3 years ago
1
Patch 7.7
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Infant Boilers - EU

I've played this god for about 650 hours now, so I think it's about time I made a guide for this often times misunderstood god.

He doesn't play like the typical "supporty" gods like Khepri or Geb, Fafnir's main focus is objective pressure thanks to his 2, Coerce. Obviously peel and setup are goals of his too, but in dwarf form this is limited so you have to use your abilities sparingly. You rarely use your 1 on waves for example if you're support.

Abilities:

1: A line damage ability that passes through minions and stops on gods, stunning them. The hammer is quite fast to fire and relatively easy to hit, but missing a hammer can be extremely dangerous at times. Getting good with this ability is the most important, try to hit this ability consistently. I like to set this ability to instant casting to allow me to combo my abilities more quickly. In dragon form, this ability instead does 3 ticks of damage over 3 seconds and reduces enemy magical protections.

2: Gives whoever you cast this ability on a temporary buff and heals Fafnir for a little bit. This buff gives whoever you cast it on some attack speed, up to 30% at rank 5, as well as a damage buff. This damage buff deals damage for Fafnir scaling on how much damage your ally is doing. If your ally dealt 500 damage in a single hit, coerce would deal +100 damage (which is 20% at rank 5). However, because this damage is dealt by Fafnir it would be affected by stats like flat/% pen. So if you're playing a support build and don't have a lot/any pen, expect to deal about half or even 2/3rds less damage to (tanky)gods. In dragon form, the area of this ability increases immensely and allows you to buff several allies at once. This is where his insane objective burn comes from.

3: A relatively long, quick leap that deals damage in a small cone in front of you. The longer you leap away from you, the longer it takes to land. If you use this ability right in front of you it basically deals immediate damage. This leap also applies a 2 second disarm, so it can be a pretty decent form of peel if your ally is getting jumped by like a Kali or Bakasura. You can also use it to deny the enemy adc from clearing wave, which is pretty useful sometimes especially against gods like Rama or Izanami. Keep in mind you don't put yourself in a dangerous spot though. In dragon form this ability also instead does 3 ticks of damage over 3 seconds, and applies a 2 second stun on top of the 2 second disarm.

Ult: You transform into dragon form after 3 seconds of charge-up, and any gods caught in a pretty large radius take 3 ticks of damage over 3 seconds. This ability does quite a bit of damage and provides good zoning utility since enemies typically really want to avoid your ult. If you do happen to catch some people in your ult they take a lot of damage in return. In my experience though, stunning someone right before ulting them often times isn't enough to catch them with the damage. You should position yourself to where they want to go before ulting, so they're either forced to avoid your ult by moving into an undesirable location or take the longer route through your ult making them more likely to get hit. You can also potentially use a Horrific Emblem to slow them enough to where they can't avoid your ult.

Your auto attacks are replaced by a dragon breath which does rapid ticks of damage in a cone in front of you. This cone is about half the range of typical ranged auto attacks and hard to dodge to anyone within the range. This cone does about 3 ticks/second at 1 attack speed and goes up to 6 hits/second at 2,5 attack speed.

Strengths:

- Quite good against hunters and other auto-attack based gods thanks to his 3 which has a 2 second disarm.

- Very strong against gods with limited mobility and CC immunity.

- High single target damage and CC.

- Very strong objective pressure.

- Strong potential to 180 a fight

- High mobility/relatively safe for a guardian.

- Enemies tend to underestimate your capabilities

Weaknesses:

- Very vulnerable when de-transforming from your ult.

- Easy target once you've used your 3 in dragon form/have used your 3 while not having an ult.

- Weak early game/clear.

- Limited CC in dwarf form.

- Abilities may be hard to hit.

- If you get caught using your dragon form leap on a CC immune hunter you're quite likely to die if you don't have allies around you to get you out of there.

- Allies tend to overestimate your capabilities to peel for/protect them

Notes:

- Attack Speed is Fafnir's most effective stat for damage in dragon form, but with some limitations. Attack speed scales up linearly from 1 to about 1.9/2, nearly doubling your hits/second from 3 to around 5.6. After 2.0, attack speed becomes significantly less effective only going up from 5.6 hits/second to 6 hits/second from 2.0 to 2.5 attack speed. This means to make the most out of Fafnir's attack speed mechanics, you only have to build around 55/60% attack speed(because you get 30% more from a rank 5 Coerce)

- Fafnir has quite high scalings/base damage in dwarf form for a gaurdian, but in dragon form his abilities essentially get the scalings of a typical mage. This allows him to quite easily kill a squishy that underestimates or doesn't expect you, which tends to happen quite often. This also makes a power build surprisingly effective.

- Fafnir coerce can trigger any item ability passives for you if given to an ally god damaging someone else. This makes items like Soul Gem or Archmage's gem apply any extra damage onto your ally's damage, and it's what makes a lot of BrutalMaglliniTime's oneshots possible. This also makes items like Ethereal Staff or Gem of Isolation extra effective as you can give yourself the extra health buff without ever touching the enemy as long as your ally with your buff can hit someone. Gem of isolation also applies the slow on damage your allies are dealing, which might be an effective pickup if your allies have a lot of tick/dot damage.

Some build warnings:

- Death's Temper does not work on Fafnir's dragon auto attacks. Your damage remains the same with or without stacks.

- Items like Eye of the Jungle, Seer of the Jungle, and Bumba's Spear which provide extra ability damage on abilities do not apply this extra ability damage if this coerce is applied on your dragon basic attacks. Specifically your own dragon basic attacks. It works for everyone else you apply the buff on.

- No item auto attack passives work on Fafnir's dragon basics. This includes Ring of Hecate, Toxic Blade, Hastened Ring, etc.

Main Build
Build Section
Conquest Support
Benevolence

Benevolence

+75
Health
+10
Mp 5
+10
Hp 5

PASSIVE - While not near an ally god you gain 1 stack of Benevolence every second, up to a maximum of 50. Assists provide 4 stacks. While within 70 units of a hurt ally god you use up to 5 stacks a second to heal them and yourself for 0.6% of your Maximum Health. Each stack consumed provides you with 1 gold. If you overcap stacks they will still provide gold as long as you are near an ally god. Can be upgraded at level 15.

Shoes of Focus

Shoes of Focus

+55
Magical Power
+250
Mana
+10%
Cooldown Reduction
+18%
Movement Speed

Gauntlet of Thebes

Gauntlet of Thebes

+200
Health
+15
Hp 5

PASSIVE - Assists on a minion give 1 Stack and God kills and assists give 5 Stacks. Stacks provide 1 Physical and Magical Protection. At 45 Stacks this item evolves, providing an Aura of 10 Physical Protection and 10 Magical Protection.

Witchblade

Witchblade

+30
Physical Protection
+250
Health
+10%
Cooldown Reduction
+7%
Movement Speed

AURA - Enemies within 55 units have their Attack Speed reduced by 25%.

Shogun's Kusari

Shogun's Kusari

+45
Magical Protection
+150
Health
+20
Mp 5
+10%
Attack Speed

AURA - Allied gods within 70 units have their Attack Speed increased by 30%.

Notes

Benevolence: Just because it's good right now. Almost mandatory on any support. Upgrade to Compassion when you can.

In patch 7.8 Sentinel's Gift will be a good early game starter choice, outperforming benevolence. However, since Compassion hasn't been nerfed yet you'll probably still want to pick up Benevolence for the late-game strength. War flag is still a poor pickup

Shoes of Focus: The cooldown, mana, and power you get from this item are just too appealing to Fafnir to pass up on. Tank boots aren't as necessary because Fafnir also gets quite a few protections from his passive.

Thebes: Also just a very good item in general, although it should be noted this can be stacked a lot easier on Fafnir due to him getting minion passive stacks when you give your buff(2) to an ally who's about to damage/clear wave. You don't need to be very close to the wave any more to get thebes stacks, you can just buff your ally and run off somewhere else.

Witchblade: The CDR, CCR, and health is quite nice to have. It's a very cost efficient item in general. You mainly want this paired with Shoguns Kusari to create a large attack speed gap between you and your enemies. Shoguns gives all your allies 25% attack speed, and witchblade removes 25% attack speed from enemies, so this can easily mean a large damage difference from auto attacks between your allies and enemies. Pair this with your coerce buff and your allies will deal a lot more damage than they do.

Shoguns Kusari: Easily one of the best items on Fafnir. The attack speed you get from this item increases your dragon form auto attack speed by quite a bit, and thus also your damage output. The stats on this item are also just very high for the cost, and you get some CDR and MP5 which are both stats Fafnir likes. More importantly, it increases your team's objective burn tremendously which is what Fafnir is best at.
In patch 7.8 Shogun's Kusari receives a significant buff, making this item even more insane and mandatory on Fafnir.

As a last item just get whatever you feel you need. I often find myself not having that much physical protection so I often opt in for a Spectral Armor or Emperor's armor, but you can also get some antiheal or even some damage if you think you can afford it.

Casuals
Spear of Desolation

Spear of Desolation

+80
Magical Power
+15
Magical Penetration
+10%
Cooldown Reduction

PASSIVE - If you receive a kill or assist on an Enemy God all of your non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 6 seconds.

Shoes of Focus

Shoes of Focus

+55
Magical Power
+250
Mana
+10%
Cooldown Reduction
+18%
Movement Speed

Shogun's Kusari

Shogun's Kusari

+45
Magical Protection
+150
Health
+20
Mp 5
+10%
Attack Speed

AURA - Allied gods within 70 units have their Attack Speed increased by 30%.

Rod of Tahuti

Rod of Tahuti

+115
Magical Power
+30
Mp 5
+10
Magical Penetration

PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.

Witchblade

Witchblade

+30
Physical Protection
+250
Health
+10%
Cooldown Reduction
+7%
Movement Speed

AURA - Enemies within 55 units have their Attack Speed reduced by 25%.

Protector of the Jungle

Protector of the Jungle

+50
Physical Power
+70
Magical Power
+25
Physical Protection
+25
Magical Protection

PASSIVE - While in the jungle you gain 15% Power and 7% Protections.

Emperor's Armor

Emperor's Armor

+50
Physical Protection
+250
Health

AURA - Damageable enemy structures within 55 units have their Attack Speed reduced by 30%. Damageable allied structures within 55 units have their Attack Speed increased by 30%.

Notes

A lot of offense and quite a lot of defense, will make easy work of most mages and hunters. Enough attack speed built to make optimal use of Fafnir's dragon basics. Even without the passive Protector of the Jungle is a fantastic item for Fafnir.

Good items in general
Notes

These are just items that are effective on Fafnir. This is not a build, just a collection of good items.

Gauntlet of Thebes

Gauntlet of Thebes

+200
Health
+15
Hp 5

PASSIVE - Assists on a minion give 1 Stack and God kills and assists give 5 Stacks. Stacks provide 1 Physical and Magical Protection. At 45 Stacks this item evolves, providing an Aura of 10 Physical Protection and 10 Magical Protection.

Ethereal Staff

Ethereal Staff

+70
Magical Power
+150
Health
+20%
Crowd Control Reduction

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.

Spear of Desolation

Spear of Desolation

+80
Magical Power
+15
Magical Penetration
+10%
Cooldown Reduction

PASSIVE - If you receive a kill or assist on an Enemy God all of your non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 6 seconds.

Protector of the Jungle

Protector of the Jungle

+50
Physical Power
+70
Magical Power
+25
Physical Protection
+25
Magical Protection

PASSIVE - While in the jungle you gain 15% Power and 7% Protections.

Y10 Spear of the Magus

Y10 Spear of the Magus

+75
Magical Power
+8%
Magical Lifesteal
+10
Magical Penetration

PASSIVE - Whenever you damage an enemy god with an ability you mark them to take 5% increased damage from all sources. This effect lasts for 8s and can only occur once every 15s.

Y10 Telkhines Ring

Y10 Telkhines Ring

+45
Magical Power
+15%
Attack Speed
+6%
Magical Lifesteal

PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.

Rod of Tahuti

Rod of Tahuti

+115
Magical Power
+30
Mp 5
+10
Magical Penetration

PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.

S9 Divine Ruin

S9 Divine Ruin

+100
Magical Power
+15
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds.

Witchblade

Witchblade

+30
Physical Protection
+250
Health
+10%
Cooldown Reduction
+7%
Movement Speed

AURA - Enemies within 55 units have their Attack Speed reduced by 25%.

Emperor's Armor

Emperor's Armor

+50
Physical Protection
+250
Health

AURA - Damageable enemy structures within 55 units have their Attack Speed reduced by 30%. Damageable allied structures within 55 units have their Attack Speed increased by 30%.

Talisman of Energy

Talisman of Energy

+50
Magical Protection
+250
Health

PASSIVE - Getting a kill or assist on enemies causes you and allies within 70 units to gain stacks of energy. Energy stacks provide 3% Movement Speed, 3% Attack Speed, and 15MP5 per stack. Lasts 10s and stacks up to 4 times. Killing or Assisting an enemy God provides maximum stacks.

Charon's Coin

Charon's Coin

+75
Magical Power
+20
Magical Penetration
+7
Hp 5
+20
Mp 5

PASSIVE - On god kill or assist a coin is flipped. If heads, you gain a stack of 7 HP5. If tails, you gain a stack of 2% Movement Speed. Each effect can stack up to 4 times and at 8 stacks this item evolves. You also gain 1 gold every time the coin is flipped.

Manikin Hidden Blade

Manikin Hidden Blade

+65
Magical Power
+45
Physical Power
+25
Physical Protection
+15%
Attack Speed

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 20% of their Current Health as Physical Damage and are slowed by 25% for 3s.

Tainted Breastplate

Tainted Breastplate

+35
Physical Power
+55
Magical Power
+70
Physical Protection
+25
Magical Protection

PASSIVE - Enemy gods that you hit have their healing taken reduced by 50% for 5s.

Tyrannical Plate Helm

Tyrannical Plate Helm

+70
Magical Power
+30
Physical Protection
+100
Health
+20%
Crowd Control Reduction

AURA - Ally lane minions within 70 units gain 25% Health and Attack Speed. Whenever an ally lane minion dies within 70 units of you, gain 5 power per stack, max 6 stacks for 15 seconds.

Notes

* Manikin Hidden Blade can apply the damage with coerce if a buffed ally damages another god, allowing him to deal quite a significant amount of burst physical damage without getting close to the enemy god.

* I know Lotus Crown is kind of weird, but I like it. It gives some power, good amount of protections, and some mana sustain. I usually pick this up when I need physical protections but don't know what to build.

* Telkhines is weird too, but the power and attack speed on the item make your dragon autos hit quite a bit harder despite the fact they don't proc the item's passive at all. Gives your dwarf form some extra offense too, plus, it's funny.

* Usually Emperor's armor is written off as a bad item, but for a god like Fafnir who's strength is objective pressure I think it's quite nice. Allows you to tank a phoenix or tower a lot longer, and the stats are not bad at all for such a cheap item. Would recommend.

Bad items
Hastened Ring

Hastened Ring

+55
Magical Power
+25%
Attack Speed
+7%
Movement Speed

PASSIVE - Hitting an enemy God with a Basic Attack grants Haste for 6s, causing you to be immune from Basic Attack Movement Penalty. (Internal Cooldown 25s)

Pridwen

Pridwen

+25
Physical Protection
+25
Magical Protection
+20%
Cooldown Reduction

PASSIVE - When your Ultimate ability has finished casting, you gain a Shield equal to 90% of your Protections from items and abilities for 5s. When destroyed, by timing out or being depleted, it explodes in a 30 unit radius and deals Magical damage equal to 75% of your Protections from items and abilities and slows targets by 25% for 3s. This can only occur once every 45 seconds.

Ring of Hecate

Ring of Hecate

+80
Magical Power
+20%
Attack Speed
+15%
Magical Lifesteal

PASSIVE - Each successful basic attack applies a hex to enemies and empowers you, increasing your power by 5% and reducing the power of your opponent by 5% for 5s. (Max. 3 Stacks).

Manikin Mace

Manikin Mace

+50
Basic Attack Damage
+25
Physical Protection
+100
Health
+20%
Attack Speed

PASSIVE - Enemies hit by your Basic Attacks are burned, taking 60 Physical damage over 2s and have their Attack Speed slowed by 10%. Jungle Monsters and Bosses take 4x damage and restore 2.5% Health and 5% Mana when they die. This effect can stack up to 4 times.

Demonic Grip

Demonic Grip

+75
Magical Power
+30%
Attack Speed

PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).

S7 Staff of Myrddin

S7 Staff of Myrddin

+110
Magical Power
+10
Magical Penetration
+10%
Cooldown Reduction

PASSIVE - When your Ultimate ability has finished casting, your next non-ultimate ability cast within the next 10s will have no cooldown but will only deal 70% of its normal damage and healing. This can only occur once every 45 seconds.

Notes

These are items that are particularly bad on Fafnir. They either don't work effectively, or they actually harm your performance. Don't build these unless you're trolling, which I don't mind :^)

Hastened: doesn't work in dragon form, stats aren't high enough to make up for a lack of a passive

Hecate: Doesn't work in dragon form, stats aren't high enough to make up for a lack of a passive

Demonic: Doesn't work in dragon form, stats aren't high enough to make up for a lack of a passive

Pridwen & Myrdinn: Procs only after you've finished transforming back to dwarf form, pridwen has bad stats.

Manikin Mace: Doesn't work in dragon form, stats aren't high enough to make up for a lack of a passive

Stone of Fal: Doesn't work in dragon form, stats aren't high enough to make up for a lack of a passive

Animosity: Doesn't work in dragon form, stats aren't high enough to make up for a lack of a passive. Still funny to build tho

Good relics :)

Notes

Horrific Emblem: Can help keeping enemies in your ult, greatly improves your early game and peel.

Blink: You don't really need it, but it's fun to pick up and good for chasing.

Belt of Frenzy: I always pick this up 2nd relic, helps a lot with amplifying your already strong objective burn.

Ankh: For when I'm against an Aphrodite

Sprint: Slow immunity is great in a lot of team fights, and you can get Haste for your dragon autos if upgraded!

In patch 7.8 Bracer of Radiance will actually be quite good for amplified objective pressure. Sundering spear will also be very good, but I think it's gonna be hard to fit these items into your builds.

Bad relics >:(

S8 Meditation Cloak

S8 Meditation Cloak

Using this item restores 75 Health + 12 Health per level and 30% Mana to all Allied gods within 35 units. Cooldown - 120s.

Bracer of Undoing

Bracer of Undoing

Using this restores 40% Health and Mana lost within the last 5s. Cooldown - 120s.

Notes

Don't pick these up. I'll forgive you for picking up upgraded Med in omnipotence, but that's about it.

I'd also put beads here, but sometimes Artemis or Nox can really mess you up if you don't pick it up.

In patch 7.8 Meditation cloak will actually be decent, but I still wouldn't recommend picking it up simply because it doesn't fit Fafnir's playstyle

Unholy Oneshot Build
Spear of Desolation

Spear of Desolation

+80
Magical Power
+15
Magical Penetration
+10%
Cooldown Reduction

PASSIVE - If you receive a kill or assist on an Enemy God all of your non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 6 seconds.

Rangda's Mask

Rangda's Mask

+50
Physical Power
+70
Magical Power
+20
Hp 5
+10%
Cooldown Reduction

Gain 5 stacks of <font color='#F44242'>Weakness. Each stack increases your damage taken by 10%. For each 40 Physical Power or 60 Magical Power from items, remove a stack of <font color='#F44242'>Weakness. When you remove a stack of <font color='#F44242'>Weakness gain a stack of <font color='#42F46E'>Strength. For each stack of <font color='#42F46E'>Strength gain +3% damage dealt and 2% movement speed.

Y10 Soul Gem

Y10 Soul Gem

+70
Magical Power
+100
Health
+8%
Magical Lifesteal
+10%
Cooldown Reduction

PASSIVE - On successful hit of an Ability you gain 1 stack. At 3 Stacks your next Ability that damages an enemy God will deal bonus damage equal to 20% of your Magical power to each God hit, and will heal yourself and allies within 20 units for 15 (+5 Per Level) and will consume the 3 stacks.

Rod of Tahuti

Rod of Tahuti

+115
Magical Power
+30
Mp 5
+10
Magical Penetration

PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.

Y10 Polynomicon

Y10 Polynomicon

+65
Magical Power
+300
Mana
+8%
Magical Lifesteal

PASSIVE - Using an ability gives your next Basic Attack within the next 8 seconds +75% of your Magical Power as additional Magical Damage. The effect can only apply once every 2 seconds.

Y10 Spear of the Magus

Y10 Spear of the Magus

+75
Magical Power
+8%
Magical Lifesteal
+10
Magical Penetration

PASSIVE - Whenever you damage an enemy god with an ability you mark them to take 5% increased damage from all sources. This effect lasts for 8s and can only occur once every 15s.

Notes

No longer you need to be a dragon to effectively kill. Now you can use polynomicon to oneshot most squishies in dwarven form. You can sacrifice an item for Shoguns Kusari if you want, but you'll need a 3k potion and fire giant buff to oneshot efficiently.

Also, if you don't want to truly oneshot with a single hammer, replace poly with archmage's gem. If you want to oneshot with a single auto, replace spear of the magus instead. In both cases you'll need 3k potion and fire giant buff though

Leveling Order
Skills Section
Primary Order
Cursed Strength
Cursed Strength
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Coerce
Coerce
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Underhanded Tactics
Underhanded Tactics
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Draconic Corruption
Draconic Corruption
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notes

If you desperately need more sustain at level 2, level your 2 instead.

Always level the ult when you can. If you want, you can also skip leveling your 2 when you reach level 8 and instead wait for level 9 to finish leveling your 1 and put a point in your ult. However, I never thought this had much impact, so I just put a point in my 2 when I can't level my 1.

Even if you're playing Fafnir for damage, leveling your 2 over your 3 is significantly better for your damage output (assuming you finished leveling your 1). The attack speed and bonus damage more then compensates for your lack of ability damage when not leveling your 3.

Matchups
Gods Section
Weak Against
NoxArtemisAresAnubisAphroditeGebChronosKhepri
Notes

Nox, Artemis, Anubis: Anyone who can strongly retaliate against Fafnir when he ends a transformation is gonna be particularly effective against him.

Ares: Cripples are a bastard, but you can immune his ult I guess!

Aphrodite, Geb, Khepri: Geb can CC immune with his shield, blocking most of your damage. He'll have his shield back up again by the time you get your abilities back, too. Khepri can cancel a lot of the setup you do for your team with his revive. Aphro is Aphro.

Chronos: Does a lot of damage to you and you can't kill him either because he can revert all the damage you do to him with his ult.

Gods like Ra, Kukulkan, Thoth, etc. also have strong retaliation with their ults, but I've never had particular trouble against them.

Strong against
Notes

I leave this empty because it heavily relies on whoever you're playing against. Most of their weaknesses can be mitigated if a player can read you accurately.

However, most gods with a lack of cc/slow immunity are going to be very weak against Fafnir. If they can get away easily and far enough, such as Janus or Hachiman with ult, they're a lot more likely to be able to escape you.