SMITE Update 11.48 July 14 Patch Out, Brings Mid-Season Update

SMITE Update 11.93

Hi-Rez Studios has released the SMITE update 11.48 July 14 patch that brings the mid-season update to patch 7.7! Same as before, there are gameplay-related changes included in this patch. Check out the full patch notes below. There’s also another mid-season update set for release on July 28 as well.

SMITE update 11.48 July 14 patch notes:

BUG FIXES
General Gameplay
  • Fixed an issue where if a player dropped from a ranked match, they’d be shown their TP and ranked progress in the next match they play, regardless of the mode
  • Fixed a small window of time during their intro animation when Jungle camp monsters could be damaged from outside of their leash radius.
UI
  • Live Spectate – In Assisted camera mode, fixed an issue where if your selected player dies, the camera does not jump to another player.
  • Fixed hod in bottom-left of Hades frame
Gods
  • Anubis
    • Fixed an issue where the basic attack animations were not playing as intended while moving on the Demonic Pact Skin
  • Cthulhu
    • Fixed incorrect pantheon icon showing in match lobby.
    • Cleaned up some jitter issues with The Mire.
    • Fixed Rushing Terror not consistently hitting God with end grapple damage.
    • Addressed an issue where Cthulhu would turn invisible until respawn. NOTE: Please let us know if issue persists
    • Fixed friendly Nox from not being able to leave Cthulhu while in Ultimate form.
  • Fafnir
    • Reduced flicker present on some skins when Dragon form is about to end.
  • Sylvanus
    • Fixed an issue where Sylvanus could only hit the Jungle Shrine from specific angles.
Items
  • Fixed Staff of Myrrdin not reducing damage on 2nd fire from Baba Yaga Brew
SMITE Update 11.48 July 14 – BALANCE LIVE WITH THE MID-SEASON UPDATE JULY 14
Game Modes
RANKED
The Mid Season for Ranked has arrived. This marks the halfway point for the Season as a whole and the first reset of the God Leaderboards! Everyone this split will start fresh and we will soon get to see who is the best with each god! We have more Ranked adjustments and fixes in the work but needed to hold them as we continue getting them ready for everyone. While we are bummed that we are not sharing them here we cannot wait to actually get them into your hands!
  • The Mid Season Ranked reset is here!
    • As with previous splits, Variance will be softly reset as will players who are Diamond and above. Players will have a renewed chance to prove themselves and players will need to fight to claim the number one spot on the leaderboard!
  • God Leaderboards and Leaderboard Frames are being reset.
    • We hope players have enjoyed a longer window to flex their main gods and show off their skill with the frame, but it is time to start fresh. Good luck to everyone trying to become the number one Kuzenbo!
JOUST AND DUEL
The new Joust Map has continued to create some interesting metas in both Joust and Duel. One complaint that we have seen continue is the strength of late game fire minions. These waves are ending games too easily and leading to some anticlimactic matches. We are removing the protection scaling and decreasing the Health scaling so that players can focus more on the god vs god matchup in these modes.
  • Removed Protections scaling on Fire Minions (was 0.5)
  • Decreased Max Health scaling from 20 to 10 for Fire Brutes
  • Decreased Max Health scaling from 10 to 5 for Fire Archers
CONQUEST
Mid Season 7 is upon us! This means it’s time for some big changes to Conquest. Most of our focus this update is toward the Jungle. In SMITE, every lane has to do some Jungling, and many of the biggest and best late game fights take place there. These changes are likely to have impacts on every role.
The goal of this update was to make the Jungle monster feel more alive. SMITE jungle monsters die fast and don’t do much, but thats about to change. Each Jungle monster will be gaining a unique special ability that they will use against the gods who attempt to slay them. Along with this, all Jungle monsters are undergoing significant balance changes to their stats and rewards. Generally this will result in them being harder to kill and worth more. This creates some significant pacing changes across the map, and is balanced toward making each lane closer together in XP and Level.
These Jungle changes and the expected impacts will be individually described below. Each jungle encounter was designed with a specific challenge in mind. Players will need to be aware of how these camps fight back or they will take additional damage or spend additional time clearing the camp. In many cases the camps will affect your god in a way that will continue to influence god vs god combat even after the camp has been killed or disengaged, which adds some really interesting complexity to objectives, baits, and invades.

 

  • A New Conquest Map will be arriving for SMITE Update 8.1
General Changes
JUNGLE SHRINE
This new objective to Season 7 was intended to have a lighter impact on the meta, but many players just found it frustrating to min/max. We are making it worth significantly more gold while also making it quicker to capture to make sure it has a meaningful impact without wasting anyone’s time. All hail the Shrine Efficiency stat.”
  • Now only requires a single attack to fully claim the gold bounty
  • Increased Gold per God per stack from 5 to 10
LANE MINIONS
We have made some heavy changes to Minion AI! This long requested feature should prevent minions from snowballing into towers as quickly, and should result in more even trading where minions meet.
  • Adjusted Minion AI to change their target prioritization
    • When minions are fighting other minions they will target the closest minion, rather than the first target they see. This is recalculated after every attack.
      • This results in minion waves more evenly trading in the center of the lane for longer periods of time.
  • Adjusted minion AI for better performance and responsiveness.
    • Minions will be more responsive to detecting an enemy that has entered their range and targeting them.
    • Made adjustments to reduce ‘jostling’ that can result in minions bunching up before meeting
MID LANE
In many cases across the Season we have seen Mid Lane get too far ahead in gold and experience. With these upcoming changes this is still a risk, so we are nerfing their Mid-specific jungle farm source. Instead of two small harpies, it will be one single Elder Harpy. This makes it harder to clear and worth less.
  • Camps of 2 Small harpies have been changed to a single Elder Harpy
GOLD FURY
  • Reduced hitbox size by 25%
  • Adjusted AI for smoother pathing towards players
Jungle Monsters
Before we go into each specific Jungle camp, we need to understand their base behaviors. Currently Jungle monsters just sit still until attacked, but this will no longer be the case. For the rest of the Season there will now be “Aggressive” monsters who will immediately chase down and attack any god who enters their leash radius. This can have a big impact on how you aim your abilities to clear camps, and it can also heavily affect pathing choices. The Gold Fury and Fire Giant areas are especially more dangerous now, as are the camps on the Duo side of the map.
  • Certain Jungle Monsters are now “Aggressive”
    • These monsters will charge forward and attack or use a special attack as soon as a god enters their leash radius.
      • Manticores
      • Chimaeras
      • All types of harpies
      • Gold Fury
      • Fire Giant
  • Others are “Defensive”
    • These monsters will behave as usual, and will remain in place until attacked
      • Oracles
      • Pyromancer
      • Centaurs
      • Satyrs
ALPHA HARPY
This new Duo Lane objective has had some difficult time balancing its risk vs reward. We wanted this camp to be slower to clear, but making it too tanky felt bad. Now it can fight back with an attack speed debuff instead. Have your support tank it for you or jungler clear it quicker to prevent being debuffed. Carries who solo this will put themselves at greater risk to attacks from the enemy Carry.
  • NEW Ability – Screech
    • Applies a 15% Attack Speed debuff to its target
    • Stacks up to 2 times
    • Lasts 6 seconds
  • Balance
    • Base
      • Increased XP Reward from 50 to 71
      • Decreased Gold Reward from 35 to 33
      • Decreased Max Health from 700 to 630
      • Increased Physical Protection from 8 to 12
      • Decreased Magical Protection from 6 to 2
      • Decreased Physical Power from 24 to 20
    • Scaling
      • Decreased Max Health from 180 to 150
      • Decreased Physical Protection from 8 to 2
      • Increased Magical Protection from 1 to 2
      • Increased Physical Power from 2 to 4
ELDER HARPY, HARPY
These monsters will serve as the baseline for the map. They won’t have any special abilities, but they will be aggressive. Just the fact that these monsters will aggro and attack players adds an interesting twist to how you encounter them.
  • No ability for these, but they will follow the new “Aggressive” behavior as described above.
  • Elder Harpies Balance
    • Base
      • Decreased Magical Protection from 6 to 2
    • Scaling
      • Increased Max Health from 75 to 125
      • Increased Magical Protection from 1 to 2
      • Increased Physical Power from 2 to 4
  • Harpies Balance
    • Base
      • Decreased Magical Protection from 6 to 2
    • Scaling
      • Increased Max Health from 70 to 75
      • Increased Magical Protection from 1 to 2
      • Increased Physical Power from 2 to 4

 

MANTICORE (RED BUFF)
The Red Buff Manticore will launch into a flurry of attacks once it gets low HP. The best way to combat this camp is to save some abilities until it reaches this state, and then blow it up quickly. This can be difficult with the mini manticores also charging at you.
  • NEW Ability – Berserk
    • Triggers when Manticore goes below 45% health
    • This attack has increased Attack Speed, causing players to take more damage over time.
CHIMAERA (PURPLE BUFF)
The Chimaera has a unique attack designed to affect the next minion wave. Many camps have a way to avoid or interrupt their special ability, but this one will guarantee to hit whoever it first sees. His ability will apply a long duration debuff that shreds protections, but makes you nearly invisible to minions, creating an interesting power play scenario, or a strict liability in the late game.
  • NEW Ability – Void Sludge
    • Chimaera Fires a projectile attack at its target, applying a debuff to the first target it aggros
    • Decreases Protections by 20%
    • With this debuff applied, enemy minions will prioritize you less, even if you deal damage to an enemy God.
    • Lasts 20 seconds
    • 30 second cooldown
CENTAUR (SPEED BUFF)
The Centaurs are a more civilized type of creature, and are not aggressive. They won’t move or attack until they are attacked. Their new ability is a skill shot similar to the Fire Giant’s. Junglers will need to avoid this straight line attack by strafing to avoid taking a big hit of damage.
  • New Ability – Spear Thrust
    • Winds up for a powerful thrust, damaging all enemies in a line
    • Deals 3x its basic attack damage to enemies within range
  • Red, Purple, and Speed Buff Holders Balance
    • Base
      • Increased XP Reward from 116 to 126
      • Increased Gold Reward from 48 to 58
      • Increased Max Health from 485 to 550
      • Decreased Magical Protection from 6 to 2
      • Decreased Physical Power from 18 to 15
    • Scaling
      • Increased Max Health from 145 to 180
      • Increased Magical Protection from 1 to 2
      • Increased Physical Power from 2 to 4
    • Buff Guards Balance (Minis for Red, Purple, Speed)
      • Base
        • Increased XP Reward from 20 to 31
        • Increased Gold Reward from 16 to 18
        • Increased Max Health from 120 to 140
      • Scaling
        • Increased Max Health from 87 to 110
        • Increased Magical Protection from 1 to 2
        • Increased Physical Power from 2 to 4

 

SATYR (BLUE BUFF)
The Satyr is a benevolent creature. It now stands alone defending its home. If challenged it will summon a group of Spirit Satyrs to help it. Saving a cleave or an AoE ability is the key to clearing this camp without taking unnecessary damage.
  • New Ability – Summon Spirits
    • Up to 4 Spirit Satyrs will be summoned in to help the Satyr shortly after he enters combat.
    • These have very low HP but can deal a lot of damage if left unchecked
    • Spirit Satyr
      • Base
        • No Gold/XP Reward
        • 10 Max Health
        • 9 Physical Power
      • Scaling
        • 40 Max Health
        • 2 Physical Protection
        • 2 Magical Protection
        • 4 Physical Power
  • Blue Buff Holder Balance
    • This Camp no longer has Minis, and is just a solo Buff Holder
    • The Buff Holder is worth the same total XP and Gold as the other buff camps with their minis included
    • Base
      • Increased XP Reward from 116 to 188
      • Increased Gold Reward from 48 to 94
    • Scaling
      • Increased XP Reward from 9 to 27
      • Increased Gold Reward from 1.5 to 4.5

 

PYROMANCER
The Pyromancer and Oracles are wise and calm. Only attacking if they are attacked first. They both have similar abilities but with very different results. Shortly after being attacked they will go into a long channeled cast time. This spell can be interrupted, or they can be burst down, but if they do cast the spell the results are quite powerful. The Pyromancer’s spell will cause all nearby gods to take more damage from all sources, and the Oracle’s will give themselves a strong damage mitigation buff. Rely on team play or CC to take down these enemies cleanly.
  • New Ability – Infernal Ritual
    • Shortly after being attacked the Pyromancer enters into a 3s duration channeled spell. If successful, it casts Infernal Ritual
    • This spell is an AoE debuff that causes all nearby gods to take 15% increased damage from all sources
    • It lasts 10 seconds
    • The Pyromancer can be interrupted during its 3s channel time by stuns, silence, knockups, mesmerizes, and fears

 

ORACLES
  • New Ability – Guarding Ritual
    • Shortly after being attacked the Oracles enters into a 3s duration channeled spell. If successful, it casts Guarding Ritual
    • This buff causes the Oracles to take 40% reduced damage from all sources
    • It lasts 5 seconds
    • The Oracles can be interrupted during its 3s channel time by stuns, silence, knockups, mesmerizes, and fears

 

FIRE GIANT
The Fire Giant already wields a strong set of abilities that encompass his entire combat time, so he is not gaining a new ability. However, he is going to be making his domain more dangerous. Any gods who enter his area will have a single molten pool summoned beneath them. Take caution fighting in this area.
  • Now Spawns Molten Pools when a God enters its attack area
    • 30 second cooldown
GOLD FURY
The Gold Fury finally has its own ability! Along with the Gold Fury, Oni and Primal Fury will be receiving similar abilities. All 3 of these monsters have a single target ability that hits up to 6 times, dealing damage and stacking a unique debuff on each tick. This adds a huge amount of risk to baiting the fury, as one or more of your team can become afflicted with these buffs and have a harder time fighting against gods. This effect can be interrupted with smart aggro swapping using the leash radius, though.
  • NEW Ability – Unique to each Fury
    • Channels a spell on a single target that applies a stacking debuff every 0.5 seconds
    • Debuff lasts 5 seconds
    • Stacks up to 6 times, damaging and refreshing on each tick
  • Each Fury applies a different debuff
    • Gold – Burden of Riches
      • 5% Slow per stack
      • +20 Gold bounty when killed per stack
    • Oni – Burden of War
      • 5% Increased damage taken from all sources per stack
    • Primal – Burden of Dread
      • 5% Reduced damage dealt per stack
Items
PHYSICAL PENETRATION SHIFT
In this Mid-Season Update we are making a similar change to Physical Penetration as we did to Magic Penetration at the start of the Season. These changes were received positively by players, and allowed for more balance control by the design team.
The changes for Physical Pen have similar goals as Magical did: We hope to create more build variety, smoother power curves, and make tankier gods more impactful in the late game.
We are achieving these goals through a similar strategy. Physical Penetration will be capped at 40%, and will be distributed across a variety of items instead of being located solely on Titan’s Bane.
The goals and general strategy might be similar, but there are a few key differences in our process of making this change on the Physical side of SMITE. First, we have to consider 3 classes instead of 2. Magical Pen mostly focused on Mages, while having some clear ripple effect onto Guardians.
Handling this across Assassins, Hunters, and Warriors adds complexity to the process and led us to make a few different decisions. Specially, adding % Pen to more items so that all 3 classes still had a variety of choices.
Another key difference is the presence of Flat Pen. In the Mage shift, restricting access to Flat Pen was a primary goal of the change, whereas for Physical gods that is not the case. We feel that the current access to Flat Physical Penetration is acceptable, so most of those items are not being adjusted. This is a different scenario than Flat Magical Penetration for a variety of reasons. Mages tend to have higher base power and each Protection starts at a different base and scales to different values.
It should also be noted that stacking Flat Pen will still be more difficult, since these classes will need to buy more items to reach sufficient % Pen as well.
This set of changes creates a lot of exciting item shifts, and we look forward to seeing how the meta adapts to this process.
  • % Physical Penetration now has a 40% cap and can be obtained from a variety of different items

TITAN’S BANE
This item is undergoing a similar to the ones Obsidian Shard received. This Pivot is likely to make this item less popular for Hunters, as its passive focuses specifically on abilities. As a key part of the Pen shift process, Titan’s Bane can no longer be the one stop shop for killing tanks, and will need to be combined with other Penetration Items
  • Increased Cost from 2300 to 2550
  • Increased Physical Power from 30 to 40
  • Added 20% Physical Penetration
  • NEW PASSIVE – Your first ability cast gains 20% Physical Penetration. This can only occur once every 10 seconds.

THE EXECUTIONER
Executioner is not being handled in the same way Spear of the Magus was, even though they are commonly compared. Although they are both core penetration items on their respective classes, Executioner provides % Pen instead of Flat Pen, and Executioner applies the debuff more slowly than Spear did. Executioner also fits better into a wider god pool of Hunters, whereas Spear caused a few Mages to dramatically outperform mages who could not utilize Spear well.
This Item is only seeing some small shifts, to make sure it can still be a catalyst in Hunter builds. Its % Pen is being nerfed, but in conjunction with a buff to the item’s Power and Cost. This allows Hunters to cleanly transition from early game into mid game. The nerfs are necessary to prevent Exe from becoming a new Titans, where it is your one-shot catch-all item for % Pen.
  • Decreased cost from 2350 to 2200.
  • Increased Physical Power from 30 to 35.
  • Decreased passive shred from 12% per stack to 7% per stack.

ATALANTA’S BOW
Atalanta’s Bow focuses on high attack speed and mobility. Keeping with this theme this new 20% Penetration choice is getting an update to better serve that goal. When killing or assisting an Enemy God you gain Atalanta’s Agility. This buff reduced all forms of movement penalties such as strafing, backpedaling, and attacking. While not true Haste, this effect gives Hunter’s a similar feeling while still allowing for counterplay.
  • Added 20% Pen
  • Removed 10% Movement Speed
  • NEW PASSIVE – If you receive a kill or assist on an Enemy God you gain Atalanta’s Agility for 10s. This effect increases your Attack Speed by 20% and decreases the movement penalty for attacking, backpedaling, and strafing by 50%.
    • Increases players move speed while
      • Strafing from 80% to 90%
      • Backpedaling from 60% to 80%
      • Melee basic attacking from 65% to 82.5%
      • Ranged basic attacking from 50% to 75%

RAGE
Rage has been a staple this season, often existing in builds as the only Critical Strike item. We are increasing its cost by 100 to better reflect its power and plan to keep an eye on it as Physical gods identify its specific value in these large item changes.
  • Increased cost from 2300 to 2400.

SILVERBRANCH BOW
Silverbranch is a solid fit for any high attack speed builds. While it is losing some flat pen, the percent penetration it is gaining and the increase to its passive will help this item serve as a strong 5th or 6th item choice.
  • Added 10% Physical Penetration
  • Removed 10 Flat Pen
  • Increased Physical Power gained from Passive from 1.5 to 2 per stack.

8-POINTED SHURIKEN
The Shuriken tree is seeing a new item and some shifts! We are making small adjustments to 8-Pointed Shuriken to kick these off.
  • Reduced Attack Speed from 10% to 7%

NEW ITEM – SHADOWSTEEL SHURIKEN
Hunters have struggled to build Anti-heal. Brawler’s Beatstick and Toxic Blade have their strong use cases, but most Hunters struggle to make room for those items effectively. Enter Shadowsteel Shuriken! Critical Strike is a stat line that is easier to build into for Hunters, giving them access to this counter build option at the cost of some more pure damage choices.
  • 2500g
  • 20 Physical Power
  • 10% Attack Speed
  • 20% Crit Chance
  • NEW PASSIVE – Enemies hit by your critical strikes have 40% reduced healing and regeneration for 8 seconds.

POISONED STAR
With a new Shuriken we wanted to ensure each Shuriken had a stat they were the strongest at. Poisoned Star focuses on its Physical Power in addition to its boxing passive.
  • Decreased Attack Speed from 15% to 10%.
  • Increased Physical power from 30 to 35.

WIND DEMON
Wind Demon is the go to Attack Speed choice and one of the Critical Strike items with Physical Penetration, but at the cost of lower Critical Strike Chance and Physical Power. While a strong item for Critical Strike it needs additional support before it can really shine.
  • Decreased Critical Strike chance from 20% to 15%.
  • Decreased Physical Power from 30 to 25.
  • Passive now provides 10% Physical Penetration in addition to the Attack Speed and Movement Speed.

SOUL EATER
Soul Eater is gaining some % Physical Penetration, becoming a solid go to option for our Physical Ability gods. We are adjusting its cost and stats, easing its curve and making room for the Penetration. Players will now benefit from the Ability Lifesteal immediately! Soul Eater now fulfils its role more quickly while encouraging stacking to get the full strength it can provide
  • Decreased Cost from 2300 to 2100.
  • Decreased Power from 40 to 30.
  • Removed 200 Mana.
  • Added 10% Physical Penetration.
  • Now provides 5% Ability Life Steal even before stacks are completed and the Item Evolves.

EVOLVED SOUL EATER
  • Decreased Power from 60 to 40.
  • Removed 200 Mana.
  • Added 10% Physical Penetration.
  • Increased Physical Ability Lifesteal from 15% to 20%.

HEARTSEEKER
Heartseeker is also joining Soul Eater as a % Penetration option for Ability gods. It has previously been a strong catch all, with high power and flat penetration to damage squishies with a passive that wasn’t bad against anyone. With the loss of flat penetration its focus is now more refined as the tank busting choice.
  • Decreased cost from 3100 to 2900.
  • Removed 10 Physical Penetration.
  • Added +10% Physical Penetration.

FAIL-NOT
Fail-not serves as the bridge between Critical Strike and Ability based hunters, allowing for some unique builds. It’s a difficult niche to fill but with an extra 10% Physical Penetration players who navigate towards it will see more reward.
  • Added 10% Physical Penetration

MASAMUNE
The Katana tree serves as a solid place for items that need to be restricted to Melee only gods. Masamune didn’t quite fit this restriction and as such has been moved to the Hammer tree as the item The Sledge!
  • Has been removed from the game.
    • But similar stats can be found on a NEW item in the hammer tree called: The Sledge!
  • Serrated Edge has taken its place.

NEW ITEM – SERRATED EDGE
Many Melee gods focus on using their kit to get into a fight and Basic Attacking their way to victory. For those gods, Serrated Edge can be a strong choice. It boasts a variety of stats that assist in staying in a teamfight, including one of the few places you can get 20% Penetration. Players will need to think about their ability usage carefully, deciding if having all their potential options on cooldown is worth an immediate power spike.
  • 2400g
  • +40 Physical Power
  • +10% Life Steal
  • +10% Movement Speed
  • +20% Physical Penetration
  • PASSIVE – If all 3 of your non-ultimate abilities are on cooldown, gain 40 Basic Attack Power and 10% Life Steal
Warrior Items
Gladiator’s Shield and Berserker’s Shield are being moved to Tier 3 items and will no longer focus on sustain. This is a heavy shift in the Solo and Warrior metas but we believe it to be a healthy direction. The free sustain these items have provided dictated much of the metas for seasons now and with our Warrior’s Blessing shakeup in duo lane we feel now is a good time to further shake things up. Before going specifically into each item we do expect such a core staple being adjusted to have knock on effects and are planned to address them as they arise.

 

GLADIATOR’S SHIELD
Gladiator’s Shield is changing to focus more on consistent pressure and bullying your opponents. While fighting gods who are below 50% health, you will deal bonus damage each time you hit them with an ability. It’s passive will let Warriors who position well and keep strong teamfight awareness to bring an extra punch while serving as a strong frontline for their team
  • Now a T3 that builds off of Tower Shield
  • 2500g
  • +25 Physical Power
  • +200 Health
  • +40 Physical Protections
  • +10% CDR
  • PASSIVE – Any enemy god who is under 50% health takes bonus damage for your abilities equal to 15+2 per level bonus physical damage. Triggers only once per enemy per ability.

BERSERKER’S SHIELD
Berserker’s Shield is for the Warrior (or diving Assassin) who has the health pool and tankiness to leverage themselves at low health to really get some damage out. While Bellona, Erlang Shen, and Osiris immediately pop up as options, gods who can heal themselves to retrigger this effect may also be an option.
  • Now a T3 that builds off of Tower Shield
  • 2500g
  • +40 Physical Power
  • +30 Physical Protection
  • +20% Attack Speed
  • +10% Physical Penetration
  • PASSIVE: If you drop below 40% HP you become Berserk. Berserk provides 20 Physical Power and 20% Attack Speed. Lasts 5s, refreshes on if healed and then re-damaged

NEW ITEM – THE SLEDGE
The Sledge is a new(ish) item in the Hammer Tree! While it is Masamune with a new coat of paint it has distinct adjustments that separate the two items. First, this item no longer provides Movement Speed, instead providing a large amount of Crowd Control Reduction. Second, this item provides more tanky stats at the cost of some Power. Finally, its passive now stacks only 3 times but for a higher amount of protections. This shift makes it a strong choice in skirmishes rather than full 5 on 5 teamfights.
  • 2300g
  • +40 Physical Power
  • +300 Health
  • +150 Mana
  • +20% CCR
  • PASSIVE – for each enemy within 55 Units, you gain 10 Magical and Physical Protections, stacking up to 3 times.
Other Items

ASSASSIN’S BLESSING
In this patch we are increasing the difficulty and time it takes to clear Jungle monsters while increasing their rewards. Junglers should be the ones who can clear the jungler faster than anyone else but we did want all players to feel the increased difficulty. Assassin’s Blessing is getting a reduction in its bonus damage but a boost to its health and restoration. The increased reward from Jungle Monsters vs. their time to kill is a fine balance point we continue to watch closely through PTS and beyond.
  • Increased health from 50 to 100.
  • Now provides 7 Physical and Magical Power.
  • Increased healing from Jungle Monsters from 7% to 8%.
  • Decreased bonus damage done to Jungle Monsters from 40% to 30%.

WARLOCKS’ STAFF
Warlock’s Staff was a concern from us at the start of the Season. We shifted its stats to be more aggressive to pair with its addition of percentage pen but this shift left it underwhelming. We are increasing its immediate strength, easing the process of building it and fully stacking it
  • Increased Base Power from 65 to 85.
    • Decreased Base Power per Stack from 1 to 0.8.
      • Total is increased from 140 to 145.

BOOK OF THOTH
Book of Thoth is another stacking item that we have seen fall off. It was a strong choice at the start of the Season but the double penetration rush has pushed this item out. A cost reduction here will keep it as an interesting starting choice with a game-long commitment
  • Decreased cost from 2650 to 2500.

TYRANNICAL PLATE HELM
Tyrannical Plate Helm caused a lot of discussion at the start of the Season but with a few early nerfs struggled to really make its way into players builds. We feel comfortable bringing back some of this power and letting players see how they can make use of this siege style item.
  • Increased Magical Power from 70 to 85
  • Increased Minion Health from 10% to 20%

MAIL OF RENEWAL
Mail of Renewal is unique, rewarding teams for winning fights and objectives with health to continue pushing. The heal itself took quite some time to fully tick up making it difficult to feel its strength and risking it being overwritten on back to back kills. Increasing the speed this provides its heal will help players fully leverage this effect.
  • Decreased Time it takes to Heal for 15% and regain 15% Mana from 5s to 3s

STONE OF GAIA
Stone of Gaia provides strong sustain, turning extended engagements into favorable engagements. With some removal of on demand burst sustain this more extended style of sustain has room to be more potent.
  • Increased Healing per second from 0.3% to 0.5% of your Max Health

HIDE OF THE NEMEAN LION
Hide of the Nemean often served as a counter item with some negative feels. While limited duration reflects exist, a passive always on reflect makes playing around such an effect frustrating and made finding a balance point that made the wielder and enemy difficult. We are changing the passive to instead block a Basic Attack every 15s. This gives tanks control of when to approach the Hunter and provide a decent amount of mitigation over the course of a single fight.
  • Removed Passive
  • NEW Passive: Every 15s this item generates a block stack for the owner. Max 1 Stack.

RING OF HECATE
Ring of Hecate struggled to separate itself from other rings and lifesteal choices. We are going back to focus on its theme as a ring of the powerful God of Witchcraft, Hecate. Hexing your opponents to empower yourself fits this nicely and gives Mage ADCs a way to ramp up their strength and improve their boxing capability.
  • 2500
  • 80 Power
  • 30% atk speed
  • 20% lifesteal
  • NEW PASSIVE
    • Each successful basic attack applies a hex to enemies and empowers you. Enemies receive 5% decreased power per stack, you receive 5% increased power and increased healing gained. Both effects stack up to 3 times, and stacks last 5s.

DIVINE RUIN
Mage builds have largely been dominated by Spear of Desolation and Divine Ruin. The flat penetration provides a heavy spike in addition to the utility these items bring. We are toning down the penetration on both of these items and introducing a redesign to Spear of the Magus, giving Mages access to a more reliable 3rd flat pen option.
Divine Ruin itself is a healthy check on healing in SMITE. While the flat penetration was too much we are providing some base power to help its overall power.
  • Increased Magical Power from 80 to 90.
  • Decreased Pen from 15 to 10

SPEAR OF DESOLATION
Spear of Desolation provides high power and utility in addition to the flat penetration. Unlike Divine Ruin’s shift, Spear of Desolation could likely use just the nerf
  • Decreased Pen from 15 to 10

SPEAR OF THE MAGUS
Spear of the Magus used to define Mage metas on its own. While the rework focused on keeping some of the identity of its previous version, it felt overall underwhelming and little room to buff it without creating a similar scenario. We have taken the passive in a new direction while bringing back some of the tech from a previously loved item. Spear of the Magus now marks a single enemy, giving you AND your team extra damage against them. Mages with strong setup CC can now better reward their team for properly following up!
  • 2450 Gold
  • +110 Magical Power
  • +10 Pen
  • NEW Passive:
    • Any god you damage becomes marked and debuffed to take 7.5% increased damage from all sources for 10s. This effect can only affect one god at a time and can only occur once every 10s.

WARRIOR TABI
Warrior Tabi has begun to feel underwhelming compared to other choices. While strong, it was very flat in its use cases. A small boost to mana gives gods a stronger feeling in lane when they return, gaining an extra cast or two of their Power boosted abilities.
  • Now provides 100 Mana
Relics

TELEPORT GLYPH
It’s 2020. The tech is finally here. You can now teleport to Phoenixes!
  • Players may now use this relic to teleport to phoenixes

CURSED ANKH
Cursed Ankh is gaining some extra flexibility. While a perceived strong counter option, even when built in high healing games it struggled compared to other options. Shields are more prevalent in SMITE than ever before but have limited counters aside from straight up damage. Cursed Ankh now serves as that counter, providing a choice between reducing healing or holding it to target a large shield.
  • When applied, this relic now reduces active shields by 50%.

SUNDERING SPEAR
Talking about counter options, Sundering Spear has been closely tied to meme status but today gains some key counterplay against shield heavy compositions or gods.
  • This Relic now destroys shields when applied
Gods
RATATOSKR
It’s time to go nuts! Even as Yggdrasil wavers it still lends strength to its messenger, Ratatoskr. His original Acorns provided unique benefits, drastically changing his playstyle game to game. While interesting he created unique balance problems that were not helped by variance in his initial kits power, but we knew this was something players wanted to see return.
Our goal for these Acorns is to augment and double down on strengths that exist in his current kit, allowing players to pick what they like to do while playing Ratatoskr and excel. This keeps his power and variance grounded and avoids some of the pitfalls from his initial design while still allowing for player expression. Enjoy using your ultimate to engage? The bonus health and healing from Evergreen Acorn will help you survive. Want to shred your opponents? Thickbark is a strong choice. And of course if you enjoy playing him like the Assassin he is we got you covered. Bristlebush lets you dive in and swing hard while Thistlethorn rounds out his ability damage (and don’t forget a more reliable ranged stun!).
Ratatoskr is now also followed by the Acorn of his choosing, skinned based on what skin you have selected. This gives each Ratatoskr some extra flair and gives enemies in game visibility on how you are choosing to play. We are excited for you all to get a hand on these Acorns!

ACORN OF YGGDRASIL
  • Ratatoskr Magic Acorn can branch into a whole new tree of items!
    • Lively Acorn (T2)
      • 700 Gold
      • +10 Physical Power
      • +10% Movement Speed
      • Passive : When Ratatoskr damages a god with an ability he heals for 3% of his Maximum Health.
    • Evergreen Acorn (Builds from Lively Acorn)
      • 1900 Gold
      • +35 Physical Power
      • +20% Movement Speed
      • +15% Maximum Health
      • Passive : When Ratatoskr damages a god with an ability he heals for 7% of his Maximum Health and Mana.
    • Thickbark Acorn (Builds from Lively Acorn)
      • 1900 Gold
      • +25 Physical Power
      • +20% Movement Speed
      • +15% Protections
      • Passive : When Ratatoskr damages a god with an ability he heals for 3% of his Maximum Health. Flurry has an additional charge and Ratatoskr gains protections that he shreds from Enemy Gods.
    • Nettle Acorn (T2)
      • 700 Gold
      • +15 Physical Power
      • +10% Movement Speed
    • Bristlebush Acorn (Builds from Nettle Acorn)
      • 2050 Gold
      • +45 Physical Power
      • +20% Movement Speed
      • +20% Critical Strike Chance
      • Passive : Dart now deals 40% increased damage and can crit. When Dart damages an enemy Ratatoskr gains 10% Physical Lifesteal and 10% Basic Attack damage for 6s.
    • Thistlethorn Acorn (Builds from Nettle Acorn)
      • 2050 Gold
      • +45 Physical Power
      • +20% Movement Speed
      • Passive : Acorn Blast now shoots 5 acorns. Enemies hit by Acorn Blast are marked to take 5% increased damage from Ratatoskr’s Abilities, stacking up to 3 times for 5s.

ACORN BLAST
  • Increased damage per acorn from 40/55/70/85/100 to 50/70/90/110/130.
  • Increased Physical Power scaling from 30% to 40%.
  • Enemies hit by multiple acorns take 25% less damage on each acorn, down to a minimum of 25% damage.
    • These changes overall should result in Ratatoskr dealing similar damage when hitting all 3 acorns.
  • Added a note that enemies need to be hit by 3 Acorns to be stunned rather than ‘all’. It is intended for Thistlethorn empowered Acorn Blast to stun if only 3 acorns hit.
AO KUANG
Ao Kuang went from a solid and often played pick to really struggling across all modes. The reduced control from Dragon Call and the increased Cooldown on Wild Storm led him to struggle in the Jungle, failing to keep up with others. We are reverting these two nerfs which pushed him down too far.

DRAGON CALL
  • Increased Slow on ranged attack from 20% to 30%

WILD STORM
  • Decrease Cooldown from 9s to 7s.
APOLLO
While Apollo’s Passive improvements gave him extra consideration, over time he has seen only a mild boost in his strength. We are improving his utility from Serenade and better rewarding players for landing Across the Sky onto a target.

SERENADE
  • Increased Physical Protections from 10/15/20/25/30 to 15/20/25/30/35.
  • Adjusted Mesmerize duration from 1.1/1.4/1.7/2.0/2.3s 1.5/1.7/1.9/2.1/2.3s

ACROSS THE SKY
  • Increased scaling from 30% to 40%. (120 to 160%).
ARTIO
Artio is coming roaring back. While she plays on the fringe of the competitive meta her overall performance elsewhere has struggled. Here we focused on a boost to her more aggressive ability to make it a competitive leveling choice while boosting utility through her abilities. Healing should be more reliable while Heavy Charge can deliver some crushing early slows.

ENERGY SURGE
  • Increased Druid Damage from 70/100/130/160/190 to 80/110/140/170/200.
  • Heal range increased from 55 to 65.

HEAVY CHARGE
  • Increased Slow from 10/15/20/25/30% to 20/22.5/25/27.5/30%.
BABA YAGA
Baba Yaga is brewing up some additional changes. Some players have really excelled with her randomness and her playstyle, but we still see some key points of difficulty. A boost in Baba’s Brew base damage will alleviate early game woes players felt. Home Sweet Home gains a bump to early game survivability. Home Sweet Home should serve to give her enough time and self survivability to get her damage out but struggled to deliver on that promise out the gate.

BABA’S BREW
  • Increased damage from 65/105/145/185/225 to 85/120/155/190/225.

HOME SWEET HOME
  • Increased Shield Health from 100/180/260/340/420 to 160/230/300/370/440.
BAKASURA
The Great Devourer has been hungry for some buffs! Eat Minion will now be a whole 15% more filling and provide some stronger protections in the late game. This survivability should compliment the unique way Bakasura can use some of the new items to create quite the formidable foe.

EAT MINION
  • Increased Physical Power Scaling on the self heal from 70% to 85%.
  • Increased Protections from 10/15/20/25/30 to 10/18/26/34/42
BARON SAMEDI
Baron Samedi is helping to kick off the mid season celebration in style. Baron Samedi often flexes between Mage and Support without really excelling in either. Today we more clearly align his strengths with that of a Mage, allowing him to bring those supportive qualities as a bonus. A damage boost on Vivid Gaze and Wrap it up will make his combo that much more deadly.

VIVID GAZE
  • Increased damage from 80/120/160/200/240 to 90/130/170/210/250.

WRAP IT UP
  • Increased scaling from 5% to 8%. (25% total to 40% total).
CABRAKAN
Cabrakan immediately slammed the ground but there was a distinct delay before applying any effects. This has been fixed helping Tremor feel more responsive.

TREMORS
  • Now deals an initial tick of damage immediately upon casting.
CERBERUS
This good boy has been waiting for a buff for some time, falling towards the bottom of his fellow Guardians. Decreasing the cooldown on his control and engagement abilities will be a nice treat for Cerberus mains.

PARALYZING SPIT
  • Decreased cooldown from 16s to 14s.

SOUL EXPULSION
  • Decreased cooldown from 16s to 14s.
CHIRON
As an ability hunter Chiron’s early game felt underwhelming and his actual scaling left a similar impression on his late game. This master trainer has been working on it and comes to Mid Season with improvements in those categories! Combined with his existing utility these damage adjustments will help Chiron be a more consistent presence throughout the game.

TRAINING EXERCISE
  • Increased damage from 80/135/190/245/300 to 100/150/200/250/300

MASTERFUL SHOT
  • Increased scaling from 70% to 80%.
CTHULHU
The Great Dreamer is getting a few nerfs in the Bonus Balance but this one requires some additional tech that only a full update can deliver. Cthulhu can use Relics in his ultimate. This is both strong and causes clarity issues. To take him down a notch and make his visuals more readable, he will no longer be able to do this.

DESCEND INTO MADNESS
  • Cthulhu can no longer use relics while in his ultimate
CUPID
This cute lil guy has always struggled in lane. We are pulling out a rarely used mechanic to make his heart bomb deal more damage to minions. His kit feels great in teamfights so this change allows us to target his early game specifically. Skilled Cupid players can also leverage this bonus damage to find clever stuns on enemy gods!

HEART BOMB
  • Minions take an additional 50% damage from the explosion.
  • Minions take an additional 50% damage from the initial hit.
MEDUSA
The famous gorgon has been just on the cusp of the Conquest meta for what feels like forever. In this Mid Season update we are making a variety of changes to Medusa to restore her to her former glory. As we aim to bring new Hunters into the meta, all 3 of core abilities are being buffed in some capacity. Heroes of SMITE beware, Medusa might be your new rival.”

VIPER SHOT
  • Viper shot now has 4 charges at all ranks

ACID SPRAY
  • Increase scaling from 70% to 80%.
  • Increased range from 40 to 45.

LACERATE
  • Increased root duration from .5s to 1s.
MULAN
This hero turned goddess has kept up a strong performance since her SMITE launch. Mulan balance often gravitates toward more of a quality of life discussion, and both of these changes are designed to not only buff her, but to make her feel better to play. Grapple can be hard to skill up, so we are making that a faster arc. Her Ultimate can feel underwhelming, so we are increasing the damage on the final shot. This extra damage is especially good for hybrid or jungle Mulans.

GRAPPLE
  • Increased training speed from 300, 700, 1500 damage done to 200, 500, 1200 damage done
    • (200 / 700 / 1900)
  • Increased Protections from 15/20/25/30/35 to 20/25/30/35/40.

DIVINE MASTERY
  • Increased Arrow Scaling from 50% to 60%.
NEITH
The most popular Hunter in SMITE has always had a high play count, but hasn’t been relevant in the meta for quite a while. We are addressing a core community complaint in Backflip’s speed, which should make her a more formidable opponent. Along with that, we are changing Unravel to be an actual Attack Speed Steal, giving Neith a strong self stim if she can hit an enemy god with it. This change will give Neith the attack speed potential to feel like a real hunter

BACKFLIP
  • The animation and travel time for this ability have been sped up by 25%

BROKEN WEAVE
  •  All enemies now see Neith’s Base skin Weave Models, even if neith has a skin equipped

UNRAVEL
  • Decreased Attack Speed Debuff from 30% to 18/21/24/27/30
  • This ability now steals attack speed from Enemy gods only, Decreasing their Attack Speed and Buffing Neith’s by the same amount
  • Adjust Buff/Debuff Duration from 2/3/4/5/6s to 4s at all Ranks
  • Hitting multiple gods will debuff them all, but only apply 1 stack of the buff to Neith.
NEMESIS
We hear you loud and clear on Nemesis, yet we still think that its best to play it safe with this goddess. Nemesis has received a few buffs that weren’t very impactful, so we are keeping the streak going. This time we are buffing her core damaging ability, and this buff is increased when you consider she deals double damage at a specific spot. We hope lets her compete with the rest of the Jungle roster without leading to frustration.

SLICE AND DICE
  • Increase damage from 40/70/100/130/160 to 50/80/110/140/170
OLORUN
Olorun has moments in time where he is a strong pick, largely around his ultimate. We want to elevate other portions of his kit to help his consistency. Overflowing Divinity will pack a more immediate punch while doing similar damage over a full channel.

OVERFLOWING DIVINITY
  • Increased damage from 40/55/70/85/100 to 60/75/90/105/120.
  • Increased the damage decrease per shot from 20% to 30%.
SET
The Usurper has fallen since his initial release. While very skilled Set players could utilize him effectively, the nature of his hyper snowball left him in a strange spot. Skewer’s ranks boosted not only its own damage but boosted Spawn of Set as well, causing him to reach Maximum damage by level 9. This balance problem left Skewer feeling underwhelming when used on its own and wildly strong when used well with Spawn of Set.
Skewer will now skew to be stronger when used alone and to get the full endgame strength out of it Set will need to invest points into Spawn of Set. This should even out his strength and give players of all skill more success. Finally, Relentless will now last long enough to keep in between camps, helping his early clear in the Jungle.

RELENTLESS
  • Increased duration from 5s to 6s.

SKEWER
  • Increased damage from 70/115/160/205/250 to 85/135/185/235/285.
  • Increased scaling from 80% to 90%.

SPAWN OF SET
  • Spawns now deal 60/65/70/75/80% of Skewer’s damage.
SUN WUKONG
The Monkey King has seen a few flickers of strength this Season, but they are usually short lived. Wukong focuses on lane bullying in the early game and then being exceedingly mobile in the late game. To help his core gameplay without pushing him over the top, he is seeing two buffs. First we are adding some quality of life buffs to make sure his passive is effective. Next we are making 72 Transformations more of a 1 point wonder, allowing him to invest in Master’s Will and keep up the pressure.

UNDEFEATED BODY
  • Increased % HP where his passive triggers from 40% to 50%
  • Increased the duration of his passive self buff if he heals above 50% HP from 10s to 12s

72 TRANSFORMATIONS
  • Increased Tiger Stun from 1/1.1/1.2/1.3/1.4s to 1.4s at all ranks
SYLVANUS
This nature god is always thought of as a true support Guardian, who focuses more on heals and peals than damage. In practice though, Sylvanus is able to obtain lane pressure with his AoE basic attacks and play quite aggressively. He tends to fall off toward the end of the lane phase, but with these buffs he should be able to keep up the pressure.

WISPS
  • Increased damage from 10/30 per tick to 14/20/26/32/38.

WRATH OF TERRA
  • Damage increased from 60/70/80/90/100 to 60/75/90/105/120.
THOTH
Thoth’s artillary mage nature makes him difficult to play against and play as. To make him fair he often needs unerwhelming damage for the majority of the game until he really comes online late. While some may describe this as late game carries there is a point where this is unhealthy for the god as a whole. We are shifting his strength to be overall stronger at most stages of the game and in direct one on one fights, but tone down his late game long range poke. He will still focus and bring this unique strength to his team but this should make him feel more fair to fight against and more fun to play as.

HIEROGLYPHIC ASSAULT
  • This damage increase will affect all enemies, not just gods
  • Increased scaling damage from 20% to 25%.
  • Added falloff damage past 55 range, reducing damage by 25%.
YMIR
“Feedback to Ymir’s wall change was quite positive, but it didn’t really do much for his metrics. Ymir is still really struggling in the current meta, so we wanted to look at some more specific buffs instead of just quality of… YMIR IS HERE. Ymir, please, i’m trying to work. QUIET YOU DESIGNER JUST BUFF YMIR. i’m already doing that, ok? Just calm down. NO YOU CALM DOWN. sigh… enjoy mid season everyone. BYE BYE PLAY MORE YMIR.

FROSTBITE
  • Increased duration from 4s to 6s.
  • Increased the damage reduction from 10% to 15%.
For the Avatar Battle Pass. and other details not included in the SMITE update 11.48 July 14 patch notes, head on over here.

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