Sep 22, 2021
Ability Based Jungle Build
PASSIVE - If you have not taken or dealt damage in the last 5s and hit an enemy god, Jungle Monster, or Jungle Boss, they immediately take 15% of their Current Health as Physical Damage and are slowed by 20% for 5s.
+75 BASIC ATTACK DAMAGE
+30 PHYSICAL PROTECTION
+5 DAMAGE REDUCTION
Manikin Hidden Blade
+50 PHYSICAL POWER
+10 PHYSICAL PENETRATION
+20% COOLDOWN REDUCTION
PASSIVE - You permanently gain 15 Mana per Stack, and receive 5 Stacks for a god kill, and 1 Stack for a minion kill (max. 50 stacks). 3% of your Mana is converted to Physical Power. At 50 stacks this item Evolves, gaining 10% Cooldown Reduction.
+35 PHYSICAL POWER
PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 40% damage. Abilities that function like basic attacks do not benefit from this. PASSIVE - This item grants 2.5 MP5 per 10% of your missing Mana.
+40 PHYSICAL POWER
+10% COOLDOWN REDUCTION
PASSIVE - For every non-ultimate ability on cooldown you gain a stack of Cruelty. Each stack provides 10 Physical Power and 3% Physical Lifesteal.
+25 PHYSICAL POWER
+10% PHYSICAL LIFESTEAL
+20% PHYSICAL PENETRATION
+7% MOVEMENT SPEED
PASSIVE - Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 5% Maximum Health damage at 400 Physical Power. Subsequent hits on the same target do 75% bonus damage for the next 3s.
+65 PHYSICAL POWER
+10% PHYSICAL PENETRATION
+10 Physical Power +20 Magical Power +15 HP5 +20% Attack Speed PASSIVE - You deal 30% increased damage to Jungle Monsters. Upon defeating a Large Jungle Monster you place a ward at its location that lasts for 30 seconds. Can be upgraded at level 20.
Eye of the Jungle
+15 PHYSICAL POWER
This consumable heals 250 Health over 25 seconds.
Healing Potion (2)
This consumable heals 150 Mana over 25 seconds.
Mana Potion (1)
Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 160s.
Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 140s.
7th Item Options
Abilities & Leveling Order
Thor throws Mjolnir forward, doing damage to all enemies in its path. If hit twice, minions will take 80% damage while gods take 200% damage from the return. While the hammer is flying, pressing the button again will teleport Thor to his hammer.
Damage: 50/90/130/170/210 (+30% of your Physical Power)
Thor slams his hammer on the ground, causing a fissure to appear in front of him, Stunning enemies and blocking movement.
Fissure Lifetime: 3.7s
Thor spins his hammer around him dealing damage to Enemies in front of him up to 3 times and those behind him up to 2 times. The final swing deals extra damage. Thor is immune to Knockup for the duration.
Damage per Tick: 30/50/70/90/110 (+35% of your Physical Power)
Final swing Damage: 45/65/85/105/125 (+50% of your Physical Power)
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 damage and Stunning all enemies in the radius. For 6 seconds after landing, when Thor deals damage to a god with Mjolnir lightning will arc, damaging the enemy hit and up to two additional enemies within 30 ft. Subsequent lighting hits deal 50% damage.
Damage: 100/150/200/250/300 (90% of your Physical Power)
Arc Damage: 15/25/35/45/55 (+15% of your Physical Power)
Anvil of Dawn
Thor gains Physical Power for each enemy god within 30 units of him.
Physical Power: 10
Max Stacks: 3
1st Maxed Ability:
2nd Maxed Ability:
3rd Maxed Ability:
Last Maxed Ability: