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How to Play Jormungandr Mid, and why you shouldn't

0 3 16,682
by bombboy21096 updated March 10, 2019

Smite God: Jormungandr

Build Guide Discussion 14 More Guides
Choose a Build: Build 1 - Fun, damaging and completely impractical
Build 1 - Fun, damaging and completely impractical Build 2 - More practical, but has its own issues
Tap Mouse over an item or ability icon for detailed info

Jormungandr Build

All Items

Notes Purchase Order:
Mages Blessing ->
Book of Thoth ->
Shoes of Focus ->
Spear of the Magus ->
Gem of Isolation ->
Obsidian Shard ->
Sell Mages Blessing, buy Soul Reaver ->
Sell Shoes of Focus, and buy Mantle of Discord and Elixir of Speed

Notes

Purchase Order:
Mages Blessing ->
Book of Thoth ->
Shoes of Focus ->
Spear of the Magus ->
Gem of Isolation ->
Obsidian Shard ->
Sell Mages Blessing, buy Soul Reaver ->
Sell Shoes of Focus, and buy Mantle of Discord and Elixir of Speed

Build Item Mage's Blessing Mage's Blessing
Build Item Book of Thoth Book of Thoth
Build Item Shoes of Focus Shoes of Focus
Build Item Spear of the Magus Spear of the Magus
Build Item Gem of Isolation Gem of Isolation
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver
Build Item Mantle of Discord Mantle of Discord
Build Item Elixir of Speed Elixir of Speed

Late Game

Build Item Soul Reaver Soul Reaver
Build Item Book of Thoth Book of Thoth
Build Item Mantle of Discord Mantle of Discord
Build Item Spear of the Magus Spear of the Magus
Build Item Gem of Isolation Gem of Isolation
Build Item Obsidian Shard Obsidian Shard

Starter

Build Item Mage's Blessing Mage's Blessing
Build Item Spellbook Spellbook
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion

Jormungandr's Skill Order

Venomous Haze

1 X Y
Venomous Haze
1 8 11 12 14

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 9 13 17 20
Venomous Haze
1 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
2 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

Jormungandr Threats

Tap each threat level to view Jormungandr’s threats

Max
0
Major
1
Even
0
Minor
0
Tiny
0

Build 1

Please note: I would not recommend this build in ranked, this is a casual build, it does not utilise and play well into Jormungandr's strengths, however a build does not need to be good to be enjoyable so i would recommend this build if you want to try something fun and different

> Mage's Blessing - Damage and cooldown
> Book of Thoth - Damage and Mana, Jormungandr can have mana issues if you are not careful and attentive
> Shoes of Focus - Cooldown and Movement, provides an early 20% cooldown reduction along with Mage's Blessing and provides the basic 18% movement all shoes do
> Spear of the Magus - Penetration, this provides early game pen, increasing your overall damage and helping with ganks to the duo and solo lane in which the support and solo will most likely build magical protections, it works well with Jormungandrs first ability which has damage over time
> Gem of Isolation - Movement, Gem also helps with his mobility issues, allowing him to more easily stick to and chase targets with the 25% slow it provides
> Obsidian Shard - Penetration, not much to say here, provides more penetration, but penetration more suited for enemy gods with more protections
> Soul Reaver - Damage, late game selling Shoes of Focus and swapping it out for Soul Reaver will yield much more damage overall
> Mantle of Discord - Protections, in this current meta, protections are literally a life saver, building Mantle of Discord can really help because even a few protections can be the difference between life and death, and winning a team fight

Build 2

This is a more practical build for playing Jormungandr Mid, that being said i still would not recommend it in most scenarios, simply due to the fact that Jormungandr is not a good mid laner in the conventional sense. This utilises more protections and plays better into his strengths, utilising more cooldown especially. Of course as Mid laners often are relied on to commit a lot of damage to the team fights, this can mean that the teams damage overall may be lacking

> Mage's Blessing - See Build 1
> Shoes of Focus - See Build 1
> Void Stone - Protections and Damage, this is the first protection item built, providing protections from the enemy Mid laner who is more than often also magical, while also allowing Jormungandr to be more aggressive himself
> Spear of the Magus - See Build 1
> Gem of Isolation - See Build 1, in this case Gem will also provide more benefit in team fights overall as due to the lower damage output of this build you will not be chasing and solo fighting other targets often
> Spirit Robe - Protections and Cooldown, gives Jormungandr more survivability, also giving cooldown reduction and protections, the passive also helping mitigate damage in team fights, especially as it removes the 10% increased damage from the passive
> Chronos' Pendant - Cooldown, this will play more into Jormungandr's strengths, giving more cooldown resulting in overall more damage output
> Mantle of Discord - See Build 1, also gives Jormungandr a full 40% cooldown
> Soul Reaver - This can provide additional damage if it is found to be lacking and it is decided such high protections is not necessary, Void Stone for example could be sold

Whats the deal with Jormungandr?

Jormungandr in my opinion is simultaneously one of the best and worst Mid laners in his current state. I believe that early game he is unrivalled, owing to his high damaging multi target basic attacks, that being said, late game his damage is lacking, being outperformed by most if not all mages. This is the reason Build 2 utilises more protections because Jomungandr just cannot compete in pure damage.

The best early game??

Yes. I have played Jormungandr many times in Mid since his release and every single game has followed the same pattern without fail:
Help clear speed from far away due to the long range on his first ability ->
Use first ability on archers in lane ->
Clear all remaining minions with basic attacks ->
Go to enemy red while they still work on clearing minions ->
Take enemy red with first ability followed by second ability as I am level 2 by this stage

I am always able to gain a lot of buff control early game, clearing enemy red buff followed by the harpies, unfortunately this often has little effect due his fall off in pressure as the game progresses.

So is Jormungandr Mid good?

Sadly not with most team comps, on paper it appears good, but in practice he is a guardian and thusly is better suited to Support or Solo. These are the reasons I believe that Jormungandr is not an effective Mid laner and should not be played there in most scenarios, late game he sucks for pure damage. The only time i would say he is an effective mid would be if your team comp does not have a secondary tank e.g. your solo in a hunter or someone that would not be built tanky, in that scenario a tank Jormungandr mid can work.

Build 2 is an effective build, and can be utilised in the solo lane well, although some alterations would need to be made, such as in the event the enemy solo laner in physical, it is not a perfect build, but works well to make the best of a bad situation, should you find yourself playing Jormungandr Mid.

Summary

Jormungandr is not a substitute for a strong mage mid, however if solo is a hunter of mage and thusly your team lacks a secondary take, Jormungandr mid can be viable and surprisingly strong due to his high AOE damage while also having lots of protections.

Abilites

1. Venomous Haze - Jormungandrs first ability is a simple damaging ability, but has a lot of interplay with his overall kit, a pool is shot out over a large distance onto the ground, damaging and slowing all targets in range and then causing tick damage over the next 20 seconds during which the pool stays on the ground

2. Consuming Bellow - Jormungandrs second ability is more complex, its a basic AOE ability at first, taking a short period of time to charge up before damaging, slowing and trembling all targets around Jormungandr. When utilised with Jormungandrs first ability however its damage will increase, for all pools close to Jormungandr up to 3 the damage of this ability will increase. Following the use of this ability, his basic attacks will also fire at their fastest rate for a short period of time.

3. Submerge - Jormungandrs third ability is a stealth and movement ability, he goes under the ground for 5 seconds and cannot be seen by enemy gods for the duration, unless he takes damage, he also moves at 125% movement speed for the duration. While submerged Jormungandr will also be able to see all enemy gods around him, including stealthed gods such as; Loki, Ao Kuang, Nu Wa, Jormungandr and The Morrigan. At any point during this 5s duration, Jormungandr can attack, he will emerge from the ground, knocking up all enemy gods around him and damaging them. Emerging in a pool from his ultimate or first ability will create 2 more pools lasting only 5 seconds in the direction Jormungandr is facing.

4. The World Serpent - This is Jormungandrs ultimate, he dives into the ground and then can leap 3 times, everywhere he leaps to will leave behind a pool. Jormungandr will deal damage when emerging from the ground at the start of the leap and when entering the ground at the end of the leap, any gods that he leaps over will also be damaged.

5. Immovable - Jormungandrs passive means that he cannot be hard displaced, this includes; Banishes, knockbacks and Knockups. This means his is immune to very powerful team fight ultimate's, such as; Ares and Cerberus ultimates.
instead of being affected normally by these abilities, Jormungandr will instead take 10% increased damage and a fading slow for 2 seconds.

Ability Combo:
Venomous Haze at enemy ->
Submerge through Pool ->
Consuming Bellow between all 3 pools

The World Serpent can either be used to initiate a fight, knockuping up and slowing the enemy gods, allowing for his team to more easily engage, or to cover large distances quickly, to either escape, chase or quickly support a teammate.

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2
Branmuffin17 (395) | March 9, 2019 8:13pm
So I get you're trying a unique concept, and I applaud the effort, but I sort of feel the understanding of builds isn't quite there.

Some specific points:
  • Doom Orb is built early (3rd item) in the first build, and REALLY early (1st item) in the second. This is a late-game only item at this point, due to the really high cost. Don't usually suggest it until later. Having a reasonable power curve is typically important to Conquest matches, and the high cost means you get behind in that aspect.

  • In the 1st build, it's also partially impractical because you're building for damage, but building into your penetration stat way too late.

  • I would argue that Jormun mid doesn't EVER appear "good." His kit just doesn't fit mid that well. But you end up explaining at least that his kit is more suited to Supp or Solo.
In essence, you actually say you don't suggest playing him in Mid. I'd thus say it's better to not suggest a build for him in that role in the first place, though again, I think you're making an effort. Just, in making that effort, a better build direction would be needed.
1
bombboy21096 | March 10, 2019 3:28am
Thank you for your feedback, i agree that Doom Orb is very high cost, but i like the power spike in the first build, in the first build pen is built late, but its more of just a concept build rather than a 'build this every time' build. For the second build I agree with what you say and tbh im not sure Doom Orb fits at all, but I was experimenting with it and I'm planning on changing to guide to not suggest Doom Orb.

Jormungandr is a new god and so everyone wants to play him, play him all around, and in weird roles to get a feel of where he works best and where he doesn't, the goal of this guide was to explain to people who maybe don't get to play as often why Jormungandr doesn't fit the Mid role, but also to show how he could be played, should somebody want to play him there, regardless of whether he should be.
1
Kriega1 (143) | March 10, 2019 11:05am
bombboy21096 wrote:
but also to show how he could be played, should somebody want to play him there, regardless of whether he should be.


But why dedicate a guide for it? It should only be regarded for emergency situations if you had a teammate trolling, and even then 1 simple build would be enough.

You also have 40% CDR in your build when Potion of Magical Might exists, and build spirit robe on Jormungandr when it's already a questionable choice due to his passive. This just further shows your incompetence, quite amusing coming from someone claiming I have a "tiny mind".
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1
Kriega1 (143) | March 10, 2019 10:48am
So basically you're admitting this guide is useless, thank you. You could have fufilled the same purpose with a simple blog post or something along the lines of that instead of making this travesty.

It would be great if you archived this to save anyone else the trouble of having to do it.
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