This is an archive of patch notes originally posted on 10 Apr 2024.

Smite

Dapper Denizens | 11.4 Update Notes

Posted by TitanDandy on

SMITE 2 Founder’s Edition Dive into the next generation of SMITE with the SMITE 2 Founder’s Edition!

Pick up a SMITE 2 Founder’s Edition on Steam, Epic Games, Xbox, or PlayStation coming next Monday, April 15 to guarantee game access for our Closed Alpha Weekend Test Events this May along with a TON of other in game loot including Cross-Gen Skins in SMITE 1 and 2, Avatars, Badges and more!

Don’t forget, purchasing a Founder’s Edition will also DOUBLE your Legacy Gems in SMITE 2 alongside unlocking all of the SMITE 2 Gods that will be released, Forever!

We can’t wait for you all to get your hands on SMITE 2 and to start building the game alongside you during Closed Alpha. Get ready to join us with a Founder’s Edition starting next Monday, April 15!

For more information, check out the official blog HERE

New God Skins Cross-gen Pass | Dapper Denizens
  • Cross-Gen Pass: Dapper Denizens (600 Gems)
  • Cross-Gen Pass: Dapper Denizens Plus (1200 Gems)
  • You can also choose to BUY ALL to own all of the content from Day 1!
  • Paid Track Items:
      • Dapper Catter Bacchus
      • Vizier Eggbert Beakington Ra
      • Dapper Mousey Avatar
      • Dapper Mousey Global Emote
      • Esquire Title
      • Vizier Eggbert Beakington Avatar
      • Dapper Catter Announcer Pack
      • Vizier Eggbert Beakington Jump Stamp
      • Dapper Denizens Level Up
  • Free Track Items
    • Dapper Catter Avatar
    • Charcuterie Death Stamp
    • Fancy Pipe Recall Skin
Bug Fixes
  • UI
      • Loading Frames
        • Fixed several Loading Frames from Year 10 that had recently developed issues loading the correct art. Any recently disabled Loading Frames will be re-enabled upon the release of this patch.
    • General Gameplay
      • Domination
        • Fixed an issue where Domination was not counting towards First Win of the Day, and was not showing correctly in Match History.
      • Multi-queue
        • Resolved an issue where Players had been able to Multi-queue for Ranked modes, and not able to undo those preferences. Multi-queue should now be restricted to the displayed normal modes only.
  • Gods
    • Zhong Kui
      • Fixed an issue where Zhong Kui could stop gaining stacks of his passive (Demon Bag) after being revived by Alternate Timeline.
    • Vamana
      • Fixed an issue regarding the order of which his stat gains from Sleeping Giant are applied. This ordering corrects behavior that prevented Power from his Passive being increased by effects such as Spartan Flag, or Attack Speed from his Passive increasing Silverbranch Bow stacks.
    • Nut
      • Fixed an issue where Nut’s “Event Horizon” achievement progress was only counting the inner circle of her ultimate.
    • The Morrigan
      • Fixed an issue with Changeling (The Morrigan Ultimate) impacting how Ranked Matchmaking Rating gains and losses were calculated. The Morrigan will be unbanned in Ranked modes upon the release of this patch.
Balance Live with the 11.4 Update
Game Modes
General
We have seen frequent feedback around the state of snowball, and we agree that at the moment, it is very difficult for players to meaningfully leverage their leads. Over the past few years, we have made several small adjustments to anti-snowball mechanics that have added up to the state we are in now, and we agree that it’s time to walk some of those back. There will be a few small adjustments across several mechanics in order to test the waters and gather critical data, and if we need to make further changes, we plan to do so swiftly in future patches.
  • Kill Rewards
    • Decreased bonus XP for low level players killing higher level players from 0.3x to 0.2x
Conquest
In line with adding more early game agency, we are adding a brand new early game oriented neutral objective on the Solo side of the map. This objective is designed to be solo-able by Junglers over a long period, but will be much more efficiently done if split between 2-3 players. Much of the early game is slowed down by the predictability of ganks, so our goal is to create a point of contention away from the lanes that will also allow the victorious team to have a much easier time controlling their jungle paths and vision. Even if the enemy players don’t care to ward (which they should!), this objective grants global Gold and XP, so it’s an excellent way to contribute to your team’s coffers!
  • New Objective: The Bull Demon King
    • The Bull Demon spawns from 2 minutes until 15 minutes in the Fire Giant Pit
      • The Fire Giant now spawns at 15 minutes, moved from 10 minutes
      • The Flaming Speed Achievement has been adjusted from 10:30 to 15:30
    • Killing the Bull Demon awards global Gold, global XP, and a team-wide buff, Bull Demon’s Sight, for 60 seconds
    • Bull Demon’s Sight reveals all enemy wards on the map for the duration of the buff, making them killable
    • The Bull Demon respawns 2 minutes after being defeated
    • Jungle starter items can be used against the Bull Demon
    • Stats
      • Health: 2350 + 350 every 3 minutes from match start
      • Physical Power: 100 + 10 every 3 minutes from match start
      • Physical Protection: 38 + 8 every 3 minutes from match start
      • Magical Protection: 26 + 6 every 3 minutes from match start
      • Gold: 55 + 5 every 3 minutes from match start
      • XP: 110 + 10 every 3 minutes from match start
Conquest’s Jungle Bosses have always been difficult to fight around, as it is usually the team that pulls them that ends up losing the following engagement. We have felt that the debuff the Furies apply to the player tanking them have been so powerful that they have disincentivized many teams from even attempting it until later in the match.
  • Gold Fury
    • Gold, Oni, and Primal Fury debuffs have been reduced from 5% per stack to 4% per stack (30% at max stacks to 24% at max stacks)
In a similar vein, fighting over Mid Harpies has been rather difficult, especially doing them solo. Taking down their damage just a hair will allow players to get back into the fight feeling more prepared to take whatever comes next.
  • Mid Harpies
    • Reduced Physical Power from 20 to 16
The Nagas have not felt like they hit the mark in terms of impact and contention. As such, we are shifting value out of the side buff camps and into the Nagas to more evenly spread the love.
  • Nagas
    • Base Gold increased from 45 to 55
    • Base XP increased from 80 to 90
Despite nerfs to the Carry farming efficiency, we were still noticing that, on average, the Duo lane had a significant farm advantage over the other lanes. As mentioned above, much of this farm has since been transferred to the Nagas.
  • Shield Buff
    • Base Gold reduced from 45 to 35
    • Base XP reduced from 70 to 60
    • Shield Buff’s small guards have been removed, leaving only the Scorpion
    • Gold and XP between the Shield and Cooldown Buffs now match
In addition to the Gold and XP adjustments mentioned above, we will also be making a change to this buff’s effect, as it loses value the later the game goes, especially for characters that build a high amount of Cooldown Reduction. This new effect will be useful for all characters, no matter how much Cooldown Reduction they already have.
  • Cooldown Buff
    • Base Gold reduced from 45 to 35
    • Base XP reduced from 70 to 60
    • Now grants an additional effect: Every 5s, subtract 0.5s from all of your abilities currently on Cooldown
Returning back to the previous notes on snowball and early game agency, we understand that many high-skill players feel like they are not adequately rewarded for playing around enemy jungle timers, especially considering how important they were in the past. We are not planning to remove this penalty, but we do agree that invading should be a valid strategy for those who wish to employ it.
  • Invade Penalty
    • Reduced the base invade penalty from 75% to 70%
    • Note: This penalty linearly reduces to 0% by 10 minutes
Assault
Assault is a mode all about the randomness, but for many players, it feels extra nice to get a god you like! With 130 gods in the game, we felt like it was time to allow players a bit of extra flexibility with their rerolls, especially when it can be difficult to organize rerolls and swaps amongst other random players in the lobby.
  • God Select
    • Players can now re-roll twice!
    • Re-roll and trading time increased by 15s
Turtling is one of the biggest complaints about Assault’s early game, so we are bumping the strength of Towers down significantly – but with a catch. We have added Bastions on each team’s towerline, granting the Towers Damage Mitigation. Protecting your Bastions and destroying the other team’s will be a huge way to crack that initial early game block, not to mention adding a nice sum of Gold to your pocket when it’s all said and done.
  • Tier 1 Towers
    • Stat Adjustments
      • Health decreased from 2100 to 1750
      • Physical Power increased from 215 to 235
        • Note: Scaling per shot is unchanged
      • Protections decreased from 150 to 125
      • Added 50% Damage Mitigation
    • Bastions
      • Two bastions have been added to the Tier 1 Towers’ outer edges
      • Destroying a Bastion removes 25% Damage Mitigation from the Tier 1 Tower
      • Stats
        • Health: 1500
        • Physical Protections: 60
        • Magical Protections: 45
        • Global Gold: 50
Another mild complaint about the mode was that it was slowed down by the excess of healing amongst the Health Orbs added in our last Assault pass. In general, we are still happy with how the Orbs have allowed a wider variety of characters to feel viable, but we want to increase lethality just a hair by shifting up their spawn times.
  • Health Orbs
  • The central two Health Orbs’ initial spawns have been staggered
      • The center lane Health Orb spawns at 1:00 (unchanged)
      • The side-lane Health Orb spawns at 2:30
With the lane being so long, we want to make sure players are getting back to the action quickly. This buff is designed to not persist during any actual PvP combat, and instead should allow players to get back into the action sooner.
  • Fountain Movement Speed
    • When leaving the Fountain, players are now granted a temporary Movement Speed boost with a variable duration depending on how many Towers are still alive
    • When the Phoenix is down, players will no longer have the Movement Speed buff out of the Fountain
    • Note: The pre-match Movement Speed buff remains unchanged
Domination
  • Ticket count raised from 500 to 600 – a 20% increase
Duel
In the last Duel banlist, we said goodbye to all the older gods from SMITE’s early years. Now we’re taking the reverse – out with the new and in with the old! Every god from Season 5 onward is banned!
  • Unbans
    • All Gods currently banned are unbanned

Bans

  • Nut
  • Bake Kujira
  • Maman Brigitte
  • Charon
  • Ix Chel
  • Martichoras
  • Surtr
  • Maui
  • Ishtar
  • Lancelot
  • Yu Huang
  • Shiva
  • Atlas
  • Cliodhna
  • Charybdis
  • Morgan Le Fay
  • Gilgamesh
  • Tiamat
  • Danzaburou
  • Tsukuyomi
  • Cthulhu
  • Baba Yaga
  • Mulan
  • Heimdallr
  • Yemoja
  • Persephone
  • Olorun
  • Horus
  • Set
  • Jormungandr
  • Merlin
  • King Arthur
  • Hera
  • Pele
  • Baron Samedi
  • Chernobog
  • Achilles
  • Cerberus
Nerfs
Sphinx’s Baubles As mentioned in the 11.3 Bonus Balance notes, we have seen much discussion over this game-warping item. From our data, we have noted that, while it isn’t specifically overperforming to an extreme, it has caused much frustration across a number of characters. Even if we adjusted every offender, it felt like a much cleaner solution to slow down how soon Bauble could be bought by really pushing it into the luxury price range.
  • Increased Cost from 2450 to 2900
Conduit Gem With this Starter getting adjusted in the previous patch, we have noticed a significant uptick in its use in Solo for clearing. Its early game presence has beaten out many Warrior clear options, so we are adjusting it to be more in line with its Physical counterparts.
  • Decreased Minion Damage per stack from 2 to 1
Pele While this may seem like a strange adjustment, later in the notes, we go into detail on a significant timing pass to many abilities. Pele has received a very big adjustment to Eruption, so we are, in turn, taking its damage down slightly. Eruption
  • Decreased Inner Damage from 70/115/160/205/250 to 60/105/150/195/240
  • Decreased Outer Damage from 140/180/220 to 130/170/210
Items
NEW – Stormseeker This brand new bow is designed for players who are willing to start fighting early and often, or for those who are confident in their aim. The more accurate a player is, the faster the storm will build, growing in strength (in this case, Attack Speed) until it is an unbridled force of nature!
  • Builds off of Hunter’s Bow
  • 1900g
  • +15 Physical Power
  • +20% Attack Speed
  • PASSIVE – When you hit an enemy god with a Basic Attack, gain a permanent stacking Attack Speed buff. Each stack grants 0.15% Attack Speed for a max of 999 stacks.
NEW – Equinox With the introduction of Golden Shard, we have seen a stark decrease in the purchase rate of Golden Blade. As such, we have opted to remove it to add a brand new option to the table for Assassins and Warriors. This item is designed to grant an extra bit of sustain in the jungle or in lane, but to also transform into a deadly tool of destruction against foes with their backs turned. It also allows for physical melee characters to have stronger DPS against objectives – assuming they’re not the ones tanking them!
  • Golden Blade has been removed from the game
  • Builds off of Thousand Fold Blade
  • 2200g
  • +25 Physical Power
  • +20% Attack Speed
  • +7% Movement Speed
  • PASSIVE – When you hit an enemy with a Basic Attack from the front, you heal for 2 + 1 Health per level, doubled against gods. When you hit an enemy with a Basic Attack from the back, you deal an additional 15 + 3 Physical damage per level.
Arondight Even with the somewhat recent addition of Movement Speed to this item’s stats, Arondight hasn’t seen much play compared to its alternatives this year. To encourage more build diversity in the Jungle for Assassins, we are making Arondight a more attractive choice with a few simple buffs across the board.
  • Decreased Cost from 2600 to 2500
  • Increased Buff duration from 8s to 10s
  • Increased Passive Damage from 20 to 30
Gem of Isolation Back in Patch 10.1, these items were both given an internal cooldown along with an increase of their debuff durations. Neither have been a commonstay in builds since this time, and one frequent suggestion has been to increase the ability for players to consistently Slow their enemies – and this change is intended as a big step in that direction!
  • Decreased Passive Cooldown from 5s to 2.5s
Frostbound Hammer
  • Decreased Passive Cooldown from 5s to 3s
Fighter’s Mask Much like the above changes, this is another push for an under-bought item to be considered in more builds. Players should not feel quite as squishy now, especially at higher levels, for only a small trade-off in damage dealt.
  • Decreased Damage Taken debuff per level from 0.25% to 0.1%
  • Decreased Damage Dealt buff from 6% to 5%
Divine Barrier Though it is rarely bought, Divine Barrier is powerful in the right situations. We’re making this Relic and its upgrades a little easier to place and reducing its Cooldown so that players are able to find scenarios to use it more often. Additionally, Blessed Barrier’s damage increase did not feel as impactful as we had hoped, so that has been increased too.
  • Increased Deploy Range from 20 units to 30 units
  • Reduced Cooldown from 110s to 100s
  • Greater Divine Barrier
    • Increased Deploy Range from 20 units to 30 units
    • Reduced Cooldown from 90s to 80s
  • Blessed Barrier
    • Increased Deploy Range from 20 units to 30 units
    • Reduced Cooldown from 90s to 80s
    • Increased Basic Attack Damage buff from 10% to 15%
Vision Shard In the ongoing battle of encouraging players to ward, we’re now matching Vision Shard’s radius with normal Wards! This is intended to make its placement more intuitive, and for it to be generally more helpful in blocking out paths with sweet, sweet vision!
  • Increased Vision Radius from 35 to 45
Wing Shard Shortly after Wing Shard was introduced, the Movement Speed it provided was quickly nerfed. Since then, we have made countless changes to Shards, including three new additions, and Wing Shard has fallen out of favor quite a bit. This change is an exact revert to its original effect, matching the power of other Shards more accurately.
  • Increased Movement Speed from 10% to 15%
Gods
Izanami Since the Jungle XP and Spawn Timer changes that came with Patch 11.1 that made Supports and Hunters reach Level 2 before the first wave, Izanami’s key strength of quickly clearing the wave and leveling up quicker has been essentially nullified. To compensate for this, we’re buffing her in ways that will help her fight in the moments that she does have that lane clear advantage, even if she doesn’t have a level advantage. Spectral Projection
  • Increased Base Slow from 18% to 20%
  • Increased Slow per stack from 6% to 10%
Fade Away
  • Decreased Cooldown from 17/16.5/16/15.5/15s to 15s
Yu Huang The Jade Emperor is simply not keeping up when it comes to the damage output of his fellow Mages. Much of that has to do with the fact that his enhanced abilities are quite powerful when he has Dao, but the frequency players are able to use them is far too low. Making him more consistently able to fight with his Dao enhancements alongside a few nice damage buffs will help him out tremendously. Master of the Dao
  • Decreased Stack time from 6s to 3s
Flames of the Phoenix
  • Increased Burn Damage per tick from 5/6/7/8/9 to 5/7/9/11/13
Dao Cultivation
  • Increased Projectile Damage Scaling from 35% to 40%
  • Increased AoE Damage Scaling from 50% to 60%
Maui Despite Maui’s capabilities in the hands of highly skilled players, he has always struggled amongst the majority of the populus. In general, we want to incentivize players to take a more approachable direction with leveling his abilities, all while granting him meaningful buffs to players at every level. General
  • Increased Attack Speed per level from 1.2 to 1.4
Solar Swing
  • Increased Stun Duration from 1.1/1.2/1.3/1.4/1.5s to 1.5s at all ranks
  • Decreased Mana Cost from 70/75/80/85/90 to 60 at all ranks
Lancelot Though this knight’s release was rather strong, he quickly took a number of nerfs he has yet to recover from. Small adjustments simply weren’t cutting it, so we wanted to give him a solid push forward with a solid combination of damage and utility to make him feel more competent at jousting his way through any foes in his path! Camelot’s Quest
  • Decreased Max Stack Count from 60 to 40
  • Increased Movement Speed per stack from 0.3% to 0.45%
  • Increased Basic Attack Damage Reduction per stack from 0.3% to 0.45%
Skilled Strikes
  • Increased Shield Damage from 40/70/100/130/160 to 45/80/115/150/185
Quick Turn
  • Decreased Cooldown from 4s to 2s
King Arthur Upon Arthur’s arrival to the battleground, it was determined that permanent cleave Basic Attacks would be too powerful alongside a variety of item effects. However, we want to continue to experiment with allowing more gods to be able to explore build paths they never have been able to before! Basic Attacks
  • King Arthur may now proc Basic Attack items with his Basic Attacks
Chang’e Chang’e and her beloved Rabbit are ready to dance with some extra pep in their step! Her passive has a wide variety of effects, so we wanted to make sure each got a meaningful adjustment. Jade Rabbit
  • Increased Rabbit Movement Speed from 3.5x Chang’e’s Movement Speed to 5x Chang’e’s Speed
  • Increased Movement Speed while dancing from 25% to 40%
  • Increased Damage Taken Debuff Duration from 4s to 5s
Heimdallr While Heimdallr is already a difficult character by nature, some parts of his difficulty stemmed from a bit of unpredictability around Piercing Sight’s landing time. By making it consistent, it will allow both Heimdallr and his foes to more easily predict when and how to play around its damage. Additionally, by allowing Heimdallr to throw his sword at a range, players are now better able to use it as a warding tool. Piercing Sight
  • Heimdallr’s sword now spawns 55 units in front of him
  • Heimdallr’s sword’s landing time is now consistent no matter how far away the sword is spawned
  • On Quick Cast, the targeter will no longer automatically appear unless the ability key is held
  • On Instant Cast, the targeter will no longer automatically appear
Surtr Although we may have freed the Fire Giant from his shackles back at the beginning of Season 10, Surtr is now fully unleashed and ready to bring his stacks to the next level. We wanted to enhance the depth of the minigame around gaining stacks, which has also allowed us to “uncap” his stacks. We are excited to see just how far players will go to reach that coveted 999! Flames of Muspell
  • Stacks increased from 200 to 999
  • Surtr gains 1 stack when hitting an enemy non-god
  • Surtr gains 2 stacks when killing an enemy non-god
  • Surtr gains 3 stacks when hitting an enemy god
  • Surtr gains 5 stacks when killing an enemy god
  • Damage per stack decreased from 5 per stack to 1 per stack
Quality of Life
Nut Convergence
  • Nut can now cancel this ability while firing to put it on cooldown and refund any leftover ammo
Cupid Share the Love
  • Cupid’s hearts now spawn closer together
Cabrakan Refraction Shield
  • Cabrakan’s Protection buff no longer wears off while he continues to take damage
Hercules Earthbreaker
  • The camera is now unlocked while Hercules is casting this ability
Excavate
  • Hercules may re-aim the boulder while he is in his prefire state
  • The camera is now unlocked while Hercules is casting this ability
Achilles Combat Dodge
  • On Quick Cast, the targeter will no longer automatically appear unless the ability key is held
  • On Instant Cast, the targeter will no longer automatically appear
Ability Timing Pass
In 11.3, we did a few small fidelity adjustments to particular abilities that felt slow, sluggish, or were otherwise mismatched from their animations. In 11.4, we are now making adjustments over a game-wide pass to improve the feel of casting and firing abilities in general. Every single ability and passive was evaluated, but adjustments have only been done for abilities that are coming out “late” in comparison to their animation, as it would be an unnecessary nerf to characters with “early” firing abilities when they have almost certainly been this way since release. Many of these adjustments are also fractions of fractions of a second, so it’s okay to not notice much of a difference on every ability. Altogether, we are hoping that players will feel and appreciate the overall improvement in responsiveness!
  • Achilles
    • Shield of Achilles
  • Ah Muzen Cab
    • Stinger
  • Ah Puch
    • Undead Surge
    • Fleeting Breath
  • Amaterasu
    • Heavenly Reflection
  • Ao Kuang
    • Dragon Call
      • Ranged attack
  • Aphrodite
    • Back Off!
  • Apollo
    • Across the Sky
  • Artio
    • Energy Surge (Maul Prey)
  • Athena
    • Confound
  • Baron Samedi
    • Life of the Party
  • Cabrakan
    • Refraction Shield
    • Tectonic Shift
  • Camazotz
    • Screech
    • Vampire Bats
  • Chaac
    • Torrent
  • Chang’e
    • Crescent Moon Dance
    • Waxing Moon
  • Charybdis
    • Basic Attacks
    • Spike Shot
    • Capsize
  • Chernobog
    • Basic Attacks
    • Vicious Barrage
    • Living Nightmare
      • Clone Basic Attacks
  • Chronos
    • Stop Time
  • Cliodhna
    • Tearing the Veil
  • Danzaburou
    • Alluring Spirits
  • Discordia
    • Golden Apple of Discord
  • Erlang Shen
    • Pin
    • 9 Turns Blessing
  • Ganesha
    • Turn of Fate
  • Geb
    • Shock Wave
  • Hachiman
    • Mounted Archery
  • Hades
    • Basic Attacks
  • He Bo
    • Crushing Wave
  • Heimdallr
    • Piercing Sight
  • Hel
    • Decay (Restoration)
    • Restoration (Decay)
  • Hercules
    • Excavate
  • Horus
    • Updraft
      • Basic Attack
  • Hun Batz
    • Overhead Smash
  • Ishtar
    • Imbue Arrows
      • Strike Shot
  • Ix Chel
    • Basic Attacks
    • Rainbow Weaver
      • Basic Attack
    • Gleaming Blast (Threads of Light)
  • Izanami
    • Basic Attacks
    • Spectral Projection
  • Jormungandr
    • Venomous Haze
    • Submerge
  • Khepri
    • Rising Dawn
  • King Arthur
    • Battle Stomp (Uppercut)
  • Kumbhakarna
    • Groggy Strike
  • Kuzenbo
    • Nene Kappa
  • Maman Brigitte
    • Explosion of Souls
  • Martichoras
    • Basic Attacks
    • Poisoned Barb
  • Maui
    • Master Fisherman
  • Merlin
    • Basic Attacks
  • Morgan Le Fay
    • Shroud of Wildfire
  • Mulan
    • Cross Strike
  • Ne Zha
    • Universe Ring Toss
  • Nike
    • Rend
  • Nox
    • Night Terror
  • Nu Wa
    • Basic Attacks
    • Shining Metal
  • Olorun
    • Focused Light
    • Consecration
    • Sanctified Field
  • Pele
    • Pyroclast
    • Eruption
  • Raijin
    • Basic Attacks
    • Raiju
  • Rama
    • Astral Barrage
  • Ravana
    • Prana Onslaught
    • Overhead Kick
  • Serqet
    • Cobra’s Kiss
    • Last Breath
  • Set
    • Skewer
  • Shiva
    • Damaru’s Tempo
  • Sol
    • Basic Attacks
    • Radiance
  • Sun Wukong
    • The Magic Cudgel
  • Susano
    • Storm Kata
    • Wind Siphon
  • Sylvanus
    • Wisps
  • Terra
    • Monolith
  • Thanatos
    • Death Scythe
  • Tiamat
    • Outburst
  • Tsukuyomi
    • Darkmoon Shuriken
      • Basic Attack
    • Caltrops
  • Vamana
    • Umbrellarang
  • Vulcan
    • Basic Attacks
    • Magma Bomb
    • Earthshaker
  • Xbalanque
    • Basic Attacks
    • Poison Darts
  • Xing Tian
    • Hook Slam
  • Yemoja
    • Basic Attacks
    • Mending Waters
  • Ymir
    • Frost Breath
  • Yu Huang
    • Basic Attacks
New God Skin Voice Actors
  • Vizier Eggbert Beakington Ra: David Autovino
  • Dapper Catter Bacchus: George Ledoux
  • Nurse Nightmare Izanami: Cat Protano
  • Phantom Seas Poseidon: Daniel Van Thomas
  • Trash Goblin Scylla: Courtney Lin