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SMITE Thor Complete Guide

SMITE Thor Complete Guide by OddArcade

Thor can be played many different ways, Bruiser/Damage/Tank. He can jump into fights and duel against any God. Thor can also take both Mid land and Duo lane with confidence, being able to clear minion waves, deal AoE damage and an adamant dueller.

Pros / Cons
Can be built many different ways
High damage
Can take a fair amount of damage
Can play many roles
Very good lane sustain with  Meditation

Gets misunderstood as unkillable
Can be squishy if not built correctly
No leap or instant escape mechanic

I found when playing Thor, if you fall behind or dont build him correctly you'll find yourself doing very little damage. People tend to forget the damage auto-hits are capable of doing and I want to make this as clear as possible in this guide.

By building Thor with on-hit effects (like  Qin's Blades,  Deathbringer,  Frostbound Hammer) and a decent amount of Attack Speed ( Fatalis,  Soul Eater,  Qin's Blades,  Witch Stone) you are able to jump into fights with Anvil of Dawn, Pop Mjolnir's Attunement and then rip the enemies apart with auto-hits.

 Healing Potion
Purchasing 5 Healing Potions will be enough to last and seriously help your early game sustain, allowing you more opportunities for kills and helping you push the tower you so hopelessly desire to crumble.

This item depends on your play style, take it if you feel like you are constantly out of mana. It is also great to take to allow spell spamming. Constantly harassing the enemy with Mjolnir's Attunement will ensure they will be on low health, if a fight occurs you will have the upper hand. As well as this you will also be able to clear minion waves quickly without having to worry about mana issues.

Reinforced Boots
These boots are ideal for Thor players which like to take some damage and play more recklessly. They offer essential movement speed and both forms of resist.

Warrior Tabi
These boots are for Thor players who know their boundaries, who know which fights they will be able to go into without dying and which fights they will need to avoid. These boots are also for players who like to deal a tonne of damage.

 Frostbound Hammer
In my opinion, an essential for Thor. It offers a great health boost, physical damage and an on-hit effect which slows the target. This effect will allow Thor to lay down he's powerful auto-hits constantly both in the fight and as they are trying to flee.

Another item which can really increase the effectiveness of Thor's auto-hits. A critical hit can really turn the tides of a fight and will be a major source of your damage. I take this item as early as possible to allow some serious early game damage.

Voidblade is a great item for Thor as it offers both defensive and offensive attributes. The high physical resist from this item will hinder all physical damage dealing enemies and the physical power will give you even more damage potential.

Witch Stone
Physical Protection, Physical Power, Attack Speed, Health and a Debuff Aura. This item is just great. Its like it was designed for bruisers like Thor and is a great Mid/Late game item. The Attack Speed will also increase the chance of critical hits and therefore greatly increase your damage.

Qin's Blades
Even more of the essential stats, physical power, attack speed and health. But it also has a great passive, a 30% chance of inflicting 10% of an enemies health. In theory you should deal 10% at least every 3/4 hits, but this is just the effect alone, the critical hits from Deathbringer will also be taking effect and the attack speed from many of the items will speed this whole process of kickass up.

This item can be taken if you are seriously trying to rip people up. The attack speed that this item offers combined with a Deathbringer and Qin's Blades will enable you to deal some major damage. But it offers no defensive stats and will take up a slot for another defensive item so take with caution.
Hide of Leviathan
When playing Thor as a Tank ensure to take this item. It will virtually double up your resist to both physical and defensive damage.

 Soul Eater
This item grants 10% attack speed, 15% physical lifesteal and 300 health. All very good stats and a serious contender for the Bruiser build. The only reason it isn't is because of the lack of resist. But is great to have in a damage dealing build.

This item is purely an item for playing Thor as a Tank. You will be in the heat of the fight and this item grants resist, health and a physical resist aura.

 Hide of the Nemean Lion
Granting resist and health this item is great for a tank, but more importantly it grants a effect which reflects back 25% of all basic hits to the enemy as physical damage.

Build 1: Bruiser
My personal favourite Thor build as you can deal a tonne of damage as well as dealing it back. This build focusses on giving a good balance between damage/defence. This build only lacks a little less magical resist than desired, but it makes up for it with physical protection and sheer damage. The Auto-Hit damage this build can pull off is awesome when thinking about the amount of damage you will be able to receive.

Warrior Tabi
A good solid starting item which sets you up with some good early damage, i take 1 mark in this and then go on to max a  Voidblade before coming back to this. I now choose this over  Reinforced Boots becuase  Warrior Tabi gives you that chance of popping a crit.

An item which gives decent physical power but even more defence. This is everything you need and it will negate a lot of physical resist the enemy team has for both you and your team mates.

 Witch Stone
By this point we need to build some health, but lets not forget we want to deal damage... Witch Stone! The attack speed bonus will also improve the effect of Qin's Blade later.

Every bruiser needs to be able to deal damage as well as taking it, so a Deathbringer should suffice. This is the point in which your auto-hit damage really starts to shine. You'll both be tanky and dangerous.

 Frostbound Hammer
Although this doesn't majorly increase damage it does give you can extra slow to stop the enemies from getting away, it also gives you some nice health.

Qin's Blades
Even more health! But more importantly, more damage. Up untill now your auto-hits have been great, after this puppy you will be unstoppable. 30% chance to inflict 10% of an enemies health is to good to miss out on and the decent attack speed this build has really makes this item shine.

Build 2: Damage
We all want to deal a tonne of damage sometimes, so why not try it with Thor, after all that mace has got to be good for something. Although I don't play this build very often it still has potential and really suits the play style of you, so I thought i'de wack it in anyway.

Build 3: Qin Tank
Many people get the impression that Thor is unkillable machine (like Ymir) but in all honestly hes not... unless built like it. If you truly want to just survive loads and help out fights try this build. It has potential as it aids your passive, you will naturly be in the middle of more fights and therfor have more enmies around you, with an often buff of 60 physical power you will still be able to deal some damage with this alone.

The new concept of a 'Qin's Tank' is a tank which builds tank defensively but with an early Qin's Blades. Your abilties wont do very much damage but you will have a tonne of resist and health and far amount of attack speed.

The Qin's Blade will give your auto hits a decent amount of damage, nothing major but still more than a normal tank. But the great thing is that you'll be pretty much just as tanky as all the others.

Warrior's Madness (Passive)

Thor gains 20 physical power for each enemy god within 30 feet. Stacks up to 3 times.

[*] This at all times is great. Even when going into a fight 1v1, you'll still have 20 bonus physical power and at low level that is epic.
 Mjolnir's Attunement

Thor throws Mjolnir forward, doing 50/90/130/170/210 (+30% of your physical power) physical damage to all enemies in its path outward and half that damage on its way back. Enemy gods hit by the throw take double damage if hit on the return as well. While the hammer is flying, pressing the button again will teleport Thor to his hammer.

Cost: 70/75/80/85/90 mana.

Cooldown: 14s.

[*] The most useful and used skill Thor possesses. Use it when initiating a fight/after landing on someones face after your ultimate/to poke down enemies health during the laning phase/clear minion waves. With Meditation don't be afraid to spam it, but without meditation be wary.
[*] Also remeber that it now gives you a teleport which I like to initiate in with, Beserker Barrage,  Tectonic Rift and then use  Mjolnir's Attunement again to escape out.
 Tectonic Rift

Thor slams his hammer on the ground, causing a fissure to appear in front of him, instantly slowing enemies by 20/25/30/35/40% for 3s. One second after the slam, spikes erupt from the fissure causing blocking movement for 4s.

Cost: 75 mana.

Cooldown: 17/16/15/14/13s.

[*] Not as good as other blocking abilities like Ymir's Ice Wall, but don't forget about it entirely. It does actually pose quite usful in certain situations:
- When being chased try to quickly turn and slam it down diagonally towards your enemy, it may not completely block them off but it may slow them down, and remeber it does have a slowing effect on it.
- If a friendly player is being chased try to slam it between them and the blood crazed enemy, at the moment you'r not being focused and probably in a better position both health and position wise to pull this move off.
- When chasing an enemy and it all seems hopeless and they have a big fat grin on their face try to slam it down diagonally infront of them if possible, for a brief second they will hit the wall and if your Mjolnir´s Attunement is off CD throw it at their face, they will be slowed and make it much easier for you to land both the through and return damage.
Thor spins his hammer around him, doing 20/40/60/80/100 (+25% of your physical power) physical damage every .4s for 2s. Thor is immune to knockup and slows for the duration.

Cost: 70/75/80/85/90 mana.

Cooldown: 13s.

[*] This ability is best used when chasing enemies or fighting against 2 or more. It does nice AoE damage but not enough single target damage to justify using it on one person. The best thing about this is the fact that it doesn't slow you down at all, so use this when an enemy is trying to escape.
After a short buildup, Thor leaps into the air. While in the air, Thor can target a great distance away to come crashing down in the area, dealing 150/200/250/300/350 (+120% of your physical power) physical damage and stunning all enemies in the radius for 1.5s.

Cost: 80/90/100/110/120 mana.

Cooldown: 90s.

[*] From experience I have found this skill is much more usfull than first seen. When channeling the jump you are actually immune to any stuns (Well Anubis was unable to wrap me up anyway). So if you are in a situation with 5 gods piled up on you try to hit it, you will still be vulnerable but not entirely. As much as we all hate using Ultimates for escape route (He Bo players) we sometimes have too, besides, a death isn't worth a kill, and we all Ultimate for one kill.
Laning Strategy: Mid
When playing Thor in his more overlooked role, Mid Lane, know thy enemy. Keep and careful eye on their:
- Health (can my  Anvil of Dawn Stun and auto-hits finish them off?)
- Mana (do they even have enough mana to cast and spells?)
- Abilities (what ability have they brought? Could their lack of mana be a trap, luring me to believe they cant deal any damage but then popping meditation and blasting the living hell out of me.
- Cooldowns (has the enemy just burnt one or more of skills trying to poke you? If so take the chance to jump on their faces!

Thor is great at 1v1 as he is so hard to kill (if built correctly) yet capable of dealing high damage through he's auto-hits alone (if built correctly)

Laning Strategy: Duo
When playing Thor in his most commonly role, the Duo Lane, make sure to be prepared and accept the fact that you will take a lot of damage, be on your toes and know that a good Thor is a Thor who knows their limits.

It's very tempting to simply charge at the enemy, spinning like crazy whilst casting Berserker Barrage and expecting everything to die. Try to save it for more useful times, the knock-up and slow immunity can become very handy when chasing down early kills or escaping a misjudged fight.

Thank you for taking the time to read my second Smitefire guide, I hope I have covered the basics and have achieved what I aimed to do, a simple yet descriptive guide for people new to Thor, Bruizer/Mid/Duo Lane Guide or even Smite.

Please get back to me guys, your input really helps me improve my quality of information, im here to help you and if you can help me do that, it is always much appreciated.

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