Freya's necklace converts 20% of her magical power to physical power, allowing her basic attacks to gain in strength as her magical strength grows.
Freya activates a buff that lasts for 5 seconds that makes her basic physical attacks do an additional 40/55/70/85/100 (+30% of your magical power) magical damage. The additional damage is halved while Pulse is active. Cost - 60/65/70/75/80 mana. Cooldown - 13s.
Freya activates a buff that lasts for 5 seconds that makes her basic attacks ranged that deal an additional 20/30/40/50/60 (+20% of your magical power) magical damage and slow by 25%, doing the same to nearby enemies. While Irradiate is active, the additional damage is halved while the slow and area damage are not applied. Cost - 60/65/70/75/80 mana. Cooldown - 13s.
At her ground target location, Freya banishes her enemies into the air for 1/1.5/2/2.5/3 seconds. The enemies can't be hit or take action while in the air. Cost - 75 mana. Cooldown - 19/18/17/16/15s.
Freya uses her Cloak of Feathers to fly above the battlefield where she fires down blasts of 120/150/180/210/240 (+45% of your magical power) magical damage up to 4 times while flying. Freya can't be hit during her ultimate and can right click to cancel it early. Cost - 90/95/100/105/110 mana. Cooldown - 90s.
As we look to bring down the top Hunters and Hunter items slightly, we must also look at the top mage ADC. The Hecate’s ring nerfs have settled into a good place, with mage ADCs feeling viable but not overpowering. Freya however continues to be a top pick at competitive levels of SMITE, so we are lowering her ability to chase down enemies and confirm kills with her ult. These multiple shots really add up to a huge amount of damage that make Freya especially hard to deal with.
Decreased Damage from 100/135/170/205/240 to 90/125/160/195/230
The Valkyrie Queen also has been affectionately dubbed a Ring Abuser. Her favorite ring is getting nerfed, but she is still getting another direct nerf because she and Olorun are still likely to over perform against other hunters and against Sol and Chronos. (Change or feature implemented based on feedback and discussion with The Olympians)
Decreased Slow from 25% at all ranks to 15/17.5/20/22.5/25%.
Freya is only receiving the Basic Attack projectile speed change and is not receiving an additional buff like Chronos or Sol. Since her full revert she has occupied a healthy spot. Strong in the right hands while not creating meta balance problems... for now at least. We expect this change to be minor overall and simply help with creating a consistent feel across ADC gods.
Increased basic attack projectile speed from 100 to 110.
The Freya revert has largely been a success. Her popularity skyrocketed and her balance metrics remained at a reasonable level. However, the goddess is still prone to unexpected power spikes in the right scenario, so a small nerf is being applied to prevent her from breaking the meta at the start of the next pro season. The amount of lifesteal she gets for free from her passive is especially powerful in her kit so this is being lowered to make her early game more risky.
Decreased Magical Lifesteal from 15% to 10% + 0.25% per Level (Capping at 15%).
Freya's abilities are being restored to her previous functionality. Many numbers are being adjusted as well. We encourage players to read the blog linked below for more information on this decision. Freya's kit below is presented without increase or decrease” terminology so that it can be more easily readable. All numbers here are presented at their intended values for this update.
For full details and explanation of these changes check out our Freya Dev Blog Post!
Freya has been reverted to her February 2017 balance state.
Mystic Warrior has been reverted to Brisingamen's Blessing.
Freya's necklace grants her additional Magical Lifesteal.
Magical Lifesteal: 15%
Northern Lights has been reverted to Irradiate.
Freya activates a Buff that makes her Basic Attacks do bonus Magical damage.
Bonus Damage: 40/55/70/85/100 (+25% of your Magical Power).
Aurora Blade has been reverted to Pulse.
Freya activates a Buff that makes her Basic Attacks ranged, dealing bonus Magical damage and Slowing the target and all nearby enemies. The area effect and slow are lost when Irradiate is active.
Bonus Damage: 20/30/40/50/60 (+15% of your Magical Power)
At her ground target location, Freya Banishes her enemies into the air for a short time. The enemies can't be hit or take action while in the air.
Banish Duration: 1.5s
Freya uses her Cloak of Feathers to fly above the battlefield where she fires down blasts of Magical damage up to 4 times while flying. Freya can't be hit when at full ascension and can cancel it anytime.
Damage per Blast: 100/135/170/205/240 (+35% of your Magical Power)
Freya has been one of the Mage ADCs that has been bullying Hunters out of the carry role. Specifically, when she rushes items like Hastened Ring her high base damage on her stim makes her difficult to trade against. We are shifting her damage around, heavily lowering the Base Damage Aurora Blade provides while increasing its scaling. This will decrease Freya's ability to outbox enemies in the first waves, while still letting her scale into the late game, more akin to other carries.
Decreased Ranged Base Damage from 16/27/38/49/60 to 1/10/20/30/40.
Freya has undergone some heavy reworks over the last year. Our initial goal was to make Freya's damage more reliable and less bursty.
Through these iterations we feel we have her in a spot where she is true to her original design and goals, while solving some of her core issues and clunkiness.
From now on we can look at her overall balance state and make specific number adjustments akin to our normal balance.
Previously, her overall clear and damage output was too high and too reliable. We are lowering her damage output and control on Northern Lights while Aurora Blade's scaling is being turned down. This should help balance her early and late game strengths.
Decreased Base Damage from 11/27/43/59/75 to 10/15/25/40/60.
Decreased Slow from 25% to 15%.
Decreased Minion Explosion Damage from 50% to 25%.
Decreased Ranged Damage Magical Power Scaling from 15% to 10% per hit.
Freya was reworked in Season 5 with a few goals in mind. We wanted to reduce her binary nature of being ineffective for a large portion of time and suddenly spiking in power with her stims active.
This resulted in her balance being a razors edge, where she either killed during her effective times or didn't; resulting in her seeing play or not.
While the rework has helped her contribute more to a teamfight more often like a more traditional hunter; her Northern Lights being an immediate burst harkened back to that frustrating feeling of being immediately destroyed after a Banish. Additionally, long time Freya players felt like they lost a unique playstyle of a stim hunter and got a burst mage as a replacement.
We are doing a single ability rework and a few balance tweaks to help smooth out her damage, make it feel more skillful and avoidable, while also giving older Freya players some of the feeling of a bonus reward for successfully landing multiple shots on enemies.
Northern Lights will now have 5 shots, spreading out the damage from a single (largely unmissable) burst into 5 separate and missable shots. Players familiar with Old Freya will have a similar feeling of combining the 1 and the 2 to really burn down targets, but only if they can land those shots.
Additionally, Mystic Warrior and Aurora Blades have had small balance adjustments to work with Northern Lights more appropriately. Mystic Warrior will heal on each Ammo shot, so its overall healing has been toned down. Northern Lights will now have 5 shots, meaning players will be firing ranged attacks more often. We are reducing the Mana cost to make this a bit more manageable.
Decreased Self Heal on hit from 2% to 1.5%.
Northern Light has been adjusted.
Northern Lights when activated, Freya gains 5 shots of Northern Lights. Each Basic Attack consumes a charge even if that attack does not hit.
Damage Decreased from 40/80/120/160/200 to 11/27/43/59/75.
Damage Scaling Decreased from 40% to 10%.
Slow Duration reduced from 2 seconds to 1.25 seconds.
Charges last indefinitely. Ability goes on cooldown when all are consumed.
Reduced Mana cost from 20/25/30/35/40 to 14/18/22/26/30.
Freya was the only god to be 100% pick/ban at the World Championships. Her strength mostly lies at higher skill levels, but it is clear that she is overtuned.
We feel like her new design has many advantages over the old one, but still requires some balancing. We are going to be toning down her ranged damage to help offset her other strengths most hunters don't have.
Reduce Ranged Bonus Damage from 20% to 15% Magical Power scaling.
Reduced Range Bonus Damage from 20/30/40/50/60 to 16/27/38/49/60.
Freya continues to be the top ban in Ranked play and one of the most winning Mages in SPL. Her burst damage has gotten to a place where it can be countered and controlled, but her movement speed remained much higher than other mages due to decisions made long ago. Freya is now at a point where she can still be strong without that extra movement.
Freya has received many significant adjustments since her rework, and we overall feel she is in a good spot. One thing we did was to improve on was the overall feedback of her new abilities. Northern Lights and Aurora Blade now have new FX to better let players know what is currently active.
Updated the visual FX to show when her next ability will detonate.
Updated the visual FX that show when her ability is toggled on.
We are continuing to watch Freya closely as she settles into the meta. Her redesign brought up her power level, but the new design allows for more ways to balance her. Last patch we adjusted her early to mid game wave clear, and this patch we are focusing on her late game burst. This ability may seem low scaling, but combined with other effects Freya can nuke a target for huge damage in a very short time. Cutting that down by 10% of her Magical Power will have a significant effect.
Fixed an issue where her first ability was healing for 100% instead of 33%.
Fixed an issue where her abilities were highlighting too many enemies.
The Valkyrie has returned to SMITE in a big way after update 5.13. Her adjusted abilities give players more flexibility than ever and smooth out Freya's power curve. She still seems to feel a bit too much like a burst mage and not enough like a Mage ADC. We are decreasing the late game damage of her AoE burst to reduce this feeling. We are also decreasing her mana cost for using ranged Basic Attacks. This will allow Freya to play like a hunter more often.
Decreased Magical Power Scaling from 60% to 50%.
Decreased Mana Cost per shot from 25/33/41/49/57 to 20/25/30/35/40.
Freya is getting a large rework on her passive and first two abilities. The goal for these changes is to even out her power so she isn't so binary. The way she can deal damage now is very 100% or 0% so we are giving her a new mechanic that separates her from the cast of ranged Magical carries, and keeps her overall identity for the current fans of Freya as a multi-role hybrid.
Freya's Pulse has been renamed Aurora Blades and now works as a toggle. When a point is put into it Freya's Melee attacks become empowered, dealing more damage. Freya can then toggle it on to gain Ranged Basic Attacks that pass through targets (stopping on gods) and inherit a smaller amount of the bonus damage. The catch is these ranged Basic Attacks take a large amount of Mana per shot, meaning this can only be sustained for so long before Freya needs to regenerate her Mana.
Luckily her new passive, Mystic Warrior, offers a quick way to do that. Freya's Melee attacks will restore 6% of her Missing Mana per attack, giving a quick way to restore Mana is Freya is willing to put herself at risk. In addition, Freya no longer has the bonus lifesteal but regenerates 2% of her Health each time she connects with a Ranged Basic Attack.
Finally, Irradiate has been replaced with Northern Lights. Freya empowers her next Basic Attack to deal bonus damage in an AoE and slow nearby targets. While it functions as a strong single stim for her Melee attacks, Ranged Attacks can trigger the damage and explosion on each target hit. Be careful when standing next to the Minion wave against Freya or it will be lights out!
Banish has remained unchanged. Whoop is a core ability to Freya's identity, allowing her to setup for her team and her own attacks. Valkyrie's Discretion also has the same functionality but has a small damage nerf to help her overall balance with these changes.
Brisingamen's Blessing has been reworked to Mystic Warrior.
Freya's Melee Basic Attacks heal her for 6% of her Maximum Mana per successful hit. Freya's Ranged Basic Attacks and abilities heal for 2% of her Maximum Health per successful hit up to once per shot.
Irradiate has been reworked to Northern Lights.
Freya empowers her weapon making the next Basic Attack that hits an enemy within the next 5 seconds deal bonus magical damage in an area around each enemy hit. Enemies hit by the explosion are slowed for 2s. Minions take half damage from the explosion. Gods take 25% damage from any explosion damage after the first.
Damage: 70/110/150/190/230 (+60% of your magical power)
Pulse has been reworked to Aurora Blade.
Freya can switch between empowering her Melee attacks or shooting pass-through Ranged Basic Attacks that stop on gods. Both her Melee and Ranged Basic Attacks gain bonus Magical Damage. Ranged Basic Attacks do not deal bonus Magical Damage to minions. While toggled on, each Ranged Basic Attack drains Mana.
Melee Bonus Damage: 28/40/52/64/76 (+20% of your magical power)
Ranged Bonus Damage: 20/30/40/50/60 (+20% of your magical power)
Cost: 25/33/41/49/57 per shot
Decreased Damage per Blast from 100/135/170/205/240 to 80/115/150/185/220.
Decreased Magical Power Scaling per hit from 35% to 30%.
Freya has taken off with the changes in Season 5, specifically around her itemization and the overall pacing changes in the Conquest map. While her early game is weaker than most, it isn't weak enough to offset her powerful late game. We are reducing the amount of Sustain she can provide herself in the early and mid stages of the game while reducing the top end damage of Irradiate. Players should have more opportunity to punish her in the early game and the late game respectively.
Changed Magical Lifesteal from 15% to 5% + .5% per level (ending at 15%).
Decreased Damage from 40/55/70/85/100 to 35/50/65/80/95.
Decreased Magical Power Scaling from 25% to 20% per shot.
In 4.14 Freya not only receives base kit buffs but also a large improvement to her itemization. This transformed a Goddess who was quite low in all stats to a one of the highest in the game.
Her balance as a hyper-carry mage was over adjusted. In this patch we are fully reverting the increase to her Base Attack Speed (especially since Demonic Grip and Hastened Ring are seeing heavy use) while toning back the strength of Pulse.
We still feel she needed a bit of help to get through the early game, just not 10 per rank level of help.
Decreased Base Attack Speed from 1 -> .95.
Decreased Pulse Bonus Damage from 30/40/50/60/70 -> 25/35/45/55/65.
Freya is struggling from the mid-season adjustments. While Chronos and Sol had alternative Mage builds, Freya was more reliant on the higher options of Attack Speed items and the Hastened Fatalis effect. Hastened Ring and Demonic Grip are both seeing significant improvements that will directly affect Freya, but we wanted to give more power to her base kit to help her out.
Her Base Attack Speed is being increased from .95 to 1 which will make any Attack Speed item she obtains more impactful. Additionally, Pulse is seeing a base Damage increase that will help her clear more effectively until she can get these Attack Speed items online.
Increased Base Attack Speed from .95 -> 1.0.
Increased Base Damage from 20/30/40/50/60 -> 30/40/50/60/70.
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.
Decreased Base Damage from 120/150/180/210/240 -> 100/135/170/205/240.
One thing we always want to ensure is that players can understand each ability and have good tells for when effects are about to end. Freya will now Banish for 1.5s at all ranks and has improved visual FX to help both allies or enemies react to the ability more consistently.
Adjusted Banish duration from 1/1.25/1.5/1.75/2 -> 1.5s at all ranks.
Updated visual FX to show when banished targets will fall.
Reduced Mana Cost from 75 at all ranks -> 70/65/60/55/50.
Freya is receiving a very focused change that is both a buff and a quality of life improvement. By increasing the pulse duration by 1 second we ensure that Freya will never have leftover Irradiate time.
After reviewing the impact of the changes made on Freya in the last patch, we have decided to revert the magical power contributions on her Irradiate and Pulse abilities. We will continue to monitor her closely.
The magical power contribution has been increased from 20% to 35%.
The magical power contribution has been increased from 15% to 20%.
With Freya’s basic attacks changing to magical damage and scaling, the damage potential of her basic attacks has increased substantially as she builds magical power. Because of that, the damage and scaling of Irradiate and Pulse have been adjusted to compensate.
NEW PASSIVE - Freya’s necklace grants her an additional +15% magical lifesteal.
The base damage has been reduced from 50/70/90/110/130 to 40/55/70/85/100.s
The magical power contribution has been reduced from 35% to 20%.
The +10% physical lifesteal buff on this ability has been removed.
The magical power contribution has been reduced from 20% to 15%.
The +10% magical lifesteal buff on this ability has been removed.
Freya’s recommended items have been updated to reflect her change to all magical based basic attacks.