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Ripped To Shreds | Fenrir: Conquest Build/Guide (S4)

May 27, 2017 by Draisaitl
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Fenrir Build

Smite God: Fenrir

Item Purchase Order

Jungle Start

Build Item Bumba's Mask
Build Item Bluestone Pendant
Build Item Healing Potion
Build Item Healing Potion
Build Item Multi Potion
Build Item Multi Potion

Solo Start

Build Item Mark of the Vanguard Build Item Boots Build Item Healing Potion Build Item Healing Potion Build Item Healing Potion Build Item Multi Potion Build Item Multi Potion Build Item Multi Potion

Support Start

Build Item Watcher's Gift Build Item Boots Build Item Healing Potion Build Item Healing Potion Build Item Mana Potion Build Item Mana Potion

Ability Based Build

Build Item Warrior Tabi Build Item Jotunn's Wrath Build Item Heartseeker Build Item Hide of the Urchin Build Item Titan's Bane Build Item Brawler's Beat Stick

Auto Based Build

Build Item Warrior Tabi Build Item Jotunn's Wrath Build Item Devourer's Gauntlet Build Item Brawler's Beat Stick Build Item The Executioner Build Item Qin's Sais

Support Build

Build Item Reinforced Greaves Build Item Breastplate of Valor Build Item Jotunn's Wrath Build Item Hide of the Urchin Build Item Bulwark of Hope Build Item Shifter's Shield

Solo Build

Build Item Warrior Tabi Build Item Breastplate of Valor Build Item Jotunn's Wrath Build Item Heartseeker Build Item Bulwark of Hope Build Item Titan's Bane


God Skill Order

Unchained

Unchained 1 8 10 11 12 key bind

Seething Howl

Seething Howl 4 13 14 15 16 key bind

Brutalize

Brutalize 2 3 6 7 9 key bind

Ragnarok

Ragnarok 5 17 18 19 20 key bind


Ripped To Shreds | Fenrir: Conquest Build/Guide (S4)

Draisaitl
May 27, 2017


Introduction




Hey everyone! My name is Draisaitl (after the hockey player) and I am a Fenrir main. This is the updated version of my Season 3 Fenrir guide going into Season 4. I got pretty slack updating the guide towards the last stretch of the season because I was busy, but there's no better time to update than the start of a brand new season. The meta hasn't changed too much in regards to just Fenrir, if anything he got even better with the Season change.

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 no worries. If you're reading the guide portion, you're obviously here to learn. Note that I put builds for Fenrir Jungle, Support, and Solo. But most of this guide will be focused on Jungling. I will post sections specified for Solo and Support.

Items


Building Fenrir properly is step 1. This being said, it should also be noted that Fenrir is probably the most flexible jungler there is in terms of how he can be built. But in this guide we're talking about Damage Output. Something that needs to be accepted right off the bat is this:

Fenrir's ability damage falls off Mid-Late game!

Moving Mid into Late game, Fenrir's ability damage mostly becomes incredibly irrelevant and, if anything, makes you an easy target for the other team.

Ability based Fenrir is obviously fun, anyone who's played Fenrir could probably tell you that. But if you're playing competitively, or against anyone who slightly knows what they're doing at that, you need to convert from ability into an auto-based build.

Bumba's Mask



~ The absolutely necessary starter item for ANY jungler. This item gives extra health and mana, true damage and extra power against jungle camps, and restores health and mana for clearing the camp.

Bluestone Pendant / Death's Toll



~ Both Bluestone and Death's Toll are completely viable and it is a matter of preference. The way I see it, Bluestone allows for early aggression with the power buff and extra damage, where as Death's Toll allows for better sustain, granting initial lifesteal.

Warrior Tabi



~ The obvious choice of boots for most Physical gods. This item gives decent initial power and the necessary movement speed. Pretty self explanitory.

Jotunn's Wrath



~ Jottun's Wrath is the perfect item for ability based Assassins, granting additional physical power, CDR, mana, and most importantly, early penetration. This item is crucial to get on Fenrir right after boots. Some people have argued that Hydra's Lament might be better to build before, but not in Fenrir's case.

Devourer's Gauntlet



~ As I said before, when you're getting Mid-Late game is when you need to start converting to auto-attacking vs relying on your abilities. When you build this as 3rd item, you're most likely still going to be ability based. But it is important to build this 3rd so you can get the stacks up and be at full potential when you do convert to auto attacks. This is, with almost no doubt about it, the best lifesteal item you can get. Using this combo'd with Seething Howl, there aren't many gods who will be able to outbox you.

Brawler's Beat Stick



~ Brawler's Beat Stick is a great item to pick up, even if there aren't any healers on the other team, because when boxing someone (mainly the enemy ADC) you are going to want to out-lifesteal them. That being said, this item also gives decent power and 15 extra Penetration.

The Executioner



~ Item #5, you're going to sell Bumba's Mask for what you choose to purchase here. When you're building auto-attack based, you're going to need something that grants attack speed. The Executioner is a necessity for that reason, as well as the percentage penetration that it gives.

Qin's Sais



~ Item #6, you're going to sell your second starter item for what you choose to purchase here. We're at the last item, and most people think of the last item as the item slot that is 100% situational. But in this build, that is not necessarily the case. In this item slot, I strongly recommend building Qin's Sais, which grants extra attack speed, power, but more importantly, an extremely potent passive. Especially against tanky targets. This item will make your damage go through the roof and, as a result, your lifesteal as well.

Magi's Blessing



~ Item #7? ... When you make it to late game, like I said before, your abilities become irrelevant. This means that the Jotunn's Wrath you bought becomes somewhat useless. You no longer need the CDR, you're maxed out so the mana is unnecessary, and 10 penetration is nothing at this point. THIS is the item slot that is 100% situational and you build whatever you see fit. Sell Jotunn's and build whatever you're missing. More times than not I build Magi's Blessing because it's more or less a free Purification Beads, but again, this item slot is 100% situational.

Skills





Unbound Runes

"Fenrir gains efficiency as he attacks. Every hit from a basic attack activates 1 rune, up to a max of 5. Each of Fenrir's abilities gain an additional benefit 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 (max 5)
  • 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 IF POSSIBLE. Especially when you're ganking.
  • I like to use jungle buffs to my advantage for full runes before ganking.





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."

  • 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 hits, cooldown is halved
  • Can be used to jump through walls, great for ganking or escaping.
  • Very effective for avoiding enemy moves, if timed right.





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%."

  • A built in buffing ability.
  • Grants Physical Power and Lifesteal
  • Abilities used after this move are only granted Physical Power buff
  • Great for farming to restore health.





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."

  • A move that deals 4 almost unavoidable hits, dealing +50% Physical Power in damage.
  • Immune to knockups
  • At full runes, each strike deals 75% damage to nearby enemies
  • Good for farming jungle buffs
  • Perfect finishing move.





Ragnarok

"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
  • Carries enemy god for 2 seconds
  • At full runes, protections in this move double.
  • Long term CC immunity and 50% movement speed increase.
  • Do not be ashamed to use this ability as an escape.

Pros / Cons



PROS



  • More adaptable than most people think
  • High damage
  • Multiple escape abilities (Unchained, Brutalize, Ragnarok)
  • Unchained has stun and area damage
  • Brutalize is difficult to escape from
  • Brutalize and Unchained can jump through walls


CONS



  • Weak to stuns
  • Weak to cripples
  • Weak to slows
  • Unbound Runes must be full for max skill effectiveness
  • Relies on enemy misplaying
  • Beads counters ult
  • Somewhat predictable

Jungling




Starting Options




1. Aggression: If you plan on playing aggressive to get an early kill, this is the best start. Especially good against bad early game gods.




2. Sustain: This start is great if you're trying to focus on farming and moving along in the game. Allows you to focus heavily on farming by limiting the number of times you need to recall.




3. Mobility: You get the movement speed you wouldn't get out of the first 2 starts, while still getting a little bit of power. This start helps you get your boots (and your whole build for that matter) online as fast as possible.



Starting Relics: These are the Relics/Actives you're most likely going to want to start with, however each game is situational.



Starting Jungle Route



Jungle starts aren't quite set in stone as far as which one is the best, but at the moment, this is the start that most people are going with. The start also varies. This is assuming you break even in the first minion wave and don't have the push to invade. Before we get into the route, here are a few notable changes from Season 3 to 4:

  • Jungle Camps spawn at 0:30
  • Minions clash in lane at 0:30
  • Mid Harpies are now the worst camp on the map
  • Fire Elementals spawn at 0:40
  • Gold Fury minions now give a free ward

  1. Clear Mid-Lane minions with Mid-Laner
    ~ Strong early game gods should push forward on the 1st mid wave. For the case of Fenrir, I would do so only if you're up against weak early game gods
  2. Clear Speed camp
  3. Clear Mana camp
  4. Clear / Contest Fire Elementals
  5. Clear mid wave
  6. Clear Damage camp
  7. After this point, the route depends on the flow of the game. Remember to check your map consistently and keep yourself busy and you will be fine.

~ REMEMBER You don't have a lane, therefore there needs to be a balance between farming camps/shared minions and fighting. Too little of one/both could end badly.


* Below is a map I've made to help visualize the above route



Additional Tips



  • Wards. Wards. Wards. (Click Here if you don't know Warding 101)
  • Jungling is not just about ganks
    ~ Help push/cover lanes
    ~ Put pressure on enemies with ganks
    ~ Drop buffs for teammates (remember to make them aware it's there!)

  • Steal enemy buffs to get ahead and put the enemy team behind.
    ~ Do this with caution

Soloing




Starting Options



~ Starting options for Solo are just about the same as Season 3. The only notable change I would say is Teleport Glyph is no longer a necessity, depending on your start.


1. Tanky: This start will allow you to tank minions early game (we all know they're OP) as well as help to not get bullied out by the warrior you will most likely be fighting against.



2. Sustain: This start will allow you to stay in lane much longer which is important in solo lane. Especially if you dont buy Teleport Glyph.




3. Aggression: If you plan on playing aggressive to get an early kill, this is the best start. This is definitely not recommended against warriors.




4. ** EXPERIMENTAL** Non-Teleport: This is a start that is still being worked on by solo laners in general, not specifically Fenrir. This start allows you to skip buying Teleport Glyph as your first relic and buy something defensive or maybe even aggressive instead.




Starting Relics: These are the Relics/Actives you're most likely going to want to start with, however each game is situational.




Starting Solo Route


  1. Clear Solo minion wave
  2. Clear / Contest Fire Elementals with Jungler
  3. Clear 2nd Solo minion wave
  4. Clear Mana with Jungler (Let your Jungler get the last hit!)
  5. Clear Speed with Jungler OR return to Solo lane


* Below is a map I've made to help visualize the above route.



Additional Tips



  • Warding gank spots and buff camps (if possible) is a good idea
    ~ Always be aware of your surroundings
    ~ Be ready for the gank
    ~ Utilize Uncahined to get out of ganks

  • Communicate with your Jungler and Mid laner
    ~ Call out if an enemy is missing
    ~ Call for help if you're overwhelmed
    ~ Warn Mid laner of potential ganks

  • Utilize your Jungler to cover your lane
    ~ If you need to recall, consider calling your Jungler to cover your lane to help avoid the enemy getting ahead.

  • Keep an eye on Mana Camps for BOTH TEAMS
    ~ You want to limit how often you recall to avoid enemy tower pushing
    ~ Take your mana camp as often as possible
    ~ If you're pushing the enemy back, consider taking their camps (DO SO WITH CAUTION)

Supporting



I wouldn't recommend Fenrir Support to anyone who wouldn't consider themselves experienced with Fenrir. When you go Fenrir Support, the key is to be very aggressive. I wouldn't recommend this in any competitive game.



Starting Options



1. Aggressive: Used to try and bully out the other team. The idea is to get as many kills/assists as you can as quickly as possible. NOT for competitive games.



2. Tanky Aggressive: Allows you to be aggressive even against a good ADC, where you will be taking basics as well as minion hits. Downside: You lose gold without Watcher's if you don't farm effectively.




3. Standard: I would definitely not recommend Fenrir Support in a competitive setting. But if you're going to do it, this is the start to use.




4. Tanky - SPL Style: The Greaves start was a hit on Fenrir in the SPL to start off a tanky build. This start could be used effectively in a Support instance as well, I would recommend buying Watcher's Gift the next time you recall though.




Starting Relics: These are the Relics/Actives you're most likely going to want to start with, however each game is situational.



Starting Support Route




~ I didn't make a map for this section because Support pathing isn't so straight forward. The starting route is as simple as this:

  • ~ Remember to tank the camps, but don't die.

  1. Clear first Duo Lane wave
  2. Clear Penetration camp with ADC (for you to take, NOT the ADC)
    ~ You want to take the Penetration buff because as the Support, you will be rotating, therefore it is more beneficial to your team for you to take it vs your ADC, who stays in lane.
  3. Move to Duo Lane


Additional Tips



  • Ward as often as possible (Click Here if you don't know Warding 101)
    ~ Support may be the only case that Chalice of the Oracle might be viable
  • As Fenrir Support, your job is to rotate to help with aggression in lanes.
    ~ Although you might be an Assassin, it is still your job to support as if you were a tank, just more aggressively.
  • It is also your job to provide a lot of peel moving into the later stages of the game.
  • You're Support Fenrir. Don't be selfish.

Helpful Videos



Note that some of these videos are from Season 3, but they are not irrelevant. They are still helpful in terms of how to play Fenrir as a god more than mechanics. I will add Season 4 videos to this list as they come out




  • Joust
  • Credit to FrostFangs



  • Jungle
  • Credit to Weak3n



  • Jungle Coaching / Soloing
  • Credit to dmbrandon



  • Jungle
  • Credit to [NRG] Adapting



  • Jungle
  • Credit to Mask

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