Artemis gains 5% critical strike chance buff on each successful hit within 4 seconds. Her passive has a maximum of 4 stacks
Artemis places up to 3 traps that additionally act as wards. Enemy gods coming within 5 feet of her traps activate them, rooting the enemy god and doing 25/40/55/70/85 (+30% of your physical power) physical damage every second for 3 seconds. Cost - 60/65/70/75/80 mana. Cooldown - 18/16/14/12/10s
Artemis attacks at a furious pace, increasing her attack speed by 75% for 3/4/5/6/7 seconds. Cost - 70/75/80/85/90 mana. Cooldown - 18/17/16/15/14.
Suppress The Insolent
Artemis fires a volley into a ground target, suppressing all of her enemies. Enemies caught within the volley are damaged for 90/155/220/285/350 physical damage (+100% of your physical power) and are slowed by 25% for 2 seconds. Cost - 70/80/90/100/110 mana. Cooldown - 10s.
Artemis summons the great Kalydonian Boar to wreak havoc on her enemies. The boar charges an enemy god within 60ft, stunning them for 2 seconds and doing 200/300/400/500/600 (+100% of your physical power) physical damage. The boar will charge an additional enemy gods for his 6s lifetime. Cost - 80/90/100/110/120 mana. Cooldown - 90s.
The Goddess of the Hunt continues to inspire heating debates in the SMITE community. She tends to perform very well in all modes and skill levels, even at high ranked Conquest, yet she is generally considered far below the meta. Artemis sacrifices mobility and early pressure for high control and huge late game damage, which is a risky but effective strategy. We are giving Artemis slightly more control over her CC by increasing the range of her trap. This ability can be extremely powerful when used in combat, and we expect this buff to create a lot more opportunities for Artemis to turn the fight around.
Increasing the deploy range from 35 units to 40 units
Vengeance never stops, never slows down. Especially after this balance update! Artemis lacks the escape options that other Hunters have access to, relying purely on her ult to survive. Vengeful Assault will now cleanse slows upon activation. This shakes up her favorable matchups and gives her an additional tool to play with.
Additionally, Artemis now cleanses herself of slows and becomes immune to Slows for 0.6s when activated
A common frustration from Artemis players is the responsiveness of her Ultimate pet: Tusky. This boar can feel clunky and often fails to hit in situations where players would expect him to. To fix this we are tightening up his AI to make sure he finds targets more quickly and charges at them more quickly after firing. We are also planning some additional visual FX adjustments to make sure his functionality is more clearly understood on the battleground. Olympians pathnotes.png
Decreased warmup time from 1s to 0.7s.
Increased delay between charges from 0.5s to 0.6s.
The additional responsiveness from the changes below make this feel similar to its current timing.
Added additional effects when spawning to see where Tusky is.
Added a warmup targeter for the initial charge so allies and enemies can see its range and timing.
Tusky has undergone AI improvements.
Fixed an issue where Tusky would not charge targets at max range.
Fixed an issue where Tusky would ignore targets who were selected in the frontal cone.
Fixed an issue where Tusky would freeze between charges for a significant amount of time.
Tusky now better understands when people enter and leave line of sight.
Artemis is the first of the gods on their list having their Critical Strike passives reworked to remove random early crits. Still Target has been changed to no longer provide additional Critical Strike change, but to deal bonus basic attack damage to targets afflicted by Crowd Control. Not only can teammates provide this CC, her Transgressor's Fate, Vengeful Assault, and trusty Tusky allow her to provide this benefit for herself.
Artemis' Basic Attacks deal 30% more damage to Enemy minions and 15% to enemy Gods if they are affected by Crowd Control. Does not include Knockbacks, Blinds, or Grabs. (Critical strikes on these targets deal 130/160%)
Artemis has been showing off her late game carry potential this season, using Tusky and her ability to pressure her opponents to great effect. While susceptible to ganks, the Crowd Control immunity from Calydonian Boar really allows her to kite her opponents for support to arrive if she doesn't turn the fight on her own. We are lowering the CC Immunity duration to lower how long Artemis can play without worrying about Crowd Control from her opponents.
Artemis is focused on getting to the late game and pummeling her enemies with arrows. We want to ensure that when she gets to this stage of the game she is a powerful threat. With an increase to her base Attack Power and Attack Speed per level she will feel more powerful at the late stages of the game.
Basic Attack Power per level increased from 2.05 to 2.5.
Artemis traps now show a warning indicator rather than a visible trap for enemies viewing it. Once triggered, the visible trap will appear as normal. We've taken this approach to solve visibility issues across her various skins that have different thematic traps.
Updated the hidden trap FX to look more consistent across all Artemis Skins.
Artemis has always been one of the premier in-hand focused characters in SMITE, with her significant attack speed buff, crit enhancement, and ability to stun or root enemies in place to better land her hits. As we look to adjust her, we want to focus on these strengths, and on her ability to make exceptional use of basic attack proc items. While we may make additional adjustments in a future patch, we want to use a light touch as Artemis has a lot of potential to quickly be devastating.
Vengeful Assault increased from 35/45/55/65/75% to 40/50/60/70/80%.
We wanted to give Artemis more reliability from her Ultimate. By reducing the the amount of time is takes Tusky to select a new target, Caledonian Boar becomes much more impactful and reliable during a large scale teamfight.
Decreased the amount of time it takes for Tusky to select a new target after dashing.
Caledonian Boar now chooses a new target every 0.5 Seconds, down from 1.5.