Item Hide of the Urchin Hide of the Urchin
Build Item Shield of Thorns Shield of Thorns

Selling Starter and Boots

Notes I've seen a lot of builds keep the starter since the update and upgrade them at 20. I've been preferring to get Pridwen as it makes using Jorms ult to chase people down less of a risk

Sovereignty is good for final pushes and team battling

Notes

I've seen a lot of builds keep the starter since the update and upgrade them at 20. I've been preferring to get Pridwen as it makes using Jorms ult to chase people down less of a risk

Sovereignty is good for final pushes and team battling

Build Item Pridwen Pridwen
Build Item Sovereignty Sovereignty

Fuild Build

Build Item Genji's Guard Genji's Guard
Build Item Emperor's Armor Emperor's Armor
Build Item Bulwark of Hope Bulwark of Hope
Build Item Hide of the Urchin Hide of the Urchin
Build Item Pridwen Pridwen
Build Item Sovereignty Sovereignty
Build Item Chalice of Healing Chalice of Healing
Build Item Elixir of Speed Elixir of Speed
Build Item Magic Shell Magic Shell
Build Item Shield of Thorns Shield of Thorns

Jormungandr's Skill Order

Venomous Haze

1 X Y
Venomous Haze
2 8 11 12 14

Consuming Bellow

2 A B
Consuming Bellow
1 4 6 7 10

Submerge

3 B A
Submerge
3 15 16 18 19

The World Serpent

4 Y X
The World Serpent
5 9 13 17 20
Venomous Haze
2 8 11 12 14

Venomous Haze

1 X
Jormungandr fires noxious spit at an area that deals damage and creates a large toxic cloud. This field damages and slows Enemies inside of it every second.

If Jormungandr interacts with a toxic cloud with Consuming Bellow or Submerge, the duration of the cloud is reduced to 8s.

Jormungandr can have a maximum of 9 toxic clouds out at a time.

Ability Type: Ground Target
Damage: 80 / 120 / 160 / 200 / 240 (+40% of your Magical Power)
Damage Per Tick: 10 / 20 / 30 / 40 / 50 (+5% of your Magical Power)
Slow: 20%
Slow Duration: 1s
Cloud Duration: 20s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14 / 13 / 12 / 11s
Consuming Bellow
1 4 6 7 10

Consuming Bellow

2 A
Jormungandr draws power from toxic clouds nearby while channeling for 1.2s. At the end of the channel Jormungandr roars dealing damage to all Enemies, trembling and slowing Enemy gods by 30% for 1.5s. Each cloud increases the size of Consuming Bellow and Empowers him up to 3 times while also dealing extra damage to Enemies hit. Extra damage after the first instance is halved. While Empowered, Jormungandr's basic attack fires at its fastest rate.

Ability Type: Area
Damage: 120 / 180 / 240 / 300 / 360 (+45% of your Magical Power)
Bonus Damage: 20 / 25 / 30 / 35 / 40 (+10% of your Magical Power)
Empowered Buff: 2s
Radius: 20-30
Cost: 70
Cooldown: 12s
Submerge
3 15 16 18 19

Submerge

3 B
Jormungandr submerges into the ground turning invisible as he searches for prey. During this time he moves faster and gains predatory vision, sensing all enemies in a large radius.

Firing this ability while invisible reveals Jormungandr as he emerges out of the ground, knocking up Enemies around him.

Emerging through a toxic cloud creates two new ones in the direction Jormungandr is facing, with a low duration. Taking damage from Enemy gods breaks Stealth.

Ability Type: Area Damage and Buff
Damage: 70 / 125 / 180 / 235 / 290 (+50% of your Magical Power)
Movement Speed: 35%
Duration: 5s
Radius: 20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
The World Serpent
5 9 13 17 20

The World Serpent

4 Y
Jormungandr prepares to enter into the world, enlarging as he prepares a devastating attack. After selecting a target area, Jormungandr flies into the air, diving down and crashing into enemies as his body then slams into the ground. He must travel 2 more times.

When Jormungandr Emerges and Submerges during this ability, he knocks up Enemies and with each Submerge he leaves behind a toxic cloud.

Ability Type: Ground Target
Submerge Damage: 150 / 200 / 250 / 300 / 350 (+40% of your Magical Power)
Emerge Crash Damage: 75 / 100 / 125 / 150 / 175 (+20% of your Magical Power)
Radius: 20
Cost: 100
Cooldown: 100s

Build Order Notes

First Back:
At your first back you should try to have enough gold for finishing boots and buying the first part of Genji's Guard. The reason for choosing Shoes of Focus is because we don't really care about magical damage as much as we do ability cooldown

Core:
Emperor's Armor can be subbed out for other items, however I like to have the tower modifiers for in lane and makes defending easier when your carry backs.

Early Game

Beginning of game, help your carry get their void buff, potentially help mid get damage buff. Move lane and try to push minions a bit.

At level 2, start using Venomous Haze to wave clear and harass your enemies. In the early game your enemies will take high damage from your abilities is you land them and time them right.

By level 3, you can use submerge to ambush enemies. From here this will be the general play: Submerge, Consuming Bellow, Venomous Haze, Auto. Try to target there carry as much as possible to help your carry ruin their day.

By this time you've probably used all your heals and meditation cloak. Go home, get your boots and start working on Genji's Guard. From here keep working on pushing lane, and harassing your enemies. If you have a decent carry you should be able to take down there first tower pretty quickly.

Strengths

~Jormungandr is very good in team fights to soak up damage and dish out slows. His abilities have somewhat high cooldowns so this is why this build is focused mostly on defense and cooldown speed

~All of Jormungandr's abilities are AOE meaning he's great in team-fighting

~CLOAK ABILITY!! Jormungandr is a guardian, however he has a cloak ability this can be used to surprise enemies or get away

~His ultimate does high damage and can be used for chasing down enemies, running away, or both (I tend to use my third dive as a way to get away unless I'm feeling really lucky).

Weaknesses

~SLOW! Jormungandr is very slow so gods with slows or blocks have a field day if they get you alone

~HUGE! Because of his size, Jormungandr is not the sneakiest god, although his hitbox isn't larger, he definitely draws enemy attention much more so you will be targeted first in a team fight.

~Garbage Basic Attack. Jormungandr's basic attack is conal so it is good for wave clear but does very low damage. You also lose attack speed the longer you are attack with his basic, so you should probably toggle your basic attack

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1
Big Damage (37) | January 30, 2021 6:07pm
Quoted:
conduit gem gives your attacks a good boost at the beginning of the game


This is correct it would. However, if this is for Jormungandr as a Support like the build says, to get the most out of your role in Support picking up one of the Mage damage starter items is not going to be very beneficial to you or your team later on. If you want something for nice damage go for War Flag which will not only help you but help your ADC in the lane with you, also giving you a small bit of sustain.

I understand it might seem at face value that meditation cloak is a great item, it heals you and your team of course. The issue with the relic is that it is a really poor amount of health on a really low cooldown when there are several other options that can help your team in different ways. For example, Magic Shell which acts similarly to Med but has a duration, can be upgraded to give "block stacks", meaning they can completely negate 2 basic attacks.

The link to all relics is here, have a look at them all and maybe try considering some different options that could benefit you and your team.

These are just some quick points that can be improved on and if you need some more help then I'll be happy to help, just let me know!
1
xBiznitch | January 31, 2021 3:25pm
Thanks for the comment. I have definitely taken your advice and gone for magic shell and changed out to shield of thorns for the second relic. Also you're right, I'm switching the starter to war flag
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League of Legends Build Guide Author xBiznitch
[Conquest] Jorm Season 8 Support
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