SMITE God Review- Fenrir
Hello and Welcome SMITE fans, and welcome to the SMITE God Review for Fenrir the UNBOUND…
Fenrir is a powerful map controlling wolf who can dish out large amounts of damage, while sucking up a lot if built right. But we’re not here to look at a God’s Build, we’re here to look at his abilities!
Unbound Runes (Passive)
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.
Ability: Buff
REASONS–
- This passive is the reason Fenrir can stay in a teamfight for a long time.
- This passive is the reason Fenrir is a great jungler, his “Ability 1” gives Fenrir a stun if all the Runes are activated.
Unchained (Ability 1)
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.
Ability: Leap Cost: 65/70/75/80/85
Cooldown: 15s
Damage: 95/155/215/275/335 (+80% of your Physical Power)
Stun: 1s.
REASONS-
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- This ability, while very good at ganking the enemy laner (because of the stun) can give Fenrir an escape and a way for Fenrir to engage.
- This ability has a pretty big radius, so, it’s not that hard to get 2 or 3 enemies stunned.
Seething Howl (Ability 2)
Fenrir rears back and howls, inspiring himself with a Physical Power and Lifesteal Buff. At full Runes, the Buff is increased by 50%.
Ability: Buff Cost: 60/65/70/75/80
Cooldown: 13s
Physical Power: 10/25/40/55/70
Physical Lifesteal: 15/20/25/30/35% Buff Duration: 6s
REASONS-
- This ability is the reason Fenrir is also very good in the Solo Lane. The lifesteal it gives him is pretty powerful, and the physical power buff, with the rest of his kit is devastating for an enemy.
- This ability gives Fenrir a good minion clear in the Jungle.
Brutalize (Ability 3)
Fenrir pounces to his ground target location. If there was an enemy in the radius, he strikes them 4 times, dealing damage with each strike while being immune to knockups. At full Runes, each strike deals 75% damage to nearby enemies.
Ability: Leap Cost: 70/75/80/85/90
Cooldown: 14s
Damage: 45/75/105/135/165 (+50% of your Physical Power)
REASONS-
- This ability is one of the most satisfying abilities in the game. When Fenrir has his passive to the max, this ability will damage any enemy/ minions around the target.
- Pretty good escape for Fenrir if his Ability 1 Jump is down.
- Ways to secure kills and generally just do a lot of damage.
Ragnarok (Ultimate Ability)
Upon Ragnarok, Fenrir grows massive in size, becoming immune to CC 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.
Ability: Single Target Cost: 100
Cooldown: 90s
Damage: 200/275/350/420/500 (+120% of your Physical Power) Movement Speed: 50% Carry Duration: 2s
REASONS
- This Ultimate is what gives Fenrir the most of his control, in a teamfight, and in the lane. In a teamfight, Fenrir could take, for example a carry, to seriously put them out of position to be an easy kill for his team.
- In the lane, Fenrir could grab his enemy, and take them to his tower, so, while Fenrir is Brutalzing him or whatever, his enemy will alos be taking Tower Damage, this is almost always, a kill for Fenrir.
Now, time for the scoring!
Unbound Runes- 14 out of 20
Unchained- 17 out of 20
Seething Howl- 14 out of 20
Brutalize- 18 out of 20
Ragnarok- 19 out of 20
Fenrir- 81 out of 100
Comment who YOU want next!
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