Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Fenrir guides

Fenrir Builds Bruiser/AD/Tank

1 1 34,569
by Beastsfury updated May 1, 2013

Smite God: Fenrir

Build Guide Discussion 0 More Guides
Choose a Build: Fenrir Bruiser Build
Fenrir Bruiser Build Fenrir Ganker/Jungler Fenrir Qin Tank
Tap Mouse over an item or ability icon for detailed info

Fenrir Build

Fenrir Bruiser Build

Build Item Warrior Tabi Warrior Tabi
Build Item Voidblade Voidblade
Build Item Hide of Leviathan Hide of Leviathan
Build Item Frostbound Hammer Frostbound Hammer
Build Item Rage Rage
Build Item Qin's Blades Qin's Blades

Fenrir's Skill Order

Unchained

1 X Y
Unchained
2 15 16 18 19

Seething Howl

2 A B
Seething Howl
3 8 11 12 14

Brutalize

3 B A
Brutalize
1 4 6 7 10

Ragnarok

4 Y X
Ragnarok
5 9 13 17 20
Unchained
2 15 16 18 19

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
3 8 11 12 14

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 6 7 10

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 9 13 17 20

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

Introduction



Lore

Mortals must rely on the wisdom of the Gods, but never forget they are fallible. They can be petty, churlish, and worst of all, wrong. What are the consequences for their mistakes? They should have slain the wolf-beast Fenrir, but they chose instead to bind him. Despite the warnings and prophecies he would tear Odin apart at Ragnorok and devour the earth and sky, they did not end Loki's son. Now, terror roams free. It is unknown how, but Fenrir is Unbound.

Thrice they tried to bind him, each time convincing Fenrir that the chains were nothing more than a challenge for his strength, a test to see if he could shatter them. The first two God-forged fetters were easily broken beneath the beast's terrible power, but the third was a ribbon, dwarf made, and Fenrir grew suspicious of the God's intentions. As a show of faith, he demanded one of them place a hand in his mouth, and if the ribbon proved magical in nature, he would exact punishment. Brave, if foolish, Tyr put his fist in Fenrir's maw as the ribbon was secured to the wolf's leg. Fenrir strained and screamed, but could not break free, and in rage, he devoured Tyr's hand.

For a time, Fenrir was forgotten, the dire prophecy just a memory. But they were all warned and the Gods did nothing. Fenrir is hungry now, the first hunter, an alpha among sheep, but no flesh will satisfy his need. It is revenge he craves, and now he is Unbound.

Pros / Cons

PROS


High burst
One of the best 1vs1 God
High mobility
Great Ganker
Jungler
Fenrir's 1 is great escape tool.

CONS

Can be squishy
High cooldowns
Bad in team fights if played wrong.

Skills

Unbound Runes (Passive)

Fenrir gains efficiency as he attacks. Every hit from a basic attack activates 1 rune, up to a max of 5. Each of Fenrirs abilities gain an additional benefit when used at maximum runes and the runes are consumed. Enemy gods that die near Fenrir will fully activate all his runes.
Unchained

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 halved. Damage: 95/155/215/275/335 (+80% of your physical power). Stun: 1s. Cost: 65/70/75/80/85. Cooldown: 15s.
Seething Howl

Fenrir rears back and howls, inspiring himself with a physical power and lifesteal buff. At full runes, the buff is increased by 50%. Physical Power: 10/20/30/40/50. Physical Lifesteal: 5/10/15/20/25%. Buff Duration: 6s. Cost: 60/65/70/75/80. Cooldown: 13s.
Brutalize

Fenrir pounces to his ground target location. If there was an enemy in the radius, he strikes them 4 times, dealing additional damage with each strike while being immune to knockups. At full runes, each strike deals 75% damage to nearby enemies. Damage: 10/20/30/40/50 (+30% of your physical power). Cost: 70/75/80/85/90. Cooldown: 14s.
Ragnarok (Ultimate)

When Ragnarok arrives, 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 cc immune target deals the damage but ends his ultimate. At full runes, his protections double. Damage: 150/225/300/375/450 (+120% of your physical power). Movement Speed: 50%. Carry Duration: 2s. Cost: 100. Cooldown: 90s.

My view on Team work.

First of all i dont really like telling people how to play these are just guidelines what i try and fulfill when i am playing these roles so if i get a low score for this guide for not going in depth that's ok with me i just don't like people telling you this is how you should play or GTFO.

As Bruiser its quite simple just support your lane if people call out for help do the best you can to support them.

Tank build initiate team fights tower dive when you can and by wards and map awareness is key i see tanks as protectors for your team call out when needed missing from lane etc.

AD/DPS This is a hard one i think you most be cautious yet aggressive always keep you eye out of ganks map awareness support your tank be all up in that **** in team fights never attack head on always came from the jungle and only roam when you know you can pull that gank off my experience i roam to often and fail it really effects your leveling and you fall behind.

Leave a Comment

You need to log in before commenting.

Collapse All Comments

Loading Comments...
Load More Comments
League of Legends Build Guide Author Beastsfury
Fenrir Builds Bruiser/AD/Tank
Table of Contents

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved