
Jormungandr
The World Serpent

Type | Default |
---|---|
Collection | Default |
Cost | Unknown |
Voice Pack | Click to Listen |
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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JORMUNGANDR PRO BUILDS
View allJORMUNGANDR COMMON ELITE BUILDS
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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
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
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
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
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