Mortals must rely on the wisdom of the Gods, but never forget they are fallible. They can be petty, churlish, and worst of all, wrong. What are the consequences for their mistakes? They should have slain the wolf-beast Fenrir, but they chose instead to bind him. Despite the warnings and prophecies he would tear Odin apart at Ragnorok and devour the earth and sky, they did not end Loki's son. Now, terror roams free. It is unknown how, but Fenrir is Unbound.
Thrice they tried to bind him, each time convincing Fenrir that the chains were nothing more than a challenge for his strength, a test to see if he could shatter them. The first two God-forged fetters were easily broken beneath the beast’s terrible power, but the third was a ribbon, dwarf made, and Fenrir grew suspicious of the God’s intentions. As a show of faith, he demanded one of them place a hand in his mouth, and if the ribbon proved magical in nature, he would exact punishment. Brave, if foolish, Tyr put his fist in Fenrir’s maw as the ribbon was secured to the wolf’s leg. Fenrir strained and screamed, but could not break free, and in rage, he devoured Tyr’s hand.
For a time, Fenrir was forgotten, the dire prophecy just a memory. But they were all warned and the Gods did nothing. Fenrir is hungry now, the first hunter, an alpha among sheep, but no flesh will satisfy his need. It is revenge he craves, and now he is Unbound.
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.
Fenrir leaps forward, dealing 95/155/215/275/335 (+80% of your physical power) damage to all enemies when he lands. At full runes, the leap stuns the enemies hit for 1s. If the leap hits a god, the cooldown is halved.
Cost: 65/70/75/80/85 mana.
Cooldown: 15 seconds.
Fenrir rears back and howls, inspiring himself with a 10/25/40/55/70 physical power and 15/20/25/30/35% lifesteal buff that lasts 6s. At full runes, the buff is increased by 50%.
Cost: 60/65/70/75/80 mana.
Cooldown: 13 seconds.
Fenrir pounces to his ground target location. If there was an enemy in the radius, he strikes them 4 times, dealing 45/75/105/135/165 (+50% of your physical power) damage with each strike while being immune to knockups. At full runes, each strike deals 75% damage to nearby enemies.
Cost: 70/75/80/85/90 mana.
Cooldown: 14 seconds.
Upon Ragnarok, Fenrir grows massive in size, becoming immune to cc while moving 50% faster. Fenrir bites enemy gods, dealing 200/275/350/420/500 (+120% of your physical power) physical damage and carrying them away for up to 2s. Biting a cc immune target deals the damage but ends his ultimate. At full runes, his protections double.
Deals 480 damage, in a 15 unit radius, to a maximum of 3 enemy minions or jungle monsters. Titans are also always hit. This will automatically kill the Fire Giant or Gold Fury if they are at or below 25% health.
PASSIVE - Your Basic Attacks deal +10 True Damage and your Abilities +10% Damage versus Jungle Camps. You are healed for 10% of a Camp's max health, and if you have an ally nearby, you get the normal gold reward as if you were solo.
Fenrir was one of the 5 gods whose models had been found in the game's files after the Beta went public, and had yet to be released, the others being Bakasura, Guan Yu, Freya and Yen-Lo-Wang. However the model found in the files was never used.
Fenrir was one of the most anticipated and requested gods in Smite and continued to be as a joke in Smite's community, as always being the "next god".
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