After using any ability, Athenadds next basic attack is a ranged attack, hitting all enemies it passes through, and dealing additional magic damage. Damage: Basic Attack (+50% of your magical power).
Preemptive Strike
Athena powers up for a dash. While dashing, Athena will pass through minions and stop and hit the first enemy god she encounters, dealing damage and slowing all she hits. If she hits an enemy, Athena gains one stack of Block (max 3), absorbing the next basic attack from any god that hits her. Damage: 80/13/180/230/280 (+50% of your magical power). Slow Amount: 25%. Slow Duration: 1.25/1.5/1.75/2.0/2.25s. Cost: 60/70/80/90/100. Cooldown: 15/14/13/12/11s.
Confound
Athena releases a shockwave of power from her shield, taunting enemy gods, and forcing them to fight or chase her. Taunt Duration: 1.0/1.25/1.5/1.75/2.0s. Cost: 60/65/70/75/80. Cooldown: 18s.
Shield Wall
Athena summons a group of Athenian warriors who do damage upon arrival, and after 2s strike for additional damage. Initial Damage: 40/75/110/145/180 (+50% of your magical power). Secondary Damage: 80/150/220/290/360 (+50% of your magical power). Cost: 60/65/70/75/80. Cooldown: 14s.
Defender of Olympus
Athena picks a single allied god anywhere in the world, and launches herself up into the air, landing next to that god 4.2 seconds later. During that 4.2 seconds, the allied god mitigates 50% of the damage itdds taken. Enemies nearby when Athena lands take damage. Damage: 350/500/650/800/950 (+100% of your magical power). Allied mitigation: 50%. Cost: 80/90/100/110/120. Cooldown: 90s.
Athena tends to be a solid option in competitive play but more on the fringe everywhere else. Her Ultimate, Defender of Olympus highlights skilled Athena players, and we want to better reward Athena players who really know when to help their teammates caught in a bad situation.
Defender Of Olympus
Increased Damage Mitigation given to the targeted ally from 20% to 30%.
In this patch we are adjusting some Guardians who have been sitting low in performance for some time. Athena has been a potent pick in previous seasons, but has been lackluster for Season 6. Rather than further increasing her strengths (looking at you, Confound) we are bringing up her base capabilities of her other abilities. Shield Wall will get more damage on the front, while dealing the same damage overall making it more useful without needing to combine it with Confound. Preemptive Strike will now always slow for its full duration, giving more offensive potential and control early on.
Preemptive Strike
Slow duration increased from 1.25/1.5/1.75/2.0/2.25s to 2.25s.
Shield Wall
Increased Initial Damage from 60/95/130/165/200 to 70/110/150/190/230.
Decreased Explosion damage from 80/150/220/290/360 to 70/135/200/265/330.
Athena is one of the most undisputedly strong Guardians of Season 5. Her setup is amazing and she can rotate across the entire map in a matter of seconds with her Ultimate. Her recent domination of the pro scene has prompted some further adjustments. Specifically her ability to charge into the enemy team and set up kills. The current cooldowns allows her to do this extremely often in the late game, leaving very little window for counter attack. We are adjusting the cooldown of her Preemptive Strike to lower her late game strength.
Reach
Now properly benefits from Lifesteal at 33%.
Preemptive Strike
Increased cooldown from 15/14/13/12/11s to 14s at all ranks.
Athena is the most contested god in the entire SMITE Pro League. She has been picked or banned in almost every game, with a relatively balanced performance. Athena is a popular pick but not necessarily a dominant one, so we want to be careful with her adjustments. One key aspect of her kit that pros seem to use more often than the average player is her late-game ultimate. They will often dive with Athena, drawing out a lot of cooldowns and poke damage, then return to base, heal, and ult back into the fight. We want to slow down this specific strategy to help curb her power level only at the highest levels of play.
Defender of Olympus
Decreased Base Damage from 350/450/550/650/750 to 350/430/510/590/670.
Increased Cooldown from 110/105/100/95/90 to 110s at all ranks.
Reach is a unique Passive that allows Athena to assist in clear and damage as a Guardian. We have increased the scaling this receives, which will help Athena Support players assist in poking and clearing, while more aggressive builds with Athena will get a nice amplification.
This Magical Power scaling also works off the God's Basic Attack Power, meaning Athena will feel this increase right out of the gate, even with 0 Magical Power.
Reach
Increased Magical Power Scaling from 5% -> 15%.
Fixed description error that was miscalculating the Magical Power Scaling contribution for Reach.
Athena is known for her great map presence but we felt this ability was coming up too often in the early game, especially with cooldown reduction. Teams should now have more opportunity to play around Athena while this skill is on an increased cooldown.
Defender of Olympus
Increased Cooldown from 90s -> 110/105/100/95/90s.
Updated targeters for Red Star and Winter Olympian skins to use the correct model and spear.
Confound
Fixed an issue where the taunt would sometimes not make the victim fire their basic attacks if they were finishing firing another ability when taunted.
The target FX on Athena's Defender of Olympus no longer scales with its target. If Athena targets Fenrir or Vamana with the attack while either is giant, the ground indicator does not grow with them.
Athena cannot use other abilities while using Defender of Olympus. She cannot use other abilities until she lands.
Fixed an issue where this ability could hit targets behind her.
Can no longer fire when silenced.
Defender of Olympus
The visual presentation when targeting a friendly player has been improved.
If the targeted player uses a charge, Athena will no longer drop them as a target.
While using the Defender of Olympus, Athena continues to automatically update her location to her target until she physically lands.
If Athena's current target becomes invalid e.g from leaping, performing a special move, etc., but then valid again before she leaves the ground, she will travel to the target's location.
This (tough and pro bono) work is a derivative of some content from smite.gamepedia.com available under a Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) license.