Fenrir gains efficiency as he attacks. Every hit from a basic attack activates 1 rune, up to a max of 5. Each of Fenrirdds abilities gain an additional benefit when used at maximum runes and the runes are consumed. Enemy gods that die near Fenrir will fully activate all his runes.
Unchained
Fenrir leaps forward, dealing damage to all enemies when he lands. At full runes, the leap stuns the enemies hit. If the leap hits a god, the cooldown is halved. Damage: 95/155/215/275/335 (+80% of your physical power). Stun: 1s. Cost: 65/70/75/80/85. Cooldown: 15s.
Seething Howl
Fenrir rears back and howls, inspiring himself with a physical power and lifesteal buff. At full runes, the buff is increased by 50%. Physical Power: 10/20/30/40/50. Physical Lifesteal: 5/10/15/20/25%. Buff Duration: 6s. Cost: 60/65/70/75/80. Cooldown: 13s.
Brutalize
Fenrir pounces to his ground target location. If there was an enemy in the radius, he strikes them 4 times, dealing additional damage with each strike while being immune to knockups. At full runes, each strike deals 75% damage to nearby enemies. Damage: 10/20/30/40/50 (+30% of your physical power). Cost: 70/75/80/85/90. Cooldown: 14s.
Ragnarok (Ultimate)
When Ragnarok arrives, Fenrir grows massive in size, becoming immune to crowd control while moving faster. Fenrir bites enemy gods, dealing physical damage and carrying them away. Biting a cc immune target deals the damage but ends his ultimate. At full runes, his protections double. Damage: 150/225/300/375/450 (+120% of your physical power). Movement Speed: 50%. Carry Duration: 2s. Cost: 100. Cooldown: 90s.
Time to throw this dog a bone. Fenrir received some recent buffs that only made a small impact. The god has a very specific role in singling out and killing an enemy god with his Ultimate, which we are aiming to improve. Movement Speed gets heavily hit by diminishing returns when at such high numbers, so this change shouldnt be as huge as it may appear, but it will help Fenrir chase down his target more effectively. We are also partially reverting the rather heavy damage nerf to Unchained that resulted from the Fenrir Support meta.
Unchained
Increased Base Damage 75/135/195/255/315 to 85/145/205/265/325
Through a few different metas, maps, and item changes we have not seen Fenrir really grab hold. It feels like this god really never will be released. Last time we really did see him was when he was played in the Support role! It was awesome, but not really his intent and not something he excels at anymore. To boost his presence as a jungler, we are decreasing the cooldown on Fenrir's primary jungle clear ability. Ragnarok might be approaching yet again...
Fenrir has always been in a strange spot. As an assassin, his jungle was often on the fringes of being useful and he instead found himself as an aggressive support.
He is seeing a shift today, reducing his early game control and base damage while receiving an increase to his jungle clear and giving him more reasons to build Power. Unchained was a high base damage, low cooldown ability, that enabled the support Fenrir play.
These aspects are both being reduced. On the opposite side, Brutalize will now always cleave (but at a slightly reduced strength). Runes will now cause Brutalize to scale more with Physical Power.
Players will now have a more clear use case between empowering Unchained for Control and Brutalize for more damage, while having access to reliable and strong jungle clear without needing to use Runes.
Unchained
Decreased Base Damage from 95/155/215/275/335 to 75/135/195/255/315.
Decreased amount of cooldown decrease on successful hit from 50% to 30% (halved to one third).
Brutalize
This ability will now always cleave.
Reduced Cleave Damage from 75% of total to 50% of Total.
At Max Runes, this ability will deal an additional 15% of your Physical Power per hit.
Fenrir has huge damage and control potential, but often felt limited. We are reducing many of his mana costs to make sure Fenrir can use his kit to its full potential.
His powerful sustain and stacking mechanics suggest he should excels in fights over longer periods of time, and reduced mana costs should help compliment that further.
Unchained
Decreased Mana cost from 65/70/75/80/85 to 60/65/70/75/80.
Seething Howl
Decreased Mana cost from 60/65/70/75/80 to 60 at all ranks.
Brutalize
Decreased Mana cost from 70/75/80/85/90 to 60/65/70/75/80.
Fenrir heavily relied on gaining kills to reset his runes, allowing him to chain kills or bring extra control to escape from his opponents. Like other passives that relied on getting kills for a powerful effect, it felt lackluster when a teammate ended up getting the kill and leaving Fenrir players with no bonus runes. Fenrir will now gain 3 runes for getting an Assist, helping to mitigate that feeling.
Throughout the season, we have been looking at percentage base abilities. These abilities already scale over the course of the game due to them working off your other stats, so this "extra" scaling isn't always needed. Fenrir's Seething Howl is a great example of an ability that was being hindered by this double scaling and seeing a wild difference in power based on its rank and Fenrir's build.
Removing the per-rank scaling will make his jungle sustain more consistent and allow for more flexibility in his builds.
Seething Howl
Lifesteal changed from 15/20/25/30/35 -> 30% at all ranks.
Now gains a rune when he lands a basic attack hit instead of when he deals damage with his basic attack. This change will mean he will build runes even when attacking a target who has used Aegis, or someone under the effects of Undying Love.
The amount of physical power gained has been increased back from 10/15/20/25/30 to 10/20/30/40/50.
Brutalize
This ability has been changed to deal base physical damage with physical power scaling. This no longer does basic melee attacks or allows for on-hit effects to be applied.
This ability now deals 40/70/100/130/160 (+50% of your physical power) physical damage on each hit and hits four times.
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