Hi-Rez Studios has deployed the SMITE update 11.65 January 26 patch that brings the Season 8 content and gameplay changes into the fold! There are a ton of new skins, a new Battle Pass, new event, and loads more!
Head on below for the file sizes for each platfrm, as well as the full SMITE Season 8 patch notes!
SMITE Update 11.65 January 26 Patch Notes (Season 8):
File sizes (estimated):
PC: ~13 GB
Xbox: ~28 GB
PS4: ~38 GB
Switch: ~10 GB
- Season Pass 2021 – $39.99 USD, Includes the following items:
- 1000 Gems
- Grand Magus Anubis Skin – Limited
- Grand Magus Loading Screen – Limited
- Tyrant Title
- Provides the following for each new god in 2021 as they are released:
- Unlocks gods for gameplay if you do not already own the Ultimate God Pack
- Base recolor
- New Limited recolor
- Voice pack
- Wave and Clap Emotes
January 26
- Most Wanted Battle Pass
- Season Pass 2021
- Dawn of Babylon Event
- Valentine Chest
- Season 7 & 8 Ranked Rewards
- Season 7 Commendation Reward
UI
- Gifting
- Fixed an issue where the menu would sometimes close when attempting to search for “Other Players” to send a gift to
- Fixed an issue where buying a skin in lobby would appear to make that the selected skin – but loading into the match would equip the previous selected skin before the purchase
General Gameplay
- Implemented a Hotfix (Live Already) – that attempts to fix the issues where certain gods would appear to be stuck in certain animation states – for example: Serqet would appear to be repeatedly leaping. These gods were not actually firing these abilities repeatedly, it just looked like they were. This issue should be fixed already or greatly reduced in its chance of occurring.
- Fixed an issue where almost any god/skin had a chance for its voice pack to become silent for a single match
- Fixed an issue where it appeared to players who purchased a skin in the god lobby as though the skin was selected, until the loading screen where it would be reverted to their previously selected skin.
- Clash Map
- Removed an unintended fog volume that was visible in the jungle areas of this mode
Gods
- Danzaburou
- Fixed an issue where his Ability 02 – Alluring Spirits – could be canceled mid-fire without being put on cooldown
- Fixed an issue where level-up effects would play on Danzaburou when he is in leaf form – these will no longer play on him at that time
- Fixed an issue where the buff icons from his passive would sometimes not appear as intended
- Fixed an issue where his ult could be interrupted while CC immune and already firing
- Hel
- Fixed an issue where Hel had unintended reduced healing while in her dark stance
- Fixed an issue where Decay hit FX were playing in incorrect ways on enemy gods/minions hit by the effect
- Set
- Fixed an issue where Set’s sand clones would sometimes deal no damage when passing through enemies.
- Ymir
- Fixed an issue where it was possible to stack 2 copies of Frostbite in some scenarios.
- Awilix
- Fixed an issue where if Awilix was interrupted during the casting time on Suku’s Leap – she would be removed from Suku.If she did not leap, she should get another chance to leap. If she is interrupted while leaping – this ability will go on cooldown.
- Aphrodite
- Fixed an issue where Love Birds would sometimes not hit enemies clearly in the hit area
- Hera
- Fixed a typo in her achievement text
- The Morrigan
- Fixed an issue where her victory/defeat animations could get out of sync
Skins
- Poseidon
- Fixed an issue where Tidal Surge’s collision was different on the Dreadbead skin.
- Nu Wa
- Fixed an issue where the Caustic Skies Skin would T-pose in the game client and lobby
- Vulcan
- Fixed an issue where the Space Cadet Skin could become stuck in a specific animations
- Nemesis
- Fixed visual issues on the targeters for the Primal Vengeance and World Tour skins
- Zeus
- Fixed an issue where the Eternal Tormenter skin would sometimes not display the orange runic circle visual element of the skin
- Xing Tian
- Fixed an issue on the Gecko Gladiator skin where the Gecko heads could get into unintended positions
- Ares
- Fixed an issue where the Oni skin was using the ability 1 chains sound on death – it will now play a different chains sound on death
- T5 Skins
- Fixed an issue where these skins would have silent VGS when using “god” VGS instead of “skin” VGS
- Chibi Skins
- Fixed an issue where these skins would not display Nike’s Laurel effects properly
New Tutorial System – Role Guides
- Detects your role from lobby to provide a unique guided experience for each role
- Shows you waypoints throughout the match
- Guides you through your starting jungle camp and to your lane
- Draws attention to respawning camps
- Highlights jungle bosses and towers as the game progresses
- Can be manually toggled on or off at any time
- Works within Co-Op or PvP matches
- Never stops or slows down the gameplay
- Adjusts automatically if you miss spawns, get invaded, or otherwise
- This will default to ON for players under level 15, and OFF for those 16+
- Turn this on by pressing escape to bring up the escape menu and selecting the GUIDES option to bring up setting toggles for Role Guides. This can be done at any time.
- Or click the GUIDES button in match lobby
UI
- New Escape Menu Option: Guides
- New Escape Menu option called GUIDES which allows players to toggle the following settings at any time.
- Auto Purchase Items
- Auto Skill Level Up
- Auto Filter by Class
- Show Role Guides
- Show Help Tips
- Show Recommended Items for My Role
- New Escape Menu option called GUIDES which allows players to toggle the following settings at any time.
- Help Tips Changes
- Help tips pop up boxes have had their size adjusted to be less intrusive.
- Help tips have been updated to display updated buff, camp, and objective information.
- Large art was removed from the help tips in order to make the tips less intrusive during gameplay.
- Game Modes Page
- Players will now be able to access tutorial videos for each game mode via a new button within the list of game modes.
- Match Lobby
- Role Trading
- Added a new button that works like Ranked God Trading, but instead allowed players to trade role assignments
- Players will only be able to trade with one player at a time.
- The player receiving a trade request must accept the role trade request.
- There is a 10 second cooldown before the player can receive another role trade request if they decline a role trade request.
- God selection screen now displays the recommended role for each god
- Added a new button to the match lobby: Guides – displays the following match settings:
- Auto Skill Level up toggle
- Auto Purchase Items
- Auto Filter by Class
- Show Role Guides (Conquest Only)
- Show Help Tips (all modes)
- Recommended Item Updates
- Builds will be recommended by Role in Conquest, with separate recommendations for Arena and other non-Conquest modes.
- If a build is available, players will automatically be shown a build for the role they selected in the match lobby, but will have an option to select a different role in-game.
- Recommended items will once again show items that are popular among high-elo players, instead of being based on team composition.
- Players will be able to freely disable / re-enable auto-purchase in the match, even after purchasing an item outside the recommended list.
- Role Trading
Ranked
- All of these changes apply to all Ranked Modes – and only Ranked Modes
- All Players Ranked MMR will be Hard Reset 8.1
- MMR system
- Removal of Variance System
- Players will experience a more consistent MMR gain and loss from the first game they play to their 100th. MMR gain and loss can still change based on how even both teams appear to the Matchmaker.
- Maximum MMR Adjustment
- Players can no longer gain or lose more than 100 MMR in a single match.
- Removal of Variance System
- Split System
- TP/MMR resets will only apply to players above diamond who become inactive for 2 weeks
- Ranked Quests and Rewards will continue to reset every 2 updates
- Ranked Rewards usually given out at the of the year will be available to be unlocked immediately in 8.1
All Modes – New Healing Rules
- Global Anti-Healing Aura
- While not “Brawling” your Ability and Lifesteal healing taken is reduced by 30%.
- A god is considered Brawling if they have damaged or applied Crowd Control to an enemy god (or they have been damaged or Crowd Controlled by an enemy god) in the last 4s.
- While not “Brawling” your Ability and Lifesteal healing taken is reduced by 30%.
- Anti-heal Item Changes
- Divine Ruin
- Decreased Anti-heal from 40% to 35%.
- Decreased duration from 8s to 6s.
- Brawler’s Beat Stick
- Decreased Anti-heal from 40% to 35%.
- Decreased duration from 8s to 6s.
- Toxic Blade
- Decreased Anti-heal per stack from 20% to 17.5%.
- Decreased duration from 8s to 6s.
- Pestilence
- Decreased Aura Anti-heal from 25% to 20%.
- Contagion
- Decreased Aura Anti-heal from 25% to 20%.
- Cursed Ankh
- Decreased Anti-heal from 50% to 45%.
- Decreased duration from 10s to 6s.
- Cursed Ankh Upgrade
- Decreased Anti-heal from 50% to 45%.
- Decreased duration from 10s to 8s.
- Shadowsteel Shuriken
- Decreased Anti-heal from 40% to 35%.
- Decreased duration from 8s to 6s.
- This item has received additional balance changes, outlined in the item section.
- Rod Of Healing
- Increased Healing increase from 5% to 10%.
- No longer increases by 5% when taking or dealing damage.
- Rod Of Asclepius
- Increased Healing increase from 10% to 20%.
- No longer increases by 15% when taking or dealing damage.
- Caduceus Shield
- Increased Healing increase from 10% to 20%.
- No longer increases by 15% when taking or dealing damage.
- Divine Ruin
Jungle Camp Vision Changes
- Gods that visit a Jungle Camp on their side of the map will now receive vision of the in-world and minimap respawn timers for that camp. This is granted even if the camp was invaded and cleared by the enemy.
Conquest
- Living Conquest Map
- In addition to the completely new 8.1 Conquest Map, there will be 3 more distinct updates to the map throughout the Season.
- Each Update will have a specific theme that follows the SMITE storyline and god release plan.
- Each Update will have art and design updates to the map to compliment the theme.
- Conquest is our most competitive game mode and we want to increase its ability to receive art and design updates to levels never seen before!
- There will still be continual balance changes to the map every update, especially as we gather data and feedback at the start of the season.
- An Entirely New Conquest Map
- New layout
- Wider map from lane to lane
- Longer map from base to base
- Completely reworked Jungle with more variance in its paths and geometry. Some paths are especially narrow, and others are much wider.
- New Camps and different camp locations.
- New art set
- Chaos side takes the form of Tiamat’s Babylonian fortress
- Order side is a totally rebuilt Mount Olympus
- Order and Chaos towers have completely new models
- Chaos Titan is a completely new character
- Chaos Minions are completely new characters
- New Jungle Monsters – Scorpions
- Many of our favorite jungle monsters, as well as the Order Titan and Minions will be keeping their current Season 7 art on the new map.
- Balance
- There have been major changes to all spawn times, jungle monsters stats, and objectives.
- See the full list of stats here
- New layout
- New Objectives / Features
- New NPC – Greater Scorpion (Jungle)
- Mid-game objectives located in the Jungle
- Two Greater Scorpions will spawn on each side of the map, in both the Gold Fury and Fire Giant pits
- While alive, these monsters prevent the spawn of both major neutral bosses
- After a Greater Scorpion is slain, its spawn location will move deeper into the enemy jungle, depending on which team secured the kill
- Slaying a Greater Scorpion will enhance your buff camps on the side of the map where it was killed. These camps drop Enhanced Buffs that provide additional bonuses on top of their base effects
- Enhanced Damage Buff
- Additionally provides 7% Physical and Magical lifesteal
- Enhanced Speed Buff
- Increases CCR bonus from 10% to 20% (+10%)
- Enhanced Mana Buff
- Increases CDR bonus from 10% to 20% (+10%)
- Additionally provides 10% increased Maximum Mana
- Enhanced Void Buff
- Increases Attack Speed bonus from 10% to 25% (+15%)
- Enhanced Damage Buff
- New NPC – Lesser Scorpion (Lane)
- Early-game objective for Duo and Solo lanes that spawn on the outer edges of the map
- 2 will spawn in Duo lane
- 1 will spawn in Solo lane
- These monsters will be “downed” when their HP bar is depleted, and will require 3 more hits to secure the kill and Gold/XP rewards
- While in their downed state, they emit a healing aura that heals 20 HP per second for a maximum of 10 seconds
- Early-game objective for Duo and Solo lanes that spawn on the outer edges of the map
- Base Gates
- SMITE’s first dynamic geometry is being added to the S8 Conquest Map! These doors will act like a jungle wall when closed, and a jungle path when opened
- Each base has two doors nestled in the walls between the phoenixes and are useful shortcuts into the Jungle
- These doors will open when a god sets foot on a specific area inside the base
- Doors cannot be opened from the outside, but gods, including enemies, can leap or blink over walls to open them
- Players attempting to open enemy doors from the inside will be afflicted with Invader’s Curse and will need to stand on the trigger for longer to open the door
- Fountain
- While all of their phoenixes are alive, Gods will now receive Reinvigoration when exiting their fountain
- Increases out-of-combat Movement Speed by 40%
- Lasts 5 seconds
- This will still be enhanced by Pyromancer kills
- While all of their phoenixes are alive, Gods will now receive Reinvigoration when exiting their fountain
- Jungle
- All Buff camps now spawn at 00:20
- All Mid Harpy camps now spawn at 00:35
- Increased Mid Harpy respawn time from 90 to 120 seconds
- Jungle Shrine has been removed
- Invader’s Curse now encompasses all buff camps until 01:00
- Void Camp
- Reworked Void Sludge
- Now stacks up to 3 times
- Applies 5% protection reduction per stack
- Reduced ability cooldown from 30 to 7 seconds
- Debuff lifetime reduced from 20 to 10 seconds
- No longer lowers your targeting priority from other minions
- New NPC – Greater Scorpion (Jungle)
- Blessings have been removed from all games modes, being replaced with starter items.
- Starters can be purchased at level 1.
- Each starter has 2 separate upgrades. These can be purchased for an additional 1500 gold at level 20. (Support oriented Starter Items can be upgraded at level 17).
- Once you have left the fountain with a starter item it is the only starter item you can get that game.
- Starter items do not have any class lock restrictions. The only restrictions are based on the Power type they provide. (Mages cannot build an item that only has Physical Power on it.)
- The jungle focused starter items are unavailable in non-conquest modes.
Short list of all new Starter Items
Carry Starters
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- Restore Health and Mana for landing Basic Attacks.
- Can be upgraded to Death’s Embrace or Death’s Temper at level 20.
- Death’s Embrace
- Restore even more Health and Mana for landing Basic Attacks.
- Death’s Temper
- Slay enemies to gain additional Basic Attack Damage.
- Death’s Embrace
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- Mark a minion for a bounty every 10s. Last hit to claim the bounty.
- Can be upgraded to Diamond Arrow or Ornate Arrow at level 20.
- Diamond Arrow
- Defeating anything provides the Gilded Arrow bounty.
- Ornate Arrow
- Gain bonus stats for all your unspent gold.
- Diamond Arrow
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- While alone, gain Movement Speed. While near an ally, gain Attack Speed.
- Can be upgraded to Hunter’s Cowl or Leader’s Cowl at level 20.
- Hunter’s Cowl
- While alone, gain more Movement Speed. While near an ally, provide an Attack Speed aura.
- Leader’s Cowl
- Provide bonus power while your team outnumbers your enemies.
- Hunter’s Cowl
Solo Starters
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- Steal flat health away from your opponents after damaging them.
- Can be upgraded to Sundering Axe or Hero’s Axe at level 20.
- Sundering Axe
- Steal a portion of their current health from your opponents after damaging them.
- Hero’s Axe
- Protect Crowd Controlled allies with a shield.
- Sundering Axe
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- Apply damage over time to enemies hit by your abilities.
- Can be upgraded to Bluestone Brooch or Corrupted Bluestone at level 20.
- Bluestone Brooch
- Apply a % Health damage over time to enemies hit by your abilities.
- Corrupted Bluestone
- For every enemy hit by your damage over time, gain Attack Speed.
- Bluestone Brooch
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- Gain flat damage reduction when hit by abilities.
- Can be upgraded to Sigil of the Old Guard or Infused Sigil at level 20.
- Sigil of the Old Guard
- Gain % damage reduction when hit by abilities.
- Infused Sigil
- Accumulate stacks when hit by abilities. Explode for damage when enough stacks are accumulated.
- Sigil of the Old Guard
Mid Starters
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- Restore health and mana when your abilities deal damage.
- Can be upgraded to Blood-soaked Shroud and Sacrificial Shroud at level 20.
- Blood-soaked Shroud
- Restore more health and mana, and gain stacks of bonus Lifesteal when your abilities deal damage.
- Sacrificial Shroud
- Your abilities do more damage but cost health in addition to their Mana.
- Blood-soaked Shroud
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- Gain additional MP5 as you get low on Mana.
- Can be upgraded to Pendulum of Ages or The Alternate Timeline at level 20.
- Pendulum of Ages
- Gain more MP5 as you get low on Mana. Gain additional Power as you stay high on Mana.
- The Alternate Timeline
- When you would die, jump to an Alternate Timeline where you instead lived.
- Pendulum of Ages
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- Accumulate stacks that are consumed when your abilities hit, dealing bonus damage.
- Can be upgraded to Archmage’s Gem or Gem of Focus at level 20.
- Archmage’s Gem
- Accumulate stacks that are consumed when your abilities hit, dealing more bonus damage.
- Gem of Focus
- Each time you cast an ability, gain up to 3 stacks of focus. Fail to continuously cast and lose all your focus.
- Archmage’s Gem
Jungle Starters
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- Deal bonus damage to Jungle Monsters. Restore health and mana when Jungle Monsters are defeated.
- Can be upgraded to Bumba’s Spear or Bumba’s Hammer at level 20.
- Bumba’s Spear
- Deal massive damage to Jungle Monsters, Bosses, and Structures. Restore more health and mana when any of these are defeated.
- Bumba’s Hammer
- When you cast an ability, your next Basic Attack does bonus true damage. When you hit with this Basic Attack your ability cooldowns are reduced by 1s.
- Bumba’s Spear
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- When you slay a large Jungle Monster, you place a 30s ward where it dies.
- Can be upgraded to Seer of the Jungle or Protector of the Jungle at level 20.
- Seer of the Jungle
- When you slay a large Jungle Monster you gain the ability to see wards temporarily.
- Protector of the Jungle
- Gain bonus Power and Protections while in the Jungle.
- Seer of the Jungle
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- Damaging an enemy applies a damage over time and slows their attack speed. This damage is extra effective against Jungle Monsters.
- Can be upgraded to Manikin Mace or Manikin Hidden Blade at level 20.
- Manikin Mace
- Damage an enemy applies a stronger damage over time and slows their attack speed more. This damage is incredibly effective against Jungle Monsters and Bosses.
- Manikin Hidden Blade
- Hitting a target when you have not recently been hit by or have dealt damage provides a large burst of damage on the target.
- Manikin Mace
Support Starters
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- Getting an assist restores health and mana and provides bonus gold.
- Can be upgraded to Sentinel’s Boon or Sentinel’s Embrace at level 17.
- Sentinel’s Boon
- Getting an assist restores % health and mana and provides more gold.
- Sentinel’s Embrace
- Provides a large amount of Protections split evenly among all nearby allies.
- Sentinel’s Boon
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- Gain passive gold and XP. A portion of your XP and gold gained from defeating enemies is lost to you. If an ally is nearby you provide it to them instead.
- Can be upgraded to Compassion or Animosity at level 17.
- Compassion
- A portion of damage taken by allies is redirected to you.
- Animosity
- Your Basic Attacks deal extra damage based on your health. Structures take significantly more from this effect.
- Compassion
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- Getting an assist restores health and mana to all nearby allies and provides a boost to their Movement Speed and Attack Speed.
- Can be upgraded to War Banner or Spartan Flag at level 17.
- War Banner
- Get an assist restores % health and mana to all nearby allies and boost their Movement Speed and Attack Speed more.
- Spartan Flag
- Damaging an enemy drops a Spartan Flag, providing Power to allies who stand near it.
- War Banner
Neutral Starters
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- Enemies hit by your damaging abilities have their healing reduced.
- Can be upgraded to Tainted Breastplate or Tainted Amulet at level 20.
- Tainted Breastplate
- Enemies hit by your damaging abilities have their healing reduced more.
- Tainted Amulet
- Enemies hit by your damaging abilities have their healing reduced. Healing reduced this way is transferred to you.
- Tainted Breastplate
Full Starter Item Text
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- 700g
- +10 Physical Power
- +20 Magical Power
- +75 Health
- PASSIVE – Hitting an enemy with a Basic Attack restores 2 Health (+1% of your Maximum Health) and 1 Mana (+1.5% of your Maximum Mana). Basic Attacks that deal AoE damage restore half as much for each enemy hit after the first. Can be upgraded at level 20.
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- Can be upgraded from Death’s Toll at level 20.
- 2200g
- +80 Physical Power
- +140 Magical Power
- +200 Health
- Passive – Hitting an enemy with a Basic Attack restores 3% of your Health and Mana. Basic Attacks that deal AoE damage restore half as much for each enemy hit after the first. Can be upgraded at level 20.
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- Can be upgraded from Death’s Toll at level 20.
- 2200g
- +50 Physical Power
- +75 Magical Power
- +30% Attack Speed
- +100 Health
- Passive – When an enemy dies near you gain 1 stack of Temper that provides 3.5% increased Basic Attack Power for 10s, maximum of 10 stacks. When an enemy god dies near you gain 5 stacks.
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- 700g
- +15 Basic Attack Damage
- +50 Health
- +7 MP5
- PASSIVE – Every 10s a nearby enemy minion is marked , prioritizing the highest health minion. If you secure the killing blow on that minion you gain 10 bonus gold and 20% attack speed for 8s, and restore 20 Mana.
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- Can be upgraded from Gilded Arrow at level 20.
- 2200g
- +80 Basic Attack Damage
- +100 Health
- PASSIVE – When you kill an enemy you gain 10 gold and 20% attack speed for 8s, stacking up to 3 times. If you kill an enemy god you gain 3 stacks and 30 gold immediately.
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- Can be upgraded from Gilded Arrow at level 20.
- 2200g
- +60 Basic Attack Damage
- +150 Health
- PASSIVE – All sources of gold gain are increased by 20%. For every 100 gold in you have gain 1% Attack Speed and 0.8% Critical Strike Chance, up to a maximum of 25 stacks.
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- 700g
- +15 Physical Power
- +10% Physical Lifesteal
- +5% Attack Speed
- Passive – While you are near an allied god you gain 10% Attack Speed. While you are alone you gain 5% Movement Speed.
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- Can be upgraded from Leather Cowl at level 20.
- 2200g
- +60 Physical Power
- +15% Physical Lifesteal
- +20% Attack Speed
- Passive – While you are near an allied god you gain a 25% Attack Speed aura. If you are alone you gain 10% Movement Speed.
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- Can be upgraded from Leather Cowl at level 20.
- 2200g
- +40 Physical Power
- +300 Health
- +15% Physical Lifesteal
- Passive – For each nearby friendly god (55 units) you gain a stack of Outnumber. For each nearby enemy god you lose a stack of Outnumber. Each stack of Outnumber provides 3% increased Power to nearby allied gods.
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- 600g
- +50 Health
- +15 Physical Protection
- +10 Magical Protection
- +2 Damage Reduction
- PASSIVE – Damaging an enemy god steals 25 health away from your target and restores it to you. This effect can only occur once every 10s.
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- Can be upgraded from Warrior’s Axe at level 20.
- 2100g
- +250 Health
- +30 Physical Protections
- +30 Magical Protections.
- +5 Flat Damage Reduction
- Passive – Damaging an enemy god steals 10% of their Current Health away from your Target and restores it to you. This effect can only occur once every 7 seconds.
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- Can be upgraded from Warrior’s Axe at level 20.
- 2100g
- +300 Health
- +35 Physical Protection
- +35 Magical Protection
- +30% Crowd Control Reduction
- Passive – When an ally god around you within 55 units is hit by a hard crowd control effect, give them a shield equal to 10% of your Maximum Health. This effect can only occur once every 8s.
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- 800g
- +10 Physical Power
- +20 HP5
- +10 MP5
- PASSIVE – Enemies hit by your damaging Abilities take an additional 25 Physical Damage over 2s. (Max 2 Stacks).
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- Can be upgraded from Bluestone Pendant at level 20.
- 2300g
- +45 Physical Power
- +30 HP5
- +30 MP5
- Passive – Enemies hit by your damaging Abilities take an additional 25 +7.5% of their Current Health over 2s. (Max 2 Stacks).
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- Can be upgraded from Bluestone Pendant at level 20.
- 2300g
- +60 Physical Power
- +20 HP5
- +20 MP5
- Passive – Enemies hit by your damaging Abilities take an additional 75 damage over 5s and reduced enemy attack speed by 10%. (Max 2 Stacks). For every enemy afflicted you gain 15% Attacks Speed up to a Maximum of 5 enemies.
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- 700g
- +100 Health
- +15 Magical Protection
- Passive – Whenever you are hit by an ability you gain a stack of Dampening, decreasing damage taken by 5 for 5s. This occurs only once per ability cast. This can stack twice.
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- Can be upgraded from Warding Sigil at level 20.
- 2200g
- +200 Health
- +75 Magical Protection
- Passive – Whenever you are hit by an ability you gain a stack of Rebuke, decreasing damage taken by 4% for 5s. This occurs only once per ability cast. This can stack three times.
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- Can be upgraded from Warding Sigil at level 20.
- 2200g
- +350 Health
- +25 Magical Protection
- +25 Physical Protection
- Passive – Whenever you are hit by an ability, your Infused Sigil gains a stack. This occurs only once per ability cast. At 5 stacks it explodes after 0.5s, dealing 400 Magical Damage to enemies within 30 units of you.
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- 850g
- +15 Magical power
- +75 Health
- +15 Physical Protection
- +5% Magical Lifesteal
- PASSIVE – Damaging any enemies with an ability gives you bonus 6 health and 6 mana. Can only trigger once per target per ability.
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- Can be upgraded from Vampiric Shroud at level 20.
- 2350g
- +75 Magical Power
- +200 Health
- +40 Physical Protections
- +15% Magical Lifesteal
- PASSIVE – Damaging any enemy with an ability restores 12 Health, 6 Mana and provide a stack 1% Magical Lifesteal for 6s. This can stack infinitely. Can only trigger once per target per ability.
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- Can be upgraded from Vampiric Shroud at level 20.
- 2350g
- +100 Magical Power
- +100 Health
- +20 Physical Protection
- +15% Magical Lifesteal
- PASSIVE – Your abilities deal 15% more damage, but cost 5% of your Maximum Health.
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- 800g
- +30 Magical Power
- +5 MP5
- +10% Cooldown Reduction
- PASSIVE – This item grants 2 MP5 per 10% of your missing Mana.
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- Can be upgraded from Sands of Time at level 20.
- 2300g
- +90 Magical Power
- +20 MP5
- +10% Cooldown Reduction
- Passive – This item grants 4 MP5 per 10% Missing Mana. This item grants 7 Magical Power per 10% Available Mana.
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- Can be upgraded from Sands of Time at level 20.
- 2300g
- +45 Magical Power
- +45 Protections
- +15 MP5
- +10% Cooldown Reduction
- Passive – When you would die you instead find an alternate timeline you are alive, becoming CC Immune, Damage Immune, and unable to act. After 1.75s you are restored to 25% Health and Mana and can act again. This can only occur once every 10 minutes.
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- 700g
- +30 Magical Power
- +15 MP5
- Passive – Every second you gain a stack of Arcane Energy, causing your next damaging ability to deal an additional 2 True Damage and remove all stacks. This effect stacks up to 20 times.
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- Can be upgraded from Conduit Gem at level 20.
- 2200g
- +100 Magical power
- +25 MP5
- Passive – Every 1s you gain a stack of Demise, causing your next damaging ability to deal an additional 2.5% of your Magical Power in damage and remove all stacks. This effect stacks up to 20 times.
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- Can be upgraded from Conduit Gem at level 20.
- 2200g
- +90 Magical Power
- +150 Health
- +15 MP5
- Passive – Every time you cast an ability that costs mana you gain a stack of Focus for 10s, providing 3% Movement Speed, 3% Damage Increase, and 2% Damage Taken Reduction, stacking up to 3 times.
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- 600g
- +50 Health
- +50 Mana
- PASSIVE – Your Basic Attacks deal +15 True Damage and your Abilities deal +30% Damage versus Jungle Monsters. When a Jungle Monster is killed you are restored for 10% of the Monster’s Health and 25 Mana. Can be upgraded at level 20.
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- Can be upgraded from Bumba’s Dagger at level 20.
- 2100g
- +60 Physical Power
- +90 Magical Power
- +200 Health
- +200 Mana
- Passive – Your Basic Attacks deal +50 True Damage and your Abilities +50% damage against Jungle Monsters, Structures, and Jungle Bosses. When any of these die you are healed for 10% of their Health, restore 10% of your Mana, and are given 10 gold.
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- Can be upgraded from Bumba’s Dagger at level 20.
- 2100g
- +300 Health
- +200 Mana
- +10% Cooldown Reduction
- +10% Penetration
- Passive – After casting an ability your next Basic Attack deals an additional 80 True Damage. After hitting a Basic Attack empowered by Bumba’s Hammer, your active cooldowns are reduced by 1s and you are healed for 5% of your Maximum Health.
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- 650g
- +10 Physical Power
- +20 Magical Power
- +15 HP5
- +20% Attack Speed
- Passive – You deal 30% increased damage to Jungle Monsters. Upon defeating a Large Jungle Monster, place a ward that lasts for 30 seconds.
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- Can be upgraded from Eye of the Jungle at level 20.
- 2150g
- +60 Physical Power
- +90 Magical Power
- +25 Physical Protection
- +20% Attack Speed
- Passive – You deal 30% increased damage to Jungle Monsters and Jungle Bosses. Upon defeating a Large Jungle Monster or Jungle Boss, you gain the ability to see Wards for 10s.
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- Can be upgraded from Eye of the Jungle at level 20.
- 2150g
- +65 Physical Power
- +100 Magical Power
- +35 Physical Protection
- +35% Attack Speed
- Passive – While in the jungle you gain 15% Power and 15% Protections.
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- 750g
- +10 Basic Attack Damage
- +15 Physical Protection
- +3 Damage Reduction
- Enemies hit by your Basic Attacks are burned, taking 20 Physical Damage over 2s and have their Attack Speed reduced by 7%. Jungle Monsters take 2.5x the amount of damage. This effect can stack up to 4 times. Can be upgraded at level 20.
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- Can be upgraded from Manikin Scepter at level 20
- 2250g
- +50 Basic Attack Damage
- +100 Health
- +30 Physical Protection
- +8 Damage Reduction
- Passive – Enemies hit by your Basic Attacks are burned, taking 60 physical damage over 2s and have their Attack Speed slowed by 10%. Jungle Monsters and Bosses take quadruple damage. This effect can stack up to 4 times.
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- Can be upgraded from Manikin Scepter at level 20
- 2250g
- +75 Basic Attack Damage
- +30 Physical Protection
- +5 Damage Reduction
- Passive – If you have not taken or dealt damage in the last 5s and hit an enemy god, Jungle Monster, or Jungle Boss, they immediately take 15% of their Current Health as Physical Damage and are slowed by 20% for 5s.
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- 500g
- +75 Health
- +7 Physical Protection
- +7 Magical Protection
- +7 MP5
- PASSIVE – Being within assist range of a minion or jungle camp monster death without dealing the killing blow awards 7 bonus gold, and also restores +12 Health and +8 Mana. If you are not near an allied god for 20 seconds or more, this passive is disabled.
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- Can be upgraded from Sentinel’s Gift at level 17.
- +300 Health
- +45 Physical Protection
- +45 Magical Protection
- +20 MP5
- PASSIVE – Assisting an enemy target dying provides 15 Bonus Gold and restores 3% of your Health and Mana.
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- Can be upgraded from Sentinel’s Gift at level 17.
- +200 Health
- +20 Physical Protection
- +20 Magical Protection
- +20 MP5
- PASSIVE – Evenly split 120 Physical and Magical Protection among all nearby allied gods and yourself. If you are alone you only gain 60 Physical and Magical Protections.
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- 750g
- +75 Health
- +7 HP5
- +10 MP5
- Passive – Gain 2GP5 and 1 XPP5 (+0.5 per level). Any time you would gain experience or gold from an enemy dying you only take 90% and share 10% with nearby allies.
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- Can be upgraded from Benevolence at level 17.
- 2250g
- +300 Health
- +30 HP5
- +15 MP5
- PASSIVE – Damage taken by nearby allies is reduced by 15%, up to a maximum of 100 damage. The reduced damage is redirected to you as Magical Damage. If this redirected damage would kill you, it does not get redirected.
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- Can be upgraded from Benevolence at level 17.
- 2250g
- +400 Health
- +20 HP5
- +20 MP5
- PASSIVE – Your Basic Attack deals bonus damage equal to 4% of your Maximum Health as Magical Damage. This effect is doubled against structures.
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- 700g
- +10 Physical Power
- +20 Magical Power
- +100 Health
- +10 MP5
- PASSIVE – Being in range of minion or jungle camp death without dealing the killing the blow restores 6 Health and 6 Mana to all allies within 55 units and also provides allies with a stacking self buff of 1% Movement Speed and 2% Attack Speed. Lasts 8s and stacks up to 10 times.
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- Can be upgraded from War Flag at level 17.
- 2200g
- +30 Physical Power
- +60 Magical Power
- +300 Health
- +15 MP5
- PASSIVE – Each time you assist a kill on a minion or jungle monster you restore 1% health and mana to all allies within 55 units and also provide allies with a stacking self buff of 2% Movement Speed and 4% Attack Speed. Lasts 10s and stacks up to 10 times.
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- Can be upgraded from War Flag at level 17.
- 2200g
- +40 Physical Power
- +65 Magical Power
- +300 Health
- +15 MP5
- PASSIVE – When you damage an enemy god you call down a Spartan Flag at your location, providing 10% increased Power to allies standing in the radius. Lasts for 10s, can only occur once every 10s.
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- 750g
- +10 Physical Power
- +15 Magical Power
- +15 Magical Protection
- +15 Physical Protection
- Passive: Enemy Gods that you hit have their healing taken reduced by 20% for 6s.
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- Can be upgraded from Tainted Steel at level 20.
- 2250g
- +40 Physical Power
- +60 Magical Power
- +30 Magical Protection
- +70 Physical Protection
- Passive: Enemy Gods that you hit have their healing taken reduced by 50% for 6s.
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- Can be upgraded from Tainted Steel at level 20.
- 2250g
- +30 Physical Power
- +50 Magical Power
- +80 Magical Protection
- +30 Physical Protection
- Passive : Enemy Gods that you hit have their healing taken reduced by 20% for 6s. You are healed for 100% of the healing reduced.
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- Now provides 10% Penetration.
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- Now provides 5% Damage Mitigation.
- Now provides 20% Crowd Control Reduction.
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- Decreased damage reflected from 40% to 30%.
- Decrease cap of damage taken from 150 * Level to 120 * Level.
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- Decreased damage reflected from 40% to 30%.
- Decrease cap of damage taken from 150 * Level to 120 * Level.
Tank Item Adjustments
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- Now builds off Adventurer’s Blade.
- No longer provides Attack Speed.
- Now provides 30 Physical Protections.
- Increased Attack Speed Reduction Aura from 20% to 25%.
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- Decreased Health from 300 to 250.
- Now provides 30 Magical Protections.
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- Increased Health from 300 to 350.
- Now provides 10% Crowd Control Reduction.
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- Increased Physical Protection from 50 to 60.
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- Now provides maximum stacks on a god death or assist.
Assassin Item Adjustments
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- Increased Physical Power from 40 to 50.
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- Decreased cost from 2500 to 2350.
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- Decreased Physical Protection from 30 to 20.
- Increased Physical Power from 40 to 50.
- Increased Physical Power from Berserk Passive from 20 to 30.
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- Decreased cost from 1400 to 1150.
- The cost of items that are built from Warded Shield have remained unchanged.
- Decreased Magical Protection from 35 to 25.
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- Decreased Magical Protection from 50 to 30.
- Increased Physical Power from 40 to 60.
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- Now provides 10 Physical Power per stack.
- No longer provides 10 Basic Attack Power per stack.
Magical Item Adjustments
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- Increased Magical Power from 60 to 70.
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- Now decreases ultimate cooldowns by 8s on getting a kill or assist on an enemy god in addition to reducing non-ultimate cooldowns by 2s.
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- Increased Magical Power from 70 to 80.
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- Increased Magical Power from 85 to 95.
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- Added new art to indicate which stacks are gained on the buff bar. Green “Heads” for Hp5. Yellow “Tails”/boat for Movement Speed.
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- No longer provides 10% Magical Penetration.
- Decreased cost from 2850 to 2650.
- Increased % health damage at maximum strength from 7% to 9%.
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- Now provides 10% Magical Penetration.
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- Decreased Movement Speed from 3% to 2%.
- Decreased Stack count from 5 to 4.
- Increased Magical Power per stack from 3 to 4.
- 15 to 16 total.
- Extra stack of movement speed lost
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- Decreased Movement Speed from 6% to 4%.
Warrior Item Adjustments
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- Increased Physical Protection from 15 to 25.
- Increased Protections gained while under 75% Health from 35 to 40.
- Decreased cost from 2400 to 2350.
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- Increased Physical Power from 25 to 35.
- Increased Attack Speed Reduction from 15% to 25%.
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- Increased Health from 200 to 250.
- Decreased Power from 50 to 40.
- Increased Passive damage increase from 15% to 20%.
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- Decreased Health from 300 to 250.
- Decreased Protections per stack from 10 to 8.
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- Decreased Movement Speed on Passive from 40% to 30%.
Hunter Item Adjustments
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- Builds from Charged Morningstar
- 2500g
- +55 Physical Power
- +200 Mana
- +20 MP5
- +10% Physical Penetration
- PASSIVE – Your Basic Attacks benefit from an additional 10% Physical Penetration.
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- Decreased Physical Penetration from 20% to 10%.
- Decreased cost from 2450 to 2200.
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- Increased Maximum Stack count from 3 to 4.
- 21% to 28% Penetration total
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- No longer provides Critical Strike Chance.
- Increased Power from 15 to 25.
- Decreased Cost from 1500 to 1400.
- All upgrades still retain their same full item cost.
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- No longer provides Critical Strike Chance.
- Increased Physical Power from 10 to 15.
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- No longer provides Critical Strike Chance.
- Increased Physical Power from 20 to 25.
- Decreased Cost from 1500 to 1350.
- All upgrades still retain their same full item cost.
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- Increased Physical Power from 20 to 30.
- Increased Cost from 2400 to 2500.
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- Increased Physical Power from 40 to 50.
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- Increased Physical Power from 30 to 40.
- Increased Attack Speed from 10% to 15%.
- This item received additional changes outlined in the anti-healing section.
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- Increased Critical Strike Chance from 15% to 20%
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- Decreased cost from 2500 to 2300.
- Decreased poison slow from 15% to 10%.
- Players falling from a Janus portal can now be damaged before they hit the ground. (Previously they were untargetable until after they hit the ground completely, which was inconsistent with other banish effects.)
- Going through Janus’ portals now has a unique sound to different it from the Blink Relic
- Unstable Vortex now damages enemies who are in between the two Vortex projectiles.
- A chain of energy connects the two orbs, showing this damage area.
- Enemies can still be “double-hit” if they are hit where the orbs meet.
- This ability can now only ever deal up to 75% of a target’s max health.
- This ability’s audio has been adjusted to be more audible as it travels.
- Decreased Movement Speed from 7% to 5% per stack.
- Decreased Movement Speed from 6% to 5% per stack.
- Decreased Movement Speed from 15% to 10% at Max Tide.
- Basic Attacking a god now provides 2 stacks.
- Increased Attack Speed from 20/30/40/50/60% to 40/45/50/55/60%.
- Decreased Mana cost from 70/90 to 60/80.
- Provides Power to allies being healed.
- 5 (+1 per level) Physical Power
- 10 (+2 per Level) Magical Power.
- Increased Attack Speed per level from 0.8% to 1.5%.
- Increased Scaling from 40% to 45%. (80% to 90%)
- Decreased Bonus Power from each pouch from 10 to 6
- Decreased base damage from 70/125/180/235/290 to 70/120/170/220/270
- Decreased damage from subsequent hits of money bags and explosions from 20% to 15%
- Increased Physical Power Scaling from 80% to 95%.
- Immediately generates 2 Unbound Runes upon cast.
- Increased AoE damage from 50% of Brutalize Damage to 60% of Brutalize Damage.
- Decreased cooldown from 14s to 12s.
- Fixed an issue where Hachiman can fire other abilities while exiting the ultimate earlier than intended.
- Increased damage from 80/125/170/215/260 (+50% of your Physical Power) to 90/140/190/240/290 (+60% of your Physical Power.)
- Izanami’s Sickle projectile speed increases as she gains attack speed. This should result more closely with her sickle returning before a second one fires.
- Decreased scaling from 60% to 55%.
- Decrease time between ticks from 0.5s to 0.25.
- Change from 10/20/30/40/50 (+30% of your Magical Power) to 6/12/18/24/30 (+18% of your Magical Power) per tick.
- Total : 40/180/120/160/200 (+120%) to 48/96/144/192/240 (+144%)
- Heal changed from 0.75% of your Maximum Health per stack to 2/4/6/8/10 + (10% of your Physical Power) per stacks.
- This ability can no longer crit.
- Increased damage from 70/100/130/160/190 70/120/170/220/270.
- Increased scaling from 100% to 150%.
- Increased the beads window for Wind Fire Wheels. (0.4s)
- Upon landing you gain 20/25/30/35/40 Protections for 5s.
- Decreased cooldown from 10s to 9s.
- Decreased cooldown from 16/15/14/13/12s to 14/13/12/11/10s.
- Increased scaling on lightning and thunder damage from 20% to 30%. (40 -> 60% total)
- Fixed an issue where Rama can fire other abilities while exiting the ultimate earlier than intended.
- Increased Attack Speed from 1% to 1.2% (25% to 30%)
- Increased damage from 35% to 40%. (70% to 80%).
Upcoming Gods
- Tiamat – 8.2 Launch
- Gilgamesh – 8.4 Launch
- 8.6 God
- 8.8 God
- 8.10 God
- 8.12 God
Upcoming God Reworks (In order of release date)
- Persephone
- This goddess is going to receive changes to the functionality of multiple abilities across her entire kit, with the main focus being decreasing frustration of her enemies and taking down her pro-play performance while increasing her casual performance.
- Bastet
- We missed the mark on our previous Bastet update. Currently Bastet has strong win % stats in conquest, but players feel underwhelmed by her. We are giving her another new passive and a new Ultimate that should feel much more like a true Ultimate ability.
- At Least 2 Other Gods
- In Season 8, more gods will be receiving reworks that change at least 1 ability entirely, or make heavy adjustments kit-wide. We aren’t ready to name them yet but keep an eye out. Our designers have already begun the process on these gods, and we look forward to playtesting them!
Upcoming Item Reworks (In order of release date)
- Mail of Renewal
- Stone of Fal
- These two are our current top priority, as both items are relatively unpopular. We are planning to make them into more interesting options for tanky gods.
- Item Particle FX
- Some Items create pretty bold particles on hit, which we think is cluttering the game and obscuring vision, we are going to do a pass on these particles to make sure only essential information is conveyed this way, and tone down a lot of item FX. We have done this before and it felt like a big improvement, so it’s time we did it again.
- Other Items
- It’s likely that other items will be reworked in Mid Season 8 or beyond, but we aren’t planning to share any more details at this time.
Upcoming God Remodels (In order of release date)
- Sobek Remodel
- A lot of gods get brought up for remodel, so we have to look closely at the feedback and data to decide who goes next. In our opinion we saw Sobek as the clear front-runner. Sobek’s remodel has already been concepted and started in 3D Modeling, and will be launching early in Season 8!
- At Least 1 Other God
- We have one more god pretty locked down for remodel, and hopefully will be able to find time for more
Upcoming Skins for Gods who aren’t often skinned
- Artwork already started (definitely happening)
- Cerberus
- Baron Samedi
- Kuzenbo
- Serqet
- Erlang Shen
- Kali
- Vamana
- Zhong Kui
- Thoth
- Planned, but not started (likely happening)
- Chronos
- Sylvanus
Upcoming Events and Modes
- Maps and Game Modes
- Conquest
- As mentioned above – S8 Conquest is planned to have 3 more updates throughout Season 8
- At Least 1 other Map
- We also have plans for art and design updates to other maps in SMITE that we expect to release within Season 8!
- Conquest
- 2 Crossover Events
- We cannot reveal any details about them, but this pace of “2 a year” is feeling really good for the dev team and players alike. We are going to try to continue this throughout Season 8 with a focus on making sure we find good fits for combat styles between each IP character and SMITE god. Crossover events should be somewhat rare and the skins need to be super high quality. We think Avatar and TMNT nailed this concept and we plan to keep the bar as high as those two crossovers did.
Upcoming Quality of Life, Systems, and UI
- Clans will return in 2 Phases
- Phase 1 – Initial rework launch limited to only essential functions – Early S8
- Phase 2 – New systems, and new rewards – Late S8 / Early S9
- Clans in SMITE had some pretty serious technical issues on the backend that could lead to game crashes and server crashes. In order to fix these we have had to scrap a lot of the code systems and start from scratch. We plan to release the core functions early in S8 focusing on facilitating social gameplay. This release will likely have more features cut rather than added when comparing to the previous Clan system.
- However, we do plan to bring in UI updates, new features, and new reward systems later in the year. We will take our time with phase 2 to avoid any future issues with the Clan system.
- UI Updates (not in order of release date, just current top priorities)
- Esports and Livestreams Updates – and Viewer Store Updates – in 8.2
- Purchasing Experience – More intuitive and clear UI elements when buying things
- In-Match Experience – Item Shop, HUD, and Gameplay Clarity for all platforms
- Ranked UI – Improving Clarity on MMR, Rank, and Matchmaking
- Many more miscellaneous Quality of Life features are planned and we hope to continually ship these with and around the bigger updates.
Balance
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- Increased cost from 700g to 750g
- Decreased Health Restore from 1% Maximum Health to 0.75% Maximum Health
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- Decreased Physical Power from 80 to 65
- Decreased Magical Power from 140 to 110
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- Decreased damage over time from 20 Physical Damage to 16 Physical Damage over 2 seconds
- Increased Jungle Bonus Damage from 2.5x to 3x
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- Decreased base attack speed from 20% to 15%
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- Decreased the passive bonus from 15% to 12%
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- Increased bonus Basic Attack damage from 15 to 20 True Damage
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- No longer provides +15 MP5
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- Text now specifies it provides Physical Critical Strike chance.
- Decreased Physical Power Scaling on the heal from 10% per stack to 5% per stack.
- Fixed an issue where the looping sound FX on Danzaburou’s ultimate rocket would not play for the entire duration as it traveled
- Increased the volume of the sound FX on Danzaburou’s ultimate rocket
- Changes that were planned for this ability for 8.1 are being reverted and will not go live in 8.1. This is due to the issues it had when Janus used the ability on himself.
- We do plan on still going forward with this change in future updates, but with specific programming to only change the functionality of the falling state at the end of the ability.
- Jormungandr’s basic attacks will not trigger any item effects, including all starter items and their upgrades. Previously he was allowed to trigger blessings only because the effects were limited, but the 8.1 starters create clear break cases.
Item Bug Fixes
- General
- Updated text on many starter items for clarity and consistency
- Bumbas Hammer
- Fixed an issue where toggle or multi-fire abilities could trigger this item. This item should behave similarly to Hydra’s Lament and Polynomicon when it comes to what abilities can proc this effect.
- NOTE: There are two issues we are aware of that will be fixed in 8.2. Some abilities such as Nemesis Shield and Hera’s Shield will trigger this item after the shield fades. This does not match Hydra’s Lament or Polynomicon which procs immediately. Additionally, Zhong Kui’s ultimate and Ah Puch’s Undead Surge will not proc this item. We are working on a fix to allow this item to proc in this situation.
- Fixed an issue where toggle or multi-fire abilities could trigger this item. This item should behave similarly to Hydra’s Lament and Polynomicon when it comes to what abilities can proc this effect.
- Starter Items
- Fixed an issue where players could buy additional starter items.
- Manikin Mace
- Fixed an issue where Jungle Bosses could immune a portion of this items damage.
- Manikin Scepter
- Fixed an issue where this item did higher damage to Jungle Monsters than listed.
- Diamond Arrow
- Fixed an issue where this item wasn’t stacking
- Hunter’s Cowl
- Fixed an issue where this items aura could stack multiple times.
- Leather Cowl
- Fixed an issue where this items aura could stack multiple times.
- Death’s Toll
- Fixed an issue where Basic Attacks that should not trigger item effects were triggering this item. This was most notable on Jormungandr.
- Aura Starter Items
- Fixed an issue where the auras could remain when these types of items were sold.
Map Bug Fixes
-
- Fixed an issues where minions were not providing any gold when damaged by towers
- Fixed multiple issues with towers visual FX
- Missing Invade Debuff on enemy doors and enemy jungles
- Jungle invader curse
- Persistent area active until 1m on game clock in the enemies entire jungle
- Debuff lasts 5s
- Doors Invader curse
- Persistent area active whole game, but only on door open pads
- Debuff lasts 5s
- Jungle invader curse
- Fixed Base Door Audio
- Allied doors open instantly
- Enemy doors take 3s to open, and now audio cues will play to show that this is ticking up
- Fixed an issue with fire giant where some unintended collision would remain while fighting it
- Fixed an issue where sometimes fire minions would not have the proper visual FX or minimap icons
- Fixed a large amount of collision issues
- Fixed issues where god could clip into environment,
- Fixed issues where areas had invisible walls
- Fixed issues where some areas the fog didn’t match jungle edges
- Fixed issues with wall-interacting abilities (Janus)
- Pets that can travel far from their god (Chang’e and Baba Yaga) can now open doors
- Other god pets with more combat focused and max distances will not be able to open doors, and will continue to try to go through the doors if its the shortest path, even if doors are closed
UI Bug Fixes
- Fixed a variety of issues with Role Trading
- Added Jungle Guides Art to the map
- Fixed an issue where new Guides could not be toggled from the in game “guides” menu
- Added a cooldown to the audio on help tip popups
- Fixed an issue where towers were using temp icon art >:0
- Updated Mini Map Icons for:
- Lesser Scorpions
- Greater Scorpions
- Role Guide Waypoint
Conquest Environment Art
- Lots of additional Environment Art decoration and props have been added throughout the map
- Totem of Ku and tower radius should no longer be visible on the back sides of walls
- Adjusted the floor brightness and height of FG and Pyromancer areas
- Decreased the density of jungle fog as well as adjusted the distance effect
- Made artistic changes to better highlight the Titan leash radius of the Chaos base
Additional Clarity and Messaging
- Item Attack Speed Slows & Item Slows
- Item Attack Speed Slows and Item Slows are strongest wins, meaning the strongest possible effect from 1 item will take priority over other item effects. This means they cannot stack. This already exists with Frostbound Hammer and Witchblade for example, but will now also extend to the new starters where applicable.
- The Alternate Timeline
- We are aware of selling/rebuying as an exploit case to reset its cooldown. This is technically consistent with an item like Magi’s Blessing; but given its extreme cooldown and effect it likely needs different rules. We do plan on a fix for this issue going into 8.2.
- Known issues / upcoming fixes
- We have a long list of smaller issues also fixed for 8.1 that were left out here, as well as many smaller ones planned for fixes ASAP like 8.2. So if you don’t see something on this list, please try to report it after 8.1 goes live.
- Custom Builds/Auto Build will not upgrade new starters for you automatically
- Season 8 Map
- Adding the Spectator version of the map with reduced trees and lowered heights of certain objects
- Doing a pass on height of trees and collision on higher objects for in-game version of the map, for gods with aerial/global abilities
- Adjustments to rules and visual elements of new objectives
- Additional balance on starter items
- Scorpions are scaling health properly
- Viewer Pass
- We are actively working to get VP back up before 8.1 and through 8.1, hopefully this will be active again next week.
- It will be using the new Twitch drop system and be a little unique to this strange intermediate time, before things get set up more permanently in 8.2
- The Viewer point 75k reset will not happen until 8.2
- All of 8.1 will have faster 75k skin rotations (weekly)
- At 8.2 launch
- Agni Skin Bundle will leave the store – new bundle will be introduced that you’ll need to buy for the S8 point boosts
- Valkyries Bride Thor will leave the store, and be replaced with a new skin
- The Dunk Father Odin will leave the store and be replaced by a new 200k skin,
- We will return to the normal pace on 75k skin rotations (but new skins will be featured)
- Other new shop changes to be shown on 8.2 update notes
- Throughout Season 8
- Artemis and Raijin will remain and eventually be replaced by new 200k skins

 


















































