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Jormungandr Conquest, Solo build

10 2 38,068
8.4
by pigbull320 updated April 25, 2020

Smite God: Jormungandr

Build Guide Discussion 0 More Guides
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Jormungandr Build

start

Build Item Warrior's Blessing Warrior's Blessing
Build Item Chalice of Healing Chalice of Healing
Build Item Boots Boots
Build Item Teleport Fragment Teleport Fragment

First Full Build

Build Item Warrior's Blessing Warrior's Blessing
Build Item Shoes of Focus Shoes of Focus
Build Item Typhon's Fang Typhon's Fang
Build Item Bancroft's Talon Bancroft's Talon
Build Item Polynomicon Polynomicon
Build Item Chronos' Pendant Chronos' Pendant

Endgame Full build

Notes for your second relic i recommend meditation cloak or magic shell.

Notes

for your second relic i recommend meditation cloak or magic shell.

Build Item Spear of Desolation Spear of Desolation
Build Item Book of the Dead Book of the Dead
Build Item Typhon's Fang Typhon's Fang
Build Item Bancroft's Talon Bancroft's Talon
Build Item Polynomicon Polynomicon
Build Item Chronos' Pendant Chronos' Pendant
Build Item Elixir of Speed Elixir of Speed
Build Item Chalice of Healing Chalice of Healing
Build Item Chalice of the Oracle Chalice of the Oracle
Build Item Teleport Fragment Teleport Fragment
Build Item Cloak of Meditation Cloak of Meditation

Jormungandr's Skill Order

Venomous Haze

1 X Y
Venomous Haze
2 4 10 11 12

Consuming Bellow

2 A B
Consuming Bellow
1 3 5 7 9

Submerge

3 B A
Submerge
6 13 14 15 16

The World Serpent

4 Y X
The World Serpent
8 17 18 19 20
Venomous Haze
2 4 10 11 12

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
1 3 5 7 9

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
6 13 14 15 16

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
8 17 18 19 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

Chapter Title

Kill the lanes archer minions, then focus on the enemy. ignore the sword minions, only last hit them for max gold.
After killing the archers you're free to attack the enemy god and deal as much damage.
Focus on killing the totem as soon as it spawns, its essential to staying in lane for xp. remember to go under your towers range to get the buff every 9 seconds.

Solo jorm is all about widdling down the enemy god and clearing as fast as possible.
Throw venom on sword minions then Bellow the archers.

Your main combo for killing gods is throwing your Venom, Submerging, while submerged look for the enemy jungler with your predator vision.
Try and emerge from your Toxic Cloud as it will create 2 more, try and do this on an enemy god as it stuns them.
Then use your Bellow, absorbing all 3 Clouds and dealing max damage to the god. Then punish with basic attack.

Save your ultimate World Serpent for escaping, engaging, or helping middle lane. Its great for getting out of fights you'll lose.

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League of Legends Build Guide Author pigbull320
Jormungandr Conquest, Solo build
Table of Contents

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