Using an ability gives Hun Batzdds next basic attack within the next 5 seconds additional physical damage. The effect can only apply once every 2 seconds. Damage: 25 (+20% of your physical power).
Somersault
Hun Batz flips through the air, crashing down at his target location, doing damage to all nearby enemies and slowing them. Damage: 50/90/130/170/210 (+70% of your physical power). Slow: 50%. Slow Duration: 2s. Cost: 60. Cooldown: 15/14/13/12/11s.
Overhand Smash
Hun Batz smashes his staff to the ground in front of him, doing damage to all enemies. Damage: 85/150/215/280/345 (+100% of your physical power). Cost: 60/65/70/75/80. Cooldown: 12/11/10/9/8s.
Sacred Monkey
Hun Batz commands a monkey through the air that pounces on enemy targets, doing damage on each pounce, hitting each god only once. If the last target is an enemy god, Hun Batz teleports to that target. Damage per hit: 80/125/170/215/260 (+70% of your physical power). Max Targets: 4. Cost: 75/80/85/90/95. Cooldown: 13s.
Fear No Evil
Hun Batz summons a totem from the ground to ward off all evil. Any enemy caught within the radius is feared directly away from the totem and takes damage every .25s. Damage per Tick: 40/45/50/55/60 (+15% of your physical power). Lifetime: 1/1.25/1.5/1.75/2s. Cost: 100. Cooldown: 90s.
We are still monkeying around with the numbers on this one. Hun Batz was recently nerfed, then fell too far so we reverted it. Now, even though his stats had fallen to dismal levels, he was still being considered as a top jungler pick in pro play, with many pros feeling like the recent revert makes him too strong. We are adjusting this one more time (hopefully) to a solid middle ground. Further changes to Hun Batz (if needed) will look at other aspects of his kit.
Fear No Evil
Increased Cooldown from 110/105/100/95/90s to 120/115/110/105/100s
It’s like Hun Batz says, It is not wise to put a basket on your head as you will be eaten by a dog!” No, we don’t know what that means either. We do know that our previous nerfs to Fear No Evil which were meant to temper his teamfight power removed him from nearly all levels of play. A revert will help him out while giving us a chance to see how he performs in the more established Mid Season meta.
Fear No Evil
Decreased Cooldown from 120s at all ranks to 110/105/100/95/90s
An old god is now the new top meta! In a patch filled with nerfing newer gods, it's great to see some old favorites still dominating the ranked scene. Hun Batz has become a top pick in S7 and he maintains a stronger win rate than most of the other gods we are nerfing here today. We are toning down his damage from his passive as well as increasing his ultimate cooldown. Hun Batz's ultimate is the premier assassin team fight ultimate and it should have a cooldown to match its effectiveness.
Hun Batz occasionally cycles in and out of the meta, but from late Season 5 to now he has been more out than in. While his mid and late game can be powerful due to his ultimate, he falls behind on clear speed and camp control. We are allowing Sacred Monkey to re-bounce to minions or Jungle monsters when it can no longer find a new target within range. This bonus damage on each camp will add up and bridge the gap between Hun Batz early clear and other competitive Junglers.
Sacred Monkey
This ability can now rehit minions but still only hits Gods once.
Hun Batz is trading in his Critical Strike passive for bonus basic attack damage after using an ability. Hun Batz players will have a familiar play style but with reliable damage. Additionally, Crit Hun Batz players can still benefit from building Critical Strike and the bonus damage is taken into account when he crits.
Outside of the passive change we are also giving him some quality of life buffs. Overhand Smash now has omni-movement (no movement penalty in any direction while he is firing) and Fear No Evil can be cast in walls, removing situations where he tries to cast the ult but is blocked due to his center area clipping some collision.
Infused Strikes
This buff no longer provides 30% crit chance.
This effect now causes Hun Batz' next successful basic attack to deal 20% more damage.
Overhand Smash
Hun Batz is no longer affected by directional movement penalties while this ability is firing.
Fear no Evil
Can now be deployed in walls, reducing the change of it failing to fire because it is clipping a wall.
Sacred Monkey, which is neither a clear tool nor a major source of damage, was especially costly at early ranks. Hun Batz can now use this ability more often without running himself too low on Mana.
Sacred Monkey
Decrease mana cost from 75/80/85/90/95 to 60/65/70/75/80.
Hun Batz received many indirect buffs in Season 4. From small meta shifts and item builds, along with his strong teamfight, he has quickly risen to the top of the Jungle. More specifically his early clear and boxing power has increased allowing him to bully and gank his enemies very effectively.
We are reducing the slow on Somersault at lower ranks and increasing the Cooldown on Fear No Evil to give players more opportunities when fighting the Howler Monkey early on.
Somersault
Decreased Slow from 40% at all ranks -> 20/25/30/35/40%.
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.
This ability may now be activated again to teleport to the next god hit, or to the last god hit within 2s, if the monkey has already completed it’s travel.
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