This is an archive of patch notes originally posted on 16 Jan 2024.

Smite

Year 11 | 11.1 Update Notes

Posted by TitanDandy on

New God Skins Divine Legacy The Divine Legacy is a new event in SMITE designed to reward you for your progress and achievements over each year of SMITE’s history. You earn points for your progress in each year, and your points are tallied together to give you awesome rewards in SMITE and SMITE 2!
Divine Legacy Rewards for SMITE 1:
  • Miraculous Chest – Pick Your Own Unlimited T4 Skin
  • Godly Might Chest – Pick Your Own Unlimited T5 Skin
  • Hellion King Arthur Skin (Cross-Gen)
  • Closed Beta Ace Player Title
  • Open Beta Expert Player Title
  • Season 1 Boss Player Title
  • Season 2 Master Player Title
  • Season 3 Pro Player Title
  • Season 4 Guru Player Title
  • Season 5 Champ Player Title
  • Season 6 Sensei Player Title
  • Season 7 Deity Player Title
  • Season 8 Seraph Player Title
  • Season 9 Lord Player Title
  • Year 10 Titan Player Title
Divine Legacy Rewards for SMITE 2:
  • Hellion King Arthur Skin (Cross-Gen)
  • Bunny Babe Nu Wa
  • Batter Up Hercules
  • Boss Man Danzaburou
  • Infernal Mace Chaac
  • Funky Grooves Bacchus
  • Kitsune Sage Anubis
  • Mint Choco Ymir
  • Supernova Pele
  • Eliminator Loki
  • Cyber Geisha Izanami
  • 65+ Legacy Badges

Click here for more information on Divine Legacy!

The Cross-Gen system in SMITE refers to the compatibility of in-game items in both SMITE and SMITE 2. After linking accounts, all purchased Skins will be unlocked instantly in SMITE and upon release in SMITE 2.

Battle Pass  Cross-Gen Pass: Dawn and Dusk
  • Cross-Gen Pass: Dusk and Dawn (600 Gems)
  • Cross-Gen Pass: Dusk and Dawn Plus (1200 Gems)
  • Cross-Gen Pass: Dusk and Dawn Buy All (2400 Gems)
  • Paid Track Featured Items:
    • Blight Hound Anubis (Cross-Gen)
    • Dawn Spirit Yemoja (Cross-Gen)
    • Fluffy Rabbit Cutesy Avatar
    • Fluffy Rabbit Global Emote
    • Wraith Player Title
    • Dawn Spirit Avatar
    • Blight Hound Announcer Pack
    • Dawn Spirit Jump Stamp
    • Shadow Smoke Level Up
    • 200 Gems
  • Free Track Featured Items:
    • Blight Hound Avatar
    • Shadow Skull Death Stamp
    • Skull Eyes Recall Skin
    • Dusk and Dawn Music Theme

The Cross-Gen system in SMITE refers to the compatibility of in-game items in both SMITE and SMITE 2. After linking accounts, all purchased Skins will be unlocked instantly in SMITE and upon release in SMITE 2.

Immortal Honor Event

Welcome to the Immortal Honor Event, where 2 new Cross-Gen Skins will be released every patch! The event will span all year long and be divided into four Chapters.

Keep an eye on the Immortal Honor Event all year long for a sneak preview of each God coming soon to SMITE 2, or Buy All to gear up on all the newest SMITE 2 Skins as they release at the cheapest price.

  • Skins releasing this patch:
    • Firefly Sol (Cross-Gen)
    • Blobmir Ymir (Cross-Gen)

The Cross-Gen system in SMITE refers to the compatibility of in-game items in both SMITE and SMITE 2. After linking accounts, all purchased Skins will be unlocked instantly in SMITE and upon release in SMITE 2.

Quality of Life
  • Blink and Teleport both now have altered sounds when they are from an enemy action, so that it is easier to differentiate friends from foes in the midst of action!
Bug Fixes
  • UI
      • Fixed an issue where, on PC, the button callout for Pause Vote was incorrectly shown as F6 instead of F10.
    • General Gameplay
      • Conquest
        • Multiple item and ability procs have been fixed so that they cannot proc off of Totems, such as Death’s Toll, Bumba’s Hammer, Nu Wa’s Passive, etc. Feel free to report any others that you may find!
      • Arena
        • Fixed an issue where Horus, in Arena only, could cause allied minions to get stuck in base.
  • Gods
    • Medusa (Dragonshifter)
      • Fixed an issue with the “Enemies Incoming” voice lines.
    • Charon
      • Fixed an issue where Anti-Shield was not applying in the correct way to Charon’s Damnation ability.
    • Thor (Pixel Hammer)
      • Fixed an issue where the SFX of his Berserker Barrage would extend much longer than the duration of the ability.
  • Items
    • Fixed an issue where Enchanted Trinket was providing an incorrect amount of stats.
Balance Live with the 11.1 Update
Game Modes
All Modes
With Nut’s arrival on the horizon, a brand new mechanic has appeared in the skies – Celestial Comets. These Comets are a true neutral in-lane objective that players will fight over. Damaging them spawns a number of valuable pickups, and when the Comet is no more, it all culminates in the return of Indra’s Scepter!
  • Celestial Comets
    • Starting at 90 seconds into the game, a Celestial Comet will crash down in a lane
    • As the Comet lands, it deals a small amount of damage and knocks back any god in its area
    • The Comet has 10 pips and can be damaged only by Basic Attacks
    • Each time a Comet is damaged, a Chunk will fly off of it toward whoever hit it
      • Picking up a Chunk grants 3 XP and 5 Gold
    • After the Comet is destroyed, Indra’s Scepter will spawn, which then can be picked up when only one god remains in its area
    • The Scepter will last for 90 seconds, and in Conquest, 30 seconds after it disappears, a new Comet will spawn!
    • In the modes that have Towers, when both Tier 1 towers in a lane are cleared, the Comet will stop spawning there
      • Comets will stop spawning altogether once all Tier 1 Towers are destroyed
Joust
A new year means it’s time for a new look on Joust! We are returning to the Jade Corruption map, but we will be bringing along many of the changes made in the previous map to alleviate the double tank meta.
  • The Joust map will be changing to the Jade Corruption map
    • The Camp on the Bull Demon King side will be replaced with the Attack Speed camp
    • All Camps have their buff effects updated to their Season 3 variants, excluding Speed
    • Towers and Phoenixes retain their Protection Shred effect
  • Duel will remain on the Season 3 map
Conquest
Welcome to Year 11 Conquest! Last year, we crafted a brand new, beautiful map and spent the year adding features and mechanics in each Season. This year, we have upgraded the art to include a massive update to the Chaos base as well as some subtle touch-ups across the board. The map geo has changed slightly, including two new small alcoves on each side. There are several brand new mechanics, Celestial Comets included, and beyond that, we made sure to do a pass to adjust many of the existing ones as well! The first thing we’re switching up are the Camps – specifically where they are on the map. Though a couple swaps here and there may seem small, these new locations have been a breath of fresh air and created many new engagement opportunities, even within the lanes themselves!
  • Camp Locations
    • The Green Buff and Chest Camp have swapped locations
    • Roaming Harpies will now spawn around the Green Camp
    • Shield and Cooldown Camps have also been moved to brand new locations on the outside edges of the map on their respective sides
Next up, Bastions. We have been happy to see more fighting in lane around these small objectives over the past year, but we wanted to up the stakes a little bit. They’ll be slightly harder to kill, but the reward is getting increased alongside it!
  • Bastions
    • Health increased from 750 to 1000
    • Physical Protection increased from 50 to 60
    • Magical Protection increased from 35 to 45
    • Gold reward increased from 75 to 100
We are excited to be keeping the Spirit Totems for another iteration of the map, and they will be seeing some adjustments that go in line with a couple other changes you will see further down in the notes. Spoilers! Lifesteal is getting a rework and Class Passives are being removed. Make sure you read more on that below to get a better understanding of why we are making those changes.
  • Spirit Totems
    • Crimson Totem
      • Increased Magical Lifesteal from 7% to 10%
      • Added 10% Physical Ability Lifesteal
    • Golden Totem
      • Added 5 Physical and Magical Penetration
The Cyclops Rogues have started to get creative, because they are offering a new reward to those who are able to track them down! Every other defeated Cyclops Rogue will now provide players access to their wares, being a special item shop outside of the base. This shop is unrestricted, meaning you can buy anything and everything for its duration. We are very excited to watch how players will use it, and estimate it will be a strong mechanic for teams that work together to buy at just the right times!
  • Cyclops Rogues
    • In Conquest only, every other Cyclops Rogue defeated will spawn a Jungle Shop for allies that allows you to purchase from the Item Shop within its range
    • The Jungle Shop will last for 60 seconds before disappearing
    • The Jungle Shop will always start with the second Cyclops Rogue
Since the dawn of time, Duo and Solo have been on separate sides of the map with nearly no way to interact with each other. This year, we’re introducing a brand new way to traverse the map between these lanes – Teleporters! But with a number of important restrictions, of course. Teleporting can only occur as the mid game begins, as we understand that the laning phase is a treasured part of the SMITE experience. We also wanted to make sure that this mechanic gave all players enough time and information to take appropriate action. Fights can start on one side of the map and organically shift to the other, which also can facilitate huge changes in terms of how the major objectives play out. We’re excited to see the creative new ways players will utilize this map mechanic!
  • Teleporters
    • In the location where the Shield and Cooldown Camps used to be lie two cross-map Teleporter pads
    • These pads do not unlock until 8 minutes into the game, and Nagas will guard the area beforehand
      • Naga Stats
        • Base Health: 500
        • Base Protections: 6 Physical, 10 Magical
        • Base Physical Power: 28
        • Base Kill XP: 80
        • Base Kill Gold: 45
    • To teleport from one side of the map to the other, stand on the Teleporter pad for 4.5s
      • Be wary, as you will be revealed to enemies the entire time you are on the pad, even when just crossing over them
    • When the warmup time is completed, everyone standing on the pad (including enemies) will teleport!
    • Anyone who teleports is not able to teleport again for 120s
    • After the Teleporter is used, the pad will slowly reset over 4.5s, but anyone is able to step on it to resume the teleporting warmup from where it was, meaning you can follow enemies or allies quickly after they teleport!
The Titans have fought for months outside of the bases, but it’s time they take a rest and let the gods do the work once again. This change majorly impacts the reward for capturing the Stygian Beacon, and we recognize that it is still incredibly important to have a driving force that progresses the game phases further. Thus, capturing the Beacon will now award players with something new – the Stygian Barrage. The Stygian Barrage is a result of the torrent of soul energy accumulated as the Beacon assembles, dealing damage to all active structures the enemies possess.
  • The Stygian Beacon
    • The Beacon no longer culminates in the unleashing of the Titans
    • Instead, each team that captures the Beacon will deal damage to all frontline enemy structures
    • Each time the Beacon is captured, regardless of which team captures it, the damage dealt will increase up to 3 times
      • First Capture: 500 Damage
      • Second Capture: 650 Damage
      • Third Capture: 800 Damage
    • This damage can kill Towers, but will never bring a Phoenix lower than 10% of it’s Maximum Health
Of course, with any new season comes changes to the most important neutral objective on the map, the Fire Giant! Firstly, we’ve updated the Fire Giant’s appearance to differentiate its base and enhanced form! But that’s just the beginning! The Fire Giant also has a brand new attack, Firefall, that will target the individual tanking it with a giant fiery beam from the sky, requiring them to pull it away from their team unless they want to incur the beast’s wrath. Additionally, players will now have more tools with which they can assist in a fight versus the Fire Giant by redirecting its own abilities towards the new destructible Obsidian Effigy, a feature that adds a little risk and reward to fights around it.
  • The Fire Giant
    • The Fire Giant now has a brand new attack added to its rotation, Firefall
      • This attack summons a giant beam of light from the sky, dealing damage to anyone in the area
      • Firefall will follow its target for the next 3s, then knocking up anyone who remains in the area
    • Additionally, the Fire Giant now spawns in an Effigy when it reaches 85% Health
      • The Effigy has 750 Health and 0 Protections
      • The Effigy can be damaged by both Basic Attacks and Abilities
      • When the Effigy is destroyed, the Fire Giant will take 15% more damage from all sources for 15s
    • Base Health increased from 8600 to 9050
    • Health per level increased from 350 to 370
    • Enhanced Base health increased from 10600 to 11050
    • Enhanced Health per level increased from 350 to 370
Ever since the camps were unleashed, the Conquest start has become incredibly complex where even one small mistake can be surprisingly punishing. Our biggest goal between shifting the camp locations and these spawn timer adjustments is to simplify and make it clearer for players as to where to go during the match setup phase.
  • Spawn Timing Shifts
    • Blue Camp spawn time increased from 0:00 to 0:15
    • Duo-side Speed Camp spawn time increased from 0:00 to 0:15
    • Chest Camp spawn time increased from 0:00 to 0:30
Because we are shifting up the start of the game, many base XP values across the board are getting adjusted in order to ensure players are hitting level 2 before lane. However, as you’ll notice, many base Gold values are going down. With so many mechanics adding additional Gold rewards, it’s important to keep the pace of the game feeling right!
  • XP and Gold Shifts
    • Manticore (Red Buff)
      • Base XP increased from 130 to 146
      • Base Gold decreased from 50 to 45
    • Small Manticore (Red Buff)
      • Base XP increased from 40 to 43
      • Base Gold decreased from 18 to 16
    • Satyr (Blue Buff)
      • Base XP increased from 95 to 121
      • Base Gold decreased from 52 to 47
    • Small Satyr (Blue Buff)
      • Base Gold decreased from 20 to 18
    • Centaur (Speed Buff)
      • Base XP increased from 130 to 146
      • Base Gold decreased from 50 to 45
    • Small Centaur (Speed Buff)
      • Base XP increased from 40 to 43
      • Base Gold decreased from 18 to 16
    • Chimera (Purple Buff)
      • Base XP increased from 130 to 177
      • Base Gold decreased from 50 to 45
    • Small Chimera (Purple Buff)
      • Base XP increased from 40 to 53
      • Base Gold decreased from 18 to 16
    • Dryad (Green Buff)
      • Base XP increased from 70 to 115
      • Base Gold decreased from 44 to 40
    • Small Dryad (Green Buff)
      • Base XP increased from 28 to 33
      • Base Gold decreased from 14 to 13
    • Mid Harpy
      • Base Gold decreased from 18 to 16
    • Elder Harpy
      • Base XP increased from 20 to 33
      • Base Gold decreased from 12 to 11
    • Small Harpy
      • Base XP increased from 12 to 17
      • Base Gold decreased from 8 to 7
    • Roaming Harpy
      • Base Gold decreased from 8 to 7
    • Oracle Harpy
      • Base Gold decreased from 38 to 34
    • Voodoo Oracle Harpy
      • Base Gold decreased from 38 to 34
    • Cyclops
      • Base Gold decreased from 12 to 11
    • Small Cyclops
      • Base Gold decreased from 8 to 7
    • Shield Scorpion
      • Base Gold decreased from 38 to 34
    • Small Shield Scorpion
      • Base Gold decreased from 18 to 16
    • Cooldown Scorpion
      • Base Gold decreased from 50 to 45
    • Pyromancer
      • Base Gold decreased from 85 to 77
    • Gold Fury
      • Base Gold decreased from 130 to 117
    • Oni Fury
      • Base Gold decreased from 90 to 81
    • Primal Fury
      • Base Gold decreased from 115 to 104
    • Fire Giant
      • Base Gold decreased from 150 to 135
    • Enhanced Fire Giant
      • Base Gold decreased from 150 to 135
Ranked
  • All 3 ranked modes are now Hard Reset. We will be planning to do a Soft Reset every other patch for all of Year 11 starting in 11.3
  • Bake-Kujira is now available in all 3 ranked modes
Duel
Throughout Year 11, we will be continuing to maintain the ban system we established in Duel in 10.13. We have been very pleased with the excitement around the exploration of new metas in the mode, and in the interest of keeping the mode fresh, we are also continuing discussions with Duel content creators. After proposing several ideas, we came to the conclusion that for this patch, we will be unbanning the bottom half of the banned gods from 10.13, and banning 16 gods that rose to the top in 10.13 along the same guidelines we used originally – win, pick, and ban rates. We will not necessarily use this “top 16 get banned” methodology for future patches, but we are interested in seeing the effects on the meta with old gods in and new gods out.
  • The following Gods are now banned:
    • Agni
    • Amaterasu
    • Apollo
    • Camazotz
    • Cernunnos
    • Erlang Shen
    • Fenrir
    • Gilgamesh
    • Hachiman
    • Heimdallr
    • Izanami
    • Medusa
    • Nemesis
    • Ravana
    • Sol
    • Vulcan
  • The following Gods are now unbanned:
    • Ao Kuang
    • Arachne
    • Artemis
    • Baron Samedi
    • Bellona
    • Danzaburou
    • Hera
    • Hercules
    • Jing Wei
    • Loki
    • Maman Brigitte
    • Morgan Le Fay
    • Pele
    • Set
    • Tsukuyomi
    • Zhong Kui
Recipes
We are so glad to see that players enjoyed cooking up some delightful dishes with the Recipe system. However, we are choosing to remove this system in favor of using parts of it we found the most successful and incorporating them into other core aspects of the game.
  • All Recipes are removed from the game
Shards
The first place you will see remnants of the Recipe system are in Shards. We are removing the two most statistically underpurchased Shards in favor of creating three new ones with familiar passives. We wanted to make sure that there were new, exciting choices for players while not providing innumerable permutations to have to select among from minute one. Each Shard should have its own valid use case, and we will keep close eyes on how these passive Shards stack up compared to the active ones.
  • Claw Shard and Carapace Shard are removed from the game
NEW PASSIVE SHARD – Golden Shard
  • PASSIVE – All Basic Attacks will also hit enemies within a 10 unit radius of the target for 15% of the damage to Gods and 25% of the damage to Minions and Jungle Camps.
NEW PASSIVE SHARD – Sturdy Shard
  • PASSIVE – Being hit by a hard Crowd Control creates a pulse that provides 5 + 1 per level Protections to yourself and allies within 55 units for 5s. This effect can only occur once every 20s.
NEW PASSIVE SHARD – Vibrant Shard
  • PASSIVE – Every 100 units traveled, you gain a buff that deals 10 (+15%/10% of your Physical/Magical Power) Physical Damage to the next enemy hit with your next Basic Attack or ability.

Note: You do not have to activate these Shards to gain their effects – they are always active.

Relic Quests
Recipes provided players with a way to track their micro-successes in the early game, urging them to complete their steps as fast as possible. We wanted to maintain a system similar to that, so we have incorporated that idea into a new way to interact with Relics – Relic Quests! Every Relic now is able to be upgraded for free! But in order to do so, you must complete several Quests. Each of these Quests is designed to be as equal as possible among roles, though they will most certainly be completed at different times by different roles and even a variety of gods within a single role. Ideally, most players should have both Relics upgraded to Tier 3 as they approach the end of the game. These Quests will be balanced around Conquest, so we understand that they may not be timed as nicely in other modes, which is why the fallback of purchasing Relic upgrades is still an option. We will be carefully monitoring the speed players are completing these Quests, as having access to upgraded Relics early is a big deal that is often overlooked!
  • All Relics can now be upgraded for free by completing a variety of quests throughout the game
    • Note: You may still purchase Relic upgrades for gold
  • In order to accommodate for this automatic upgrade system, all Relics will now only have one Tier 3 option
  • Tier 1 and Tier 2 Relics have unique quests that also scale depending on if the Relic is purchased first or second throughout the game.
  • Relic Quest 1 (All Tier 1 Relics)
    • Kill or assist minions
      • 1st Relic: 140 minions
      • 2nd Relic: 80 minions
  • Relic Quest 2 (All Tier 2 Relics)
    • Deal instances of damage or Crowd Control to enemy Gods. You may only gain one stack per second.
      • 1st Relic: 90 instances
      • 2nd Relic: 60 instances
Relics
Due to the way the Relic Quests function, all Relics will now only have one Tier 3 upgrade. We understand that many players enjoyed the nuance of the choice between upgrades, so we’ve made a number of changes in order to maintain the most popular effects with a couple fun surprises along the way!
  • Belt of Frenzy and Cursed Ankh are removed from the game
Additionally, we wanted to reassess the Relics individually to trim out a couple that had overlapping gameplay purposes. This has allowed us room to create a brand new Relic this patch, and possibly more in the future! We have repurposed the core effects of Frenzy and Ankh onto other Relics, so please continue reading to learn more about our thought process for each. Aegis Amulet Aegis had perhaps our closest split in terms of popularity among the Relics, but fans of Aegis of Judgement – don’t fear! Read ahead to Shield of Thorns.
  • Aegis of Judgement is removed from the game
  • Aegis of Acceleration has no changes
Blink Rune Blink was another Relic that was fairly closely matched in player favor, so we opted to add the Slow from Corrupted Blink to Scorching Blink, since that is its defining feature.
  • Corrupted Blink Rune is removed from the game
  • Tier 3 – Scorching Blink Rune
    • New effect: Enemies affected by the flames have their Movement and Attack Speed Slowed by 15%.
      • Note: This also includes the 1.5s burn duration when leaving the flame trail.
Bracer of Radiance
  • Bracer of Illumination is removed from the game
  • Bracer of Brilliance has no changes
Cloak of Meditation
  • Cloak of the Avatar is removed from the game
  • Cloak of the Ascetic has no changes
Heavenly Wings Our first recipient of a removed Relic’s effect! Heavenly is taking over the Attack Speed increase of Frenzy, leaving the niche of damage increasing to Bracer. Both Heavenly and Frenzy compete for the same gameplay action of hitting as many allies as possible, so we felt it was natural to add a bit more speed, just in a different way!
  • Hastened Wings is removed from the game
  • Tier 1 – Heavenly Wings
    • New effect: Now grants 10% increased Attack Speed
  • Tier 2 – Greater Heavenly Wings
    • New effect: Now grants 10% increased Attack Speed
  • Tier 3 – Entangling Wings
    • New effect: Now grants 25% increased Attack Speed
Horrific Emblem Horrific is the other recipient – taking over the anti-healing and anti-shielding of Ankh! In the same vein as Heavenly and Frenzy, players complete the same action when activating Horrific and Ankh, hitting as many enemies as possible, so we felt it was appropriate to combine their effects! For any old SMITE players, this combination is reminiscent of Creeping Curse from back in the day! Of course, if we just verbatim added on Ankh’s effects to Horrific, it would be an incredibly efficient and frankly bloated Relic. As such, we have removed the Attack Speed Slow (you’ll see why later) effect from Horrific and also the increased damage taken if healed effect from Ankh.
  • Emblem of Trembling Terror is removed from the game
  • Tier 1 – Horrific Emblem
    • Removed Attack Speed Slow
    • New effect: All Healing received by enemy gods is reduced by 40%, their shield effectiveness is decreased by 50%, and 75% of any currently applied shield is removed.
  • Tier 2 – Greater Horrific Emblem
    • Removed Attack Speed Slow
    • New effect: All Healing received by enemy gods is reduced by 40%, their shield effectiveness is decreased by 50%, and 75% of any currently applied shield is removed.
  • Tier 3 – Emblem of Increasing Peril
    • Removed Attack Speed Slow
    • New effect: All Healing received by enemy gods is reduced by 40%, their shield effectiveness is decreased by 50%, and 75% of any currently applied shield is removed.
      • Note: These effects are not increased by the Relic’s ability
Magic Shell
  • Fortifying Shell is removed from the game
  • Phantom Shell has no changes
Purification Beads
  • Chaotic Beads is removed from the game
  • Temporal Beads has no changes
REWORKED – Shield of Thorns Thorns has been a problematic Relic for the majority of its existence. When it feels useful for the user, it feels oppressive from the other side and vice versa. Since we removed Aegis of Judgement, we have repurposed its mechanics for Shield of Thorns, allowing the user to store damage taken and explode in one well-telegraphed go! Additionally, one big pain point of old Thorns we wanted to make sure we addressed was it being rather useless if no one is hitting you. With this rework, the user will gain Damage Mitigation while it is active, so you will always get something, even if nobody is hitting you! Finally, in comparing the two prior Tier 3 versions of Thorns, we found that Thorns of Sapping Strength was distinctly favored, so we have transferred its Cooldown reducing effect to the new Tier 3 – Thorns of Judgement!
  • Tier 1 – Shield of Thorns
    • Using this item grants you 15% Damage Mitigation as you store all damage taken over the next 3s. You then explode in a 30 unit radius, dealing 100 + 50% of the damage taken as Magical Damage, up to a maximum of 25% of an enemy’s Max Health. While this is active, enemies can only lifesteal from you for 75% of their total lifesteal.
    • Cooldown – 140s.
  • Tier 2 – Greater Shield of Thorns
    • Using this item grants you 15% Damage Mitigation as you store all damage taken over the next 3s. You then explode in a 30 unit radius, dealing 100 + 50% of the damage taken as Magical Damage, up to a maximum of 25% of an enemy’s Max Health. While this is active, enemies can only lifesteal from you for 75% of their total lifesteal.
    • Cooldown – 120s.
  • Tier 3 – Thorns of Judgement
    • Using this item grants you 15% Damage Mitigation as you store all damage taken over the next 3s. You then explode in a 30 unit radius, dealing 100 + 50% of the damage taken as Magical Damage, up to a maximum of 25% of an enemy’s Max Health. While this is active, enemies can only lifesteal from you for 50% of their total lifesteal. Each basic attack from enemy gods reduces the cooldown of this item by 0.5s.
    • Cooldown – 120s.
Sundering Spear
  • Sundering Siphon is removed from the game
  • Sundering Blast has no changes
Teleport Fragment Teleport was another close race, with Persistent barely eking out the win. As a result, we have added a weakened Heroic effect to Persistent Teleport!
  • Heroic Teleport is removed from the game
  • Tier 3 – Persistent Teleport
    • New effect: After teleporting you gain Slow immunity, 20% Movement Speed, and 40 Protections for 5s.
NEW RELICS – Divine Barrier For our first new Relic in years, we wanted to address a popular community pain point – sieging. This Relic creates a sizable wall of light that decreases enemy ranged Basic Attack damage, so lay this down in front of a Tower, Phoenix, or other objective, and the enemy ranged carries will shred it – or you – significantly slower! We also wanted to make sure this Relic had a use against non-ranged characters, so consider using it as a zoning tool since crossing it incurs a significant Slow! Or, drop it at your feet while retreating to help create distance between yourself and the enemy! For the Tier 3, Blessed Barrier, we wanted to double down on the sieging strength of this Relic by increasing your own team’s ranged Basic Attack damage!
    • Tier 1 – Divine Barrier
      • Deploy a 40 unit wide wall of divine light that reduces the damage of all enemy Basic Attacks that pass through it by 30%. Additionally, all enemies that pass through the barrier are Slowed by 30% for 3s. The barrier lasts for 30s. 
      • Cooldown – 110s.
    • Tier 2 – Greater Divine Barrier
      • Deploy a 40 unit wide wall of divine light that reduces the damage of all enemy Basic Attacks that pass through it by 30%. Additionally, all enemies that pass through the barrier are Slowed by 30% for 3s. The barrier lasts for 30s.
      • Cooldown – 90s.
  • Tier 3 – Blessed Barrier
    • Deploy a 40 unit wide wall of divine light that reduces the damage of all enemy Basic Attacks that pass through it by 30% and increases the damage of all allied Basic Attacks by 10%. Additionally, all enemies that pass through the barrier are Slowed by 30% for 3s. The barrier lasts for 30s. 
    • Cooldown – 90s.
Consumables
Up next – consumables! First and foremost, we are removing Mana Chalice because in many aspects, this item is a bait for newer players to sink their gold into. In most modes, many gods have a number of alternative Mana regen sources that don’t cost gold and they eventually gain the Mana or sustain they need through items. Additionally, it ends up taking up a precious inventory slot since many players do not end up selling it, which we want free for the new warding options we are adding!
  • Mana Chalice has been removed from the game
NEW WARD – Proximity Ward Our first new Ward has a shorter vision range than normal, but will explode if enemies get too close! Use it to ward off those pesky junglers, create an opportunity for a surprise attack, or throw it down in the midst of a chaotic team fight to grant your team a huge advantage!
  • This is a ward that allows you to see enemy movements within 20 units. It does respect line of sight and can’t see through walls or stealth. If an enemy god enters its vision range, the ward will explode after 1.5s in a 45 unit radius, Slowing enemy gods by 20% for 3s and revealing them for 10s. It remains for 5 minutes or until killed. Can only carry one at a time.
  • Cost: 75g
NEW WARD – Raven Ward Have you ever wanted to check Fire Giant’s health but been too far away to see? The Raven Ward’s got you covered! Use this new Ward to scope out your path from a distance, check camp timers, or keep an eye on any future ganks coming your way!
  • This is a ward that flies along a 500 unit line that allows you to see enemy movements within 50 units. It does not respect line of sight but can’t see through stealth. Can only carry one at a time.
  • Cost: 75g
Lifesteal Rework
Lifesteal has been an underutilized stat for a long time, as anti-heal and other counters have made it feel useless in matches with them, and insanely broken in matches without them. As such, many players have adapted to defaulting to getting some amount of anti-heal as a safeguard, which has completely eliminated Lifesteal builds as a potential higher level strategy. The biggest point we are aiming to address with this rework is its effectiveness in and out of god combat without specifically playing by the Brawling system of ages past. As such, we are differentiating the strength of Lifesteal between gods and minions because we want to encourage players to earn their healing through god combat rather than running and healing off camps or lane minions.
  • Lifesteal is being adjusted game-wide to be 50% less effective against minions
  • To accomplish this, all Lifesteal on minions has been decreased by 50%, and all Lifesteal on items and abilities have been increased by roughly 50%
  • In essence, this will decrease Lifesteal on minions by 25% while increasing Lifesteal on gods by 50%
  • Additionally, the Lifesteal caps have been raised 
    • 50% to 80% for Physical gods
    • 40% to 70% for Magical gods

Physical Items

NEW ITEM – Crimson Claws Because we are doing such a big shift to Lifesteal, what better time than now to introduce a brand new item! Crimson Claws is designed to help convert Lifesteal into a shield, which will be most helpful when getting ready before a big fight. We wanted to make an alternative to Bloodforge that is better with sustained damage that won’t necessitate getting kills to be at peak efficiency. And of course, the more Lifesteal you have, the more you will be able to keep this shield going!
  • Upgrades from Bound Gauntlet
  • +50 Physical Power
  • +20% Attack Speed
  • +15% Lifesteal
  • PASSIVE – Lifestealing from enemies while at full Health grants you the value healed as a Shield, which may not exceed 15% of your Maximum Health.
  • 2550g
Leather Cowl
  • Increased Lifesteal from 4% to 6%
Hunter’s Cowl
  • Increased Lifesteal from 10% to 15%
Leader’s Cowl
  • Increased Lifesteal from 10% to 15%
Jotunn’s Vigor
  • Increased Ability Lifesteal from 20% to 30%
Cursed Gauntlet
  • Increased Lifesteal from 4% to 6%
Bound Gauntlet
  • Increased Lifesteal from 6% to 9%
Spiked Gauntlet
  • Increased Lifesteal from 2% to 3%
Soul Eater
  • Increased Lifesteal from 6% to 9%
  • Increased Ability Lifesteal from 2.5% to 3.75%
Evolved Soul Eater
  • Increased Lifesteal from 10% to 15%
  • Increased Ability Lifesteal from 10% to 15%
Devourer’s Gauntlet
  • Increased Lifesteal from 10% to 15%
  • Increased Lifesteal per stack from 0.1% to 0.15%
Evolved Devourer’s Gauntlet
  • Increased Lifesteal from 15% to 22.5%
Bloodforge
  • Increased Lifesteal from 10% to 15%
Asi
  • Increased Lifesteal from 12% to 18%
  • Increased Passive Lifesteal from 15% to 22.5%
Serrated Edge
  • Increased Lifesteal from 10% to 15%
  • Increased Passive Lifesteal from 2% per stack to 3% per stack

Physical Gods

Bastet Nightstalker
  • Increased Lifesteal from 4 + 0.4/0.1 per level to 6 + 0.6/0.15 per level
  • Increased Ability Lifesteal from 4 + 0.4/0.1 per level to 6 + 0.6/0.15 per level
Camazotz Essence Drinker
  • Increased Lifesteal per stack from 3% to 4.5%
Cernunnos Shifter of Seasons
  • Spring Growth
    • Increased Lifesteal from 4/5.5/7/8.5/10% to 6/8.25/10.5/12.75/15%
Cliodhna Phantasmal
  • Increased Ability Lifesteal from 10% to 15%
Erlang Shen Spot Weakness
  • Increased Lifesteal from 3/6/9/12/15% to 4.5/9/13.5/18/22.5%
Fenrir Seething Howl
  • Increased Lifesteal from 20% to 30%
Gilgamesh Hero’s Advance
  • Increased Lifesteal from 7% to 10.5%
Kali Lash
  • Increased Lifesteal from 8/11/14/17/20% to 12/16.5/21/25.5/30%
Martichoras Monstrosity
  • Increased Lifesteal per stack from 0.5% to 0.75%
  • Increased Ability Lifesteal per stack from 0.5% to 0.75%
Pele Everlasting Flame
  • Increased Lifesteal from 30% to 45%
  • Increased Ability Lifesteal from 10% to 15%
Ratatoskr Acorn of Yggdrasil
  • Bristlebush Acorn
    • Increased Lifesteal from 15% to 22.5%
Ullr Wield Axes (Wield Bow)
  • Increased Lifesteal from 10/15/20/25/30% to 15/22.5/30/37.5/45%
Vamana Colossal Fury
  • Increased Lifesteal from 25% to 37.5%

Magical Items

REWORKED – Rejuvenating Heart Rejuvenating Heart was an item from the Season of Hope that just didn’t stick. As such, we’re reworking it into a new hybrid healing AND Lifesteal item that will grant your teammates benefits from your Lifestealing!
  • +55 Magical Power
  • +200 Health
  • +300 Mana
  • +15% Lifesteal
  • PASSIVE – Lifestealing off of enemy gods heals yourself and nearby allies within 40 units of you by 33% of that healing.
Vampiric Shroud
  • Increased Lifesteal from 4% to 6%
Blood-Soaked Shroud
  • Increased Lifesteal from 12% to 18%
Sacrificial Shroud
  • Increased Lifesteal from 12% to 18%
Tiny Trinket
  • Increased Lifesteal from 4% to 6%
Talon Trinket
  • Increased Lifesteal from 5% to 7.5%
Enchanted Trinket
  • Increased Lifesteal from 6% to 9%
Bancroft’s Talon
  • Increased Lifesteal from 10% to 15%
  • Increased Passive Lifesteal from 0.5 per stack (10% max) to 0.75 per stack (15% max)
Bancroft’s Claw
  • Increased Lifesteal from 10% to 15%
  • Increased Passive Lifesteal from 0.5 per stack (10% max) to 0.75 per stack (15% max)
Nimble Bancroft’s Talon
  • Increased Lifesteal from 10% to 15%
  • Increased Passive Lifesteal from 0.5 per stack (10% max) to 0.75 per stack (15% max)
Typhon’s Fang Because Lifesteal values are going up across the board, Typhon’s Fang’s base Power is being nerfed due to its conversion of Lifesteal to Power. We still want to encourage the full-commit Lifesteal style for those who wish to try it, so we are not further adjusting the conversion rate from our last change in 10.13.
  • Decreased Magical Power from 60 to 55
  • Increased Lifesteal from 10% to 15%
Pythagorem’s Piece
  • Increased Lifesteal from 6% to 9%
  • Increased Passive Physical Lifesteal from 6% to 9%
  • Increased Passive Magical Lifesteal from 6% to 9%
Soul Gem
  • Increased Lifesteal from 8% to 12%
Polynomicon
  • Increased Lifesteal from 8% to 12%
Spear of the Magus
  • Increased Lifesteal from 8% to 12%
Telkhine’s Ring
  • Increased Lifesteal from 6% to 9%

Magical Gods

Freya Brisingamen’s Blessing
  • Increased Lifesteal from 7% + 0.2% per level to 10.5% + 0.3% per level

Note: Anubis is not included in this list because his Passive grants increased Healing from Lifesteal, which will adjust accordingly without needing value changes.

Stacking Item Refresh
Stacking items are a long-standing pillar of SMITE that has persisted through nearly 10 years of changes. Despite how well-loved they are, they come with a couple problems in their core design – whether that’s competing for stacks with fellow teammates, feeling like you aren’t able to fight until they’re done, or *barely* missing that last hit. In order to remedy this, we are removing the last-hit-kill requirement from the core four stacking items! Instead, players will earn stacks by dealing damage, and earn double the stacks when hitting enemy gods! Ideally they will still finish stacking at about the same time playing normally, but we expect to see those willing to get active finish stacking even sooner! Finally, the last great positive coming out of this change will be that these items are now unbanned in Assault and you won’t be hearing any more spam VSS calls if you buy them in Arena or Joust!
  • All last-hit-kill stacking items are being reworked to now gain stacks from dealing damage to enemies.
  • Dealing damage to enemy gods grants double the contribution toward stacks, meaning you can now stack these items faster by actively fighting enemies or poking them.
  • These items are unbanned in Assault
Devourer’s Gauntlet
  • Gain stacks by dealing a total of 30,000 damage to gods or minions
  • Max stacks decreased from 75 to 50
  • Gain 0.4 Physical Power, 0.2 Physical Penetration, and 0.15% Physical Lifesteal per stack
  • Gain a total of 20 Physical Power, 10 Physical Penetration, and 7.5% Physical Lifesteal
Transcendence
  • Gain stacks by dealing a total of 35,000 damage to gods or minions
  • Gain 15 Mana per stack
  • Gain a total of 750 Mana
Book of Thoth
  • Gain stacks by dealing a total of 45,000 damage to gods or minions
  • Max stacks increased from 75 to 100
  • Decreased Base Mana from 250 to 200
  • Gain 6 Mana per stack
  • Gain a total of 600 Mana
Warlock’s Staff Warlock’s is receiving a bigger change than the other stacking items, as it has been unpopular for a long time now. While it will have a higher damage requirement, you will also be able to gain stacks by taking damage alongside dealing it! Beyond that, we have done a huge shift to the item to remove some Power and base Health and really put the emphasis on the Health stacks. Previously, players were only gaining 75 Health for all 100 stacks, so now it certainly will be worth the effort!
  • Gain stacks by dealing or taking 55,000 god or minion damage
  • Decreased Base Magical Power from 65 to 55
  • Decreased Base Health from 150 to 100
  • Gain 0.25 Magical Power and 3 Health per stack
  • Gain a total of 25 Magical Power and 300 Health
Revived Items
Since the removal of Hybrid stats on items, Warriors have had a wide range of viability. We have seen good indicators that keeping Power and Protections off of the base stats of an item is still a worthwhile goal, such as damage focused Assassins maintaining their hold on the Jungle meta throughout the year. That being said, we do think that Warriors have been missing some particular effects from some items that were removed earlier this year. Void Shield and Void Stone (now Void Doumaru) are returning with new stat spreads, but retaining their original Passive identity. Blackthorn Hammer is also returning to give Warriors a solid first item with some Power and survivability. Void Shield
  • Upgrades from Tower Shield
  • +55 Physical Protection
  • +150 Health
  • +25 HP5
  • AURA – Enemy gods within 55 units have their Physical Protection reduced by 10%.
  • 2400g
Void Doumaru
  • Upgrades from Spellbound Kusari
  • +60 Magical Protection
  • +150 Health
  • +35 MP5
  • +20% Crowd Control Reduction
  • AURA – Enemy gods within 55 units have their Magical Protection reduced by 10%.
  • 2300g
Blackthorn Hammer
  • Upgrades from Heavy Hammer
  • +35 Physical Power
  • +250 Health
  • +200 Mana
  • PASSIVE – While over 25% Mana, you gain +10% Cooldown Reduction. While under 25% Mana, you gain +50 MP5.
  • 2350g
Glyphs
Players will no longer be limited to only one Glyph! We have been looking for ways to allow players to spend their late game gold, and uncapping Glyphs is a great option for that extra gold.
  • Players may now purchase any number of Glyphs
  • Envenomed Deathbringer and Heavy Executioner are removed from the game
NEW GLYPH – Devoted Deathbringer Critical Strike Chance is a stat that requires a heavy investment. For Crits to feel relevant, Players need to get a solid amount of Critical Strike Chance in their build but get no benefit from overcapping. But now, Devoted Deathbringer is here for Crit-heavy Gods and builds to get extra benefits beyond guaranteeing their attacks will Critically Strike!
  • GLYPH – Your Critical Strike Chance is multiplied by 1.3. For each 5% Critical Strike Chance you go over 100% Critical Strike Chance, you gain 10 Physical Power.
  • Note: This Glyph does not interact with Jing Wei, as it is her autos that have enhanced Critical Strike Chance, not her character.
NEW GLYPH – Envenomed Executioner Heavy Executioner was fun, but just too niche to see much success. With Executioner being a more early to mid game focused item that works in most Hunter builds, it is a much more applicable place for anti-heal and anti-shield.
  • GLYPH – Successfully hitting an Enemy God will afflict them with poison for 3s. This poison reduces their healing by 40% and Shields applied on them are reduced by 50%.
General Item Balance
Manikin Scepter Let’s start the year off right with some shifts to Jungle starters! Manakin Scepter has always had the identity of a Basic Attack passive while Eye of the Jungle has been more for the tankier types. We’re swapping the stats of Manakin and Eye (alongside their upgrades) to further solidify those niches. Basic Attackers will want Manakin, while anyone building more hybrid or utility-style will want Eye!
  • Removed Physical Protection
  • Added 7% Attack Speed
Manikin Hidden Blade
  • Removed Damage Reduction
  • Added 15% Attack Speed
  • Decreased Slow duration from 5s to 3s
  • Increased Slow from 20% to 25%
Manikin Mace
  • Increased Attack Speed from 15% to 20%
Eye of the Jungle
  • Removed Attack Speed
  • Added 7 Physical Protection
Protector of the Jungle
  • Removed Attack Speed
  • Decreased Physical Protection from 35 to 25
  • Added 25 Magical Protection
Spartan Flag We’re so happy that War Flag has finally earned its viability, so now it’s time to make sure Spartan Flag can get there too! The shift from Protections to Power when upgrading this starter has not worked, so we are swapping the stats back to Protections. Additionally, we are increasing the Attack Speed on the passive so that its biggest differentiating factor from War Banner is the only thing you’d need to focus on!
  • Removed both Powers
  • Added 35 of both Protections
  • Increased passive Attack Speed from 10% to 15%
Dawnbringer Alongside our revived items, we are doing a big shift to the Hammer tree! These items are all gaining increased Power while losing some Health, so they will be great early game pickups in Solo to help clear and transition a bit better toward the late game.
  • Increased Physical Power from 30 to 40
  • Decreased Health from 250 to 150
Runeforged Hammer + Glyphs
  • Increased Physical Power from 30 to 40
  • Decreased Health from 200 to 150
  • Increased Cost from 2300 to 2350
Frostbound Hammer
  • Increased Physical Power from 25 to 35
  • Decreased Health from 300 to 200
  • Decreased the Passive cooldown from 8s to 5s
Gem of Isolation
  • Increased Health from 150 to 200
  • Decreased the Passive cooldown from 8s to 5s
  • Decreased Cost from 2550 to 2500
Shadowdrinker This Katana has the potential for sick plays, but many times, the stealth runs out before players are able to pull them off!
  • Increased Stealth and Movement Speed duration from 3s to 5s
Mystical Mail Though it was once a staple of the Solo lane meta, Mystical Mail has fallen off hard! We definitely don’t want to encourage a slow meta, but we do want this item to at least feel purchasable for those lower clear Solos.
  • Increased Physical Protections from 35 to 40
  • Increased Damage per level from 1 to 1.5
  • Decreased Cost from 2450 to 2400
Shogun’s Kusari Cooldown Reduction has been a hot topic in the community for some time now, especially surrounding its availability among the items. As such, we are removing CDR from one item of each “niche” – being Physical/Magical DPS and tanks – to alleviate this problem. We are also removing it from Potion of Power, as it has complicated the build process, especially since its effects are not permanent.
  • Removed 10% Cooldown
  • Added 10% Attack Speed
Transcendence
  • Removed 10% Cooldown on evolve
  • Added 10 Physical Pen on evolve
Pythagorem’s Piece
  • Removed 10% Cooldown
  • Increased Power from 35 to 40
  • Increased Health from 150 to 200
Potion of Power
  • Removed 10% Cooldown
  • Added 10 Penetration
God Balance
When they were introduced at the beginning of Year 10, Class Passives were a great solution to a couple meta problems that were prevalent at the time. As the year progressed, they began to create their own problems, which we spent much time and effort doing our best to work around. Despite our best efforts, we could not get Class Passives into a place we were happy with, and so we are removing them from the game. We understand that this will have a lot of implications for future metas, but what better time to do it than when the meta is guaranteed to be brand new and abound with change!
  • Class Passives are removed from the game
Da Ji Horrible Burns
  • Increased Damage Scaling per tick from 15% to 20%
  • Increased Slow from 10/15/20/25/30% to 15/20/25/30/35%
Cliodhna Tearing the Veil
  • Decreased Cooldown from 60s to 55s
Tsukuyomi Shingetsu & Mangetsu
  • Increased Health Heal from 4 + 1 per level to 6 + 1.5 per level
  • Increased Mana Heal from 2 + 15% of your Physical Power to 3 + 20% of your Physical Power
Artio Life Tap (Heavy Charge)
  • Decreased Cooldown from 17s to 15s
Cabrakan Seismic Crush
  • Decreased Cooldown from 18/17/16/15/14s to 16/15.5/15/14.5/14s
Kumbhakarna Throw Back
  • Increased Damage from 90/155/220/285/350 to 95/160/225/290/355
  • Increased Flying Minion Damage from 90/160/230/300/370 to 95/165/235/305/375
Fafnir Coerce
  • Increased Self Heal from 35/50/65/80/95 to 40/60/80/100/120
Charybdis Raging Tides
  • Decreased item damage reduction from 25% to 20%
Spike Shot
  • Increased Splinter Damage scaling from 15% to 25%
Neith World Weaver
  • Increased Damage from 230/295/360/425/490 + 120% to 235/300/365/430/495 + 125%
Eset Circle of Protection
  • Reduced Damage to fully charge from 800/1600/2400/3200/4000 to 700/1400/2100/2800/3500
Tiamat Summon Beast
  • Shifted Slow from 80% for 1s to 40% for 2s
Consume
  • Increased Execute threshold from 30/35/40/45/50% to 50% at all ranks
Grounding Dive
  • Decreased Cooldown from 22/20/18/16/14s to 20/18.5/17/15.5/14s
Rising Flight
  • Decreased Cooldown from 22/20/18/16/14s to 20/18.5/17/15.5/14s
Merlin Elemental Mastery
  • Decreased Cooldown from 32/29/26/23/20 to 30/27.5/25/22.5/20s
Guan Yu Conviction
  • Decreased Mana cost from 60 to 45
Vamana Sleeping Giant
  • Increased Attack Speed conversion from 10% to 15%
Colossal Fury
  • Increased Base Duration from 4s to 5s
  • Increased Max Duration from 8s to 9s
Osiris Judgement Tether
  • Increased Attack Speed debuff from 20% at all ranks to 20/22.5/25/27.5/30%
Lord of the Afterlife
  • Decreased Cooldown from 75s to 70s
Odin Path to Valhalla
  • Decreased stacks from 5 to 4
  • Increased Movement Speed per stack from 4% to 5%
  • Increased Power per stack from 8% to 10%
Bake Kujira We are happy to see players having success when going Whale Mode but Bake Kujira has been making a few too many waves. We are toning down the damage that he gets from building Protections so that he deals a bit less damage in the later stages of the game. Curse of the Ghost Whale
  • Decreased Protections conversion from 30% to 25%
New God Voice Actors
    • Cyber Chief Ravana: Erik Braa
    • Firefly Sol: Jeannie Tirado
    • Blobmir Ymir: Jason LaShea
    • The Undead Fenrir: Gianni Matragrano
    • Hellion King Arthur: Brent Mukai
    • Blight Hound Anubis: Mike Ciporkin
    • Dawn Spirit Yemoja: Amber May