General

  • While most healers and healing items saw a reduction in strength, Aphrodite is remaining largely untouched in that department. She has overall been struggling to make an impact and we wanted to help her rather than punish her for the reduced healing overall. She is receiving some small changes that should help the better fight in the lane and allow her to scale into a larger thread in the mid and late game.
  • Increased Base Health from 355 -> 380.
  • Back Off Back Off

  • Increased Magical Power Scaling from 60% -> 80%.
  • General

  • So Beautiful will now deal full Damage to the Minion Wave rather than being reduced per Minion hit. Apollo's ability to push and clear the wave is receiving a large increase in Power for this so we needed to compensate by hitting one of his strengths. Apollo is known for his global pressure, but in the late game 90 seconds was allowing Apollo to pressure the enemy team a bit too often. Now at 110s at all ranks, Across The Sky now matches similar global effects in Cooldown.
  • So Beautiful So Beautiful

  • Removed the effect that causes successive enemies take 15% reduced Damage.
  • Across the Sky Across the Sky

  • Increased Cooldown from 110/105/100/95/90 -> 110s at all ranks.
  • General

  • Bakasura can be a strong boxer and Jungler, but he often struggles to get his Damage onto his enemy in the mid and late game. Regurgitate now applies a Slow that persists on his enemies giving him better chase potential during his Ultimate on enemies he successfully “threw up” on.
  • Regurgitate Regurgitate

  • Increased Slow from 15/20/25/30/35% -> 20/25/30/35/40%.
  • Changed Slow duration to be 4s instead of applying only in the area.
  • Increased Cone Attack Duration from 5s -> 6s.
  • General

  • Like other healers, there is a large focus on adjusting the strength of healing and compensating them elsewhere. Moonflower Dance's heal now has less heal scaling but more damage scaling, better rewarding Chang'e when she can be aggressive. Moonlit Waltz is now instant which cleans up some edge cases and the Jade Rabbit is much quicker at getting back to Chang'e, letting her have better access to potion and item runs especially in Conquest.
  • Jade Rabbit Jade Rabbit

  • Increase Speed to run to Base from 1.7x Player's Speed -> 3.5x Player's Speed, decreasing trip time from ~44s -> ~34s with Boots in Mid Lane.
  • Moonlit Waltz Moonlit Waltz

  • Decreased setup time .1s -> 0s.
  • Moonflower Dance Moonflower Dance

  • Decreased Magical Power Scaling on Heal from 40% -> 30%.
  • Increased Magical Power Scaling on Damage from 30% -> 50%.
  • General

  • Chronos is the first of 3 gods on this list receiving a significant change. Fatalis effect is a strong boxing tool that most other ranged gods need to itemize into. By getting it for free Chronos, Jing Wei, and Sol had a strong leg up on their lane opponents. We have removed Fatalis effect from Chronos and adjusted his base movement speed and lowered the cooldown on Accelerate to help him still get around and be effective.
  • Increased Base Movement Speed from 355 -> 360.
  • Accelerate Accelerate

  • No longer provides Immunity to Basic Attack Movement Penalty.
  • Cooldown decreased from 17s -> 15s.
  • General

  • Erlang Shen's ability to chase and control his opponents has largely contributed to his strength and frustration. While he has to sacrifice a large Cooldown with his Taunt and the flexibility of his Turtle or Mink Charge, Pin crippled and came up fairly often. The Cripple has been removed to give a little more counterplay to his chase potential.
  • Pin Pin

  • This ability no longer Cripples.
  • General

  • Freya has seen a rise in power, being a flexible jungler and magical hunter. We like this role, but found her level 5 power with her ultimate a bit too high for her late game scaling. Valkyrie's Discretion is seeing an early game base damage reduction to better define her as a late game powerhouse.
  • Valkyrie's Discretion Valkyrie's Discretion

  • Decreased Base Damage from 120/150/180/210/240 -> 100/135/170/205/240.
  • General

  • Guan Yu is another healer seeing a shift. His healing is being overall reduced but he is receiving a large damage increase to his ultimate to compensate. Warrior's Will is also receiving an adjustment that is focused around removing high slows that self apply diminishing returns. We will be watching this shift closely to see where he falls once new items are in play.
  • Conviction Conviction

  • Decreased Base Healing from 65/95/125/155/185 -> 50/75/100/125/150.
  • Decreased Boosted Healing from 130/190/250/310/370 -> 100/150/200/250/300.
  • Warrior's Will Warrior's Will

  • Decreased Mana Cost from 60/70/80/90/100 -> 60/65/70/75/80.
  • Slow Reduced from 30% -> 20%.
  • Boosted Slow reduced from 60% -> 40%.
  • Cavalry Charge Cavalry Charge

  • Increased Base Damage from 75/100/125/150/175 -> 85/115/145/175/205.
  • General

  • Hel has had quite a history in Smite. At times she was unbeatable, and at other times she was hardly noticed. Balancing her has always been a challenge, mostly due to her massive AoE healing. The series of changes to her in 4.1 are aimed at a few things. Her AoE healing is being reduced, and more emphasis is being place on her skills shots. Additionally, her base stats and clear abilities have been adjusted to make her a bit safer in the laning phase, giving her much needed consistency.
  • Increased Base Health from 345 -> 380.
  • Decay (Restoration) Decay (Restoration)

  • (Dark Stance) This ability now passes through hit targets, dealing damage. And explodes at max range or upon hitting a wall.
  • (Light Stance) This ability now also hits friendly Gods, healing them on hit and then healing Hel if the hit was successful.
  • Light Ally Heal: 60/90/120/150/180 +30%.
  • Light Self Heal: 60/90/120/150/180 +30%.
  • Hinder (Cleanse) Hinder (Cleanse)

  • (Light Stance) CC Immunity increased from 1.25s -> 1.5s.
  • Increased Cooldown from 14/13/12/11/10s -> 16/15/14/13/12s.
  • Reduced Mana Cost from 70/75/80/85/90 -> 60/65/70/75/80.
  • Inspire Inspire

  • This ability now heals smaller amounts every 1s for the 6s duration.
  • Light Heal: 10/15/20/25/30 + 5% scaling each 1s for 6s for her allies. Hel instantly self heals for the full amount (60/90/120/150/180 + 30% of your Magical Power).
  • Switch Stances Switch Stances

  • MP5 now applies to both stances.
  • Light Stance now provides additional Magical and Physical Protections of 5/10/15/20/25.
  • General

  • Hercules has a great two Ability combo that should be preserved, but he has been struggling quite a lot over the years. To improve his playability, we are adjusting his Passive to give him bonus Power whenever he is fighting gods, not only when he is near death. Also, Mitigate Wounds is seeing changes to heal a more clear amount, while providing Protections that encourage him to use this Ability in combat instead of between fights.
  • Strength From Pain Strength From Pain

  • NEW: Every time Hercules takes Damage from Gods, he gains 5 Physical Power +1 multiplied by your level, stacking up to 3 times and lasting 5s.
  • Earthbreaker Earthbreaker

  • Decreased Mana Cost from 70/75/80/85/90 -> 60/65/70/75/80.
  • Mitigate Wounds Mitigate Wounds

  • NEW: When activated, Hercules heals himself instantly and then heals himself again for a % of damage taken after 4s. Also, Hercules gains Bonus Magical and Physical Protections for the duration.
  • Initial Heal 60/100/140/180/220.
  • Heals for 30/40/50/60/70% of damage taken after 4s.
  • Protections 10/20/30/40/50.
  • Decreased Cooldown from 17s -> 15s.
  • Decreased Mana Cost from 60/65/70/75/80 -> 60 at all ranks.
  • General

  • Hun Batz's Overhead Smash is seeing a scaling increase to make it more worthwhile to cast late game, especially considering the long wind up. Additionally, Somersault's Slow has been slightly decreased to make it avoid self diminishing returns.
  • Somersault Somersault

  • Decreased Slow from 50% -> 40%.
  • Overhand Smash Overhand Smash

  • Increased Physical Power Scaling from 85% -> 95%.
  • General

  • Janus has remained largely unchanged for the last few years. He has been a popular pick to many players, but at all levels of non-competitive play he has struggled statistically, only becoming a strong pick (Strong, not constantly a first pick or first ban god) at the absolute highest level of play. We have long since been OK with this, understanding he is a challenging god with a high skill ceiling.
  • Recently his strength at the highest level through item and meta shifts has become a bit too strong compared to his previous standing, so we are changing Through Space and Time to match our previous statement about the cooldown of Global Mobility ultimates.
  • We expect this to bring him even lower at all other levels of play, and we will be looking at ways to bridge the large gap between these levels of play while keeping his high skill cap that people have come to love.
  • Through Space and Time Through Space and Time

  • Increased Cooldown from 90s -> 110s.
  • General

  • Since her inception, Jing Wei has had a very unique Passive that has given her strong lane pressure. We have adjusted multiple things in the past to make this a bit more even, but with Season 4 we are hitting her Passive duration by a second, slightly limiting how close she can get to a fight after backing. With this, we also removed Fatalis, which gave her very strong boxing potential and lowered her Base Health Scaling and Movement to make up for her clear strength of survivability.
  • Decreased Health Scaling from 78 -> 72 per level.
  • Decreased Base Movement Speed from 370 -> 365.
  • Rapid Reincarnation Rapid Reincarnation

  • Decreased Duration from 5s -> 4s.
  • Agility Agility

  • No longer provides Immunity to Basic Attack Movement Penalty.
  • Decreased Mana Cost from 75 at all ranks -> 75/70/65/60/55.
  • General

  • Scarab's Blessing is a fight and game changing Ultimate that comes up a bit too often during the course of the game. Its Cooldown is being increased to make these Ultimates more impactful, while giving Khepri a bit more Damage and pressure consistently with Solar Flare.
  • Solar Flare Solar Flare

  • Increased Base Damage from 40/80/120/160/200 -> 50/100/150/200/250.
  • Scarab's Blessing Scarab's Blessing

  • Increased Cooldown from 90s -> 110s.
  • General

  • There is nothing more terrifying than a giant snake lady charging towards you with claws at the ready. Lacerate is a tool that Medusa players use when they feel they can use their escape aggressively, and we want to make sure the Damage for that choice is worth it. Additionally, allowing it to reduce healing more early on can add additional utility that might make her more valuable in certain matchups. Petrify is also seeing a buff, allowing her Damage to be more consistent if players do manage to look away in time.
  • Lacerate Lacerate

  • Increased Base Damage from 80/120/160/200/240 -> 80/130/180/230/280.
  • Increased Healing Reduction from 10/20/30/40/50% -> 50% at all ranks.
  • Petrify Petrify

  • Increased Damage on turned away targets from 50% -> 75% of the total.
  • General

  • Ne Zha has a lot of tools at his disposal, and we wanted to highlight the skillful aspects of his kit a bit more. Flaming Spear and Armillary Sash are Ne Zha's primary tools of survival and allowing them to be up more often will help Ne Zha get into a fight. Since his survivability has gone up, we took some power away from his poke and clear with a nerf to Universe Ring Toss.
  • Universe Ring Toss Universe Ring Toss

  • Increased Cooldown from 12s -> 14s.
  • Flaming Spear Flaming Spear

  • Decreased Cooldown from 18s -> 18/17/16/15/14s.
  • Armillary Sash Armillary Sash

  • Decreased Cooldown from 18/17/16/15/14s -> 14s at all ranks.
  • General

  • Nike just keeps on winning. Who knew the Goddess of Victory would embrace that quality? Nike provides strong early game Damage and leads her team to victory in the late game with her Passive and engage Power. She is seeing a slight nerf to all three of these aspects to allow for the enemy team a better shot at seeing the victory screen.
  • To Victory! To Victory!

  • Decreased Bonus Power from 8/10/12% -> 6/8/10%.
  • Rend Rend

  • Decreased Physical Power Scaling from 50% -> 40% per hit.
  • Sentinel of Zeus Sentinel of Zeus

  • Decreased Physical Power Scaling from 80% -> 70%.
  • Clay Soldiers Clay Soldiers

  • Soldiers' Basic Attacks now deal Magical Damage instead of Physical Damage.
  • General

  • Ra is a perfect example of how we want to shift healers in Season 4. Out of combat healing was a large source of frustration, so Ra’s Base Healing has been reduced. To compensate, he now provides increased Armor in Solar Blessing, encouraging this Ability to be used strategically to mitigate Damage during combat instead of behind a wall away from the fight.
  • Solar Blessing Solar Blessing

  • Decreased Base Healing from 20/30/40/50/60 -> 10/20/30/40/50 per tick.
  • Decreased Magical Power scaling on healing from 15% -> 10% per tick.
  • Now Provides 10/15/20/25/30 Magical and Physical Protections to allies inside the Ability.
  • Rolling Assault Rolling Assault

  • Cooldown increased from 12/11/10/9/8 -> 11s at all ranks.
  • General

  • Serqet was a dominant force of mobility and burst, but saw quite a few nerfs before she became outclassed by other Assassins. One aspect of her kit that we wanted to make sure felt rewarding was her Passive, which can contribute a large amount of burst when used well. Players who can use this Passive well will see new kill opportunities that were previously just out of reach.
  • Catalyst Catalyst

  • Increased Damage from consuming 2 Poisons from 10% -> 15% of the target's Max Health.
  • Increased Damage from consuming 3 Poisons from 20% -> 25% of the target's Max Health.
  • General

  • Skadi released to a large amount of success. As a low mobility Hunter, her ability to harass and create distance let her excel, but players eventually got familiar with her weak points. We like her ability to create space with strong uses of Kaldr, Permafrost, and Slows and we wanted to highlight this playstyle by giving her access to a bit more Movement Speed.
  • Increased Base Movement Speed from 370 -> 375.
  • Rune of the Hunt Rune of the Hunt

  • Decreased Kaldr's Basic Attack Damage from 50/70/70/90/90% -> 40/50/60/70/80% of Skadi's Basic Attack Damage.
  • Permafrost Permafrost

  • Increased Movement Speed from 25% -> 40%.
  • General

  • Sol is the final God to see Fatalis effect removed from her kit. She is getting a slight increase to her Movement Speed in the late game to compensate for this removal.
  • Disapparate Disapparate

  • No longer provides immunity to Basic Attack Movement Penalty.
  • Increased Movement Speed buff from 20/25/25/25/30% -> 20/25/30/35/40%.
  • General

  • Sun Wukong has hit the gym and is ready to show off his new Undefeated Body. Instead of providing Critical Strike chance, while at low Health, Sun Wukong receives raw Physical Power, allowing him to better fight at low Health. Additionally, Somersault Cloud has increased Base Damage, allowing players who sacrifice the healing from the ultimate to use it more aggressively.
  • Undefeated Body Undefeated Body

  • Increased Health Threshold for the effect from 35% -> 40%.
  • No longer grants Critical Strike chance.
  • Now provides 10 Physical Power + 2 Physical Power per Level.
  • Somersault Cloud Somersault Cloud

  • Damage increased from 140/190/240/290/340 -> 200/250/300/350/400.
  • General

  • Susano saw a large number of nerfs after his introduction to Season 3, and since then he has fallen off in both casual and competitive play. We want to bring some of his power back without reintroducing frustration. Wind Siphon will now deal more damage in the late game, and Typhoon will now scale in damage as it charges, rather than needing to be at full charge to get any benefit. These two changes should give him a bit more pressure without increasing his main damaging abilities or mobility.
  • Wind Siphon Wind Siphon

  • Increased Physical Damage Scaling from 25% -> 60%.
  • Jet Stream Jet Stream

  • Changed the Ability Description to correctly indicate the actual Damage from 20/35/50/65/80 -> 20/30/40/50/60.
  • Changed the Physical Damage Scaling to correctly match the Ability Description from 35% -> 30% per tick (140% instead of 120% total scaling).
  • Typhoon Typhoon

  • Now deals Bonus Damage the longer it charges, in addition to the Base Damage. Maxing out at 40/55/70/85/100 Damage.
  • General

  • Sylvanus and Grover made quite a splash at HRX. We are looking to shift him similarly to other healers in Season 4. Wisps is seeing a slight decrease, while Verdant Growth will now apply its Protection Reduction on Rooted enemies, giving Sylvanus better kill potentially when he can successful land his combo.
  • Verdant Growth Verdant Growth

  • Now Applies Protection Reductions of 5/10/15/20/25 for 5s on hit of enemy gods.
  • Wisps Wisps

  • Decreased Base Healing from 25/30/35/40/45 -> 15/20/25/30/35 per tick.
  • Decreased Magical Power Scaling on Healing from 15% -> 10% per tick.
  • General

  • Terra is also being adjusted with the rest of the healers this patch. Monolith and Terra's Blessing are seeing reductions, and Terra is gaining a stronger Force of Nature to compensate. Good Terra players should now find opportunities to be more aggressive, and potentially even land two of these strong Forces of Nature to really put pressure on their opponents.
  • Force of Nature Force of Nature

  • Increased Base Damage from 60/100/140/180/220 -> 60/110/160/210/260.
  • Monolith Monolith

  • Decreased Base Healing from 5/10/15/20/25 -> 3/6/9/12/15 per tick.
  • Terra's Blessing Terra's Blessing

  • Decreased Base Healing from 100/200/300/400/500 -> 100/150/200/250/300.
  • General

  • Thoth is seeing a few adjustments to highlight his kits strength and move him slightly away from a late game ultimate bot. Evade and Punish now has a stun component, giving him an extra tool to survive or set up, and Glyph of Pain now provides even more to allies who shoot through it to better reward teams who use this unique ability. Final Judgement will now be on a longer cooldown and has reduced damage to accomodate the increased power in Thoth's base kit.
  • Evade and Punish Evade and Punish

  • No longer slows enemies hit by it, now Stuns enemies for 1s at all ranks.
  • Glyph of Pain Glyph of Pain

  • Increased Ally Basic Attack Bonus Base Damage from 5/10/15/20/25 -> 10/15/20/25/30.
  • Increased Ally Basic Attack Bonus Damage Scaling from 5% -> 10%.
  • Final Judgement Final Judgement

  • Decreased Base Damage from 360/440/520/600/680 -> 360/430/500/570/640.
  • Decreased Damage Scaling from 140% -> 120%.
  • Increased Cooldown from 75s -> 90s.