Norse Norse

Jormungandr

The World Serpent

Level
Stat Name Stat Value
Max Health 626.4
Max Mana 296
Health Per Time 1.77
Mana Per Time 2.25
Physical Protection 19.8
Magical Protection 28.6
Movement Speed 375
Base Attack Speed 1
Attack Speed Percent 1
Inhand Power 30
XP Requirement 0

JORMUNGANDR COMMUNITY GUIDES

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No guides available yet.

JORMUNGANDR PRO BUILDS

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Solo
DEFEAT | 29m 46s |
0 / 4 / 2
Solo
VICTORY | 41m 3s |
7 / 3 / 8
Solo
DEFEAT | 53m 38s |
3 / 8 / 15
Solo
VICTORY | 23m 55s |
3 / 1 / 0

JORMUNGANDR COMMON ELITE BUILDS

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There is not enough data at this time to show builds from this God.

Jormungandr Basic Attack

BASIC

Deal 0 Magical Damage to all enemies in front of you. As you attack, your Overheat increases causing your firing rate to decrease. • Increasing Attack Speed decreases the Overheat speed.

NOTE 1: 5 attacks per sec. decreasing while firing to a minimum of 2 per sec.

NOTE 2: Basic Attacks proc item hit effects for 40% damage and 20% healing.

NOTE 3: Base Overheat Rate - 1.5 | Base Cooling Rate - 2.5 | Tick Rate - 0.1s

NOTE 4: Inhand Movement Penalty is 50%.

  • Damage Scaling: 40% Strength or Inhand Power and 8% Intelligence
  • Attack Speed conversion: 25%
  • Range: 5.6m
  • Cone Angle: 45 degrees
  • Cooldown: 0s
  • Cost: 0

Immovable

PASSIVE

You are immune to Hard Displacement, but are instead Dazed, a debuff that Slows you and increases the damage you take. Hits from Basic attacks and Venomous Haze cause enemy gods to gain a debuff stack. At max stacks, the next hit deals damage based on your Max Health or Strength, and resets the debuff. Whichever is higher : • 5% MaxHealth [5% MaxHealth] Magical Damage. • 100% Strength [100% Strength] Magical Damage.

  • Hard Displacement effects include : Banish, Grab, Knockback, Levitate and Vortex effects.
  • Damage Scaling: 5% Max Health
  • Damage Scaling: 100% Strength
  • Max Stacks: 10
  • Debuff Duration: 4s
  • Slow: 15%
  • Increased Damage Taken: 5%
  • Duration: 2s
  • Cooldown: 0s
  • Cost: 0

Venomous Haze

ABILITY 1

Aspect of the Unyielding

Toxic clouds do not deal tick damage but allied gods within them gain Damage Reduction. Within them, you do not gain Cooling but lower cooldown for Venomous Haze. Consuming Bellow does not deal bonus damage but allies gain INT and STR. Submerge Knockup height is increased.

Level

Fire noxious spit at an area dealing 80 [40% Intelligence] Magical Damage and creating a toxic cloud that persists for 20s. • The cloud deals 10 [5% Intelligence] Magical Damage , Slows and reduces enemy Healing. • While within the cloud, you gain extra Cooling for your Basic Attacks.

  • Interacting with a toxic cloud with other abilities reduces their duration to 8s.
  • You can have a maximum of 9 clouds active at once.
  • Cooling effect is 25% the base rate.
  • Cooldown reduction applies every 0.5s.
  • Damage: 80/120/160/200/240
  • Damage Scaling: 40% Intelligence
  • Damage Per Tick: 10/20/30/40/50
  • Damage Scaling Per Tick: 5% Intelligence
  • Slow: 20%
  • Slow Duration: 1.5s
  • Healing Reduction: -25%
  • Range: 10.4m
  • Inner Radius: 1.6m
  • Outer Radius: 2.4m
  • Cooldown: 15/14/13/12/11s
  • Cost: 50/55/60/65/70

Consuming Bellow

ABILITY 2

Aspect of the Unyielding

Toxic clouds do not deal tick damage but allied gods within them gain Damage Reduction. Within them, you do not gain Cooling but lower cooldown for Venomous Haze. Consuming Bellow does not deal bonus damage but allies gain INT and STR. Submerge Knockup height is increased.

Level

Channel briefly, drawing power from nearby toxic clouds, then roar to deal 120 [45% Intelligence and 30% Strength] Magical Damage, Slow, and Tremble enemies around you. • Each cloud Empowers you and the roar, increasing its size and causing it to deal 20 [10% Intelligence] bonus Magical Damage per cloud. • While Empowered, your Basic Attacks fire at their maximum rate.

  • Size increases up to 3 times but the bonus damage is uncapped.
  • Size increases up to 3 times.
  • Each cloud provides 2s of Basic Attack Empowerment, up to 6s max.
  • Damage: 120/180/240/300/360
  • Damage Scaling: 45% Intelligence and 30% Strength
  • Bonus Damage: 20/25/30/35/40
  • Bonus Damage Scaling: 10% Intelligence
  • Slow: 30%
  • Debuff Duration: 1.5s
  • Inner Radius: 3.2m
  • Outer Radius: 4.8m
  • Cooldown: 12s
  • Cost: 70

Submerge

ABILITY 3

Level

Submerge into the ground, becoming Stealthed and gaining Movement Speed. Reactivate to emerge, Knocking Up and dealing 70 [50% Intelligence and 40% Strength] Magical Damage to enemies. • While submerged, you pulse out a ring, gaining vision of enemies. • Emerging through a toxic cloud creates two new clouds.

  • Taking damage while in Stealth partially reveals you.
  • Damage: 70/125/180/235/290
  • Damage Scaling: 50% Intelligence and 40% Strength
  • Movement Speed: 35%
  • Duration: 5s
  • Radius: 3.2m
  • Pulse Radius: 20m
  • Cooldown: 14s
  • Cost: 70/75/80/85/90

The World Serpent

ABILITY 4

Level

Enter into the world before diving up to three times across the battlefield. Each time you Submerge you deal 150 [35% Intelligence and 30% Strength] Magical Damage to enemies hit. • Emerging out of the ground and your body Crashing down deals 75 [20% Intelligence and 15% Strength] Magical Damage to enemies hit. • Each time you Emerge and Submerge, you Knock Up enemies and leave behind a low duration toxic cloud. • You are CC Immune during this ability.

  • If you cannot cannot dive to the target location when the time expires, the ability will end.
  • Damage: 150/200/250/300/350
  • Damage Scaling: 35% Intelligence and 30% Strength
  • Emerge/Crash Damage: 75/100/125/150/175
  • Emerge/Crash Damage Scaling: 20% Intelligence and 15% Strength
  • Radius: 3.2m
  • Cooldown: 90s
  • Cost: 50/55/60/65/70
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