Mar 25, 2021
Solo Lane Build
PASSIVE - Damaging an enemy god steals 10% of their Current Health away from your target and restores it to you. This effect can only occur once every 7s.
+30 PHYSICAL PROTECTION
+30 MAGICAL PROTECTION
+5 FLAT DAMAGE REDUCTION
+75 MAGICAL POWER
+8% MAGICAL LIFESTEAL
+18% MOVEMENT SPEED
Shoes of the Magi
PASSIVE - Every 10s the Pendant activates, subtracting 1s from all of your abilities currently on Cooldown. The initial countdown will not start until you leave the fountain.
+100 MAGICAL POWER
+20% COOLDOWN REDUCTION
PASSIVE - If you receive a kill or assist on an Enemy God all of you non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 8s.
+110 MAGICAL POWER
+10 MAGICAL PENETRATION
+10% COOLDOWN REDUCTION
Spear of Desolation
PASSIVE - On successful hit of an Ability you gain 1 stack. At 4 Stacks your next Ability that damages an enemy God will deal bonus damage equal to 30% of your Magical power to each God hit, and will heal yourself and allies within 20 units for 40% of your Magical Power and will consume the 4 stacks.
+80 MAGICAL POWER
+12% MAGICAL LIFESTEAL
+10% COOLDOWN REDUCTION
PASSIVE - Basic Attacks and Abilities gain 25% additional Magical Power against targets below 50% Health.
+160 MAGICAL POWER
+10% MAGICAL PENETRATION
Rod of Tahuti
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
PASSIVE - If you take damage below 30% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and become immune to Crowd Control for 1s. This effect cannot trigger more than once every 90s.
+60 PHYSICAL PROTECTION
+60 MAGICAL PROTECTION
+10% COOLDOWN REDUCTION
Mantle of Discord
PASSIVE - Whenever you damage an enemy god with an ability you steal 8% maximum mana as well as 6% maximum health from the target. The Stats remain stolen for 45s and targets affected can have multiple Buffs and Debuffs at once. This can only occur once every 15 seconds.
+90 MAGICAL POWER
+20% CROWD CONTROL REDUCTION
Abilities & Leveling Order
Jormungandr fires noxious spit at an area that deals damage and creates a large toxic cloud. This field damages and slows Enemies inside of it every second. If Jormungandr interacts with a toxic cloud with Consuming Bellow or Submerge, the duration of the cloud is reduced to 8s. Jormungandr can have a maximum of 9 toxic clouds out at a time.
Damage: 80/120/160/200/240 (+40% of your Magical Power)
Damage per tick: 5/15/25/35/45 (+5% of your Magical Power)
Slow Duration: 1s
Cloud Duration: 20s
Jormungandr draws power from toxic clouds nearby while channeling for 1.2s. At the end of the channel Jormungandr roars dealing damage to all Enemies, trembling and slowing Enemy gods by 30% for 1.5s. Each cloud increases the size of Consuming Bellow and Empowers him up to 3 times while also dealing extra damage to Enemies hit. Extra damage after the first instance is halved. While Empowered, Jormungandr's basic attack fires at its fastest rate.
Damage: 120/180/240/300/360 (+45% of your Magical Power)
Bonus Damage: 20/25/30/35/40 (+5% of your Magical Power)
Empowered Buff: 1s
Jormungandr submerges into the ground turning invisible as he searches for prey. During this time he moves faster and gains predatory vision, sensing all enemies in a large radius. Firing this ability while invisible reveals Jormungandr as he emerges out of the ground, knocking up Enemies around him. Emerging through a toxic cloud creates two new ones in the direction Jormungandr is facing, with a low duration. Taking damage from Enemy gods breaks Stealth.
Damage: 70/125/180/235/290 (+50% of your Magical Power)
Movement Speed: 25%
Jormungandr prepares to enter into the world, enlarging as he prepares a devastating attack. After selecting a target area, Jormungandr flies into the air, diving down and crashing into enemies as his body then slams into the ground. He must travel 2 more times. When Jormungandr Emerges and Submerges during this ability, he knocks up Enemies and with each Submerge he leaves behind a toxic cloud.
Submerge Damage: 150/200/250/300/350 (+35% of your Magical Power)
Emerge/Crash Damage: 75/100/125/150/175 (+20% of your Magical Power)
The World Serpent
Jormungandr is so large that he cannot be affected by Hard Displacement. Instead, he gets Dazed, a fading, non-cleansable slow that increases the damage he takes for the duration. Any Attack speed past base speeds up the recharge rate of Jormungandr's Basic Attack. Jormungandr's Basic Attacks do not proc item hit effects.
Increased damage taken: 10%
Attack speed conversion: 5%
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