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Smite – 10.9 Patch Notes | Epic Odyssey Event Revealed!


Welcome to the Odyssey: Immortal Revelry, where the Season of Celebration is about to kick off with a bang! Get ready for an epic Odyssey event that will have gamers on the edge of their seats. With each purchase from the Odyssey Event, players will not only unlock awesome items, but also make progress towards the coveted Ultimate Odyssey Skins chest. By snagging 9 new Odyssey Skins and rolling the Odyssey Chest 9 times, players can unlock the Ultimate Odyssey Skins chest and choose from the stunning Medusa Dragonshifter T5 skin or four previous T5 Odyssey Skins. It’s a celebration like no other!

But that’s not all – the Celebration Quest track is here to add even more excitement. With one Quest per week, players must complete them linearly for a total of 12 quests throughout the Odyssey. And the rewards? Each completed Quest will grant a Season of Celebration chest, packed with goodies. Plus, there’s a whole lineup of new event items, including skins for gods like Chang’e, Pele, Tyr, and more. The Celebration Event is also making a comeback, so make sure to log in and play a match every day for the next two weeks to claim your reward – the incredible Ebon Knight Lancelot Skin! And if that’s not enough, the Celestial Syndicate Battle Pass is here, offering a wealth of exclusive items and rewards for those who dare to join the Syndicate. Get ready for an unforgettable gaming experience with Odyssey: Immortal Revelry!

Welcome to the Odyssey: Immortal Revelry

The Season of Celebration arrives not only with a bang, but with a brand new Odyssey event! Every time you purchase an item from the Odyssey Event you will also gain progress towards the Ultimate Odyssey Skins chest. By purchasing 9 new Odyssey Skins and rolling the Odyssey Chest 9 times for a combined total of 18 purchases, you can unlock the Ultimate Odyssey Skins chest and choose from the new Medusa Dragonshifter T5 skin or from four previous T5 Odyssey Skins.


With each Release, there will be a Celebration Quest track! This track will have one Quest per week, which must be completed linearly! This means there will be 4 Quests per Release for a total of 12! Quests are able to be completed until the end of the Odyssey and each Quest will reward a Season of Celebration chest!

New Event Items

  • Dragonshifter Medusa Skin
  • Shadowcaster Anubis Skin
  • Soulshroud Charon Skin
  • Sharpshooter Neithe Skin
  • Sharpshooter Avatar
  • Soulshroud Global Emote
  • Golden Scarab Jump Stamp
  • Dragonshifter Pedestal
  • Immortal Revelry Loading Frame
  • Dragon Shifter Recall Skin
  • Dragon Shifter Jump Stamp

Upcoming God skins for:

  • Chang’e
  • Pele
  • Tyr
  • Chiron
  • Set
  • Sobek
The Celebration Event is back! Make sure to log in and play 1 match every day for the next two weeks to claim a reward! Claim 6 days of the Celebration event and unlock the Ebon Knight Lancelot Skin!

New Event Items

  • Cutesy Ebon Knight Avatar
  • Sweatin’ Jump Stamp
  • I’m Cookin! Global Emote
  • With a brand new Ebon Knight Lancelot Skin for FREE!
  • Battle Pass: Celestial Syndicate  (800 gems)
  • Battle Pass: Celestial Syndicate Plus  (1500 gems)
  • Paid Track Items:


      • Celestial Mayhem Discordia
      • Celestial Syndicate Frame
      • The Faultless Player Title
      • You Owe Me! Global Emote
      • Slick Messenger Jump Stamp
      • Cutesy Avatar Chest
      • Cool Cherub Jump Stamp
      • Chaos Ward Skin
      • Celestial Syndicate Level Up Skin
      • Celestial Mayhem Announcer Pack
      • Celestial Deliverer Mercury
      • Celestial Deliverer Avatar
      • Celestial Deliverer Announcer Pack
      • Celestial Inferno Announcer Pack
      • Celestial Inferno Surtr
  • Free Track Items
    • Celestial Inferno Avatar
    • Celestial Stinger Ah Muzen Cab
    • Celestial Syndicate Music Theme
    • Celestial Syndicate Recall Skin
    • Heaven, Baby! Death Stamp
    • The Worthy Title


  • UI


      • Fixed an issue with the Fungal Madness Level-Up skin persisting too long
    • General Gameplay
      • Conquest
        • Fixed an issue with the Order Unleashed Titan’s in-hand attacks
        • Fixed an issue where engine text could be seen when first loading into Conquest
      • Underworld Arena
        • Fixed an issue with Lancelot not being moved to the Bonus Round when he was on his horse as the match ended
        • Fixed an issue with Persephone’s passive not ending the round during the Bonus Round after she died
        • Fixed an issue where the Brute minion was spawning at the end of the minion wave
      • Joust
        • Fixed an issue where the Phoenix could be targeted and damaged before the Tier 1 tower was destroyed
  • Gods
    • Set
      • Fixed an issue where he could teleport with Sandstorm multiple times within one cast
      • Fixed an issue where his Sandstorm area damage would get canceled when teleporting into a cripple field
      • Fixed an issue where his Sandstorm ability icon would consistently flash in certain circumstances
    • Charon
      • Fixed an issue where he could give a permanent movement speed buff to allies until death
    • Thor
      • Fixed an issue with his SWC 2018 skin special emote t-posing
    • Martichoras
      • Fixed an issue with his Annihilator skin being invisible
    • Mulan
      • Fixed an issue on Console where there were missing textures on her Sentai skin’s legs
  • Items
    • Potion of Power
      • Fixed an issue where the potion was not stacking in duration if multiple were bought


Game Modes – General

    • Ranked Reset 10.9 – Year 10 Season 4
      • Ranked Players at all MMR values will have some sort of reset applied to them in Ranked Conquest, Ranked Joust, and Ranked Duel.
      • Capped MMR 3500 players will be reset to 3000, and this effect gets proportionally weaker down the MMR Scale. Players close to 1500 will notice only a very slight reset.
      • Masters and GM Will be reset to Diamond 1
      • All other Ranks will retain their current rank, and it will update after the first match depending on their new MMR after a win or loss + the reset.
    • Additional time for game start
      • Conquest: From 110s to 125s
      • Arena: From 45s to 60s
      • Joust: From 60s to 70s
      • Assault: From 45s to 60s
      • Slash: From 75s to 85s

Game Modes – Conquest

Year 10 Season 4 Conquest provides an expansion on the existing Stygian Beacon and Unleashed Titan mechanics. The capture point style objective has been a positive addition to the mode, creating new opportunities for teams to contest objectives or allowing teams that are behind to find moments to farm. By introducing a second loop and changing the reward, it also shifts some of the focus making the objective continuously more important for the late-game
Shaman camps and Spirit totems provide a new twist on the time tested jungle buff collection mechanic. These randomized empowerment effects allow for minor variations in each game and a new type of player choice. There is always the safe option that you can rely on and invading is not a heavy penalty but denying experience and farm is always a valid choice.
Finally the new Fire Giant pit and surrounding Jungle layout will be unlike previous iterations. The open area allows for more movement in a previously closed off setting. There are a lot more ambush and steal opportunities and generally a new way to play around an old objective.

Art Update – A Celebration of Conquest

  • The Season of Celebration visits the Conquest map with uplifting spirits! There are sweeping updates to the visual representation of the map seen primarily in the foliage and set dressing. The Fire Giant pit has gone through an overhaul in gameplay and in visuals as well. The Underworld is behind and beneath the gods as they are lifted back into the light

Geometry Changes

  • The Fire Giant pit has been completely revamped! Previously it was more closed off but now the walls have been broken and a new arena has emerged with much more open space
    • The geometry around the Fire Giant pit has been transformed with several smaller walls shifting location and size
    • The Fire Giant Mid Harpy camp has been repositioned on the opposite wall, closer to the Fire Giant pit
      • This continues to be the location of the Pyromancer as well


  • There is a new tight corridor behind the Fire Giant pit and the Scorpion camp

New Jungle Feature – Shaman Camp and Spirit Totems

  • This unique jungle camp replaces the back Harpy camp between the Red and Blue buff camps on the Fire Giant side of the map
  • After an initial Harpy camp spawn, the next 5 respawns at this location are Shaman camps
    • After all 5 have been cleared, the rotation returns back to Harpies only
    • Camp respawn timer remains at 120s
  • Each Shaman camp contains a Shaman leader and 2 Shaman guards
    • The Shaman leader is imbued with a Spirit power, that when defeated, creates new Spirit Totems infused with the power of the leader defeated
  • Notes
    • Shaman leader rotations are random each game however will always be the same rotation for both Order and Chaos sides
    • Invading and killing a Shaman leader will still provide the enemy team the corresponding Spirit Totem as usual
  • Shaman leader stats
    • Base Health: 600
    • Base Physical Prots: 12
    • Base Magical Prots: 5
    • Base Physical Power: 28
    • Kill XP: 40
    • Kill Gold: 24
  • Scaling
    • Base Health: 150
    • Base Physical Prots: 2
    • Base Magical Prots: 2
    • Base Physical Power: 6
    • Kill XP: 9
    • Kill Gold: 1.5


  • After the defeat of a Shaman Leader, Spirit Totems are created in each Jungle buff camp location and can be interacted with by a basic attack, empowering one at a time
  • Spirit Totem buffs are augments to the actual buff holder drops and can be changed at any time by empowering a new Spirit Totem before the buff itself is picked up
  • Spirit Totem augment rewards
    • Azure Spirit Totem: +10% CDR
    • Golden Spirit Totem: +5% Penetration
    • Violet Spirit Totem: +10% Attack Speed
    • Crimson Spirit Totem: 7% Physical and Magical lifesteal
    • Verdant Spirit Totem: +10% Health/Mana
    • 120s duration

Stygian Beacon and Unleashed Titans

  • Introduced a second loop for these features
    • Now after the Unleashed Titans both die, the Stygian Beacon will reignite after 5 min
  • Changed the Stygian Beacon buff reward
    • Increased Max Stacks from 3 to 6
    • Removed Movement Speed buff
    • Added new buff reward
      • 1% Physical and Magical power per stack
    • Decreased damage to structures/lane pushers per stack from 5% to 4%
  • Unleashed Titan base reward increased from 170 to 250 gold

Conquest Balance

There has been a lot of change this year in both the strength of the map objectives and also player power itself. One thing that has been a constant trend is the slight increase in game time, getting to a point where Conquest matches can get a little longer than might feel good. Snowball and comeback mechanics are the key mechanism driving these changes and ones that we have been acutely aware of with each shift. The goal for the following changes are to slightly decrease the comeback gold gained for the Cyclops Chests as well as shifting rewards towards the contestable map objectives, both areas that we have previously tweaked with and found successful in doing so.


  • Cyclops Chests
    • Decreased Gold deficit gained per chest from 1.0% to 0.8%
  • Fire Giant
    • Increased scaling XP Gold Reward from 5 to 8
    • Increased scaling Team Gold Reward from 6 to 9
  • Pyromancer
    • Increased scaling XP Gold Reward from 3 to 5
    • Increased scaling Team Gold Reward from 3 to 5
  • Oracles
    • Reduced respawn time from 2 min to 1.5 min
    • Reduced Oracle vision from 1.5m to 1m
  • Shield Buff Scorpion (Duo Lane)
    • Increased scaling Gold Reward from 2 to 4
  • Cooldown Buff Scorpion (Solo Lane)
    • Increased scaling Gold Reward from 2 to 4
  • Red Buff Holder
    • Decreased base XP Reward from 136 to 130
    • Decreased base Gold Reward from 60 to 50
  • Red Buff Guard (Mini)
    • Decreased base Gold Reward from 22 to 18
  • Yellow Buff Holder
    • Decreased base XP Reward from 136 to 130
    • Decreased base Gold Reward from 60 to 50
  • Yellow Buff Guard (Mini)
    • Decreased base Gold Reward from 22 to 18
  • Purple Buff Holder
    • Decreased base XP Reward from 136 to 130
    • Decreased base Gold Reward from 60 to 50
  • Purple Buff Guard (Mini)
    • Decreased base Gold Reward from 22 to 18

Items – New Recipes

Even gods need to eat and oh have they been cooking up a storm! This Season introduces a brand new type of item in Recipes. These are effectively evolving items with quest steps, designed to be obtained alongside starter items at the beginning of each match. Experienced players will be able to flex between a different recipe for the god and role they find themself in, min-maxing situations to get to their final meal as fast as possible. For those who don’t mind how long their food takes, the steps are designed to be obtained simply enough through casual gameplay. With no duration and stats there is slightly less stress, and these meals can eventually be replaced to round out a full item build. Enjoy!


  • New type of item
    • Purchase Recipes from the store – These are purchased as items
      • Gold cost – 0g
      • Duration – Permanent until sold/replaced
    • Each Recipe is a mini quest with 2 steps to complete that awards a final Dish Item
      • Awards 50 gold on Step 1 completion
      • Awards 75 gold on Step 2 completion
    • Recipes and Dish items do not provide any stats

  • Step 1 – Kill 30 minions.
  • Step 2 – Deal 750 god damage with Basic Attacks.
  • Final Dish – PASSIVE – All Basic Attacks will also hit enemies within a 10 unit radius of the target for 30% of the damage to Gods and 50% of the damage to Minions and Jungle Camps.

  • Step 1 – Obtain 40 minion assists.
  • Step 2 – Crowd Control enemy gods 10 times. You may not gain more than one stack per 1s.
  • Final Dish – PASSIVE – Being hit by a hard Crowd Control creates a pulse that provides 5 + 1 per level Protections to yourself and allies within 55 units for 5s. This effect can only occur once every 10s.

  • Step 1 – Spend 1000 mana.
  • Step 2 – Deal 2000 god damage with abilities.
  • Final Dish – PASSIVE – When you use a non-ultimate ability, its cooldown is reduced by 1.5s. This effect may only occur once every 8s.

  • Step 1 – Kill or assist 30 jungle minions.
  • Step 2 – Traverse 1500 units.
  • Final Dish – PASSIVE – Every 100 units traveled, you gain a buff that deals 20 (+15% of your Power) Physical Damage to the next enemy hit with your next Basic Attack or ability.

  • Step 1 – Deal or take 1500 god damage.
  • Step 2 – Successfully damage an enemy god 20 times with basic attacks or abilities.This effect may only occur once every 2s.
  • Final Dish – PASSIVE – Being out of combat for 5s grants you a buff that reduces the damage of the next Basic Attack or ability from a god by 20%.


  • You can only have one recipe at a time
    • You can only ever purchase one recipe
  • The item is slotted automatically in the last inventory spot
  • Can be sold at any time, at the fountain, for 0 gold
  • Renamed Starter items store filter to Starter/Recipe
  • Party Punch is disabled in Arena and Assault

Items – General

For this seasonal pass, we wanted to have a look at some of the underperforming items. Manakin’s has fallen out of favor and by lowering the higher price point, it should be a lot more fair to pick up. Also with a stronger upgrade option, the payoff will still remain in the late game.
Tank and mage itemization are a constant back and forth alongside player power, a situation we are always keeping an eye on. As the year is getting further along, we want to ensure a stable footing with measured changes. We do expect things to change beyond our expectations, as seasons tend to do, and we will react as quickly as possible.

Starter Items

  • Decreased Cost from 750 to 650 gold

  • Increased Health from 75 to 100
  • Added 15% Attack Speed

  • Increased Lifesteal from 4% to 6%
  • Increased mana restore from 6 to 8

  • Increased Magical Power from 80 to 85
  • Increased Lifesteal from 10% to 12%

  • Increased Lifesteal from 10% to 12%


  • Increased CC-Immunity from 1s to 1.5s

  • Decreased Cost from 2450 to 2400 gold
  • Increased Physical Power from 40 to 45
  • Increased Passive Health threshold from 50% to 60%

  • Decreased Cost from 2550 to 2450 gold

  • Decreased Cost from 2350 to 2250 gold
  • Increased passive effect radius from 30 to 40

  • Increased Passive Health threshold from 50% to 60%

  • Decreased Max stacks from 5 to 4
  • Increased Protections per stack from 4 to 5
  • Decreased ICD from 60s to 45s

  • Increased Mitigation per stack from 3% to 4%

  • Increased Penetration from 10 to 15

  • Increased Health from 100 to 150

  • Increased Health from 200 to 250

  • Decreased Cost from 2650 to 2550

God Changes

Apollo was one of the earliest hunters introduced to SMITE back in beta, so by boosting the importance of his stim, increasing the potential of his poke, and getting him back in the action faster from his ultimate, we hope that both new and old Apollo fans alike will enjoy these changes!

  • While this effect is active, Apollo gains 20% increased basic attack projectile speed

  • Increased Projectile speed from 110 to 150
  • Increased scaling damage from 80% to 85%

  • Now gains Magical Protections as well as Physical Protections
    • 10/15/20/25/30

  • Decreased landing time from 0.8s to 0.6s
  • Decreased tick time from 0.2s to 0.15s
  • Decreased mana cost per second from 40/50/60/70/80 to 35/40/45/50/55
The Lord of Darkness has seen much success over the years at the higher end of play, but we recognize that he is a challenging god to master. These changes give Chernobog players more agency in his bread and butter combo, and shift his style toward more frequent, but less powerful Attack Speed stims.

  • Increased Projectile Speed from 105 to 125
  • Decreased minimum air time from 0.2s to 0.1s
  • Increased Collision Radius from 20 to 25
  • Added 25% Slow for 2s on initial hit

  • Shifted Duration from 3/3.5/4/4.5/5s to 4s at all ranks
  • Decreased Cooldown from 12s to 7s
  • Decreased Mana cost from 50/55/60/65/70 to 30/35/40/45/50

  • Decreased total dash time from 0.65 to 0.55
  • Increased damage from 60/75/90/105/120 to 75/90/105/120/135
  • Removed Slow
The Goddess of Volcanoes is known for being pretty deadly when she erupts, but she often finds herself in a tricky situation after putting herself in the thick of things. By giving her a little more flexibility in her Fuel usage, Pele will be able to recover from sticky situations more easily.

  • This ability now provides 5/6/7/8/9 Fuel on successful hit of an enemy

  • Increased number of hits from 3 to 4
  • Decreased Basic Attack Damage reduction from 50% to 40%
Arachne is one of SMITE’s most prolific 1v1ers, but struggles to find her place in late game brawls and open arenas. By giving her more consistent access to her Attack Speed stim and CC, we are hopeful Arachne players will have more chances to survive and thrive in even the most chaotic environments.

  • Decrease amount of hits to stun from 3 to 2
  • Decrease duration of the buff from 6s to 4s
  • Decouple the stun from the Attack Speed Stim

  • Increased number of Broodlings from 2 at all ranks to 2/2/2/2/3

  • Increase leap range from 40 to 50
As SMITE’s resident artillery mage, Thoth has always excelled at poking down his foes. However, this bird has seen better days, especially since we’ve been in metas where safety and pressure are paramount. These changes should help the Arbiter of the Damned be more independent.

  • Added 1% Magical Penetration per Stack

  • Now deals 25% more damage to jungle minions

  • Increased Basic Attack Damage by attacking through the Glyph from 20/25/30/35/40 to 30/35/40/45/50 (+5% of your Magical Power)

  • Increased Damage from 400/460/520/580/640 (+115% of your Magical Power) to 420/480/540/600/660 (+125% of your Magical Power)
Raijin is a god that has fallen out of favor after dominating many metas of the past. We have given him a small gameplay style update to allow him to beat to his own rhythm between abilities in order to get them back a bit sooner.

  • Every basic attack on enemies reduces Raijins non-ultimate cooldowns by 0.2s

  • Added 40/45/50/55/60 (+15% of your Magical Power) initial hit damage on landing Raiju

  • Reduced Prefire and Setup times from 0.2s to 0.1s

  • Raijin now gains 5/10/15/20/25% Attack Speed per rank of this ability
The King tows a fine line between the various skill levels in SMITE – despite his innate strength, he is one of the more difficult deities to master. In order to give players a more consistent experience, making Steadfast easier to stack fully will grant him easier access to his survivability options in addition to a few more adjustments to his other abilities.

  • Decrease Duration from 15s to 10s
  • Decreased Max. Stacks from 4 to 3
  • Increased Mitigation from 1% to 2.5%
  • Now gains 5 HP5 per stack

  • Increased the Slow debuff from 20/25/30/35/40% to 30/32.5/35/37.5/40%

  • Fixed issue where the first hit was only debuffing 7% Protections instead of 10%

  • Increased base damage per swing from 10/30/50/70/90 to 15/35/55/75/95
  • Increased Final Damage from 30/80/130/180/230 to 35/90/145/200/255
It has not been long since the days where Osiris dominated the Mitigation meta, but since adjusting and futureproofing that system, he has taken quite the nosedive. To adjust for this, we are leaning into a more unique playstyle for the God of the Afterlife, granting him various Attack Speed-oriented effects and more consistent tools for the late game.

  • Increased Magical Damage Mitigation from 1% per fragment to 2%
  • Now increases your attack speed by 20% while all stacks are active

  • This projectile now passes through and damages enemy minions for 50% of the total damage

  • Now decreases the tethered enemies attack speed by 20%
Ares’ success is very dependent on his ability to hit chains. We wanted to shift up his strengths to make him less of a one-trick pony, granting him some extra team utility as well as safety during No Escape.
  • Increased Base attack damage from 38 to 40

  • Ares gains bonus base attack damage per level
    • Old attack damage – 1.55
    • New – 4

  • Ares and Allies now gain 0/5/10/15/20 Basic attack damage while in the area
  • Decreased Duration from 8s to 6s

  • Added 20% Damage Mitigation while channeling

  • Decreased God Damage per Tick from 25/45/65/85/105 to 20/40/60/80/100
We’re giving the Destroyer of Mountains a new gameplay loop built around frequently thrashing his foes with Tremors. Though the ability may cost a lot of mana to use, Cabrakan also gains a way to restore his own mana through Refraction Shield. We’re excited to see Cabrakan smash through the competition!

  • Increase Tremors mana cost from 10/15/20/25/30 mana every 0.5s to 20/30/40/50/60 mana every 0.5s
  • Decreased Cooldown from 8s to 3s
  • Increased base MP5 from 4.6 to 8
  • Increased per level MP5 0.42 to 0.8

  • Decreased mana cost from 65/70/75/80/85 to 10 at all ranks
  • On successful hit, this ability refunds Cabrakan 10/15/20/25/30 Mana per hit
The Goddess of Wisdom has always been a great beginner pick, but she struggles to keep up on the higher end. By switching up her core CC combo and granting her a little more safety while taunting, Athena will have more flexibility to assist her team even without Confound!

  • Removed Slow from this ability

  • While enemies are taunted, their Attack Speed is slowed by 30%

  • Added 20% Slow for 2s on both hits

  • Allied god gains 20% Movement Speed
Despite our buffs to Basic Attack Warrior items in the last patch, we have noticed that SMITE’s Shining Light was a little dull. In granting her some extra Attack Speed, we’re hoping the synergy with the rest of her kit will glow even brighter!

  • Increased debuff duration from 5s to 6s

  • While Amaterasu is healing, she gains 15/20/25/30/35% Attack Speed
With Kukulkan being an old god, we decided it’s time to teach him a few new tricks! Despite being a god based around building mana, having a basic ability cost 70 mana at rank 1 is fairly unheard of nowadays. Watch out, because a storm is brewing!

  • Decreased mana cost from 70/75/80/85/90 to 55/60/65/70/75

  • Decreased cooldown from 15/14/13/12/11s to 14/13/12/11/10s
This fancy fisherman can be quite tricky to play, but has quite rewarding utility when he is able to hit those skillshots! By giving Maui more chances to use Master Fisherman throughout the match, we’re hoping he reels in a huge catch!

  • Decreased Cooldown from 16/15.5/15/14.5/14s to 14/13.5/13/12.5/12s
  • Increased Damage from 100/165/230/285/360 to 100/170/240/310/380

  • Decreased Mana cost from 55/60/65/70/75 to 55 at all ranks
Nemesis is a lover of all things balance, and as such, she is a character that dashes in and out of meta on a whim. We’re reverting a previous nerf to Slice and Dice, which will give her just enough help in the clear department to hopefully see some play once again.

  • Decreased mana cost from 50/60/70/80/90 to 50 at all ranks

  • Decreased cooldown from 12s to 11s
  • Increased damage scaling from 30% to 35%
Even amidst the most perilous conditions, the Goddess of Winter cannot be stopped when she is in her element. With even this small adjustment to Skadi’s survivability, we believe it will grant her an appropriate advantage against those who wish to slow her down.

  • Skadi now gains Slow Immunity while she has the Movement Speed buff
Ymir not feel so good… think Ymir need more wall. More wall good, make Ymir happy.
  • Increased MP5 per level from 0.4 to 0.45

  • Decreased Cooldown from 13s at all ranks to 13/12.5/12/11.5/11
This old lady may look sweet, but beware- she’s been a deadly competitor on the battleground as of late! A majority of her damage and survivability has been coming from her ultimate, so we’re bringing both elements down just a bit to get Baba Yaga back in line.

  • Decreased Burst Damage from 75/105/135/165/195 to 70/100/130/160/190
  • Decreased Shield Health from 160/230/300/370/440 to 160/215/270/325/380
The Ferryman has continued to perform beyond our expectations, so we’re sending him back with decreased survivability in the early stages of the game, as well as a reduced debuff for all who dare to tread in his wake!

  • Decreased Attack Speed Slow from 30% to 25%

  • Increased Cooldown from 15s to 17/16.5/16/15.5/15s
Hachiman continues to be a top contender in the carry role, especially considering his safety. By increasing the cooldown of Mounted Archery, we’re hoping he becomes just a bit easier to track down.

  • Increased cooldown from 90s to 100s
The World Serpent has been devouring anyone who would think of contesting him in the early minutes of the solo lane. As such, we’re bringing down the tick damage of Venomous Haze so he will have less sustained damage on the variety of objectives at his disposal.

  • Decreased base damage per tick from 15/25/35/45/55 to 10/20/30/40/50
Kali has continued to dominate the ranked scene, being one of the winningest and most banned gods over the past few patches. Considering the overall nerf to Power from the Season of Souls, it is now Kali’s turn to have her free stats toned down.

  • Decreased Power buff from 10/20/30/40/50 to 10/15/20/25/30

  • Decreased Damage from 30/35/40/45/50 every 0.5s to 25/30/35/40/45
We have heard the community loud and clear, and the data does not lie. Martichoras is very deserving of some severe nerfs, and we believe these will deliver. We are going to continue closely monitoring the Manticore King and will prepare additional nerfs if necessary.

  • Decreased Physical Lifesteal per stack from 0.7% to 0.5%
  • Decreased Physical Ability Lifesteal per stack from 0.7% to 0.5%

  • Increased Cooldown from 13/12.5/12/11.5/11s to 13s at all ranks

  • Decreased damage scaling from 16% per burst to 12% per burst
  • Increased Cooldown from 90s to 100s
Set is another ranked menace, but is notably one of SMITE’s hardest gods to play, even at a base level. As such, these nerfs are specifically targeted toward high skill players.

  • Decreased Dash Damage from 60/65/70/75/80% to 50/55/60/65/70%

  • Decreased Movement Speed from 30% to 20/22.5/25/27.5/30%
The community perception surrounding the God of Thunder has been surprising considering his statistics across all modes and skill levels, but we have observed the biggest point of frustration has been his one-shot potential with his bread and butter combo.

  • Decreased base damage from 50/90/130/170/210 to 40/80/120/160/200

  • Decreased damage scaling on the initial hit from 100% to 90%

Non-Conquest Balance

When we announced the last round of non-Conquest changes, we understood that although SMITE’s healer mains would be disappointed, Aphrodite’s win and pick rates qualified her for such a nerf. After these adjustments, the data indicates that her stats were hit harder than anticipated.


  • Aphrodite
    • Removed the non-ultimate Cooldown nerf

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