SMITE Update 11.27 Brings Season 7 Content, Here’s the Patch Notes

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Hi-Rez Studios has released a SMITE update today, and this is a big one! There’s new content, new skins, new gameplay changes, and lots more! Check out the full SMITE update 11.27 patch notes below.

Estimates for each platform is as follows when it comes to patch size:

  • PC (Steam): ~16,5 GB Xbox One: ~23 GB PlayStation 4: ~30 GB Nintendo Switch: ~ 10 GB

Thanks to Reddit user BluesUltra, there’s a very big infograph (and I mean big!) that lists the changes and new stuff in one handy image, or you can read the full notes below too.

SMITE update 11.27 / SMITE Season 7 patch notes:

NEW DLC
Get all the Season 7 Gods and incredible content for each, all-year long, with the SMITE Season Pass 2020. Plus: You’ll immediately unlock the Limited Eternal Tormentor Zeus skin, Eternal Tormentor Loading Screen, and 1000 Gems!
  • Season Pass 2020 – $39.99 USD, Includes the following items:
    • 1000 Gems
    • Eternal Tormentor Zeus Skin – Limited
    • Eternal Tormentor Loading Screen – Limited
    • Godslayer Title
    • Provides the following for each new god in 2020 as they are released:
      • Unlocks gods for gameplay
      • Base recolor
      • New limited recolor
      • Voice pack
      • Wave and Clap Emotes
  • Digital Deluxe Edition 2020 – $59.99 USD
    • Ultimate God Pack
    • Season Pass 2020
UPDATE RELEASE SCHEDULE
January 28
  • Enchanted Chronicles Battle Pass
  • Enchanted Chest
  • Albert Hammond Jr. Red Bull Records Bundle
  • Season Pass 2020
  • Digital Deluxe Edition 2020
  • Alexandrite Isis
  • Unbreakable Anhur
February 11
  • Valentine Chest
  • Jade Corruption Bundle 1
  • Easy Freezy Chest
BATTLE PASS UPDATES
System Changes
  • Removed the Prestige Track
    • No longer has prestige recolor skin
    • Moved prestige rewards (profile cosmetics, gems, etc.) into the base track
  • Decreased the total BP required to reach level 60 from 75,000 (RWBY) to 60,000
  • Battle Pass Quests are now accessible to all players
  • Players can now earn a skin in the Free Track
  • Added unique backgrounds to battle pass UI screens
  • Free vs Premium tracks have more clear color differentiation
  • Increased the number of levels visible per screen from 8 to 10
  • Chests earned from the Battle pass are being changed to make them clearly visually distinct as they will only be available from the Battle Pass. The Victory chest change is mostly aesthetic, the Battle chest is adds a chance for newer exclusive skins that old Battle Pass chests did not have.
  • Champion Chests earned in the Battle Pass have been replaced with new Victory Chests.
    • Victory Chest Contents
      • Avatars
      • Ward Skins
      • Recolor Skins
      • Tier 2 Skins
      • Boosters
      • “Head Over Heels” Cupid Skin
  • Hero’s Chests & Enigma Chests earned in the Battle Pass have been replaced with new Battle Chests, which have been updated to include new skins from the Awesome Chest.
    • Battle Chest Contents
      • All Victory Chest items
      • Awesome Chest Exclusive skins
      • Tier 3 Skins
      • Tier 4 Skins
      • Voice Packs
      • Announcer Packs
      • Emotes
Free Track Items
  • Strix Beast Avatar
  • Strix Beast Loading Screen
  • Lord Bifrost Avatar
  • Floof! Ward Skin
  • Ares Skin (Primal Steel)
  • “The Adventurer” Title
Premium Track Items
  • Heimdallr Skin (Lord Bifrost)
  • Floof Gully! Loading Frame
  • Lord Bifrost Announcer Pack
  • The Morrigan Skin (Charm Caster)
  • I Win! Death Mark
  • Floofs! Recall Skin
  • Adventurous Music Theme
  • 1v1 Me! Global Emote
  • Lord of the Bifrost Loading Screen
  • Castle Defender Level-Up Skin
  • Charming Caster Jump Stamp
  • Fenrir Skin (Strix Beast)
NEW EVENT – JADE CORRUPTION
  • A new event is launching along with Season 7 and the new Joust map: Jade Corruption
    • The event introduces a mysterious new character who will lead us through an all new story in the SMITE universe.
    • A strange occurrence is happening in China. Jade, the sacred gemstone, usually imbued with healing powers and divinity, has turned into something sinister.
    • Features 3 exclusive god skin bundles
    • Each bundle contains 2 skins, 2 additional cosmetic items, and an Imperial Coin
    • All players will be able to progress through the quest line for free rewards
    • Additional exclusive rewards can be unlocked with Imperial Coins at certain quest milestones
    • Buying all 3 Bundles will unlock an Unlimited Poseidon Skin
BUG FIXES
General
  • Fixed an issue in all modes where Swordsmen and Archers in lane would sometimes stand further apart than intended. They should always stand about 35 units away from each other now.
  • Fixed an issue in Arena where parts of music packs would not play
  • Fixed an issue where the Bull Demon King had much lower HP than intended in Duel
  • Fixed an issue where the Elixir of Speed was displaying a long string of numbers for its duration
User Interface
  • PC Mode UI Keybinds can now be bound to gamepads
  • Reverted Scoreboards to their previous art and layout
  • Commendations messages now specify what players were commended for
  • Fixed an issue where PC Controller layout would reset at unintended times
  • Fixed an issue where the “reset keybinds” button would not properly reset keybinds to default
  • Fixed an issue where PC Controller HUD would not show button prompts for ranking up abilities
  • Fixed an issue for console KB&M where mouse cursor can be used to highlight UI elements in all screens outside of game/settings menu
  • Fixed an issue where players could get stuck in the Item Builder
  • Fixed an issue where MMR would sometimes be displayed as “–” in the Ranked section
  • Fixed an Issue where End of Match Lobby Chat would not be visible to many players
  • Fixed an issue where match lobby UI could get into a bad state if you previously disconnected during a match lobby
  • Fixed an issue where selected skins in match lobby were not highlighting in the intended way
  • Fixed an issue where selecting an evolved item in the item menu would take you to a separate page with only the evolved item visible. Selecting an evolved item now will take you to the page and item tree with the base item.
Gods
  • Heimdallr
    • Fixed an issue where Heimdallr would turn invisible while basic attacking on his Mastery skins
    • Fixed an issue where his auto-level would not properly rank up abilities
    • Fixed an issue where basic attacks would not match his animation if used directly after firing his 2nd ability
    • Fixed an issue where his 3rd basic attack would not match his animation at max attack speed
    • Fixed an issue where Heimdallr mastery skins were missing hit FX
    • Fixed an issue where Heimdallr’s “Far Seeing Sight” achievement could not be unlocked
    • The Gjallarhon ability now costs the intended amount of mana at rank 5
    • Through the Realms (Ultimate)
      • The Audio gods hear when hit by Heimdallr’s ultimate will now be more consistent
      • Enemy gods will no longer fly across the minimap when hit by this ability
      • Fixed an issue where players could get stuck if hit by Heimdallr’s ultimate at specific times
      • Fixed an issue where Crusher could trigger multiple times
      • Fixed an issue where the environment would sometimes be invisible during this ability
  • The Morrigan
    • Fixed an issue where this god could not select a target for her ultimate when using PC Controller mode or Console KBM Mode
  • Kali
    • Fixed an issue where this god could not select a target for her passive when using PC Controller mode or Console KBM Mode
  • Yemoja (Hotfixed in live)
    • Fixed an issue where Yemoja could lose 2 Omi unintentionally
    • Fixed issues where her 3rd ability would cause strange movement interactions if players were affected by intoxicate or tremor
  • Ah Muzen Cab
    • Fixed an issue where his achievements were missing text
  • Persephone
    • Fixed an issue where her Ultimate would sometimes fail to “Bind” enemies even when they were in the affected radius
    • Fixed an issue where Death Recaps from some of Persephone’s abilities were showing unintended text
  • Xbalanque
    • Fixed an issue where his achievements text would not appear in the Steam UI
  • Fafnir
    • Fixed an issue where allies and enemies could not see Fafnir’s gold pouch glow FX
  • Achilles
    • Fixed an issue where his 3rd ability could be fired multiple times in certain situations
  • Sylvanus
    • Fixed an issue where his 3rd ability would not go through player made walls (it has always gone through map-based walls)
Skins
  • Da JI Senpai
    • Audio has been adjusted on ability 3 and 4 for better clarity
  • Anhur Royal Fury
    • Audio has been adjusted on ability 1 for better clarity
  • Artemis Recon Skin
    • Audio has been adjusted on ability 4 for better clarity
  • Isis Crystal Fae
    • Audio has been adjusted on all abilities for better clarity
  • Sol Sweet Tooth
    • Audio has been adjusted on basic attacks for better clarity
  • Thoth Geek Beak
    • Audio has been adjusted on ability 2 for better clarity
PROJECT OLYMPUS
Daily Login Updates
  • Daily Logins will now be automatically claimed when players first arrive at the home screen.
  • Added a new UI element to the acquisitions screen that will show players which daily reward they claimed, and what day they are on.
  • Removed all information about daily logins from the Shop
  • Reward amounts and the days they are awarded on have not changed
“NEW” Tags on Home Screen
  • Certain elements on the home screen will now be tagged as “NEW” to highlight events and content that was turned on throughout the patch
  • “NEW” tags will go away after a section is visited for the first time
Engine Updates
  • Engineering changes have been made to our build process (how the game and its updates are packaged for distribution to players) to improve the installing, storing, and loading of game files.
    • Decreased update sizes. This will not be present in 7.1 as a full download is required on PC to pick up these changes. Consoles will not require a full download, but it this update will still be larger than usual to pick up these changes. Future updates in Season 7 should require smaller downloads than they did in Season 6, depending on how much content is changed in each update.
    • Decreased total install size on PC, cutting it down by almost 50%.
    • Decreased load times and start up times on PC. This could be a significantly large improvement (faster by up to 1-2 minutes!) depending on players PC specs and anti-virus software. Console should also see slight improvements from this, but not as intense as PC.
    • Graphical Improvements – the high quality texture pack will now be downloaded and installed by default in SMITE PC, which will improve the look of the game when at “high” settings. Maximum will also be improved (unless you already had the texture pack installed).
    • Future updates this year will include more changes like this. It will be an ongoing process.
Updates Surrender Vote Rules
  • In 5-player modes (where no players are disconnected), 1 or more players not voting will decrease the required surrender needed count by 1.
  • The makes games slightly easier to surrender.
  • 3 yes, 1 no, and 1 not voted: will now cause the game to be surrendered, when previously it would cause the game to continue being played.
VGS
  • Added “Attack the Minions” VGS line to all other modes, previously it was only accessible in Arena.
    • Use keys VAN or gamepad button tree “Attack – Attack Objective – Attack the Minions” to sound this line to your allies.
    • This new combination works in Arena as well, in addition to the original VAM
New Minimap Icons
  • Added new minimap icons to depict Oni buffed minions and Fire minions
    • These will also work in combination for Oni+Fire buffed minions
    • To better differentiate this, the basic minion icon has also changed so have a black border
Jungle Camp Timer Updates
  • Players will now get jungle camp timer mini map information immediately when they view an enemy kill the camp or they view the enemy dropped buff on the ground. Previously this information would not show up until the buff was picked up or faded. This affects all game modes.
New Skins Added to the Awesome, Godlike, and Battle Chests
  • Depths of Atlantis
  • Valkyrie’s Rage
  • Snuggly
  • Itsy Bitsy Chibi
  • Blood Axe
  • Oasis Djinn
  • Divine Beats
  • Cove Queen
  • Howler Demon
  • Unichrome
  • Luminous
  • Sashimi Neko
  • Pendragon
  • Fabled
  • Marrow Eater
  • Pop Punk
  • Blinky Chibi
  • Death Lotus
  • Tiger’s Fury
  • Plushie Jorm
  • Biohacker
  • Biohacker
  • Vigilante
  • Clockwork Chaos
  • Mothman
  • Seraph
  • Great Tengu
  • Zappy Chibi
  • Spirit Sun
  • Infantree
  • Molten Shogun
  • Snow Strix
  • Star Tyrant
  • Pillow Fight
  • Infinite Ruler
  • Gizmo
  • Calavera
  • Spooky Nightmares
  • Spooky Dreams
GAME MODES
All Modes
  • Swordsman and Archers in lane will now stand slightly closer together
Conquest
A new season of Conquest comes with many changes. We approached these changes with a problem and solution methodology. As always, our core goals with Conquest are to make sure all 5 Roles have a positive experience and feel impactful, with as many gods, items, and strategies being viable at one time. For more details on the specific goals of Season7 Conquest, see this more detailed writeup:
  • Added a new objective to the jungle for each team: the Jungle Shrine
    • The Shrine gains a stack for every 3 jungle camp monsters your team kills, up to 7 stacks
    • Attacking the Shrine consumes one stack and rewards each player on your team with 5 gold
    • 3 quick basic attacks will clear the Shrine of all stacks
    • Each team’s Shrine cannot be attacked by enemy players
    • Clearing camps in the enemy jungle will contribute towards your Shrine’s stacks, but at half the rate
  • Added two single Alpha Harpy camps next to duo lane
    • Base Health: 700
    • Base Physical Protection: 8
    • Base Magical Protection: 6
    • Base Physical Power: 24
    • Base Gold Reward: 35
    • Base XP Reward : 40
  • Split the mid XP camp near Oracles into two camps
    • Each camp contains two Small Harpies
  • Removed Gold Fury from the fury spawn pool after 20 minutes
  • XP split bonus increased from 20% to 25%
  • Adjusted initial jungle camp spawn delays
    • Speed – 00:20 (from 00:23.25)
    • Void – 00:20 (from 00:32.3)
    • Damage – 00:30 (from 00:34.12)
    • Mana  – 00:30 (from 00:33.64)
    • Back Harpies – 00:30 (from 00:32.237)
    • Mid Harpies – 00:35 (from 00:32.237)
  • Increased base health and protections of jungle monsters:
    • Elder Harpies
      • Base Health increased from 440 to 485
      • Base Physical Protection increased from 8 to 9
      • Base Magical Protection increased from 5 to 6
    • Small Harpies
      • Base Health increased from 130 to 155
      • Base Physical Protection increased from 5 to 6
      • Base Magical Protection increased from 5 to 6
    • Large Buff Camp Minions
      • Base Health increased from 380 to 420
      • Base Physical Protection increased from 8 to 9
      • Base Magical Protection increased from 5 to 6
    • Small Buff Camp Minions
      • Base Health increased from  100 to 120
      • Base Physical Protection increased from 6 to 7
      • Base Magical Protection increased from 5 to 6
With the addition of the Jungle Shrine and more jungle camps, we need to adjust the map elsewhere to prevent players from gaining gold and experience resources too quickly. Killing towers provides a huge positional advantage to a team, effectively reducing the enemy gods territory and allowing for more jungle control. This tactical effect is strong already, so this is an optimal spot to decrease team gold.

 

  • Decreased Team Gold reward of Tier 1 Towers from 100g to 75g
  • Decreased Team Gold reward of Tier 2 Towers from 300g to 250g
It feels great when your solo laner gets the totem for the team. This movement speed and MP5 helps all other laners stay strong through the early game, and also provides a nice morale boost. This effect felt overly important in the first few minutes of the game, which constrained solo lane picks to only gods who could secure this early. This is being shifted to provide weaker effects that ramp up over time. With these changes it should have an impact but not dictate the meta as much as it currently does.

 

  • Adjusted Totem of Ku rewards:
    • Decreased team gold reward from 25g to 20g
    • MP5 buff scales over time with 3 tiers:
      • Grants 10 MP5 from 0 to 5 minutes
      • Grants 20 MP5 from 5 to 10 minutes
      • Grants 30 MP5 from 10 to 15 minutes
  • Added assist cards for the Totem of Ku and the new jungle features
  • Decreased attack range of the Spirit Archer in duo lane
  • FX have been updated across the entire map
One of the key changes we did not go over in the Conquest post are the changes to Jungle Buffs. Each buff is being adjusted to solve problems and change up the gameplay for next season.

 

  • Jungle Buff Changes
First, Blue Buff is losing its flat mana regen and instead getting increased MP5 as mana gets lower. Solo lane is intended to have some tricky resource management, and in Season 7 we want to make mana management more important. This fits in line well with our changes to health management through items and consumable adjustments.

 

  • Mana(Blue)
    • Removed flat +20 MP5 increase
    • Now grants +2 MP5 per 10% of missing Mana
Next, Red Buff is seeing a simple damage nerf to make it less snowbally. This buff is already extremely coveted at all stages of the game, so we feel the nerf is necessary to allow players to implement more strategies across the map.

 

  • Damage(Red)
    • Removed 5% Power bonus vs. enemy Gods
Speed Buff (which is definitely yellow) is gaining a new stat of CCR to help make junglers harder to lock down. In this way we can improve the buff but with lower risk of creating high snowball situations.

 

  • Speed(Yellow)
    • Added 10% Crowd Control Reduction
Finally, the purple buff is being adjusted to provide less protection reduction, and instead provide a combination of attack speed with with protection reduction. This makes the buff more versatile and obviously, more attractive to hunters.

 

  • Void(Purple)
    • Removed +2 Protections Reduction per enemy God within the aura radius
    • Removed  5% additional Protections Reduction
    • Added 10% Attack Speed
Joust
  • New NPCs
    • Tree folk (Speed Camp and Demon King)
    • Jade Chaos minions
  • Art update for Tigers, Turtles, Structures, and Titans
  • Added two Speed Camps near each team’s Phoenix
  • Added two XP Camps that flank the Damage Camp
  • Delayed Damage Camp spawn to 02:00
  • Added global death alert for the Demon King
  • Added 33% XP Split Bonus
  • Added invasion penalties for camps
    • 50% Gold and XP reduction upon killing a jungle minion on the enemy’s side of the map
    • This penalty is slowly reduced over time, becoming 0% at 20 minutes
  • Reduced Team Gold reward of Towers from 150g to 75g
  • Reduced Team Gold reward of Phoenixes from 150g to 100g
  • Reduced base player kill Gold reward from 300g to 200g
  • Minion stat changes
    • Melee
      • XP reward decreased from 65 to 55
      • Gold reward increased from 17 to 18
    • Brute
      • XP reward decreased from 65 to 55
      • Gold reward increased from 17 to 18
    • Large Camp Minion
      • XP reward decreased from 185 to 135
    • Small Camp Minion
      • Gold reward increased from 13 to 15
    • Small XP Minion
      • XP reward decreased from 75 to 45
      • Gold reward increased from 13 to 20
  • Buff Changes
    •  Damage (Red)
      • Increases Physical and Magical Power by 10%, plus an additional +10 Magical Power and +5 Physical Power
    • Mana (Blue)
      • Grants +20 MP5 and 10% Cooldown Reduction
    • Speed (Yellow)
      • Grants 10% Movement and Attack Speed
  • Added a 40% Movement Speed buff for 10 seconds upon leaving the fountain during the setup phase
Duel
  • Titans now have the same base Health value as they do in Joust (6000)
Clash
  • Added a 40% Movement Speed buff for 10 seconds upon leaving the fountain during the setup phase
Assault
  • Added a 40% Movement Speed buff for 15 seconds upon leaving the fountain during the setup phase
QUEUES
It is time for Season 7 Ranked! Through Season 6 we experimented with adjusting queue times, how and how often we reset, and how that impacted Matchmaking and the experience as a whole. We plan to use the knowledge learned from these experiments to really bring the best Ranked experience possible. The first major change is that when a new split begins, players MMR will not reset with it. Instead, we will be more heavily adjusting Variance. Variance is something that we have mentioned in blog posts of old, but we are making it a visible stat to give players a clear view of what is happening to their rank after each match.
Simply put, Variance is how well the system has narrowed down onto your skill level. The higher it is, the quicker you move up AND down through the ranks until the system has enough information about your skill to feel confident about your MMR. MMR is the absolute metric when it comes to matchmaking, but Variance controls how fast your can move to your true skill rating. Rather than resetting and losing out on the data gathered over hundreds of matches (resetting MMR) we will be increasing Variance at the start of each split. If you have improved as a player, this will allow you to climb and prove it. If you have not, no big deal. Variance should decrease as you stay at the same MMR. This should allow for healthier matching in the long term, and opportunities to prove a new level of skill rather than having to climb every 2 months.
The final large change is around the God Leaderboard. Resetting this leaderboard so frequently made it difficult for players to have enough time to really show their skill with a particular god and show off their fancy border in the lobby. We want to extend that window, giving more time for bragging rights as well as fiercer competition for the top slots.
  • A new player metric will be revealed to Ranked players: Variance
    • Variance will be visible in the same way that their MMR value is on the Ranked Profile page.
    • It will update every match, it can reach a cap of 5% after many games played
    • Higher variance results in larger MMR changes based on wins and losses
    • Variance decreases the more matches you play
  • MMR will no longer be reset at the start of each split
  • Instead, Variance will reset
  • This should provide a much more stable environment for ranked matchmaking
    • Players will be able to reach their more accurate MMR and stay there longer
    • Players will get a variance reset on a regular interval, giving them the power to break free of their current MMR
  • Changed each split gem rewards quest from win 50 games to play 50 games
  • God Leaderboards will now only reset at a new season and at mid-season
ITEM BALANCE
Blessings

SPECIALIST’S BLESSING/EVOLVED SPECIALIST’S BLESSING
Specialist’s had some niche uses but was overall underwhelming compared to other choices. Early HP5 to stay out and fight will help it compete as a first item.
  • Now provides +10 HP5

GUARDIAN’S BLESSING/EVOLVED GUARDIAN’S BLESSING
Guardian’s Blessing is intended to empower support players who choose to assist an ally during the early game. Solo lane players found that using minions and towers to kill a target granted them an assist and when combined with a passive playstyle was safe and effective. The health and mana restored by this item will now require players to stand near an ally god to gain this benefit, making it more difficult to use outside of a supportive nature.
  • Removed MP5
  • Removed +7 HP and Mana Restore per Minion Assisted
  • Now Provides +7 HP5 & +7 MP5 while within 60ft of an ally god
    • Last for 10s. Refreshes duration when near an ally god.

ASSASSIN’S BLESSING/EVOLVED ASSASSIN’S BLESSING
The Jungle Monsters as a whole have become more difficult to defeat to ensure that they provide a challenge to non-junglers attempting to clear camps. This boost to Assassin’s Blessing should help offset this increased difficulty of camps.
  • Increased Damage vs. Jungle Monsters from +35% to 40%
Relics

NEW – VISION SHARD
We need wards! Vision is a key aspect of SMITE, providing insight that allows for smarter decision making. We want to provide an avenue for players to gain some additional vision that also teaches players the importance of warding and strong ward locations. Its duration and range are less than a normal ward to ensure there is still uncertainty that will allow for aggression and rotations. Starting at level 12 players will be able to hold onto it or replace it with a different relic, their choice.
  • This is a new Relic that players start with in their 2nd Relic slot. At level 12 you can replace this relic with any other relic for no cost.
    • Wards placed have a 1min duration
    • 120s Cooldown
  • These wards provide no gold reward
  • Players can teleport to these wards
  • Wards placed count towards the normal ward limit
  • Replacing Vision Shard while it is on cooldown will share the cooldown with the new Relic
Consumables

NEW – HAND OF THE GODS
A stated goal of Season 7 was to address the invade meta. While multiple changes really drive that goal home, a new consumable with a familiar name is one of the largest changes. Hand of the Gods will provide players with a way to deal a significant amount of damage to jungler monsters on their side of the jungle. If you think an invade may occur, or simply want some extra clear speed, this is the pickup for you. As an added benefit for Junglers, their Assassin’s blessing will further boost this damage making it difficult for anyone to steal from this burst.
  • 100g
  • This consumable deals 150 true damage around you.
    • This only affects Monsters on your side of the Jungle.
  • Can only carry one at a time.

REWORK – POTION OF POWER
Magical and Physical Power Potions are being reworked into a single potion. This is being done to streamline the effects of these potions. Previously we had added some bonus effects to them which made them more complicated but not necessarily more desirable. This also helps make it easier to find new consumables, like Hand of the Gods, in the shop UI.
  • 70 Magical Power
  • 40 Physical Power
  • 10% CDR
  • 5 min duration or until killed

CHALICE OF HEALING/HEALING POTION
Chalice of Healing and Healing Potions previously stacked, allowing for Solo Laners and invading Supports to gain access to a high amount of on demand sustain. This turned moments of tension and risk into safe moments with little risk. These potions (as well as their Mana equivalents) will no longer stack. Multi Potion will stack as they always have.
  • These effects no longer stack with each other
  • The fountain volume will now overwrite all heal potion effects

CHALICE OF MANA/MANA POTION
  • These effects no longer stack with each other
  • The fountain volume will now overwrite all mana potion effects
Neutral Items

MYSTICAL MAIL
Mystical Mail is difficult to purchase due to its high price, and it comes at a high price due to its effective defense combined with strong early offense. We are lowering the cost of Mystical Mail making it easier to rush and focusing on its unique aura as its major strength. This means its health is coming down to balance its new cost.
  • Decreased Cost from 2700 to 2450.
  • Decreased Health from 300 to 200.

WITCHBLADE
This item can be a powerful situational counter, but tanky characters were usually opposed to buying it due to the aggressive stats such as Attack Speed. We are increasing the amount of Health on the item to help make it a more reasonable option for supports who happen to be facing a basic attack focused team.
  • Increased Health from 200 to 250.

SHOGUN’S KUSARI
Shogun’s Kusari is an effective way for a support player to help their team, especially when it comes to pushing objectives or just in extended team fights. We want to ensure this item competes compared to more traditional defensive choices.
  • Increased Attack Speed Aura from 20% to 25%.

SOVEREIGNTY
Sovereignty and Heartward provides strong defenses, but also sustain that can be important when it comes to extended fights. Rather than boosting raw defense, we want to highlight this additional utility and are bringing up their HP5 and MP5 respectively.
  • Increased HP5 from 25 to 35.

HEARTWARD AMULET
  • Increased MP5 from 20 to 30.
Magical Items

DYNASTY PLATE HELM
Dynasty Plate Helm will now have a tier 3 counterpart, the Tyrannical Plate Helm! We have updated the cost and stats on this item to better match this new item.
  • Cost decreased from 1700 to 1400
  • Magical Power decreased from 50 to 40
  • Physical Protections remains at 30
  • Added +50 Health
  • Removed 10 Magical Penetration

NEW – TYRANNICAL PLATE HELM
A new item is being added to the helm tree! Tyrannical Plate Helm has high Magical Power and an interesting new passive. This item is intended for offensive supports, guardian solo laners, or even could be splashed on certain mages. Its passive explores a new effect that no other item provides: minion interactions! Wearing this helm will buff your minions HP, making them more effective at pushing structures or gaining you lane pressure. When they die they will disappoint you like the true tyrant you are, buffing you with additional Magical Power.
  • Costs 2400g
  • 85 Magical Power
  • 40 Physical Protections
  • 100 Health
  • 20% CCR
  • Passive
    • If there are ally minions around you they gain 20% Max hp and 20% attack speed
    • Whenever an ally minion dies around you, you gain 5 power per stack up to 6, lasts 15 seconds

REWORK – STONE OF FAL
Stone of Fal has been waiting for a rework for a while. The goal of creating an anti-burst item was a valid pursuit, but in game it felt weak and its description was confusing. This item is being pivoted toward a similar goal. This item is intended to be a Mage item that helps protect you from other Mages. This new passive will allow you to do that by providing a new type of effect: sharing Protections! Mages who buy this item will gain a large amount of additional Magical Protections as long as they are near their support.
  • Cost increased from 2300 to 2600
  • Increased Magical Power from 70 to 100
  • Magical Protection remains at 40
  • Cooldown Reduction remains at 10%
  • New passive
    • You gain 20% of the Magical protections of the nearby allied god with the highest Magical protections within 70ft

NEW – RING OF HECATE
Mage ADCs have been asking for this item for a long time. A dedicated Magical Power item with Attack Speed and Lifesteal. This item will allow Mage ADCs to round out their stats nicely and should open up more build paths. With this item providing a strong start in all core stats, these gods should have more viable Magical Power options to fit in their builds.
  • Costs 2600
  • 80 Magical Power
  • 20% Attack Speed
  • 12% Lifesteal
  • Passive
    • Hitting enemy gods with basic attacks gives you 1 stack of 2% Lifesteal. Stacks up to 5 times, stacks last 5s.

NEW – CHARON’S COIN
Charon’s Coin is a 20% Magical Penetration item that focuses on long term investment and extended engagements rather than raw upfront burst. Once purchased, each kill and assist will provide a permanent stack of either Movement Speed or HP5, both allowing the holder an extended lifetime or strengthened rotation speed.
  • Costs 2700
  • 80 Magical Power
  • 20% Magical Penetration
  • 20 MP5
  • PASSIVE – On god kill or assist a coin is flipped. If heads, you gain a stack of 7 HP5. If tails, you gain a stack of 2% Movement Speed. Each effect can stack up to 4 times and at 8 stacks this item evolves. You also gain 1 gold.
  • Evolution – On god kill or assist a coin is flipped. If heads, you gain 150 Health over 6 seconds. If tails, you gain 5% Movement Speed for 6 seconds. You also gain 1 gold.

REMOVED – SHAMAN’S RING
he Ring Tree was largely focused around go to items for Magical ADCs. Shaman’s Ring however felt like the odd item out, and when compared Mathematically to items like Spear of Desolation, filled the same role but less effectively. We are removing this item to make room for the Ring Of Hecate, but we do think the tech is interesting behind this item and will be looking at it for future items
  • This item has been removed from the game

SHOES OF THE MAGI
The raw penetration provided by the Shoes of the Magi have allowed some mages, but often Guardians to spike their damage early. In adjusting Penetration these shoes needed to be adjusted as well. These shoes will now serve mages who have high scaling values, especially assisting on clearing the wave which have less than 10 Magical Protections. We are watching this carefully to ensure this early game strength allows it to compete with Shoes of Focus.
  • Decreased Cost from 1600 to 1550
  • Removed 10 Magical Penetration
  • Increased Magical Power from 55 to 75

SHOES OF FOCUS
Shoes of Focus provide a large spread of stats that are effective at different points of the game. With decent Magical Power, Mana for extra ability casts, and Cooldown Reduction made it a safe choice that scales well. We are increasing its cost to better reflect its strength.
  • Increased Cost from 1550 to 1600

SPELL FOCUS
  • Added 10% Magical Penetration
  • Removed Passive

OBSIDIAN SHARD
Obsidian Shard makes the first item in our Magical Penetration changes for Season 7. We highly recommend if you are interested in learning more to check out our deep dive into these changes on our Magical Penetration Dev Insight. Obsidian Shard became the mandatory Mage Item, allowing for them to deal effective damage to tanks immediately and with little downside. While it is important for Mages to have a build path to deal with tanky threats, it is equally important for tanks to have opportunities to react to build decisions. % Magical Penetration is now a stat with a cap of 40%, with many mage items gaining either 10% Magical Penetration or in specific cases 20%. Obsidian Shard is one of the 20% items. Obsidian Shard is gaining a new passive to assist in these changes, providing an extra spike of Magical Penetration to a single ability. This helps it serve its older purpose of threatening tanks without it being too effective over a whole volley of abilities.
  • Increased Cost from 2300 to 2550
  • Added 20% Magical Penetration
  • Reworked passive
    • From
      • 15-45% Magical Penetration dependent on Magical Protections
    • To
      • Your first ability cast gains 10% Magical Penetration. This can only occur once every 10 seconds.

SPEAR OF THE MAGUS
Spear of the Magus was the second main item regarding Magical Penetration. Mages who could utilize this item effectively were often the go to picks, simply due to how effective this item is. Many mages, even without true damage over time effects, could bring targets to 0 protections which causes damage to spike quite early into a match. We are adjusting its passive to focus more on boosting true Damage over time effects without shredding away a targets protection from larger bursts of damage.
  • Increased Magical Power from 65 to 75
  • Reworked passive
    • From
      • Your damaging abilities reduce your target’s Magical Protection by 10 for 5s (max. 5 Stacks).
    • To
      • Subsequent hits of the same ability deal 5% increased damage, stacking 6 times

PYTHAGOREM’S PIECE
Pythagorem’s Piece is a staple of bruiser solo laners or Magical ADCs who need a bit of bulk. This item was a natural choice to provide % Magical Penetration to these types of gods.
  • Added 10% Magical Penetration
  • Removed 10% Cooldown Reduction

TYPHON’S FANG
Typhon’s Fang enables lifesteal builds to compete, assuming you heavily invest into that type of build. In our changes to Magical Penetration we wanted to make sure players who chose different build paths still had options for Magical Penetration or were rewarded for trying a different playstyle out.
  • Added 10% Magical Penetration
  • Decreased Magical Power from 80 to 70

SOUL REAVER
Soul Reaver has traditionally been used to attack high health targets. If your goal is to deal damage to these targets this is a strong item that will also get through some protections. The cost and power adjustments make sure this item is a flex options for a specific purpose rather than a must build in nearly all cases.
  • Increased Cost from 2750 to 2850
  • Added 10% Magical Penetration
  • Decreased Magical Power from 130 to 110

STAFF OF MYRDDIN
This item caused quite a stir when it was first announced, but players quickly learned that utilizing the passive was more difficult than it sounded. This item, as mostly a true power option, is also being added to the pool of percent pen items.
  • Added 10% Magical Penetration
  • Decreased Magical Power from 120 to 110

SORCERER’S STAFF
  • Reduced Base Health from 175 to 100

WARLOCK’S STAFF
Warlock’s Staff is one of the items gaining some % Magical Penetration. This item traditionally has been a high health option for Mages that often dictates the meta or is ignored. We are pivoting its focus from being a high defense choice with some offensive capability, to a high offense choice with some defensive capability. This should help it see more general use with lower risk of a tanky meta.
  • Added 10% Magical Penetration
  • Reduced Base health from 200 to 150
  • Adjusted passive
    • From
      • +3 Health and +.5 Magical Power per stack (100 stacks)
      • 300 Health and 50 Magical Power
    • To
      • +1 Health and +1 Magical Power per stack (75 stacks)
      • 75 Health and 75 Magical Power

EVOLVED WARLOCK’S STAFF
  • Due to the changes to Warlock’s Staff, this item now provides
    • 140 Magical Power
    • 225 Health
    • 200 Mana
    • 10% Magical Penetration

SPEAR OF DESOLATION
Magical Penetration often overtook Magical Power when it came to being a primary damage stat. Along with the changes to Magical Penetration (especially % Magical Penetration) we are bringing up Magical Power to want to ensure Mages who build power feel effective. Key Magical Power items have their power increased to help with that goal. Spear of Desolation is such an item.
  • Increased Magical Power from 100 to 110

ROD OF TAHUTI
Rod of Tahuti is the premier power item, but it has struggled to make builds since its changed passive some time ago. We have seen success in these high power items (Doom Orb for example) and feel Rod of Tahuti just needs a small push. This also assists mages in hitting a higher Magical Power total when focusing on that stat.
  • Increased Magical Power from 150 to 160

SOUL GEM
Soul Gem scales well with a high power build but as an individual item didn’t bring much to the table to help itself. We want its consistent power to be more potent and allow gods to have a strong go to item to synergize with high power.
  • Increased Magical Power from 65 to 80

POLYNOMICON
Polynomicon has a similar story to Soul Gem. It brings a strong proc but was a bit underwhelming in its Power, making it difficult to fully invest towards except for a few gods. This extra power should help it be more consistently strong.
  • Increased Magical Power from 75 to 85

CHRONOS’ PENDANT
Chronos’ Pendant was just underwhelming. The potential extra cooldown reduction is nice for some gods, but in general high penetration builds made it difficult for this item to make sense with other choices. We are making this item easier to build into a more rewarding when it is completed.
  • Decreased Cost from 2800 to 2700
  • Increased Magical Power from 90 to 100
  • The item icon has been updated

TELKHINES RING
Magical ADCs are also affected by the penetration changes, also to a lesser degree due to some additional build considerations. Telkhines however focuses on rewarding Magical ADCs for building power, and just like Polynomicon and Soul Gem before this, a boost here pushes that type of build into a stronger position.
  • Increased Magical Power from 90 to 100

RESTORED ARTIFACT
Restored Artifact is the gateway toward some of the highest power options, but was exceedingly difficult to build towards with not much power behind it. This change will help ease into these high cost and power options.
  • Decreased price from 1600 to 1400
    • The price of the Tier 3 items in this tree remain the same
  • Increased Magical Power from 50 to 60

ENCHANTED RING
The ring tree traditionally held the attack speed items for Magical ADCs but oddly enough this ring did not provide any attack speed. With Shaman’s Rings removal and the additional of Ring of Hecate, the full tree now provides Attack Speed allowing the Tier 2 item to do the same.
  • Added 10% Attack Speed
  • Decreased 5 Magical Power

DEMONIC GRIP
This item is also being adjusted as part of the magical penetration pass. Demonic grip has some of the highest amount of penetration on a single item, so its only fitting that it sees a slight decrease to fit our current goals. Mage ADCs are not the exact same case as burst mages, as their damage generally takes longer to dish out, so slight nerfs are being applied instead of a larger redesign.
  • Decreased passive Magical Protection Reduction per stack from 12% to 10%

WARD STONE
  • Reworked passive
    • From
      • Enemy gods within 55 units have their Magical Protection reduced by 8.
    • To
      • Enemy gods within 55 units have their Magical Protection reduced by 5%

VOID STONE
Void Stone is core when it comes to high damage guardian builds. The flat penetration aura provides strong defense combined with even stronger offense, making guardians in modes like Arena and Joust powerhouses that had little counterplay. We have adjusted Void Stone to benefit higher scaling values more while bringing percentage penetration as its utility. This should make it rewarding to build in the right situation rather than a default choice.
  • Increased Magical Power from 20 to 40
  • Reworked passive
    • From
      • Enemy gods within 55 units have their Magical Protection reduced by 15
    • To
      • Enemy gods within 55 units have their Magical Protection reduced by 10%

STONE OF BINDING
Stone of Binding was an additional source of early guardian burst. The utility provided for a team bring a unique benefit, but it was too impactful when only the Guardian was dealing damage.
  • Decreased Physical and Magical reduction from 15 to 10
Physical Items

NEW – CADUCEUS SHIELD
Contagion provided a long since requested mirror to Pestilence, allowing for flexibility in composition and counters. While Physical Healers are more niche, augmenting your teams healing can be quite potent. Caduceus Shield is intended to allow Physical gods to bring this utility previously only provided by Rod of Asclepius.
  • Branches off of Warded Shield
  • Costs 2500
  • 30 Physical Power
  • 35 Physical Protection
  • 35 Magical Protection
  • 100 Health
  • AURA – Allied gods within 70 units have their Healing increased by 10%. If you have taken or dealt damage in the last 5s, their Healing is increased by an additional 15%.

NEW – CURSED BLADE
The Blade tree has two items that were defensive and utility oriented in nature, and two items that focused more on debuffing opponents and providing additional attack speed to the wielder. These two sets of items previous shared a common tier 2, but we are splitting that item up. Toxic Blade and Witchblade will now build off a Cursed Blade, allowing players to smoothly transition into these items with stats they are going for.
  • Costs 1250
  • 75 Health
  • 10% Attack Speed
  • 5% Movement Speed

GLADIATOR’S SHIELD
Gladiator’s Shield has been a staple of the Solo lane since its introduction. Its power to sustain off aggressive play is positive when it comes to encouraging smart aggression, but the way it scales on specific gods with access to AoE abilities pushes its power too high in teamfights. We want to even the difference between these two scenarios, and bring gods who use it too effectively more into line. Now when an ability triggers this heal, subsequent heals from the ability will only heal for 50%, rather than the full amount an additional time.
  • Reworked passive from only triggering once per ability
  • To – Subsequent heals after the first from a single ability only heal for 50%.

VOID SHIELD
Similar to Void Stone, this item provided strong defense with even stronger offense. Warriors and Assassins could rely on diving Physical Damage dealers with this item, making them difficult to effectively fight against. The shift to Percent Penetration will make it more applicable for high physical damage teams as a support option rather than a default choice.
  • Increased Physical Protection from 50 to 60
  • Reworked passive
    • From
      • Enemy gods within 55 units have their Physical Protection reduced by 20
    • To
      • Enemy gods within 55 units have their Physical Protection reduced by 15%

SPIKED SHIELD
  • Reworked passive
    • From
      • Reduces the Physical Protection of enemies within 55 units by 8.
    • To
      • Reduces the Physical Protection of enemies within 55 units by 5%

SILVERBRANCH BOW
Silverbranch Bow rewards theorycrafting and planning, giving gods who often break the attack speed cap a way to harness what would be lost power. We are increasing that reward to allow more gods and item combinations to see this as a viable build path.
  • Increased power provided from passive from 1 to 1.5 Physical Power

THE EXECUTIONER
Executioner’s changes tie closely to Titan’s Bane and Demonic Grip. As we look at Season 7 we want to make sure all classes need to itemize more intentionally against tanks. Executioner is still likely to be a staple item of the hunter class, but hunters should have to be more mindful of the rest of their build depending on the targets they want to focus on killing.
  • Decreased passive Physical Protection Reduction per stack from 12% to 10%

WARRIOR’S BANE
  • Decreased Passive % Physical Protection reduction from 15% to 10%

TITAN’S BANE
Titan’s Bane highlights the difference between Physical Damage/Penetration and Magical Damage/Penetration. Physical Damage often is more consistent with less burst (Compare how Hunter’s deal damage vs. Scylla’s Sic’ Em + Crush Combo) as well as the amount of Physical Protection gods gain baseline by the end of the game. While Titan’s Bane is also a very effective single item, the level of effectiveness compared to Obsidian Shard is different, so we adjusted it accordingly. With a decreased minimum and maximum Titan’s Bane will retain its ability to shred tankier targets, but allow for tank defenses to matter more against this particular item.
  • Decreased base Physical Protection reduction from 15% to 10%
  • Decreased max. Physical Protection reduction from 40% to 35%

HYDRA’S LAMENT
Hydra’s Lament makes Basic Attack weaving incredibly potent and difficult to counter. We are taking some of the edge off of its proc, allowing skilled players to still benefit from mixing abilities and Basic Attacks but provide more opportunities for enemies to react.
  • Decreased additional damage after Basic Attacks from 50% to 40%

POISONED STAR
Poisoned Star and Wind Demon are situational choices for Hunters, seeing some use but often being overlooked. We are bringing up the power of both of them, allowing for them to contribute more in Crit based builds.
  • Increased Physical Power from 20 to 30.

WIND DEMON
  • Increased Attack Speed from 10% to 15%.

MALICE
Malice fulfills a narrow niche, a Critical Strike choice for ability based gods. While its proc has moments to shine, its consistent power felt underwhelming. A small boost in Cooldown Reduction will bring that consistent power.
  • Now provides 10% Cooldown Reduction.

SOUL EATER
Soul Eater is the sustain choice for Physical gods, but requires ability usage to really make use of it. Physical gods, even ability based ones, often fill in their damage with Basic Attacks. A small boost to the lifesteal when evolved should further cement this item as the sustain choice while helping it shine as an option.
  • When this Item Evolves, it now provides an additional 5% Physical Lifesteal in addition to the Physical Power and the Ability Lifesteal effect.
Masks

LONO’S MASK
Lono’s Mask, like all masks, encourages a heavy shift in class and role identity. While most masks see some level of experimentation Lono’s Mask has seen almost none. The negative of this item has made it too restrictive. We are lowering the penalty to see if players can find applications for this Mask.
  • Decreased Damage Dealt from -25% to -20%
  • Decreased Healing Done from -25% to -20%

FIGHTER’S MASK
  • Removed 10 Penetration
  • Increased Physical Power from 20 to 30
  • Increased Magical Power from 50 to 60

RANGDA’S MASK
Rangda’s provides a large spike in Penetration when combined with the percent damage increase really pushed a lot of the issues discussed in our Magical Penetration dev post. We are removing the Penetration from it and bringing up the Power by a significant portion to make up for the change. Rangdra’s will also synergize with many of the Season changes, so we will be keeping a close eye on this item in particular.
  • Removed 15 Penetration
  • Increased Physical Power from 35 to 50
  • Increased Magical Power from 70 to 85
GOD BALANCE
ODIN
The Allfather is getting a rework fitting of the leader of the Norse pantheon. We focused on really highlighting his mastery of Runic Magic in a reworked Gungnir’s Might where he finally gets to throw the named spear, Gungnir. In addition, his ultimate is gaining counterplay while punishing enemies who choose to cowardly flee over and through his ring of spears. These changes will allow Odin to have a higher depth to his play, a more consistent teamfight ultimate, and most importantly has kept his iconic Bird Bomb intact. For more detailed insight into this rework, how we approach reworks as a whole, and a deep dive into each ability check out the developer insight for Odin.
https://www.smitegame.com/news/developer-update-odin/

GUNGNIR’S MIGHT – FULL ABILITY REWORK
  • Odin begins empowering Gungnir with Runic Magic, becoming immune to knockbacks. Every .7s Gungnir changes runes and Odin pulses out damage around him, slowing enemies for 2s. When Odin releases Gungnir it travels forward, damaging enemies and stopping on the first god hit. The first rune causes allies around Odin to gain Attack Speed for 3s. The second allows Gungnir to home onto enemy gods. The last rune allows Gungnir to stun.
    • Pulse Damage: 45/65/85/105/125 (+30% of your Physical Power)
    • Pulse Slow: 20%
    • Gungnir Damage: 90/150/210/330 (+75% of your Physical Power)
    • Attack Speed: 30%
    • Stun Duration: 1.2s
    • Cooldown: 12s
    • Mana Cost: 70/75/80/85/90

RING OF SPEARS – FULL ABILITY REWORK
  • Odin summons a wall of spears that blocks his enemies movement. Enemies inside the ring cannot heal. Odin is immune to Slow and Root effects while in his Ring. A portion of the wall can be destroyed when hit by 5 Basic Attacks. Enemies that leave the ring through or over a wall are chased by Gungnir, taking damage and becoming slowed for 2.5s. Enemies that die inside Ring of Spears grant Odin a permanent bonus to Physical Power.
    • Damage: 140/210/280/350/420 (+75% of your Physical Power)
    • Duration: 4/4.5/5/5.5/6s
    • Physical Power: 5 Power per stack, max 10 stacks.
    • Healing Reduction: All Healing
    • Slow: 25%
    • Cooldown: 75s
    • Mana Cost: 100
BASTET
Bastet has realized that simply sending her cats out to fight isn’t the strongest of ultimates. She has done some pet training and is starting of the Season with some new tactics. Her base kit is better suited towards an Assassin, gaining tools to better chase enemies and engage fights from a distance. Her new Ensnaring Claw ability also allows Bastet to bring cats into the playspace more often, keeping a familiar playstyle of Bastet intact. Her new ultimate augments her playstyle, spawning in trained Guardian’s of Bast that emulate her movements and attacks, giving her large AoE capability, bonus damage, and of course the ability to summon more cats. For more detailed insight into this rework, how we approach reworks as a whole, and a deep dive into each ability check out the developer insight for Bastet. https://www.smitegame.com/news/developer-update-bastet/

NEW PASSIVE – TRACKING SCENT
  • When Bastet hits an enemy she marks the target for a brief time. Marked targets leave behind a scent trail Bastet can follow, gaining Movement Speed while in the scent trail.
    • Scent Duration: 3s
    • Movement Speed: 20%

RAZOR WHIP
  • Changed this ability from a sweep to an instant cone
  • Updated the FX to accurately show where the ability deals damage
  • Updated the weapon trail FX so it does not linger after the ability fire

NEW ABILITY 3 – ENSNARING CLAW
  • Bastet sends a cat forward at her enemies. If a cat finds an enemy it ensnares them, damaging them and briefly rooting them. The cat persists for 4s or until defeated, continuing to attack nearby enemies. The cats attacks will apply a 2s slow to the enemy. If Guardians of Bast is active, she will command her guardians to also charge forward.
    • Root Damage: 60/95/130/165/200 (+65% of your Physical Power)
    • Cat Damage: 20/25/30/35/40 (+30% of your Inhand Power)
    • Cat Hit Points: 2
    • Root Duration: 1s
    • Slow: 25%
    • Cooldown: 12s
    • Mana Cost: 60/65/70/75/80

NEW ULTIMATE ABILITY – GUARDIAN OF BAST
  • Bastet calls her loyal Guardian cats to her side. These guardians will follow Bastet’s order, assisting her in any ability she casts. When these guardians deal damage they will deal a percentage of the damage Bastet would have dealt.
    • Damage: 30/35/40/45/50%
    • Duration: 12s
    • Cooldown: 90s
    • Mana Cost: 80/85/90/95/100
ACHILLES
The hero of the Trojan War was also the hero of the SMITE World Championships. Ever since Achilles’ most recent adjustments the god has been ever present in the Solo lane. This god rose in popularity even faster than in performance, most likely due to his constant use by SPL team, SK, on their rise to victory. Achilles tends to output huge amounts of damage, even in tankier builds, so he will be seeing a large reduction to his self power buff to make sure we other gods have a fair chance against him at the start of this new season.

RADIANT GLORY
  • Decreased Physical Power Buff from 10/11/12/13/14% to 6/7/8/9/10%.
ARTEMIS
Artemis has fallen out of favor recently. This goddess dates back to SMITE’s closed beta launch, and is known for her risky yet rewarding gameplay. For a goddess who is known for her damage output, she has been doing surprisingly low amounts lately. Her primary poke and lane clear ability is receiving a large Power Scaling buff to make her more threatening within the Hunter class.

SUPPRESS THE INSOLENT
  • Increased Physical Power Scaling from 40% to 60%
BARON SAMEDI
Baron’s launch party rocked the house of the gods! However, by now the party is dead, everyone either left or passed out, and the Baron needs some adjustment to get the good times rolling again. Baron Samedi is strong on paper but tends to struggle due to being split between multiple roles. We are buffing the base damage on his core lane clear ability to help him play mid lane more clearly and effectively.

VIVID GAZE
  • Increased Base Damage from 60/105/150/195/240 to 80/120/160/200/240.
CU CHULAINN
Even a berserker needs some love. Cu Chulainn has largely fallen out of the meta in solo lane, and adjustments are being made to get him back in the action. The nerf to Physical Power on his passive looked like the nail in the coffin for him, causing him to drop off more than previous nerfs, so that is being partially reverted. We are also allowing him to gain a larger burst of rage through his ultimate ability which should help ensure that Cu Chulainn makes an impact on each and every team fight.

BERSERK
  • Increased Power per Level from 2 to 3.

SPEAR OF MORTAL PAIN
  • Increased Rage Gain per God hit from 16 to 26.
FREYA
The Freya revert has largely been a success. Her popularity skyrocketed and her balance metrics remained at a reasonable level. However, the goddess is still prone to unexpected power spikes in the right scenario, so a small nerf is being applied to prevent her from breaking the meta at the start of the next pro season. The amount of lifesteal she gets for free from her passive is especially powerful in her kit so this is being lowered to make her early game more risky.

BRISINGAMEN’S BLESSING
  • Decreased Magical Lifesteal from 15% to 10% + 0.25% per Level (Capping at 15%).
GUAN YU
Guan Yu is the prominent physical power healer. This gives him a unique role on any squad. He is powerful in extended combat scenarios due to his passive and he can run down almost any god with his ultimate. Even with these features he tends to be underplayed. To help make him feel even better to play we are giving him some small yet impactful base stat changes. With faster attack speed per level, Guan Yu’s powerful hit chain should be especially potent in the lane phase. With more mana per level Guan Yu should be able to more effectively use his whole kit through those longer fights, which he is designed to excel in.

GENERAL
  • Increased Base Attack Speed per level from 0.9 to 1.2
  • Increased Mana Per Level from 35 to 39.
HADES
Hades’s realm is the unique space between Mage and Guardian. He deals large amounts of burst damage but he has to be very close to enemies to do it. This creates a risky play style that is often punished at high levels of play. We are making Hades even tankier through his base HP adjustment, putting these stats into a unique area truly tankier than any mage, but not quite a guardian. He is also gaining the long awaited damage mitigation while firing his ultimate. He already gains a massive amount of protections so this number is starting off small and should be quite effective. As they say: why not both?

GENERAL
  • Increased base HP from 450 to 475
  • Increased HP per level from 80 to 85

PILLAR OF AGONY
  • This ability now provides Hades 10% Damage Mitigation at all ranks in addition to the Protections he gains.
HEIMDALLR
You didn’t need to be Heimdallr to see these nerfs coming. Heimdallr launched with heavy experimentation but players quickly found combos and builds that allowed him to really chunk. We are reducing his overall scaling due to his passive and then targeting his primary combo, Through the Realms initial damage and Piercing Sight as the follow up hit as gods land. While the trip is dangerous, gods a high health should be able to survive their journey through the realms more often, requiring Heimdallr to bring more to the fight to ensure a kill.

THE VIGILANT
  • Decreased Physical Power Scaling per stack from 3% to 2%.

PIERCING SIGHT
  • Decreased Physical Power Scaling from 95% to 85%.

THROUGH THE REALMS
  • Decreased Initial Hit Physical Power Scaling from 110% to 90%.
ISIS
Isis has a great new look and apparently the win-rate to go with it. Before mid-season 6 she was a bottom tier goddess, but recently she has held strong even through continuous nerfs. This time we will target her primary damaging ability to bring her down yet again without undoing any of the mechanical changes she received last year.

WING GUST
  • Decreased Damage from 35/55/75/95/115 to 30/50/70/90/110
  • Decreased Magical Power Scaling from 40% to 35% of your magical power per hit
IZANAMI
Izanami is known for her strong lane clear, but even that hasn’t been enough to make her an attractive pick. We are taking those defining elements and making them stronger. Her basic attacks are quite unique and take some getting used to, and now they will deal even more damage on their return path. Spectral Projection having lower cooldown will ensure that Izanami keeps pressure on her opponents.

BASIC ATTACKS
  • Increased return projectile damage from 25% to 35%

SPECTRAL PROJECTION
  • Reduced cooldown from 16/15/14/13/12 to 14/13.5/13/12.5/12
JING WEI
This tenacious youngster never really drops out of the meta. Jing Wei’s passive makes her a safe pick in any scenario. Her damage and utility feel quite balance but often time the goddess feels just too safe, unable to be punished even by skilled opponents. We are decreasing Jing Wei’s mobility in multiple ways to make her have more counterplay.

AGILITY
  • Decreased Movement Speed Buff from 20% to 15%.
  • Decreased Air Movement Speed Buff from 30% to 25%.

AIR STRIKE
  • Decreased Landing Range from 55 to 45.
NEMESIS
Nemesis has received a few small buffs lately that have failed to produce results for her. Slice and Dice and Divine Judgement have high potential for frustration due to their hit area. We feel the past nerfs to those abilities were merited and we do not plan to revert at this time. Instead we will be looking at another one of her damaging abilities: her dash, Swift Vengeance. This ability can be used to output a decent amount of damage at the cost of using your movement ability. This adds some reasonable damage to Nemesis’ kit in a way that should also encourage strong counterplay.

SWIFT VENGEANCE
  • Increased Physical Power Scaling from 30% to 35%.
NIKE
The Goddess of Victory received an ability rework in the Mid-Season 6 Update. This was met with a lot of positivity, but it actually nerfed the character. This was intentional and the amount of win-rate she was accumulating from her passive was too much, preventing the goddess from receiving meaningful buffs. With that problem solved we feel comfortable adding some strength to this goddess to help her feel as powerful as her former self. Her base HP5 is being buffed to make up for the regen she lost in the rework, and damage is being increased on Rend and Barrier Formation to make sure that enemies feel her presence.

GENERAL
  • Increased Base HP5 from 7 to 10.

REND
  • Increased Damage from 50/80/110/140/170 to 60/90/120/150/180.

BARRIER FORMATION
  • Increased Refire Damage from 65/120/175/230/285 to 85/140/195/250/305.
RAMA
SMITE’s resident sniper has been struggling lately. Rama relies heavily on his basic attacks and difficult skill shots, which can make him more risk than reward to play. In Season 7 he is getting buffed in two different ways to let him better dish out basic attacks. His base movement speed is being increased, which has high potential to boost his boxing ability, and Astral Quiver will now be full on respawn. This allows Rama to jump into fights immediately after respawning and should help his performance in non-Conquest modes. The design team is aware that many players feel that Rama’s passive is lackluster and could benefit from a rework. This option is being considered for future updates.

GENERAL
  • Base Movement Speed Increased from 365 to 370

ASTRAL QUIVER
  • Rama now starts the match and respawns from death with a full quiver of arrows

ASTRAL BARRAGE
  • Decreased Mana Cost from 100/110/120/130/140 mana to 80 at all ranks
SERQET
Serqet brings two major strengths. As a Jungler, her clear speed is unrivaled. As a Support, Last Breath ensures she remains a relevant threat. Both of these strengths are difficult to counter as they allow Serqet to be effective mostly regardless of decision making. We want to tone down both of these strengths, ensuring her clear speed is more in line with other gods and requiring some Physical Power to keep Last Breaths damage relevant.

DEATHBANE
  • Decreased Damage from 60/80/100/120/140 to 50/70/90/110/130.

LAST BREATH
  • Decreased Damage and added Physical Power Scaling.
    • 180/300/420/540/660 to 140/230/320/410/500 (+55% of your Physical Power).
    • This ability still deals True Damage.
SUN WUKONG
Everyone loves a good Sun Wukong buff. This Warrior is mobile and evasive, but struggles to make an impact on larger team fights. Master’s Will is gaining a new component and will now slow the attack speed of enemies hit by it. We are also increasing the damage Somersault Cloud deals, as it was much lower than most Warrior ultimates. These two changes should encourage Sun Wukong to fight to the bitter end of each engagement.

MASTERS WILL
  • This ability now applies an attack speed slow along with the movement speed slow.

SOMERSAULT CLOUD
  • Increased Damage from 200/250/300/350/400 to 200/275/350/425/500.
THOR
Thor excels at early pressure and using ultimates to secure kills. As a semi-global ability, the longer cooldown will create bigger windows to make plays, knowing the God of Thunder isn’t about to bring the hammer down.

ANVIL OF DAWN
  • Increased Cooldown from 90s to 110/105/100/95/90s.
JANUARY 10 PTS BALANCE UPDATES
Since Season 7 Patch Notes and PTS have gone live we have received tons of feedback and watched hours of PTS gameplay. We plan to act quickly based on this data and feedback to make PTS testing as meaningful as possible. Most of the changes we are making today are focused toward one goal: Allow as much wide-spread experimentation as possible. We want to nerf top meta picks, and open up strategies, roles, and items to the most gods and items we possibly can.
BASTET
Bastet’s new abilities look very successful on PTS so far, but most likely too successful. As she gained significant AoE and a new form of CC, so damage needs to be removed. This occurred through her passive but was not a sufficient shift. She is seeing a few more damage decreases to even out her new design.

POUNCE
  • Decreased Base Damage from 80/145/210/275/340 to 80/135/190/245/300

RAZOR WHIP
  • Decreased Base Damage from 30/50/70/90/110 per tick to 30/45/60/75/90
  • 120/200/280/360/440 total to 120/180/240/300/360
ODIN
The Allfather is looking almighty in PTS. Gungnir’s new might is clearly overperforming, so a few damage decreases are being applied. In this way Odin is still a warrior with new combat tools, but we want to move him back from playing like an Assassin.

GUNGNIR’S MIGHT
  • Decreased Base Damage per Pulse from 45/65/85/105/125 to 35/55/75/95/115
  • Decreased Physical Power Scaling per Pulse from 30% to 20%
  • Decreased Physical Power Scaling on Throw from 75% to 65%
ACHILLES
From the update notes it was clear that the Achilles change was not sufficient. Achilles is a top pick right now, and although the power decrease we have already shipped was impactful, we are willing to nerf him more. We were hesitant to overnerf characters when the meta might nerf them as well, but we need Achilles to move down a bit further to make room for more gods to test this new Season 7 meta.

COMBAT DODGE
  • Decreased damage from 50/90/130/170/210 to 50/85/120/155/190.

RADIANT GLORY
  • Decreased Healing from 24/28/32/36/40 to 20/23/26/29/32.
SUSANO
Susano was the other god we feel received the most feedback on missing a nerf. Susano is a top ban god and that usually moves us to apply nerfs. We were more careful with him since he received multiple scaling nerfs recently, and for similar reasons as Achilles (meta changing). However, to be safe and make sure more Junglers can explore the new season, we are nerfing his damage and early-game mobility even further.

JET STREAM
  • Decreased Physical Power Scaling per tick from 30% to 25% per tick
  • Increased Cooldown after teleporting to an enemy from 8s to 10s

CONQUEST BLUE BUFF
We had a lot of feedback regarding the Solo Lane, and after PTS testing we agree that more adjustments need to be made. We plan to continue to monitor this role closely and make more itemization changes before 7.1 launch. For now, we are buffing the Blue Jungle Buff to ensure that Solo Laners have the Mana to fight effectively so we can get more feedback and data about the current matchups in the lane.
  • Increased MP5 per 10% missing mana from 2 MP5 to 3 MP5

DYNASTY PLATE HELM
There has been a very strong reaction to Tyrannical Plate Helm and its T2 version, Dynasty Plate Helm. These are both being nerfed significantly. We want new items to be attractive and exciting, but not overbearing. This can be a tricky middle ground to design for as players tend to mostly ignore new items unless they really turn heads. The key change for the T2 is increasing the cost so it cannot be bought as a starter item.
  • Increased cost from 1400 to 1600

TYRANNICAL PLATE HELM
This item brings a very new and unique effect, but its strong stat spread was overshadowing that. The main thing we want this item to do is encourage aggressive tactical plays, so the minion attack speed is remaining unchanged, but with its description fixed. Many other aspects of this item are being nerfed to ensure that this Minion Attack Speed feature is the defining one, not the base stats.
  • Fixed an item description error where it listed 10% Minion Attack Speed rather than the actual 20% increase. (20% is the intended number and its currently functioning like this in PTS)
  • Increased cost from 2400 to 2600
  • Decreased Magical Power from 85 to 70
  • Decreased Minion health bonus from 20% to 10%

STONE OF FAL
The changes to Mage itemization have mostly been received positively. There are definitely a few concerns and we want to take those seriously. There is also some confusion. One key thing we want to avoid is overpowered hybrid items. Mages are getting major nerfs in the 7.1 changes, which we attempted to offset with some interesting buffs too, but putting too much power on tanky items is not the right way to do this. Another notable exception was Yemoja. Her pick, ban, or win-rate stats are not nearly as high as Susano or Achilles. She is definitely being watched closely, though.
  • Decreased Magical Power from 100 to 80

HIDE OF THE NEAMEAN LION
This change mostly focuses on Hunters. The viable pool of Hunters is constrained by this item’s reflect damage amount. Reflect damage can be frustrating and difficult to play around. Kuzenbo and Thorns have cooldown and visual cues to help counterplay, but Nemean is always on. Due to that fact we are decreasing is reflect damage significantly to allow more Hunters to experiment in this new meta.
  • Increased Physical Protection from 70 to 75
  • Decreased Damage Reflected from 25% to 15%

WARRIOR’S BANE
A key role of game design is to anticipate future results of design changes and adjust for them now, instead of waiting for the dominoes to fall. This is what the team attempted to do here. With Mages seeing significant penetration nerfs, we expected lots of discussion for Physical gods as well. However, concern over Hunter’s position in the meta largely overtook that concern, so we are reverting all of the changes. We will continue to evaluate Physical Penetration in the upcoming updates, possibly even considering similar changes to their items as Mages had.
  • Increased % Physical Protection reduction from 10% to 15%

TITAN’S BANE
  • Increased Base % Physical Protection reduction from 10% to 15%
  • Increased Base % Physical Protection reduction from 35% to 40%

THE EXECUTIONER
  • Increased % Physical Protection Reduction from 10% to 12%

RAGE
This buff is being added to open up Hunter build paths. Hunter builds tend to be optimized quickly then become quite rigid, and lately crit has not been part of the equation. One of the main issues this problem exists is because Crit requires a reasonably high % chance before it is effective. Rage exists to be the enabler for Crit builds by providing the highest % chance in a single item. We are pushing that slightly higher to let Hunters experiment with Crit-Pen hybrid builds that feel good even when only 2 Crit items are built.
  • Decrease Cost from 2400 to 2300
  • Increase Crit Chance % per stack from 2% to 3%
JANUARY 14 PTS BALANCE UPDATES
As 7.1 PTS nears its end we are adjusting a few more things. These changes pertain to things that were already planned to be changed in 7.1. We have been closely monitoring the community discussion and PTS gameplay for input about the update. During PTS we need to be careful about our changes. Ones that require additional art and code could cause issues to delay the launch, so these are being planned for 7.2. There is discussion of design concerns and balance concerns we have not yet addressed, and many of those are reasonable concerns but will need to be looked at in 7.2. Thank you for all your communication and PTS testing during this time. It has certainly made 7.1 a better update!
BASTET
Bastet is performing well on PTS and nerfs were necessary, but many Bastet players voiced their concerns about our most recent adjustments. We are reverting those, then adding another nerf to her new ultimate. Bastets jungle clear speed and base damage on her 1-2-3 is already lower than usual, so lowering those further caused some negative experiences. Instead damage is being shifted off the ultimate to lower her top end damage and encourage her to rely more on her base kit.

POUNCE
  • Increased Base Damage from 80/135/190/245/300 to  80/145/210/275/340

RAZOR WHIP
  • Increase Base Damage from 30/45/60/75/90 to 30/50/70/90/110 per tick
  • Decrease Mana Cost from 60/65/70/75/80 to 40/45/50/55/60

GUARDIAN OF BAST
  • Decreased Bonus Damage from 30/35/40/45/50% to 20/25/30/35/40%
ODIN
Odin’s new groove is quite a powerful one. He continues to dominate the PTS with his new ability. This ability can stack a very high amount of damage if players manage to hit an enemy with all 4 instances of damage, so the damage is being lowered. This ability is still a relatively long total channel time, so it does need to maintain slightly higher damage, but it was clearly overtuned.

GUNGNIR’S MIGHT
  • Decreased Pulse Damage from 35/55/75/95/115 to 25/45/65/85/105 Per Pulse
  • Decreased Spear Throw (Base and Scaling) from 90/150/210/270/330 (+65% of your Physical Power) to 80/130/180/230/280 (+60% of your Physical Power)
SOLO LANE
Many pros, olympians, and players have expressed concern with the Solo lane. We want to make the 1v1 in that lane more impactful and make sure we reward aggressive laners, but some of our proposed changes were having unintended effects, and discouraging fighting. With other classes also gaining significant buffs, Solo lane felt especially underpowered. We are reverting the change to Blue Buff and buffing Totem of Ku, while retaining the scaling effect. We want each role to feel fun and impactful as the update launches, and after some 7.1 live data is accumulated we will be able to make more confident adjustments.
  • Reverted Blue Buff to provide:
    • Grants 20 Mana healed every 5s and 10% cooldown reduction. Each time you hit an enemy God with an ability you regain 2% of your missing Mana.
  • Increased Totem Reward from 10, 20, 30 to 20, 25, and 30 MP5 to the team depending on when it is taken.

Source: SMITE

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