Fenrir
the Unbound

Abilities

Unbound Runes (Passive)
Fenrir gains efficiency as he attacks. Every hit from a Basic Attack activates 1 Rune, up to a max. of 5. Each of Fenrir's abilities gain an additional benefit when used at maximum Runes and the Runes are consumed. Enemy gods that Fenrir kills will fully activate all of his Runes.
Ability: Buff
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.
Ability: Leap
Cost: 65/70/75/80/85
Cooldown: 15s
Damage: 95/155/215/275/335 (+80% of your Physical Power)
Stun: 1s
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%.
Ability: Buff
Cost: 60/65/70/75/80
Cooldown: 13s
Physical Power: 10/25/40/55/70
Physical Lifesteal: 30%
Buff Duration: 6s
Brutalize
Fenrir pounces to his ground target location. If there was an enemy in the radius, he strikes them 4 times, dealing damage with each strike while being immune to knockups. At full Runes, each strike deals 75% damage to nearby enemies.
Ability: Leap
Cost: 70/75/80/85/90
Cooldown: 14s
Damage: 45/75/105/135/165 (+50% of your Physical Power)
Ragnarok
Upon Ragnarok, Fenrir grows massive in size, becoming immune to CC 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.
Ability: Single Target
Cost: 100
Cooldown: 90s
Damage: 200/275/350/420/500 (+120% of your Physical Power)
Movement Speed: 50%
Carry Duration: 2s

Skins

Standard Fenrir
Frostfang
Lord Slashington III
Metal Carnage
Wreck the Halls
Ragnarok
Iron Maw
Wolf Man

Items

Core

Wind Demon
2800
Physical Power
+30
Attack Speed
+10%
Critical Strike Chance
+20%
PASSIVE - Your Critical Hits increase your Attack Speed and Movement Speed by 20% for 5s.
Starts from Shuriken
Jotunn's Wrath
2450
Physical Power
+40
Mana
+150
Physical Penetration
+10
Cooldown Reduction
+20%
Starts from Mace
Titan's Bane
2300
Physical Power
+30
PASSIVE - You gain 33% Physical Penetration.
Starts from Mace

Damage

Bulwark of Hope
2550
Magical Protection
+60
Health
+200
Crowd Control Reduction
+20%
PASSIVE - When you take damage and are below 30% Health, you gain a Shield with health equal to 150 +10 Per Player Level for 20s. Can only occur once every 60s.
Starts from Talisman
Magi's Blessing
2050
Physical Protection
+15
Magical Protection
+15
Health
+350
PASSIVE - Absorbs a single hard Crowd Control effect or Root once every 70 seconds. When this occurs, the owner also receives 1s of Crowd Control immunity.
Starts from Cloak
Breastplate of Valor
2300
Physical Protection
+65
Mana
+300
MP5
+10
Cooldown Reduction
+20%
Starts from Breastplate

Defensive

Aegis Amulet
0
Using this item makes you invulnerable to damage and healing for 2s, preventing you from taking action. You may still move. Cooldown - 160s.
Starts from Relic
Sundering Spear
0
Using this item fires a bolt that travels 70 units, stopping on the first god hit, dealing 30 True Damage +12 Damage per God level, and increases their damage taken by 10% for 5s. Cooldown - 120s.
Starts from Relic
Heavenly Wings
0
Using this item increases the Movement Speed of allied gods within 55 units by 40% for 5s and cleanses them of Slows. Cooldown - 140s
Starts from Relic