![]() The World Serpent can also be used to disengage, as each arc can cover tons of distance, allowing Jormungandr to get far away from a bad situation, provided he survives the initial windup. The enemy cannot act on Jormungandr during the ability and have to dodge the strikes coming from the sky. Overall, The World Serpent keeps Jormungandr safe while impacting the fight, potentially dealing tons of damage and leaving behind several toxic clouds that slow and do more damage. Jormungandr also deals a small amount of damage during each submerge in the area his body crashes at when he dives below the ground. Each emerge and submerge knocks up at its location and deals damage. Jormungandr grows in size and jumps into the air before crashing back into the ground and submerging again at a new location, creating a toxic cloud. After the channel, Jormungandr submerges and becomes untargetable for the rest of the ability. Jormungandr starts this ability by standing still and channeling. Jormungandr’s signature ability is his ultimate, The World Serpent. This ability enables a combo where Jormungandr breaks his Submerge near a toxic cloud at create two more and then casts Consuming Bellow to absorb all three clouds for maximum damage. When emerging near a toxic cloud, Jormungandr splits it into three clouds of lower duration. If Jormungandr gets damaged during this ability, he loses his stealth and buffs, but is still able to knock up foes. Refiring this ability causes Jormungandr to lose his stealth and knock up enemies near him. While he’s stealthed, Jormungandr moves faster and gains vision of enemies in a large area. Submerge causes Jormungandr to turn invisible. If empowered by this ability, Jormungandr’s basic attack fires at its fastest rate. Jormungandr can empower this ability by casting it near toxic clouds, absorbing the power from up to three clouds to increase the damage of Consuming Bellow. However, Jormungandr’s other spells create and manipulate these toxic clouds.Ĭonsuming Bellow is an ability where Jormungandr channels for 1.2 seconds and then roars, dealing damage as well as trembling and slowing enemy gods hit by 30% for 1.5 seconds. The cooldown of Venomous Haze scales from 16 to 12 seconds, so you can’t create 9 clouds just from this ability. The cloud lasts for 20 seconds and Jormungandr can have a maximum of 9 toxic clouds active at a time. The cloud ticks every second, dealing damage and slowing enemies in the area. He fires a projectile that does damage in an area and leaves behind a toxic cloud. Venomous Haze is Jormungandr’s first ability. Additional attack speed stats reduce the cooldown of Jormungandr’s basic attack. Releasing the basic attack button allows the breath to recharge and for Jormungandr to attack at full speed after a few seconds. ![]() The breath starts out ticking quickly, but the tick rate slows down over time if the breath is sustained. ![]() His basic attack is a cone breath that deals small amounts of damage to all enemies in the zone. Other forms of CC, such as stuns, roots, and fears, apply normally. Abilities with displacement include Ne Zha’s Wind Fire Wheels, Fenrir’s Ragnarok, and Poseidon’s Whirlpool. Instead, abilities that would move Jormungandr instead cause him to be dazed, slowing him and causing him to take 10% additional damage for two seconds. Jormungandr’s passive makes him Immovable. In this article, we will examine Jormungandr as a flex pick and see why the World Serpent is good in several roles in Smite. Jormungandr is usually played in the solo lane, but he can be a strong selection in the support and middle lane roles. Instead, he is all about jumping into the enemy team and disrupting their backline. While he is classified as a Guardian, Jormungandr does not care about protecting his allies. The serpentine dragon is so large that he cannot be knocked up or displaced. ![]() Jormungandr is the herald of Ragnarok and one of the newest gods to Smite.
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