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Ripped To Shreds | Fenrir: Advanced Conquest Build/Guide (S5)

August 9, 2018 by Draisaitl
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Build 1
Build 2

Fenrir Jungle

Smite God: Fenrir

Item Purchase Order

Jungle Start

Build Item Assassin's Blessing
Build Item Boots
Build Item Healing Potion
Build Item Healing Potion
Build Item Mana Potion
Build Item Mana Potion

Jungle Build (vs. Squishy Comp)

Build Item Warrior Tabi Build Item Jotunn's Wrath Build Item Void Shield Build Item Shifter's Shield Build Item The Crusher Build Item Spirit Robe

Jungle Build (vs. ≥2 Tanks)

Build Item Warrior Tabi Build Item Jotunn's Wrath Build Item Shifter's Shield Build Item Titan's Bane Build Item The Crusher Build Item Spirit Robe

Bruiser Build

Build Item Warrior Tabi Build Item Jotunn's Wrath Build Item Breastplate of Valor Build Item Hide of the Urchin Build Item Bulwark of Hope Build Item Titan's Bane

God Skill Order


Unchained 2 8 10 11 12 key bind

Seething Howl

Seething Howl 4 13 14 15 16 key bind


Brutalize 1 3 6 7 9 key bind


Ragnarok 5 17 18 19 20 key bind

Ripped To Shreds | Fenrir: Advanced Conquest Build/Guide (S5)

August 9, 2018


Hello. My name is Draisaitl (Drai for short) and I main Fenrir. In Conquest, I find Fenrir a bit underrated. But that's because most people don't know how to use him properly. Seeing that you're reading this guide and not merely just copying the build, that means you are here to learn how to do just that. Anybody can pick up Fenrir and press 3, get a kill, then press 1 to get away. To master this god is a completely different story. You need to realize that Fenrir has his strengths and weaknesses just like any other god, and you're going to need to know his limitations (ex Purification Beads, Cripples, and Stuns.) before you can use him to his full potential. But in the right hands he can be scary to play against and one of the most fun Gods in the game. That being said, let's get into it.

Note that I put builds for Fenrir Jungle and Solo. But most of the guide portion will be focused on Jungling, with mentions of the Solo lane here and there.


Change Log

Pros / Cons

Fenrir - Pros & Cons

........ Pros ........

+ Easy to pick up +
+ Very Adaptable +
+ Lots of Mobility +
+ Flexible Builds +
+ Press 3 Great damage numbers +
....... Cons .......

- Weak to most CC -
- Squishy without defense -
- Relies on enemy misplay -
- Often gets focused -
- Full Unbound Runes needed for ability effects -


Unbound Runes
"Fenrir gains efficiency as he attacks. Every hit from a Basic Attack activates 1 Rune, up to a max. of 5. Unchained, Brutalize, and Ragnarok gain additional benefits when used at maximum Runes and the Runes are consumed. Enemy gods that Fenrir kills will fully activate all of his Runes."

Every time Fenrir lands a basic attack, he activates one Unbound Runes. Killing an enemy god will also activate all 5 runes. Using full runes effectively with each ability is crucial. It is probably best if you get used to getting full runes up before attacking an enemy whenever possible. Especially when you're ganking, as not doing so could result in a dropped kill, or even death. I like to use jungle buffs to my advantage for full runes before ganking.

"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."

This is arguably the most effective skill Fenrir has. Most of the time, this is the move used to initially engage an enemy god, often combo'd with Brutalize. Also used for escaping. At full runes, it stuns enemy god(s) for 1 second. If it connects, the cooldown is halved. Can be used to jump through walls, which makes it great for ganking or escaping. Also very effective for avoiding enemy moves, if timed right.

This ability should be prioritized in leveling 2nd UNLESS you're against an enemy team comp that has multiple Gods that can cancel out your Brutalize with CC such as cripples, stuns, or silences, in which case Unchained
would be prioritized 1st.

Seething Howl
"Fenrir rears back and howls, inspiring himself with a Physical Power and Lifesteal Buff."

A built in buffing ability. Grants Physical Power and Lifesteal. Abilities used after this move are only granted a Physical Power buff. Great for farming to restore health. and can also be used to box and sustain until Unchained and/or Brutalize come off cooldown. You can also utilize the power buff to make Unchained and Brutalize more effective when ganking. Late game, you should be spamming this ability for the potent power spike.

This ability should be prioritized in leveling 3rd due to the damage on Unchained and Brutalize being a higher priority. In a situation, though, where you can't utilize all 4 hits of Brutalize, you may choose to prioritize this 2nd for the power. Most of the time, I prioritize it 3rd. Either way, it is worth putting a point in early (Level 3 or 4) for the lifesteal.

"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."

A potent ability that deals 4 almost unavoidable hits, dealing +50% Physical Power in damage, as well as granting protections (5 + 1 * level). During Brutalize, you are immune to knockups. Note that each of the 4 hits on Brutalize is considered an individual leap, so it therefore can not be interrupted by knockbacks or roots either. At full runes, each strike deals 75% damage to nearby enemies, which makes this perfect for clearing jungle camps. This is also a perfect finishing move.

This ability should be prioritized in leveling 1st, due to the high amounts of damage it can do early-mid game, UNLESS you're against an enemy team comp that has multiple Gods that can cancel this ability out with CC such as cripples, stuns, or silences, in which case it should be prioritized 2nd.

"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."

Deals 120% of your Physical Power in damage and carries the enemy god for 2 seconds. At full runes, protections in this ability double (TOWERDIVE!). Ragnarok gives long term CC immunity and 50% movement speed increase. Do not be ashamed to use this ability as an escape.

This ability should be prioritized in leveling 4th because it is used mostly for the utility of the ability itself and not so much the damage on it. Aside from leveling it once at level 5, this ability should be maxed last no matter what your leveling process is.


Here are a few examples of how Fenrir's abilities can be used. Note that it is very easy to Auto Attack cancel on Fenrir. It is as simple as holding down left click (or whatever your input may be for attacking) after using an abiity and it will automatically AA. After using any ability, be sure to do this in order to maximize your damage output.

Standard Ability Combo

Ability Damage Combo

Ult Initiation Combo


Building Fenrir properly is step 1. This being said, it should also be noted that Fenrir is one of the most flexible junglers in terms of how he can be built. But you can't get caught in the idea of building the exact same thing every game. Especially in Season 5, counterbuilding is more important than ever.









Gameplay Breakdown
Early Game
Mid Game
Late Game
The early game is when Fenrir is strongest, specifically when you hit level 5 and when you get some Penetration built. You obviously want to be smart about how you play, but aggression at this stage is ideal. You have fast camp clear with Brutalize, as well as high single target damage at a stage where everybody on the map has minimal protections and only one relic to use.
When you get to mid game, around the level 12 mark or 3-4 items in, unless you have a serious lead above the other team, you should start toning down your aggression. While Fenrir has not fallen off damage wise yet, you’re going to want to start being a little bit smarter about when you dive into a fight. However, if you’re building Bruiser, that’s your job anyways. For the most part, unless you catch somebody out of position and you’re confident you can win a 1v1, I find it’s best to try and catch your enemies in an outnumbered situation.
Once you’re in the late game, around level 16+ or when everyone has almost finished their builds, positioning is going to be absolutely key, as well as utilizing your abilities for more of a team fight purpose, such as utilizing Ragnarok to pull an enemy damage dealer out of position or Unchained for the stun. You can also utilize Seething Howl to make Tower/Phoenix push go a little bit faster.
If you find yourself behind at any stage of the game, it is bad news for Fenrir because the aggression advantage you would normally have is now gone. You want to get farm where you can and capitalize on opportunities IF they present themselves. Note, though, that there is a major difference between capitalizing on an enemy's mistake and trying to force an opportunity, then dying for it which puts you even farther behind. If you fall behind, focus on farming and taking control of your own jungle/lane. Wards will also be even more important than before in these situations. Utilize your abilities for camp clear and escaping to avoid death. For more information on playing from behind in Conquest,
check out Branmuffin17’s Playing from Behind post.


In the Jungle, starts can always vary. Invading is an option if you choose to do so. But in general, I would say this start is what you should 100% default to. Always be careful of invades. Before we get into the route, note that there's no "exact jungle route", knowing where to go in every situation can't be taught, it's learned.

* Note that this is NOT a Jungle guide. For more information on Jungling, or Conquest in general, check out Branmuffin17's Conquest guide. *

Here are a few things to note in the first few waves:

First Waves Information

Starting Jungle Route
Clear Speed Camp (1). Your mid laner may choose to share the first clear with you, or just start in lane. Clear quickly and keep moving.

Clear XP Camp (2). If your mid laner tries to share this camp with you, say something. From this point on, solo farming the jungle camps is going to be extremely important.

Share Mid/Solo Wave (3). Once you clear the XP Camp, you can either move to Mid lane or Solo lane. I normally default to Solo lane but if you see an opportunity for a Mid lane kill, or if your Mid laner gets ganked, go to Mid instead.

If you go to Mid after XP Camp, do number 5 before number 4.

Clear Mana Camp (4). After you hit the Solo wave, make sure to clear the Mana Camp for your Solo laner.

Clear Mid Camps (5). Controlling the Mid Camps will be important in order to keep your Mid laner ahead.

After this point, the route depends on the flow of the game.


Thank you for taking the time to read my guide, hopefully you learned something. Helpful feedback is always welcome if you may have a different opinion about something or just a helpful tip to make the guide better. I always appreciate constructive feedback. Just leave a comment and I almost always reply.

A HUGE thanks to Branmuffin17 for helping me with basically all of the coding in the entire guide, making it much cleaner and more appealing to read for everybody.

Thanks to Boogiebass who helped me fix errors and issues I ran into with coding.

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