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Deity Thor Jungle

Jungler Conquest
6 0 1,672
8.6
by lestimics updated July 22, 2026

Smite God: Thor

Build Guide Discussion 0 More Guides
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Thor Build

Started build

Notes Bumba's Cudgel provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 0,75 second.

Health Potion HP sustain for the jungle and enemy poke.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Bumba's Cudgel provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 0,75 second.

Health Potion HP sustain for the jungle and enemy poke.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Bumba's Cudgel Bumba's Cudgel
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Bifrost Shard Bifrost Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Bumba's Hammer provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 1 second. It's really good for making combos with your skills and basic attacks.

Jotunn's Revenge is very important thanks to the strength and cooldown reduction it offers, allowing you to use your abilities more often.

Hydra's Lament gives you a lot of strength, but most importantly, the passive ability makes your basic attacks do more damage after you use your abilities,perfect for combos between abilities and basic attacks.

Barbed Carver is a very aggressive item that gives you a lot of strength, lifesteal and extra ability damage.

Titan's Bane is a very important item for damaging tanks and gods with a lot of defense.

Heartseeker Pure item to do a lot of damage.

Blinking Abyss You can teleport in front of you, perfect to do an engage or escape quickly.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Bumba's Hammer provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 1 second. It's really good for making combos with your skills and basic attacks.

Jotunn's Revenge is very important thanks to the strength and cooldown reduction it offers, allowing you to use your abilities more often.

Hydra's Lament gives you a lot of strength, but most importantly, the passive ability makes your basic attacks do more damage after you use your abilities,perfect for combos between abilities and basic attacks.

Barbed Carver is a very aggressive item that gives you a lot of strength, lifesteal and extra ability damage.

Titan's Bane is a very important item for damaging tanks and gods with a lot of defense.

Heartseeker Pure item to do a lot of damage.

Blinking Abyss You can teleport in front of you, perfect to do an engage or escape quickly.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Bumba's Hammer Bumba's Hammer
Build Item Jotunn's Revenge Jotunn's Revenge
Build Item Hydra's Lament Hydra's Lament
Build Item Barbed Carver Barbed Carver
Build Item Titan's Bane Titan's Bane
Build Item Heartseeker Heartseeker
Build Item Blinking Abyss Blinking Abyss
Build Item Bifrost Shard Bifrost Shard
Build Item Purification Beads Purification Beads

Situational Items

Notes Magi's Cloak provides good mixed defenses and its passive gives you a bubble that activates when you receive any crowd control and works like the Purification Beads.

The Reaper is very versatile thanks to the strength, direct penetration and lifesteal it provides, in addition to the passive that heals you with assists and kills. If you want more damage you can change it for Blinking Abyss.

Shifter's Shield is very versatile thanks to the number of stats it offers, both defensively and offensively.

Notes

Magi's Cloak provides good mixed defenses and its passive gives you a bubble that activates when you receive any crowd control and works like the Purification Beads.

The Reaper is very versatile thanks to the strength, direct penetration and lifesteal it provides, in addition to the passive that heals you with assists and kills. If you want more damage you can change it for Blinking Abyss.

Shifter's Shield is very versatile thanks to the number of stats it offers, both defensively and offensively.

Build Item Magi's Cloak Magi's Cloak
Build Item The Reaper The Reaper
Build Item Shifter's Shield Shifter's Shield

God Aspect De-Activated

Aspect of Thunderstruck

Thunderstruck is always active; triggering it 3 times on a god heals Thor, slowing and trembling them. Warrior’s Madness grants Protections instead of Strength. Mjolnir’s Attunement no longer deals bonus return damage, and Tectonic Rift has no damage scaling.

Thor's Skill Order

Mjolnir's Attunement

1 X Y
Mjolnir's Attunement
2 7 8 9 10

Tectonic Rift

2 A B
Tectonic Rift
3 15 16 18 19

Berserker Barrage

3 B A
Berserker Barrage
1 4 6 11 12

Anvil Of Dawn

4 Y X
Anvil Of Dawn
5 13 14 17 20
Mjolnir's Attunement
2 7 8 9 10

Mjolnir's Attunement

1 X
Throw Mjolnir forward, dealing Physical Damage to enemies as it travels. When it reaches max range it flies back to you.
  • Gods hit by Mjolnir returning to Thor take 200% damage. Minions take 100% damage.
  • Reactivate while Mjolnir is traveling to teleport to and catch Mjolnir.
Damage: 50 / 95 / 140 / 185 / 230
Damage Scaling: 35% Strength
Range: 11.2m
Radius: 0.48m
Cooldown: 14s
Cost: 55 / 60 / 65 / 70 / 75

Additional Notes:
  • Mjolnir must be in a valid location for Thor to be able to teleport to it.
  • You cannot teleport to Mjolnir if afflicted by a Hard CC, Cripples, or while firing a different ability.
Tectonic Rift
3 15 16 18 19

Tectonic Rift

2 A
Slam Mjolnir down creating a fissure, dealing Physical Damage to enemies as it erupts. Enemies hit are also Stunned.
  • The fissure blocks movement, but allows projectiles to pass through.
  • Reactivate to bring the fissure down early.
Damage: 30 / 50 / 70 / 90 / 110
Damage Scaling: 30% Strength
Stun Duration: 1.2 / 1.2 / 1.3 / 1.4 / 1.4s
Range: 11.2m
Cooldown: 15s
Cost: 60

Additional Notes:
  • The fissure appears over 0.3s, stunning and damaging enemies as it appears.
Berserker Barrage
1 4 6 11 12

Berserker Barrage

3 B
Spin, dealing Physical Damage to enemies around you. You spin twice before unleashing a final cone attack that deals Physical Damage to enemies in front of you.
  • You are Displacement Immune while Channeling
  • Gain 3s of Thunderstruck, causing Mjolnir hits to arc and damage nearby enemies
Spin Damage: 40 / 60 / 80 / 100 / 120
Spin Damage Scaling: 40% Strength
Cone Damage: 65 / 85 / 105 / 125 / 145
Cone Damage Scaling: 85% Strength
Range: 3.2m
Cone Angle: 180 degrees
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Cost: 55 / 60 / 65 / 70 / 75
Anvil Of Dawn
5 13 14 17 20

Anvil Of Dawn

4 Y
Fly into the sky. Choose a location to land dealing Physical Damage to enemies upon landing. Enemies hit are Stunned.
  • You are CC Immune during this ability
  • You are Thunderstruck for 6s after landing, causing Mjolnir hits to arc and damage nearby enemies
Damage: 100 / 165 / 230 / 295 / 360
Damage Scaling: 85% Strength
Stun Duration: 1.5s
Range: 32m
Radius: 3.2m
Cooldown: 110 / 105 / 100 / 95 / 90s
Cost: 80 / 90 / 100 / 110 / 120

Additional Notes:
  • If you are not aimed at a valid location, you will land at the closest valid point when aiming times out.

Thor Threats

Tap each threat level to view Thor’s threats

Max
0
Major
1
Even
2
Minor
0
Tiny
0

Thor Synergies

Tap each synergy level to view Thor’s synergies

Ideal
0
Strong
1
OK
2
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 Jungle role in SMITE 2.

I hope you find this guide as a useful learning resource for playing Thor as Jungle.

Here are my socials:

Abilities

Thor's Abilities


Passive - Warrior's Madness

You gain strength for each enemy god near you, up to 3.

When you use Berserker Barrage and Anvil Of Dawn you gain thunderstruck, this buff deals extra damage to enemies when you hit them.

It's a passive ability that gives you extra damage.


Ability 1 - Mjolnir's Attunement

Thor throws Mjolnir forward, dealing physical damage to enemies as it travels. When it reaches max range, it flies back to you. This ability hits on the way out and back, dealing double damage on the return.

Thor can reactivate the ability to instantly teleport to Mjolnir while it is in flight. It's important to teleport when you've hit someone on the return to do more damage. It can also go through walls.

It is usually used after using Tectonic Rift to stun the enemy and perform Mjolnir's Attunement.


Ability 2 - Tectonic Rift

Thor slams Mjolnir down creating a fissure, dealing physical damage to enemies as it erupts. Enemies hit are also stunned.

The fissure created blocks movement, but allows projectiles to pass though. The ability can be reactivated to destroy the fissure early. It is also very useful for trapping the enemy.

It's very useful to ensure you hit your other abilities and apply CC to make it easier for your teammates.


Ability 3 - Berserker Barrage

Thor begins to spin, dealing physical damage to enemies around him. after spinning twice, he will unleash a final cone attack that deals physical damage to enemies in front of him.

Thor is displacement immune while channeling this ability. This means that if someone knocks you up, for example, the knock up of Bacchus Belly Flop you are immune while using this ability.


Ultimate - Anvil Of Dawn

Thor charges his hammer and becomes immune to CC, launching himself into the sky. Once flying, he chooses a location to land, dealing physical damage and stunning all enemies he lands upon.

This ability is really good for engage and being able to gank easily, as well as applying a great CC.

This ultimate is quite loud and enemies usually hear you, so try casting it from a distance so they don't hear you and you can surprise them.


Example Combos:


From the distante Tectonic Rift to stun the enemy > Mjolnir's Attunement when hit twice, teleport to him to hit 1 basic attacks > Berserker Barrage and continue hitting basic attacks.

If you want to engage or gank with the ultimate: try to no one sees or hears you Anvil Of Dawn > when you fall hit 1 basic attack > Mjolnir's Attunement > 1 basic attack > Tectonic Rift > 1 basic attack > Berserker Barrage.

Remember that you don't have to always teleport using Mjolnir's Attunement, be careful with this in late game because you can easily die if you do this. The players will also try to crowd control you when you use your Mjolnir's Attunement to escape, in this case, you need to be quick to use Purification Beads.

How to play Thor

Gameplay Start / Early Game
  • Start at the Fire Giant side in the lane. You have to start on the scorpion leveling up your Berserker Barrage (In all buffs and camps, it's important to execute skill combos and basic attacks well to gain a time advantage over the enemy jungler) and then go to the red buff in which your mid laner will help you do it so you can get this buff and go to the cyclopede camp next door, then you have to go to the harpy camp next to the speed camp, and then do the speed camp, your mid laner will help you set up the cyclopede camp in front of the speed lane that way you'll both reach level 3, then you'll both go to the middle lane.

  • Now, whoever wins the minion wave pressure decides whether to go to the neutral buff camp or the Gold Fury vision harpies, to gain pressure, you can use your abilities to push faster or attack the enemy mid or jungle, communicate with your midlaner what you want to do ( Thor has a very good early game thanks to his passive that gives you that extra strength Warrior's Madness and the stun Tectonic Rift is really good for comboi with your midlane, if you win this pressure, it's best to take the neutral buff. Now you have several options: you can try to gank the solo lane, but if you really think you'll get the kill, it depends on the enemy god they have and how they're positioned, because if they're under the tower, it's very difficult to get the kill. You can also go back to mid to do another minion wave and keep pressuring mid, then move to the duo lane to look for a gank, or you can farm your harpy Camps. Even after that, you can do a small gank on another lane before backing.

  • After backing, buy what you can from the shop and you'll have two options again. You can look for a duo gank, which should respawn the enemy purple buff so you can invade it with your adc and support. Or you can go solo to kill the stones that respawn in the fire zone and possibly invade the blue buff in the solo lane. Keep in mind that these stones are quite tanky and you'll need help from your solo or mid laner, plus the enemy team won't let you kill them easily, so there will probably be a small teamfight (This option is the most profitable and the best). You can also try to gank the solo before this to leave the opposing solo lane with low health so they can't fight the rocks.

  • After this your entire jungle will spawn, so it's a good time to farm and finish your first item completely and think about what you're going to do next. In the early levels with Thor, it's recommended to level up a bit Berserker Barrage to clear the jungle more efficiently, but it does more damage to enemies Mjolnir's Attunement if you manage to double hit.

  • Remember to buy wards to gather information on the location of the opposing team and the movement of the enemy jungler.

Mid Game:
  • At this point of the game, which is roughly between 7:00 and 18:00 minutes. After you finish farming your jungle, the neutral mid buff and the Gold Fury vision harpies reappear, so try to do them with your midlaner. After this, it's important to look for a gank in one of the lanes because the pressure you apply is very important.

  • The jungle role is one of the most important because you have the ability to put your team ahead. If you go to any lane, you can not only get some kills but also create pressure, and the relics you force are very important for your teammates.

  • Tips for ganking lanes: For example, if you gank the solo lane, they're usually warriors and guardians who are quite tanky, so I recommend ganking more in the first few minutes of the game because they don't have much defense and you can get the fire stones, which give a lot of experience and permanent strength. If you're going to gank the duo lane, the most important thing is where the enemy adc is positioned, rormally, if he is more or less in the middle of the lane, it should be an easy kill, but it's quite common for them to have wards. Teamfights in the mid lane are usually quite dangerous because the support is often there and can easily force you to use Purification Beads. Furthermore, if you manage to get a kill or apply a lot of pressure in the lanes, you can kill the Gold Furys or the Pyromancer, which are very important thanks to the experience and gold they grant.

  • As for the way to use the skills: If you want to gank a lane using your ultimate combo, the most important thing is to use your ultimate far enough away that the opponent doesn't hear it, but still within range to hit them. While it's not always necessary to use Anvil of Dawn to gank, it's also very useful to get close enough to apply the stun combo: Tectonic Rift > Mjolnir's Attunement > 1 basic attack > Berserker Barrage.

  • It's important to pay attention to the objectives. The beacon that appears in the middle is crucial, group up with your team to secure it, as the nagas that spawn are very useful. For this, work with your team using your stun Tectonic Rift, as it's quite easy to hit and follow up. Objectives like the pyromancer and the gold fury are also important, but for these, you need to work with your team, trying to pick someone and using your wall is the most important.

Late Game:
  • At this point in the game, which is around minute 18:00-25:00, your job is to try to pick an enemy carry or be prepared to enter teamfights in a way that allows you to do as much damage as possible.

  • To achieve this, you need a large number of wards around the map to know where the enemy team is at all times, in addition to your frontline doing a good job applying crowd control and damage so you can engage them in the best possible way.

  • If your team pulls the Fire Giant, you don't usually need to attack it unless your team doesn't have much dps. The best thing you can do is look for a stun with Tectonic Rift > Mjolnir's Attunement (You'll probably force a lot of Purification Beads which will be very useful for your team), but without teleporting and calling your team to follow the stun, since it's one of the best abilities in the game. This doesn't mean you can't make a solo play to get the kill on the adc or mage. Furthermore, your ultimate Anvil of Dawn is very useful for fights in Fire Giant because when you go up into the sky you have vision of the map and you can see where all the enemies are and you can engage, although it's a bit risky.

  • In games that go very late, you have to be careful because you can easily get one-shotted, so you have to play calmly and wait for your frontline to apply their crowd control so you can take advantage of it. It's important to know about enemy relics, because for example, if they don't have Purification Beads and you can stun them, they can be easy kills, or if they've already used them.

  • The moment you have the fire giant buff, the sieges on the Phoenix begin. Here you have to play calmly, looking for your stuns Tectonic Rift to poke slowly and poke the Phoenix little by little, you can also be in the mid zoning and creating pressure so that they come to defend you, thus giving your team a better opportunity, play calmly without engaging too deep and playing with your mobility and the extra damage the fire giant provides is very useful for trying to one-shot someone.

  • 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 Jungle

White circles: Vision Ward
Green circles: Sentry Ward

Early/Mid Game

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

These wards will help you to know where the enemy jungle and the rest of the team is moving.


High Pressure Game

These wards are when you have a lot of pressure and you want to invade 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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