On this day, Fenrir frees himself from his bonds and sets on a path for revenge in the Battleground of the Gods. On this day, Fenrir seeks to SMITE Odin and the rest of the Aesir for their treacherous binding. Fenrir, The Unbound will not be denied! So, let’s not deny him and give him the once over for good measure. If you’d like to get your hands on Fenrir, he’ll cost you 200 gems or 5500 favor, or you can get the Ultimate God Pack to receive Fenrir and all the rest of the gods both future and present!
In SMITE, Fenrir lives up to his legend as a Physical Melee god, classified as a Bruiser/Assassin. There has been some debate as to whether he is a bruiser at all in the community, but when you consider what a bruiser is, he fits the bill, just not in the typical way. Generally Bruisers rely on some defensive ability in their kit to help them stay alive while dishing out the damage or throwing themselves into the front lines as a support for their real damage dealers. Fenrir certainly does not lack in this department and comes fully equipped for initiation and managing your opponents in a team fight as well as staying alive if you play your runes correctly. What are runes you ask? We’ll get to those in just a moment.
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For each Basic Attack that Fenrir lands, he gains a rune up to a maximum of 5 total runes. When he has collected 5 total runes, the next ability used is granted an additional benefit and consumes all runes. In addition, if an enemy god is dies near Fenrir, his runes are reset back to maximum!
Fenrir leaps into the air towards his ground target dealing physical damage to any unfortunate enough to be on the receiving end, if he happens to land on an enemy god, the cooldown on Unchained is reduced by half, making this an amazing initiation and escape ability in its own right! If Fenrir has full runes when he performs the jump, and enemies hit by the ability are stunned for one second.
Ignoring the flavor text for the moment, this is Fenrir’s rather powerful steroid, and when maxed really allows him to perform the role of Bruiser, not by providing defenses, but instead providing enough lifesteal to allow him to brute force his way to a kill. On top of the additional lifesteal, it buffs his physical power as well for the duration! At full runes, this buff is increased by 50%!
Has there ever been a more accurate name for anything ever to exist? Probably not. This is Fenrir’s bread and butter, he pounces to his ground target location, and if an enemy is unfortunate enough to be standing in the area he locks onto them and launches a barrage of four successive strikes dealing additional damage with each strike and he’s immune to knockups for the duration (his victim can still leap away, or perform any other form of CC to prevent this, just no knock ups, sorry He Bro).
If this is activated when Fenrir has full runes, he delivers 75% of the damage done to his primary target to any enemy nearby, making this incredibly effective at clearing lanes, buff camps or archer waves from that opposing god he wants to munch on.
In the Battleground of the gods, it takes more than one Ragnarok to usher in the end of the world… Or does it? When Fenrir activates this ability, he grows in size and becomes immune to CC and gaining a substantial buff to movement speed. When he lands a basic attack on an enemy god, he lifts them in his maw and drags them wherever he feels best suits his purposes, provided that location can be reached in 2 seconds. If he attempts to latch onto an opponent who is CC immune, he’ll deal his damage and Ragnarok will come to an untimely end.
If all his runes are up when he activates this, all of his protections are doubled, allowing him to either make a hasty and safe retreat or allowing him to dive in and nab a helpless victim.
THE GUIDE TO PLAYING THE UNBOUND
The Way of the Wolf: Fenrir has just been released, and it will take time to really delve the depths of his kit and figure out what’s the best way to handle him. But for now, he does INCREDIBLE amounts of damage; he’s got plenty of tools to let him initiate, escape or both! He’s an incredibly strong jungler, and has the ability to solo objectives without much issue if he can be left alone relatively early. The amount of lifesteal he can bring to the table gives him some serious staying power when used correctly, and mastering when to use his runes on what abilities will be the trickiest part of mastering the son of the Trickster god (Loki, learn your Norse Mythology)!
When playing Fenrir, I highly recommend starting in left lane and taking the red buff camp for yourself, just inform your team of your intentions, they’ll almost certainly oblige. You’ll easily be able to snag an early kill due to his surprising mobility and damage output.
Don’t worry too much about roaming the map until the buff camps start to respawn (4 minutes from when you kill them). When they’ve respawned, go collect them and gank other lanes. In mid game, that’s your goal as an assassin Fenrir, use your mobility to farm the jungle and gank your opponents. Keep your farm up, and make sure you prioritize their carries when going in for ganks and you’ll easily swing the tide of battle in your favor.
Late game, if you’ve done your job properly, there aren’t enough men in Valhalla to stand against your might. In team fights, use your ultimate to isolate a carry, mage or assassin after you see their abilities or active items that remove crowd control have been used. If your ultimate is down, position yourself to where you can strike at their tender underbellies by Brutalizing them from the jungle and leaping to safety when you’ve snagged your kill. With his lifesteal, he can stay in a fight but there isn’t much reason to if you’re not sure you can capitalize on the situation. Even though he’s classified as a bruiser, he’s on the squishier side of that spectrum due to also being an assassin.
Don’t forget! If you’d like an in depth look at his ability prioritization as well as his item builds, check out the end of the attached video!
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AND FINALLY, THE SKINS!
Fenrir the Unbound - Default
Fenrir - Frostfang (200 Gems or 11,000 Favor)