Smite Client Changelog

What's new in Smite Client 6.6 - Ruler of the Heavens Update

Jun 18, 2019
  • New Yoruba God:
  • Olorun:
  • Ruler of the Heavens
  • Touch of Fate:
  • Upon reaching 150 Magical Power from Items, Olorun gains 15% Critical Hit Chance and a further 1% per 10 Magical Power from Items. Olorun’s Critical hits only deal 50% increased damage. Additionally Olorun gains 5% extra scaling on his basic attacks.
  • Cap : 70%
  • Focused Light:
  • Olorun charges an orb of pure energy for up to 2s before firing it in front of him. The longer he charges the farther the projectile goes, passing through and damaging Enemy minions but stopping on colliding with Enemy gods. This ability can Critically Hit and can provide stacks of Overflowing Divinity.
  • Damage : 100/140/180/220/260 (+55% of your magical power)
  • Cost : 50/60/70/80/90
  • Cooldown : 12
  • Overflowing Divinity:
  • Olorun gains amplified Attack Speed. Every successful attack on an Enemy during the buff provides his inner Sun with energy, to a cap of 20 stacks. During the buff or for 4s after, Olorun can refire this ability to conjure the Sun to damage Enemies in an area. The Sun emits projectiles faster and more randomly with higher ammo. Hitting the same Enemy deals 10% less damage each time, to a minimum of 80% reduction.
  • Damage : 30/40/50/60/70 (+10% of your magical power)
  • Attack Speed Increase : 40%
  • Duration : 4/4.5/5/5.5/6s
  • Cost : 60/65/70/75/80
  • Cooldown : 14
  • Consecration:
  • Olorun expends the light within himself knocking back and damaging nearby Enemies as well as slowing them for 2s. Allies bathed in the light gain a heal over time that ticks every second for 5s. For every ally healed, Olorun gains Physical and Magical protections.
  • Damage : 60/80/100/120/140 (+20% of your magical power)
  • Heal per Tick : 10/15/20/25/30 (+5% of your magical power)
  • Protections : 8/10/12/14/16 per ally god healed
  • Slow : 20%
  • Cost : 60/65/70/75/80
  • Cooldown : 14
  • Sanctified Field:
  • Olorun brings forth Olodumare and Olofi who travel outwards, creating a large area of divine energy that distorts the flow of time within. All Enemies caught in the area are negatively affected by the time dilation, attacking, casting and even animating more slowly. Olorun himself benefits from the Sanctified Field in a similar way. The strength of the divine field also impacts the effect of buffs, debuffs, projectiles and deployables.
  • Enemy Debuff : 40% slower
  • Self Buff : 30% faster
  • Duration : 5s
  • Cost : 100
  • Cooldown : 140/130/120/110/100
  • NEW GOD SKINS:
  • Tiger’s Fury Achilles:
  • Standard | Battle for Olympus #5
  • Death Lotus Da Ji:
  • Biohacker Kali:
  • Exclusive | Biohacker Chest
  • Biohacker Chernobog:
  • Clockwork Chaos Discordia:
  • Standard | Battle for Olympus #6
  • Mothman Ah Muzen Cab:
  • Standard | Battle for Olympus #6
  • Vigilante Susano:
  • Exclusive | Vigilante Chest
  • Olorun:
  • Mastery Skins
  • Plushie Jormungandr:
  • Exclusive | Plushie Friends Chest
  • ACHILLES:
  • Fixed Achilles not being able to use Ult if he doesn’t have the mana for the initial cast
  • AWILIX:
  • Fixed Moonlight Charge targeter to be consistent across all skins
  • MEDUSA:
  • Fixed missing fish fx for Sea Maiden Medusa statues
  • SET:
  • Fixed Set’s Spawn T-posing under his pedestal when previewing the Wave Emote
  • Fixed Set Sandstorm going on cooldown if interrupted before dashing
  • THE MORRIGAN:
  • Fixed The Morrigan getting stuck in place if dying while in Jormungandr The World Serpent
  • TYR:
  • Fixed a condition where if Tyr’s Power Stance takes longer than someone’s movement ability, then they’ll be knocked up afterward
  • UI:
  • Fixed players not being notified when a Booster is activated
  • Fixed an issue where Ranked Lobby Borders from God Leaderboards would not display for console ranked queues (was showing for casual queues)
  • Fixed an issue in the Store where localized clients could not search for items in English
  • Fixed custom input VGS menu causing the keyboard scene to persist.
  • Fixed new Clash Red Camps stating they are Blue Camps on the Map Guides
  • Removed the buff duration timer for Speed of Elixir
  • Fixed Ranked Split menu not displaying progress towards Quests Win 15 or 50 Games
  • [Console] Fixed God Rental purchase options not aligned right
  • [Spectator] Fixed the Fire Giant pedestal experiencing z-fighting after the Fire Giant spawns and the pedestal is lowered into the ground.
  • [Spectator] In Collapsed View, fixed the water fx near middle phoenix clipping into the ground
  • Fixed Mixer point appearing blank in the Notification center
  • Fixed negative space on the Regal HUD for Tower and Phoenix icons
  • [PS4] Fixed players not being notified when a Booster is activated
  • Fixed Profile page showing more Gods owned than are active in the game
  • Fixed Commendations screen cutting off for 21:9 resolutions
  • PROJECT OLYMPUS:
  • Match Lobby Animations and Color Change Card Art
  • Towards the end of last year, we made a decision to shift more of our attention into raising the bar on our skin deliverables. We wanted to push ourselves even harder to create amazing content that we know our players love. This included more special animations and tackling ambitious concepts that we previously would have thought were impossible. Part of that decision included a shift in resources, which meant that we would no longer be supporting the End of Match Lobby animations like you were accustomed to or creating new card art for our color change skins.
  • We heard your feedback and, starting with this release, we will return to creating match lobby animations and color change card art going forward. We know that we have missed a few releases and it’s going to take a decent amount of work, but the team is committed to revisiting that skipped content and giving each of them a custom animation or changing the card art, where appropriate. Catching up will take some extra time so please be patient through the next couple of releases.
  • Console Lobby Communication:
  • Console players will now be able to access a unique set of text-only VGS commands in the console lobby to communicate with each other
  • They also can access a custom message through this VGS menu in the same way Console players can chat without each other in-game
  • Social:
  • Friends List now has a “Decline All” button on the requests section
  • Note: All pending friend requests will be wiped when the Ruler of the Heavens Update goes live.
  • Vivox voice communication is now supported on Nintendo Switch
  • Matchmaking:
  • Significant changes have been made to the matchmaker in relation to the Crossplay matchmaking
  • Players will now be much more likely to only match with players of their own input type, unless you are queueing in a crossplay party or a significantly low population region/game mode
  • Crossplay parties will match with the input type that the majority of the party is using. If the KBM vs Gamepad players is tied, they go to KBM games.
  • Home Screen:
  • Updated the UI art to remove the flames highlighting on the text selections and replace it with something sleeker
  • Gods:
  • NE ZHA:
  • UNIVERSE RING TOSS:
  • Fixed an issue where the Ring would not bounce to or from certain targets.
  • EG. this should fix the cases where Loki decoy would absorb the Ring.
  • FLAMING SPEAR:
  • Fixed an issue where sometimes Ne Zha would fire of an extra basic attack animation based on using Flaming spear.
  • ARMILLARY SASH:
  • This ability now applies a Stun with no Diminishing Returns
  • This means that it should always last the same amount of time, fixing situations where Ne Zha could use Armillary Sash and the target could move out of the way before he reaches the location.
  • This is consistent with specific other Stun effects that have a scripted animation time, eg. Sobek’s Charge Prey
  • Fixed an issue where using this ability on gods who were in the process of being knocked-up would also cause Ne Zha to be in the air on reaching that target.
  • Now Ne Zha will reach the target and deal damage while still on the ground.
  • Fixed an issue where the Area of effect damage of this ability will sometimes miss targets that are in the air but within the hit area.
  • Fixed an issue where quickly turning the camera while using this ability would cause the hit area and the FX to be de-synced, leading to situations where the player does not look like they should hit an enemy, but they do.
  • Note: On researching the solution for this issue we were also able to successfully apply the same fix to Ra and Searing Pain. Now the FX and the damage area for this ability should match up when quickly moving the camera.
  • Added new FX to this ability to clearly portray the area of effect of damage when Ne Zha reaches a target.
  • This applies to all skins.
  • WIND FIRE WHEELS:
  • Adjusted the bounding area of the UI elements in this ability so that they will no longer have the chance to be hidden behind Ne Zha’s passive meter UI
  • Fixed an issue where Ne Zha was able to slide passed an enemy instead of correctly latching onto them
  • Fixed an issue with the FX for this ability where the last few feet of the targeter were raised in a slope
  • This caused perspective issues, making it feel like the ability targeter was longer than intended.
  • SCYLLA:
  • Updated ability icon art
  • ITEMS:
  • ODYSSEUS’ BOW:
  • Odysseus’ Bow has become a prevalent force in Hunter builds. A large boost in Attack Speed combined with immediate damage makes this a strong rush option that has become the go to choice for most Hunters. To ensure this isn’t pushing out other starts and item variety we are lowering the Base Damage, making this item rely more on its scaling and lowering its immediate impact.
  • Decreased Base Damage from 30 to 15
  • CHARGED BOW:
  • Decreased Base Damage from 20 to 15
  • MALICE:
  • Malice encourages a unique play style focused on weaving Abilities and Critical Strikes to gain a benefit. The cost of Malice as well as the strength of the benefit made it difficult to really go for this style of play over the more traditional builds. We are lowering the cost and upping the cooldown reduction to make this more comparable to other build choices.
  • Decreased cost from 3000 to 2650.
  • Increase cooldown reduction from 2s to 3s.
  • DOOM ORB:
  • Doom Orb is a pricey item. Movement Speed is a potent effect, and an item that could provide this with a large amount of power was a scary but exciting item going into Season 6. At 3200 gold however, the item was higher in cost than luxury items like Rod of Tahuti and Soul Reaver. We are lowering the cost to make it as affordable as other Mage choices.
  • Decreased cost from 3200 to 3000
  • ROD OF ASCLEPIUS/ROD OF HEALING:
  • Updated description to better convey this item only affects healing abilities. The functionality of this item has not changed
  • GEM OF ISOLATION:
  • Gem of Isolation is a potent and frustrating item. Giving mages access to some self peel and setup is important to have, but the counterplay opportunity for this item is limited. We are adjusting the slow potency and duration to give players more opportunity to play around the slowing effect.
  • Decreased movement speed slow from 25% to 20%
  • Decreased movement speed slow duration from 2s to 1s
  • GODS:
  • ACHILLES:
  • Achilles has recently undergone some large adjustments. His top end performance was limiting god diversity and his Basic Attacks did not visually match his extended range. We were watching him carefully to see how much of an effect these changes had and he ended up dropping heavily. We want to find the proper balance point between his previous strength and his current performance. To do this we are bringing up his overall clear pressure by increasing the ranged power of Shield of Achilles, while giving him more late game tanking potential through his armored passive.
  • GIFT OF THE GODS:
  • Protections per level increased from 1.5 to 2
  • SHIELD OF ACHILLES:
  • Increased falloff damage from 70% to 85%
  • AO KUANG:
  • Since the start of Season 6 we have made heavy adjustments towards the most banned gods. One god who has largely not been adjusted but has always been behind the top two bans is Ao Kuang. His early kill potential combined with high clear speed allow him to be a Ranked powerhouse, leaving little room for enemies to find gaps in his toolbox. We are lowering the slow on Dragon’s Call and increasing the cooldown on Wildstorm, bringing his strengths more in line.
  • BASIC ATTACKS:
  • Fix text on final swing – its a full 1s, just has short prefire
  • DRAGON CALL:
  • Decreased Slow on ranged attack from 30% to 20%
  • WILD STORM:
  • Increase Cooldown from 7s to 9s
  • ATHENA:
  • In this patch we are adjusting some Guardians who have been sitting low in performance for some time. Athena has been a potent pick in previous seasons, but has been lackluster for Season 6. Rather than further increasing her strengths (looking at you, Confound) we are bringing up her base capabilities of her other abilities. Shield Wall will get more damage on the front, while dealing the same damage overall making it more useful without needing to combine it with Confound. Preemptive Strike will now always slow for its full duration, giving more offensive potential and control early on.
  • SHIELD WALL:
  • Increased Initial Damage from 60/95/130/165/200 to 70/110/150/190/230.
  • Decreased Explosion damage from 80/150/220/290/360 to 70/135/200/265/330.
  • PREEMPTIVE STRIKE:
  • Slow duration increased from 1.25/1.5/1.75/2.0/2.25s to 2.25s
  • CERBERUS:
  • Cerberus can be a powerhouse in most modes, but in Conquest he has struggled to be a successful frontline bruiser and guardian. We are increasing the reward Cerberus receives for aggressively devouring god’s souls as well as making it easier to wolf em down. In addition, we are giving him access to his ultimate more often during the early stages of the game, while making it match the frequency of other AoE teamfight ultimates in the late game.
  • SOUL EXPULSION:
  • Decreased Health of Soul from 95/130/165/200/235 to 60/100/140/180/220.
  • Increased Heal per God from 30/50/70/90/110 to 40/65/90/115/140.
  • STYGIAN TORMENT:
  • Decreased Cooldown from 115/110/105/100/95s to 100s
  • CU CHULAINN:
  • Cu Chulainn recently got some love with bug fixes. We have watched his overall performance and he has improved; which is great! However, he has struggled to compete with other Warriors and has fallen out of favor across the board. The bug fixing improvements are awesome, but we feel he needs one more adjustment to really put him at the right spot. Increased scaling on Barbed Spear promotes his mid and late game fighting potential without increasing his already strong early game.
  • BARBED SPEAR (GROUND SLAM):
  • Increased scaling from 45% to 55%
  • FREYA:
  • NORTHERN LIGHTS:
  • Fixed an issue where she was healing with this ability for more than intended.
  • HE BO:
  • He Bo has risen the tides of the SPL, showing himself to be a staple of the competitive scene and high level ranked. Atlas of the Yellow River provides a large movement speed swing while Water Cannon brings consistent and high damage, allowing him to threaten kills easily. We are reducing both of these aspects, requiring He Bo to commit more and put himself more at risk to make similar plays.
  • WATER CANNON:
  • Decreased damage from 70/125/180/235/290 to 70/120/170/220/270
  • ATLAS OF THE YELLOW RIVER:
  • Decreased Movement Speed and Slow from 30/35/40/45/50% to 25/30/35/40/45%
  • HORUS:
  • Horus & Set has been out for some time now and have undergone fixes from their release. Everyone has been having a blast with them and have been discussing their balance state on all channels. While most feel they are balanced, or have concerns about what they can do in skilled hands, we feel they could use slight buffs in key areas to ensure they feel good to play while not over buffing them. Horus specifically struggles from very high cooldowns in the early game, limiting his ability to help his carry in a reliable way. We want to alleviate this while not boosting his late game lockdown, so we are lowering the cooldown early but having it scale to the same amount. We are excited to see how Horus will shake up the competitive scene and their tactics in the weeks to come!
  • UPDRAFT:
  • Decreased Cooldown to 18/17/16/15/14 to 16/16/15/15/14
  • JORMUNGANDR:
  • The World Serpent has continued to make a big impression in SMITE. His high damage and pressure has pushed him to be a powerful threat, becoming a common pick at the competitive level and seeing success across the board. Our recent changes focused on ensuring his unique aspects felt threatening, so in this patch we are focused on bringing his overall pressure down. Consuming Bellow provides heavy burst that is difficult to deal with up through the mid game. We are lowering the base damage to give enemies a chance to fight back against the damage.
  • CONSUMING BELLOW:
  • Decreased Bonus Base Damage from 20/30/40/50/60 to 20/25/30/35/40
  • KHEPRI:
  • Khepri is another guardian who has been strong, but has struggled in the recent Season. We want Khepri to focus on contributing more over the course of a fight more often, rather than relying on Scarab’s Blessing too heavily. Rising Dawn will deal slightly more base damage, while Solar Flare will allow Khepri to bring some crowd control more often.
  • RISING DAWN:
  • Increased Damage per tick from 10/13/16/19/22 to 10/14/18/22/26
  • SOLAR FLARE:
  • Decreased Cooldown from 16s to 14s
  • SCARAB’S BLESSING:
  • Updated ability text to state it does not revive executed targets
  • SET:
  • Set is similar to Horus, underperforming in key aspects with a community concern on them being over buffed. For Set, we feel his damage and mobility are appropriate when players have invested the time to learning his mechanics. We are increase focused on his Passive and Ultimate, and ensuring players have a smooth experience with both. Relentless is difficult to maintain, even during an active fight, while his Ultimate locked him out of abilities for a significant amount of time, more than his animation conveyed. These combinations can feel restrictive and limiting when Set is all about unleashing his rage. These changes should better represent this feeling and make his gameplay smoother.
  • RELENTLESS:
  • Increased duration from 4s to 5s.
  • Fixed a description error with this listed it lasted for 3 seconds. It was actually lasting for 4s.
  • KINGSLAYER:
  • Decreased prefire time from 0.8s to 0.33s
  • YMIR:
  • Ymir is the last, but certainly not the least, Guardian on this list. The Frost Giant is struggling to bring the level of control needed to compete with other guardians. Frost Breath has a significant cooldown, limiting his access to reliable control. We are lowering the cooldown, allowing him to freeze the opposition and shatter through the front lines.
  • FROST BREATH:
  • Reduced cooldown from 18 to 16s

New in Smite Client 6.3 - Darkness Falls (Apr 16, 2019)

  • NEW GOD SKINS:
  • The Crusher Cabrakan:
  • Valkyrie’s Rage Thanatos:
  • Beast Within Cu Chulainn
  • Terror of the Deep Scylla
  • Desert Dragon Neith
  • Snuggly Artemis
  • Depths of Atlantis Nox
  • Spectral Blade Pele
  • Exclusive | Darkness Falls Battle Pass
  • Itsy Bitsy Chibi Arachne
  • Exclusive | Cute but Deadly Chest
  • Blood Axe Chaac
  • Oasis Djinn Aphrodite
  • Exclusive | Council of the Gods #2
  • Divine Beats Amaterasu
  • Ragnarok Jormungandr
  • UPDATE RELEASE SCHEDULE:
  • First Week of April
  • Darkness Falls Battle Pass
  • From the Depths Chest
  • Mixer Store
  • Esports Content
  • Second Week of April
  • Council of the Gods
  • Third Week of April
  • Cute but Deadly Chest
  • Fourth Week of April
  • Council of the Gods #2
  • *These dates are tentative and subject to change.
  • MISC.:
  • Clicking on a party member’s Avatar will now bring you to the party menu for that player.
  • New Cosmetic Items:
  • Gothic Loading Frame
  • Jormungandr Announcer Pack
  • Blood Moon Global Emote
  • The Depths Jump Stamp
  • Gothic Pedestal
  • Darkness Falls Loading Screen
  • Ring of Wraiths Recall Skin
  • Terror of the Deep Avatar
  • Spooky Title
  • Squiddies Avatar
  • Under the Sea Level Up Skin
  • New esports Cosmetic Items
  • Jump Stamps for each team
  • Ward Skins for Pittsburgh Knights, Renegades, Dignitas
  • Snuggle Party Pedestal
  • Valkyrie’s Rage Loading Frame
  • New Items Added to the Mixer Store:
  • The Crusher Cabrakan
  • Pool Party Jing Wei
  • Foxy Lady Da Ji
  • Cosmic Sol
  • BUG FIXES:
  • General:
  • Fixed an issue where some players in match lobby would appear to be in an order that didn’t match their pick order.
  • Fixed end of match lobby scoreboard always highlighting the far right teammate.
  • Fixed favorite Global Emote selections not consistently saving.
  • Fixed an issue with deserter penalties where the old values were still applying.
  • Fixed Draft Pick match lobbies pick order not matching display order.
  • Fixed auto banned Gods in match Lobby not having red slash on icon.
  • Fixed Merlin auto skill turning off when using Ultimate as he levels up.
  • Fixed Jormungandr sometimes unable to refire Submerge.
  • Fixed an issue where Jormungandr’s 3 refire would sometimes be blocked by the pulses he sends out while stealthed.
  • Fixed an issue where Nox could exit early while Jormungandr was in Ultimate.
  • Fixed an issue where King Arthur could still move while rooted when using basic attacks.
  • Fixed an issue where Ratatoskr could use Meditation Beads during start of Ultimate.
  • Fixed tooltip issue with Genesha Ultimate stating higher mana cost for levels 3/4/5.
  • Fixed Kuzenbo continuing to deal damage with Sumo Slam after the target has used Beads.
  • Fixed an issue where Janus could use Ultimate to teleport outside of Joust map.
  • Fixed an issue where King Arthur could no longer build meter towards Ultimate.
  • Console:
  • Fixed an issue where Parental Controls didn’t properly mute chat on consoles.
  • Fixed an issue where Parental Controls didn’t properly mute chat on consoles.
  • Fixed player names not showing on Ranked Leaderboards.
  • Fixed an issue where a saved Item Builder profile could not be edited unless deleting entire profile.
  • Fixed stats sometimes not properly updating on Item Builder.
  • Fixed profanity filter not working for chat text.
  • Known Issues:
  • For Updates on our known issues, view our SMITE Community Issues Trello Board.
  • PROJECT OLYMPUS:
  • New Player Experience:
  • Players will now receive rewards for completing Co-op matches, although at a reduced rate from normal matches
  • XP – 100%
  • Favor – 30%
  • BP – 10%
  • Worshipers – 100% up to Rank 4, then 0%
  • Console Experience:
  • Console Players will now be able to use a new Set of VGS inputs for communication with other players in game. Entering this VGS command will bring up the console’s virtual keyboard so players can type custom messages.
  • The button combination is in the same location for all platforms, mapped to the respective buttons in those spots:
  • Xbox: X, RB
  • PS4: Square, R1
  • Switch: Y, R
  • UI Updates:
  • Daily Rewards no longer reset when the player misses a day.
  • Daily Rewards must now be claimed by the player in the Store under Featured Page instead of auto claiming.
  • The Client Side Store has been updated to the new art style.
  • This refers to where you buy Skins and Gods, NOT the in-game Item Shop where players buy things like Boots and Relics.
  • PC players can now call roles through the UI in other game modes besides Conquest.
  • Your Hi-Rez support ID is displayed in your profile now. This is a unique number to your Hi-Rez account that should be used when filing support tickets or reporting bugs. It helps us find your account easier in a Cross-Play world. Other players can not see your support ID.
  • Mixer Store:
  • A new tab has been added to the Store: Mixer.
  • Players can link their SMITE account to their Mixer account to earn Mixer Points by watching official Hi-Rez Streams.
  • Players that earn a total of 600 Mixer Points will unlock The Crusher Cabrakan skin. You do not need to spend points to earn this skin.
  • There will be a rotating set of skins in the Mixer store that can be bought with Mixer Points. You do spend points to earn these skins, but it will not decrease your total toward unlocking The Crusher Cabrakan.
  • Ranked:
  • Matchmaking Rating (MMR/Elo) Returns.
  • Players will now be able to see their Ranked MMR when viewing their Ranked Stat Page.
  • Matchmaking Rating will not be visible to others in the client unless they are Masters/Grandmasters players.
  • MMR will now be visible through the API, allowing external sites to obtain players MMR. Players can set their profile to Hidden to prevent this.
  • Duo Queue for Ranked Conquest Returns.
  • Players will be able to party with a friend and queue up in Ranked Conquest. We have adjusted the rules from the last time this was possible to ensure the matchmaker can make quality matches.
  • Players in Platinum 1 and Below
  • Players can queue with anyone within 200 MMR of their current MMR.
  • Players in Diamond and Above
  • Players can queue with anyone within 50 MMR of their current MMR.
  • Updated Ranked Progression
  • Qualification Games Removed:
  • Players will no longer need to play 10 Qualifying Games when first starting out or at the start of each split.
  • Players without a previous split ranking begin in Bronze 3, climbing up the ladder by playing and winning games.
  • During soft resets, players will be reset between Bronze 3 and Gold 1, depending on their MMR at the end of each split.
  • In the new system Rank will be a better measurement of progression than skill.
  • Players should look at MMR differences between players as a way of judging their match quality.
  • It is possible that many people in different ranks could be paired together as an intended part of this system.
  • Updated TP Gains and Tier Skipping:
  • Increased the bonus for being a Tier/Division that is far away from your Matchmaking Rating.
  • Adjusted the rules for Tier Skipping on Promotion to be less aggressive.
  • Updated Rewards:
  • Lowered the amount of wins needed for the 50 Gems reward each split from 75 to 50.
  • Role Queue:
  • Players now provide a Primary and Secondary Role choice.
  • Primary role will indicate the role you most want to play. The system will prioritize getting as many players as possible their Primary Role.
  • Priority Points only reset upon getting your Primary Role.
  • Visualized Priority:
  • Players will be able to see how many Priority Points they have on the Queue screen. Players with the most Priority Points have the highest chance to receive their Primary Role.
  • Ranked Role Queue:
  • First Pick will always receive their Primary Role.
  • Second Pick will always receive their Primary Role, unless First Pick had the same role selected. In this case they will get their Secondary role.
  • Custom Games:
  • New pause option has been added.
  • Free Pause:
  • Players can pause the game at anytime, even during combat.
  • This pause will allow for the match to be affected the minimum amount by a player who needs to pause.
  • This feature is intended for scrim style games where all 10 players have agreed on the rules and will use the pause only in case of emergencies.
  • NEW ASSAULT MAP:
  • Ragnarok has come and gone, transforming Asgard in the process. The Assault map has entirely new art set and some mechanical changes as well. The main goal for the Assault gameplay changes is to encourage more fighting. Some new areas and objectives have been added to the map to prevent stalemates and ensure the battle keeps raging.
  • Match Lobby:
  • Decreased Cost to Reroll your God from 50 gems to 25 Gems.
  • Decreased Cost to Reroll your God from 250 favor to 125 Favor.
  • Titans:
  • Updated to the Season 5 Conquest models.
  • Phoenixes:
  • Updated to the Season 5 Conquest models.
  • Towers:
  • Updated assault towers with new artwork.
  • Decreased Physical power by 15.
  • Minions:
  • Updated Order minions to the Season 5 Conquest models.
  • Updated Chaos minions to the Season 5 Conquest models.
  • Increased Health and Protections to match Conquest Minion stats.
  • Vital Orbs:
  • Added a new type of objective around the Assault Map called “Vital Orbs.”
  • The map will start with two of these that spawn in the center of the map, and a new one will spawn in the corner of the map after each Tower destroyed.
  • Players only need to walk into these to collect them.
  • Orbs Respawn 60s after being collected .
  • Vital Orbs provide:
  • 15% Increased movement speed for the player who picked up the Orb for 10s.
  • 15% instant Health and Mana heal for the player and allies within 60 units.
  • A 1% Health and Mana regeneration per second aura for 10s around the player. This affects all allies within 60 units.
  • CONQUEST:
  • Primal Fury:
  • The new Fury rotation adds more decision making to Conquest’s Objectives and requires players to push their advantages in different ways. This concept has added an interesting twist to the new season, but one of the Fury’s felt lackluster and that held the design back. Primal Fury’s reward is being increased to make the advantage gained from it more applicable, especially to the more difficult Season 6 Fire Giant.
  • Increased the damage dealt to jungle camps from 5% to 7% on the buff gained from killing the Primal Fury.
  • Spirit Minions:
  • Conquest has seen major updates to many roles since the rework launch at the beginning of Season 5. Jungler’s were put back in control of their jungles, Mid Laners have more freedom to roam and fight, and Solo laners have a new objective. As those other improvements have taken hold, it has become increasingly clear that Duo lane feels slightly behind the other roles and could use some adjustment. In this update a new minion will be added to the first wave in Duo lane only. It is designed to impact the fighting as little as possible, but to provide just enough XP to allow 2 players to hit level 2 after the 2nd wave, instead of remaining level 1.9999 as they did before. This should give Duo lane a jump-start, allowing them to fight back against junglers or make more meaningful plays in the early game, which sets the stage for their mid to late game.
  • Added a new minion to the duo lane.
  • 1 Spirit Minion will spawn as part of the first wave only in the duo lane on each side of the map.
  • Spirit Minion Stats:
  • 34 Kill XP
  • 50 HP
  • 5 Physical Power
  • New Jungle Rules:
  • While Duo lane was being discussed the topic of invades came up frequently. One of the primary reasons a Duo lane will fall excessively behind is when their Red or Purple camp is taken by the enemy team. We want invades to still be meaningful, they are risky and require skill to pull off, but the amount of advantage being gained from them was overwhelming. Invading players will now gain slightly smaller rewards when stealing camps from enemy territory, this should reduce the amount of snowball in all lanes.
  • Killing Jungle Camps on the opposite side of the map now provides less XP and Gold.
  • The amount is decreased by 33% at 0m match time.
  • Decreases linearly over time.
  • Becomes 0% decrease at 15m.
  • Visual Feedback on Objective Kills
  • Audio feedback was applied to Conquest Map Objectives last season and has been quite positively received. Throughout Season 6, we will be looking to improve the game in more Quality of Life ways, which often means more clear and direct feedback. This feature will augment the current audio feedback to make sure the information being conveyed is clear and encourages the proper counter-play.
  • The accolade for killing the Gold Fury will now display text specifying if it was the Gold Fury, Primal Fury, Oni Fury.
  • When a Fury is killed, it will now display to enemies as well, with different text and art, and will specify which type of Fury it was.
  • When Pyromancer is killed, it will now display to enemies as well.
  • When Fire Giant is killed, it will now display to enemies as well.
  • ITEMS:
  • ASI:
  • In this patch, we took a look at Hunter bridge items. These items existed to provide a tradeoff between boosting early game power at the cost of late game efficiency. In most cases however these items were either dominant due to the early advantage or unused. Asi and Ichaival have been reworked to full Tier 3 items, giving players (Hunters most of all) access to more full fledged items.
  • Builds from Balanced Blade
  • 2550 Gold
  • + 20 Physical Power
  • + 20% Physical Lifesteal
  • + 25% Attack Speed
  • + 15 Penetration
  • Passive – If you drop below 35% Health, you gain an additional 30% Physical Lifesteal for 5 seconds. Can only occur once every 15 seconds.
  • ICHAIVAL:
  • Ichaival received a small identity shift with its rework towards a Tier 3. This item has always focused on improving boxing capabilities, and keeping this identity was a goal moving forward. Rather than reducing power or damage dealt (which can be dangerous when stacked with other items) we are focusing its direction to be anti-Attack Speed. And offensive addition to the pool of Attack Speed reduction effects seems like a healthy fit that won’t stack with other effects in a negative way.
  • Builds from Hunter’s Bow.
  • 2450 Gold
  • +30 Physical Power
  • +30% Attack Speed
  • Passive – Every Successful Basic Attack increases your Physical Power by 15 and reduces enemy Attack Speed by 10%. (Max. 3 Stacks).
  • GOD BALANCE:
  • AO KUANG:
  • Ao Kuang has seen a large rise in play count with his passive rework. The high base damage of his abilities like Dragon’s Call combined with a more reliable way of restoring health has allowed him to really get into a fight and trade positively. We are reducing his top end Base Damage when he is allowed to get multiple hits of Dragon’s Call out. This should curb his early boxing potential and jungle clear speed.
  • DRAGON’S CALL:
  • Decrease Attack Damage: 35/50/65/80/95 to 30/45/60/75/90
  • BACCHUS:
  • Bacchus has been belching his way up the ranks, being a very potent threat in the early game. He currently brings high clear speed, high kill potential, and is hard to box in the early game. These issues all arose when we added the Rank 0 to his Chug. That change helped Bacchus’ unique mechanic contribute more to the fun of Bacchus rather, but now he needs adjustments to offset this high strength. The amount of Damage Mitigation provided from the Drunk-O-Meter and the base damage of Belch of the Gods are coming down, giving opponents better opportunities to fight back against Bacchus.
  • DRUNK-O-METER:
  • Decreased Damage Mitigation from 7% to 5% while Tipsy and from 14% to 10% while Smashed.
  • BELCH OF THE GODS:
  • Decreased base damage from 25/40/55/70/85 to 20/35/50/65/80 per tick.
  • BAKASURA:
  • Bakasura can be difficult to shut down when he gets going, especially during his Regurgitate. The duration he can chomp through his opponents as well as the duration of his CC Immunity allows him to really pressure opponents with a large window. We are reducing these durations to allow co-ordinated teams more opportunity to counter his hyper carry abilities.
  • REGURGITATE:
  • Description now shows deployable duration
  • Decrease Duration of Cone Autos from 6s to 5s
  • Decrease CC Immunity duration from 1.5s to 1s
  • FENRIR:
  • 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.
  • FREYA:
  • Freya has undergone some heavy reworks over the last year. Our initial goal was to make Freya’s damage more reliable and less bursty. Through these iterations we feel we have her in a spot where she is true to her original design and goals, while solving some of her core issues and clunkiness. From now on we can look at her overall balance state and make specific number adjustments akin to our normal balance. Previously, her overall clear and damage output was too high and too reliable. We are lowering her damage output and control on Northern Lights while Aurora Blade’s scaling is being turned down. This should help balance her early and late game strengths.
  • NORTHERN LIGHTS:
  • Decreased Base Damage from 11/27/43/59/75 to 10/15/25/40/60
  • Decreased Slow from 25% to 15%
  • Decreased Minion Explosion Damage from 50% to 25%.
  • AURORA BLADE:
  • Decreased Ranged Damage Magical Power Scaling from 15% to 10% per hit.
  • HUN BATZ:
  • Hun Batz occasionally cycles in and out of the meta, but from late Season 5 to now he has been more out than in. While his mid and late game can be powerful due to his ultimate, he falls behind on clear speed and camp control. We are allowing Sacred Monkey to re-bounce to minions or Jungle monsters when it can no longer find a new target within range. This bonus damage on each camp will add up and bridge the gap between Hun Batz early clear and other competitive Junglers.
  • SACRED MONKEY:
  • This ability can now rehit minions but still only hits Gods once.
  • JORMUNGANDR:
  • The World Serpent arrived with players have been trying him in multiples roles, and in each he has struggled to really make his mark. We want to bring up his overall strength and give his ultimate more opportunities to shine. We are increasing his Base Physical Protection, giving him more opportunity to box in the early game and we are making his ultimate a flat 100s at all Ranks. This lowered cooldown will help Jormungundr engage and rotate much more effectively.
  • BASE STATS:
  • Physical Protection from 18 to 21.
  • THE WORLD SERPENT:
  • Decreased Cooldown from 120/115/110/105/100s to 100s at all ranks .
  • KING ARTHUR:
  • Since King Arthur’s release we have watched his performance closely. Due to his difficult nature and the high skill ceiling he has, how we measure his Win Rate (nearly the lowest in the game) is important. When we buffed him last round we specifically held back with the understanding he may become too potent even with minor adjustments. The increased Energy gain allowed him access to his Ultimate quite often and players have clearly discovered better ways to optimize his impact on a match. In this patch we are looking to add some targeted adjustments that are exploited at the top end while ensuring that players still learning Arthur will have an enjoyable experience.
  • Overhead Slice allows for Arthur to bully opponents in lane and contributes to his already high clear speed. While late game this feels appropriate, the early game damage, especially in Melee range, was too high. Additionally, Twin Cleave and Bladestorm are seeing a partial revert to their energy gain. We still worry that Arthur will lose a lot of his core feel if energy takes too long to build, but going from 1 to 2 energy provided him too much. Finally, Sundering Strike and Excalibur’s Fury will now cost mana. Not only does this address some of his spam-a-lot play style early, players are accustomed to recognizing when a player is Out of Mana and using that as a cue to engage. Having a small mana cost keeps that feeling consistent across the game with King Arthur.
  • OVERHEAD SLASH:
  • Decreased Melee Bonus Damage from 50% to 30/35/40/45/50%.
  • TWIN CLEAVE (BLADESTORM):
  • Decreased Energy gained from 2 to 1.5 per hit.
  • SUNDERING STRIKE / EXCALIBUR’S FURY:
  • Both abilities now cost 40 mana.
  • MERLIN:
  • Merlin was not to be outdone by King Arthur. Players have had a large amount of success with Merlin, utilizing his stance switching capabilities to cycle between poking out opponents or burning them down. We are making some targeted adjustments to some of his abilities, lowering damage or interactions that boosted damage above expectation. Additionally, Flicker is seeing an overall nerf; giving players more opportunity to punish an out of position Merlin.
  • ECLIPSE:
  • Reduced Initial hit scaling from 70% to 60%
  • FROSTBOLT:
  • Gem of isolation slow applies after frostbolt does damage and does not get the bonus damage unless the target is slowed previously
  • Reduced bonus damage from 20% to 15%
  • BLIZZARD:
  • Fixed several issues that were causing this ability to do much more damage than intended
  • FLICKER:
  • Increased cooldown from 22/21/20/19/18 to 24/23/22/21/20
  • NE ZHA:
  • Similar to Fenrir, Ne Zha support has been a potent threat and a staple in the duo lane. While we like gods flexing into different roles, Ne Zha’s success has pushed others out of the role, restricting how many gods can be played as a support. Ring Toss’s protection shred combined with Wind Fire Wheel’s high base damage enabled this playstyle more than any part of the kit, so we are toning down both of these aspects to make him more manageable to fight.
  • We will be keeping a close eye on Ne Zha as an Assassin going forward, but when built offensive his scaling is high enough that we feel he will still be a strong pick after these adjustments.
  • WIND FIRE WHEELS:
  • Added a note that enemies caught in this effect do NOT count as being CC
  • Decreased Base Damage per hit from 40/60/80/100/120 to 30/50/70/90/110 Decreased Initial/Landing
  • Damage from 80/130/180/230/280 to 50/105/160/215/270
  • UNIVERSE RING TOSS:
  • Decreased Protection Debuff from 15 to 10/11/12/13/14.
  • PELE:
  • Pele has been a consistently strong Jungle Pick since her release. She brings strong early clear, high gank potential, and great scaling into the late game. In this patch we are looking to adjust her early to mid game gank potential. Eruption and her initial Ultimate hit set her up to secure kills too easily. We are reducing the Base Damage of these abilities, allowing players a higher chance to survive and answer back to her engaging.
  • ERUPTION:
  • Decreased Inner Damage from 80/125/170/215/260 to 70/115/160/205/250
  • VOLCANIC LIGHTNING:
  • Decreased Initial Damage from 200/280/360/440/520 to 180/265/350/435/520
  • RA:
  • Ra excels at knowing when to poke from range and when to move forward, disrupting fights with his Divine Light and Solar Blessing. We want to reward Ra more when he puts himself at risk, especially against Warriors and Assassins, and especially in the late game. We have increased his Base Physical Protection per level, giving him a boost to his survivability.
  • BASE STATS:
  • Increased Physical Protection per level from 2.5 to 3
  • RAMA:
  • Rama’s Pick Me Up was a heavy drain on Mana, restricting his time in lane and how often he can threaten opponents before backing. We are lowering the cost on this ability, allowing him to use it more freely.
  • PICK ME UP:
  • Decreased Mana Cost from 80/85/90/95/100 to 60/65/70/75/80
  • VAMANA:
  • Vamana has been running over his opponents and utilizing the added survivability while inside his ultimate. With this patch we want to look at his core strength and make targeted adjustments to ensure he is fair to fight while keeping his ultimate feeling strong. We are lowering his movement speed, burst potential, and utility; but only in small amounts. These should give players more opportunity to outmaneuver, survive, and potentially escape; especially when played well.
  • GENERAL:
  • Decreased Base Movement Speed from 380 to 375.
  • ARMORED UMBRELLA:
  • Decreased Base Damage from 85/140/195/250/305 to 85/135/185/235/285
  • UMBRELLARANG:
  • Decreased Attack / Movement Speed Slow from 30% to 25%

New in Smite Client 6.2 - Darkness Falls (Apr 16, 2019)

  • NEW GOD SKINS:
  • The Crusher Cabrakan:
  • Valkyrie’s Rage Thanatos:
  • Beast Within Cu Chulainn
  • Terror of the Deep Scylla
  • Desert Dragon Neith
  • Snuggly Artemis
  • Depths of Atlantis Nox
  • Spectral Blade Pele
  • Exclusive | Darkness Falls Battle Pass
  • Itsy Bitsy Chibi Arachne
  • Exclusive | Cute but Deadly Chest
  • Blood Axe Chaac
  • Oasis Djinn Aphrodite
  • Exclusive | Council of the Gods #2
  • Divine Beats Amaterasu
  • Ragnarok Jormungandr
  • UPDATE RELEASE SCHEDULE:
  • First Week of April
  • Darkness Falls Battle Pass
  • From the Depths Chest
  • Mixer Store
  • Esports Content
  • Second Week of April
  • Council of the Gods
  • Third Week of April
  • Cute but Deadly Chest
  • Fourth Week of April
  • Council of the Gods #2
  • *These dates are tentative and subject to change.
  • MISC.:
  • Clicking on a party member’s Avatar will now bring you to the party menu for that player.
  • New Cosmetic Items:
  • Gothic Loading Frame
  • Jormungandr Announcer Pack
  • Blood Moon Global Emote
  • The Depths Jump Stamp
  • Gothic Pedestal
  • Darkness Falls Loading Screen
  • Ring of Wraiths Recall Skin
  • Terror of the Deep Avatar
  • Spooky Title
  • Squiddies Avatar
  • Under the Sea Level Up Skin
  • New esports Cosmetic Items
  • Jump Stamps for each team
  • Ward Skins for Pittsburgh Knights, Renegades, Dignitas
  • Snuggle Party Pedestal
  • Valkyrie’s Rage Loading Frame
  • New Items Added to the Mixer Store:
  • The Crusher Cabrakan
  • Pool Party Jing Wei
  • Foxy Lady Da Ji
  • Cosmic Sol
  • BUG FIXES:
  • General:
  • Fixed an issue where some players in match lobby would appear to be in an order that didn’t match their pick order.
  • Fixed end of match lobby scoreboard always highlighting the far right teammate.
  • Fixed favorite Global Emote selections not consistently saving.
  • Fixed an issue with deserter penalties where the old values were still applying.
  • Fixed Draft Pick match lobbies pick order not matching display order.
  • Fixed auto banned Gods in match Lobby not having red slash on icon.
  • Fixed Merlin auto skill turning off when using Ultimate as he levels up.
  • Fixed Jormungandr sometimes unable to refire Submerge.
  • Fixed an issue where Jormungandr’s 3 refire would sometimes be blocked by the pulses he sends out while stealthed.
  • Fixed an issue where Nox could exit early while Jormungandr was in Ultimate.
  • Fixed an issue where King Arthur could still move while rooted when using basic attacks.
  • Fixed an issue where Ratatoskr could use Meditation Beads during start of Ultimate.
  • Fixed tooltip issue with Genesha Ultimate stating higher mana cost for levels 3/4/5.
  • Fixed Kuzenbo continuing to deal damage with Sumo Slam after the target has used Beads.
  • Fixed an issue where Janus could use Ultimate to teleport outside of Joust map.
  • Fixed an issue where King Arthur could no longer build meter towards Ultimate.
  • Console:
  • Fixed an issue where Parental Controls didn’t properly mute chat on consoles.
  • Fixed an issue where Parental Controls didn’t properly mute chat on consoles.
  • Fixed player names not showing on Ranked Leaderboards.
  • Fixed an issue where a saved Item Builder profile could not be edited unless deleting entire profile.
  • Fixed stats sometimes not properly updating on Item Builder.
  • Fixed profanity filter not working for chat text.
  • Known Issues:
  • For Updates on our known issues, view our SMITE Community Issues Trello Board.
  • PROJECT OLYMPUS:
  • New Player Experience:
  • Players will now receive rewards for completing Co-op matches, although at a reduced rate from normal matches
  • XP – 100%
  • Favor – 30%
  • BP – 10%
  • Worshipers – 100% up to Rank 4, then 0%
  • Console Experience:
  • Console Players will now be able to use a new Set of VGS inputs for communication with other players in game. Entering this VGS command will bring up the console’s virtual keyboard so players can type custom messages.
  • The button combination is in the same location for all platforms, mapped to the respective buttons in those spots:
  • Xbox: X, RB
  • PS4: Square, R1
  • Switch: Y, R
  • UI Updates:
  • Daily Rewards no longer reset when the player misses a day.
  • Daily Rewards must now be claimed by the player in the Store under Featured Page instead of auto claiming.
  • The Client Side Store has been updated to the new art style.
  • This refers to where you buy Skins and Gods, NOT the in-game Item Shop where players buy things like Boots and Relics.
  • PC players can now call roles through the UI in other game modes besides Conquest.
  • Your Hi-Rez support ID is displayed in your profile now. This is a unique number to your Hi-Rez account that should be used when filing support tickets or reporting bugs. It helps us find your account easier in a Cross-Play world. Other players can not see your support ID.
  • Mixer Store:
  • A new tab has been added to the Store: Mixer.
  • Players can link their SMITE account to their Mixer account to earn Mixer Points by watching official Hi-Rez Streams.
  • Players that earn a total of 600 Mixer Points will unlock The Crusher Cabrakan skin. You do not need to spend points to earn this skin.
  • There will be a rotating set of skins in the Mixer store that can be bought with Mixer Points. You do spend points to earn these skins, but it will not decrease your total toward unlocking The Crusher Cabrakan.
  • Ranked:
  • Matchmaking Rating (MMR/Elo) Returns.
  • Players will now be able to see their Ranked MMR when viewing their Ranked Stat Page.
  • Matchmaking Rating will not be visible to others in the client unless they are Masters/Grandmasters players.
  • MMR will now be visible through the API, allowing external sites to obtain players MMR. Players can set their profile to Hidden to prevent this.
  • Duo Queue for Ranked Conquest Returns.
  • Players will be able to party with a friend and queue up in Ranked Conquest. We have adjusted the rules from the last time this was possible to ensure the matchmaker can make quality matches.
  • Players in Platinum 1 and Below
  • Players can queue with anyone within 200 MMR of their current MMR.
  • Players in Diamond and Above
  • Players can queue with anyone within 50 MMR of their current MMR.
  • Updated Ranked Progression
  • Qualification Games Removed:
  • Players will no longer need to play 10 Qualifying Games when first starting out or at the start of each split.
  • Players without a previous split ranking begin in Bronze 3, climbing up the ladder by playing and winning games.
  • During soft resets, players will be reset between Bronze 3 and Gold 1, depending on their MMR at the end of each split.
  • In the new system Rank will be a better measurement of progression than skill.
  • Players should look at MMR differences between players as a way of judging their match quality.
  • It is possible that many people in different ranks could be paired together as an intended part of this system.
  • Updated TP Gains and Tier Skipping:
  • Increased the bonus for being a Tier/Division that is far away from your Matchmaking Rating.
  • Adjusted the rules for Tier Skipping on Promotion to be less aggressive.
  • Updated Rewards:
  • Lowered the amount of wins needed for the 50 Gems reward each split from 75 to 50.
  • Role Queue:
  • Players now provide a Primary and Secondary Role choice.
  • Primary role will indicate the role you most want to play. The system will prioritize getting as many players as possible their Primary Role.
  • Priority Points only reset upon getting your Primary Role.
  • Visualized Priority:
  • Players will be able to see how many Priority Points they have on the Queue screen. Players with the most Priority Points have the highest chance to receive their Primary Role.
  • Ranked Role Queue:
  • First Pick will always receive their Primary Role.
  • Second Pick will always receive their Primary Role, unless First Pick had the same role selected. In this case they will get their Secondary role.
  • Custom Games:
  • New pause option has been added.
  • Free Pause:
  • Players can pause the game at anytime, even during combat.
  • This pause will allow for the match to be affected the minimum amount by a player who needs to pause.
  • This feature is intended for scrim style games where all 10 players have agreed on the rules and will use the pause only in case of emergencies.
  • NEW ASSAULT MAP:
  • Ragnarok has come and gone, transforming Asgard in the process. The Assault map has entirely new art set and some mechanical changes as well. The main goal for the Assault gameplay changes is to encourage more fighting. Some new areas and objectives have been added to the map to prevent stalemates and ensure the battle keeps raging.
  • Match Lobby:
  • Decreased Cost to Reroll your God from 50 gems to 25 Gems.
  • Decreased Cost to Reroll your God from 250 favor to 125 Favor.
  • Titans:
  • Updated to the Season 5 Conquest models.
  • Phoenixes:
  • Updated to the Season 5 Conquest models.
  • Towers:
  • Updated assault towers with new artwork.
  • Decreased Physical power by 15.
  • Minions:
  • Updated Order minions to the Season 5 Conquest models.
  • Updated Chaos minions to the Season 5 Conquest models.
  • Increased Health and Protections to match Conquest Minion stats.
  • Vital Orbs:
  • Added a new type of objective around the Assault Map called “Vital Orbs.”
  • The map will start with two of these that spawn in the center of the map, and a new one will spawn in the corner of the map after each Tower destroyed.
  • Players only need to walk into these to collect them.
  • Orbs Respawn 60s after being collected .
  • Vital Orbs provide:
  • 15% Increased movement speed for the player who picked up the Orb for 10s.
  • 15% instant Health and Mana heal for the player and allies within 60 units.
  • A 1% Health and Mana regeneration per second aura for 10s around the player. This affects all allies within 60 units.
  • CONQUEST:
  • Primal Fury:
  • The new Fury rotation adds more decision making to Conquest’s Objectives and requires players to push their advantages in different ways. This concept has added an interesting twist to the new season, but one of the Fury’s felt lackluster and that held the design back. Primal Fury’s reward is being increased to make the advantage gained from it more applicable, especially to the more difficult Season 6 Fire Giant.
  • Increased the damage dealt to jungle camps from 5% to 7% on the buff gained from killing the Primal Fury.
  • Spirit Minions:
  • Conquest has seen major updates to many roles since the rework launch at the beginning of Season 5. Jungler’s were put back in control of their jungles, Mid Laners have more freedom to roam and fight, and Solo laners have a new objective. As those other improvements have taken hold, it has become increasingly clear that Duo lane feels slightly behind the other roles and could use some adjustment. In this update a new minion will be added to the first wave in Duo lane only. It is designed to impact the fighting as little as possible, but to provide just enough XP to allow 2 players to hit level 2 after the 2nd wave, instead of remaining level 1.9999 as they did before. This should give Duo lane a jump-start, allowing them to fight back against junglers or make more meaningful plays in the early game, which sets the stage for their mid to late game.
  • Added a new minion to the duo lane.
  • 1 Spirit Minion will spawn as part of the first wave only in the duo lane on each side of the map.
  • Spirit Minion Stats:
  • 34 Kill XP
  • 50 HP
  • 5 Physical Power
  • New Jungle Rules:
  • While Duo lane was being discussed the topic of invades came up frequently. One of the primary reasons a Duo lane will fall excessively behind is when their Red or Purple camp is taken by the enemy team. We want invades to still be meaningful, they are risky and require skill to pull off, but the amount of advantage being gained from them was overwhelming. Invading players will now gain slightly smaller rewards when stealing camps from enemy territory, this should reduce the amount of snowball in all lanes.
  • Killing Jungle Camps on the opposite side of the map now provides less XP and Gold.
  • The amount is decreased by 33% at 0m match time.
  • Decreases linearly over time.
  • Becomes 0% decrease at 15m.
  • Visual Feedback on Objective Kills
  • Audio feedback was applied to Conquest Map Objectives last season and has been quite positively received. Throughout Season 6, we will be looking to improve the game in more Quality of Life ways, which often means more clear and direct feedback. This feature will augment the current audio feedback to make sure the information being conveyed is clear and encourages the proper counter-play.
  • The accolade for killing the Gold Fury will now display text specifying if it was the Gold Fury, Primal Fury, Oni Fury.
  • When a Fury is killed, it will now display to enemies as well, with different text and art, and will specify which type of Fury it was.
  • When Pyromancer is killed, it will now display to enemies as well.
  • When Fire Giant is killed, it will now display to enemies as well.
  • ITEMS:
  • ASI:
  • In this patch, we took a look at Hunter bridge items. These items existed to provide a tradeoff between boosting early game power at the cost of late game efficiency. In most cases however these items were either dominant due to the early advantage or unused. Asi and Ichaival have been reworked to full Tier 3 items, giving players (Hunters most of all) access to more full fledged items.
  • Builds from Balanced Blade
  • 2550 Gold
  • + 20 Physical Power
  • + 20% Physical Lifesteal
  • + 25% Attack Speed
  • + 15 Penetration
  • Passive – If you drop below 35% Health, you gain an additional 30% Physical Lifesteal for 5 seconds. Can only occur once every 15 seconds.
  • ICHAIVAL:
  • Ichaival received a small identity shift with its rework towards a Tier 3. This item has always focused on improving boxing capabilities, and keeping this identity was a goal moving forward. Rather than reducing power or damage dealt (which can be dangerous when stacked with other items) we are focusing its direction to be anti-Attack Speed. And offensive addition to the pool of Attack Speed reduction effects seems like a healthy fit that won’t stack with other effects in a negative way.
  • Builds from Hunter’s Bow.
  • 2450 Gold
  • +30 Physical Power
  • +30% Attack Speed
  • Passive – Every Successful Basic Attack increases your Physical Power by 15 and reduces enemy Attack Speed by 10%. (Max. 3 Stacks).
  • GOD BALANCE:
  • AO KUANG:
  • Ao Kuang has seen a large rise in play count with his passive rework. The high base damage of his abilities like Dragon’s Call combined with a more reliable way of restoring health has allowed him to really get into a fight and trade positively. We are reducing his top end Base Damage when he is allowed to get multiple hits of Dragon’s Call out. This should curb his early boxing potential and jungle clear speed.
  • DRAGON’S CALL:
  • Decrease Attack Damage: 35/50/65/80/95 to 30/45/60/75/90
  • BACCHUS:
  • Bacchus has been belching his way up the ranks, being a very potent threat in the early game. He currently brings high clear speed, high kill potential, and is hard to box in the early game. These issues all arose when we added the Rank 0 to his Chug. That change helped Bacchus’ unique mechanic contribute more to the fun of Bacchus rather, but now he needs adjustments to offset this high strength. The amount of Damage Mitigation provided from the Drunk-O-Meter and the base damage of Belch of the Gods are coming down, giving opponents better opportunities to fight back against Bacchus.
  • DRUNK-O-METER:
  • Decreased Damage Mitigation from 7% to 5% while Tipsy and from 14% to 10% while Smashed.
  • BELCH OF THE GODS:
  • Decreased base damage from 25/40/55/70/85 to 20/35/50/65/80 per tick.
  • BAKASURA:
  • Bakasura can be difficult to shut down when he gets going, especially during his Regurgitate. The duration he can chomp through his opponents as well as the duration of his CC Immunity allows him to really pressure opponents with a large window. We are reducing these durations to allow co-ordinated teams more opportunity to counter his hyper carry abilities.
  • REGURGITATE:
  • Description now shows deployable duration
  • Decrease Duration of Cone Autos from 6s to 5s
  • Decrease CC Immunity duration from 1.5s to 1s
  • FENRIR:
  • 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.
  • FREYA:
  • Freya has undergone some heavy reworks over the last year. Our initial goal was to make Freya’s damage more reliable and less bursty. Through these iterations we feel we have her in a spot where she is true to her original design and goals, while solving some of her core issues and clunkiness. From now on we can look at her overall balance state and make specific number adjustments akin to our normal balance. Previously, her overall clear and damage output was too high and too reliable. We are lowering her damage output and control on Northern Lights while Aurora Blade’s scaling is being turned down. This should help balance her early and late game strengths.
  • NORTHERN LIGHTS:
  • Decreased Base Damage from 11/27/43/59/75 to 10/15/25/40/60
  • Decreased Slow from 25% to 15%
  • Decreased Minion Explosion Damage from 50% to 25%.
  • AURORA BLADE:
  • Decreased Ranged Damage Magical Power Scaling from 15% to 10% per hit.
  • HUN BATZ:
  • Hun Batz occasionally cycles in and out of the meta, but from late Season 5 to now he has been more out than in. While his mid and late game can be powerful due to his ultimate, he falls behind on clear speed and camp control. We are allowing Sacred Monkey to re-bounce to minions or Jungle monsters when it can no longer find a new target within range. This bonus damage on each camp will add up and bridge the gap between Hun Batz early clear and other competitive Junglers.
  • SACRED MONKEY:
  • This ability can now rehit minions but still only hits Gods once.
  • JORMUNGANDR:
  • The World Serpent arrived with players have been trying him in multiples roles, and in each he has struggled to really make his mark. We want to bring up his overall strength and give his ultimate more opportunities to shine. We are increasing his Base Physical Protection, giving him more opportunity to box in the early game and we are making his ultimate a flat 100s at all Ranks. This lowered cooldown will help Jormungundr engage and rotate much more effectively.
  • BASE STATS:
  • Physical Protection from 18 to 21.
  • THE WORLD SERPENT:
  • Decreased Cooldown from 120/115/110/105/100s to 100s at all ranks .
  • KING ARTHUR:
  • Since King Arthur’s release we have watched his performance closely. Due to his difficult nature and the high skill ceiling he has, how we measure his Win Rate (nearly the lowest in the game) is important. When we buffed him last round we specifically held back with the understanding he may become too potent even with minor adjustments. The increased Energy gain allowed him access to his Ultimate quite often and players have clearly discovered better ways to optimize his impact on a match. In this patch we are looking to add some targeted adjustments that are exploited at the top end while ensuring that players still learning Arthur will have an enjoyable experience.
  • Overhead Slice allows for Arthur to bully opponents in lane and contributes to his already high clear speed. While late game this feels appropriate, the early game damage, especially in Melee range, was too high. Additionally, Twin Cleave and Bladestorm are seeing a partial revert to their energy gain. We still worry that Arthur will lose a lot of his core feel if energy takes too long to build, but going from 1 to 2 energy provided him too much. Finally, Sundering Strike and Excalibur’s Fury will now cost mana. Not only does this address some of his spam-a-lot play style early, players are accustomed to recognizing when a player is Out of Mana and using that as a cue to engage. Having a small mana cost keeps that feeling consistent across the game with King Arthur.
  • OVERHEAD SLASH:
  • Decreased Melee Bonus Damage from 50% to 30/35/40/45/50%.
  • TWIN CLEAVE (BLADESTORM):
  • Decreased Energy gained from 2 to 1.5 per hit.
  • SUNDERING STRIKE / EXCALIBUR’S FURY:
  • Both abilities now cost 40 mana.
  • MERLIN:
  • Merlin was not to be outdone by King Arthur. Players have had a large amount of success with Merlin, utilizing his stance switching capabilities to cycle between poking out opponents or burning them down. We are making some targeted adjustments to some of his abilities, lowering damage or interactions that boosted damage above expectation. Additionally, Flicker is seeing an overall nerf; giving players more opportunity to punish an out of position Merlin.
  • ECLIPSE:
  • Reduced Initial hit scaling from 70% to 60%
  • FROSTBOLT:
  • Gem of isolation slow applies after frostbolt does damage and does not get the bonus damage unless the target is slowed previously
  • Reduced bonus damage from 20% to 15%
  • BLIZZARD:
  • Fixed several issues that were causing this ability to do much more damage than intended
  • FLICKER:
  • Increased cooldown from 22/21/20/19/18 to 24/23/22/21/20
  • NE ZHA:
  • Similar to Fenrir, Ne Zha support has been a potent threat and a staple in the duo lane. While we like gods flexing into different roles, Ne Zha’s success has pushed others out of the role, restricting how many gods can be played as a support. Ring Toss’s protection shred combined with Wind Fire Wheel’s high base damage enabled this playstyle more than any part of the kit, so we are toning down both of these aspects to make him more manageable to fight.
  • We will be keeping a close eye on Ne Zha as an Assassin going forward, but when built offensive his scaling is high enough that we feel he will still be a strong pick after these adjustments.
  • WIND FIRE WHEELS:
  • Added a note that enemies caught in this effect do NOT count as being CC
  • Decreased Base Damage per hit from 40/60/80/100/120 to 30/50/70/90/110 Decreased Initial/Landing
  • Damage from 80/130/180/230/280 to 50/105/160/215/270
  • UNIVERSE RING TOSS:
  • Decreased Protection Debuff from 15 to 10/11/12/13/14.
  • PELE:
  • Pele has been a consistently strong Jungle Pick since her release. She brings strong early clear, high gank potential, and great scaling into the late game. In this patch we are looking to adjust her early to mid game gank potential. Eruption and her initial Ultimate hit set her up to secure kills too easily. We are reducing the Base Damage of these abilities, allowing players a higher chance to survive and answer back to her engaging.
  • ERUPTION:
  • Decreased Inner Damage from 80/125/170/215/260 to 70/115/160/205/250
  • VOLCANIC LIGHTNING:
  • Decreased Initial Damage from 200/280/360/440/520 to 180/265/350/435/520
  • RA:
  • Ra excels at knowing when to poke from range and when to move forward, disrupting fights with his Divine Light and Solar Blessing. We want to reward Ra more when he puts himself at risk, especially against Warriors and Assassins, and especially in the late game. We have increased his Base Physical Protection per level, giving him a boost to his survivability.
  • BASE STATS:
  • Increased Physical Protection per level from 2.5 to 3
  • RAMA:
  • Rama’s Pick Me Up was a heavy drain on Mana, restricting his time in lane and how often he can threaten opponents before backing. We are lowering the cost on this ability, allowing him to use it more freely.
  • PICK ME UP:
  • Decreased Mana Cost from 80/85/90/95/100 to 60/65/70/75/80
  • VAMANA:
  • Vamana has been running over his opponents and utilizing the added survivability while inside his ultimate. With this patch we want to look at his core strength and make targeted adjustments to ensure he is fair to fight while keeping his ultimate feeling strong. We are lowering his movement speed, burst potential, and utility; but only in small amounts. These should give players more opportunity to outmaneuver, survive, and potentially escape; especially when played well.
  • GENERAL:
  • Decreased Base Movement Speed from 380 to 375.
  • ARMORED UMBRELLA:
  • Decreased Base Damage from 85/140/195/250/305 to 85/135/185/235/285
  • UMBRELLARANG:
  • Decreased Attack / Movement Speed Slow from 30% to 25%

New in Smite Client 6.1 (Feb 14, 2019)

  • New Arthurian God:
  • Merlin:
  • The Master Wizard
  • PASSIVE – OVERLOAD:
  • Every time Merlin casts a spell he gains a stack of Overload. When Merlin next fires a basic attack it will be augmented with lightning, dealing extra damage to the first Enemy
  • 10 (+15% of your magical power)
  • Max. Charges 3
  • Duration 5s
  • ECLIPSE/RADIATE/FROSTBOLT:
  • Eclipse (Arcane Stance): Merlin conjures an orb of condensed celestial energy that grows in size as it travels, dealing damage every 0.4s and marking Enemies hit. Enemies marked take additional damage if they stay within the outer range of Eclipse.
  • Initial Damage: 40/60/80/100/120 (+70% of your magical power)
  • Marked Damage: 5/15/25/35/45 (+10% of your magical power)
  • Range: 60
  • Mana: 60
  • Initial Radius: 5
  • Final Radius: 15
  • Cooldown: 14s
  • Persist time: 3s
  • Interval Time: 0.4s
  • Radiate (Fire Stance): Merlin channels a beam of intense fire for 2s that deals damage every 0.5s. Each time Radiate hits an Enemy, it also applies a Burn, dealing additional damage over time.
  • Damage: 10/20/30/40/50 (+35% of your magical power)
  • Damage per tick of burn: 5/10/15/20/25 (+5% of your magical power)
  • Range: 45
  • Mana: 60
  • Radius: 5
  • Cooldown: 16/15/14/13/12s
  • Persist Time: 2s
  • Interval Time 0.5s
  • DoT Duration: 2s
  • Frostbolt (Ice Stance): Merlin hurls a Frostbolt that explodes if it hits an Enemy, dealing an additional 20% damage if they are slowed.
  • Damage: 60/100/140/180/220 (+60% of your magical power)
  • Extra damage if slowed: 20%
  • Range: 70
  • Mana: 60
  • Explosion AoE: 10
  • Cooldown: 6s
  • Radius 4
  • VORTEX/DRAGONFIRE/BLIZZARD:
  • Vortex (Arcane Stance): Merlin deploys a field of arcane energy at a location. After a delay, the Vortex deals damage and pulls Enemies towards the center.
  • Damage: 50/80/110/140/170 (+60% of your magical power)
  • Range: 60
  • Mana: 60/65/70/75/80
  • Radius: 20
  • Cooldown: 16/15/14/13/12s
  • Time to Deploy: 0.5s
  • Duration/Persist time: 1s
  • Dragonfire (Fire Stance): Merlin summons forth two ethereal dragons that spout flames towards each other, dealing damage to Enemies every 0.25s. If caught in the center of the area, Enemies’ protections are reduced. The dragons last for 3s.
  • Damage per tick: 8/11/14/17/20 (+25% of your magical power)
  • Effect Radius: 30
  • Mana: 60/65/70/75/80
  • Cone Angle: 80
  • Cooldown: 16/15/14/13/12s
  • Duration: 3s
  • Interval Time: 0.25s
  • Protection Shred: 0.5/1/1.5/2/2.5%
  • Debuff Duration: 4s
  • Stacks: 8
  • Time to deploy: 0.5s
  • Range: 50
  • Blizzard (Ice Stance): Merlin creates a Blizzard at a target location. After a brief delay, shards of ice start hurling down every 0.5s. Enemies hit take damage and progressively get more Slowed while they stay within the area.
  • Damage per tick: 30/40/50/60/70 (+20% of your magical power)
  • Range: 65
  • Mana: 60/65/70/75/80
  • Radius: 20
  • Cooldown: 16/15/14/13/12s
  • Time to Deploy: 0.5s
  • Slow: 8
  • Stacks: 5x
  • Slow Duration: 2s
  • Interval Time: 0.5s
  • Duration: 4s
  • FLICKER (ALL STANCES):
  • Merlin quickly teleports a short distance in front of him.
  • Range: 30
  • Mana: 70
  • Cooldown: 22/21/20/19/18s
  • ELEMENTAL MASTERY (ALL STANCES):
  • Merlin taps into his inner potential, exploding with energy in the stance he is currently attuned to. During this time Merlin can choose which stance to enter into next. After the explosion reaches its apex, it collapses in on itself. Enemies are dealt damage from the both the explosion and the implosion and suffer different effects depending on which stance’s energy they are being hit by.
  • Explosion/Implosion Damage: 100/140/180/220/260 (+20% of your magical power)
  • Burn Damage: 5/10/15/20/25 (+5% of your magical power)
  • Radius: 25
  • Mana: 40/50/60/70/80
  • Knockback: 100
  • Cooldown: 28/26/24/22/20s
  • Burn Interval Time: 0.5s
  • Slow: 20
  • Duration: 1.5s
  • NEW GOD SKINS:
  • Knight of Mordred Achilles
  • Lady of the Lake Freya
  • Infinite Shift Sun Wukong
  • Heavy Hitter Anubis
  • Dragon Emperess Scylla
  • Gladiator Guan Yu
  • 1080×1920
  • Scarlet Judgement Nemesis
  • Golden Touch Baron Samedi
  • Steamy Chibi Sol
  • Mastery Skins | Merlin
  • MISC.:
  • Awesome Chest:
  • New additions to the Awesome Chest:
  • Oni Chernobog
  • Mystic Enchantress Nu Wa
  • Revenge Tech Nemesis
  • Headless Norseman Loki
  • Pixel Lancer Skadi
  • Cyber Scythe Thanatos
  • Cosmic Power Anubis
  • Pixel Chaos Discordia
  • Admiral Ao Kuang
  • Titanium Tracker Xbalanque
  • BUG FIXES:
  • Platform Specific Skins:
  • Fixed an issue where Skins that could only be played on certain platforms were not selectable. All of these skins should be playable now
  • Some of these skins might only be playable on certain platforms. They will appear as owned in the god or store screens, but not selectable in lobby if this is the case.
  • Unlimited Skins:
  • The Event Reward Skin for Merlin: Master Soulbinder is now correctly tagged as Unlimited
  • Unlimited skins will have their Direct Purchase option activated once the event is over
  • Unlimited Skins will cost an amount of gems equal to what it cost to acquire the entire event they were apart of
  • Glacial Gaze Medusa:
  • Update the visual and audio FX of Medusa’s Ultimate ability on this skin for better clarity
  • Blight Guardian Athena:
  • Update the audio FX of Athena’s Ultimate ability on this skin for better clarity
  • Consoles:
  • Fixed an issue where Friends List would show error text instead of friends’ Gamertags
  • Friends List:
  • Fixed an issue where you couldn’t report players from the recently played list
  • Fixed an issue in the match lobby where there would be lag after using a god filter
  • Large friend lists should no longer lock the game up.
  • Friends should now show a timer for how long they’ve been in a match in the Selected Player display
  • SEASON 6 SYSTEMS:
  • Battle Pass:
  • The SMITE Battle Pass is coming to Season 6! Each Battle Pass will be themed around a specific set of content and players will be able to earn Battle Points from playing SMITE to progress each Pass. Each Pass has two tracks, a free track with multiple rewards and a paid track that unlocks additional rewards and a boost to Battle Points earned. Be on the lookout through the year as additional Battle Passes are added to progress through!
  • A new system of progression is starting in Season 6: Battle Passes
  • Players earn Battle Points (BP) from playing any Normal or Ranked Game Modes
  • Players can earn a series of rewards for free by earning BP
  • The Battle Pass can also be purchased, instantly unlocking a skin, increasing the amount of BP earned, and unlocking another series of rewards that be unlocked by earning BP
  • Triumphant Chest System:
  • Triumphant Chests existed to reward players each week for coming to SMITE and playing. The Battle Pass system itself was designed to fulfill this role and largely made this system redundant. Players can still earn Triumphant Chests, but their unlock method has been rolled into the Battle Pass.”
  • This system has been removed
  • These chests will now be earned at specific Battle Pass Levels
  • Season Ticket:
  • With the introduction of the Battle Pass, the Season Ticket will be retired. While it was a major part of each season, it excluded new and returning players that came into the Season late. Anything associated with the Season Ticket has been removed, or has been converted into items that work with the new Battle Pass system.
  • This system has been removed
  • Any FP players have accumulated will be removed at 6.1 Launch
  • Players will not earn FP in Season 6
  • FP Team boosters will be converted to BP Team Boosters (Battle Points)
  • PROJECT OLYMPUS:
  • Cross-play:
  • Players on Xbox One, Nintendo Switch, and PC can now play with and against each other!
  • Normal Modes
  • Crossplay will be on by default
  • A new option has been added to the settings menu where players can restrict their crossplay
  • Ranked game modes
  • Will continue to be for their platform only, except the combination of Xbox One and Nintendo Switch
  • Players may now add friends from other platforms to their friends list, invite them to parties, invite them to clans
  • Cross-progression:
  • Players will now be able to enjoy all of their content and progress on PC, Xbox One, & Nintendo Switch!
  • Link your SMITE accounts on multiple platforms to a single Hi-Rez account to merge progression
  • All unlocked gods and skins that any merged account has unlocked will be available
  • All earned currency from all merged accounts will be added together, as well as worshippers
  • We will release more updates on how exactly to link and merge accounts as we approach the cross-progression launch day!
  • More info can be found on our FAQ: https://www.hirezstudios.com/crossplay
  • Role Queue:
  • We are excited to talk about a new feature coming to Season 6, Role Queue. Players will be able to select two roles they want to play in Conquest and the Matchmaker will attempt to match everyone in the game to one of their preferred roles. While we will try to ensure everyone gets a role they want, this won’t always be possible. If you do not get a preferred role, you will accumulate points that will increase your chances of getting your preferred role. Ranked will work a bit differently, prioritizing the top two players on each team for their roles before assigning roles to everyone else. For those in Ranked who fail to get a role they have preferred, they will get a small TP bonus after the game to reward them for filling the needed role.
  • Normal Conquest and Ranked Conquest will now have Role Queue
  • Before Queueing for the mode you will need to select your top 2 Roles
  • After the match is made, the matchmaker will look at role preferences and assign roles to achieve the most people getting their preferred roles as possible
  • If there are any tie scenarios, the player with higher MMR in ranked, or the player who has not gotten their preferred role recently, will get priority
  • Each match you do not get a preferred role will increase your chances of getting it next match
  • Ranked:
  • Earlier this year we outlined our planned for Season 6 ranked, but as we approached the date we realized we needed some time to execute fully on our intended plans. We will be making some initial changes for the first Split, with the rest of our planned changes (including visible MMR and the removal of Qualification games) planned for the second split. Ranked in Season 6 will have shorter splits, around roughly 2 months each. Players will be able to fight for a place on the ladder more often through the year, but we want to ensure players can climb with the lower amount of time. We are increasing the rate at which TP is gained, allowing players to progress much more quickly through divisions and tiers. We are also removing rewards from the top end placements of the God Leaderboard and Grandmasters tier, but making Gem rewards available to everyone that fights for their placement on the ladder. We are excited to see how our Ranked players push the Meta forward in Season 6.
  • Ranked will be soft reset in 6.1
  • TP Gained has been increased, allowing players to progress through ranks at a more rapid pace to match the reduced split length.
  • The First Ranked Split will end on the first day of Patch 6.5 (2 months)
  • Rewards will no longer be given out based on Rank or God Leaderboard Rank
  • Players can still earn a skin and loading frame by winning 75 games and 150 games throughout all of Season 6
  • Players will now earn a Winner’s Chest each split for 15 Wins in Ranked.
  • Players will now earn 50 Gems each split for 75 Wins in Ranked.
  • Future Ranked Changes(tentatively scheduled for Update 6.5):
  • Starting with the Second Split, players will no longer need to play qualification games, instead starting in Bronze. Players MMR (known to most as Elo) will be visible to the players themselves and will help players understand where their skill level lies. Through playing games players will be able to show they deserve their MMR and their Rank will quickly rise to match. For players at the absolute top (Masters & Grandmasters), rank will be determined entirely by their MMR rather than by how much TP can be accumulated.
  • Players will no longer play Qualifying games, but will now start in bronze
  • Showing MMR in the UI
  • MMR based leaderboards
  • Season 5 Team Badges:
  • This system is removed from the game in Season 6
  • All items from this system will now be selectable in your personal loadout sections
  • NEW DESIGN FEATURES:
  • Kill Bounty Adjustments:
  • We are making some core adjustments to how our Kill Bounty System works. Currently, players are rewarded for killing players base on their level and the difference (or Delta) between their levels. A higher level player killing a lower level player sees less benefit, while a lower level player shutting down the 12/0 Jungler sees a nice bonus. While looking at these numbers we feel the bonus for outplaying and capitalizing against a team that is head is not rewarding enough. We are increasing the intensity of the delta part of the calculation for both Gold and Experience. We want players to feel like a solid play can bring them back into the game, but we don’t want to wash out a team who is heavily winning in a single fight. Because this change impacts the flow of the game heavily, we will be monitoring this over our PTS closely.
  • Increased the gold and experience adjustments for players killing a player that is a different level.
  • New Formulas only apply to players killing higher level targets
  • Old Formula for XP
  • (50 + 30 * Victim Level) * (1 + (0.1 * [Victim Level – Killer Level]))
  • New Formula for XP
  • (50 + 30 * Victim Level) * (1 + (0.25 * [Victim Level – Killer Level]))
  • Old Formula for Gold
  • (Mode Base Value + (0.01 * Net Gold)) * (1 + (0.1 * [Victim Level – Killer Level])) * (1 + (0.1 * Victim Spree))
  • New Formula for Gold
  • (Mode Base Value + (0.01 * Net Gold)) * (1 + (0.2 * [Victim Level – Killer Level])) * (1 + (0.15 * Victim Spree))
  • NOTE: The adjustment to the Victim Spree Multiplies is increased in ALL cases, not just if the victim was higher in level.
  • Conquest – New Objective: Totem of Ku:
  • Solo lane is getting a new objective. The Polynesian god Ku is looking for a powerful warrior, and what better way to gain his favor than showing your strength against the enemy solo laner? For the first 15 minutes of the Match a totem will appear near Solo lane. Players can attack this Totem, and after enough damage is dealt the totem will favor a team. Towers for that team will provide an empowering aura that boosts Movement Speed and Mana regeneration, giving Solo laners a direct way to help and impact their team during the early stages of the game. –
  • Located behind the fire giant, by the solo lane’s middle entrance
  • This Objective is a Neutral Structure, not a boss monster
  • Base Health 300
  • Health increases by 200 each time it is successfully taken
  • Base Physical protection 15
  • Base Magical protection 10
  • Spawns at 1 Minute
  • Respawns 1 Minute after it is successfully taken.
  • Despawns at 15 minutes
  • Once active, the first team that deals enough damage to the totem will have all of their tower areas empowered. Allied gods that step into the empowered area receive a buff.
  • 5% Movement Speed
  • 25 MP5
  • +25 Gold to each team member when it is taken.
  • Buff lasts for 10 seconds when leaving an empowered tower
  • Empowered Tower Area lasts 1 minute
  • Conquest – Minion Spawn Time:
  • Conquest takes quite some time to begin and, unless teams are trying to execute a very early game strategy, results in players standing around for some time. We are lowering the pre-game time by 45 seconds and adding a movement speed boost out of the fountain to ensure players have time to buy and get to lane before the game starts.
  • Minions now spawn 1:00 after the game starts, down from 1:30.
  • Fountains will now boost movement speed of players leaving the fountain during this countdown, allowing them to get to map locations and lanes quickly. This fades shortly after the match begins.
  • Conquest – Minion Balance:
  • “Minions Waves will sometimes spawn as a normal wave, and other times they will be empowered with Brute Minions. The rules surrounding this were somewhat confusing, requiring players to know where they were in the spawn rotation to know if the wave spawning would have 0 Brute Minions or potentially 3 Brute Minions. Not only was this confusing, but it made pushing with a wave random in its effectiveness. With the introduction of the Oni Fury, this problem becomes exacerbated. An Oni Fury of multiple brutes is significantly more potent than a wave of standard minions.
  • We want to simplify the rules and ensure players have a constant feeling of power to make a play with when deciding to push, with or without the Gold Fury. Rather than alternating between standard and brute minion waves, with more brutes appearing over time; Minion waves will now spawn in a consistent manner. Every 10 Minutes up until the 30 minute mark, the Minion Wave will gain an additional Brute that will replace a Melee Minion. Not only does this simplify the rules, it adds a moment at 30 Minutes where each minion wave will be powerful at pushing down Towers and Phoenixes all the time, allowing teams with an advantage to close out the game.”
  • Brute Minions
  • Brute Minion spawn rules have been changed
  • Previously, a Brute would spawn every 3rd wave
  • With 1 Brute at a time from 0m to 10m
  • 2 Brutes at a time from 10m to 20m
  • And 3 Brutes at a time from 20m +
  • Now, Brutes will spawn differently after 10m
  • Brutes still spawn every 3rd wave, 1 Brute at a time, from 0m to 10m (unchanged)
  • After 10m, 1 Brute will spawn on every wave
  • After 20m, 2 Brutes will spawn on every wave
  • After 30m, 3 Brutes will spawn on every wave
  • Conquest – Gold Fury:
  • Gold Fury, or should we say “The Furies”, is getting a large change in Season 6. As the game progresses and the Gold Fury is defeated it will respawn as one of two new furies, the Oni Gold Fury and the Primal Gold Fury. Each provides a unique bonus that encourages pushing into the enemy base or defeating jungle objectives around the map, but won’t provide as much gold as the Gold Fury itself. While the first fury will always be the Gold Fury, the subsequent furies will be random while avoiding repeats. We are excited to see how teams respond to each Gold Fury and how they maximize their effects.
  • Now has 2 additional forms
  • Oni Gold Fury
  • Primal Gold Fury
  • The first spawn will always be base Gold Fury
  • Each spawn after the first will be randomly chosen from the other 2 furies, avoiding repeats
  • Oni Fury provides the following rewards
  • On the next round of minions spawned, all minions in all 3 lanes will gain
  • Bonus damage increased 75%
  • Bonus health increased 30%
  • Physical protection increased 50
  • Magical protection increased 60
  • Primal Fury provides the following rewards
  • All gods on the killing team gain 5% increased damage to jungle camps and bosses
  • Stacks up to 3 times
  • These Furies provide decreased Gold Rewards but also give unique bonuses to the team to who slays them
  • Decreased Base Gold Reward from 150 to 115
  • Decreased Gold increase per minute from 6 to 5
  • Their XP reward is consistent with the base Gold Fury
  • Players can track the status of the Primal Fury buff for each team by viewing torches above the Oracles pit. A torch will light for each application of this buff.
  • Conquest – Pyromancer:
  • A torch is now visible above the Pyromancer that becomes lit to indicate that a buff is active, and which team currently has obtained its buff.
  • Conquest Fire Giant:
  • Fire Giant and Enhanced Fire Giant have learned some new (old?) tricks. The Magma Pool ability Fire Giant used to have created an additional hazard for players to avoid during combat, but was largely unavoidable damage. We have reworked it to have a slight warning time, encouraging players to move and be smart about where they are standing to ensure allies don’t get trapped by the pools.
  • Enhanced Fire Giant is also getting a boost to its defensive and offensive capability. Enhanced Fire Giant struggled to scale to meet players end game power, somewhat trivializing its empowered nature. The additional health, protections, and especially base Magical Power will make him more difficult to take down and more lethal. Teams will need to find the right opportunity to take him before using his power to end the game.
  • Fire Giant and Enhanced Fire Giant will now use the Magma Pools Ability
  • There will be a 1s warning deployable under each god in the area
  • After the warning, the area will become damaging Magma
  • Current rotation is
  • 2 Basic Attacks > Rift > 2 BA > Fury > 2 BA > Flames – This line happens once
  • 2 Basic Attacks > Rift > 2 BA > Fury – This line loops
  • New rotation
  • 2 Basic Attacks > Rift > 2 BA > Fury > 2 BA > Flames – This stays the same and occurs once
  • 1 Basic Attacks > Pools > 1 BA> Rift >1 BA > Fury – This line loops
  • Fire Giant base health increased from 6000 to 7000.
  • Fire Giant health per level increased from 225 to 275.
  • Fire Giant base Protections increased from 90/50 to 110/70.
  • Enhanced Fire Giant base health increased from 6000 to 8000
  • Enhanced Fire Giant health per level increased from 225 to 275.
  • Enhanced Fire Giant base Protections increased from 90/50 to 125/85
  • Enhanced Fire Giant base Power increased from 130/0 to 150/20
  • Enhanced Fire Giant Buff now allows players to ignore 50% of a tower’s backdoor protection.
  • Conquest – Jungle Changes:
  • With Season 5 came a large change to jungle layout, camps, and the overall speed at which these could be cleared. Through Season 5 we saw players killing these camps a bit too quickly, even without items like Assassin’s Blessing to empower their clear speed. Jungle Camps will become tankier as the game progresses, better keeping up with players power curves.
  • Additionally, Gold Fury and its new counterparts are seeing some adjustments. They will be a bit more resilient to Physical Attacks, and their attacks will hit harder as the game progresses. This will make soloing it more difficult for Assassins/Hunters, but keep its end game difficulty as a team objective more in line.
  • Small Harpies:
  • Decreased Base Health from 150 to 130.
  • Increased Health per Level from 55 to 70.
  • Increased Base Magical Protection from 0 to 5.
  • Large Harpies:
  • Decreased Base Health from 410 to 380.
  • Increased Health per Level from 55 to 75.
  • Increased Base Magical Protection from 0 to 5.
  • Buff Holders:
  • Decreased Base Health from 470 to 440.
  • Increased Health per Level from 125 to 145.
  • Increased Base Magical Protection from 0 to 5.
  • Oracles
  • Increased Base Magical protection from 0 to 5.
  • Gold Fury(all 3 forms)
  • Increase Gold Fury Physical Protection per level from 1 to 1.5.
  • Decrease Gold Fury Health per level from 275 to 250.
  • Decreased Gold Fury Physical Power from 140 to 120.
  • Increased Gold Fury Physical Power per level from 0 to 2.
  • Towers and Phoenixes:
  • These structures now have a visual effect on them if backdoor protections are currently active on the structure.
  • ITEM BALANCE:
  • Blessings:
  • The Blessings that are banned in Conquest are quite powerful, although many players often overlook them. All of them stack a little too quickly for our liking, so we are increasing the amount of stacks required. Defender’s and Specialist’s are the underperforming and underpopulated Blessings compared to Attacker’s, so they are receiving stat boosts as well as smaller nerfs to stack speed.
  • ATTACKER’S BLESSING:
  • Increased Stacks required to Evolve from 50 to 100
  • DEFENDER’S BLESSING:
  • Increased Stacks required to Evolve from 50 to 75
  • Evolved Defender’s Blessing
  • Increased Health from 100 to 150
  • Increased Mana from 100 to 150
  • SPECIALIST’S BLESSING:
  • Increased MP5 from 10 to 20
  • Increased Stacks required to Evolve from 50 to 75
  • Conquest Blessings feel relatively balanced as Season 5 comes to a close. One lane that has had the most concerns is the solo lane and Warrior’s Blessing. Warrior’s Blessing has some nerfs that will be reverted, and the changes to the Conquest map are being made with the intent of bringing Warriors back to the lane and encouraging aggression. These changes should naturally decrease the amount of Passive Guardian’s Blessing playstyle in this lane. For this reason we are not changing Guardian’s Blessing to stack differently. We prefer to keep that item in a state that decreases as much frustration as possible in the Duo lane.
  • WARRIOR’S BLESSING:
  • Increased Health And Mana Restored per trigger from 30 to 40
  • Evolved Warrior’s Blessing
  • Increased Evolved Bonus Protections from 10 to 15
  • Relics
  • HORRIFIC EMBLEM:
  • Horrific Emblem has shown to be a very powerful Relic and was the dominant strategy during Season 5’s HRX. This item is being toned down across the board to help other Relics better compete with it.
  • Decreased Slow from 40% to 30%
  • Decreased Attack Speed Slow from 25% to 15%
  • Upgraded Horrific Emblem
  • Decreased Slow from 40% to 30%
  • Attack Speed Slow remains at 25%
  • Decreased Damage Dealt Debuff from 20% to 15%
  • Consumables
  • At the very late stage of a Conquest game, the team that should be ahead should be closing in on victory. Currently we have some powerful consumables (Elixirs) to give this team an extra edge. We wanted to add another option that involved more decision making and player control. Thus, the Elixir of Speed was created. This consumable will effectively remove the need for Boots or Shoes and allow players to move at the normal endgame speed while also having a complete 6 item build. This adds a lot of possible variance to endgame itemization that high skilled players will be able to really get creative with.
  • ELIXIR OF SPEED:
  • Elixir of Speed – 2000g
  • This consumable increases your Movement Speed by 18% permanently. This effect does not stack with Movement Speed from Boots or Shoes. This effect lasts X Minutes.
  • This item is only available in Conquest Game Modes.
  • *Item icon is a work in progress
  • Items – Magical
  • Doom Orb has an interesting effect but it never found a home in Mage builds due to its lack of endgame potential. We are moving Doom Orb up to a T3 item and adding a new T2 version to remedy this. Now Mages should be able to see this item as a contender with other Magical Power Items.
  • CURSED ORB:
  • Cost – 1600g
  • +55 Magical Power
  • +75 Mana
  • +20 MP5 to 15 MP5
  • +3% Movement Speed
  • PASSIVE – Killing or assisting an enemy minion provides you with 1 stack, granting 1% Movement Speed and 3 Magical Power per stack. Stacks last for 10s and stack up to 5 times. Enemy gods provide 5 stacks.
  • DOOM ORB:
  • Cost – 3200g
  • +135 Magical Power
  • +200 Mana
  • +25 MP5
  • +6% Movement Speed
  • PASSIVE – Killing or assisting an enemy minion provides you with 1 stack, granting 1% Movement Speed and 6 Magical Power per stack. Stacks last for 15s and stack up to 5 times. Enemy gods provide 5 stacks.
  • Book of Thoth rush was a popular strategy throughout the year. Not only was the Tier 2 Book of Souls a powerful starting option, but Book of Thoth had a heavy power spike upon completion. We are decreasing the power of Book of Souls while also adjusting Book of Thoth to only synergize with Mana from Items. Players who fully commit to a heavy mana build will see more power than before, but alone it won’t pack quite the same punch.
  • BOOK OF SOULS:
  • Decreased Magical Power from 65 to 55
  • BOOK OF THOTH:
  • Decreased Cost from 2800 to 2650
  • Passive now only converts mana gained from Items
  • Increased amount of Mana Converted to Magical Power from 3% to 6%
  • Increased Bonus Mana Conversion when Evolved from 2% to 3%
  • Soul Reaver is another item that largely determined which Mages were meta. The item has a strong role as a counter tank item, and needs to remain at a similar power level for that purpose. However, we saw that this item was much more effective on gods with low cooldowns and multiple damaging abilities. The goal of the 6.1 changes are to keep Soul Reaver’s counter tank potential strong, but to help it perform more equally across the entire Mage (and guardian) class.
  • SOUL REAVER:
  • Enemies that get hit by Soul Reaver’s Bonus Damage will take 50% less damage from this effect on subsequent hits. This reduction lasts 3s and refreshes on hit.
  • Obsidian Shard is a powerful tank buster item, but at 2150 gold it was cost efficient enough to see use in almost all games, regardless of the presence of tanks. We are adjusting its cost and stats to ensure it is a strong choice against tanks but not a catch all answer.
  • OBSIDIAN SHARD:
  • Increased Cost from 2150 to 2300
  • Increased Magical Power from 60 to 70
  • Typhon’s Fang has a big impact during the early stages of the Season, but fell off after a round of balance adjustments. We are increasing the Magical Lifesteal this item provides to really help Mages who can make use of lifesteal have a strong choice to work towards and enhance with additional items like Bancroft’s Talon or Pythagorem’s Piece.
  • TYPHON’S FANG:
  • Increased Magical Lifesteal from 10% to 15%
  • For Bruiser Mages and Guardians, a bridge item with a bit of defence and offense should be a solid choice. Dynasty Plate Helm hasn’t quite lived up to that role, so we are increasing its overall potency.
  • DYNASTY PLATE HELM:
  • Increased Magical Power from 45 to 55
  • Stone of Binding brings a strong playstyle, encouraging Supports to apply their crowd control and allow their teammates to capitalize even further on it. Applying a buff to allies has some complications and can encourage players to stand too close to their support, even if it is a bad play. Stone of Binding is getting a small boost in power but the Penetration is applied directly to the target, allowing any teammate from any position to benefit from the penetration.
  • STONE OF BINDING:
  • Increased Magical Power from 20 to 30
  • New Passive – Successfully hitting an enemy god with Crowd Control will place a debuff on enemies hit.
  • Debuff is decreased 15 Magical/Physical protections
  • Items – Physical
  • Malice has been in SMITE for many years, but never really found a home in most crit builds. Often it was positioned in a way that synergized with Assassins that used abilities that could Crit. This has led the item to be niche at best and often overlooked. We are yet again giving a new passive to Malice that can synergize with a wider range of abilities and gods.
  • MALICE:
  • NEW PASSIVE – Successfully Hitting an Enemy with a Critical Strike will subtract 2s from all of your abilities currently on Cooldown, except your Ultimate ability. This effect can only happen once every 5s.
  • Some other Critical Strike items feel slightly out of balance. Poisoned Star’s powerful debuff effect is paired with high Crit Chance, making it too strong in builds even when its not paired with more Crit. This item should need to be paired with more crit in order to be effective.
  • POISONED STAR:
  • Increased from 2400 to 2500
  • Decreased Critical Strike Chance from 20% to 15%
  • WIND DEMON:
  • Decreased Cost from 2700 to 2600
  • ODYSSEYS’ BOW:
  • Increased Basic Attack Power Scaling on Passive form 50% to 60%
  • SILVERBRANCH BOW:
  • Increased Physical Power from 20 to 30
  • A series of Warrior items were targeted for 6.1 balance. Ancile has been clearly overperforming, especially on Assassins. Many other Shields and Hammers are being adjusted to work better in Warrior builds (and some Assassin builds). This generally involves increasing Physical Power and Decreasing Cost or Health. Warriors have a lot of pure tank options, but not a lot of competitive hybrid-bruiser options. This series of buffs and shifts should be a net buff for the class, as well as expand their options by making some previously unused items more viable.
  • RUNIC SHIELD:
  • Increased Health from 100 to 150
  • ANCILE:
  • Increased Cost from 2000 2150
  • CUDGEL:
  • Increased Physical Power from 5 to 10
  • Decreased Health from 100 to 50
  • SHILLELAGH:
  • Decreased Cost from 1500 to 1300
  • Increased Physical Power from 10 to 15
  • BLACKTHORN HAMMER:
  • Increased Physical Power from 25 to 35
  • This passive now transitions from Cooldown Reduction to Mana Regeneration at 25% Mana, not 50%
  • RUNEFORGED HAMMER:
  • Increased Physical Power from 40 to 55
  • Decreased Health from 250 to 200
  • Items – All Classes:
  • Supports have relatively strong itemization. The adjustment to mage items such as Soul Reaver will be the biggest buff they are getting this update, as they should be surviving magical damage more. However, there are some other Tank items that felt underwhelming. The primary concern was around Gauntlet of Thebes. This item had a very strong launch and was heavily tailored to the support class. After some adjustments to the item and many shifts in the meta, this item is not really viable. The item feels very weak until fully stacked, so we are buffing its upfront tank stats to make sure supports feel comfortable building this item.
  • GAUNTLET OF THEBES:
  • Increased Health from 200 to 275
  • Stone of Gaia is a strong tank item, especially against knock up heavy teams. We want to ensure that players feel the healing from this item in a meaningful way and a bit more often. Players will now restore the full amount of health in half the time, and with a reduced cooldown may benefit from this item more than once in an extended fight.
  • EMERALD TALISMAN:
  • Increased MP5 from 6 to 10
  • STONE OF GAIA:
  • Increased the Speed at which the Heal occurs from 10s to 5s
  • Decreased Internal Cooldown from 60s to 45s
  • Shield of Regrowth has some exciting applications on Warriors with built in sustain, but has suffered from being slightly too weak to see play. We are lowering its cost and increasing its base restorative stats to help these Warriors find a slot for it in their builds.
  • SHIELD OF REGROWTH:
  • Decreased Cost from 2100 to 2000
  • Increased HP5 from 10 to 15
  • Increased MP5 from 10 to 15
  • SPECTRAL ARMOR:
  • Increased Physical Protection from 60 to 70
  • Decreased Damage dealt to you from Critical Strikes from 60% to 50%
  • Items – Masks
  • Masks were created to give the most creative players a way to play gods in more ways. The masks paved the way for one of the most interesting developments of Season 5 HRX: Fenrir Support. After experimenting with these items its clear that Lono’s mask is the most popular, enabling a huge range of gods to become more like supports. We want to ensure standard Guardians are not pushed out of this role but can compete with Lono’s Mask users more directly, so we are nerfing this mask slightly. Rangda’s and Bumba’s have been much less successful, so they are both receiving slight buffs in their aggressive stats to see if they can find homes in some big brain builds.
  • LONO’S MASK:
  • Increased Damage Dealt from -20% to -25%
  • Increased Healing Done from -20% to -25%
  • RANGDA’S MASK:
  • Increased Ability Damage Dealt from +15% to +20%
  • This means both Basic Attack and Ability damage are increased at the same amount, so the description will be simplified to just say “increased damage dealt”
  • BUMBA’S MASK:
  • Increased Physical Power from 20 to 30
  • Increased Magical Power from 50 to 65
  • GOD BALANCE:
  • Warrior Class
  • Warriors fell out of the conquest meta during Season 5. We are making multiple changes to address this such as a new solo lane objective and a buff to Warrior’s Blessing. The adjustment of every Warrior’s Base and Scaling Health will be a key element in making sure the class is fun to play and clearly defined. Warrior’s are a hybrid class in SMITE, which can make that previous statement difficult to achieve. They are defined by an ability their ability to be flexible, but they should skew more toward the tank side, which is why their base stats are being adjusted in this way.
  • BASE STATS:
  • Increased Base HP of all Warriors by 10
  • Increased Base HP per Level of all Warriors by 3
  • AH MUZEN CAB:
  • Ah Muzen Cab was a powerhouse coming into Season 5, and took a large hit to his Hive functionality. After these changes he heavily fell out of favor, and even though most of the nerfs have been reverted he is still struggling to make his mark. We want to focus on how often he can utilize his kit by lowering the cooldown on Swarm and making Honey less of a mana drain when used frequently.
  • SWARM:
  • Decreased Cooldown from 16/15/14/13/12 to 15/14/13/12/11
  • HONEY:
  • Decreased Mana cost from 75/80/85/90/95 to 60 at all ranks
  • ANUBIS:
  • Anubis tends to excel at lower levels of play, but drop off at high end Conquest. The god is risky and fragile, but with a huge amount of damage potential. We are increasing the early rank duration of his CC ability, Mummify. This should let him level his damaging skills more quickly, and help his early game aggression and self peel, which can be especially important in high rank Conquest.
  • MUMMIFY:
  • Increased Stun duration from 1.2/1.4/1.6/1.8/2s to 1.6/1.7/1.8/1.9/2s
  • AO KUANG:
  • Ao Kuang’s passive was reworked a while back because of technical and clarity issues. The problem was, his reworked passive didn’t meet our usual definition of a passive ability. Since the old passive only interacted with his Ultimate, we are reworking it again. Ao Kuang tends to be very frustrating when he does too much burst, so we are looking to breath new life into the god in a different way. With the new design on Dragon King’s Sword, Ao Kuang will be more evasive and stronger in longer engagements. The bonus cooldown reduction and self healing encourages Ao Kuang players to make multiple gank attempts on enemies.
  • DRAGON KING’S SWORD:
  • Every 20 seconds Ao Kuang gets a stack of Dragon King’s Sword. As long as he has a stack, his next non-ultimate ability that deals damage to an Enemy god will consume a stack to have its cooldown reduced by 2s and heals Ao Kuang for 5% of his Maximum Health. Successfully executing an Enemy god with King of the Eastern Seas fully charges Dragon King’s Sword.
  • This effect can stack up to 3 times.
  • BACCHUS:
  • Bacchus has always been an absolute unit in Joust and Arena, but he often struggled in Conquest where his kit didn’t feel functional until later levels. Bacchus will now be able to get the party started even at level 1 by getting direct access to his Chug ability. This greatly improves Bacchus’ early game potential in conquest as he can gain access to Magical Power, Bonus effects, and Damage Mitigation through his Drunk-O-Meter that usually wouldn’t be filling up until later levels.
  • CHUG:
  • Chug is now available at Level 1 and has a Rank 0.
  • Rank 0 Chug does not provide any Protections.
  • Rank 0 Chug costs 35 Mana.
  • Chug now provides 40% Drunk-o-Meter at all Ranks.
  • BASTET:
  • Bastet can be powerful in the right hands, but mana costs early and her overall presence late make it difficult for her to really excel. We want to address these two issues. Declaw now has a flat mana cost, allowing it to be used more often during ganks and just for poke. Razor Whip is getting a large scaling increase to ensure her damage output stays relevant at the latest stages of the game. –
  • RAZOR WHIP:
  • Increased Physical Power scaling from 20% to 25%.
  • DECLAW:
  • Decreased Mana cost from 70/75/80/85/90 to 60 at all ranks.
  • BARON SAMEDI:
  • Baron continues to get a great deal of attention, just the way he likes it. This god has proven to be an extremely strong flex pick, excelling as a Solo Laner or Support more often than as a Mid Mage. One key thing that enables this strategy for Baron Samedi is his ability effects that scale off of health. These don’t require Magical Power to be effective. Both Consign Spirits and Life of the Party are being nerfed in this regard to make him rely more on building power and utilizing his Hysteria mechanic.
  • CONSIGN SPIRITS:
  • Decreased Bonus Healing based on Missing Health from 12.5% to 10%
  • LIFE OF THE PARTY
  • Decreased Total Health Damage from 15% from 10%.
  • BELLONA:
  • Oh how the mighty have fallen. Bellona has had a long history of nerfs and it seems the goddess has finally fallen out of favor. She struggled through the entirely of Season 5. Many warriors did but some more than others. Even with the addition of Berserker’s Shield we didn’t see much of a resurgence from her. In addition to the Base Warrior stat buff, She is gaining a boost to her early game Ultimate damage. This will help Bellona make early aggressive rotations and plays more successfully.
  • EAGLE’S RALLY:
  • Increased Base Damage from 100/200/300/400/500 to 140/230/320/410/500
  • CABRAKAN:
  • Cabrakan’s Ultimate was a strange shape that often caused confusion on both sides of the battleground. This ability would clearly appear to hit but not deal damage. For a Guardian (or Assassin?) That relies heavily on burst damage, confirming this ability is a big deal. 6.1 is bringing a major quality of life buff to Tectonic Shift in that this ability now hit in a clear area in front of Cabrakan.
  • TECTONIC SHIFT:
  • Expanded the hit area of this ability to damage all gods in the entire rectangle shape in front of Cabrakan. This area is as wide as his wall area is now, extending from Cabrakan up to to the range of the walls
  • 35 unit range
  • 25 unit width
  • CAMAZOTZ:
  • Camazotz started Season 5 very strong, but after a few nerfs he dropped of quickly. We have made a few small attempts at balancing him since, and we want to continue along that path. Camazotz has a strong tipping point, where once overtuned he becomes incredibly dominant. We want to avoid that case through these smaller buffs over time. This one focuses largely on his lifesteal synergy and quality of life. Keeping his stacks of vampirism can be frustrating and cause Camazotz to be punished much harder than most assassins for deaths. This ability will now last longer and persist through deaths to make sure the vigilant junglers can keep this stacked.
  • VAMPIRE BATS:
  • Increased buff duration from 210s to 300s
  • Now persists through death
  • CERNUNNOS:
  • Cernunnos has some unique strengths, but his lane clear tends to be described as feeling awkward and weak. Bramble Blast doesn’t pack the punch that many other Hunter abilities do, so it’s being brought up in the early ranks to make sure he can go toe to toe with the rest of the meta. The Wild Hunt is also seeing a cooldown reduction, allowing him to impact teamfights more often.
  • THE WILD HUNT:
  • Decreased cooldown from 100 to 90s
  • BRAMBLE BLAST:
  • Increase base damage from 40/80/120/160/200 to 60/95/130/165/200
  • FAFNIR:
  • The dwarf turned dragon will be even more terrifying in his dragon form in 6.1. Fafnir has strong evasion and lockdown, yet is still suffering in the meta. Fafnir is a god designed around big plays during his ultimate, so we will take this opportunity to make that feel even more impactful. His Dragon Breath basic attack will deal more damage, especially at later stages in the game, giving this aggressive Guardian’s team more kill potential.
  • DRACONIC CORRUPTION:
  • Increased Dragon Breath from 20/25/30/35/40 (+10% of your magical power) to 20/30/40/50/60 (+10% of your magical power)
  • HERA:
  • When the Queen of the Gods makes an entrance she goes all out, and the same can be said about her companion Argus. After Hera’s initial buffs she has settled into a consistent spot in the meta. She brings a quite high ban rate and she does a lot to disrupt enemies in team fights. Her kit was designed to synergize with Argus and help him be active often, but the low base cooldown of the ability was causing a lot of frustration. Argus will still be on a lower cooldown than most Ultimates if the Hera plays well, but this effect will be less extreme than before.
  • ARGUS, THE DEFENDER:
  • Increased cooldown from 70 to 90
  • HERCULES:
  • Hercules is another Warrior that when he fell, he fell hard. The god is very strong at securing kills in the early to mid game with his powerful pull/push combo, but he often drops off late game. Herc’s Excavate Boulder can be a devastating ultimate when used well, and now he will be able to rock his enemies more often.
  • EXCAVATE:
  • Decreased cooldown from 90 to 90/85/80/75/70 seconds
  • ISIS:
  • Dispel Magic and Circle of Protection are interesting control abilities but their range put Isis in dangerous spots. Isis entire kit lacks long range damage, except for the slow moving Spirit Ball. These two abilities are getting a bit more range to help Isis perform at a similar level of other mages.
  • DISPEL MAGIC:
  • Increased range from 40 to 55
  • CIRCLE OF PROTECTION:
  • Increase range from 35 to 40
  • KING ARTHUR:
  • Nobody said wielding Excalibur would be easy. Feedback on King Arthur has been awesome, and seeing the community discussion around him evolve based on initial numbers feedback, PTS feedback, and finally Live has been interesting. King Arthur himself is underpowered statistically, but we feel (as do some community members) that King Arthur himself is a difficult god to master. Knowing and executing combos, understanding options available to him, and even how he changes some gameplay assumptions at its core all make him a god that will take time for players to Master.
  • Because of this, this patch we are focused on fixing gameplay bugs and are only doing minor balance tweaks to issues we feel would persist even after players get through his learning curve. Due to him losing energy on death (which we feel are both thematic to the idea of an energy building combo meter and helps his pacing when he gets to a fight), we feel his energy generation can go up. Twin Cleave and Bladestorm will have additional utility in being one of the higher energy generators in his kit. Additionally, Sundering Strike is getting a small charge range reduction. In melee range situations the forced charge can make this ability unwieldy. A reduction in that charge range should actually be a buff in those situations, allowing it to land more reliably.
  • GENERAL:
  • Basic Attacks have had a large pass to improve functionality and remove jitter players would experience, especially on higher ping environments.
  • Fixed an issue where King Arthur could be silenced permanently from Ganesha’s Ohm.
  • Fixed an issue where King Arthur could crash players with his Ultimate.
  • Fixed an issue where King Arthur could speed up players animations with his Ultimate.
  • Fixed an issue where Basic Attacks could proc item effects they were unintended too.
  • Fixed an issue where Excalibur’s Fury could stun targets behind King Arthur.
  • Updated the Camera on Excalibur’s Fury to provide better vision while airborne.
  • Updated the Camera on Excalibur’s Fury for enemies to be less jarring.
  • TWIN CLEAVE / BLADESTORM:
  • Increased Energy gained from 1 to 2 per hit.
  • SUNDERING STRIKE:
  • Decreased charge range from 16 to 12.
  • LOKI:
  • Everyone loves a good Loki nerf, right? This god is discussed often but is usually just outside the meta. Loki has risen surprisingly high in the stats toward the end of Season 5, causing a good bit of chaos along the way. This god is controversial. He can cause a lot of frustration, but his playstyle is one of a kind. Loki seems to be healthiest for the game when he is just below the point of balance, allowing Loki specialists to excel but without being overbearing. He will be seeing two solid nerfs to bring him back down to that safer spot. The first nerf decreases the damage potential of all his combos, allowing Loki’s opponents to better react to his ambushes. Also, Vanish will stop reducing the damage Loki takes while stealthed. Stealth already greatly reduces the chances of being hit, and players should be rewarded for predicting Loki’s movements and hitting him anyway.
  • BASE STATS:
  • Decreased Damage progression from 1/.5/.5/.5/1.5x damage to 0.75/.5/.5/.5/1.5x damage
  • VANISH:
  • Removed the Damage Mitigation from this ability
  • OSIRIS:
  • Osiris’s core function is to apply constant pressure through skill shots and basic attacks. He has low cooldowns but he needs to land many hits in a row to make an impact. He should be rewarded for successfully executing this playstyle, so we are increasing the base damage on his damaging abilities.
  • SICKLE STRIKE:
  • Increased base damage from 60/110/160/210/260 to 70/120/170/220/270
  • SPIRIT FLAIL:
  • Increased base damage from 75/125/180/235/290 to 80/135/190/245/300
  • PELE:
  • Pele continues to be the #1 most banned god in ranked, with a strong performance to match. One key element that empowers Pele in the higher ranks of the game is her passive. The power and lifesteal gained from this allows players to completely turn losing fights into winning ones. This is the intended goal of the ability, but its still working at too great of a magnitude.
  • EVERLASTING FLAME:
  • Decreased Duration from 6 to 4
  • Decreased Power from 2 per level 1
  • POSEIDON:
  • Poseidon’s base Physical Protection per level was far below any other mage. We are bringing this up to better match the protections to other Mages.
  • BASE STATS:
  • Increased Physical Protection per level from 2.2 to 2.6.
  • RATATOSKR:
  • Ratatoskr may now sell his Acorn
  • THOTH:
  • Thoth has had an interesting history. On release, he struggled far below any other god release which resulted in some heavy changes from us. While these helped him overall statistically, some of his feel was lost and his frustration factor was high. Through more adjustments he ended up feeling underwhelming and falling out of favor, while still being frustrating. We are changing Thoth to work closer to how it did on his launch, focusing on his ranged artillery style of damage. Evade and Punish will no longer provide heavy hard CC, meaning players will be less safe and have less opportunity to lock down opponents, but should make up for that loss in damage.
  • HIEROGLYPHIC ASSAULT:
  • Increased damage from 40/60/80/100/120 to 45/65/85/105/125
  • EVADE AND PUNISH:
  • No longer stuns but pierces through enemies and roots the first God hit and slows every other enemy hit
  • Root and Slow lasts 1.5s at all ranks
  • 30% slow at all ranks
  • FINAL JUDGEMENT:
  • Increased Scaling from 100% to 120%
  • ZEUS:
  • Zeus is a powerhouse in most modes, bringing a heavy amount of early and mid game burst with teammates that can keep him safe. We want to increase opportunities for players of these modes to deal with his pressure. Aegis Assault helps confirm his damage more easily, and a low cooldown makes it hard to find an opening against Zeus. Additionally, his high base damage allows him to bring the pain early, even without many damage items. We did increase his scaling as a whole, which should help him in Conquest, allowing players who can bring Zeus to late game strong AoE damage to see success, but this change is overall targeted at his overperformance in our other game modes.
  • AEGIS ASSAULT:
  • Cooldown increased from 10 to 12
  • DETONATE CHARGE:
  • Increased Damage from 55/75/95/115/135 to 60/90/120/150/180.
  • Increased Magical Power Scaling from 18% to 25%.
  • Reduced Multiplication for each charge from 1/2/3 to 1/1.7/2.4.
  • LIGHTNING STORM:
  • Adjusted Damage from 120/140/160/180/200 to 100/130/160/190/220
  • Increased Magical Power Scaling from 50% to 55%.

New in Smite Client 5.24: Wielder of Excalibur (Jan 4, 2019)

  • New Arthurian God
  • King Arthur
  • Wielder of Excalibur
  • STEADFAST:
  • Each time King Arthur’s abilities damage a god he gains a stack of Steadfast, reducing damage he takes and increasing the rate at which he builds energy. This Additionally, King Arthur does not benefit from Attack Speed. Bonus Attack Speed instead increases the rate at which he builds energy.
  • Damage Mitigation: 1.5% per Stack
  • Bonus Energy Gain: 25% per Stack
  • Duration: 15s
  • Max Stack Count: 4
  • Attack Speed Conversion: 33% of Attack Speed
  • OVERHEAD SLASH (HAMSTRING):
  • Standard: King Arthur deals a devastating overhead blow in Melee range that creates a slashing attack that travels forwards. Enemies hit in Melee range take 50% increased damage.
  • Combo: King Arthur swipes low, crippling and damaging enemies that are struck.
  • Slash Damage: 60/115/170/225/280 (+60% of your Physical Power)
  • Combo Damage: 60/120/180/240/300 (+60% of your Physical Power)
  • Cripple Duration: 1.25s
  • Energy Gain: 3
  • Cooldown: 14s
  • Cost: 35/40/45/50/55 Mana
  • BATTLE STOMP (UPPERCUT):
  • Standard: King Arthur stomps on the ground with heavy force, causing enemies around him to take damage and become slowed.
  • Combo: King Arthur charges forward, stopping on first god hit. At the end of the charge King Arthur unleashes an uppercut, knocking up enemies into the air.
  • Stomp Damage: 40/65/90/115/140 (+40% of your Physical Power)
  • Slow: 20/25/30/35/40%
  • Slow Duration: 2.5s
  • Uppercut Damage: 50/95/140/185/230 (+40% of your Physical Power)
  • Energy Gain: 4
  • Cooldown: 14s
  • Cost: 40/45/50/55/60 Mana
  • TWIN CLEAVE (BLADESTORM):
  • Standard: King Arthur unleashes two cleave attacks while charging forward. Enemies hit by a cleave take damage and have their protections reduced.
  • Combo: King Arthur swings Excalibur around him, charging forward and damaging enemies 5 times before winding up a final strike that deals more damage. King Arthur is immune to Knockup for the duration.
  • Cleave Damage: 35/60/85/110/135 (+30% of your Physical Power)
  • Protection Shred: 7%
  • Spin Damage: 10/30/50/70/90 (+15% of your Physical Power)
  • Final Damage: 30/80/130/180/230 (+15% of your Physical Power)
  • Energy Gain: 1
  • Cooldown: 16s
  • Cost: 40/45/50/55/60 Mana
  • SUNDERING STRIKE (EXCALIBUR’S WRATH):
  • 35 Energy: King Arthur winds up a massive jab, charging forward slightly before striking. Enemies hit by this jab are stunned.
  • 80 Energy: King Arthur charges forward with Excalibur drawn. If King Arthur hits an enemy god, he launches them into the air and unleashes a barrage of 6 attacks, after which he launches them back to the ground dealing damage to the target and any enemy below.
  • Jab Damage: 100/160/220/280/340 (+65% of your Physical Power)
  • Stun Duration: 1s
  • Damage per Hit: 10/20/30/40/50 (+10% of your Physical Power and 1.5% of your Target’s Maximum Health)
  • Landing Damage: 60/135/210/285/360 (+50% of your Physical Power and 5/7/9/11/13% of your Target’s Maximum Health)
  • Cooldown: 20
  • Cost: 35 or 80 Energy
  • NEW GOD SKINS:
  • Cosmic Conqueror Hercules
  • Exclusive
  • Brimstone Cerberus
  • Glacial Gaze Medusa
  • Dragon Keeper Discordia
  • Blight Guardian Athena
  • Excalibur’s Light King Arthur
  • Recolor:
  • Mastery Skins | King Arthur
  • MISC.:
  • New Cosmetic Items
  • Pendragon Ward Skin
  • Pendragon Recall Skin
  • Cosmic Fountain FX
  • Cosmic Jump Stamp
  • Brimstone Announcer Pack
  • Draconic Loading Screen
  • Fantasy Points Store
  • New additions to the Fantasy Points Store
  • Amazon Athena
  • Irezumir Ymir
  • Wyrm Slayer Ullr
  • Awesome Chest
  • New additions to the Awesome Chest
  • Riptide Poseidon
  • Sunny Chibi Amaterasu
  • Shadow Claw Bastet
  • Warp Tech Janus
  • BUG FIXES
  • With the Holidays approaching a lot of our team is taking some much needed time off to spend with friends and family. We will be taking an extra week on the 5.24 patch, which we plan to launch on January 7th.
  • Since we are taking that extra time, we are even earlier in the development process than a usual patch, and many bugs are still being identified and evaluated. We will list here the most important “known issues” that we are looking into for 5.24, as well as the few fixes we already have planned. This list will expand as we get closer to 5.24. –
  • General:
  • PC Players can now sort by God Class in the drop down menu in the Match Lobby
  • Added a “Ban Button” for PC players that they will need click after selecting a god to ban in ranked and custom modes.
  • Fixed an issue where some practice queues weren’t properly labeled as “Practice”
  • Gods
  • FREYA:
  • Adjusted the text of her passive ability to make it clear that mana is restored, and health is healed
  • Top issues we are aware of and looking into for 5.24 fixes
  • Muting issues on consoles
  • Trading Gods issues
  • Party issues
  • Ranked wins
  • Wins are all counted, we will be running a backend script soon to fix
  • GOD BALANCE:
  • ARACHNE:
  • Arachne excels at finding isolated prey and shredding them down quickly. While this allows her to perform very well at normal levels of play, high ranked and competitive players are much harder to find alone and away from ally assistance. We want to give her something that will help her ability to team fight as well as her ability to dive the enemy backline.
  • Night Crawler will now create a large web on the area where Arachne lands, slowing enemies on the field and granting her the same benefits as the Web trail from her Web ability. Enemies will be forced to disperse or fight in Arachne’s domain
  • NIGHT CRAWLER
  • Arachne now creates a 25 unit radius area of Web that lasts for 5s wherever she lands. Enemies in this area are slowed by 25% and Arachne gains 40% Movement Speed and is immune to slows while on the web.
  • Overlaying Webs from Night Crawler and her third ability “Web” do not stack in intensity.
  • HEL:
  • Hel’s Switch Stance is a powerful ability, providing a large amount of passive stats that she shares with her team. Especially at level 5, we want to ensure placing a point into this ability is a powerful option, on par with furthering one of her core abilities. Additionally this will help Hel in both her offensive and support oriented playstyles, without adding additional burst damage or healing that may be frustrating.
  • SWITCH STANCES:
  • Increased Dark Stance Power self buff from 20/30/40/50/60 to 30/40/50/60/70.
  • Increased Dark Stance Power aura from 10/15/20/25/30 to 15/20/25/30/35.
  • Increased Light Stance Protection self buff from 5/10/15/20/25 to 13/16/19/22/25.
  • Increased Light Stance Protection aura from 2.5/5/7.5/10/12.5 to 6.5/8/9.5/11/12.5
  • Updated tooltips to correctly state what aura buffs are being applied.
  • SUSANO:
  • Susano’s Typhoon had a large cast time making it easy to disrupt and forcing Susano players to refire the ability. This created situations where the ability felt clunky and limited Susano’s ability to respond to Crowd Control. We are removing the cast time of Typhoon to help alleviate this issues and help his kit flow better between abilities.
  • TYPHOON:
  • Adjusted the pre-fire time on this ability so that the Typhoon starts deploying immediately upon fire. This will cause the Typhoon to reach its fully charged state sooner.
  • THOR:
  • In Season 5 we have kept a close eye on Thor, giving him some love to help him better compete with the roster of Junglers. While the changes to his 1 have helped, we want to ensure he fills his niche well. Thor brings ranged poke and CC to a fight, and can then tactically choose to engage or flee. No other Assassins have a ranged stun and this advantage should be leveraged by teams as much as possible. By reducing the mana cost and cooldown of Tectonic Rift, he will have more chances to use his unique strength on the battleground.
  • TECTONIC RIFT:
  • Decreased Mana cost from 75 to 60 at all ranks.
  • Decreased Cooldown from 17s to 17/16.5/16/15.5/15s.
  • XING TIAN:
  • In this patch we wanted to look at Xing Tian, a powerful god that has issues with a few abilities that make him feel underwhelming. Furious Roar brings powerful anti-basic utility, but with a scaling duration it was difficult to ever feel this strength in the laning phase. We have now made the damage duration a consistent 4 seconds and tuned the damage and debuff to make sense for this increased duration at early ranks.
  • Whirlwind of Rage and Steel that brings a lot to a fight but can suffer from feeling underwhelming. A Whirlwind of Rage and Steel should not stop damaging enemies just because they have cleansed themselves. Players still inside the radius of this ability while he is channeling will take damage. Additionally, Xing Tian will move faster while channeling, allowing him more opportunities to catch unsuspecting enemies and keep up with enemies stuck inside the Whirlwind.
  • FURIOUS ROAR:
  • Increased duration from 1/2/3/4/4s to 4s at all ranks.
  • Decreased % Damage Done from Basic Attacks from 30/35/40/45/50% to 20/27.5/35/42.5/50%.
  • Decreased % Damage per tick from 3% per second to 1/1.5/2/2.5/3% per second.
  • Total damage difference is 3/6/9/12/12% to 4/6/8/10/12%.
  • WHIRLWIND OF RAGE AND STEEL:
  • Now deals damage to enemies in the radius even if they have cleansed the grab.
  • Increased Movement Speed while channeling this ability by 25%.

New in Smite Client 5.23: Godslayer (Dec 11, 2018)

  • NEW GOD SKINS:
  • Jingle Shells Kuzenbo:
  • Exclusive
  • Dual Tech Hel:
  • Exclusive | Odyssey
  • Kitty Kaboom Serqet:
  • Exclusive | Odyssey
  • Battle Queen Hera:
  • Exclusive | Odyssey
  • Shadow Stalker Izanami:
  • Exclusive | Odyssey
  • Count Baron Samedi:
  • Exclusive
  • Stitched Horror Zhong Kui:
  • Exclusive | Odyssey
  • Godslayer Ares:
  • Limited | Odyssey
  • HERA’S ODYSSEY – OF KINGS & DRAGONS:
  • Purchasable Items:
  • Dual Tech Hel
  • Kitty Kaboom Serqet
  • Shadow Stalker Izanami
  • Stitched Horror Zhong Kui
  • Unamused Hera Death Mark
  • Regal Level Up Skin
  • Argus Ward Skin
  • Bonus Items:
  • Regal HUD Skin
  • Battle Queen Hera
  • Godslayer Ares
  • NEW ADVENTURE – LOKI’S ON THE NAUGHTY LIST:
  • Loki’s on the Naughty List, and it’s up to you to punish him! Journey back to Helheim and face The Trickster in the epic final battle from Shadows over Hercopolis! But prepare yourselves, this encounter brings all new challenges, and Loki is sure to have new tricks up his sleeve.
  • PROJECT OLYMPUS:
  • Player Gifting:
  • It’s the season of giving! In SMITE update 5.23 you’ll be able to send gifts directly to other players! For full details on this new feature check out our Player Gifting blog for more details!
  • UI:
  • The Play screen and Match Lobby screens have been updated on PC
  • The Friends List and Party menus have been updated on all platforms
  • MISC.:
  • Fantasy Points Store:
  • New additions to the Fantasy Points Store
  • Twisted Metal The Morrigan
  • Kaiju Sobek
  • Torment Bellona
  • Awesome Chest:
  • New additions to the Awesome Chest
  • Molten He Bo
  • Mystic Guardian Athena
  • New Loadout Items:
  • Sanguine Avatar
  • Sanguine Loading Frame
  • Godslayer Jump Stamp
  • Godslayer Recall Skin
  • Skins:
  • Count Baron Samedi will not be available when Update 5.23 goes live. This skin will release at a later date during Update 5.23.
  • Zhong Kui’s Mastery Skins have been updated
  • BUG FIXES:
  • General:
  • Fixed an issue with a red ground target appearing beneath buff camps in the Tutorial
  • Console:
  • Fixed an issue where Referred Friends would receive an error when a new user tries to play the Tutorial.
  • Skins:
  • Shonen Spark Mercury
  • Fixed an issue where this skin would play multiple voice lines on a single ability fire
  • Gods & Items:
  • AEGIS AMULET:
  • Fixed an issue where Upgraded Aegis Amulet could be used and unintended times, like while already firing an ability
  • AH MUZEN CAB:
  • BEES!:
  • Updated the description to show how much damage Bees does
  • HEL:
  • SWITCH STANCES:
  • Reduced the percentage chance of Hel saying a Voice Line while stance changing from 100% to 60%
  • GOD BALANCE:
  • AH PUCH:
  • When Mid Season hit Ah Puch rose from the dead, becoming a strong pick in Conquest while continuing his strong performance in other modes. The keys to his success were his new early game strength and the fact that Empty the Crypts had more staying power. With this patch we are looking to tone down aspects of his kit to increase counterplay options without changing what makes him a valuable pick: zone control and burst DPS.
  • Undead Surge is seeing a decrease in its slow duration, both reducing his ability to chase or peel enemies off himself. Empty the Crypts is also seeing a duration reduction. The zone control and pressure this ultimate provides gave teams large openings to siege objectives or stall out engages. The reduced duration should give teams more openings in these situations.
  • UNDEAD SURGE:
  • Decreased Slow Duration from 3s to 2s
  • EMPTY THE CRYPTS:
  • Decreased Duration from 6s to 5s
  • CU CHULAINN:
  • Early on in Season 5, Cu Chulainn was quite the powerhouse, receiving 3 nerfs to bring him more into line. As the Season has shaped out however, Cu Chulainn has struggled to keep up.
  • Overall, his Berserk form is still quite impactful and that is what most of the nerfs were targeted towards. Rather than reverting that and bringing back frustration, we want to increase the power of Base Cu Chulainn and his teamfight potential. Spear of Mortal Pain’s cooldown is being reduced. This will allow him to bring more control to fights, while giving him a large boost to his Rage.
  • SPEAR OF MORTAL PAIN(WAR CRY):
  • Decreased Cooldown of Spear of Mortal Pain from 100s to 85s
  • Updated description to display the cooldown of Cu Chulainn’s transformed Ultimate (35s)
  • GUAN YU:
  • A while back Guan Yu got significant changes that pushed him towards the top of Ranked and Normal play. His Passive applying to all abilities while in combat caused him him excel in many ways, especially with Conviction getting a 2x healing multiplier. When we changed this to 1.5x he quickly fell out of favor and went back to struggling behind the rest of the Gods.
  • We feel we can bring back some of his healing capability and find a solid middle ground where Guan Yu will feel impactful but not overwhelming.
  • CONVICTION:
  • Boosted the bonus healing from 1.5x to 1.7x
  • HADES:
  • Hades is a god who has undergone a larger identity shift over the years. Previously a Guardian, today he plays as a Point Blank AoE Mage with high damage potential with high tradeoffs, but older stats that made sense back then currently hold him back from accomplishing this.
  • We are increasing Hades’ base movement speed to better facilitate his close range damage. Pillar of Agony will also be buffed, specifically by increasing the Protections Hades receives while firing the ability. These two changes should help bring together Hades’ entire kit, allowing him to build more damage but still survive team fights.
  • GENERAL:
  • Increased Movement Speed from 355 to 365
  • PILLAR OF AGONY:
  • Increased Protections from 60/70/80/90/100 to 60/85/110/135/160
  • VAMANA:
  • Colossal Fury is supposed to be a moment of high impact where Vamana can charge forward and lead his team, but he often struggles at accomplishing that goal. The bonus health is not enough to keep him alive through focused damage and in many cases a single god can invalidate its use.
  • We are increasing how frequently the heal occurs, and decreasing the amount to make his health regeneration more smooth. We are also adding a stacking Health Shield that will boost his survivability during combat without increasing his out of combat healing. Finally, Colossal Fury will now allow Vamana to step through players and player made walls, making him much more difficult to block from a fight.
  • COLOSSAL FURY:
  • Vamana now also gains a stacking Health Shield every second equal to 0.6% to his max HP per .2s. This Shield fades when Vamana’s ultimate ends.
  • Changed his heal to tick every 0.2s instead of 1s
  • Vamana still heals for the same amount of health each second as he did previously.
  • Can now pass through Player made walls while his ultimate is active.

New in Smite Client 5.22 (Dec 5, 2018)

  • NEW GOD SKINS:
  • Cyber Samurai Hachiman
  • Brutal Dragon Fenrir
  • Shadow Punch Ravana
  • Dragon Priestess Nox
  • Exclusive Odyssey
  • Pixel Hammer Thor
  • Infernal Lord Zeus
  • Titan Forge Ymir
  • HERA’S ODYSSEY – ARRIVAL:
  • Purchasable Items
  • Cyber Samurai Hachiman
  • Brutal Dragon Fenrir
  • Shadow Punch Ravana
  • Shadow Fist Jump Stamp
  • Bonus Item:
  • Dragon Priestess Nox
  • PROJECT OLYMPUS:
  • General:
  • Typing “/block” while in a private chat with another user will now block that user
  • Players on PC can now log out on the home page
  • Arena:
  • The mini-map icons for Minotaurs have been updated
  • Player Gifting:
  • This feature will now release in Update 5.23. Check out our Player Gifting blog for more details!
  • MISC.:
  • Awesome Chest:
  • New additions to the Awesome Chest
  • Fat Loki Cabrakan
  • Northern Ranger Hachiman
  • Fantasy Points Store:
  • New additions to the Fantasy Points Store
  • Heartbreaker Nox
  • Rock from Bisrakh Ravana
  • Almighty Zeus
  • New Loadout Items:
  • Titan Forge Ymir Announcer Pack
  • 1v1 Me Deathmark
  • Infernal Fountain Skin
  • Cubic Recall Skin
  • BUG FIXES:
  • General:
  • Fixed an issue where the portal in Arena would disappear before the screen fully faded to black during the victory/defeat segment.
  • Fixed an issue where some ultimates with multiple fire instances (Raijin, Camazotz) would get into buggy animation states when spamming.
  • Spectator"
  • Fixed an issue where not all banners would load properly.
  • Console:
  • Fixed an issue where controller disconnect popups would occur when they shouldn’t or would occur but not be dismissable.
  • Fixed an issue where controllers may fail to be detected.
  • Fixed an issue where sometimes after logging in, all inputs would be input twice.
  • Fixed an issue where the Ability Builder was not functioning.
  • Gods:
  • ARTEMIS:
  • Fixed an issue where her Mystic Archer skin would sometimes fire two star FX’s with her Basic Attack instead of one.
  • BAKASURA:
  • Fixed an issue where Bakasura could eat deployables he shouldn’t be able to eat.
  • FENRIR:
  • Fixed an issue where Fenrir could use his Ultimate’s bite while using Aegis Amulet.
  • Fixed an issue where Fenrir’s Unchained would play the leap animation, even it was interrupted before it could fire.
  • THOR:
  • When aiming Thor’s Tectonic Rift, enemies who will be hit by it will now highlight.
  • ITEM BALANCE"
  • SOUL REAVER:
  • Soul Reaver is currently too efficient at damaging enemies, especially in situations where the target is taking the maximum damage from this effect. We are reducing the top end potential of this item to bring it more into line.
  • Decreased the maximum health percentage damage this item could do from 8% to 7%.
  • GOD BALANCE:
  • BAKASURA:
  • Since Midseason Bakasura has been climbing in popularity and performance. We resolved a lot of clunkiness and gameplay flow issues and since then his Insatiable Hunger for enemies has been hard to stop. His passive really allows him to control the pace of the jungle and teamfights, making him difficult to oppose. With a 6% reduction, opposing junglers and carries will have a stronger opportunity to catch Bakasura out of position.
  • INSATIABLE HUNGER:
  • Decreased Bonus Attack Speed and Movement Speed from 10% per stack to 8% per stack. (30% max to 24% max)
  • BASTET:
  • Bastet is the truest version of an ability based assassin, with powerful abilities that have longer animation times to justify their power. She is however bound by cooldown, limiting how often she can impact and threaten enemies in a teamfight. We are reducing the cooldown of Razer Whip to not only help her Early game clear (but not increase her already strong gank potential) but to also allow her to threaten players more often in the late game.
  • RAZOR WHIP:
  • Decrease Cooldown from 15s to 13s
  • ERLANG SHEN:
  • Spot Weakness has allowed Erlang Shen to really efficiently build hybrid items to shred his targets. This ability is getting a scaling reduction to bring it more into line when built with this hybrid offensive items. In addition, Turtle Form is a powerful escape and engage tool with its powerful shield and knockup. Turtle Form will move a bit slower, lowering Erlang’s overall mobility while trying to be defensive.
  • SPOT WEAKNESS:
  • Decreased Physical Power Scaling from 15% to 10% per basic attack
  • 72 TRANSFORMATIONS:
  • Decreased Turtle From Bonus Movement Speed from 100% to 75%
  • FREYA:
  • Freya was the only god to be 100% pick/ban at the World Championships. Her strength mostly lies at higher skill levels, but it is clear that she is overtuned. We feel like her new design has many advantages over the old one, but still requires some balancing. We are going to be toning down her ranged damage to help offset her other strengths most hunters don’t have.
  • AURORA BLADE:
  • Reduce Ranged Bonus Damage from 20% to 15% Magical Power scaling.
  • Reduced Range Bonus Damage from 20/30/40/50/60 to 16/27/38/49/60.
  • MERCURY:
  • Mercury and Golden Blade quickly became best friends, allowing Mercury to quickly clear any jungle camps with ease and dealing some heavy splash damage. While we feel Golden Blade is relatively balance when used with normal Basic Attacks, the interaction with Made You Look has proven to be too strong. With this interaction existing Mercury either needs to rely on Golden Blade or Golden Blade needs to be weak enough that it really is only usable with Mercury.
  • Rather than overnerf Golden Blade, Made You Look is getting a tweak in how it functions. While it can still Crit, it will no longer trigger Basic Attack items and will now proc Ability item effects. In a previous patch we increased the cooldown of Made You Look to help keep his clear speed with Golden Blade in check, but with this change we can reduce the cooldown back to 8s.
  • MADE YOU LOOK:
  • This ability is no longer considered a Basic Attack for item effects.
  • Ex: Frostbound Hammer, Golden Blade
  • This ability still can critical strike
  • This ability is now considered an Ability for the purposes of item effects.
  • Ex: The Crusher, Brawler’s Beatstick
  • Decreased cooldown from 10s to 8s
  • PELE:
  • Pele is an explosive assassin that has had a large impact on the game since her arrival. Her initiation, mobility, and damage feel well tuned but there is one part of her kit that seems to really turn fights in unexpected ways: the sustain she gets from her passive.
  • EVERLASTING FLAME:
  • Increased cooldown from 20s to 30s
  • Reduced Ability Lifesteal from 20% to 15%
  • SYLVANUS:
  • While Sylvanus is himself small, Grover is quite a large creature and his steps should be large as well. We are increasing his base movement speed to help him keep up with other gods, especially in the support role where roaming is a large portion of the game. This will help make up for him being one of the few guardians with no movement ability.
  • GENERAL:
  • Increased Base Movement Speed from 360 to 365
  • YMIR:
  • The Father of the Ice Giants has been struggling lately. Similar to Sylvanus, we want to ensure Ymir can rotate effectively against other supports with higher speed and movement abilities. Additionally, Shards of Ice is gaining an increased slow. Ymir will bring more control to a fight and get a small amount of extra time to channel against fleeing foes.
  • GENERAL:
  • Increased Base Movement Speed from 365 to 370
  • SHARDS OF ICE:
  • Increased slow from 30% to 40%

New in Smite Client 5.21: Celestial Domination (Nov 5, 2018)

  • NEW GOD SKINS:
  • Darkblade Pele
  • Righteous Hammer Chaac
  • Mystic Archer Artemis
  • Curious Critter Ratatoskr
  • Limited
  • Wallpapers:
  • Plushie Khepri
  • Ice Queen Aphrodite
  • Winter’s Curse Cu Chulainn
  • NEW ADVENTURE – CELESTIAL DOMINATION:
  • The desert battleground of Celestial Domination awaits! Two teams of five players face off against each other across 3 lanes in this glimpse into Smite’s past. Confront the wrath of the desert as you face the Sand Guardians in the shadow of a looming pyramid. Battle for supremacy beneath the heavens themselves. Develop your strategy and use it to dominate your enemies!
  • Kill, Capture, Defend:
  • Defeat the Sand Guardians to gain control of their capture points. Hold and defend the capture points against the enemy to reduce their tickets!
  • Embark on a Celestial Adventure:
  • Vie for power against the backdrop of a mystical desert oasis. Battle for dominance at the foot of the time-worn edifice of a great pyramid, a monumental creation which is dwarfed only by the celestial bodies which hang over the battlefield.
  • Collect Mystic Jewels, Unlock Unique Items:
  • Earn Mystic Jewels from every game of Celestial Domination that you play. Spend Mystic Jewels to roll Mystic Jewel Chests. Some chests contain unique items, exclusive to the Celestial Domination Adventure!
  • Mystic Archer Bundle:
  • Mystic Archer Artemis
  • Mystic Archer Music Theme
  • Mystic Archer Ward Skin
  • 5 Odyssey Points
  • 2500 Mystic Jewels
  • 1 Gold Key
  • HERA’S ODYSSEY – BATTLEGROUND OF THE GODS:
  • Purchasable Items:
  • Darkblade Pele
  • Righteous Hammer Chaac
  • Hera’s Peacock Fountain Skin
  • Bonus Item:
  • Hera’s Odyssey Pedestal
  • PROJECT OLYMPUS:
  • General:
  • The Learn tab has been updated with a VGS Guide
  • Artemis’ Ability icons have been updated
  • MISC.:
  • Awesome Chest:
  • New additions to the Awesome Chest
  • Hellscape Cernunnos
  • Nightbane Jing Wei
  • Half-Life Baron Samedi
  • Fantasy Points Store:
  • New additions to the Fantasy Points Store:
  • Eldritch Ra
  • Harajuku Neith
  • Stargazer Anubis
  • Godlike Chest:
  • New additions to the Godlike Chest:
  • Super Chill Bacchus
  • Crystal Gaze Medusa
  • SPF 666 The Morrigan
  • BUG FIXES:
  • General:
  • Fixed an issue where player stats were not populating on the Scoreboard
  • Skins:
  • Fixed an issue where Moonlit Scout Neith wasn’t properly playing her death FX
  • UI:
  • Fixed an issue where the new login screen was not translated in certain languages
  • Fixed an issue where banned or suspended players could not see the duration of their punishment
  • Fixed an issue where the quest menu could go offscreen on certain resolutions
  • Console:
  • Addressed an issue with the Controller disconnected message appearing during match lobby and end of match lobby transitions
  • The likelihood of this issue occurring has been significantly decreased
  • Gods:
  • ARTEMIS:
  • Fixed an issue where Gods being grabbed or pulled after being hit by Artemis trap could be placed in an unintended location.
  • HERA:
  • Fixed an issue where slow immune targets were also being immune to Polymorph
  • ITEM BALANCE:
  • Assault
  • Stacking items is something we usually remove in Assault to prevent frustration and toxicity. However, these items can be stacked without last hitting minions, and could really help benefit teams in this game mode.
  • The following items are now allowed in Assault
  • Soul Eater
  • Bound Gauntlet
  • Gauntlet of Thebes
  • GOD BALANCE:
  • CHRONOS:
  • Chronos walks the line between Hunter and Mage. Similar Mages with ADC potential have higher base HP than usual mages, usually due to their lack of long range AoE damage. Chronos fits clearly into this category so his HP is being adjusted to more closely fit with gods like Sol and Freya. –
  • GENERAL:
  • Increase Base Health from 370 to 400
  • Increased Per Level Health from 70 to 75
  • CERNUNNOS:
  • The release of Hera shined more light on the Polymorph effect. Turning players into other creatures effectively Silences and Disarms them, while allowing them to retain complete movement control. The full speed movement of affected enemies was often cited as a weak point of Cernunnos’ ultimate, but he had many powerful aspects of his kit to balance that out. After some balance changes he has fallen down in the meta, allowing us to buff The Wild Hunt while also making the Polymorph effect more consistent across the game.
  • THE WILD HUNT:
  • Polymorphed targets are now slowed by 20%
  • ERLANG SHEN:
  • Erlang’s passive adjustment has made him a top pick, especially in the jungle. His natural boxing potential and ability to shred other high HP characters is a great niche for him, but the current numbers allow him to play too well in too many matchups. We are reducing the max health percent damage to tone down his overall damage output.
  • HOWLING CELESTIAL DOG:
  • Decreased max health percent damage from 2% to 1% per hit
  • FENRIR:
  • 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
  • FREYA:
  • Freya continues to dominate the battleground of the gods since her rework. Her burst damage and lane clear tend to be the strongest aspects of her kit, so we are focusing on Northern Lights. This ability is seeing a base damage decrease to slow down her early game and her combo hits.
  • NORTHERN LIGHTS:
  • Decreased Base Damage from 50/90/130/170/210 to 40/80/120/160/200
  • MERCURY:
  • Since the return of Golden Bow (Golden Blade), Mercury has been quickly rising to the top of the meta. Mercury’s ability to move and clear quickly feel core to his themes, but his one shot damage can be frustratingly high. We are decreasing the power boost he can gain from his passive ability for now. We will surely be keeping a close eye on this god going forward, and there will likely be more adjustments in future patches.
  • FASTEST GOD ALIVE:
  • Reduced Power charged per passive stack from 0.1 to 0.08 (50% physical power increase down to 40% physical power increase)

New in Smite Client 5.20: A Necessary Darkness (Oct 24, 2018)

  • NEW GOD SKINS:
  • Fiend Hunter Artio:
  • Moonlit Scout Neith:
  • Dragon Doggo Kukulkan:
  • Convention 2019 Cerberus:
  • Terra.byte Terra:
  • The Hunter Hou Yi:
  • Limited | Digital Loot Pack
  • Phoenix Ra:
  • HERA’S ODYSSEY – A NECESSARY DARKNESS:
  • Purchasable Items:
  • Fiend Hunter Artio
  • Moonlit Scout
  • Startled Peacock Global Emote
  • Hera’s Companion Recall Skin
  • Bonus Item:
  • Dragon Doggo Kukulkan
  • SEASON 5 HRX DIGITAL LOOT PACK:
  • Skins:
  • Convention 2019 Cerberus
  • Terra.byte Terra
  • The Hunter Hou Yi
  • Phoenix Ra
  • Loadout Items:
  • Phoenix Fire Fountain FX
  • SWC Phoenix Fire Jump Stamp
  • SWC Rockin’ Announcer pack
  • Dark Wave Music Theme
  • Aggro Announcer Pack
  • Taco Announcer Pack
  • Misc.:
  • 750 Fantasy Points
  • Divine Chest Roll
  • PROJECT OLYMPUS:
  • UI:
  • Escape Menu has been update artistically and functionally
  • MISC.:
  • Awesome Chest:
  • New additions to the Awesome Chest
  • Midnight Raven Isis
  • Fantasy Points Store:
  • New additions to the Fantasy Points Store
  • All for One Freya
  • Harajuku Neith
  • Stargazer Anubis
  • New Loadout Items:
  • Chernobog Announcer Pack
  • 8-Bit Music Theme
  • Shooting Stars Fountain FX
  • Magic 8 Ball Jump Stamp
  • BUG FIXES:
  • General:
  • Fixed Relics in local matches cooldown timers continuing after pausing match
  • Fixed the Bull Demon King in Joust not using line attack
  • Fixed an issue where spectating matches back to back could crash the game
  • Fixed an issue where rewinding while spectating could crash the game
  • Skins:
  • Fixed Chernobog Oni incorrectly having ‘Special 2’ emote in VGS menu
  • Fixed Evil Spirits Bacchus having no audio for his Taunts and Jokes while drunk
  • Fixed Cutting Edge Ullr Victory screen showing default weapons in the background
  • Fixed Cutting Edge Ullr’s directed taunt towards Hou Yi
  • Fixed Shonen Spark Mercury abilities ‘Made You Look’ and ‘Special Delivery’ voice lines playing multiple times
  • Fixed swapped voice lines for Shonen Spark Mercury VGS lines VT2 and VT3
  • Fixed Warlord Kumbhakarna’s Special Emote not continuing to loop
  • UI:
  • Fixed missing Clan icon when purchasing items in the Clan Store
  • Fixed Custom Draft Joust games only having 3 bans instead of 4
  • Fixed some players missing parts of their Ranked History tabs in their Profile page
  • Fixed Rage and Iron Tyrant Loading Frames displaying the wrong Ranked Icons
  • Fixed Ranked enemy team’s bank time changing to an incorrect value when reaching the pick phase
  • Console:
  • Fixed an issue where players would not be able to join parties if they left the game console idle for a long period of time
  • Fixed ‘Owned’ text not displaying centered in Store
  • Fixed Xbox crash when 4+ accounts were logged in at the same time
  • Fixed video player showing a pink screen instead of the intended video
  • Fixed text of contents in bundles appearing cut off
  • Gods:
  • AMATERASU:
  • Fixed an issue where Amaterasu’s ultimate would appear to play more than 3 times in a single fire
  • HERA:
  • Fixed an issue where Hera’s ultimate could go on cooldown without summoning Argus if she was interrupted at a specific time
  • Fixed an issue where her ability 1 visuals would sometimes play more times than intended on a single fire
  • Fixed missing Hera God description in the About section
  • RAVANA:
  • Fixed an issue where his ultimate animation would appear to play more than once when fired
  • SERQET:
  • Fixed Serqet Ultimate description showing incorrect damage values. Her damage was not changed.
  • XBALANQUE:
  • Fixed an issue where players could experience framerate issues while playing this god
  • ITEM BALANCE:
  • 5.20 is the patch that HRX competition games will be played on. We want to allow sufficient practice time for all pros to practice in the current meta. Some will be doing much more traveling than others. For this reason there are minimal balance changes in this patch. Hera is the only exception as she is not allowed in pro play yet.
  • No Item Changes
  • GOD BALANCE:
  • HERA:
  • Hera has graced the battleground with her presence and has been creating a great amount of community discussion. We specifically intended to avoid an OP release with Hera. It seems we succeeded but we went too far, and she is clearly undertuned.
  • Hera’s focus going forward will be her control. As a divine leader, she has influence over others. We will be looking to buff parts of her kit that align with this theme, while also adding a few damage increases to bring her in line with other mages.
  • COMMANDING PRESENCE:
  • Damage from Royal Assault and Polymorph also reduces the cooldown of Divine Shroud by 0.33s
  • ROYAL ASSAULT:
  • Increased base damage from 75/120/165/210/255 to 80/130/180/230/280
  • POLYMORPH:
  • Polymorphed enemies are now Slowed by 20%
  • DIVINE SHROUD:
  • Fixed the in game description to accurately state how much shielding Hera receives
  • Increased Shield Health from 40/80/120/160/200 + 15 Per level to 50/100/150/200/250 + 20 Per Level. (Maximum increased from 500 HP to 600 HP)
  • ARGUS, THE DEFENDER:
  • Increased deploy range from 55 to 65 units.
  • Increased maximum leash range from 85 to 125.
  • Increased Protections gained from 15/20/25/30/35 Physical Protections and 15 Magical Protections to 25/30/35/40/45 of both Protections.
  • Increased Argus’ Health from 700/1275/1850/2425/3000 to 700/1400/2100/2800/3500 Health.
  • Increased Crash Landing Damage scaling from 35% to 55% Magical Power.
  • Argus Attack – Increased targeter range from 65 units to 80 units.
  • Argus 2nd Attack in Hit Chain
  • Reduced self movement penalty on Argus’s Ground Slam windup from 50% to 35%.
  • Increase Slow duration from 1s to 1.5s.

New in Smite Client 5.18 - Change & Choices (Oct 9, 2018)

  • New God Skins:
  • Oni Chernobog
  • Mystic Enchantress Nu Wa
  • Revenge Tech Nemesis
  • Battleworn Achilles
  • Exclusive | Odyssey
  • Pixel Lancer Skadi
  • Headless Norseman Loki
  • Hera’s Odyssey – Change & Choices:
  • Purchasable Items:
  • Oni Chernobog
  • Mystic Enchantress Nu Wa
  • Revenge Tech Nemesis
  • Lo-Fi Hip Hop Music Theme
  • Bonus Item:
  • Battleworn Achilles
  • Project Olympus:
  • Random Loadouts – Favorite Items:
  • Players can now choose which items are a “favorite” for each type of customization item
  • Using Random Loadouts will select favorited items
  • Allows you to filter out certain items from your random loadouts
  • Console – Queue Pop Redesign:
  • Queue Accept menu has updated art and controls
  • Players will now need to use the control stick to move over to accept or decline a queue, then confirm it
  • This will prevent players from accidentally declining queues
  • Console – God Selection UI Update:
  • Updated art for the god selection screen
  • MISC.:
  • Awesome Chest:
  • New additions to the Awesome Chest
  • Primal Storm Susano
  • Fantasy Points Store:
  • New additions to the Fantasy Points Store
  • Child’s Play Scylla
  • Skaliwag Kali
  • Volcanic Agni
  • Bug Fixes:
  • General:
  • Players should no longer see “Reconnect” screens before logging in
  • Was launched before 5.18 in a hotfix
  • Fixed issues where players in Parties would not be able to use lobby chat or role calling
  • Adjusted PTS matchmaking parameters to increase player’s chances of getting into a match on PTS only
  • Player settings and Keybinds should no longer be reset on patch update
  • Players should now receive more Commendation Points for longer matches
  • Reminder – Commendation Rewards reset every month (2 patches)
  • Items:
  • Heartseeker:
  • This item is now available for purchase on Assault
  • Gods:
  • Anubis:
  • Lowered the volume on Plague of Locusts on Cosmic Power Anubis
  • Raised the volume for one of the jokes for Cosmic Power Anubis
  • Apollo:
  • Fixed issues with the animations on Winner’s Circle Apollo
  • Aphrodite:
  • Fixed crash issue with Venus skin and have re-enabled the skin
  • Baron Samedi:
  • Fixed an issue where he could do unintended amounts of damage if Khepri revived him while firing Life of the Party
  • Cerberus:
  • Paralyzing Spit:
  • Fixed an issue where the Mana cost of this ability was not matching the description.
  • Ganesha:
  • Players should no longer get stuck on top of Ganesha pillars
  • Kumbhakarna:
  • Lowered the volume on Throw Back for General Nosseris
  • Vulcan:
  • Fixed Chef Vulcan intro audio continuing to play while muted
  • Item Balance:
  • Berserker’s Shield:
  • Berserker’s Shield is seeing a smaller nerf in 5.18. While we have seen players utilize its effect to do some more “cheesy” strats, we feel most of these have limited applications that players have opportunities to counter. Erlang Shen was the exception to this, but he is seeing a more specific adjustment to this. Looking at its power in the laning phase and during trades, it is overperforming but only slightly. We are bringing down its Attack Speed slightly and will continue to monitor its overall performance as players better learn it as an item and its possible counters.
  • Decreased Attack Speed from 15% to 10%
  • Messenger’s Mask:
  • Bumba’s Mask really lets players have a major positional advantage, granting a major amount of speed. Players should be utilizing this speed to minimize its downsides, but the Cooldown Reduction of this item allowed players to not feel the loss in damage while using the major cooldown reduction to use movement skills to escape damage. We are reducing the Cooldown Reduction to bring its upside versus downside more into line.
  • Decreased Magical Power from 30 to 20
  • Bumba’s Mask:
  • Decreased Cooldown Reduction from 20% to 10%
  • Heartseeker:
  • Heartseeker is seeing a fix that will also help it perform better in more situations. We implemented better tech for Heartseeker to identify the lowest health target in instant AoE attacks (such as Susano’s Storm Kata) and hit them with the Heartseeker proc. In the future we can bring this improvement to other items that have similar effects.
  • If an instant aoe ability hits multiple targets, this effect will now trigger on the lowest health target in the area.
  • Mage’s Blessing:
  • Blessings as a whole have been a major success. Not only are they in a healthy place, they fit our design goals of allowing for classes to flex into new roles and serving as a soft teaching tool for players. Mage’s Blessing is the only item where we feel these goals were not being fully realized. Ability Based Mages much preferred raw Magical Power, and forgoing those stats could really put players at a disadvantage in the mid role. We are lowering the bonus damage on abilities but giving it raw Magical and Physical Power, letter it better work of god’s natural scaling and being competitive with other Mage starts.
  • Decreased Bonus Ability Damage from 25 to 10
  • Added 20 Magical Power
  • Added 10 Physical Power
  • God Balance:
  • Baron Samedi:
  • This god just will not stop partying. Baron is high priority in pro league and his performance statistics in normal and ranked modes is still top of the line. To bring him down a bit further we are increasing the cooldown of Wrap it up. This ability enables all his others and provides high combo potential, so this change should have a measurable effect.
  • Wrap it Up:
  • Increased Cooldown from 12s to 14s
  • Chernobog:
  • Chernobog continues to be the 1st pick 1st ban in the pro league. He has a huge amount of mobility and utility which pro players can leverage in many ways. Chernobog’s ultimate does so many things, so we feel it is safe for him to sacrifice one of those. Chernobog will no longer trigger his passive on every basic attack while his ultimate is active. Even without this, he should still be able to stay true to his initial design goals of being able to hunt down and gank a single god from anywhere on the map, but he will have a harder time winning while outnumbered.
  • Living Nightmare:
  • This ability no longer triggers his passive on every basic attack. His passive will now continue to function normally during the effects of this ability.
  • Erlang Shen:
  • With the introduction of Berserker’s Shield, Erlang Shen was able to heavily abuse this item and skyrocket in performance. While interesting, the interaction with his dog has become increasingly complicated. Not only does it has special rules surrounding it, those rules cause issues with bringing in items to help Basic Attack Warriors and with existing items like Odyssey Bow. The Passive is being reworked to a more consistent effect that will allow us to create unique items for both him and other Auto Attack characters without needing special rules with each new item.
  • Howling Celestial Dog:
  • Erlang Shen’s dog no longer triggers on hit item passives.
  • Each time Erlang Shen’s dog hits a target they will take 2% of the Maximum HP as damage.
  • Freya:
  • Freya has received many significant adjustments since her rework, and we overall feel she is in a good spot. One thing we did was to improve on was the overall feedback of her new abilities. Northern Lights and Aurora Blade now have new FX to better let players know what is currently active.
  • Northern Lights:
  • Updated the visual FX to show when her next ability will detonate.
  • Aurora Blade:
  • Updated the visual FX that show when her ability is toggled on.
  • Ganesha:
  • Ganesha’s Dharmic Pillars allow for Ganesha to lock in enemies and give them a choice. Cross the barrier and be in trouble, but free from the area or try to wait it out and have their movement restricted. We want to amplify that choice and put more emphasis on that initial choice to cross over the threshold, rather than each instant being the same. The first time crossing will really pack a punch, but each subsequent time will deal slightly less damage.
  • Dharmic Pillars:
  • Now deals an extra 60% increased damage on the first time a target passes over the threshold.
  • Decreased damage per tick from 95/135/175/215/255 to 90/130/170/210/250.
  • Nemesis:
  • Nemesis was a dominant jungler in early Season 5, but her abilities had little counter play at that power level. Some heavy adjustments were made to her damage output to remedy this, but now she feels a bit lacking. We are increasing the amount of healing her shield can do, to reward players for using this ability at the right time and to move Nemesis in a different direction. The design team thinks she will be much healthier as a goddess that fights for longer durations, poking over time, as opposed to her all-in style from earlier this year.
  • Retribution:
  • Increased Shield Healing from 60/70/80/90/100% of damage received to 80/85/90/95/100%
  • Pele:
  • Pele is heating up on the battleground, but she suffers from a few clarity issues. Her current ultimate replaces her basic attacks with abilities that can cause confusion and make items or crowd control have unintuitive effects. We are fixing this by changing her ultimate self buff to be a basic attack with an additional bonus cone damage added on successful hits. This will cause the ability to work more like expected, but also add a considerable amount of damage to the hits.
  • As the goddess is performing at a rather balanced position already, we are adjusting some other parts of her kit to even out the change to Volcanic Lightning. Pyroclast and Eruption are seeing early game damage decreases, one in the form of cooldown changes. Pele was often described as a goddess who felt overwhelming at the start of a match but dropped off hard. The combination of the ultimate change and these early game tweaks should make her power curve feel more normal.
  • Pyroclast:
  • Cooldown increased from 13s to 14s
  • Eruption:
  • Decreased Inner Damage from 85/130/175/220/265 to 80/125/170/215/260
  • Decreased Outer Damage from 80/120/160/200/240 to 60/100/140/180/220
  • Volcanic Lightning:
  • The ability damage from cone attacks now proc off of basic attacks.
  • This means that if Pele is disarmed, she cannot get the cone attacks off. If an enemy has block stacks, the basic attacks get blocked but the cones do not.
  • Pele’s Basic Attack Damage is reduced by 50% while under the effect of this ability.
  • Sobek:
  • Sobek is a powerful force in the Solo lane, and more specifically serves as an ever present counterpick that really stifles potential god diversity in that lane. While some gods should have inherent advantages against others, his were too one sided. We are increasing the cooldown on his main interrupt, Tail Whip. Players facing him will be able to trade better with him and have larger windows to use their channeled abilities.
  • Tail Whip:
  • Increased Cooldown from 12s to 14s
  • Thor:
  • The Norse God of Thunder gains new strength in this patch. One of Thor’s unique aspects as an Assassin his his ability to set up kills for himself or his team with the ranged stun of tectonic rift. As he has dropped in performance, we are bringing more focus to this part of his kit, allowing him to more easily follow up on his stun without spending too many points on the ability.
  • Tectonic Rift:
  • Increased Stun Duration from .8/1/1.2/1.4/1.6 to 1/1.15/1.3/1.45/1.6s

New in Smite Client 5.15 (Aug 31, 2018)

  • New God Skins:
  • Royal Champion Awilix
  • Abyssal Acolyte Agni
  • Warp Tech Janus
  • Shadow Claw Bastet
  • Riptide Poseidon
  • Sunny Chibi Amaterasu
  • New Adventure - Classic Joust:
  • Embark on a journey back in time and lead your team to victory on one of SMITE’s most beloved battlefields! Classic Joust provides a fast-paced 3v3 battle fit for the Gods. Experience a new medieval backdrop complete with a looming castle filled with minions cheering for their champion.
  • Bring a Titan to its Knees:
  • Destroy the enemy Tower and Phoenix and then strike into the enemy team’s base to square off against a mighty Titan to achieve victory!
  • One Path to Victory:
  • Charge forward! Go face to face with the opposition in fast-paced 3v3 action as you and your team fight for control over a single lane.
  • God of the Jungle:
  • Classic joust is surrounded by a jungle inhabited by an array of fantastical and mythological creatures. Slay them and unlock their powers to gain an advantage on the battlefield.
  • Royal Champion Bundle:
  • Royal Champion Awilix
  • Royal Champion Recall Skin
  • Royal Champion Global Emote
  • Royal Champion Music Theme
  • Sir & Dame Titles
  • Gold Key

New in Smite Client 5.14 (Aug 7, 2018)

  • New God - Pele, Goddess of Volcanoes:
  • Passive - Everlasting Flame:
  • When Pele drops below 50% health her flame is set alight, and she gains increased Physical Power, Lifesteal and Ability Lifesteal. This passive has a 20s cooldown.
  • Power: 5+2 per level
  • Lifesteal: 40%
  • Ability Lifesteal: 20%
  • Cooldown: 20s
  • Duration: 6s
  • Pyroclast:
  • Pele flourishes and fires out a magma orb ahead of her in a line. Once the fiery projectile reaches maximum distance it hovers for a brief instant, solidifies, and then returns back in pieces, dealing damage to enemies on the way back. The number of shards returning is dependent on the rank of this ability.
  • Pele has 2 charges of this ability.
  • Damage: 60/100/140/180/220 (+60% of your physical power)
  • Return Damage: 20 (+15% of your physical power)
  • Range: 60
  • Cooldown: 14s
  • Mana Cost: 40/45/50/55/60
  • Eruption:
  • Pele fiercely erupts energy into the ground, exploding in an area around her, causing damage and Knockup to all enemies. At ranks 3 and 5 the area expands again at a delay, dealing less damage and a smaller Knockup.
  • Three Exploding circles:
  • Inner Damage: 85/130/175/220/265 (+80% of your physical power)
  • Outer Damage: 80/120/160/200/240 (+60% of your physical power)
  • Knockup: 280/240/200
  • Radius: 15/25/35
  • Cooldown: 15s
  • Mana Cost: 60/65/70/75/80
  • Magma Rush:
  • Pele starts to churn the land around her, dealing damage to nearby enemies and giving her constant movement speed while this ability is active. Toggle this ability again to enter an amplified state, expending more fuel but dealing more damage and providing additional movement speed. This ability has no cooldown but uses a fuel gauge and cannot be activated when below 10 fuel.
  • Damage: 10/15/20/25/30 (+10% of your physical power) every 0.5s
  • Amplified Damage: 20/35/50/65/80 (+20% of your physical power) every 0.5s
  • Movement speed: 20%
  • Amplified speed: 60%
  • Initial Fuel Cost: 5
  • Mana Cost: 10
  • Cooldown: 0s
  • Volcanic Lightning:
  • After a short warm up, Pele dashes forward dealing massive damage and a slow to the first enemy God hit, and dealing additional damage to enemies behind in a cone. For the next 10 seconds or 3 attacks, every time Pele hits an enemy with a basic attack, additional damage is dealt behind the enemy as well.
  • Damage: 200/280/360/440/520 (+60% of your physical power)
  • Extra Damage: 100/140/180/220/260 (+40% of your physical power)
  • Range: 60
  • Slow: 20/25/30/35/40%
  • Slow Duration: 3s
  • Cooldown: 90s
  • Mana Cost: 100
  • New God Skins:
  • Caldera Pele
  • Primal Storm Susano
  • Molten He Bo
  • Mystic Guardian Athena
  • Mastery Skins | Pele

New in Smite Client 5.13 (Aug 2, 2018)

  • New God Skins:
  • Plushie Ganesha
  • Half-Life Baron Samedi
  • Nightbane Jing Wei
  • Hellscape Cernunnos
  • Geek Beak Thoth
  • Pup Patrol Cerberus
  • Cherrybomb Sol
  • Project Olympus Updates:
  • Player Behavior:
  • Commendation System:
  • SMITE is adding a Commendation System, allowing players to give praise to players who as strong guides, show great teamwork, or are just plain friendly! Each Month players will gain points from players commending them for their positive actions or from just playing with 100% Goodwill!
  • Players will be able to vote on players directly after their match on a new End of Match Lobby screen. This page will also provide fun stats for your team, showing who was Top Damage, Top Wards Placed, Top Damage Mitigated, and much more!
  • Yearly Rewards:
  • Players who remain unbanned for the entire year will receive bonus rewards when the Season ends.
  • Baron Samedi Skin
  • Comradery Loading Frame
  • Goodwill Jump Stamp
  • Baron Chibi Avatar
  • Goodwill Global Emote
  • Timed Queues:
  • All Normal and Ranked game modes will be changed to a “Timed Queue” system. Timed Queues will show a constant countdown timer that indicates when the next match of that mode will begin. Players can see all timers for all modes at all times, allowing them to make decisions accordingly. When the timer reaches 0, all players in the queue will be sent a prompt to accept the match. Matchmaking will be done after accepting during a 20s period after accepting.
  • Joust:
  • Joust Tower and Phoenix areas have been updated for better visual clarity
  • A new XP camp has been added to the Joust map. It is located just outside the Bull Demon King’s area.
  • This Camp contains 2 Armored Tigers
  • These have 400 HP each
  • Provide 50 XP when killed (100 total)
  • Provide 13 Gold when killed (26 total)
  • Bull Demon King
  • Increased Base HP from 1400 to 1750
  • Arena:
  • Players will now see ticket value effects when Minions and Gods are killed, or when something is run into the portal
  • Updated the HUD
  • Respawn Timer rules have been changes to be less random and should be more directly scaled with which team is winning or losing
  • The Arena Update is coming later this fall! This will be mostly an art update with some minor design changes. Keep an eye out for more info as we approach HRX!
  • Clash:
  • Phoenixes:
  • Now attack like normal phoenixes
  • Apophis:
  • Shadow of Apophis buff and Enhanced Shadow of Apophis buff
  • Now Heals 4% of your max HP every 5s and restores 2% of your Mana every 5s
  • Decreased the damage on Apophis’ entrance attack from 2000 to 1500
  • Assault
  • Assault:
  • Assault will now randomly select a god from ALL gods, instead of just the player’s owned gods.
  • Conquest:
  • Map Rules:
  • Support Bonus XP
  • After 2m on the game clock, Support Bonus XP will turn on. This rule will give the Lowest level player on each team a 25% increase to their shared XP only, not solo XP
  • If the lowest level player on a team is disconnected, the bonus XP will move to the 2nd lowest player
  • Elder Harpy:
  • Base XP reduced from 34 to 24
  • Oracles:
  • Decreased base HP from 680 to 500
  • Jungle Buff Changes:
  • Speed Buff:
  • Decreased Speed Buff from 15% to 10%
  • Buff now applies additional stacks of 2% speed on each jungle camp kill/assist. Stacks up to 3 times, stacks last 15s
  • Red Buff:
  • Decreased Power Increase from 20% to 10%
  • This Power Bonus increases from 10% to 15% when hitting enemy gods
  • Purple Buff:
  • For each enemy god past the first within 55 units of you, all enemies within that area will lose additional protections. 2 protection per stack, stacks up to 4 times.
  • Blue Buff:
  • Decreased Mana Restored from 25 to 15 per 5s
  • Now restores 2% of your missing mana upon damaging a god with an ability, only triggers once per ability

New in Smite Client 5.9 Dragon's Fortune (Jun 30, 2018)

  • New God Skins:
  • Dragon's Light Sobek
  • Dragon Queen Scylla
  • Electric Dream Nox
  • Soothsayer The Morrigan
  • Master Skins | Sobek
  • Bug Fixes:
  • Fixed an issue where the UI would replay the “lock in ” animation for all locked in players each time a player locked in a God.
  • Soul Reaver will now correctly cost 2750 gold.
  • Fixed an issue where the minimap could be pushed to the top right of the screen behind other UI elements.
  • Fixed an issue where Chernobog had an incorrect pantheon icon.
  • Hydra’s Lament no longer applies bonus damage to abilities that are treated as Basic Attacks. (Chernobog’s Vicious Barrage and Mercury’s Made You Look).
  • Fixed an issue where players wouldn’t see their proper active booster time displayed.
  • Fixed an issue Lock in Sound FX repeating for every god selection.
  • Fixed an issue with Usernames not appearing on God Leaderboards.
  • Fixed an issue with Remaining Booster time not being shown on Profile section of the HUD.
  • Fixed an issue where Chernobog could use his Ultimate and hit collision that sent him up into the sky.
  • Fixed an issue with New Player Level Up Rewards.
  • Fixed an issue where using a Skin Booster during a match would show that you owned the skins on subsequent matches.
  • Fixed an issue on where players can show a god as Undefined on the Right Panel in the God Select Lobby.
  • Fixed an issue where purchased skins do not always show as owned until another skin is purchased.
  • Fixed an issue where Bots would not always spawn in practice queues.
  • Fixed an issue where opening multiple chests too quickly would prevent acquisition notifications to be shown for all opened chests.
  • Fixed an issue where purchasing a skin late on the pre-game lobby causes the skin card to appear over your UI.
  • Fixed an issue where players can get into a state where they are unable to accept match queue in some circumstances (loss of focus).
  • Fixed an issue where Chernobog’s Pantheon Icon was not Slavic.
  • Fixed an issue where Chernobog can proc The Crusher on enemies with his 3 twice, if he dashes into a wall and dashes out.
  • Fixed an issue where players could get into a soft-lock when going to the chest section of the store from god skin page.

New in Smite Client 5.8 Lord of Darkness (May 16, 2018)

  • New Slavic God:
  • Chernobog:
  • Lord of Darkness:
  • Passive – Heart of Cold;
  • Every successful Basic Attack impales the enemy with a brittle crystal. Upon reaching 3 stacks of Heart of Cold, the enemy explodes for extra damage in an area around them.
  • Damage : 15% + (1% * your level) of your Total Basic Attack Power
  • Crystallized Curses:
  • Chernobog conjures a large crystal of curses and hurls it at the target location dealing damage on landing. After several seconds the crystalline curses explode dealing damage again and rooting any enemy in the area. The crystal can be detonated early by firing at it with Vicious Barrage.
  • Damage (Initial) : 50/80/110/140/170 (+80% of your Physical Power)
  • Damage (Explosion) : 50/80/110/140/170 (+80% of your Physical Power)
  • Root Duration : 1s
  • Mana Cost : 60/65/70/75/80
  • Cooldown : 15/14/13/12/11s
  • Vicious Barrage:
  • Active: Chernobog fires an enlarged crystal shard that can pierce enemies and deals damage like a basic attack. This applies a single stack of Heart of Cold to all enemies it passes through and instantly detonates Crystallized Curses. Chernobog gains increased Attack Speed for several seconds after using this ability.
  • Damage : 100% of your Basic Attack Damage
  • Attack Speed Increase : 30/40/50/60/70%
  • Duration : 3/3.5/4/4.5/5s
  • Mana Cost : 80/85/90/95/100
  • Cooldown : 12s
  • Into Darkness:
  • Dash forward with your wings in a shadowy form, dealing damage to enemies on the way and slowing them. If you collide with any wall, you connect with it becoming a shadow on the wall for a few seconds. You are unable to be hit or targeted during this time. You gain a second dash to leave the wall or can cancel the ability to leave early.
  • Damage : 60/75/90/105/120 (+45% of your Physical Power)
  • Slow : 25%
  • Slow Duration : 2s
  • Mana Cost : 70
  • Cooldown : 18/17/16/15/14s
  • Ultimate – Living Nightmare:
  • During a brief channeling period, Chernobog summons shadows at the location of all enemies that apply a stacking Slow and last for 8s. Chernobog can select any of his shadow clones to fly towards. Once he reaches the location he takes the place of his shadow, refreshing his cooldowns, as well as temporarily obtaining damage mitigations, extra movement speed and every attack triggers Heart of Cold.
  • Damage Mitigation : 20/25/30/35/40%
  • Movement Speed : 30%
  • Bonus Stat Duration : 6s
  • Mana Cost : 80/90/100/110/120
  • Cooldown : 110s
  • Recolor – Diabol Chernobog
  • New God Skins
  • eUnited Cu Chulainn
  • Chompy Chibi Fenrir
  • Fat Loki Cabrakan
  • Northern Ranger Hachiman
  • Mastery Skins | Chernobog
  • With this update we kick off our Divine Uprising event, where we unveil our upcoming plans to release 3 new pantheons into the game. Join Bellona as she embarks across the world meeting these new gods.
  • Unlock all of the rewards in a chapter to unlock an exclusive skin! For the Slavic Chapter the ultimate reward will be Galactic Void Chernobog.
  • Unlock all of the rewards in all three chapters to unlock the limited Tier 5 Divine Dragon Bellona!
  • Check out the Divine Uprising website for more details!
  • Misc:
  • New FREE Gods:
  • These Gods will be unlocked for all players starting in Update 5.8.
  • Kukulkan
  • Nemesis
  • Bellona
  • Ares
  • Artemis
  • Tutorial Update:
  • The Intro map, Basic Tutorial and Arena Tutorial have been combined into a single tutorial level.
  • New Cosmetics
  • Slavic Fountain Skin
  • Slavic Loading Frame
  • Merica! Global Emote
  • Awesome Chest
  • New Additions to the Awesome Chest
  • Playmaker Ne Zha
  • Oblivion Hound Cerberus
  • Oblivion Queen Discordia
  • Fantasy Points Store
  • New Additions to the Fantasy Points Store
  • La Roca Hercules
  • Star Tamer Bastet
  • PrivaTyr Tyr
  • Item Balance:
  • Evolved Warrior’s Blessing
  • At the start of Season 5, Warrior’s Blessing seemed to pale in comparison to the other Blessings so we brought up its power to make it more attractive. Throughout Season 5 this item has dominated the solo lane, keeping its owner healthy while warriors who choose other options fall behind. After seeing its continued success and power it brings over the course of the game, we are reverting one of the buffs from that patch.
  • Decreased protections gained from evolving this item from 15/15 to 10/10
  • Soul Reaver:
  • Mage itemization underwent many changes at the start of this season. We buffed many items to help balance out the loss of the Rod of Tahuti passive, one of which was Soul Reaver. We are partially reverting this change as mage builds have settled down. This item is intended to have high burst potential and that feature should come at a hefty cost.
  • Increased cost from 2650 to 2750
  • Stone of Fal:
  • When purchased, Stone of Fal provides powerful anti-burst defence. However at a high gold cost, a long cooldown on the effect, and a high trigger threshold it became a very risky pickup that could put you behind. We are reworking the passive to trigger most reliably against multiple ability bursts while lowering the cost to make it more affordable as a defensive pickup.
  • Decreased Cost from 2500 to 2300
  • NEW PASSIVE
  • Anytime you would be dealt more than 20% of your Max Health by a single Magical ability, that damage is instead reduced by 10%. This effect has no cooldown.
  • Oni Hunter’s Garb:
  • Oni Hunter’s Garb had an all or nothing passive, making its use cases very restrictive. We have redesigned it to provide smaller amounts of damage mitigation for every enemy god around you up to 3. This lets it reach a similar amount of strength as the old passive but contribute smaller effects with only 1 or 2 enemy gods nearby.
  • NEW PASSIVE
  • For each enemy god within 55 units of you, you gain a stack of 2% damage mitigation. This caps at 3 stacks.
  • God Balance
  • Achilles:
  • The Hero of the Trojan War has been a very popular pick and ban since his ability to join Ranked and SPL matches. His early pressure combined with a strong Crowd Control allows him to quickly overpower opponents, even if his late game isn’t at the same level of other picks. We are reducing the spread damage he gets with Shield of Achilles, while reducing the double-tap damage from Combat Dodge. These should help lower the early pressure he brings and allow players to bring him to the mid and late game where his Achilles’ Heel really shows.
  • Shield of Achilles:
  • Decreased the damage to targets in the outer cone from 80% to 70%
  • Combat Dodge:
  • Decreased Damage from 65/105/145/185/225 to 55/95/135/175/215
  • Aphrodite:
  • Aphrodite’s Kiss requires constant management. Players must balance the ability between kissing their allies to quickly heal or stunning enemies and take an increased cooldown. We want to help Aphrodite players have more control over a fight by allowing them to switch targets much more quickly, allowing Aphrodite to save allies just in time with heals or her ultimate and then quickly follow up by stunning an enemy.
  • Kiss:
  • Decreased Cooldown of this ability if you hit an ally from 3s to 1s
  • Guan Yu:
  • Guan Yu’s hit chain has some unique animations that feel like they should have specific effects other gods have on theirs. His third hit which is a large swipe will now cleave enemies in the area, and the final hit which is a long forward strike will now have longer attack range. Along with this is passive is getting a tweak, allowing him to maintain maximum stacks as long as he stays in combat. As a god that is known for his extended fighting capability due to his low cooldowns, he now has a passive that matches that playstyle.
  • Basic Attacks:
  • The third hit of Guan Yu’s hit chain now cleaves.
  • The last hit of Guan Yu’s hit chain range has been increased from 12 to 16.
  • The first two hits of Guan Yu’s hit chain have remain unchanged.
  • Painless:
  • Stacks now only reset when out of combat, rather than being consumed by a single ability
  • Khepri:
  • Khepri has been having a hard time protecting his teammates lately. Solar Flare should be a strong poke and setup crowd control but it struggles to threaten and control enemies. We are bringing up the root duration while also increasing the late game power of this ability, bringing him more inline with other supports.
  • Solar Flare:
  • Increased Root duration from 1.3/1.4/1.5/1.6/1.7s to 1.5/1.6/1.7/1.8/1.9s
  • Increased Damage from 50/100/150/200/250 to 60/115/170/225/280
  • Kuzenbo:
  • Kuzenbo is seeing a shift to reduce some of the frustration when fighting him (Shell Spikes), while allowing the other abilities of his kit to shine through. Shell Spike’s damage reflect is being reduced, but the cooldown reduction per tick of Shell Spikes on NeNe Kappa will also apply to Sumo Slam. His ability to control enemies in a teamfight will be heavily influenced by how many times he can reflect damage. Additionally, Water Bowl is seeing an increase in damage mitigation. Smart Kuzenbo players can maximize this mitigation to really get into the middle of a fight and cause disruption with relative safety.
  • Water Bowl:
  • Increased Damage reduction per stack from 1% to 1.5%
  • As a result, Maximum Damage Reduction increased from 10% to 15%
  • Shell Spikes:
  • Decreased Damage Reflected from 20/25/30/35/40% to 10/15/20/25/30%
  • Decreased Mana cost from 50/55/60/65/70 to 50 at all ranks
  • This ability now decreases the cooldown of Sumo Slam as well as NeNe Kappa by the same amount
  • Nemesis:
  • Back in Season 4 Nemesis was adjusted to improve her weak early game and fix her inability to contribute to a fight outside of her ultimate. These changes were successful for her at the time, but with Season 5 the Meta has shifted and Nemesis benefits greatly from it. Fast jungle clear and higher bases damage are even more important than before. We have adjusted her a few times in Season 5, as well as some items she uses, but she still has a strong early presence that translates into a strong late game. We are bringing down the base damage of her primary clear tool, Slice and Dice. This should make her more comparative to other junglers in terms of clear speed while also lowering her mid to late game burst potential.
  • Slice and Dice:
  • Decreased Damage from 50/80/110/140/170 to 40/70/100/130/160
  • Terra:
  • Terra has been rockin’ it since the ultimate rework, showing how impactful her aggressive frontline playstyle can be. However, the swing she brings to a teamfight is very difficult to deal with. We are reducing the damage mitigation/amplification swing in half to give teams a strong opportunity to engage against Terra while giving high level players the ability to quickly focus down Monolith. Terra players will have a harder time dancing around Monolith before needing to decide to break it or flee.
  • Monolith:
  • Decreased amount of hits it takes to destroy Monolith from 5 to 3
  • Earthen Fury:
  • Decreased Damage Mitigation from 10% to 5%
  • Decreased Damage Amplification from 10% to 5%
  • Thor:
  • In our last round of changes we focused on improved clear through Berserker Barrage, but these changes did not help him enough in that department. In most cases, Berserker Barrage is not the correct ability to take for level 1 jungle clear. Mjolnir’s Attunement is getting a buff towards minion and jungle camp clear, allowing the return hit to deal more more damage. This makes it clearly the best option for his early jungle pathing.
  • Mjolnir’s Attunement:
  • Increased the amount of damage the return hammer deals to minions from 50% to 80%
  • Vamana:
  • Vamana suffers from very high mana costs, limiting his ability to trade in lane and causing him to mostly focus on wave clear. We want to allow him to have the same flexibility with his abilities as other Warriors do.
  • Clear the Path:
  • Decreased Mana cost from 70/75/80/85/90 to 70 at all ranks
  • Armored Umbrella:
  • Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80
  • Umbrellarang:
  • Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80
  • Xbalanque:
  • Xbalanque relied on getting kills to activate his passive which resulted in very high variability and frustration if teammates happened to take the last hit. Xbalanque should have control over his ability to stack his passive through his own play. Dawn Of Night now stacks off Xbalanque’s player damage dealt, allowing him to more reliably reach his maximum stacks assuming he can aggress the enemy team successfully. Rising Jaguar is also getting a mana cost reduction in the late game when he wants to spend more mana on Branching Bolas.
  • Dead of Night:
  • This ability now stacks off of player damage dealt instead of kills. Every 1000 damage dealt by Xbalanque will provide him with 1 stack.
  • Rising Jaguar:
  • Decreased Mana Cost from 60/70/80/90/100 to 60/65/70/75/80

New in Smite Client 5.7 (May 3, 2018)

  • New God Skins
  • Ravin' Ravana
  • Celestial Guard Odin
  • Plushie Artio
  • Sun.God Ra
  • Mixer Skadi
  • Mastery Skin Update | Odin
  • Ranked Reset!
  • "The first split of Season 5 Ranked is coming to an end! Make sure to try to hit your ranked goals before the reset when this patch hits!
  • The reset itself will be a soft reset. What this means is that your previous split performance will have a serious impact on where you will play your qualifying games and where you place after qualifiers are finished. Diamond players should expect high level qualifiers and with slight adjustments based on your record.
  • We have also made some adjustments for this split with where we place players after qualifying. Previously, we would place someone quite a bit lower than our estimated MMR (Matchmaking Division) for them, giving them room to prove themselves. After reviewing where players qualify to and how they are spread around all the ranks, we are reducing how much lower we place players. This means players will qualify much closer to our estimated MMR and will qualify higher than in previous splits."
  • Soft Reset
  • Adjustments to placements after qualifying

New in Smite Client 5.6 (Apr 16, 2018)

  • New God Skins
  • Inner Demon Hel
  • Limited
  • Wallpapers:
  • Jackal Tech Anubis
  • Dashing Deceiver Loki
  • Abyssal Executioner Chaac
  • Violet Sorceress Aphrodite
  • Road Rebel Hercules
  • Mastery Skins | Chaac
  • Mastery Skins | Hercules
  • Inner Demon Arena
  • Hel’s Inner Demon Arena
  • The Arena Game Mode has a complete new environment with many new features!
  • New Hazards
  • Dangerous water pools on the map will kill players if they stay there too long.
  • New Objectives
  • 3 Serpent Demons will spawn in the center of the map every 2 minutes.
  • Whichever team kills 2 of the 3 will get a Titan Juggernaut.
  • These juggernauts follow normal arena juggernaut rules, except they will attack nearby enemies when stopped.
  • Demon Jungle Buffs
  • All Jungle buffs will last 60s instead of 120s, but have more powerful effects.
  • Demon Red buff provides 20% Movement speed in addition to Power.
  • Demon Blue buff provides 10% Damage Mitigation in addition to Cooldown and Mana Regen.
  • Demon Purple Buff provides Haste effect in addition to Basic Attack Power and Attack Speed.
  • The Bonus Round Returns!
  • Slay your opponents in a 5v5 deathmatch after the game for extra points
  • Quality of Life
  • Respawn timers have been changed for this Arena.
  • Respawn times for a team is now consistent based on time/performance.
  • This avoids the chances of a team dying and having an unexpectedly long or short respawn timer.
  • Teams still respawn in waves set by the time of the first player to die.
  • Tickets Earned Feedback
  • An in-game visual has been added to help players see what actions they are doing that subtract tickets from the enemy team.
  • Portal Animations
  • Minions and Juggernauts now walk directly into the portal instead of animating in ways that can confuse players if they are hittable or not.
  • Inner Demon Bundle
  • Inner Demon Hel God Skin
  • Inner Demon Pedestal
  • Inner Demon Jump Stamp
  • Inner Demon Level-Up FX
  • Season 5 Gold Key
  • Bonus points earned from the Adventure
  • Misc.
  • New God Selection Lobby
  • The God Selection Lobby has had a visual redesign. This screen has new lighting and environment art which now conveys which side you are on (Order or Chaos).
  • Death Marks
  • New Customizable Item
  • Equip these to leave your mark on the ground wherever you slay an enemy God.
  • Death Marks
  • Kill Face Death Mark (Adventure Chest)
  • Rip Death Mark (Adventure Chest)
  • Skull Death Mark (Adventure Chest)
  • Turn Up Bundle
  • Abyssal Executioner Chaac God Skin
  • Dashing Deceiver Loki God Skin
  • Dashing Deceiver Announcer Pack
  • Raining Skulls Global Emote
  • Enigma Chest
  • SMITE Birthday Present (used to unlock Awesome Chest)
  • Awesome Chest
  • New Additions to the Awesome Chest
  • Brimstone Beast Camazotz
  • Brimstone Demon Thor
  • Grove Keeper Xing Tian
  • Sweet Tooth Sol
  • Godlike Chest
  • Current Godlike Chest Skins
  • Digi-Mir 9000 Ymir
  • Scarlet Coven Isis
  • Wyrm Slayer Ullr
  • Fantasy Points Store
  • New Additions to the Fantasy Points Store
  • The King Bacchus
  • The Marksman Rama
  • Solstice Hel
  • Item Balance
  • Rage
  • Rage is the high Critical Strike chance item bringing a whopping 40% Critical Strike chance when fully evolved. Getting to the fully evolved state however was often too risky to be worth it. We are removing the bonus Critical Strike chance on evolving and moving it to the base item, allowing the item to have more impact and consistency immediately when built.
  • Increased Critical Strike Chance from 20% to 30%
  • No longer provides an additional 10% Critical Strike on evolving
  • Soul Gem
  • Since its reintroduction, mages have been experimenting with Soul Gem and finding plenty of success. This item fills a nice niche slot for mages looking to bring additional burst to a fight, but the bonus effect is often too impactful. We are toning down the Bonus Damage portion of this passive to avoid these exceedingly bursty or uncounterable situations.
  • Decreased Bonus Damage from 40% to 30% of your Magical Power
  • Warlock’s Staff
  • Warlock’s Staff is a common item for Mages to rush early, giving them ample survivability and power. We want mages to feel like there are other choices, but right now Warlock’s Staff is limiting that choice. We are reducing the amount of health this item receives from stacks, lowering the top end strength of this item.
  • Decreased Health per Stack from 4 to 3
  • This item now grants 500 health when fully completed, down from 600 health
  • Shield of Thorns
  • This Relic and its upgrade have been quite potent since the later half of Season 4. We are happy to have relic diversity but Thorns can be especially frustrating and hard to play around. We want to make sure that damage reflect feels like it has enough risk vs reward, and currently it stacked on the reward side.
  • Decreased amount of damage reflected from 50% to 40%
  • Shield of Thorns Upgrade
  • Decreased amount of damage reflected from 50% to 40%
  • Hide of the Nemean Lion
  • This item has very high protection stats to compliment its already powerful passive. We are taking the protections down slightly to make it a more difficult choice as a counter build option, instead of a catch all physical protection item.
  • Decreased Physical Protections from 80 to 70
  • Celestial Legion Helm
  • Celestial Legion Helm has not seen much use, but it does its job very well. For mages that want a single item to help reduce their chances of being one shot by enemy assassins, this is a great option. We are upping the protections slightly more to help draw attention to this item’s core goal.
  • Increased Physical Protection from 30 to 40
  • Shogun’s Kusari
  • Shogun’s has fallen out of favor due to past adjustments and the buffing of protection aura items. We want to make sure that Supports have options to bolster their entire team either offensively or defensively. This item was a 100% must-have for most of Season 4, so we are being careful with our buff here. Making it strictly better for the Support player but not as powerful aggressively should make the item an option without putting it over the top.
  • Increased Magical Protection from 40 to 50
  • Decreased Passive Attack Speed from 25% to 20%
  • Jade Emperor’s Crown
  • Jade Emperor’s is being adjusted for similar reasons as Shogun’s. We want this item to be a close choice between Sovereignty, Heartward, and Gauntlet of Thebes, while also giving Support players some additional tankiness.
  • Increased Physical Protection from 50 to 60
  • Bulwark of Hope
  • This item has a long history in SMITE, but with the creation of many new defensive items it has mostly fallen out of use. This items selfish effect and stats didn’t match the cost, so we are making it cheaper to help it better compare with similar items.
  • Decrease cost from 2550 to 2400
  • Pestilence
  • Pestilence has become one of the most commonly built tank items in the game. In many cases this item will be built even when the enemy team does not have significant healing. We are increasing its cost to deter people from building this unless they really feel that the healing reduction is necessary.
  • Increase cost from 2150 to 2250
  • Rod of Asclepius
  • Over the past few patches there have been many adjustments to anti-healing, so it’s about time there was adjustments to pro-healing as well. The anti-healing items have found solid spots in builds and are becoming even more popular. Most Healer gods are still performing quite well, but we want to give them more control over how much of a role healing will play in their games. Building Rod of Asclepius will provide more healing and power to better help them push through counter items.
  • Increased Magical Power from 75 to 90
  • Increased in combat healing bonus from 10% to 15%
  • Toxic Blade
  • Toxic Blade was in a strange spot compared to other anti-heal items. It provided the highest possible anti heal but had weak stats that didn’t apply well to most gods. As we have done with other anti-healing items, we are shifting it to make it slightly more attractive to core builds. This will come at a cost of reduced effectiveness of its passive.
  • Increased pen from 10 to 15
  • Reduced stack count of Anti-heal from 3 stacks to 2 stacks. (60% anti-heal to 40%)
  • Increased stack duration from 5s to 8s
  • God Fixes
  • Da Ji
  • This targeter is small but with long range and could often get lost in the midst of combat. We are tweaking this visual effect to help Da Ji players choose the targets they intend to.
  • Paolao
  • Made adjustments to the targeter so it is more visible while on the Pao Lao.
  • Tyr
  • Tyr’s allies should be able to follow up on his Fearless and generally combo with Tyr better than before. Tyr could do more harm than good by CCing enemies and taking them out of harm’s way both by movement and by actually making them untargetable. This will no longer be the case.
  • Fearless
  • Targets hit by fearless no longer lose their hitbox while being pushed by Tyr and can be damaged.
  • Janus
  • This is an artistic fix only that has no effect on the timing or hitting of the ability. The portal on the ground should now more clearly signal when they have become active and players can fall into them.
  • Portal
  • Changed the FX for the portal deploy to better match its actual deploy speed.
  • Ne Zha
  • Some of SMITE’s older gods had brief windows of immunity for themselves or their targets during animations that didn’t visualize this effect properly. We already fixed Sobek and Ao Kuang and will continue fixing these issues in this patch. This fix will adjust Ne Zha in that it will be easier for his allies to follow up on enemies after his ult, but also put him at risk to take damage sooner.
  • Wind Fire Wheels
  • Ne Zha and the player he has grabbed are now damageable upon landing. Rather than losing their collision, they gain player pass through and Ne Zha gains CC immunity for the duration of their landing animations.
  • Serqet
  • Serqet will have similar results as Ne Zha. Both her and her target will be easier to damage as the ultimate finishes animating.
  • Last Breath
  • Serqet and the player she has grabbed are now damageable upon during the throw. Rather than losing their collision, they gain player pass through and Serqet gains CC immunity for the duration of their throwing/thrown animations.
  • Hercules
  • Hercules had a very similar issue as Tyr except the duration is much shorter. This will have a minimal impact compared to Tyr.
  • Driving Strike
  • Targets hit by Driving Strike no longer lose their hitbox while being pushed by Hercules and can be damaged.
  • God Balance
  • Ares
  • You can hide behind walls but there is No Escape! Ares will now be able to affect players that are behind line of sight, helping him connect with enemies in tight corridors or targets that just dip behind cover both otherwise look hitable. This should help his ultimate have consistent impact during teamfights.
  • No Escape
  • No longer requires Line of Sight to grab onto enemies.
  • Cerberus
  • Cerberus has had numerous adjustments to help him feel fluid while playing. Paralyzing Spit has had multiple targeter improvements to make it more accurate, with a few additional tweaks the make it more reliable. However, it will now respect diminishing returns like other stuns in SMITE. Soul Expulsion is getting increased range, allowing Cerberus to move through a fight effectively, and Stygian Torment is getting similar treatment to Ares; allowing anyone in the visual FX of the circle to be affected.
  • Paralyzing Spit
  • This ability now goes through walls.
  • This ability has had numerous adjustments to better reflect the targeter. Players should notice this ability feels more accurate to the FX and targeter.
  • The radius of each projectile has been increased from 3 to 3.5.
  • The stun from this ability is now subject to diminishing returns.
  • Decreased stun duration from 1/1.3/1.6/1.9/2.2s to 1/1.2/1.4/1.6/1.8.
  • Ghastly Breath
  • Reduced Penetration from 8/11/14/17/20 (24 to 60) to 6/8/10/12/14. (18 to 42).
  • Soul Expulsion
  • Increased range from 50 to 55.
  • Stygian Torment
  • No longer requires Line of Sight to afflict enemies.
  • Hel
  • Hel is receiving her updated passive meter this patch, allowing Hel players to see their cooldowns of their opposite stance. No more switching to heal only to find it is still on cooldown! Additionally, her Light Stance Basic Attack & 1 will now fire directly from her center, rather than being slightly offset. They should feel more accurate with this patch.
  • Stance Attunement
  • Updated passive meter to show cooldowns of her opposite stance.
  • Decay (Restoration)
  • Removed this projectile offset, this ability now fires directly down center and matches the targeter.
  • Light Basic Attack
  • Removed this projectile offset, this ability now fires directly down center and matches the targeter.
  • General
  • All ability icon art has been updated.
  • Ne Zha
  • Ne Zha’s ultimate is having its damage shifted to both help Ne Zha deal damage, but also making his damage more clear. Ne Zha historically had an extra hit that occurs right as his victim starts falling. This hit was redundant and sometimes confusing so it is being removed. The damage from this hit is being moved to the initial hit and landing hit. This both makes his damage occur at times that make sense, but also means ulting into a target that beads will still deal a bit more damage to the target.
  • Wind Fire Wheels
  • Removed the damaging hit as the enemy god begins to fall.
  • Increased Initial and Landing damage from 60/100/140/180/220 (50% of your physical power) to 80/130/180/230/280 (65% of your physical power).
  • Nemesis
  • We last adjusted Nemesis in 5.4 with additional assassin specific nerfs (Blink and Heartseeker) and wanted to watch her performance before making any other adjustments. A few patches later she is still proving too difficult to fight against when she engages the backline with her ultimate. We are reducing the sudden damage Divine Judgement provides at later ranks, giving enemies more time to react and fight back against the Goddess of Vengeance.
  • Divine Judgement
  • Decreased Damage from 20/25/30/35/40 to 20/22.5/25/27.5/30% of targets current health.
  • Nu Wa
  • Nu Wa’s Shining Metal had inconsistent per-rank scaling on the stun. We are fixing it (which is a slight nerf) to ensure it has consistent scaling. With her recent changes and some itemization, we feel she can endure the 0.1s difference.
  • Shining Metal
  • Decreased stun duration from 1/1.2/1.3/1.4/1.5s to 1/1.1/1.2/1.3/1.4s.
  • Sol
  • Sol (and more particularly Mage ADC Sol) has been very impactful this split, pushing out even the top end of the hunter pool. Her passive when fully stacked gives her a large boost to her DPS that makes her very difficult to fight. We are toning this down the making fighting her more manageable.
  • Sol excels in the duo lane position where players are getting less experience early on. While many gods can still make their impact by coming online in the late game, Sol comes online much earlier due to her passive. The large boost to her DPS it provides makes her very difficult to fight. We are toning this down the making fighting her more manageable.
  • Unstable Manifestation
  • Decreased bonus Basic Attack damage from 25% to 20%.
  • Decreased Attack Speed from 1.2% to 1% (30% to 25%).
  • Decreased Magical Power bonus from 1% to .8% (25% to 20%).
  • Terra
  • The Earth Mother is getting a big change this patch, a whole new ultimate! She has always been incredibly strong performance wise, especially in competitive, but she did not feel impactful. In an effort to bring her performance into line, multiple tweaks were made that caused her to feel worse and worse to play (like the removal of the root from Shattering Monolith). Even after many adjustments it became clear that the idea of a global movement speed and healing ultimate would not work for the long term health of SMITE. Its effects would have to be measly numerically in order to balance the ability.
  • Her new ultimate, Earthen Fury, provides a similar effect for her allies in a localized area that protects them from damage and heals them after being hit 4 times. In addition it applies stones to enemies as well, causing them to take more damage and providing additional burst damage if they are hit 4 times. With this ability no longer being global and having effects that are not Movement Speed and Cooldown Reduction, we feel safe in bringing back the control Monolith used to provide when shattered. Yes, it now roots again.
  • Monolith
  • This ability now roots enemies when shattered.
  • NEW ULTIMATE – Earthen Fury
  • Terra channels her strength into the world around her, buffing her allies and debuffing enemies for 10s. Allies gain 10% damage mitigation as well as a Heal over Time and protective stones that heal the ally if all 4 are activated. Enemies receive 10% more damage from all sources and harmful stones that damage the enemy if all 4 are activated. Stones are activated when an ally or enemy takes damage.
  • Radius : 55 ft
  • HoT : 5/8/11/14/17 (+2% of your magical power) every 0.5s for 10s
  • Heal : 100/150/200/250/300 (+30% of your magical power)
  • Damage : 200/250/300/350/400 (+60% of your magical power)
  • Cooldown : 90 seconds
  • Cost : 100 mana
  • Thoth
  • Thoth is a god in an interesting position. His statistical performance is low at all levels of play, making him a character we would be unlikely to nerf. However, his pick and ban rate and performance in SPL matches is showing him to be a problematic god at that level and is limiting diversity. We are tackling his late game survivability due to Evade and Punish’s cooldown rules.
  • Thoth can dash and then hold his CC shot for 5 seconds, allowing him to dash again quickly after using the stun when managed properly. In this patch if Thoth chooses to hold onto his stun Evade and Punish will not go on cooldown. Thoth players will now need to choose between using the stun quickly to try and get the cooldown up quickly, or saving the stun at the risk of losing mobility.
  • Evade and Punish
  • This ability will no longer begin its cooldown until Thoth fires the stunning projectile.

New in Smite Client 4.25 (Jan 9, 2018)

  • NEW GOD - Cerberus, Warden of the Underworld:
  • Passive – Spirit of Death:
  • Any time an Enemy God within 40 of Cerberus is healed, Cerberus receives 40% of the heal, and the Enemy’s heal is reduced by 20%.
  • Paralyzing Spit:
  • Cerberus’s snake tail spits venom that passes through and damages Enemies. If Cerberus’s dog heads are Alert, they then also spit venom when the ability is fired. Each head is alerted upon hitting an Enemy with a Basic Attack, and all are alerted after Ghastly Breath. Each projectile that hits the same target deals 20% less damage, but hitting an Enemy with all 4 Stuns them.
  • Ghastly Breath:
  • Each of Cerberus’s 3 heads releases a cone of noxious breath in front of them, damaging all enemies in range 7 times over 2.4s and reducing their Protections up to three times. Enemies in the center of his breath are also Slowed up to three times. This attack immediately puts all three of Cerberus’s heads on Alert for Paralyzing Spit.
  • Soul Expulsion:
  • Cerberus leaps a short distance forward, dealing damage on impact and severing the souls of Enemies. These souls will not block Cerberus’s attacks, and killing the souls heals Cerberus.
  • Stygian Torment:
  • Cerberus’s haunting wail summons below him the souls of the damned, which then lift all Enemy Gods into the air while stretching the link between their bodies and souls, Damaging them. A short time later, Cerberus uses this link to pull the Enemies to him.
  • New God Skins:
  • Hellwatch Cerberus
  • Sweet Tooth Sol
  • Brimstone Demon Thor
  • Brimstone Beast Camazotz
  • Grove Keeper Xing Tian
  • Fire Giant Bundle:
  • Included Skins:
  • Brimstone Demon Thor
  • Brimstone Beast Camazotz
  • Also Includes:
  • Ragnarok Loading Frame
  • Ragnarok Recall Skin
  • 1 Molten Key (used to unlock Awesome Chest)
  • ONLY COSTS 750 GEMS

New in Smite Client 4.24 (Dec 20, 2017)

  • New God Skins:
  • Frostfire Ullr
  • Arctic Seer Artio
  • Krampus Cernunnos
  • Crystal Gaze Medusa
  • Fallen Angel Nike
  • Tremor Tech Cabrakan
  • Rocket Punch Mercury
  • HRX Loki
  • Empress Nu Wa
  • Odyssey 2018:
  • New Items:
  • Frostfire Ullr
  • Level up FX
  • Jump Stamp
  • Recall Skin
  • Arctic Seer Artio
  • Krampus Cernunnos
  • Crystal Gaze Medusa
  • Fallen Angel Nike
  • Fire and Ice HUD Theme
  • Ember Storm Level up FX
  • Let it Snow Fountain FX
  • Cutesy Recall
  • New Quests:
  • Play 2 games
  • Get 1 FWOTD
  • Get 30k Player damage
  • Kill 2 towers as a team
  • Play a Celtic God in 1 Game
  • Play a Warrior in 1 Game
  • Play a Guardian in 1 Game

New in Smite Client 4.21 (Nov 9, 2017)

  • New Smite Adventure - Shadows Over Hercopolis:
  • The Trickster God, Loki, has kidnapped King Hercules! Journey into the lands of Norse Mythology, combat legendary monsters, and confront Loki in an epic final battle! This new SMITE Adventure is available in 4.21 through 4.24. For more information, check out our Adventure site or FAQ!
  • Trickster Bundle:
  • Limited Agent of Darkness Loki
  • Limited Thief Avatar
  • Limited Music Theme
  • Limited Thief Loading Skin
  • Gold Key
  • Plus, earn an extra Gold Key after purchasing all Adventure Bundles
  • Adventure Gold Vault:
  • Limited Cursed King Cernunnos
  • NEW GODDESS - Discordia, Goddess of Strife:
  • Passive: Contest of Gods:
  • Discordia is constantly comparing herself and her teammates to see who is the best. Whichever god on her team has the top damage dealt to enemy players will receive a Power buff that scales off Discordia’s level.
  • Unruly Magic:
  • Discordia sends an orb of unruly magic to a location that damages any enemies it hits along the way. At that location it will break down into 6 minor projectiles that fire out in all directions, damaging any enemies hit and bouncing off of walls.
  • Strife:
  • Discordia creates an area of Strife that damages all enemies hit. If 2 or more enemy gods are hit at the same time they will be afflicted by Madness for 1s, forcing them to attack each other for additional damage. The same is true for minions. If only a single target of one type is hit then it becomes Rooted for a short duration instead.
  • Erratic Behavior:
  • Discordia leaps a short distance and then creates an area of confusion where she lands. While inside the area she becomes stealthed, gains bonus movement speed, and Unruly Magic’s and Strife’s cooldowns are reduced by an additional amount of time every .5s she remains in the area. Attacking from the area will briefly reveal her.
  • Golden Apple of Discord:
  • Discordia throws her Golden Apple of Discord that damages and passes through minions and bounces off of walls. If the Apple hits an enemy god it will damage them and force them to hold the Apple. Gods holding the apple will become intolerable, causing them to be Crippled, Intoxicated while they constantly boast. At the end of the duration, the Apple will detonate, dealing damage and spreading the effects to nearby gods.
  • New God Skins:
  • Cursed King Cernunnos
  • Agent of Darkness Loki
  • Primal Shaman Ganesha
  • Exterminator Kali
  • Vanquisher Nemesis
  • Ma Chérie Arachne
  • Wasteland Cu Chulainn
  • SWC Digital Loot Pack 2018:
  • Included Skins:
  • SWC 2018 Queen Aphrodite
  • SWC 2018 King Thor
  • Convention 2018 Cernunnos
  • Mystic Defender Neith
  • Also Includes:
  • SWC 2018 Recall Skin
  • SWC 2018 Ward Skin
  • Number One Global Emote
  • 750 Fantasy Points
  • 1 Divine Chest roll (contains a rare esports or Convntion skin from years past)
  • ONLY COSTS 1500 GEMS
  • Odyssey 2018:
  • Purchasable Items:
  • Primal Shaman Ganesha
  • Exterminator Kali
  • Recall FX – Hindu Pantheon
  • Bonus Item:
  • Fire and Ice Pedestal
  • New Quests and Achievements:
  • Hindu Conqueror Achievement, rewards Hindu Loading Screen Skin
  • MISCELLANEOUS:
  • The Caster Announcer Pack

New in Smite Client 4.20 (Oct 26, 2017)

  • New God Skins:
  • SWC 2018 Queen Aphrodite
  • SWC 2018 King Thor
  • Convention 2018 Cernunnos
  • Mystic Defender Neith
  • Super Chill Bacchus
  • Pixel Rush He Bo
  • Sand Viper Ao Kuang
  • SWC Digital Loot Pack 2018:
  • Included Skins:
  • SWC 2018 Queen Aphrodite
  • SWC 2018 King Thor
  • Convention 2018 Cernunnos
  • Mystic Defender Neith
  • Also Includes:
  • SWC 2018 Recall Skin
  • SWC 2018 Ward Skin
  • Number One Global Emote
  • 750 Fantasy Points
  • AND
  • 1 Divine Chest roll (contains a rare esports or Convntion skin from years past)
  • ONLY COSTS 1500 GEMS
  • Odyssey 2018:
  • Purchasable Items:
  • Super Chill Announcer Pack
  • Pixel Rush He Bo – Credits to “OreoLeSasquatch”
  • Sand Viper Ao Kuang
  • Bonus Item:
  • Super Chill Bacchus
  • New Quests and Achievements:
  • 7 Chinese Quests
  • Chinese Conqueror Achievement (Awards Chinese Loading Screen Skin)
  • MISCELLANEOUS:
  • Many item icons have had their artwork redone or have had adjustments to make them more consistent with their item tree’s color scheme. Below is a list of items with new artwork.
  • Bancroft’s Talon
  • Book of the Dead
  • Deathbringer
  • Malice
  • Bloodforge
  • Hastened Ring
  • Telkhine’s Ring
  • Blackthorn Hammer
  • Spear of Desolation
  • Soul Eater
  • Shoes
  • Magic Shoes
  • Shoes of Focus
  • Shoes of the Magi
  • Reinforced Shoes
  • Travelers Shoes
  • Boots
  • Combat Boots
  • Ninja Tabi
  • Warrior Tabi
  • Reinforced Greaves

New in Smite Client 4.19 (Oct 11, 2017)

  • New God Skins:
  • Mummified Izanami
  • Yurei Susano
  • Warchief Raijin
  • Trick or Treat Cupid
  • Grim Reaper Thanatos
  • ODYSSEY 2018:
  • Purchasable Skins:
  • Mummified Izanami
  • Yurei Susano
  • Warchief Raijin
  • Bonus Item:
  • No Tact Tina Announcer Pack
  • New Quests and Achievements:
  • 7 Japanese Quests
  • Japanese Conqueror Achievement
  • HALLOWEEN 2017:
  • Halloween Arena and Scary Potion have returned for the Halloween Season!
  • New Halloween Chest Items:
  • Trick or Treat Cupid
  • Grim Reaper Thanatos
  • Spooky Music Theme
  • Jack O’Lantern Jump Stamp

New in Smite Client 4.17 (Sep 14, 2017)

  • New Japanese God: Hachiman, Lord of the Eight Banners:
  • Shogun Hachiman:
  • Passive: Master of Arms:
  • Hachiman grows stronger as he lands his blows – hitting enemies with Basic Attacks energizes Hachiman and grants him a stack of MP5. This effect stacks up to 8 times.
  • MP5 per Stack: 2 + .3 per Level
  • Duration: 8s
  • Eagley Eye:
  • When Hachiman toggles on this ability, instead of Basic Attacking, he fires a series of arrows that do additional damage that falls off at long range. Each hit may trigger item effects for Basic Attacks and can critically hit.
  • Bonus Damage within 55 units: 10/15/20/20/25
  • Bonus Damage beyond 55 units: 0/5/10/10/15
  • Ammo: 3/3/3/4/4
  • Cost: 50/60/70/80/90
  • Cooldown: 14s
  • Heavely Banner:
  • Hachiman calls down sacred banners from heaven, damaging all enemies in range; granting himself Attack Speed; and leaving a banner which buffs his, and allied, Attack Speed while within range.
  • Bonus Attack Speed: 5/7.5/10/12.5/15%
  • Cost: 70/75/80/85/90
  • Cooldown: 13s
  • Iaijutsu:
  • Hachiman dashes forward, damaging and passing through enemies. Upon reaching his destination, Hachiman swings his blade in a full circle, hitting all enemies in range. If hit by both attacks, enemy Gods are stunned.
  • Cost: 70/75/80/85/90
  • Cooldown: 18/18/17/17/16s
  • Mounted Archery:
  • Hachiman leaps on his horse and charges forward. While mounted, he is immune to Crowd Control and can aim separately from the direction of his horse. He may fire to launch an arrow at every Enemy God within a cone.
  • Slow: 25/30/35/40/45%
  • Cost: 80/90/100/110/120
  • Cooldown: 90s
  • New God Skins:
  • Wild Druid Artio
  • Dark Summoner Nu Wa
  • Void Piercer Ah Muzen Cab
  • Storm Tech Chaac
  • The Odyssey 2018:
  • "This year’s Odyssey begins in 4.17, and we’re going to be releasing awesome Skins and more for the next eight patches! Journey with Athena and Ares as they cover the world in the wake of Zeus’s death, based on the SMITE comic universe. Once again players will be able to complete Odyssey Quests and gain Odyssey Levels to move them closer to obtaining the Tier 5 Ullr Skin as the ultimate Odyssey Reward! The items released in 4.17will be discounted until the next patch releases, so be sure to act quickly and save some Gems! For additional details, check out the Odyssey 2018 website and FAQ."
  • Odyssey Points and Odyssey Levels:
  • Gain Odyssey levels by earning Odyssey points through completing quests and/or buying Odyssey items.
  • Collection Bonus:
  • Players will get a free item every 3 Odyssey Levels as a bonus.
  • Collection bonus items can be earned by questing.
  • Odyssey Quests:
  • 7 quests will be released in every Odyssey patch.
  • Completing these 7 quests will reward you with 1 Odyssey Level.
  • Odyssey Lore:
  • As tradition, with every Odyssey also comes an epic story. This year, the lore will be based on the SMITE Comic Book universe.
  • Odyssey Items:
  • Void Piercer Ah Muzen Cab
  • Storm Tech Chaac
  • “U want Sum?” Thoth Avatar
  • Bonus Items:
  • Cutesy Avatar Chest Roll
  • Fire and Ice Loading Frame

New in Smite Client 4.15 (Aug 17, 2017)

  • New God Skins:
  • Fabulous Chiron
  • Sun Kissed Amaterasu
  • Moonlit Ranger Artemis
  • Earl Wubert St. Kongfrey Sun Wukong
  • Dragonkin Skadi
  • Dragon's Rage Kukulkan
  • Noble Esports Zeus
  • Sun Wukong Mastery Skins
  • New Adventure: Corrupted Arena:
  • The Mayan Pantheon has corrupted the Arena… And it’s more dangerous than ever. Can you escape the wrath of Dragon’s Rage
  • Kukulkan and the collapsing Arena floor? Find out in SMITE’s newest Adventure: Corrupted Arena. Find out more about the
  • Corrupted Arena Adventure HERE[archive.smitegame.com] or visit our FAQ[www.smitegame.com] for information on Adventures in general.
  • Adventure Bundle:
  • Limited Kukulkan Dragon's Rage
  • Corrupted Ward Skin
  • Corrupted Music Theme
  • Corrupted Avatar
  • Gold Key
  • Also unlocks +2500 Arena Points and 2x Arena Points going forward
  • Gold Vault:
  • Limited Dragonkin Skadi
  • Project Olympus:
  • Project Olympus continues with a special focus on our Console players. There have been long time requests for better controller
  • options, improved information for players, and improved social functionality on Console and once 4.15 hits these will be
  • answered.
  • New Controller Options:
  • Players can now select if they want LB+RB to fire their Ultimate from the settings menu.
  • Aim Acceleration and Controller dead zones can now be configured from the settings menu.
  • Player Stats:
  • Players will now be able to see their stats (Power, Attack Speed, Movement Speed) on the main HUD.
  • Social Improvements:
  • Provided an option to invite players to their party or to their friends' list from the End of Match lobby.
  • Point Value to God Leaderboard:
  • Players will now see the Point Value on the God Leaderboard that determines placement. Each win with a God, gives that player a certain amount of points based on how difficult the match was and at what skill level the match was played. Losses deduct some points. This should better represent why players are ranked the way they are on the God Leaderboard.
  • PC UI Memory Improvements:
  • Fixed a variety of issues that caused the PC UI to use more memory than it needed to. This should result in improved performance, especially on low-end machines

New in Smite Client 4.14 (Aug 2, 2017)

  • New God: Artio, The Bear Goddess:
  • Passive - Decompose
  • Enemy Gods hit by Artio’s Druid or Bear Abilities will begin to decompose. This effect decreases their Physical and Magical Protections. This effect stacks up to 8 times.
  • Magical and Physical Protection Decrease: 3%
  • Duration: 4s
  • Energy Surge (Druid):
  • Artio pulses out a strong wave of energy that damages (70/100/130/160/190 +35% of your Magical Power) enemies. She will heal (60/80/100/120/140 + 25% of your Magical Power) herself and allies within 55 units for each enemy god hit by this Ability.
  • Cost: 50/55/60/65/70
  • Cooldown: 10s
  • Maul (Bear):
  • Artio slashes twice with her claws, damaging (50/80/110/140/170 + 35% of your Magical Power) enemies with each swipe.
  • Entangling Vines (Druid):
  • Artio creates a thicket of vines around herself that Cripples enemy Gods and decreases their Magical or Physical Power as long as they are in the area.
  • Druid Area Duration: 6/6.5/7/7.5/8s
  • Druid Power Debuff: 5/10/15/20/25%
  • Cost: 50/55/60/65/70
  • Cooldown: 14s
  • Ferocious Roar (Bear):
  • Artio lets out a ferocious roar that Stuns all nearby enemies and increases her own Physical and Magical Protections for 4s.
  • Bear Stun Duration: 1/1.1/1.2/1.3/1.4
  • Bear Protection Buff: 10/20/30/40/50 Protections
  • Life Tap (Druid):
  • Artio channels for 2s, draining the life from enemies. While channeling she deals Damage (15/25/35/45/55 +10% of your Magical Power) up to 5 times and Heals (15/20/25/30/35 +10% of your Magical Power) herself up to 5 times. Each hit increasingly Slows enemies and enemies hit all 5 times are Rooted for 1s.
  • Cost: 50/55/60/65/70
  • Cooldown: 15s
  • Heavy Charge (Bear):
  • Artio charges forward at an increased Movement Speed for 3s. Enemies she charges through take Damage (70/120/170/220/270 +50% of your Magical Power) and are Slowed for 2s.
  • Bear Slow: 10/15/20/25/30%
  • Shapeshift (Druid):
  • Artio channels for 2s, draining the life from enemies. While channeling she deals Damage (15/25/35/45/55 +10% of your Magical Power) up to 5 times and Heals (15/20/25/30/35 +10% of your Magical Power) herself up to 5 times. Each hit increasingly Slows enemies and enemies hit all 5 times are Rooted for 1s.
  • Active: Artio Shapeshifts between her Druid stance and Bear stance.
  • Passive: Every time Artio hits an enemy with her Abilities, she becomes invigorated, increasing her Movement Speed and MP5 by 5 per stack. Stacks up to 8 times and stacks last 4s.
  • Movement Speed Per Stack: 1/1/2/2/3
  • MP5 Per Stack: 2/4/6/8/10
  • Cost: None
  • Cooldown: 1s
  • Den Mother Artio
  • New God Skins:
  • Dr. Madlove Cupid
  • Critical.DMG Ne Zha
  • Midnight Dove Awilix
  • Freaky Tiki Ah Puch
  • SPF 666 The Morrigan
  • Crystalline Terra
  • Bruiser Cu CHulainn
  • Cupid Mastery Skins

New in Smite Client 4.13 (Jul 19, 2017)

  • New God Skins:
  • Kaijunbo Kuzenbo
  • Foxy Lady Da Ji
  • Ordo Aurora Freya
  • Head Over Heals Cupid
  • Warden Cernunnos
  • Cu Chulainn Mastery Skins

New in Smite Client 4.12 (Jul 6, 2017)

  • New God Skins:
  • Beamy Chibi Ra
  • Heaven's Arrow Hou Yi
  • Venus Aphrodite
  • Bloodthirster Izanami
  • Elevate Ares

New in Smite Client 4.11 (Jun 21, 2017)

  • New God: Cu Chulainn:
  • Passive - Berserk:
  • Cu Chulainn does not have a Mana Bar, instead having a Rage Bar. His Rage is capped at 100 and only regenerates up to 25 Rage. Hitting Abilities, Basic Attacks, or allies and himself taking damage cause Cu Chulainn to gain Rage. After being above 85 Rage for 3 seconds, he goes Berserk. While Berserk, Cu Chulainn gains Power and Maximum Health and his Abilities change.
  • Barbed Spear / Ground Slam:
  • Cu Chulainn thrusts his spear forward, damaging all enemies in front of him and stunning less powerful minions. Successfully hitting an enemy with this ability restores 6 Rage (to a max of 18). Barbs from his spear stick in opponents and reduce their Healing taken for 4s. In his Berserk Form, Cu Chulainn instead slams his massive arms down, damaging and rooting all Enemies in front of him
  • Vent Anger:
  • Cu Chulainn vents his anger as superheated steam, increasing his Movement Speed and draining his Rage. Every .5s while in this state, all enemies within range are damaged by the heat.
  • Salmon’s Leap / Furious Charge:
  • Cu Chulainn vaults over his spear, leaping to a target location and slamming it down to damage enemies around and in front of him. Successfully hitting an enemy with this Ability restores 6 Rage (to a max of 18). In his Berserk Form, Cu Chulainn instead charges forward, damaging and driving all enemies back with him.
  • Spear of Mortal Pain / War Cry:
  • Cu Chulainn swings his spear in a circle around him, Damaging and knocking up all enemies. Successfully hitting an enemy with this Ability restores 12 Rage (to a max of 36).
  • Hound of Ulster Cu Chulainn:
  • New God Skins:
  • Jackal Knight Anubis
  • Dread Knight Odin
  • Draco Knight Tyr
  • Noble Knight Osiris
  • Black Knight Osiris
  • Lady Liberty Nox
  • Xibalba's Shadow Camazotz
  • Daji Mastery Skins
  • Nox Mastery Skins
  • Osiris Mastery Skins
  • SMITE Adventure - Trials of King Hercules:
  • Some knights seek honor and others seek vengeance. Your destiny along your quest as Osiris will be defined by the choices you make. Will you be the Noble Knight or Black Knight? The choice is yours in the Code of Chivalry.
  • Purchasing the Code of Chivalry Bundle automatically unlocks content and allows players to begin completing Quests. These Quests will determine the order in which you unlock content and will progress the story – good or bad.For more information, click HERE[smitegame.com]!
  • Code of Chivalry Bundl:
  • Draco Knight Tyr
  • Fire Giant Ward
  • Chivalry Loading Frame
  • Access to Quest Rewards

New in Smite Client 4.10 (Jun 7, 2017)

  • Bacchus Visual Update:
  • Updated Base Model and Base Card Art for Poseidon
  • Updated Recolor, Mastery, and Enemy eSports Skin and Card Art
  • New God Skins:
  • Abyssal Sorcerer Poseidon
  • Vanguard Hercules
  • Eliminator Ravana
  • The Marksman Rama
  • Seductress Da Ji
  • SMITE Adventure - Trials of King Hercules:
  • Welcome to the Kingdom of Hercules! You and two other valiant Adventurers will be setting off into the dangerous jungle to defeat monsters and gain loot! Gain loot, get stronger, and triumph over the Trials of King Hercules. Included with this Adventure is the Dungeon Bundle which will unlock everything listed below and allow an unlock for an Adventure Vault Skin with the Gold Key. For more information, click HERE[www.smitegame.com]!
  • Racer Bundle:
  • Vanguard Hercules
  • Dungeon Jump Stamp
  • Dungeon Loading Frame
  • Music Theme
  • Gold Key

New in Smite Client 4.9 (May 25, 2017)

  • Passive - Torture Blades:
  • Da Ji’s sharp claws cause her enemies to Bleed when struck by her Basic Attacks. Bleed Damage causes the enemy to take Damage every 1s for 2s and can stack any number of times on the same target.
  • Horrible Burns:
  • Da Ji heats up her claws, causing her next successfully hit Basic Attack to Burn the target, dealing instant Bonus Damage and additional Damage every 1s for 3s.
  • One Thousand Cuts:
  • Da Ji lashes out with her claws at nearby enemies. Executing 4 strikes over 2s that hit all enemies in range. These hits apply the Bleed from Torture Blades. While this ability is channeling, Da Ji gains increased Movement Speed, immunity to Slows, and her tails mitigate Damage dealt to her by enemies who are behind her.
  • Spirit Link:
  • Da Ji selects a single allied or enemy target and Teleports to their location. Upon arriving at the target, she lashes out with her claws, dealing Damage and applying the Bleed from Torture Blades to all enemies around her.
  • Pao Lao:
  • Da Ji summons her signature torture device, the Pao Lao. As she hovers above the device, she gets 3 shots to fire chains at enemies below. Enemy gods hit by the shots take Damage, become Chained, and become Slowed. At the end of her ability, Chained enemies are Pulled to the Pao Loa, becoming Stunned and then taking additional Damage of 3 ticks over 2s. If a god hit by this Ability becomes CC immune at any time, they break the Chain on them.
  • New God Skins:
  • Stone Sentinel Camazotz
  • Shino-Bo Kuzenbo
  • Nebula Medusa
  • Storm Raven Jing Wei
  • Ganesha Mastery Skin

New in Smite Client 4.7 (Apr 26, 2017)

  • Passive - Good Fortune:
  • Upon killing an enemy God, Ganesha will instead give the nearest friendly God the Kill credit and receive the rewards for an Assist. In addition, his Assist range is increased by 20 units and the duration for his Assists is increased by 5s.
  • Turn of Fate:
  • Ganesha curses his enemies with his considerable willpower, damaging (90/150/210/270/330 +55% of your Magical Power) them. For each enemy he hits (up to a maximum of 5), all allied gods within 55 units of Ganesha gain Bonus Damage. Cost: 65/70/75/80/85. Cooldown: 14s.
  • Bonus Damage Per Stack : 2%.
  • Ohm:
  • Ganesha begins chanting and rises into the lotus position, where he is slowed slightly but allows him to travel freely in all directions. While chanting, he silences enemy gods in a cone in front of him and increases Physical Protections for all nearby allied gods. Cost: 55/60/65/70/75. Cooldown: 14/13/12/11/10s.
  • Duration: 1.8s.
  • Protections: 20/30/40/50/60.
  • Remove Obstacles:
  • Ganesha charges forward, hooking an enemy with his goad, holding them in place and damaging (75/120/160/200/240 +45% of your Magical Power) the enemy before knocking them up. While dashing, Ganesha passes through player-made deployables. Cost: 70/75/80/85/90. Cooldown: 15s.
  • Dharmic Pillars:
  • Ganesha summons the Four Great Pillars of Righteousness to imprison his enemies. Between each pair of pillars a magical field is created, and enemies who pass through the field take (95/135/175/215/255 +40% of your Magical Power) damage, are slowed, and have their protections reduced for 3s. Cost: 80/90/100/110/120. Cooldown: 75s.
  • Slow: 20/25/30/35/40%.
  • Slow Duration: 3s.
  • Protection Reduction: 15/25/35/45/55.
  • Ganpati Ganesha
  • New God Skins:
  • Vampiric Scylla
  • Modern Messenger Mercury
  • The Sparrow Nike
  • Secret Order Ullr
  • Worldwalker Janus
  • Season Ticket - Summer Split:
  • 2017 Summer Split Pass Bundle:
  • Vampiric Scylla
  • Right to vote on Season Games
  • Bonus Quests for FP
  • Double FP for Matches
  • 15 Team FP Boosters (2x of total received)
  • 15 Team Worshiper Boosters (2x of total received)
  • 2017 Summer Split Pass Bundle with Points:
  • All of the above + 2500 Fantasy Points
  • Season Ticket Rewards:
  • Season Ticket Jump Stamp - New Feature!
  • Sol Announcer Pack
  • 2017 Season Ticket Music Theme
  • Roman Recall Skin
  • Modern Messenger Mercury
  • Ranked Reward:
  • Summer Recall Skin

New in Smite Client 4.6 (Apr 13, 2017)

  • New God Skins:
  • Winner's Circle Apollo
  • Amazon Athena
  • Intergalactic Chang'e
  • Eager Ratatoskr
  • Serpent Slayer Susano
  • SMITE Adventure - Apollo's Racer Rumble:
  • Welcome to Apollo’s Racer Rumble, an all new racing game mode! Choose your God, hop into their car, and be the first to cross the finish line in this new Adventure! Included with this Adventure is the Racer Bundle which will unlock everything listed below and allow an unlock for an Adventure Vault Skin with the Gold Key. For more information, click HERE[www.smitegame.com]!
  • Racer Bundle:
  • Winner’s Circle Apollo
  • Racer Pedestal
  • Racer Ward
  • Music Theme
  • Gold Key

New in Smite Client 4.5 (Mar 29, 2017)

  • Poseidon Visual Update:
  • Updated Base Model and Base Card Art for Poseidon
  • Updated Kraken Model
  • Updated Recolor, Mastery, and London Conspiracy eSports Skin and Card Art
  • The Earthshaker Poseidon
  • London Conspiracy Poseidon
  • Poseidon Mastery Skins
  • Star Lancer Anhur
  • Star Tamer Bastet
  • Star Eater Khepri
  • Star Strike Neith
  • Star Scribe Thoth
  • Bastet Mastery Skins
  • Celestial Voyage Event:
  • Discover the world of ancient Hieroglyphs as you join your favorite Egyptian gods on a Celestial Voyage! Along your journey you will unlock secrets, solve challenging puzzles, and earn celestial-themed rewards. The one secret we can tell you now – there are many rewards for all who wish to traverse the stars.
  • There will be 12 Quests for you to embark on , each giving you a Hieroglyph that can be used to unlock Bonus Rewards. To claim each Bonus Reward, purchase one of the event skins to get a Craft Token. When the Craft Tokens are combined with the correct Hieroglyphs (in the correct order), the Celestial Portal will activate and bring forward your reward. Make sure to read the hints provided to figure out the correct sequence!
  • Direct Purchase Skins:
  • Star Lancer Anhur (Exclusive)
  • Star Tamer Bastet (Exclusive)
  • Star Eater Khepri (Exclusive)
  • Star Strike Neith (Exclusive)
  • Celestial Voyage Collection Bonus:
  • Star Scribe Thoth (Limited)
  • Bonus Rewards:
  • Loading Frame (Limited)
  • Background Loading Scren (Limited) - New Feature!
  • Pedestal (Limited)
  • Music Theme (Limited)

New in Smite Client 4.4 (Mar 15, 2017)

  • New God: Cernunnos, The Horned God:
  • Samhain Cernunnos
  • Passive - Heavy Glaive
  • Cernunnos wields a glaive as a weapon. His Basic Attacks deal additional damage to all enemies in melee range while he is throwing it.
  • Shifter of Seasons:
  • Cernunnos imbues his glaive with the power of the 4 seasons. Activating this ability rotates him through 4 different bonuses to his Basic Attacks.
  • Spring Growth: Bonus Physical Lifesteal
  • Summer Heat: Bonus Damage
  • Autumn Decay: Debuff for 5s
  • Winter Chill: Slows for 1s
  • Bramble Blast:
  • Cernunnos fires a thorn forward in a line that deals damage and roots a single enemy it hits. When it hits an enemy, a wall, or reaches max range it explodes dealing damage and spawning an area of thorns at the location. This area deals damage every .5s and slows enemies inside it persisting for 5s.
  • Horn Charge:
  • Cernunnos charges forward, damaging and crashing through all types of enemies.
  • The Wild Hunt
  • Cernunnos selects an area where The Wild Hunt will begin. After a 1s casting time, enemies in the area will be damaged and polymorphed into wild boars. Polymorphed targets are Silenced and Disarmed. Polymorph is not affected by diminishing returns.
  • New God Skins:
  • Twisted Metal The Morrigan
  • Dreadful Doll Izanami
  • Loki Charms Loki
  • NRG 2017 Champion Chronos
  • Breezy Chibi Kukulkan
  • Pro League Bellona
  • Kuzenbo Mastery Skins

New in Smite Client 4.3 (Mar 13, 2017)

  • New God Skins:
  • Heaven's Rave Zeus
  • Final Boss Thanatos
  • Conqueror Nike
  • Swashbuckler Susano
  • Guan Unicorn Guan Yu
  • Zeus Mastery Skins
  • Guan Yu Mastery Skins
  • Adventure: Nike's Valley of Victory:
  • Adventure : Nike’s Valley of Victory | Capture The Flag Game Mode
  • “Last year, we experimented with new game modes like Fafnir’s Wonderland and Xing Tian’s Mountain. After the amazing positive reaction to these fun and unique modes, we wanted to keep introducing new experiences to players that go beyond the standard modes. This is where Adventures comes into play! Every 6 weeks, there will be a new Adventure that players can participate in that will introduce very new and unique experiences for a limited time.
  • Our first Adventure brings Capture the Flag to SMITE in Nike’s Valley of Victory. The map itself features two bases connected by caves with buffs spread around that increase your Damage, Movement Speed, or even grant you a giant Health Shield to keep yourself alive while carrying the Flag. Play as either Hercules, Ymir, Anubis, Artemis, or Loki as you try to outplay your opponent and take the victory!
  • In addition to new game modes, each Adventure brings other content along with it. The Adventures Vault will open with this patch. By purchasing the Victory Bundle, you will obtain a ton of items and a Golden Key that will let you open the golden door inside the Adventures Vault. Once unlocked, you will be able to select from one of two Limited Skins. Each new Adventure will introduce a new Skin into the Golden Door and each Bundle will give you a new Gold Key to unlock more.”
  • Victory Bundle:
  • 15x Team Worshiper Booster
  • Music Theme
  • Banner Plant Global Emote
  • Conqueror Nike
  • 1 Gold Key
  • Adventures Gold Vault:
  • Swashbuckler Susano
  • Guan Unicorn Guan Yu

New in Smite Client 4.2 (Feb 15, 2017)

  • New God: Kuzenbo, King Kappa:
  • Passive - Water Bowl:
  • Each time Kuzenbo takes 2% of his Maximum Health worth of Damage, pre-mitigation, he is granted a Stack of 1.5% Damage Reduction as the bowl of water atop his head fills (Max 10 Stacks). Stacks last 10s and are refreshed each time he gains another. When he is Knocked Up, Knocked Back, Grabbed, Pulled, Banished or otherwise disrupted, the bowl loses half of it’s Stacks until he begins to fill it again.
  • Reduction lost when disrupted : 5%
  • Duration : 10s
  • NeNe Kappa:
  • Kuzenbo summons and throws the powerful NeNe Kappa, who can ricochet off of walls. After firing, if the NeNe Kappa bounces off of a wall, it will travel 70 units from that point up to a maximum of 2 bounces. If an Enemy God is hit by the NeNe Kappa, it will deal burst forth from its shell and attack them. Cost: 70/75/80/85/90. Cooldown: 16s.
  • Damage : 70/105/140/175/210 (+55% of your Magical Power)
  • Kappa Damage per Hit : 25/35/45/55/65
  • Shell Spikes:
  • The Spikes on Kuzenbo’s shell extend out, reflecting a percentage of the damage enemies deal to Kuzenbo back at them. While active, each time Kuzenbo takes damage, the cooldown on NeNe Kappa is reduced. Cost: 50/55/60/65/70. Cooldown: 14/13.5/13/12.5/12s.
  • %Reflected of damage taken : 20/25/30/35/40%.
  • Cooldown Reduced per Hit : .2/.3/.4/.5/.6s.
  • Duration : 3s
  • Sumo Slam:
  • Kuzenbo charges forward, immune to Slows and Roots, damaging Enemy Minions and using his immense strength to push the first Enemy God he hits along with him. Each subsequent God he hits deals damage to both that God and the God Kuzenbo is pushing. Colliding with a wall will also deal damage to the pushed God. Cost: 60/65/70/75/80. Cooldown: 16s.
  • Damage per Hit : 65/95/125/155/185 (+35% of your Magical Power)
  • Watery Grave:
  • Kuzenbo pulls himself inwards under his shell and spins, summoning fierce currents that knock Enemies back, increase his Movement Speed, and allow him to move freely in all directions. Damage after the first spin is reduced by 50%. Cost: 100. Cooldown: 100s.
  • Damage from First Hit : 60/100/140/180/220 (+40% of your Magical Power)
  • Damage per Hit : 30/50/70/90/110 (+20% of your Magical Power)
  • Movement Speed Increase : 35%
  • Yokozuna Kuzenbo:
  • New God Skins:
  • Dread-Lord Fafnir
  • Heartbreaker Nox
  • Swarm Sentry Ah Muzen Cab
  • Mini-Metal Jing Wei
  • The Morrigan Mastery Skins
  • Xbalanque Mastery Skins

New in Smite Client 4.1 (Feb 2, 2017)

  • Vamana Visual Update:
  • Vamana Divine Protector
  • Vamana Mastery Skins
  • New God Skins:
  • Such Cold Skadi
  • Modern Mercenary Nemesis
  • Iron Tyrant Xing Tian
  • NRG Ao Kuang
  • Nike Mastery Skins
  • Ullr Mastery Skins
  • Undying Chest 2017
  • Full Metal Vulcan
  • Encore Agni
  • Dragonsbane Ullr
  • Agony Bellona
  • Terror-Dactyl Camazotz
  • iDusa Elite Medusa:
  • This Patch will be introducing
  • New Loading Frames
  • New Recalls
  • New Wards
  • New Achievements
  • Season 3 Ranked Rewards:
  • Players who are at Gold 5 or higher will receive Iron Tyrant Xing Tian. You need to be Gold 5 or higher on January 31st, 2017 to be eligible for this reward.
  • Players who are at Platinum 5 or higher will receive a Loading Frame that is representative of their achievements. You will need to be Platinum 5 or higher by January 31st, 2017 to be eligible for this reward.
  • Xing Tian Iron Tyrant
  • Iron Tyrant Loading Frames
  • This Patch will also receive updates to:
  • Season 4 Ranked
  • Clash Map
  • Season 4 Conquest Map
  • Season 4 Consumable Updates
  • Season 4 Relic Updates
  • Season 4 Item Updates
  • 2017 Season Ticket:
  • Unlocked by Purchasing the Spring Season Ticket:
  • Modern Mercenary Nemesis
  • The ability to vote on games for FP
  • Permanent FP Booster.
  • 15 Team Worshiper Boosters
  • In the Match Lobby players can activate these boosters and share the benefit of the booster to the team. This Worshiper Booster will give everyone on your team 2x Worshipers that game.
  • Bundle of Quests that will give up to 1500 FP.
  • Unlocked through FP Unlocks (Free to all Players:
  • Cutesy Chest
  • Enigma Chest Roll
  • Season Ticket 2017 Spring Recall FX
  • 2017 Season Ticket Loading Frame
  • Enigma Chest Roll
  • Undying Chest 2017 Roll
  • Cutest Global Emote
  • Nevercake Announcer Pack
  • Enigma Chest Roll
  • Swarm Sentry Ah Muzen Cab (Available in 4.2)

New in Smite Client 3.25 (Jan 12, 2017)

  • New Goddess: The Morrigan, The Phantom Queen
  • Scarlet Sorceress:
  • Passive – Doomsayer
  • The 3rd hit of The Morrigan’s hit chain will explode dealing damage to all enemies within range and weaken all enemies hit. Enemies afflicted by this will take additional damage over time.
  • Three Aspects:
  • The Morrigan summons her alternate forms to her side. When activated again, they focus their power together to damage and stun enemies in front of them.
  • Dark Omen:
  • Morrigan launches a wave of dark magic at her enemies, dealing damage and Dooming them for 8s. Doomed enemies will take bonus damage the next time they are hit by one of The Morrigan’s damaging abilities, including her passive ability.
  • Confusion:
  • The Morrigan creates a phantom of herself while becoming stealthed and gaining increased movement speed. The phantom runs to the target area, deals no damage, and will die if it takes any damage. Morrigan loses any bonuses from this ability if she takes damage.
  • Changeling:
  • The Morrigan selects a God from the current match and becomes a copy of them. She copies all of their current stats and may use all of their abilities for the duration. She retains her own Relics and cannot use Consumables. The Rank of her abilities will transfer to the skills of the god she copies. This ability’s cooldown will be increased to match the target God’s ultimate if she uses it while transformed.
  • New God Skins:
  • The Morrigan Woodland Rogue
  • Spriggan Terra
  • Oak-Seer Artemis
  • Eldritch Ra
  • Drums Out Raijin
  • Spectral Sword Ares
  • Hou Ru Kai Hou Yi
  • Team Allegiance Athena
  • Hou Yi Master Skins
  • Ra Mastery Skins
  • Cabrakan Mastery Skins:
  • New Celtic Event: Path of the Phantom Queen
  • Players will have to buy into the event to be able to participate. Players who have Twitch Prime will be able to play for free.
  • Players will receive these items for the initial buy in:
  • Spriggan Terra
  • Oak-Seer Artemis
  • Celtic Loading Frame
  • Celtic Music Theme
  • Druid Shrine Pedestal
  • Finishing the board game, by reaching the end, grants the player:
  • Woodland Rogue Morrigan
  • Cutesy The Morrigan Avatar

New in Smite Client 3.24 (Dec 21, 2016)

  • New God Skins:
  • Hun.Bat Hun Batz
  • Laughing Skull Bakasura
  • Thoth Mastery Skins
  • Bakasura Mastery Skins
  • Hun Batz Mastery Skins

New in Smite Client 3.23 (Dec 7, 2016)

  • Passive - To Victory:
  • Nike sets three goals that the team can achieve to gain increased strength. Upon completing a goal, Nike’s team gains a Laurel that increases Power (+8/10/12%) and Movement Speed (+3/5/7%). This Laurel can increase up to 3 times.
  • Goal 1: Elimitate 10 gods as a team
  • Goal 2: Eliminate 200 Minions as a team
  • Goal 3: At least two allies are level 20
  • Rend:
  • Nike slams the ground twice, sending out fissures that deal damage (50/85/120/155/190 +50% Physical Power). If a target is hit twice, that target loses protections (4/8/12/16/20) for 5 seconds. If Nike’s ‘Plan of Action’ is active, Rend gains an additional attack. If a target is hit three times, that target is disarmed. Cost: 60/65/70/75/80. Cooldown: 12s
  • Plan of Action:
  • Nike draws upon her vast battle experience to plan her next move. Passive: Nike gains (10/15/20/25/30) HP5. Active: Nike’s next ability gains bonus damage (20/30/40/50/60) and a special effect. Cost: 30/35/40/45/50. Cooldown: 18/17/16/15/14s.
  • Valiant Leap:
  • Nike leaps into the air then crashes down at a location dealing damage (65/115/165/215/265 + 60% Physical Power) and knocking up enemies. If Nike’s ‘Plan of Action’ is active, she travels to the location much faster. Cost: 55/60/65/70/75. Cooldown: 18s
  • Sentinel of Zeus:
  • Nike transforms into an armored sentinel and sends out a shockwave that damages (100/165/230/295/360 +80% Physical Power) and slows (30%) enemies around her. While in this form, she gains 40% of her max health as a shield. If Nike’s ‘Plan of Action’ is active, Nike instead gains 60% of her max health as a shield and applies a 60% slow. Cost: 90/95/100/105/110. Cooldown: 100s.
  • New God Skins:
  • Demonic Pact Anubis
  • The culmination of the 2017 Odyssey has arrived. Chosen by the Community, the Demonic Pact Anubis Tier 5 skin is here! As a tier 5, it comes with a horde of features.
  • 4 Unique Models for each form
  • 4 Unique sets of FX for each ability
  • 4 Unique Voice Packs for each form
  • Custom Recall FX
  • Custom Music Pack
  • Custom Emote
  • And tons of hidden features such as the Final Form Ultimate changing the entire maps skybox!
  • Chilling Grasp Ah Puch
  • Jurassic Camazotz
  • Bacchus Mastery Skins
  • Ares Mastery Skins
  • Odyssey 2017 Final Content
  • New content being added:
  • Demonic Pact Anubis
  • Chilling Grasp Ah Puch
  • Jurassic Camazotz
  • Chaac Announcer Pack

New in Smite Client 3.22 (Nov 22, 2016)

  • New God Skins:
  • Captain Quick Mercury
  • Barbarian Thor
  • Hail To The King Tyr
  • Snowman Geb
  • Festive Ratatoskr
  • Slay Bells Chiron
  • Mercury Mastery Skins
  • Thor Mastery Skins
  • New Voice Packs:
  • Captain Quick Mercury
  • Barbarian Thor
  • Hail To The King Tyr
  • Snowman Geb
  • Festive Ratatoskr
  • Slay Bells Chiron
  • The Odyssey 2017:
  • New Content Being Added!
  • Barbarian Thor
  • Hail To The King Tyr
  • Rat n Roll Avatar
  • Odyssey Reward: Demonic Pact HUD Theme (Limited)
  • Fafnir's Wonderland
  • Brand New Encounters:
  • Fafnir’s Wonderland brings 15 all-new encounters where players will battle against all of the Winter Holiday skins.

New in Smite Client 3.21 (Nov 9, 2016)

  • New God: Thoth, Arbiter of the Damned:
  • Passive - Dead Reckoning:
  • Each Time Thoth kills an enemy, he adds their name to his book, learning more about their weaknesses. For every 30 names in his book, he gains a stack of 5 Magical Penetration. At level 1 he can gain a maximum of 1 stack, 2 at level 5, 3 at level 9, 4 at level 13, 5 at level 17.
  • Ability 1 - Hieroglyphic Assault:
  • Thoth begins to gather magic from the air, ignoring the Basic Attack Movement penalty and conjuring 3 Hieroglyphs. His next 3 Basic Attacks pass through enemies and do Ability Damage (35/55/75/95/115 +25% Magical Power) instead. Cost: 60/65/70/75/80. Cooldown: 8s. If these attacks pass through the Glyph of Pain, their range is increased.
  • Ability 2 - Evade and Punish:
  • Thoth dashes in the direction he is currently traveling. After dashing for 5s. Thoth’s next basic attack instead fires a magical projectile at the target which slows (20/25/30/35/40%) and deals ability damage (70/110/150/190/230 +60% of your Magical Power). Cost: 70/75/80/85/90. Cooldown: 18s. Slow Duration: 2.5s.
  • Ability 3 - Glyph of Pain:
  • From his book, Thoth conjures forth a Hieroglyph in front of him. Thoth’s ability projectile passing through the glyph receive increased damage (15/25/35/45/55 +10% Magical Power), and a range increase of 30. Cost: 60. Cooldown: 5s. Thoth and allies Basic attack projectiles receive a reduced damage bonus (5/10/15/20/25 +5% Magical Power), but no range increase.
  • Ultimate - Final Judgement:
  • Thoth begins summoning pages from his book, up to a maximum of four. When all four have been summoned, he sends them forward damaging (360/440/520/600/680 + 140% Magical Power) all enemies in their path. Cost: 90. Cooldown: 75. Thoth may activate this ability again to fire the ability early, doing a reduced amount of damage based on the number of pages currently summoned.
  • New God Skins:
  • High Noon Sylvanus
  • Igneous Terra
  • Baron Frostchild Ymir
  • Heebee Chibi Hades
  • SWC 2017 Amaterasu
  • SWC 2017 Apollo
  • Scylla Mastery Skins
  • Convention 2017 Khepri
  • Camazotz Mastery Skins
  • Sylvanus Mastery Skins
  • New Voice Packs:
  • High Noon Sylvanus
  • Igneous Terra
  • Baron Frostchild Ymir
  • Heebee Chibi Hades
  • SWC 2017 Amaterasu
  • The Odyssey 2017:
  • New Content Being Added
  • High Noon Sylvanus
  • Igneous Terra
  • Demonic Pact Ward
  • Baron Frostchild Ymir (Odyssey Collection Bonus)

New in Smite Client 3.20 (Nov 1, 2016)

  • New God Skins:
  • Warlord Kumbhakarna
  • Nature's Guardian Rama
  • Prototype Scylla
  • Tormentula Arachne
  • SoaRbek Sobek
  • Luminosity Susano
  • Scylla Mastery Skins
  • Rama Mastery Skins
  • New Voice Packs:
  • Warlord Kumbhakarna
  • Nature's Guardian Rama
  • Prototype Scylla
  • Tormentula Arachne
  • The Odyssey 2017:
  • New Content Being Added
  • Prototype Scylla
  • Tormentual Arachne
  • Lore Lady Announcer Pack
  • Pedestal (Odyssey Collection Bonus)

New in Smite Client 3.19 (Oct 12, 2016)

  • New God:
  • Camazotz
  • New God Skins:
  • Gemini Agni
  • Scarlet Dangerfield Neith
  • Celestial Isis
  • Plague-bearer Izanami
  • Wolfman Fenrir
  • Feline Fashion Awilix
  • Neith Mastery Skins
  • Izanami Mastery Skins
  • New Voice Packs:
  • Gemini Agni
  • Scarlet Dangerfield Neith
  • Celestial Isis
  • Plague-bearer Izanami
  • Wolfman Fenrir
  • Feline Fashion Awilix
  • New Content Being Added!
  • Gemini Agni
  • Scarlet Dangerfield Neith
  • Celestial Isis
  • Plague Bearer Izanami
  • Halloween Arena:
  • Decorated Arena to set the mood for Halloween

New in Smite Client 3.18 (Sep 28, 2016)

  • New God Skins:
  • Fire Lord Ne Zha
  • Monster Trainer Erlang Shen
  • Clockwork Ao Kuang
  • Ao Kuang Mastery Skins
  • New Voice Packs:
  • Fire Lord Ne Zha
  • Monster Trainer Erlang Shen
  • Clockwork Knight Ao Kuang
  • The Odyssey 2017:
  • New Content Being Added!
  • Monster Trainer Erlang Shen
  • Clockwork Knight Ao Kuang
  • Smitning Bolt Global Emote
  • Chinese Recall FX (Odyssey Reward)

New in Smite Client 3.17 (Sep 14, 2016)

  • New God SkinsL
  • Foxy Amaterasu
  • Steel Samurai Susano
  • Old Wa Nu Wa
  • Meltdown Sol
  • Terra Mastery Skins
  • New Voice Packs:
  • Foxy Amaterasu
  • Steel Samurai Susano
  • The Odyssey 2017:
  • The Odyssey is back! Embark on a journey that will last until the SMITE World Championship at the 2017 HiRez Expo! Every two weeks we will be releasing new content for direct purchase that will grant Odyssey Points, which in turn, will allow you to unlock even more content. Purchasing content, however, is not the only way to get Odyssey Points. Each week, there will be 7 quests to complete that will reward you with even more Odyssey Points.
  • New Content Being Added!
  • Foxy Amaterasu
  • Steel Samurai Susano
  • Odyssey Loading Frame
  • Old Wa Nu Wa (Collection Reward)

New in Smite Client 3.16 (Aug 31, 2016)

  • New Goddess: Izanami, Matron of the Dead:
  • Izanami
  • Dark Matron Izanami
  • New God Skins:
  • Griffindwarf Fafnir
  • Oktoberfest Nu Wa
  • Bun Bun Nox
  • Deathcap Sylvanus
  • Hoot 'n Holler Bacchus
  • New Voice Packs:
  • Griffindwarf Fafnir
  • Oktoberfest Nu Wa
  • Bun Bun Nox
  • Final Season Ticket Update:
  • New Content Being Added!
  • Griffindwarf Fafnir
  • Adanas Announcer Pack
  • Prize Money Global Emote

New in Smite Client 3.15 (Aug 17, 2016)

  • New God Skins:
  • Quetzakukulkan Kukulkan
  • Lord or the Amazon He Bo
  • Get Served Freya
  • Sea Maiden Medusa
  • Erlang Shen Masteries
  • New Voice Packs:
  • Quetzakuklkan Kukulkan
  • Lord of the Amazon He Bo
  • Get Served Freya
  • Sea Maiden Medusa
  • SUMMER OF SMITE 2016:
  • New Content Being Added!
  • Get Served Freya
  • Olympian Music Theme
  • Final Reward: Sea Maiden Medusa

New in Smite Client 3.14 (Aug 3, 2016)

  • Terra, The Earth Mother
  • Firma Terra
  • New God Skins:
  • Enchanted Chang'e
  • Pool Party Jing Wei
  • Lord of Silence Osiris
  • New Voice Packs:
  • Enchanted Chang'e
  • Pool Party Jing Wei
  • SUMMER OF SMITE 2016:
  • New Content Being Added!
  • Pool Party Jing Wei
  • Floaticorn Ward
  • Bonus Item. F. Announcer Pack

New in Smite Client 3.13 (Jul 20, 2016)

  • Freya Visual Update:
  • Freya
  • Northern Light Freya
  • Valkyrie Freya
  • Freya Materies
  • New God Skins:
  • Land Shark Sobek
  • Challenger Nu Wa
  • Ace Nu Wa
  • Vulcap'n Redbeard Vulcan
  • Briar Queen Artemis
  • Raven's Throne Odin
  • Fafnir Masteries

New in Smite Client 3.12 (Jul 7, 2016)

  • New God:
  • Erlang Shen The Illustrious Sage
  • New God Skins:
  • Rock-A-Bellona Bellona
  • Chef's Special Khepri
  • Iron Maw Fenrir
  • Frostbound Skadi
  • Illustrious Erlang Shen
  • New Voice Packs:
  • Rock-A-Bellona Bellona
  • Chef's Special Khepri
  • New Avatar:
  • Cutesy Chef's Special Khepri
  • SUMMER OF SMITE 2016:
  • Summer of Smite is back! Over the next two months, we'll be adding new content every week to unlock, as well as bonus rewards for unlocking a certain amount of items, plus a free Enigma Treasure Chest for every item purchased in the Summer of Smite event! The first unlock will be Rock-a-Bellona Bellona, with Chef's Special Khepri, and the bonus loading frame coming out next week.
  • Rock-a-Bellona Bellona
  • Chef's Special Khepri (release on 7/12)
  • Bonus Reward : New Loading Frame - Tropical Paradise (release on 7/12)
  • New and Updated Relics:
  • NEW RELIC: Thorns
  • NEW RELIC: Phantom
  • Blink
  • Curse
  • Frenzy
  • Scout
  • Sprint
  • Sunder
  • Teleport
  • Wrath

New in Smite Client 3.11 (Jun 22, 2016)

  • New God Skins:
  • Expelled Hel
  • Sun Wu Xing Sun Wukong
  • Duke Dan de Lyons Anhur
  • Squirrel Squad Ratatoskr
  • Centurion Mercury
  • Constable Moosejaw Chiron
  • Susano Masteries
  • New Voice Packs:
  • Expelled Hel
  • Sun Wu Xing Sun Wukong
  • Duke Dan de Lyons Anhur
  • Squirrel Squad Ratatoskr
  • Constable Moosejaw Chiron

New in Smite Client 3.10 (Jun 14, 2016)

  • New God:
  • Fafnir, Lord of Glittering Gold
  • Passive: Endless Greed:
  • Fafnir gains 4 bonus gold from all minions, structures, kills and assists. Fafnir also gains bonus Protections based on the amount of gold he is currently holding.
  • Curse Strength:
  • Fafnir hurls his hammer forward, dealing damage (100/140/180/220/260 +50% of your Magical Power) to enemies in its path. If Fafnir hits a god the hammer stops short and Stuns them for 1s. The Stunned god also radiates out a cursed pulse, Slowing (20/25/30/35/40%) them and nearby enemies for 3s. Cost: 60/65/70/75/80. Cooldown: 15s.
  • In dragon form, this ability deals increased damage (50/70/90/110/130 +25% of your Magical Power) that ticks every second for 3s. Also, the cursed pulse shreds Protections (20/25/30/35/40%) in addition to Slowing.
  • Coerce:
  • Fafnir coerces his allies into fighting harder, boosting Attack Speed (10/20/30/40/50%) for 5s and healing himself (50/80/110/140/170 +40% of your Magical Power). While Coerce is active Fafnir does additional bonus Magic Damage (5/10/15/20/25% of the target’s power.) whenever the affected ally damages an enemy. Cost: 50s. Cooldown: 13s.
  • In dragon form, This ability has a larger area of effect and can buff multiple allies.
  • Underhanded Tactics:
  • Fafnir leaps to a target location and executes a despicable strike, dealing damage (80/120/160/200/240 + 60% of your Magical Power) and disarming enemies in front of him for 2s. Cost: 70s. Cooldown: 18s.
  • In dragon form, Fafnir can leap much further. Also, this ability deals increased damage (40/60/80/100/120 + 30% of your Magical Power) that ticks every second for 3s and Fafnir Stuns the enemy closest to him for 2s in addition to Disarming.
  • Dragonic Corruption:
  • Fafnir transforms into a terrifying dragon and is untargetable during the process. When he emerges in dragon form, nearby enemies are poisoned, taking damage (80/100/120/140/160 + 40% of your Magical Power) every second for 3s. He remains in this form for a duration or until the ability is activated again. As a dragon, his abilities have additional effects and his basic attack changes to a Dragon Breath that deals damage (10/15/20/25/30 + 10% of your Magical Power) 3 times per second. Dragon Breath can not proc item hit effects. Cost: 100. Cooldown: 90s.
  • New God Skins:
  • Aphra Cadabra Aphrodite
  • Ski Patrol Skadi
  • Demon King Ravana
  • Nile Stalker Sobek
  • Wyrm Slayer Ullr
  • Covetous Fafnir
  • Jing Wei Mastery Skins

New in Smite Client 3.9 (May 25, 2016)

  • Ratatoskr Rework:
  • Passive: Acorn of Yggdrasil:
  • Ratatoskr spawns with a powerful Magic Acorn from the World Tree in his inventory, replacing his item slot for boots. He can upgrade this acorn through the item store from anywhere on the map to increase his Power and Movement Speed. The fully upgraded acorn adds self healing (20 + 40% of your Physical Power) to his abilities.
  • Dart:
  • Ratatoskr dashes forward, damaging (100/140/180/220/260) to 80% of your Physical Power) and slowing enemies (20/25/30/35/40%) for 3s. Dart pierces through minions and stops at the first god hit. Also, Dart’s cooldown is reduced by 2s for each enemy god hit by Flurry or Acorn Blast. Cost: 50/55/60/65/70. Cooldown: 12s.
  • Flurry:
  • Ratatoskr spins around in a flurry of attacks, damaging nearby enemies (25/40/55/70/85 + 20% of your Physical Power) and reducing their Physical Protections (2/3/4/5/6%) up to 4 times. Cost: 60/65/70/75/80. Cooldown: 12s.
  • Acorn Blast:
  • Ratatoskr shoots a blast of three acorns forward in a cone, each dealing (50/65/80/95/110 + 30% of your Physical Power) damage. Enemies hit by more than one acorn will take additional damage and enemies hit by all 3 acorns are stunned for 1s. Cost: 60. Cooldown: 10s
  • Through The Cosmos:
  • Ratatoskr charges up then leaps from the ground to a branch above his head. He may jump to 2 more branches before choosing a landing location. Upon landing he deals (200/260/320/380/440 + 70% of your Physical Power) damage and Knocks up enemies. Through the Cosmos can be canceled or timed out from any of the branches, causing Ratatoskr to strike down at the current target location. Cost: 100. Cooldown: 90s.
  • New God Skins:
  • Einherjar Chaac
  • Storm Jarl Chaac
  • Valkali Kali
  • Blood Jarl Kali
  • Sand Warden Anhur
  • Searing Sun Hou Yi
  • Skadi Mastery Skins

New in Smite Client 3.7 (May 11, 2016)

  • Storm Kata:
  • Susano moves thrice in quick succession; after each attack he has up to 3s to fire the next one.
  • First Attack : Attacks all Enemies in a cone dealing 70,105,140,175,210 (+90% of your Physical Power).
  • Second Attack : Attacks all Enemies in a circle dealing 70,105,140,175,210 (+90% of your Physical Power).
  • Third Attack : Dashes Forward.
  • Cost: 60/65/70/75/80. Cooldown: 16/15/14/13/12s.
  • Wind Siphon:
  • Susano commands the winds to blow, dealing 60,75,90,105,120 (+25% of your Physical Power) damage in a cone in front of him. Enemies in the center of the attack are pulled towards him.
  • Cost: 80/75/70/65/60. Cooldown: 18s.
  • Jet Stream:
  • Susano throws forward a gust of air which creates a whirlwind, dealing 20,35,50,65,80 (+30% of your Physical Power) damage every .75s for 3s. He may activate this ability again to teleport to the whirlwind. If the initial gust hits an Enemy, the whirlwind surrounds and travels with them, and teleporting to the Enemy reduces this cooldown to 6s.
  • Cost: 45/50/55/60/65. Cooldown: 17/16/15/14/13s.
  • Typhoon:
  • Susano summons a hurricane at his location that pulls Enemies towards the center while growing to up to twice its size. Susano may activate this ability again to launch the storm in the direction he is facing, knocking up opponents in its path and dealing 160,210,260,310,360 (+140% of your Physical Power).
  • Cost: 80/85/90/95/100. Cooldown: 100s.
  • New God Skins:
  • Scarlet Storm Susano
  • Vicious Apollo
  • Riftshaker Janus
  • Joki Loki
  • Last Laugh Loki
  • Jag.rar Xbalanque
  • Red Vengeance Nemesis
  • Raijin Mastery Skins

New in Smite Client 3.6 (Apr 13, 2016)

  • Jing Wei : The Oathkeeper:
  • Passive : Rapid Reincarnation:
  • When exiting the fountain, Jing Wei prepares for takeoff and then ascends into the sky, allowing her to fly over obstacles at an increased speed.
  • Duration: 5s.
  • Persistent Gust:
  • Jing Wei creates a gust of wind that deals (90/140/190/240/290 +90% of your Physical Power) damage and knocks up enemies when summoned. The gust persists for 6s and continues to knock up and deal additional (10/20/30/40/50 +5% of your Physical Power) damage to enemies every 1s. If Jing Wei walks onto the area, she is knocked up and gains an attack speed buff for 5s. Cost: 70/75/80/85/90. Cooldown: 14s.
  • Attack Speed Buff: 25%.
  • Explosive Bolts:
  • Jing Wei loads her crossbow with explosive bolts that augment her next 3 Basic Attacks. These attacks are wider, have increased critical chance, and deal area of effect damage. Cost: 70. Cooldown: 16s.
  • Critical Chance: 5/10/15/20/25%.
  • Agility:
  • Jing Wei dashes straight forward. She may use this ability while mid-air for a longer range dash and a 5s immunity to basic attack movement penalties. Cost: 75. Cooldown 20/18/16/14/12s.
  • Air Strike:
  • Jing Wei channels briefly before taking to the sky. She then flies forward and upward while covering the area below her in explosions that damage (200/280/360/420/500 +100% of your Physical Power) all enemies in the area. After her attack, she hovers for up to 2s before landing at a ground target location. Cost: 100/110/120/130/140. Cooldown: 90s.
  • New God Skins:
  • Pandamonium Odin
  • Grim Horseman Guan Yu
  • Grim Wraith Hades
  • Worldweaver Neith
  • Rakshasa Vamana
  • Reborn Jing Wei
  • New Voice Packs:
  • Pandamonium Odin
  • Grim Horseman Guan Yu
  • Grim Wraith Hades
  • Updated God Skins:
  • Awilix Mastery Skins

New in Smite Client 3.5 (Mar 30, 2016)

  • New God Skins:
  • Ordo Solarus AMaterasu
  • K-9 Anubis
  • Protect and Support Bundle:
  • Peacekeeper Athena
  • Enforcer Athena
  • This bundle is available March 29th to April 12th.
  • New Voice Packs:
  • Ordo Solarus Amaterasu
  • K-9 Anubis
  • Protect and Support Peacekeeper Athena
  • Protect and Support Enforcer Athena
  • New Avatars:
  • PS4 Beta Icon

New in Smite Client 3.4 (Mar 16, 2016)

  • Passive: Kaldr, The Winter Wolf:
  • Kaldr fights by Skadi’s side and has 2 forms: Beast and Elemental. While in Beast form he can attack enemies and be attacked. While Elemental he is immune to attacks and regenerates health over time. His forms can be controlled with Skadi’s Rune of the Hunt, but he will be forced into Elemental form if he loses all Hit Points.
  • Hit Points : 5
  • Attack Speed : 50% of Skadi’s
  • Movement Speed : 110% of Skadi’s
  • Lane Minion Damage : 1 HP lost per 5 hits.
  • Other Source Damage : 1 HP lost from any attack or ability
  • Piercing Cold:
  • Skadi throws an icy spear forward, dealing damage (90/140/190/240/290 + 80% of your Physical Power) to enemies and Slowing them for 3s. Kaldr’s basic attacks deal double damage to targets afflicted by Piercing Cold. Cost : 70/75/80/85/90. Cooldown : 15s.
  • Slow : 20/25/30/35/40%
  • Rune Of The Hunt:
  • This ability is a toggle. While toggled on, Kaldr assumes Beast form, chasing and attacking the marked enemy. If a marked enemy dies, Kaldr attacks other enemies nearby. When toggled off, Kaldr stops attacking and returns to Skadi, reverting to his Elemental form on the way. This ability can be activated at rank 0 and Kaldr gains new skills as it ranks up. Cost : None. Cooldown : .5s.
  • Basic Attack Damage : 60/80/80/100/100% of Skadi’s Basic Attack Damage
  • Rank 1 : Kaldr gains a dash attack.
  • Rank 3 : Kaldr’s kills heal him.
  • Rank 5 : Kaldr’s attacks give Skadi 10% increased movement speed.
  • Permafrost:
  • Skadi freezes the ground for 5s at a target location. The frozen area deals damage (70/100/130/160/190 +60% of your Physical Power) to enemies who set foot on it and causes gods to lose control of their movement as they slide across. Skadi’s movement speed increases by 25% while standing on the area. Cost : 70/75/80/85/90. Cooldown : 18s.
  • Radius : 16/18/20/22/24
  • Ultimate: Winter’s Grasp:
  • Snowstorms surround Skadi and Kaldr. Upon activation, enemies in range become Rooted and Kaldr is restored to full health. The storms persist for 5s while dealing damage (10/20/30/40/50 +5% of your Physical Power) to enemies every .5s and making Kaldr immune to damage. Cost : 80/90/00/110/120. Cooldown : 90s.
  • Root Duration : 1/1.25/1.5/1.75/2s
  • New God Skins:
  • Hellrider Chiron
  • Recon Artemis
  • SPL 2016 Bellona
  • Last Commando Rama
  • 2016 Season Ticket:
  • Unlock the Season Ticket and immediately earn 2016 SPL Bellona! Once unlocked players will begin to gain Fantasy Points through playing and voting, using these points to unlock rewards like Last Commando Rama or Sunstar Ra!
  • 0 – SPL 2016 Bellona Skin
  • 1000 – Sunstar Ra Skin
  • 1500 – Which Came First Avatar
  • 2000 – Enigma Chest
  • 2500 – 2016 Season Ticket Loading Frame
  • 3000 – Enigma Chest
  • 3500 – Undying Chest
  • 4000 – Good Game Emote
  • 4500 – Hinduman Announcer Pack
  • 5000 – Ticket Upgrade (More Below)
  • 5500 – Enigma Chest
  • 6000 – Peeper Ward Skin
  • 6500 – Enigma Chest
  • 7000 – Undying Chest
  • 7500 – Divine Action Theme Music Pack
  • ??? – And more! Throughout the year we will be adding additional content, chest rolls, and Skins! (Including a Tier 4 Skin.)

New in Smite Client 3.3 (Mar 2, 2016)

  • New God Skins:
  • Devil Horns Raijin
  • Reaper Tech Thanatos
  • Guttersniper Cupid
  • Epsilon Sol
  • The Undying Xing Tian
  • Sol Mastery Skins
  • New Voice Packs:
  • Devil Horns Raijin
  • Reaper Tech Thanatos
  • Guttersniper Cupid
  • Achievements:
  • Sun Wukong:
  • That's Not Me: As Sun Wukong have your decoy deliver the final blow to an enemy.
  • Eye of the Tiger: As Sun Wukong get fifteen tiger stuns in a single match.
  • Xbalanque:
  • More POWER: As Xbalanque get a fully stacked passive before the fifteen minute mark in a game.
  • It’s so Dark: As Xbalanque kill an enemy who was stunned by your Ultimate.
  • Raijin:
  • Go My Friend: As Raijin do damage to three or more enemies with his minion Raijuu.
  • Drums in the Distance: As Raijin hit an enemy at the max range in your Ultimate.
  • Misc:
  • Updated Popular Items Tab:
  • Popular items should now show the top 10 items purchased on a God by game mode. Previously it did not make the distinction of modes.
  • Note: There are known issues expected on PTS for this change.
  • New Player Experience updates:
  • There have been a large number of adjustments to the various popups and the general flow that new players will experience to ensure they are more prepared for each game type.
  • Recommended Queue tags updated for training.
  • When players reach different milestones they will see different Recommended Queue tags.
  • When players queue for a mode for the first time they will be provided with more detailed information about the mode, as well as an option to learn more in the Tutorial.
  • General UI enhancements to alert players to rewards for completing tutorial missions.
  • New Player Quests:
  • New Players will have a series of quests that will have them exploring different aspects of the game. These quests provide varying rewards depending on the quest completed.
  • CO-OP vs AI:
  • Added Easy and Medium options for each queue
  • There are now 24 Easy Bots, and 23 Medium Bots.
  • Practice mode has now been moved into this queue.
  • Players will now need to select a checkbox that sets the gamemode to be a “Practice” match.
  • Adding Play Again Button for Group Leader:
  • Added a “Play Again” button in the end of match lobby that will allow group leaders to enter the group into another queue without having to leave the end of game lobby.
  • Item Store:
  • Consuming an item will now count as leaving the fountain for the purposes of selling back items.
  • This change is required to fix some exploit/abuse cases.
  • Full changelog: http://www.smitegame.com/new-in-smite-victory-lap-3-3/

New in Smite Client 3.2 (Feb 17, 2016)

  • New God: Raijin"
  • Passive: Static Crescendo:
  • Raijin’s drums gather static charges as he fires Basic Attacks and Abilities. When all four drums are charged, his next ability does additional damage. Basic Attacks grant one Charge.
  • Bonus Damage : +30% of your Magical Power
  • Percussive Storm:
  • Raijin pounds his drums sending forth 4 peals of thunder in a line, each growing wider as it travels. Each peal deals (25/40/55/70/85 +30% of your Magical Power) to enemies hit, and stops on the first enemy god in it’s path. Cost: 80/85/90/95/100. Cooldown: 10s.
  • This ability grants one charge of Static Crescendo each time it fires, for a total of 3 charges.
  • Raiju:
  • Raijin marks a target enemy by dismissing his ally Riaju, who hides in the enemy’s navel. While asleep, Raiju reveals the target to Raijin’s team on the minimap. The next time Raijin damages the target, Raiju awakens and claws his way out, damaging (80/125/170/215/260 + 70% of your Magical Power) the target and 4 nearby enemies in his attempt to flee. Cost: 70/75/80/85/90. Cooldown: 18s.
  • Mark Duration : 4/5.5/7/8.5/10s
  • This ability grants one charge of Static Crescendo upon first activation.
  • Thunder Crash:
  • Raijin sends a bolt of lightning crashing down at a target location, damaging and mesmerizing enemies. Raijin himself ascends into the sky and crashes down at that location shortly after, doing a second burst of damage to all enemies in the area. Cost: 70/75/80/85/90. Cooldown: 15s.
  • Lightning Damage : 20/30/40/50/60 (+20% of your Magical Power)
  • Thunder Damage : 40/60/80/100/120 (+40% of your Magical Power)
  • Raijin gains one charge of Static Crescendo for each stage of this ability, for a grand total of 2.
  • Ultimate: Taiko Drums:
  • Raijin flies above the battlefield, beating his drum 4 times to summon 4 peals of thunder in rapid succession, each a choice of three beats. Cost: 90. Cooldown: 90s.
  • Beat One : 100% Damage
  • Beat Two : 50% Damage and .5s Taunt
  • Beat Three : 50% Damage and .5s Fear
  • Base Damage : 120/150/180/210/260 (+50% of your Magical Power)
  • New God Skins:
  • Nimbus Raijin
  • Armored Scurrior Ratatoskr
  • Aracane Assassin Bastet
  • Aphrodite Mastery Skins

New in Smite Client 3.1 (Feb 3, 2016)

  • New Joust Map:
  • “It’s finally here! The new Joust map has arrived!”
  • New Chinese Joust Map
  • New Layout and Art Theming
  • New Jungle Boss
  • Upon being defeated, enemy towers are disabled for a short period of time.
  • Completely updated Titans, Towers, Phoenixes, Minions, and Jungle Monsters.
  • New God Skins:
  • Shining Heaven Amaterasu
  • Shield of the Gorgon Athena
  • Sir Pentsworth IV, Esq. Kukulkan
  • Soulless Machine Sol
  • Berzerkullr Ullr
  • Irezumir Ymir
  • New Voice Packs:
  • Sir Pentsworth IV, Esq. Kukulkan
  • Soulless Machine Sol
  • Berzerkullr Ullr
  • Irezumir Ymir
  • Kaiju Sobek (Updated)

New in Smite Client 2.21 (Jan 12, 2016)

  • Passive : Illuminating Strike:
  • Amaterasu illuminates enemies she hits with Basic Attacks. After three hits on the same target the enemy gains an Aura, exposing their weaknesses and causing them to take more damage (10%) from all sources for 5 seconds. Any other enemies that come near the afflicted target are weakened as well.
  • Max Auras Possible: 3.
  • Divine Presence:
  • Amaterasu harnesses the power of her jewel, healing herself every second for 4 seconds and providing a Buffing Aura to allies nearby. Her Auras are always active and every time this ability is activated the Aura alternates between Valor and Benevolence. Cost: 50/55/60/65/70. Cooldown: 9s.
  • Heal Per Tick: 20/30/40/50/60 (+5% of your Physical Power).
  • Valor Aura : 15/20/25/30/35 Bonus Magical and Physical Power.
  • Benevolence Aura : 5/10/15/20/25% Movement Speed.
  • Heavenly Reflection:
  • Amaterasu charges her mirror for 5 seconds. While the mirror is charging she takes decreased damage. By activating the ability again or at the end of the 5 seconds she will fire her mirror straight ahead. The mirror will charge up from successfully attacking enemies or from taking damage, and can deal up to double the base damage when fully charged. Cost: 70/75/80/85/90. Cooldown: 14s.
  • Self Damage Mitigation: 3/6/9/12/15%.
  • Mirror Damage: 50/100/150/200/250 (+60% of your physical power).
  • Full Charge Damage: 50/100/150/200/250.
  • Glorious Charge:
  • Amaterasu shines light off her sacred blade, Silencing all enemies in front of her. She then dashes forward dealing damage, piercing through minions or stopping at the first god hit. Cost: 70/75/80/85/90. Cooldown: 18s.
  • Silence Duration: 1s.
  • Dash Damage: 70/130/190/250/310 (+60% of your Physical Power)
  • Ultimate : Dazzling Offensive:
  • Amaterasu focuses the power of the heavens into an impressive three strike combination attack. The second hit will do 20% more base damage and Slow enemies. The third hit will do 40% more base damage and Stun enemies. She must hit an enemy target with each hit to progress the combo. Cost: 100. Cooldown: 75s.
  • First Strike Damage: 75/125/175/225/275 (+50% of your Physical Power).
  • Slow Duration: 2s.
  • Stun Duration: 2s.
  • New Voice Packs:
  • King of the Deep Poseidon
  • Harajuku Neith
  • Kaiju Sobek
  • New Emote:
  • Amaterasu Clap and Wave

New in Smite Client 2.19 (Dec 3, 2015)

  • New Voice Packs:
  • Demonsoul & Ebonsoul Serqet
  • Diva Aphrodite
  • Steel Scarab Khepri
  • Father Time Chronos
  • Achievements:
  • Bakasura:
  • The Butcher
  • Get 3 kills on enemy gods with the damage from Butcher Blades.
  • My Minion
  • Eat 25 minions using Eat Minion in a single match.
  • Sol:
  • Supernova
  • Hit an enemy with all 8 strikes of Supernova
  • Disparate
  • Stun 2 or more enemy gods with the trail from Disapparate.
  • Thanatos:
  • Death from Above
  • Execute 3 or more enemies in a single match using Hovering Death.
  • Reaper of Souls:
  • Silence 15 enemies out of their abilities.
  • Game Info
  • Gods
  • Items
  • Community
  • New In SMITE: Divas and Demons | 2.19
  • November 25th, 2015
  • “In the latest SMITE patch, we are introducing new skins, achievements, fixes, and balance changes for the upcoming SMITE World Championship. Demonsoul and Ebonsoul Serqet will be available in the “Demonic Pact” bundle and it’s showtime for Diva Aphrodite! We also have an initial pass on improved Co-Op AI, where you can face off against Easy or Medium AI!”
  • New God Skins
  • Serqet_Demonsoul_Banner
  • Serqet_Ebonsoul_Banner
  • Demonsoul & Ebonsoul Serqet
  • The Ebonsoul skin variant is available only for a limited time in the Demonic Pack bundle. This is a limited promotion, and after December 15th, Ebonsoul will no longer be available.
  • Aphrodite_Diva_Banner
  • Diva Aphrodite
  • Khepri_Robot_Banner
  • Steel Scarab Khepri (Odyssey Week 13)
  • Chronos_FatherTime_Banner
  • Father Time Chronos (New Year’s Chest, December 8th)
  • Isis Mastery
  • New Voice Packs
  • Demonsoul & Ebonsoul Serqet
  • Diva Aphrodite
  • Steel Scarab Khepri
  • Father Time Chronos
  • Updated Cards
  • Isis_Gold_Banner
  • Isis Mastery
  • Achievements
  • Bakasura
  • The Butcher
  • Get 3 kills on enemy gods with the damage from Butcher Blades.
  • My Minion
  • Eat 25 minions using Eat Minion in a single match.
  • Sol
  • Supernova
  • Hit an enemy with all 8 strikes of Supernova
  • Disparate
  • Stun 2 or more enemy gods with the trail from Disapparate.
  • Thanatos
  • Death from Above
  • Execute 3 or more enemies in a single match using Hovering Death.
  • Reaper of Souls
  • Silence 15 enemies out of their abilities.
  • Clash:
  • We would like to thank everyone who participated in the Clash Beta! The game-mode is going offline (December 1st) for revisions based on feedback and performance. More information on the game mode will be available in the future. We hope you all enjoyed your time in Clash!
  • Misc:
  • Co-Op – Medium Difficulty:
  • “In this patch, we are introducing a more challenging Co-Op experience by converting all four of the existing Co-Op queues to a Medium difficulty. This difficulty is by no means going to challenge the higher level players, but is meant to give a more enjoyable option to the average and new players as they become more comfortable with SMITE.“
  • For now, all of our existing Co-Op queues will be converted to the Medium difficulty, with the addition of a new Arena (Easy) queue that will continue to be recommended for our new players.
  • Co-Op queues:
  • Arena (Easy)
  • Arena (Medium)
  • Joust 3v3 (Medium)
  • Conquest (Medium)
  • Assault (Medium)
  • All of the rewards for playing the Co-Op queues will remain the same.
  • All of the Practice queues will remain at the Easy difficulty.
  • Logitech Illumination Effects:
  • Added option to Enable/Disable in Options → Controls.
  • Default will be off.
  • VGS Enhancements:
  • VVGD will now show how many seconds left till your Ultimate will be available.
  • Change to how other player skins are shown on low spec PCs.
  • Now only engages when on 32-bit machines on Minimum World Detail settings (requires restart).
  • Updated Hunter Standard/Arena Recommended Item builds.
  • Ninja Tabi → Warrior Tabi.
  • Bluestone → Death’s Toll

New in Smite Client 03.11.2015 Update (Nov 3, 2015)

  • Clan Rewards:
  • Clan Treasure Store (Individual Player Reward)
  • Can only be accessed if you’re in a Level 3 Clan.
  • The Store contains five chests.
  • Each chest has a level associated with it. Example
  • Clan Chest 1
  • Clan Chest 2
  • Clan Chest 3
  • Clan Chest 4
  • Clan Chest 5
  • Each Chest contains an Exclusive Shadow Skin along with an assortment of other items available to be rolled.
  • Chests are unlocked with player Honor.
  • When a player uses Honor to unlock a chest, that Honor is deducted from their total. This is a purchase like Favor.
  • A Player must roll three chests of a lower level, in order to unlock the next chest.
  • Clan Icons:
  • Clan Leaders can now make any player icon they own the Clan Icon.
  • Players will be able to equip this icon as their Clan Icon.
  • Players do not need to own the player icon to equip the Clan Icon.
  • Misc:
  • New God Achievements
  • Bellona
  • Rally Here!
  • 10 enemy god kills with Eagle’s Rally.
  • Master At Arms
  • Kill an enemy after having hit them with each of your weapon stances.
  • Hou Yi
  • Trickshot
  • Hit a different enemy god on all three bounces of one Ricochet.
  • The Crows Mark
  • to Knockback, Stun, and Slow an enemy god within 5s.
  • Updated purchase UI to allow (and show) more items in a bundle.
  • Redeem Promotion now has its own Tab in the Store called “REDEEM”.
  • Arena Tutorial: Fixed Ymir being told to purchase the wrong item. Ymir Happy!
  • For more information regarding item changes and balancing issues, read the full release notes: http://www.smitegame.com/new-in-smite-shadows-of-olympus/

New in Smite Client 19.10.2015 Update (Oct 20, 2015)

  • New Voice Packs:
  • King Ar-Tyr Tyr
  • iDusa Medusa (Odyssey Week 5)
  • Misc:
  • Added illumination support for supported Logitech peripherals.
  • HiRez logo
  • God Select Countdown
  • Launching Countdown
  • Level Up
  • Respawn Countdown
  • Death
  • Gold Fury Team Kill
  • Fire Giant Team Kill
  • Tower Team Kill
  • Changed pop-up message for players that leave base without purchasing items.
  • Cleaned up various small Play Screen issues.
  • For item changes and other hero-related changes, you can visit the official changelog: http://www.smitegame.com/new-in-smite-long-live-the-king/

New in Smite Client 06.10.2015 Update (Oct 6, 2015)

  • New God: Sol:
  • Passive: Unstable Manifestation
  • Sol gains Heat as she uses abilities and hits with Basic Attacks. She gains +1% Magical Power and +1% Attack Speed for every 3% Heat. At 100% Heat, Sol’s Basic Attacks gain +50% Damage. Heat decreases over time.
  • Basic Attacks : +5% Heat
  • Radiance
  • Sol burns bright, gaining a large amount of Heat, healing herself over time for (5/10/15/20/25% of missing Health over 5s) and igniting the ground around her. Enemies that walk onto the fire take (30/60/90/120/150 + 25% of your Magical Power) damage every second. This ability provides 40/50/60/70/80% Heat. Cost: 60/70/80/90/100. Cooldown: 15s.
  • Stellar Burst
  • Sol’s next Basic Attack explodes, creating a shockwave that travels out, dealing (40/70/100/130/160 + 35% of your Magical Power) damage. At full size, the wave retracts, dealing damage again and Slowing enemies. This ability provides 10% Heat. Cost: 60/65/70/75/80. Cooldown: 10s.
  • Disapparate
  • Sol burns down her manifestation, gaining movement speed (30/35/40/45/50%) and ignoring all movement penalties, while leaving a trail of fire behind her that damages enemies (20/40/60/80/100 + 25% of your Magical Power) every .5 seconds. After 3s Sol loses corporeal form for a short time and her trail explodes, Stunning enemies for 1.5s. Sol may leave her incorporeal form early. This ability provides 10% Heat. Cost: 60. Cooldown: 15s.
  • Ultimate: Supernova
  • Sol unleashes all her flame and fury from the sky, striking 8 times along a moveable ground target location. Enemies hit take (150/200/250/300/350 +50% of your Magical Power) damage are knocked back on the first strike, only taking 20% damage on successive hits. This ability generates 10% Heat. Cost: 100. Cooldown: 90s.
  • Halloween Event:
  • Arena Map Visuals
  • The Arena has been decorated for the Halloween season. The map will include many themed decorations, spooky music, zombie minions, and Siege Minion now wielding a Jack-o-lantern Bomb!
  • Tombstones
  • Upon death, all gods will now leave behind a tombstone.
  • Halloween Chest
  • Roll to unlock content from Halloweens past, as well as a chance to unlock the Exclusive Grim Mariachi Loki!
  • The rest of the hero and cosmetic changes can be found in the official release: http://www.smitegame.com/new-in-smite-solar-flare/

New in Smite Client 22.09.2015 Update (Sep 23, 2015)

  • New God Skins
  • New Voice Packs
  • New Announcer Packs
  • New Emotes
  • New Avatars
  • New Wards
  • Updated God Cards
  • Misc.
  • Item Changes
  • God Changes
  • Read the full changelog here http://www.smitegame.com/new-in-smite-alien-attacks/

New in Smite Client 0.1.1018.0 Closed Beta (Aug 20, 2012)

  • Cupid, the God of Love:
  • Passive – Lovestruck - Every hit with a basic attack gives Cupid a 3% buff to the damage or healing of his next ability. This can be stacked up to 10 times. Upon reaching 10 stacks, the next Heart Bomb or Fields of Love will stun enemies for 1s when they explode.
  • Heart Bomb - Cupid fires an arrow that overwhelms the target with love, initially causing 50/80/110/140/170 (+60% of your physical power) physical damage and slowing them by 35%. After 3s, the target’s heart explodes, dealing the same damage again to the target and all enemies within a 20 ft radius. Cost – 70/75/80/85/90 mana. Cooldown – 12s.
  • Share the Love - Cupid places 3 floating hearts at his ground target location that heal himself or allied gods for 30/50/70/90/110 (+40% of your physical power) when picked up. Cupid regens 30 mana for each heart that is picked up by an ally. The hearts persist for 8 seconds. Cost – 60/65/70/75/80 mana. Cooldown – 14s.
  • Flutter - Cupid flutters quickly forward, leaving a trail behind him for 6 seconds that increases all allies movement speed by 35%. Cupid also gains 15/20/25/30/35% attack speed for 4 seconds after fluttering! Cost – 70 mana. Cooldown – 17/16/15/14/13s.
  • Fields of Love - Cupid fires arrows of love into his ground target location, initially slowing all enemies in the area by 35%. The arrows grow in intensity until they explode, dealing 175/225/275/325/375 (+120% of your physical power) physical damage. Enemies caught within the radius are also mesmerized for the next 3s. Any damage done breaks the effect. Cost – 80/90/100/110/120 mana. Cooldown – 90s.
  • New Skins:
  • Vamana - Divine Protector
  • General:
  • Goodwill system ◦For every match that you complete in good standing, you gain a +2% favor bonus for your next match. This bonus can reach a maximum of 30% additional favor.
  • If you end the match in bad standing (left the match early, etc), your bonus will be set to 0% for your next match.
  • Quickcasting has been added to the game. ◦New keybindings have been added to allow players to quickcast their abilities. These can be found in the Settings menu as Quick Ability 1-4.
  • With quickcasting: -To fire Mummify, an Anubis player presses and holds the 2 key, aims with the mouse and then releases the 2 key to fire.
  • Solo Ranked Matches
  • A new Solo Ranked Match queue for players Level 15+ has been added.
  • Ranked matches do not allow pre-made teams at this point.
  • New Gods can’t be played in ranked matches until a “cooldown” has expired, giving time for balance adjustments and for players to learn how to counter the god through Normal matches.
  • Winning a ranked match will increase your skill rating score.
  • Losing a ranked match will lower your skill rating score.
  • Any AFK/idling will result in a skill rating penalty.
  • Bad performance relative to all other players including low in match level, low gold gained, low Kill/Assist relative to death will result in a skill rating penalty.
  • Getting reported by multiple players will result in a skill rating penalty.
  • Intentional feeding, multiple afk, or breaking the rules will result in bans including permanent bans.
  • Challenge Matches - A new queue type has been added to allow pre-made 5-person teams to challenge each other.
  • Steps to create a challenge match: -Challenge organizer clicks Play Now -> 5v5 Queue -> Create Party -> Create Challenge Match.
  • - Organizer enters Name and Password for the match like . The password is not required.
  • - The organizer invites 4 other teammates to his team
  • - The organizer then joins the challenge match, entering the name and password and then they are queued for the match.
  • - Another player creates a challenge team and joins the challenge match, entering the same name and password.
  • - Invites are sent to both teams once they are both queue for the same challenge match.
  • LFG chat channel - Type /lfg in the System channel to join the Looking for Group channel.
  • You are removed from this channel when you join a match and must opt back in between matches by typing /lfg again.
  • /help is available in the system chat window to review chat commands.
  • Players should no longer get stuck inside of Ymir’s ice wall, Anhur’s obelisk and Odin’s spears.
  • Targeting mode issues have been fixed for Hel and Agni.
  • Resolved a few mouse cursor issues to reduce the potential of losing your cursor within the game.
  • More wildlife added to the map.
  • Vocal taunt loops are no longer playing at the end of the match automatically. Players now have to spam their taunts manually.
  • Match intro’s are now only played for your own god.
  • Tower projectiles will not longer hit map walls. They will always hit their target.
  • Request password and username has been added to the login screen.
  • Interrupting recall now cancels the sound and FX. A few exceptions remain.
  • Scroll bar has been added to the Lore sections of the god cards.
  • UI:
  • The Main Menu and Game Lobby will be under construction for the next several patch cycles while we migrate to an improved Game Lobby UI. In this patch, a consistent and persistent chat window now displays in the game lobby, match lobby and end-of-match lobby. Additional changes will be coming in later patches.
  • New treatment for knowing the availability of teammates’ ultimates has been added on the HUD.
  • Jungle Camps:
  • Gold Fury entrance has been widened.
  • Gold Fury now passes through all gods that are not her target.
  • Item Store:
  • Recommended Items filter in the store now sorts by the recommended purchase order instead of by price.
  • Circlet of Focus -The Passive on this item has been changed: +Hitting with your basic attack gives you a 20% chance to make your next ability within 5 seconds cost no mana.
  • Vampiric Shroud ◦Reduced the MP5 and HP5 from 5/10/15 to 4/7/10.
  • Gods:
  • Anubis - Death Gaze: Changed this ability to have a ground target before firing.
  • He Bo - Water Cannon: FX changed to better indicate the length of the attack.
  • Vamana - Umbrellarang: Fixed an issue where this ability didn't always hit on its return path.
  • Ymir - Shards of Ice: Changed this ability to have a ground target before firing.

New in Smite Client 0.1.953.0 Closed Beta (Jul 6, 2012)

  • New Skin:
  • Hades – Soultaker
  • General:
  • Various match-making improvements to get similarly experienced and ranked players playing together.
  • Buff belt timings tweaked to prevent overlapping.
  • Minotaur is now invulnerable until a Phoenix has died in a lane.
  • Additional FX have been added to each skin purchased from the store.
  • Surrender votes should now always work when successful.
  • Players are no longer able to call certain commands from their clients (suicide and fov, specifically).
  • Players may now change their name inside the game using Gems.
  • HUD:
  • Recall progress bar has been added to the hud when recalling.
  • Minimap can now be scaled separately from the hud in the settings menu.
  • Item Store:
  • New short descriptions have been added to each item in the left panel to make it easier to quickly identify the benefits you are after.
  • New category filter has been added for auras.
  • Font size has been increased on the left panel.
  • Your three ability slots now appear on the bottom of the store when selecting the Ability filter. Consumable slot treatment will come in the next patch.
  • Any items that reduce protections have now been added to the Penetration filters.
  • Selling items now uses the total cost instead of the current rank.
  • Auras
  • All items with aura effects no longer stack, as intended. The only exception is Mystical Mark, which does damage to enemies in a radius.
  • Midgardian Mail
  • The change to slow enemies movements and attack speeds is now limited to only gods.
  • New Items:
  • Fatalis
  • This item provides critical strike chance, attack speed and movement speed.
  • Gods:
  • Guan Yu:
  • Cooldown reduction now properly applies to the abilities at the time they are used. If Tranquil Gift heals an allied player, the cooldown starts with 2 seconds removed. If Warrior’s Will hits an enemy player, the cooldown starts with 2 seconds removed. This change allows for greater variance between using these abilities in the right and wrong situations.
  • Tranquil Gift
  • Cooldown increased from 6 seconds to 10 seconds.
  • Magical power contribution has been reduced from 50% to 35%.
  • Warrior’s Will
  • Cooldown increased from 6 seconds to 10 seconds.
  • Magical power contribution has been reduced from 60% to 50%.
  • Taolu Assault
  • Cooldown increased from 13 seconds to 15 seconds.
  • Base damage per hit has been decreased from 20/30/40/50/60 to 15/20/25/30/35.
  • Magical power contribution has been reduced from 20% to 15% per hit.
  • Tactician’s Advantage
  • Base starting damage has been reduced from 100/125/150/175/200 to 75/100/125/150/175.
  • Magical power contribution has been reduced from 30% to 20%.

New in Smite Client 0.1.944.1 Closed Beta (Jun 29, 2012)

  • New God:
  • Guan Yu, the Saint of War
  • Passive – Fortified Defense
  • Guan Yu gains +20 physical and magical protection when he is near friendly or enemy structures.
  • Tranquil Gift
  • Guan Yu’s tranquil leadership is infectious and, when focused, heals himself and his allies for 50/85/120/155/190 (+50% of your magical power). Healing friendly gods reduces all cooldowns by 2s. Cost – 50/60/70/80/90 mana. Cooldown – 6s.
  • Warrior’s Will
  • Guan Yu charges forward, his Green Dragon Crescent Blade extended in front of him. After passing through the area, enemies are damaged for 90/150/210/270/330 (+60% of your magical power) magical damage and slowed by 25% for 2s. Hitting enemy gods lowers all cooldowns by 2s. Cost – 50/60/70/80/90 mana. Cooldown – 6s.
  • Taolu Assault
  • Guan Yu spins his blade in a controlled but furious display, slicing enemies for 20/30/40/50/60 (+20% of your magical power) magical damage every .4s for 4s. Each hit debuffs the enemies protections by 10 while buffing Guan Yu the same amount, up to 30, for 3s. Guan Yu is immune to knockback for the duration. Cost – 60/65/70/75/80 mana. Cooldown – 13s.
  • Tactician’s Advantage
  • Guan Yu attacks 3 times. Enemies hit take damage of 100/125/150/175/200 (+30% of your magical power) magical damage and are slowed by 25% for 2s. Enemies hit a 2nd time take damage +50% and are silenced for 2s. Enemies hit a 3rd time take damage +100% and are stunned for 2s. Guan Yu is immune to crowd control for the duration. Cost – 80/90/100/110/120 mana. Cooldown – 90s.
  • General:
  • End of Match Lobby tweaks:
  • Player name now shows on the left instead of god name.
  • Changed Wins to Victory.
  • Moved Deaths over Assists.
  • Skin cards now appear on the transition screen into a match.
  • Blue targeting arrow is now on by default. You can disable this from the settings menu.
  • Chat box while in party chat will no longer lose focus.
  • Ground targets are now cancelled when dying.
  • Players that reported their screen going black when playing certain gods has been addressed.
  • Muting teammates is now working again.
  • Kills that occur before the match starts now properly gives players credit.
  • Match invite no longer shows 00:00 on the timer after accepting the invite.
  • Match invite no longer shows ‘…of 9 players’ and will always say ‘…of 10 players’.
  • Fixed an issue where players disconnecting would not preserve their respawn time.
  • HUD:
  • While selling items at the store, players abilities and items would disappear from their hud. This should no longer occur.
  • Gods:
  • Hades:
  • Magical protection now increases .9 per level, as intended.
  • Pillar of Agony:
  • Damage now does not require line of sight.
  • Hel:
  • Hel’s auto attack now properly activates on-hit items, like Polynomicon.
  • Vamana:
  • Passive – Sleeping Giant
  • Taking damage from enemy gods now properly reduces the cooldown of Vamana’s ultimate at all ranks.
  • Each hit from enemy gods now reduces the cooldown of his ultimate by 1s each hit instead of 2s.