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Deity Jormungandr Solo

Solo Conquest
4 0 833
by lestimics updated August 29, 2025

Smite God: Jormungandr

Build Guide Discussion 0 More Guides
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Jormungandr Build

Started build

Notes Bluestone Pendant is the most important item for most sololaners, you get power, mana and hp sustain for the lane.

Health Chalice HP sustain for the lane.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Notes

Bluestone Pendant is the most important item for most sololaners, you get power, mana and hp sustain for the lane.

Health Chalice HP sustain for the lane.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Build Item Bluestone Pendant Bluestone Pendant
Build Item Health Chalice Health Chalice
Build Item Health Potion Health Potion
2
Build Item Sundering Arc Sundering Arc

Full Build

Notes Bluestone Brooch Gives you a lot of power and poke with your skills.

Gladiator's Shield It provides you defensive and offensive attributes thanks to its passive that does extra damage with skills.

Prophetic Cloak provides you with mixed defenses and cooldown, in addition to its passive that you have to stack defenses by hitting physical and magical enemies, when you manage to stack everything evolves and provides you with mitigations.

Void Stone Gives you damage and magic defense, and its passive reduce magic defenses of nearby enemies by 10%.

Freya's Tears gives you mixed defenses and a lot of cooldown reduction, in addition to its passive that when you lose 25% of your health you get more defenses.

Hide of the Nemean Lion right now the carries are very strong and this item gives you a passive that when you activate it you reflect damage, that's why it's very good vs carries.

Spirit Robe provides you mixed defenses in addition to its passive that protects you when you are hit by a CC, giving you a lot of defenses.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Notes

Bluestone Brooch Gives you a lot of power and poke with your skills.

Gladiator's Shield It provides you defensive and offensive attributes thanks to its passive that does extra damage with skills.

Prophetic Cloak provides you with mixed defenses and cooldown, in addition to its passive that you have to stack defenses by hitting physical and magical enemies, when you manage to stack everything evolves and provides you with mitigations.

Void Stone Gives you damage and magic defense, and its passive reduce magic defenses of nearby enemies by 10%.

Freya's Tears gives you mixed defenses and a lot of cooldown reduction, in addition to its passive that when you lose 25% of your health you get more defenses.

Hide of the Nemean Lion right now the carries are very strong and this item gives you a passive that when you activate it you reflect damage, that's why it's very good vs carries.

Spirit Robe provides you mixed defenses in addition to its passive that protects you when you are hit by a CC, giving you a lot of defenses.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Build Item Bluestone Brooch Bluestone Brooch
Build Item Gladiator's Shield Gladiator's Shield
Build Item Prophetic Cloak Prophetic Cloak
Build Item Void Stone Void Stone
Build Item Freya's Tears Freya's Tears
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Spirit Robe Spirit Robe
Build Item Sundering Arc Sundering Arc

Situational Relic

Notes Purification Beads gives you CC's immune when you use. If enemy team have a lot of CC change it for Sundering Arc

Notes

Purification Beads gives you CC's immune when you use. If enemy team have a lot of CC change it for Sundering Arc

Build Item Purification Beads Purification Beads

Situational Items

Notes Mystical Mail gives you a lots of health, defense and has an offensive effect. The important thing about this item is the aura that deals damage to nearby enemies. If you prefer a better early game, change it for Gladiator's Shield ( Gladiator's Shield is better in mid/late game)

Notes

Mystical Mail gives you a lots of health, defense and has an offensive effect. The important thing about this item is the aura that deals damage to nearby enemies. If you prefer a better early game, change it for Gladiator's Shield ( Gladiator's Shield is better in mid/late game)

Build Item Mystical Mail Mystical Mail

God Aspect De-Activated

Aspect of the Unyielding

Toxic clouds do not deal tick damage but allied gods within them gain Damage Reduction. Within them, you do not gain Cooling but lower cooldown for Venomous Haze. Consuming Bellow does not deal bonus damage but allies gain INT and STR. Submerge Knockup height is increased.

Jormungandr's Skill Order

Venomous Haze

1 X Y
Venomous Haze
1 8 9 11 12

Consuming Bellow

2 A B
Consuming Bellow
2 4 6 7 10

Submerge

3 B A
Submerge
3 15 16 18 19

The World Serpent

4 Y X
The World Serpent
5 13 14 17 20
Venomous Haze
1 8 9 11 12

Venomous Haze

1 X
Fire noxious spit at an area dealing Magical Damage and creating a toxic cloud that persists for 20s.
  • The cloud deals Magical Damage, Slows and reduces enemy Healing.
  • While within the cloud, you gain extra Cooling for your Basic Attacks.
Damage: 80 / 120 / 160 / 200 / 240
Damage Scaling: 40% Intelligence
Damage Per Tick: 10 / 20 / 30 / 40 / 50
Damage Scaling Per Tick: 5% Intelligence
Slow: 20%
Slow Duration: 1.5s
Healing Reduction: -25%
Range: 10.4m
Inner Radius: 1.6m
Outer Radius: 2.4m
Cooldown: 15 / 14 / 13 / 12 / 11
Cost: 50 / 55 / 60 / 65 / 70

Additional Notes:
  • Interacting with a toxic cloud with other abilities reduces their duration to 8s.
  • You can have a maximum of 9 clouds active at once.
  • Cooling is 25% the base rate.
Consuming Bellow
2 4 6 7 10

Consuming Bellow

2 A
Channel briefly, drawing power from nearby toxic clouds, then roar to deal Magical Damage, Slow, and Tremble enemies around you.
  • Each cloud Empowers you and the roar, increasing its size and causing it to deal bonus Magical Damage per cloud.
  • While Empowered, your Basic Attacks fire at their maximum rate.

Damage: 120 / 180 / 240 / 300 / 360
Damage Scaling: 45% Intelligence + 30% Strength
Bonus Damage: 20 / 25 / 30 / 35 / 40
Bonus Damage Scaling: 10% Intelligence
Slow: 30%
Debuff Duration: 1.3s
Inner Radius: 3.2m
Outer Radius: 4.8m
Cooldown: 12s
Cost: 70

Additional Notes:
  • Size increases up to 3 times but the bonus damage is uncapped.
  • Each cloud provides 2s of Basic Attack Empowerment, up to 6s max.
Submerge
3 15 16 18 19

Submerge

3 B
Submerge into the ground, becoming Stealthed and gaining Movement Speed. Reactivate to emerge, Knocking Up and dealing Magical Damage to enemies.
  • While submerged, you pulse out a ring, gaining vision of enemies.
  • Emerging through a toxic cloud creates two new clouds.
Damage: 70 / 125 / 180 / 235 / 290
Damage Scaling: 50% Intelligence + 40% Strength
Movement Speed: 35%
Duration: 5s
Radius: 3.2m
Pulse Radius: 20m
Cooldown: 14s
Cost: 70 / 75 / 80 / 85 / 90

Additional Notes:
  • Taking damage while in Stealth partially reveals you.
The World Serpent
5 13 14 17 20

The World Serpent

4 Y
Enter into the world before diving up to three times across the battlefield. Each time you Submerge you deal Magical Damage to enemies hit.
  • Emerging out of the ground and your body Crashing down deals Magical Damage to enemies hit.
  • Each time you Emerge and Submerge, you Knock Up enemies and leave behind a low duration toxic cloud.
  • You are CC Immune during this ability.
Damage: 150 / 200 / 250 / 300 / 350
Damage Scaling: 35% Intelligence + 30% Strength
Emerge/Crash Damage: 75 / 100 / 125 / 150 / 175
Emerge/Crash Damage Scaling: 20% Intelligence + 15% Strength
Radius: 3.2m
Cooldown: 90s
Cost: 50 / 55 / 60 / 65 / 70

Additional Notes:
  • If you cannot dive to the target location when the time expires, the ability will end.

Jormungandr Threats

Tap each threat level to view Jormungandr’s threats

Max
0
Major
0
Even
2
Minor
0
Tiny
0

Jormungandr Synergies

Tap each synergy level to view Jormungandr’s synergies

Ideal
1
Strong
0
OK
1
Low
0
None
0

Introduction

Hi, this guide is brought to you by lestimics. I started playing Smite 1 on PC in 2014. I've been playing competitively since 2020 and have been a professional Smite player from 2021 to 2023. I've played on different teams like JustF6, Gilded Gladiators or Tartarus Titans.

You can check out the SmiteVOD YouTube channel where my recorded professional games are. I've peaked at 3500 MMR GrandMaster/Masters in Ranked Conquest on the PC platform every season since 2018. I've also done Smite Masters (LAN) 4 times in 2022, so I really think I have the knowledge to guide on the Solo role in SMITE 2.

I hope you find this guide as a useful learning resource for playing Jormungandr as Solo.

Here are my socials:

Abilities

Jormungandr's Abilities


Passive - Immovable

Jormungandr is immune to Hard Displacement, but when you are hit by a skill with Hard Displacement you get a debuff that makes you take more damage from enemies and move 15% slower.

About basic attacks: You deal magical damage to all enemies in front of you. As you attack, your overheat increases causing your firing rate to decrease.


Ability 1 - Venomous Haze

Jormungandr fire noxious spit at an area dealing magical damage and creating a toxic cloud that persists for 20s.

The cloud deals magical damage, slows and reduces enemy healing,while within the cloud, you gain extra cooling for your basic attacks.

This ability is very annoying in the late game and it is important to spamm it constantly.



Ability 2 - Consuming Bellow

Channel briefly, drawing power from nearby toxic clouds, to deal magical damage, slow, and tremble enemies around you.

Each cloud empowers you, increasing its size and causing it to deal bonus magical damage per cloud.

While empowered, your basic attacks fire at their maximum rate.

This is your main ability with which you will push the minions and do a lot of damage, it is important to have many clouds to be able to maximize your damage. If you use Venomous Haze and then Submerge you will have 3 clouds.


Ability 3 - Submerge

Jormungandr submerges into the ground, becoming Stealthed and gaining movement speed. Reactivate to emerge, knocking up and dealing magic damage to enemies.

While submerged, emits a pulsing ring that allows him to see enemies.

Emerging through a toxic cloud creates two new clouds.

It is very important to keep the terrain filled with clouds to deal damage and slow enemies.


Ultimate - The World Serpent

Jormungandr charge the ultimate to diving up three times. Each time you submerge you deal magical damage to hit enemies.

Emerging out of the ground and your body crashing down deals magical damage to hit enemies.
Each time you emerge and submerge, you knock up enemies and leave behind a low duration toxic cloud.

You are CC immune during this ability.

The World Serpent is very useful in the early game to be able to escape the jungler's ganks easily, and in the late game it is very good because you deal damage in a very large area.


Example Combos:

To push minions: Venomous Haze > Consuming Bellow (If you use before Submerge you will have more clouds so more damage).

Remember that after using Consuming Bellow with several clouds you will also be able to hit basic attacks without stopping.

In late game the most important thing is to constantly use Venomous Haze > Submerge to fill the terrain with clouds.

How to play Jormungandr

Gameplay Start / Early Game
  • Start at the Fire Giant side in the lane. You have to start on the blue buff leveling up your Venomous Haze, if you have Sundering Arc use it to do the bluee fast, and then go to the lane to push the minions. If you don't lose any minions you will go up to level 2 when you manage to kill one more minion from the next wave of minions.

  • It is important to know that in order to push the minions correctly you have to use Venomous Haze and next use Consuming Bellow trying to hit the enemy god and minions. You have a very good 1vs1 thanks to the fact that you clear the waves of minions very quickly and you can destroy your enemy with your basic attacks.

  • The following moves are push the lane and try to win the Totem (Totem gives gold for all the team and mana regeneration). From this point on you have to try to win the pressure of the lane to be able to kill the side camps and get more gold and experience.

  • On the side camps you can kill the gold camp which doesn't give you experience but a lot of gold, and the two harpy camps give gold and experience. Also if you have pressure you can invade their harpies too.

  • From this point it is repeating the same thing push minions > blue buff > Totem > harpy camps.

  • If you are level 5 or higher and the jungler ganks you and you want to escape quickly, don't think twice and use the ultimate The World Serpent.

  • Remember to buy wards to avoid the ganks and try to comunicate to the jungle to invade blue buffs or try to kill the solo laner.

Mid Game:
  • At this point of the game, which is roughly between 10:00 and 20:00 minutes, you have to push the lanes as quickly as possible and try to rotate, either by using the teleports of the sides of the lane for the duo lane or rotating to the mid lane.

  • If you do mid lane rotations, Jormungandr is a very good character to play slowly in teamfights, thanks to his ability Venomous Haze and Submerge because you create clouds all over the terrain and slowly poke your enemies to then be able to ult The World Serpent to chase and kill the enemy gods. If you manage to kill someone or get enough pressure, you can do the Gold Fury or the Pyromancer.

  • If you use the teleporter from the solo to the duo lane, you have to do the same play but trying to kill the carry or the support and gain the pressure to be able to do the Gold Fury.

Late Game:
  • At this point in the game your job is to be the frontline with the support as teamfights start around the fire giant at around minute 25:00.

  • You have to harass, poke and kill the enemy carry, mid and jungler as they are the most dangerous for your team.

  • To deal with this type of situation you have to take advantage using Venomous Haze to poke enemies and use Submerge to create more clouds and give vision of where the enemy gods are. You have to be careful because you are very big and very easy to focus on, although you are a character with many defenses you have to be prepared to use the ult The World Serpent if they focus on you, to do damage and escape.

  • The moment you have the fire giant buff, the sieges on the Phoenix begin. Here you have to continue taking advantage of your clouds with Venomous Haze and Submerge to get a kill and destroy the Phoenix with the help of your carry and mid. You can also go with your jungle to another Phoenix to create pressure since you have a lot of defense to tank and your jungle can do good damage to the Phoenix easily.

  • If the enemy has the fire giant and it is your turn to defend the Phoenix, you have to be in a group with your team and defend under the Phoenix, being careful with the picks.

  • Constantly call for all information, when you engage try to be followed by your team, always be sure of your decision making.

  • Remember to wards all the zone on fire giant and when you are sieging you need wards too.

How to ward as Solo

White circles: Vision Ward
Green circles: Sentry Ward

Early/Mid Game

Here you can see the best spots to ward as a Sololaner.

These wards will help you to know where the enemy sololaner is moving, as well as if the jungler is trying to gank you.


High Pressure Game

These wards are when you have a lot of pressure in lane and you want to invade blue buffs and red buffs. Remember to call your team that you want to invade so they can help you.


Late Game

These wards are for fire giant teamfights. Remember that you can only have 2 wards active at the same time, so you will need help from your team to ward the entire area from the fire giant.


Siege/Defense Phoenix

These wards are very important when it comes to sieges and defending phoenixes. In this case, the wards are the same whether you defend or attack.
This wards are important because mages often cast abilities through walls, you will be able to react better to their abilities.

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