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The Bloodhound (Lifesteal Fenrir Experimentation)

30 5 63,455
8.9
by Trodeno updated July 14, 2020

Smite God: Fenrir

Build Guide Discussion 4 More Guides
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Fenrir Build

Starter

Notes You can buy however many of each potion you would like, but I've found this combination to be the best for mana regeneration and some healing after early confrontations.

Notes

You can buy however many of each potion you would like, but I've found this combination to be the best for mana regeneration and some healing after early confrontations.

Build Item Assassin's Blessing Assassin's Blessing
Build Item Mace Mace
Build Item Healing Potion Healing Potion
Build Item Multi Potion Multi Potion
2

Standard Build

Notes Ninja Tabi - Interchangable with Warrior Tabi based on your preferences, but with how Serrated Edge will be encouraging you to use basic attacks later on, I feel like Ninja Tabi would be a better choice here.

Jotunn's Wrath - Jotunn's has always been a strong early-game item on Fenrir, and with the recent changes to penetration, it's going to be more important than ever.

Soul Eater - Most of Fenrir's damage will come from his Leap + Brutalize combo, although during the Brutalize animation, you're open to retaliation from the enemy. Soul Eater will help you stay alive and confirm kills easier through the ability lifesteal it grants. Combined with Seething Howl, you can easily restore much of your health by taking a jungle camp after an encounter, and recall fewer times as a result. Just watch your mana at this point, buy some Mana Pots at the fountain if you feel like you're running out too quickly.

Hydra's Lament - Now that you've got your sustain and regeneration from Soul Eater, it's time to work on keeping your mana pool filled. What better item to pick for this than Hydra's Lament? I would highly suggest learning to attack cancel just for this item, as the 40% basic attack bonus damage after an ability is hugely beneficial for taking out targets.

Serrated Edge - This is the item I'm mainly experimenting with. All three prior items are practically set in stone for their early and mid game impact, but this is the point where I usually throw in an item based on my performance in the game. If you think Serrated Edge doesn't belong here, I'd suggest using Caduceus Shield, Runic Shield, or Void Shield instead, based on the enemy team's composition.

The Crusher - At this point in the match, penetration is highly valuable for breaking through tankier enemies, as well as shredding through squishier enemies with the passive that The Crusher provides. The attack speed is also great should you choose to take on a Jungle Boss, and combined with the lifesteal from prior items and Seething Howl, you're not going to be losing much health while taking them.

Elixir of Speed - You know the drill. Once you've got enough gold in the late game, sell your Tabi for Elixir of Speed and a final item.

Heartseeker - Already being a great item, Heartseeker received a cost reduction in the latest patch, making it an even better choice to replace boots with when given the chance. Even more penetration, a lot of power, and tons of mana make this item great for tying up any aggressive build, had you not bought it already.

Notes

Ninja Tabi - Interchangable with Warrior Tabi based on your preferences, but with how Serrated Edge will be encouraging you to use basic attacks later on, I feel like Ninja Tabi would be a better choice here.

Jotunn's Wrath - Jotunn's has always been a strong early-game item on Fenrir, and with the recent changes to penetration, it's going to be more important than ever.

Soul Eater - Most of Fenrir's damage will come from his Leap + Brutalize combo, although during the Brutalize animation, you're open to retaliation from the enemy. Soul Eater will help you stay alive and confirm kills easier through the ability lifesteal it grants. Combined with Seething Howl, you can easily restore much of your health by taking a jungle camp after an encounter, and recall fewer times as a result. Just watch your mana at this point, buy some Mana Pots at the fountain if you feel like you're running out too quickly.

Hydra's Lament - Now that you've got your sustain and regeneration from Soul Eater, it's time to work on keeping your mana pool filled. What better item to pick for this than Hydra's Lament? I would highly suggest learning to attack cancel just for this item, as the 40% basic attack bonus damage after an ability is hugely beneficial for taking out targets.

Serrated Edge - This is the item I'm mainly experimenting with. All three prior items are practically set in stone for their early and mid game impact, but this is the point where I usually throw in an item based on my performance in the game. If you think Serrated Edge doesn't belong here, I'd suggest using Caduceus Shield, Runic Shield, or Void Shield instead, based on the enemy team's composition.

The Crusher - At this point in the match, penetration is highly valuable for breaking through tankier enemies, as well as shredding through squishier enemies with the passive that The Crusher provides. The attack speed is also great should you choose to take on a Jungle Boss, and combined with the lifesteal from prior items and Seething Howl, you're not going to be losing much health while taking them.

Elixir of Speed - You know the drill. Once you've got enough gold in the late game, sell your Tabi for Elixir of Speed and a final item.

Heartseeker - Already being a great item, Heartseeker received a cost reduction in the latest patch, making it an even better choice to replace boots with when given the chance. Even more penetration, a lot of power, and tons of mana make this item great for tying up any aggressive build, had you not bought it already.

Build Item Ninja Tabi Ninja Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Soul Eater Soul Eater
Build Item Hydra's Lament Hydra's Lament
Build Item Serrated Edge Serrated Edge
Build Item The Crusher The Crusher
Build Item Elixir of Speed Elixir of Speed
Build Item Heartseeker Heartseeker

Items to Consider

Notes Brawler's Beat Stick - A strong anti-heal item to include in your build should the enemy team composition require it.

Caduceus Shield - If the enemy team's damage will be nearly evenly split across both types of damage, I'd suggest taking on Caduceus shield for the protections it offers, and the aura that will also apply to yourself in a lifesteal build.

Runic Shield - If the enemy team has a fed Mage, or if the enemy team has a higher amount of magical damage to physical, Runic Shield will help you survive encounters, and help your team survive in teamfights if those aren't going so well.

Void Shield - For almost the same reasons as Runic Shield, but for a more physically-focused enemy team, and if your team needs a little extra "Umph" to win team fights.

Notes

Brawler's Beat Stick - A strong anti-heal item to include in your build should the enemy team composition require it.

Caduceus Shield - If the enemy team's damage will be nearly evenly split across both types of damage, I'd suggest taking on Caduceus shield for the protections it offers, and the aura that will also apply to yourself in a lifesteal build.

Runic Shield - If the enemy team has a fed Mage, or if the enemy team has a higher amount of magical damage to physical, Runic Shield will help you survive encounters, and help your team survive in teamfights if those aren't going so well.

Void Shield - For almost the same reasons as Runic Shield, but for a more physically-focused enemy team, and if your team needs a little extra "Umph" to win team fights.

Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Caduceus Club Caduceus Club
Build Item Runic Shield Runic Shield
Build Item Void Shield Void Shield
Build Item Blackthorn Hammer Blackthorn Hammer
Build Item Hastened Katana Hastened Katana
Build Item Titan's Bane Titan's Bane

Relics

Notes Blink Rune - Pretty much expected on every Jungler, and for good reason. Faster engage, a desperate escape, or a chase-ender depending on how you use it.

Purification Beads - Need I say anything?

Aegis Amulet - Need I say anything?

Cursed Ankh - If you've stuck through me with this build, then you can humor me on this. Cursed Ankh is fantastic for absolutely demolishing a team with lots of healing, and rarely anyone expects a Jungler to pick it up in the first place. You can create lose/lose harder situation with this relic, where they have to choose to heal and die quicker, or not heal and die quicker. Either way, they will not be happy.

Notes

Blink Rune - Pretty much expected on every Jungler, and for good reason. Faster engage, a desperate escape, or a chase-ender depending on how you use it.

Purification Beads - Need I say anything?

Aegis Amulet - Need I say anything?

Cursed Ankh - If you've stuck through me with this build, then you can humor me on this. Cursed Ankh is fantastic for absolutely demolishing a team with lots of healing, and rarely anyone expects a Jungler to pick it up in the first place. You can create lose/lose harder situation with this relic, where they have to choose to heal and die quicker, or not heal and die quicker. Either way, they will not be happy.

Build Item Blink Rune Blink Rune
Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Cursed Ankh Cursed Ankh

Fenrir's Skill Order Notes Unchained - Your main engage, and your main escape. You'll want to level this Second, as you need it to deal a chunk of damage when engaging, but not as much as you'll need the damage from Brutalize.

Seething Howl - Seething Howl doesn't gain anything from leveling aside from a bit of power. Level it last, there isn't a point in doing it before your other abilities.

Brutalize - Your main clear for Jungle Camps and dealing damage to enemy gods, it's the bread to Fenrir's butter. Level it as soon as you can, you need it.

Ragnarok - It only gains damage from leveling, but those increments are nothing to scoff at. Ragnarok alone may finish off a kill on a fleeing enemy, so level it when you can.

Notes

Unchained - Your main engage, and your main escape. You'll want to level this Second, as you need it to deal a chunk of damage when engaging, but not as much as you'll need the damage from Brutalize.

Seething Howl - Seething Howl doesn't gain anything from leveling aside from a bit of power. Level it last, there isn't a point in doing it before your other abilities.

Brutalize - Your main clear for Jungle Camps and dealing damage to enemy gods, it's the bread to Fenrir's butter. Level it as soon as you can, you need it.

Ragnarok - It only gains damage from leveling, but those increments are nothing to scoff at. Ragnarok alone may finish off a kill on a fleeing enemy, so level it when you can.

Unchained

1 X Y
Unchained
2 8 11 12 14

Seething Howl

2 A B
Seething Howl
3 15 16 18 19

Brutalize

3 B A
Brutalize
1 4 6 7 10

Ragnarok

4 Y X
Ragnarok
5 9 13 17 20
Unchained
2 8 11 12 14

Unchained

1 X
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 reduced by 30%.

Ability Type: Circle, Leap, Damage
Damage: 85 / 145 / 205 / 265 / 325 (+95% of your Physical Power)
Stun: 1s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Seething Howl
3 15 16 18 19

Seething Howl

2 A
Fenrir rears back and howls, inspiring himself with a Physical Power, Attack Speed, and Lifesteal Buff. While inspired Fenrir generates 2 runes.

Ability Type: Buff
Physical Power: 15 / 25 / 35 / 45 / 55
Physical Lifesteal: 30%
Attack Speed: 25%
Buff Duration: 6s
Cost: 60
Cooldown: 13s
Brutalize
1 4 6 7 10

Brutalize

3 B
Fenrir gains increased protections and pounces to his ground target location. If there is an enemy in the radius, he strikes them 4 times, dealing additional damage with each strike and hits enemies around the target for 60% of the damage. While casting this ability Fenrir is immune to knockups. At full runes, each strike gains 15% additional Physical Power scaling.

Ability Type: Leap
Damage: 45 / 75 / 105 / 135 / 165 (+50% of your Physical Power)
Protections: 5 + 2 per level
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Ragnarok
5 9 13 17 20

Ragnarok

4 Y
Upon Ragnarok, 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 Crowd Control immune target deals the damage but ends his Ultimate. At full Runes, he gains Protections.

Ability Type: Target, Grab, Damage
Damage: 200 / 275 / 350 / 425 / 500 (120% of your Physical Power)
Movement Speed: 75%
Carry Duration: 1.75s
Protections: 20 / 30 / 40 / 50 / 60
Cost: 100
Cooldown: 100s

Fenrir Threats

Tap each threat level to view Fenrir’s threats

Max
3
Major
6
Even
2
Minor
1
Tiny
0

Disclaimer

This is my first time posting a build on Smitefire, and I am very open to your feedback and insight on what changes to make, and how to improve in general.

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1
Kriega1 (143) | August 21, 2020 5:27pm
Also start is missing Hand of Gods, and I would add Sledge, Spirit Robe, Mantle, Magi's, Shifters, Ancile as alternative options.
1
Pwuntahs | August 21, 2020 5:23pm
Pretty good but this build hits 40% CDR w/o power pot, should probably revise that in some way. Maybe replace Soul Eater with serrated edge and build heartseeker later on?
2
Kriega1 (143) | August 21, 2020 5:24pm
I think I would just take out the Jotunns and put in Crusher (or brawlers situationally) in that spot, and swap Ninja Tabi for Warrior Tabi.
1
Pwuntahs | August 21, 2020 5:25pm
Yes, that also works out, forgot about Jotunns
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League of Legends Build Guide Author Trodeno
The Bloodhound (Lifesteal Fenrir Experimentation)
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