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Scrooge McDragon: A Fafnir Support Guide

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Smite God: Fafnir

Build Guide Discussion (10) More Guides

Purchase Order

Start

Build Item Guardian's Blessing Guardian's Blessing
Build Item Shoes Shoes
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
Build Item Mana Potion Mana Potion
Build Item Mana Potion Mana Potion

Boots (Chose 1)

Build Item Shoes of the Magi Shoes of the Magi
Build Item Shoes of Focus Shoes of Focus
Build Item Reinforced Shoes Reinforced Shoes
Build Item Traveler's Shoes Traveler's Shoes

Physical Defense (Take as needed)

Build Item Sovereignty Sovereignty
Build Item Midgardian Mail Midgardian Mail
Build Item Mystical Mail Mystical Mail
Build Item Emperor's Armor Emperor's Armor
Build Item Breastplate of Valor Breastplate of Valor
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Jade Emperor's Crown Jade Emperor's Crown

Magical Defense (Take as needed)

Build Item Heartward Amulet Heartward Amulet
Build Item Pestilence Pestilence
Build Item Talisman of Energy Talisman of Energy
Build Item Shogun's Kusari Shogun's Kusari
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Void Stone Void Stone

Hybrid Options (Optional)

Build Item Hide of the Urchin Hide of the Urchin
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Stone of Binding Stone of Binding
Build Item Magi's Cloak Magi's Cloak
Build Item Mantle of Discord Mantle of Discord

Damage and Utility (Optional)

Build Item Divine Ruin Divine Ruin
Build Item Gem of Isolation Gem of Isolation
Build Item Spear of the Magus Spear of the Magus
Build Item Shield of Regrowth Shield of Regrowth
Build Item Winged Blade Winged Blade

Relics (Choose 2)

Build Item Belt of Frenzy Belt of Frenzy
Build Item Blink Rune Blink Rune
Build Item Heavenly Wings Heavenly Wings
Build Item Horrific Emblem Horrific Emblem
Build Item Magic Shell Magic Shell
Build Item Phantom Veil Phantom Veil
Build Item Meditation Cloak Meditation Cloak
Build Item Cursed Ankh Cursed Ankh

Example Build vs Standard Conquest Comp (3 physical 2 magical)

Build Item Shoes of Focus Shoes of Focus
Build Item Sovereignty Sovereignty
Build Item Heartward Amulet Heartward Amulet
Build Item Breastplate of Valor Breastplate of Valor
Build Item Void Stone Void Stone
Build Item Midgardian Mail Midgardian Mail
Build Item Magic Shell Magic Shell
Build Item Meditation Cloak Meditation Cloak

Personal Build vs Standard Comp

Build Item Shoes of Focus Shoes of Focus
Build Item Sovereignty Sovereignty
Build Item Pestilence Pestilence
Build Item Breastplate of Valor Breastplate of Valor
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Mystical Mail Mystical Mail
Build Item Heavenly Wings Heavenly Wings
Build Item Belt of Frenzy Belt of Frenzy

Fafnir's Skill Order

Cursed Strength

Cursed Strength

1 X
1 4 6 7 10
Coerce

Coerce

2 A
2 8 11 12 14
Underhanded Tactics

Underhanded Tactics

3 B
3 15 16 18 19
Dragonic Corruption

Dragonic Corruption

4 Y
5 9 13 17 20

Rags to Riches

“Greed is a bottomless pit which exhausts the person in an endless effort to satisfy the need without ever reaching satisfaction.”
Erich Fromm, 20th century American social psychologist


Desire to have is the most potent power. Want, the greatest strength. Through these mindsets are civilizations born, inventions created, rulers indicted.
This human emotion is secretly the worst curse. For those who desire, who want, believe they need, and such does greed breed. For greed is to desire and want all, with no end until everything is yours. And thus is where most great things fall, when they push themselves for something they never needed in the first place.
A war wages on, and the embodiment of greed has entered the battlefield. I'm IceColdPappsi, and with my empty pockets, this guide will teach you about this foul creature: Fafnir, the Lord of Glittering Gold.


"I love gold!



Intro to Investment

In SMITE, Fafnir plays as an aggressive frontline guardian who can apply precise CC and push his team forward. He works great in team comps with lots of area damage or lots of DPS. Just don't get too greedy.

Pros:
Great CC
High Natural Defense
Some mobility with leap
Team Damage Buff
Good damage
Cons:
.
Horrible clear
Predictable Engage
Blown down fairly easily
.

Abilities


Passive: Endless Greed

Fafnir gains 2 extra gold from all minion and structure kills and assists. This helps for early game farm, as you will always be a step ahead of the other support in terms of gold.
Also, you gain 30 protections for holding at least 1000 gold in hand, which is 1 extra physical and magical protection for every 33 gold you have. This is great, because these small amounts mean a lot in the early stages.


CC: Cursed Strength

This is a projectile that stuns the first enemy god hit and slows them and all enemies in the following area. In dragon form, the damage is done over time, and the area reduces protections as well.
This ability is long and fast-firing, so be careful before throwing it. The slow is 20% for 3 seconds, which is long enough to get some great confirming damage. It's best used as poke or setup for a gank. It can also be crucial as a peel, by hitting someone who is chasing you or your teammate.


Buff: Coerce

This is a targeter that affects you and allies. Anyone that is under this buff gets an attack speed steroid and does a percentage of the target's power as extra damage to any enemy hit in the duration. As a dragon, this buff can affect multiple allies. After using this ability, Fafnir gets healed.
The bonus damage is counted as Fafnir's, so it does apply item effects. This can lead to interesting combos that will be touched on later. Also, the ability does not have to be used on you to heal. Furthermore, using this on an ally as they are clearing counts as you assisting them in farming, activating your passive. This ability is great, and can be used to help put extra damage on a carry or heavy DPS character to confirm kills or destroy objectives.


Escape: Underhanded Tactics

This is a leap with a cone in front. Enemies hit by the cone are damaged and disarmed. The farther away you choose to jump, the more time it will take to do so. In dragon form, the cone also stuns on top of the disarm, the damage is done over time, and the targeter can stretch farther.
The cone is very small, but the jump is dangerously quick. It can go over walls. To speak of the dragon stun and disarm, they stun lasts as long as the disarm does, 2 seconds. This is good to decrease the damage of an enemy carry or to initiate a major fight from far away as a dragon. It is also great as an escape, which provides mobility to Fafnir.


Ultimate: Dragonic Corruption

This is an large area of effect that damages all affected over time. After activating, Fafnir will turn into a dragon, and his basic attack will become a ticking Dragon Breath that does not apply item effects. During the transformation, Fafnir is untargetable.
This is the glue to Fafnir's kit. This is where all the extra effects come into play. To initiate a fight with this, you could either stun one person, slowing the others, or jump into the enemy team while they're grouped up, and then ult, catching the immobile enemies with the damage, or making those with escapes waste it, leaving them vulnerable to your team's damage. Some enemies will also burn their relics to avoid your damage. Good to use if caught in a pinch, as it will make enemies back off of you while you are untargetable. Be careful of the duration however, as you are immobile and targetable while turning back into dwarf form, so bad positioning and careless ability use will kill you.

Subsidiaries

Fafnir is a great support, and needs items that makes sure that he can do as much as possible as long and as often as possible. Down below are explanations of what you may consider to build.

Guardian's Blessing

This starter is a must buy for every support. It gives 100 health, protections of each kind, and extra gold on minion assists, which combines great with Fafnir's passive.
Also, giving 7 health and mana on each assist of a minion, along with increasing the amount of idle gold/gold per every 5 seconds you get, this item makes supports stay relevant throughout the game. After 50 minion assists, you will gain +1 gold every second, from 3 to 4, which adds up nicely.

Boots

Now is the hardest part of the build, made easy depending on your playstyle: Which boots do I buy? Each one compliments a different Fafnir, so picking one may default you to that specific persona.
  • Shoes of the Magi is for the fight-starter. It has a high amount of power, and added pen for that early pressure and damage. It doesn't seem like a lot, but early game, the other guardian and solo will have about 30 protections naturally, and the squishier gods even less so. This means that this little amount of pen is beneficial to some early ganks and attacks. Buy if leading/given an early kill and can steamroll into late game.
  • Shoes of Focus is the standard choice. It gives you power, mana, and cooldown reduction, allowing you to fire off abilities more, but isn't really meant for attacks. The cooldown can help with clear and with rotations, due to your abilities having high cooldowns. It can also help with ganks, since none of them reduce in cooldown as you level them. Buy if you like more opportunities opened up for you/are indecisive.
  • Reinforced Shoes is for the persistent fighter. Less aggressive and more counterattacking. Giving protections for taking damage, it is great for just menacingly waddling towards the enemy, building up the stacks. It's also a risky tossup, as you have to take damage willingly, which is never good. Buy if you like to be a tanky nuisance.
  • Traveler's Shoes is for the everyman. With this, you can start to become a mapwide presence. Move out of base faster, along with the highest movement speed at 25%, and rotations will be a breeze. You can also get out of fights quicker, chase down enemies, gank quicker. But then again, all it provides is speed, it's up to you to make use of it. Buy if you want to help wherever, whenever.

Relics

The good thing about Relics is that you're not limited to how you want to use them. You can choose two, and have completely different uses for them than intended. But then, what are their intended uses? What do they even do? Keep reading.
  • First up in the list is Belt of Frenzy. This gives everyone around you 10% extra damage to everything and 15% extra attack speed for 5 seconds. Upgrade it for 500 gold, and they also get 10 flat penetration, and a longer duration of 8 seconds. This is the objective destroyer. Meant for game-changing teamfights or objective pushes. Either way, it can turn a game around, with just brute strength.
  • Blink Rune lets you literally teleport in front of yourself, allowing for a surprising and rewarding 3-5 man Dragonic Corruption AoE damage and zone. An upgrade on it means you get 10% damage mitigation for 2 seconds after blinking. I mean, even the pros can wow the audience with this relic. This relic is able to give Fafnir the engage he needs.
  • Skrr Skrr, gotta go fast. Popping Heavenly Wings gives everyone 30% additional movement speed, and an immunity to slows. If you've got some LMB-holders in your squad, the upgrade will give them an immunity to basic attack movement penalty for the duration, 5 seconds. It's not uncommon for a fight to go to the fan, and you need to get out of there fast. Then this is for you.
  • Horrific Emblem surely looks and works horrifically. Slow every enemy's movement and attack speed by 40% and 25% respectively. Furthermore, 500 gold will decrease the damage that affected enemies do by 20%. If you are often in the middle of everything, popping this can make quick work of your slowed foes.
  • Magic Shell gives you the opportunity to give your shield to your teammates. A shield with a maximum health of 340 health at level 20, to be exact. Upgrade it, and the next two basic attacks that connect to you won't do any damage. While it has a short duration of 3 seconds, those precious life points can save someone from getting annihilated.
  • Getting close to the end of the list, up next is a very niche relic, up until this season. Phantom Veil still retains the ability to let all allies pass through both players and all player made objects for 5 seconds. Additionally, make it better for 500 gold and you double the duration, and add a 15% damage mitigation to everyone affected. Usually you would get this when facing an Odin, but with the new upgrade, you can turn a fight around if the other team does less damage to you.
  • Alright so, you know how you need to regenerate health AND mana? And then there's Meditation Cloak, that gives you a maximum of 315 health, as well as giving you 30% of your mana back. The upgrade is great, reducing your mana costs by 30% and all your cooldowns by a quick second. This is for either a second teamfight, where some people have died and both sides are set on complete desolation, or in the middle of a current one, where your team is severely overwhelmed. Pop it, and get back in the fight, you greedy son of a dwarf.
  • Last but not least, Cursed Ankh reduces all enemy healing by 50%. An upgrade makes those who heal during the duration of 10 seconds take 20% more damage. This is a good anti healing relic, should be bought to counter at least 1 healer in the enemy team.

Now to go over what items you will be building specifically and what they can provide you.

Physical Defense: Sovereignty

Ole Reliable. Gives health, more health regeneration/Health per 5 seconds, and protections. Additionally, buying this item will give all teammates around you protections and HP5.
You would buy this if you intend to stay with your team and initiate team fights often. It ensures that if your team gets attacked by physical enemies, that they will receive less damage. Also, the HP5 helps keep teammates alive, as out of combat, this counts as passive healing, and not fighting for about a minute can restore about a quarter of your or someone else's health bar.


Physical Defense: Midgardian Mail

As of this season, this item has become a must have in a support build. This one will slow anyone who basic attacks you, movement and attack speed wise. This slow can stack up to three times, and is an independent slow, allowing other slows to still be applied.
To remind you, when changing from dragon to dwarf, you are targetable, so this is able to add an effect to any who damage you while you are helpless.


Physical Defense: Mystical Mail

One of the most famous physical defense items. In the same tree as Sovereignty, it gives health, protections, and the newly added crowd control reduction. It also deals damage to those around every second. You can see this in game as an orange pulsing aura.
This item has one major use. If you are present by your team, and/or like to stay behind in a teamfight to make sure everyone else got to safety, this item will help give those little points, and you can bet they add up. It can also help chase enemies, because while their running, they'll probably be out of range from your abilities, but not from this aura.
Quick note, this item's damage is affected by protections. Therefore, those with less magical protections take more damage.


Physical Defense: Emperor's Armor

Man, the emperor has two items, lucky guy. This armor piece gives protections and health, but at a lower value then of those stated before. It also reduces the attack speed of towers and phoenixes by 30%, while secondly increasing your own structures firing speeds by 40%.
This is for the objectively minded. One kill, and you are rushing that tower, getting some gold, some xp, and some leverage.
Quick note, you have to be in the structure's targeting range of 55 units for this passive to work. There is a circle under every structure that dictates its range. If you are not sure if it has worked, look at the structures. Yours will have blue swirls and theirs will have red ones.


Physical Defense: Breastplate of Valor

Great overall pick, can't go wrong with this one. Protections, Mana, MP5, and cooldown. Pure stats, yet so many possibilities in game.
This item will usually be built mid game, to give you that edge in survivability and usefulness. With it, you can rotate faster with your dash and ult, taunt more times in a fight, last longer in a fight because of both protections and mana+mp5, just do more.


Physical Defense: Hide of the Nemean Lion

This is one of those prominent counter-building items. Gives physical protections, mana, and some MP5 with said mana. Along with that, every basic attack that hits you will also hit the giver by 25% of said damage.
This can help with fighting a lot of AA gods, like more than hunter, as all you have to do is get hit to apply damage. The damage is also applied before mitigations (before protections are calculated into the damage). What this means is that they will take their full amount of basic attack damage, and you will receive the reduced amount. This also applies to crit.


Physical Defense: Jade Emperor's Crown

A certainly interesting item, it gives health, magical power, and physical protections. Secondly, it reduces the physical power of all enemies around you by 30.
This is mainly bought against a team with a lot of physical power or against gods that have ridiculous scalings It can also counter a jank comp, one without a true tank, so something like an Odin support.
Lastly, while 30 physical power doesn't sound like a lot, take into account that this could negate a whole item's worth of physical power. And because of it's cost, early mid game, where the adc is building stacks, or the solo has just started his power item, this could very much reduce the enemy's damage output.


Magical Defense: Heartward Amulet

Starting off the list is the most prominent magical protection item in almost every support build, just like Sovereignty. Magical protections and health, while also providing an aura of magical protections and MP5 to your allies.
This item can be a substantial help. The magical protections really help your team against that spell-slingin' mage they have. The MP5 also helps with mana regeneration for you and your allies, so that they can get off more abilities over a period of time.


Magical Defense: Pestilence

Antiheal, antiheal, antiheal. Highest magical protection, with some health too. Also, all enemy health regeneration, including healing, HP5, and Meditation, is reduced by 25%. Any and all health regeneration, when around you, is only 75% as effective. The greatest counter to healer based comps, and overall a great item.


Magical Defense: Talisman of Energy

A criminally under picked item, this item provides health and magical protections. It provides movement speed, attack speed, and MP5 to any allies near you for killing or getting assists on enemies, including minions.
This works great with Fafnir because buffing an ally with Coerce and having them farm a minion wave will build these stacks for you, because the extra damage from Coerce is counted as assisting the enemy with the minions. That can lead to faster rotations, an objective secure, or a crucial gank after a single minion wave.


Magical Defense: Shogun's Kusari

A fairly new aura item, it has great synergy with Fafnir. Magical protections, MP5, cooldown reduction, and even some crowd control reduction. The aforementioned aura makes all allies near you get a 20% increase in attack speed.
Another objective item, it can help shred some towers. It can also be bought if you have more than one hunter, like a Neith mid or solo, or if you have a hyper carrying jungle like Kali. Combine all the above together, and this item will lead to faster kills, faster objectives, faster wins.
Also, the crowd control reduction can keep you up and running faster, as it will get you out of CCs like stuns and roots faster.


Magical Defense: Oni Hunter's Garb

The usual health, magical protections, MP5, and crowd control reduction. It's current passive gives you 2% damage mitigation for each enemy near you, stacking up to 3 times.
Damage mitigation is not the same as protections, which reduce a specific kind of damage. This reduces ALL damage entirely. There are abilities and items that bypass protections, like good old tank shredder Qin's Sais and pesky gods like Serqet and her ultimate.
In game, it can help you in a team fight, seeing as you will often be near enemies, this will reduce the damage those enemies deal to you.


Magical Defense: Void Stone

Giving health, magical power, and protections, it also reduces the magical protections of enemies around you by 20.
That amount doesn't seem like a lot, but squishies like the enemy hunter and mage, they don't build protections, and have like, 30-50 tops naturally. It can give your own mage that little bit extra damage he needs. Also, if buying it early game, you can deal basically true damage to the enemy squishies.


Hybrid Defense: Hide of the Urchin

The most recognizable of hybrid items. Gives health, mana, and of course protections of both kinds. Another stacking item, every kill or assist on a god gives you 3 additional physical and magical protections, to a max of 21 of each. As of this season, it also evolves now, to give you a regenerating shield with a maximum health of 200.
This is for the Fafnir that takes a fight at every corner. You're ganking left lane, you're not leaving without that enemy dead. They're dead, on to the next. Gotta stack em all. The shield itself is useful for being that type of person, going in and out of fights. In a fight, take less damage from your actual health bar. Out of combat, get it back up fully in 30 seconds. Usually bought mid to late game.


Hybrid Defense: Gauntlet of Thebes

Standardly, it gives health and HP5. Also, when you get an assist for minion kills, you gain stacks of physical and magical protections, up to 50. After 50, the item will glow, providing an aura of physical and magical protections to allies around you.
This is a great hybrid item, and you can stack it easily by just buffing someone who is farming their lane with Coerce. The aura is small, only 10 protections, so you can consider it a bridge item and replace with something later on.


Hybrid Defense: Stone of Binding

Magical power, protections of both kinds, good stuff. And then, whenever you land a CC, you and your allies around you will get some free penetration.
This item sponsors the aggressive. In the duo lane, land your Cursed Strength or Underhanded Tactics, and your is doing more damage off of that. That's because again, protections early game are negligible. Later on though, you'll have to sell it for something better, because 10 pen early game is nothing late game. All about percentage pen at that point.


Hybrid Defense: Magi's Cloak

Supports dish out CC, but what about when getting dished the CC? This item, giving health and protections of both kind, also negates CC once hit with one, for a whole second. The CC has to be a hard one, meaning that it must completely disable all of Fafnir's movement for a while. This effect happens once every 70 seconds.
One thing that is very common: Supports don't need Purification. They are meant to take CC to the face and walk it off. This item will help with that. One hard CC hit, and you will negate all other ones for a whole second. This can burn ultimates from the enemy, giving your team the edge.


Hybrid Defense: Mantle of Discord

The Rod of Tahuti of defense items. A whopping 60 protections of both kinds, with a sprinkle of 10% cooldown reduction. But wait, there's more. If you take damage while under 30% of your maximum health, not only will you stun everyone close to you, you will be immune to CC for a second. The downside is the cooldown, 90 seconds,
but they'll pass quickly.
A luxury defensive item, bought usually dead last, because of it's cost. With it, you can either run in guns blazing to proc the stun and apply CC that you or maybe your team doesn't have. Secondarily, you can flee from your life, and a stupid assassin pops out the jungle, trying to claim the booty. But no, you stop them in your tracks, denying your assets, and dash away and give entrance to your allies. A beautiful tale.


Damage and Utility: Divine Ruin

Can I get some more antiheal please? Magical Power and some flat penetration. If you hurt someone, they will heal only 60% as much for 8 seconds.
This will be great, as you have quick one tap damage as a dwarf and easy to hit ticks as a dragon. Plus, the anti heal is substantial and for a while too, so it pays to be aggressive with this item.


Damage and Utility: Gem of Isolation

The earliest found synergy with Fafnir's kit. A lot of power, some health, and Crowd Control Reduction. When damaging enemies, their movement speed will be reduced for 2 seconds.
Tons of applications with this. The best way is to jump in, ult into a dragon, and everyone who is taking damage from that AoE is also slowed.


Damage and Utility: Spear of Magus

Prince of Flat Penetration. Power and pen. Also, any damaging ability reduces the protections of enemies hit by 10, for a maximum of 5 stacks. This effect can be applied multiple times by one ability, i.e. tick and DoT damage like dragon form Cursed Strength or Underhanded Tactics.
This synergy applies to Coerce, because each time someone you buff applies your bonus damage to an enemy, that is one stack of Spear of the Magus built. In dragon form, you can apply this to the whole team, as with any other damage item listed.

Damage and Utility: Shield of Regrowth

A great item for Fafnir because he has a heal. When healing yourself, you move faster, on a short cooldown.
Obviously the use is for Coerce, and would be utilized when running away from death because you will find yourself healing yourself while fleeing, so this will help immensely.


Damage and Utility: Winged Blade

Need for speed. Health, and a good amount too. CC reduction. Movement Speed, and if you didn't think you could go faster, whenever you're under a slow, instead, you move even faster and can't be slowed for 4 seconds, every 30 seconds.
This is such a hard counter item to so many gods in this game. Some gods only have slows in their kits too, like Ra and Nemesis. This will definitely be useful when facing a team full of slows, or just if you need to exit fights faster.

Buying Stocks

One last time, Fafnir is a Support. What does a Support do? To start, you will help the team to victory. More specifically, you will stay in the front, taking damage a lot and possibly feeding dying towards a bigger cause. Down below will be lists of what you will be doing.

Early Game

  1. In the early stages of the game, it's all about feeling out the enemy and getting your own team stronger. You will be entering the fray with a hunter/other carry as your partner in the longest lane of the map, the Duo Lane.
    • It is essential to farm out minions and jungle camps for experience. This would mean you attack the wave, line of minions, until all of the enemy ones die, and then move on to the jungle and attack either the purple monsters for more pressure coming from you, or the red monsters for more damage coming from your Attack Damage Carry, further referred to as ADC or carry.
    • As a clarification, the purple buff is to be given to you, and will decrease the physical protections of enemy gods around you by 10. The red buff is to be given either to your carry or to the mid laner mage or other if they are present at the time of clearing the jungle creeps.
    • You can come about this in two ways. You can alternate the minion wave and jungle creeps as to efficiently get experience over a decent amount of time, or you can do one wave, do both buffs as they are called, and go back to lane. This supplies a quick leverage on your enemies, and is more risky, so use this tactic if ahead in lane.
    • You also have the option to go into the Gold Fury's pit and attack the Oracles. They have the highest early game xp in the jungle, and provide vision for the whole pit, which can be crucial for predicting early enemy ganks.
  2. You will also be warding if you find the time to go to base and spend either 50 gold or 300. The 50 gold ones will give you one ward, which can provide vision for a part of jungle. The 400 alternate, Chalice of the Oracle, gives you two wards, and refreshes whenever you go to base. This is the better buy, but early game is expensive. If ahead, its a great buy that transitions into mid game. If behind, a great investment to stop ganks and make more call.

Mid Game

  1. This part of the game is when you bring your team into your equation. You will start rotating to to other lanes and applying pressure, and with you having noticeable levels, you can start to be a map-wide presence.
    • To rotate means to use the jungle to travel to adjacent lanes. By doing this, you can gank or start an objective. You can also ward other parts of the map. By this time, you should have Chalice of the Oracle, as it basically gives free wards until you sell it.
    • Do not forget about your primary goal of starting fights and winning the game. If you see a gang up on one side of the map, it could be helpful for you to sneak up and engage, changing the enemy's focus and letting you win or save a teammate, depending on the situation.
  2. While in the jungle, you can also start some sneaky objectives. The Gold Fury doesn't take long, but takes long enough for enemies to be able to hear some abilities being activated in the jungle, so be careful. If you do catch the enemies trying to finesse some finances, call out to your team, ward if you have one to provide vision to your mates, and then initiate the steal. This is when you claim the reward for yourself by killing the monster before/while the enemies are. Also, while they are concentrated on killing it sneakily, use your ultimate and force a team fight. The enemy will likely have their forces weakened, resulting in an easy win and secure of the Gold Fury.
  3. Lastly, this part of the game, you should start looking towards structures. The pathway to getting these objective kills is through getting kills. Pressure teamfights or one-sided gangups on any lane of the map. Even in the jungle, if you catch a half health jungler near the mid harpies, best believe they're gonna be no health in a few seconds. Even one kill can lead to a tower, because the enemy team will be afraid to fight back when at a numbers disadvantage. After getting a tower, you have essentially opened up so many more ways to engage, especially for the backline jungler or solo.


End Game

  1. Time to win. Farming and landing are a thing of the past. Now, it's warding, jungling, and ganking. Through those ganks, you can really push some lanes and get a leverage on your foes. Remember, one or two deaths means one or two towers. Some lanes can even have just a Phoenix. To deal with these, either win a major teamfight in that corresponding lane, or start a team fight in one lane, and have either your jungles or your adc split push.
  2. Another thing you should have your eyes on is the Fire Giant. This Goliath gives your team health and mana regeneration, and more damage towards structures. To pair with this is the Pyromancer right across, who gives extra movement speed when leaving base. Combine em, and you have a quick kill, a quick return to base, and a quick convergence on the enemy base as you decimate through their feeble forces.
    • Because of the Fire Giant's importance, it is equally important to have constant vision on it. By this time, regular wards will have lesser use if the whole map is covered in them due to your due diligence. Therefore, Chalice of the Oracle is up to you to keep, but Sentry Wards are a must, as they also deny your enemies that same sought after vision. Putting one in the Fire Giant's pit can make sure you can see your enemies, but they can't see you.

Final Deposit

It's been a long while since my last guide. Been going through life stuff, and SMITE was able to keep things a little happy. After taking a break and coming back to this game, I found a hidden gem in Fafnir and started to do great with him in game. I hope you find as much fun with him as I did. Thank you for reading, and may the information provided bring in lots of valuable plays.
This has been IceColdPappsi, put it on your tab.

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[-]
xmysterionz (24) | December 25, 2018 5:03am
Amazing guide Pappsi, congrats.
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[-]
IceColdPappsi (13) | December 25, 2018 8:43am
Thank you, took me a while too
2
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DV-8 (21) | December 24, 2018 11:48pm
Solid guide, Pappsi. Fafnir is one of the gods that I am less familiar with, but would like to get better with.

Here are some general thoughts I had while reading the guide:

Item Choices

Your item choices are generally solid. However, I feel that you neglected to mention a few. Some of the items I will suggest are more core, while others are more situational.

Pythagorem's Piece: High Viability This item goes together with Fafnir's play style very nicely by rewarding his nearby teammates for being aggressive. It also provides Fafnir with some nice base stats like Health and CDR.

Genji's Guard: High Viability Although the item may be selfish, it gives you some nice mana sustain and CDR to allow you to help your team.

Spectral Armor: Medium Viability Fafnir is very vulnerable when exiting his ultimate form. The last thing you want is to be a still target for an ADC to burst you down in barrage of critical strikes. Also gives you better frontline presence against critical strike poke when seiging.

Mail of Renewal: Medium Viability A lot of people aren't fond of this item, but I think it can be a nice pick up if built during the correct situations.

Ethereal Staff: Low Viability If you're looking for an aggressive item, you're better served with most other options, but this can be an okay pickup against tanky enemy comps.

Oh, also, I would recommend Spirit Robe over Hide of the Urchin.


Introduction

A pro that you mention is that Fafnir has great CC. I think you could be a bit more specific in the fact that most of Fafnir's Crowd Control is single target (which he excels at), but lacks effective area control. So a pro could be that he has good single target cc, while a con could be that he has low area cc.

Also, I don't really agree with saying that his clear is horrible.


Abilities
  • For Cursed Strength, I think it is worth mentioning its effectiveness against tanky enemies when in dragon form due the 20% magical protection reduction. This can work well with your other magical teammates for shredding tanks.

  • For Coerce, you forgot to mention the most important part of this ability; its use in dragon form. This gives your team an awesome DPS increase that can allow them to burst objectives.

  • Good description of Underhanded Tactics.

  • Dragonic Corruption, it could be useful to describe to newer players reading this guide that ulting will refresh the cooldowns of your abilities, both when entering and exiting ultimate form.


Item Descriptions

Solid item descriptions. This probably took a while to write. Nice work.


Gameplay

I'm not really going to give much feedback on this section, as I feel it is the most difficult part to write out in a guide, and really depends on each individual's game knowledge.

Generally though, good tips.


Overall, a nice guide. Glad to see you creating content again, and hopefully we can play sometime :D
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IceColdPappsi (13) | December 25, 2018 8:48am
You make some great points. Will edit my guide accordingly to match the ability points you talked about. For the items, specifically Genji's Guard and Pythagorem's Piece, I will test in-game and come back with the results. Thank you for commenting and let me know anytime you're ready to queue up :D
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boogiebass (21) | December 24, 2018 12:20pm
Nice guide
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IceColdPappsi (13) | December 24, 2018 2:50pm
Thank you very much. Nice avatar
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Branmuffin17 (238) | December 24, 2018 10:20am
Everything looks to be in good general order, Papps, with all items covered and good basic explanation for things. I will probably respond again later with some ability discussion adjustments because I'm doing this from my phone right now... But some other quick comments...

You might start prioritizing Coerce a bit sooner rather than maxing your 1 first. Has more benefits to leveling than just the damage from the 1.

Set example build is okay, but I just personally don't like heartward all that much these days. It doesn't see much use. Only time I feel it makes sense is when you've got 3 magical enemies. As for the mana regen, you get that in genji, oni, shogun, etc.

Instead of mana potions, you might get multi instead. You shouldn't need all that much mana early game and the blessing is better for mana than health imo.
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DV-8 (21) | December 24, 2018 11:58pm
I agree with Pappsi in maxing the 1 first. Main wave clear ability and good damage in ult form at low levels.

I think Heartward is fine, especially when you consider that all gods have a standard 30.9 magical protections (up to 48 at level 20). Any additional magical prots you can give a squishy are going to be significant. Fafnir can also be mana hungry, so the MP5 is a good perk, plus Heartward gives you nice magical effective health. Not the worst item imo.

I would also suggest multi-potions, but consumables is really dependent on the individual's preferences and play style.
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Branmuffin17 (238) | December 25, 2018 10:16am
The extra damage in leveling his 1 just seems underwhelming. A measly 50 damage. 0.1 stun time. 15 second CD no matter what. But yes, it can hit the entire wave, which is nice.

If you stop Cursed Strength at 4 and start prioritizing Coerce, you also get some bonus damage whenever your teammate hits the enemy, which could mean 50 damage potentially or more, 5% more AS for your teammate, and a bit of self heal. I'm only talking a minor switch, not going for max Coerce at 10.
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IceColdPappsi (13) | December 24, 2018 3:01pm
Thank you Bran for your insight.
To explain the maxing of Cursed Strength first, the stun time increases as you level it up, albeit a very small increase. I will test out maxing Coerce first and get back to you on that, cuz the buffs early game could be substantial, but also the percentage power buff is based off the receiver of the buff, so it's more potent mid to late game than in the laning phase.
The example build is noob friendly, as my guides are intended "For Dummies," as I've always put in the past. I do agree with your disliking of the item though, as you can see my personal build does not have Heartward Amulet, but instead has Pestilence as the main magical defense item. Mana regen wise, again Heartward Amulet provides little in comparison to Breastplate of Valor and likewise items with higher MP5, which is again why I personally build it. To explain why do not build what I suggest for noobs, I do play high level matches in ranked where such builds just don't cut it.
Lastly, mana pots are very much needed in the early stages, but I will look into building multi pots instead and come back with results. Guardian's Blessing is great for mana and health regen yes, but in some situations you will get outfarmed or poked a lot, so health and mana regen have equal priority in my eyes.
Again thank you very much, and I'll keep you posted with my findings.
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League of Legends Build Guide Author IceColdPappsi
Scrooge McDragon: A Fafnir Support Guide
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