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Hun Batz - Jungling At Home

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34 Votes

Smite God: Hun Batz

Build Guide Discussion (24) More Guides
Jungle Glass Cannon Monkey Banana-Eating Bruiser

Purchase Order

Starting Items

Build Item Bumba's Mask Bumba's Mask
Build Item Rage of the Gods Rage of the Gods
Build Item Mana Potion Mana Potion
Build Item Healing Potion Healing Potion

Core Items

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Deathbringer Deathbringer

Raw Power

Build Item Hydra's Lament Hydra's Lament
Build Item Heartseeker Heartseeker
Build Item Transcendence Transcendence
Build Item Malice Malice


Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Titan's Bane Titan's Bane

Universal Protections

Build Item Hide of the Urchin Hide of the Urchin
Build Item Magi's Cloak Magi's Cloak
Build Item Shifter's Shield Shifter's Shield

Physical Protection

Build Item Void Shield Void Shield
Build Item Witchblade Witchblade

Magical Protection

Build Item Ancile Ancile
Build Item Runic Shield Runic Shield

Viable Actives

Build Item Greater Purification Greater Purification
Build Item Greater Sprint Greater Sprint
Build Item Greater Blink Greater Blink
Build Item Greater Aegis Greater Aegis

Hun Batz's Skill Order



1 X
4 15 16 18 19
Overhand Smash

Overhand Smash

2 A
2 3 6 7 10
Sacred Monkey

Sacred Monkey

3 B
1 8 11 12 14
Fear No Evil

Fear No Evil

4 Y
5 9 13 17 20



I'm Jordenito

Hello there, I'm Jordenito. And this is a guide to jungling as Hun Batz, The Mayan Howler Monkey God.

I've been playing SMITE sine about the time Chang'e was introduced. And while I'm not such a good player in-game, I think I know how to play some gods, and Hun Batz is one of them.

This is my first jungling guide, and while jungling isn't my specialty, I feel really comfortable playing Hun Batz.

And This is Hun Batz

Hun Batz is a heavy burst Assassin, capable of dealing massive single target damage while having the ability to completely change the face of a team fight.

But, monkey isn't your regular, auto attack blender like Bakasura. Monkey is ability reliant, he is not a 'boxer'. He is the Assassin who resembles the most to Loki in that sense.

Have you been keeping up with the pace? Hun Batz no longer has his terrible, long-*** swing chain. He now has a 1/0.75/1.25 swing chain that is very fluid and smooth.

NOTE: I don't mind how you vote for this guide, but please, if you downvote, leave a comment below how you think my guide is bad, where I should improve and what you think is wrong. Thank you.

Advantages / Drawbacks

Advantages / Drawbacks

immortal spirit

High Burst & Area Damage

High Mobility

Team Fight Asset



Zero Sustain

Mana Hungry

Ability Reliant

In Short
Monkey See, Monkey Burst




The first thing to know about the monkey is he does! What are his abilities and capabilities and how you can utilize them to become the king of the jungle!


Infused Strikes - This is what makes Hun Batz who he is. The burst potential is insane if you crit. To use this passive to its maximum effectiveness in fights, use an ability, then auto attack once, then another ability followed by an auto attack, etc. Note that there's no delay as opposed to Polynomicon so feel free to spam that combo.

Somersault - The slow combined with your passive works really well. Use it to escape and initiate, though try to initiate with the teleport from Sacred Monkey before using Somersault as you can also use the jump defensively, as opposed to the teleport. If you want to invade at level 1, this ability is your go to as the slow on it is insane.

Overhand Smash - Your main ability, your nuke, if you will - it does the most damage out of your basic abilities. Try to hit as many enemies as you can with it, and don't forget, that because of its long animation, you can cast it a little bit before engaging or clearing the camp to save time.

Sacred Monkey - Apart from the obvious use of damage, the teleport is insanely useful for surprise initiation, namely with Fear No Evil, but it's also great for dodging attacks by surprise and avoiding enemies and their abilities. Remember, you can always bounce this ability off of things like Vulcan's Turret or Loki's Decoy.

Fear No Evil - But fear this ultimate, as it is insanely powerful. Try to hit as many enemies as you can with it, and perhaps disrupt abilities like Berserker Barrage. Note that enemies will be feared directly away from the totem in the center of the ultimate, so you could make them run away from you, towards you, or into a wall.

Skill Order





















You start with Sacred Monkey as it does 5 more base damage than Overhand Smash at level 1 and it hits the same amount of jungle creeps.

Then you put 2 points into Overhand Smash at levels 2 & 3. At level 4 one point into Somersault in case you need to escape/gank, and finally one point into your ultimate.

From there, you'd want to prioritize Overhand Smash and max it first. It scales insanely fast, plus it's cooldown scales as well. It is your main ability. You need it.

Obviously, whenever you get the chance, put a point into Fear No Evil.

Sacred Monkey is should be maxed before Somersault just because it does more damage. Sure, the cooldown on Somersault scales, but since we build lots of CDR, it isn't as effective.

Skill Combos

Basic Abilities Combo


Full Power Combo


NOTE: If you need to close a gap or initiate by surprise, feel free to use your jump or Sacred Monkey and change the order of the combos a little bit. They are just for general idea.



Find out what are the directions of building the monkey's equipment. What is a must have, what is helpful, and what is completely useless!

Core Stats

Power: Hun Batz's main role, apart from fearing the entire enemy team, is dealing damage, and a lot of it. His abilities scale very well.

Penetration: No matter which enemy you are fighting, they will always have some physical protection, and without the penetration, your damage will drop harshly.

Cooldown Reduction: Hun Batz is ability reliant. You want to have that time where you are useless cut down to its least, and have as many ultimate as you can.

Profitable Stats

Protections: Hun Batz transitions really well from an Assassin to a Bruiser late game, and so protections are the path to this transition.

Critical Strike Chance: 30% crit from your passive is nice, but not enough to guarantee the damage, an, frankly, who doesn't love to see those bloody numbers?

Useless Stats

Lifesteal & Attack Speed: These aren't suited for the same reason: Hun Batz is not a boxer. He is not Kali. He uses a lot of his abilities for damage.



How to build the monkey, what are his favorite items, and why he is so good with them.

Starting Items

Bumba's Mask: The standard start for junglers. Provides good sustain, extra gold and faster clear.

Rage of the Gods (HoG 2): Helps in the early clear and in counter jungling, especially with the 60s cooldown. Later on decide whether you want Fist of the Gods or the option to steal camps with HoG 3.

Consumables: I'd recommend going for either a Healing Potion and a Mana Potion, or a Multi-Potion and a Ward.

Core Items

Warrior Tabi: A pretty standard item for Assassins. Provides mobility, damage and penetration which help you a lot in the early game. Usually I get this item first.

Jotunn's Wrath: Power, Penetration & CDR. Everything you need. Fits Hun Batz like a hand to a glove, or like wrath to... Jotunn...

Deathbringer: Takes up your crit chance to 50% when combined with your passive, which will also a lot more damage.

Raw Power

Transcendece: On its own, this item grants you about 100 power at level 20, in addition to getting rid of your mana issues.

Heartseeker: If you get ahead early, this is a great item to further extend your advantage.

Hydra's Lament: Lots of power and capping our CDR? Oh, and a passive that deals extra damage when you auto attack after casting an ability? Now where does that sound familiar from?...

Malice: Takes up your crit chance to 70% with Deathbringer and Infused Strikes, and if you build a lot of power, this item's passive is really effective.


Titan's Bane: Pure penetration that is especially useful against enemies with heavy physical protection.

Brawler's Beat Stick: Lots of power and very useful flat penetration, in addition to a great anti-heal.

Universal Protection

Shifter's Shield: Straight up protections and power. When you are in need more power, it gives more power. When you are in need of more protections, it gives more protections.

Hide of the Urchin: The finest protection item you'll ever find. Provides lots of protections from both kinds in addition to some health and mana.

magi's blessing

Magi's Blessing: If you want to be an unstoppable wrecking force, this will allow you to do it. Get this against enemies who heavily rely on their CC, such as Anubis or Ymir.

Physical Protection

Void Shield: Enemies have 3 physical powerhouses? Need some more penetration? Don't want to give up power? This is the item for you.

Witchblade: If you really need to counter many auto-attack reliant and no one on your team can get it, this is a good choice.

Magical Protection

Ancile: Tons of magical protection and a load of physical power AND capping your CDR. Amazing against lots magical-centered teams.

Runic Shield: If you don't have the time to stack Ancile or just seek a whole lot of magical protection with some power, go ahead.

Viable Actives

Aegis: Aegis saves lives against enemies with heavy burst abilities like the Kraken.

Beads: The usual second active, to ensure you won't be disabled by CC.

Greater Blink: This is a pure luxury choice. If you don't feel like you need any of the other actives, this will allow you to initiate fights and gank better.

Sprint: If you are facing enemies who rely on slows and don't really need the other actives, this is great for choice and escape.

The Jungle

The Jungle

Oh the jungle. The sweet home of the monkey. Where Furies, Cyclopes, Gold Furies and Fire Giants lay. Let's get into business.

If you are completely unfamiliar with jungling, you should read this guide: The Jungler's Handbook, written by Subzero008. Give it an upvote if it helped you.

The jungler has many jobs, but I'll sum it up by this:
A Jungler helps his team. Dropping buffs, defending a lane, pushing a lane, ganking, helping clear a wave.

The jungler helps.

There's a general priority for a jungler which you should follow:
1)Lanes. Defend lanes, gank, help push. Mostly when team mates call you.

2)Mid-Furies. Helping yourself and your mid-laner gain more experience and gold.

3)Farm & Drop buffs for team mates. These come hand in hand.

Starting the Match

There are 2 ways of starting the match.
If solo lane is on the right, solo the red buff, then go to the blue buff with your solo laner and from there to the solo lane for a few waves.

If solo lane is on the left, clear the speed and blue buff with your solo laner and then go to the solo lane for a few waves.

Clearing Camps

Hub Batz's clear is strong throughout the entire game, and is really strong in the mid game, where a single ability and an auto attack or two are enough to clear most camps.

Clearing Camps: Your main clearing ability is Overhand smash, as it does the most damage. Early game, you also use Sacred Monkey, as you need the extra clear. Use HoG whenever possible, preferable on buff camps if there are available.

Do not use Somersault early on to clear camps unless you intend to go back to base or just need to get from camp to camp. Otherwise, you will deplete your mana even more quickly, so stick to Sacred Monkey and Overhand Smash.

Counter Jungling

Counter jungling is done in order to deny the farm and buffs from the enemies while taking it to you and your team. Luckily, Hun Batz is one of the best counter junglers in the game.

There are three key elements in counter jungling.

Fast Clear: Hun Batz is quite strong in this aspect. Use two of your abilities to clear and a few auto attacks and you are good to go. The use of HoG also aids in this situation. When you do use HoG, save it for when you know it'll kill the jungle camp. If you use it from the start and get compromised before finishing clearing, it'll be wasted.

Vision: In order to not get caught with your pants down while counter-jungling, you must have map awareness. Knowing where the enemy jungler and the enemies of the nearest lanes is a must. These are assisted by Wards, obviously. Furthermore, enemies might have wards in the jungle themselves. Sentry Wards can help with that.

Escapism: Inevitably, there will be games where enemies will detect and ambush you. Luckily enough, Hun Batz has spades in disengage. The standard would be just jumping over the wall, but even things go south very quickly and prevent you from doing so, just fear the enemies and then escape to freedom. Plan a route where you know it'll be safe to go to, and pay attention.

Alternatively, you can also duel the enemy jungler when counter jungling. Counter jungling isn't something that should be done defensively and passively. You can go aggressive, if you know you have the advantage.

Fight: Because of your high burst and amazing dueling potential with Fear no Evil, you can easily burst someone down when they try to approach you. Just fear them to the wall and smack them to death.


Your ganks divide into two different categories.

Ultimate Ganks: There is almost no greater ganking tool in the game when talking about Fear no Evil. You can choose towards where to fear your enemies, when, and cannot miss it. Basically, fear them towards you or towards a wall, and slap them while your allies hit easy set-up abilities thanks to you.

Non-Ultimate Ganks: Here you bring almost nothing other than damage. So, the element of surprise is key, to buy you more time to deal your damage. Another tool would be the slow on Somersault. 50% slow for 2 seconds is massive, and while it doesn't immobilize the target as well as your ult, it can certainly help setting up abilities. Just focus a single target and deal as much damage as possible.

The Monkey's Roles

The Monkey's Roles

Unlike most other Assassins, the monkey excels in team fights. His AoE damage, mobility and ultimate contribute to team fights and may determine its outcomes.

Dealing Damage

Hun Batz has two ways of dealing damage to his enemies.

Area Damage: This is done by all of your abilities. All of them have the potential to hit more than one enemy, and so in team fights, that is a huge asset. It's pretty simple though - just use one of the combos described earlier, or perhaps alternate between their order according to your need. Cast the abilities, hit as many people as you can with it.

Single Target Damage: This is a bit more complicated, and is done with your auto attacks and perhaps Sacred Monkey, but that's debatable. The best way of doing so is choosing a target and then focusing and committing to it. Auto attack only after using an ability to get that crit chance, considering your abilities are available.

Basically, in a team fight, you choose your target onto which you you'll focus with your single target damage, and try to hit as many people as you can with your abilities, considering that hitting your target is the first priority. Hit many enemies with an ability, then auto attack your target once, repeat.

Flanking & Initiating

As opposed to most other Assassins, Hun Batz can not only change the team fight, but initiate it.

Initiating: Your only real tool for initiating team fights is Fear no Evil, and it is the only tool you need. Being such a wide area effect and having such good CC means that a fight could practically end in that 1-2 seconds of fear duration, with good coordination from your team. Cast this ability in the middle of the team fight and try to hit as many enemies as you can.

There is one drawback for Fear no Evil, and that is Beads. If you see that many of the enemy team have Purification Beads, and know that probably all of them have them off-cooldown, they will just ignore the effect of Fear no Evil.

And so, apart from being a distraction, which is nice by all means, it won't do much. What you can do is either wait for the enemies to blow their beads off, namely when your Guardian uses his CC, and then disengage, so that in the next fight Fear no Evil will affect them. It could also work vice versa where you burn their beads.

Flanking: Most of the times, you won't be able to jump into the fight and initiate with Fear No Evil by yourself, rather than you'd be tied to your Support to do so. To be able to initiate by yourself, you can go behind enemy lines and then surprise them. Because of Hun Batz's high mobility, and perhaps with the help of Wards and Counter Wards, you could flank the enemies very quickly and surprise them in no-time.

God Match-Ups

God Match-Ups






Subzero008 - One of the best guide crafters out there. Helped with some designs in my previous guides. And he wrote The Jungler's Handbook.

Piederman - The author of the amazing guide of Ao Kuang - You'll Never Break My Wind. Lots of my designs are inspired by him.

TormentedTurnip - Dr. Paco is also a great guidecrafter and an arena specialist. Some of my designs are also inspired by him, specifically the Stats section.

Firraria - Point out the choice of Transcendence over Heartseeker.

Sanguis - Thanks for the skill-sequence BB code.

BestMinionEver - Marki has pointed out the option of starting with Death's Toll instead of Bumba's Mask. He also great jungling guides and a counter-jungling guides. Check them out!

jhoijohi - Without her "making a guide" guide, I wouldn't have been able to write this guide.



Well, this has been me for Hun Batz. This is what I know about the monkey and how to play with it.

I hope you've enjoyed the guide and I'll be more than happy to know your opinions about it, good or bad. Criticism, feedback, how ever you want to call it, is more than welcome. Even spelling mistakes. Just remember that I'm not a native English speaker.

If you want any help from me, regarding anything about this guide, BBcoding, anything - just ask. I'll be glad to help you.

Also, if you happen to be a talented artist who has some free time and/or have a link to some Hun Batz artwork, or a banner, I'll be more than happy if you linked it to me. I'll give you anything.

Just remember, we are allowed to disagree. If you think something is wrong/needs improvement, make sure to leave a comment below.

Thank you again, Jordenito out.

Change Log

Change Log

January 29th, 2014

  • Guide Published!

January 31st, 2014
    Added a 'Clearing Camps' sub-section in 'The Jungle' section.

February 5th, 2014
  • Added a Youtube video.

February 1st, 2014
February 14th, 2014
  • Added a 'Videos' section and added some videos in it.
  • Added some notes in the 'Ganking' sub-section.

February 19th, 2014[
February 28th, 2014
  • The guide has gone over major visual changes and improvements.
  • Added some sub-section under some major section, such as "Skill Order" under the main "Skills" seciton.
  • Added eye of retaliation to the build.
  • Added a 'God Match-Ups' section. Within it are Nemesis, Ares and Anubis.

April 8th, 2014
  • "Advantages & Drawbacks" - Added "High Area Damage" to the "Advantages", removed the "Terrible Swing Chain" from the "Drawbacks" and added "Mana Hungry" & "Ability Reliant".
  • Disassembled the 'Situational Items' to 'Defense Items' & 'Power Items'. Added magi's blessing & Hide of the Urchin to the 'Defense Items' and Heartseeker to the 'Power Items'.
  • Added a 'Purchase Order' subsection under the main 'Items' section.
  • Some minor visual improvements and spelling corrections.

May 24th, 2014
  • The items in the "More Power" subsection have been separated to "Power" and "Penetration".
  • "Penetraton" now consists of Titan's Bane & Brawler's Beat Stick.
  • "Power" now consists of Transcendence, Heartseeker & Hydra's Lament (which was moved from "Core Items").
  • Added sprint to the "Viable Actives" subsection.
  • Removed the "Purchase Order' subsection under the main Items section.
  • Some visual updates to the 'Advantages & Drawbacks' expansion.
  • Added a "Counter Jungling" subsection under the main "The Jungle" section.
  • Fixed the broken links of the blue arrows in the skill combos and jungle clearing.

June 3rd, 2014
  • Added a new option for starting items where you can swap Bumba's Mask for Death's Toll (thanks to Marki)
  • Made some visual changes to the item section, advantages & drawbacks section and the skill combos.
  • Changed the icons of the arrows in the combos.
  • Rephrased a lot of paragraphs, mainly the items explanations under the item section, the skills explanations under the skill section and the stats section.

August 2nd, 2014
  • Removed Potion of Physical Might & Death's Toll from the build, as well as the 'Advanced Starting Items' category.
  • Changed the 'Starting Items' to now contain Rage of the Gods (HoG 2), Bumba's Mask and consumables.
  • Added Ancile and Witchblade and disassembled the 'Defense' category to 'Universal Protections', 'Physical Protection' and 'Magical Protection'.
  • Moved the example builds into different, separate builds.
  • Removed the 'Squishy' drawback.
  • United the 'High Area Damage' and the 'High Burst Damage' to 'High Burst & Area Damage'.
  • Overhauled the 'Expansion' spoiler in the 'Advantages & Drawbacks' section.
  • Rephrased some of the skill explanations.
  • Renamed the ability combos.
  • Removed the 'Tips & Tricks' subsection under the main 'Skills' section.
  • Added a 'Critical Strike Chance' stat under the 'Profitable Stats' subsection.
  • Rephrased some items explanations.
  • Overhauled the 'The Jungle' section, as well as the 'Team Fight Tactics' section which was renamed to 'Roles of the Monkey'.
  • Made some general visual changes to the 'Stats', 'Items' and 'Skills' sections.
  • Replaced the Rule divider with a custom, orange-yellow divider.
  • Added a black divider to separate different parts in subsections.

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Sort Comments By
Greenevers (105) | June 7, 2014 11:59am
I just noticed, I like the new arrows :3
Jordenito (66) | June 7, 2014 7:28am
As far as I'm concerned, it has always stacked. There is no reason for it not to. Infused Strikes is his passive ability which grants increased critical strike chance after using an ability where as Hydra's Lament adds bonus damage to your next basic attack after casting an ability. Much like Loki, where Hydra's Lament stacks with the bleed from Vanish and the increased damage from Aimed Strike, it stacks with Infused Strikes. But, the damage from Hydra's Lament is shown in yellow numbers near the basic attack damage. It is not calculated in the total basic attack damage and thus isn't affected by critical strike chance.

So, suppose you have 200 physical power, so Hydra's Lament will proc for 100 extra damage, and regular crits without Deathbringer do 400 damage (regular crits do 2x damage, with Deathbringer it's more). So, suppose you use Overhand Smash and then auto attack crit, you'll deal 400 damage and 100 additional damage in yellow numbers.

Though, Hydra's Lament does have a cooldown of 4s, as opposed to Infused Strikes which doesn't have a cooldown.
ShaoTheGreat (5) | June 7, 2014 5:43am
Are you sure that Hydra's Lament stacks with Hun's passive. A lot of people seem to think so but I notice absolutely no damage change in his follow up attacks when adding Hydra. I haven't played Hun in a few months, but I'm pretty sure that when they released him it didn't stack - did they change it?
Greenevers (105) | June 2, 2014 7:19pm
Never gave a review for this, but great guide (like all of yours :3). Just a spelling error I caught on while reading. /\

Under Team Fight Tactics and Your Roles, at the last paragraph, first sentence, you put "team fighs" without a "t" in fights
BestMinionEver (69) | May 26, 2014 5:14pm
You should try out DT start, just so strong on him :P

All you need is either Overhand Smash or Sacred Monkey to clear with, so the mana from Bumbas isn't to important. It makes it easier ofc. but the damage you get from DT just makes you super scary early with the passive.

Have not read the guide yet, but I'll have a look at it on the buss tomorrow :)
Jordenito (66) | May 25, 2014 5:58am
Devampi (87) | May 25, 2014 2:36am
Great guide.

Here are some spelling mistakes that I spot:
-under the pros&cons under cons by mana hungry there is standing do't instead of don't
-Under Hydra's Lament is standing noe instead of now

AirJordan73 (1) | May 5, 2014 12:24pm
Thanks Jordentino! I usually use Heartseeker just to improve his early game a little bit, and I usually have enough gold by the time I'm level 6 or 7 to finish it early and clearing the XP and buff camps, along with helping out solo or mid push a wave will usually give me enough stacks to pack a mean punch, which in turns help my clear speed, and my damage out tremendously early game, until I can get a few damage items.

I only grab Transcendance because of the huge amount of mana he uses, plus it gives a good amount of power, making his Overhand Smash and Sacred Monkey more devastating. other than those items, I pretty much build a standard end game build with Deathbringer and Titan's Bane
OneStepToWin | May 4, 2014 9:11am
Greate guide good build and combos. +1
Jordenito (66) | May 2, 2014 9:27pm
I myself am not a Heartseeker fan, but it certainly is viable. Since the monkey's early game isn't that amazing as opposed to other gods such as Fen, it boosts it up. But I just don't like Heartseeker on junglers as it takes a while to stack them and very easy to lose those stacks. But with the insane scaling on your skills, early game you could hit like a freaking truck.

Bottom line, Heartseeker is a question of personal preference on monkey.
TheZodiacWolf (23) | May 2, 2014 4:24pm
I did few matches with Hun Batz. Though I wonder should I ignore Heartseeker? Doesn't seem it give enough for Hun Batz. His wave clear isn't notice like Fenrir's is early game. I see in you're build you go for cool down and ignore it. Till late game if that. Fenrir does have rune combos. Such as if you have 4 runes you can. Brutalize then auto attack. Unchained with 5 runes for a stun. Auto attack. If near mid furies. You could then Ragnarok and take them to the corner trap them. Use Seething Howl to finish them. Fenrir also has a very unnoticed ultimate 5 rune passive. Doubles protections ignoring the defense cap. Making support Fenrir a thing. Blink is a must though. They will buy beads or die horribly. But you start the fight which supports do late game and for those seconds you won't feel anything and they waste moves that could have been used on the important roles on the team that do damage. But no one thinks about these options. Though I do agree fenrir has a low skill cap. But positioning is used by all gods and plays way more of a role then skill shots. I like what a god can do regardless if it's easy or hard to pull off. I just need more options and Hun Batz can solo lane and jungle. Need to master more great God's. Fought a few amazing Hun Batz players they were almost if not on the same level as my Fenrir. I need jumps and this monkey delivers. Plus that no escaping the monkey teleport.... is scary to face.
Jordenito (66) | May 1, 2014 9:55pm
@AirJordan73 - Thank you for the compliments.
This start is viable, but takes quite some time to stack the items, plus, you lose mobility, and for a jungler, mobility is one of the most important qualities. If you want to start with Heartseeker I'd recommend Warrior Tabi after that and only then Transcendence.
BTW, if you want to have the picture of an item from the database, you should put 2 squared brackets in each side, not 1. You do this: [heartseeker], so add one [ in the beginning and one ] in the end.

@TheZodiacWolf - Thank you! Also, I already checked your guide and upvoted it. Sadly enough, I've never played Fenrir nor I ever will. I refuse to play him as he is very cheap and boring and doesn't take skill in my eyes. He's more boring than Ao Kuang. I know that it doesn't mean that any moron can play like you (I've seen you play with & against Drybear and kick some major, major ***), you are the best Fenrir I've ever seen, but his skill-floor is just too damn low. Like Freya - so boring... Thanks again.
And please now, Fenrir has enough burst already :D
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