Loki deals 20% more damage from his basic attacks when hitting enemies from behind.
Loki disappears in a puff of smoke for 3s. While invisible, he is immune to slows and moves 50% faster than normal. His next basic attack from invisibility (or for 2s after) applies a bleed to his target, dealing 30/45/60/75/90 (+25% of your physical power) physical damage every .5s for 2s and reveals Loki. Cost - 70/75/80/85/90 mana. Cooldown - 15s.
Loki spawns a decoy version of himself that taunts all nearby enemy minions. After 3s, the decoy explodes dealing 90/155/220/285/350 (+80% of your physical power) physical damage to all enemies in the radius. Cost - 60/65/70/75/80 mana. Cooldown - 14s.
Upon activation, Loki's next basic attack does an additional 60/100/140/180/220 (+80% of your physical power) physical damage within 5 seconds. The enemy hit is also slowed by 25% for 3 seconds. Cost - 50 mana. Cooldown - 12/11/10/9/8s.
Upon activation, Loki teleports to his ground target location. If an enemy god is within the radius, Loki will backstab that target doing 250/325/400/475/550 (140% of your physical power) physical damage and be stunned for 1s. Cost - 100 mana. Cooldown - 90s.
We are seeing very promising stats from Loki since his rework. His popularity is remaining quite high (possibly due to Raphael) and he is putting up well balanced win-rates near 50% and the middle of the pack for gods. In ranked we have seen many more players trying him out in both jungle and solo, making him one of the top 10 most played gods at high ranked conquest. We are still seeing a good amount of concerns from Loki players about Flurry Strike, leading to this change. We are holding our ground on the abilities speed, this was an important part of the rework and Loki’s opponents need that reaction time. However, we are shifting the base damage to help his early jungle clear even more and increasing the scaling to make sure this ability stays impactful throughout a match.
We do hear the concerns around Flurry Strike and the speed of this ability, leading to this change. We want to make this ability feel rewarding to land but are holding our ground about the speed of this ability. The goal of the rework was to reduce frustration and the ability to see, react, and counter this ability is absolutely critical to that goal. We are increasing the final hits damage early to help his Jungle clear while boosting the scaling for Loki players in any role.
Fixed an issue where enemies who stealth as Loki uses his Ultimate on them would prevent Loki from firing the 2nd attack of his === T timate Default Icon.png timate ===
Fixed issues where Loki’s achievements didn’t work with his new kit
Increased Final Strike Damage from 40/65/90/115/140 to 55/75/95/115/135
Loki’s rework has hit the battleground to great reception! He has been in the majority of games and the feedback surrounding his previous frustrations seem to be greatly improved. The goal was to bring new strengths to his ability to fight enemy gods while giving enemies more room to counterplay his previous tactics. He is essentially a new god in terms of balance which means players still have some learning to do before they can fully unlock his potential. With that being said we do see some consistent feedback around power and feel and want to address those while players continue to learn him.
Agonizing Visions felt like it lacked a little damage even when getting a target stuck inside it. A boost to its scaling will help Assassin Loki’s who find good opportunities get more damage out. Flurry Strikes is also getting a scaling boost on its initial damage with an additional slow to anyone that is hit by the first five strikes. The reward for landing Flurry Strikes as well as the ability to keep someone in it was too high so these changes will help Loki bring more consistent higher damage to a fight. We will continue to watch new Loki and look forward to seeing his gameplay evolve over the course of the next few patches!
Increased Physical Power Scaling from 10% to 15%
Increased Flurry Damage Scaling from 15% to 18% on the Initial 5 Strikes
(135% to 150% total Scaling, 5 Initial Strike + 6th Final Strike)
Each Initial strike now applies a 15% slow that refreshes. The final hit still applies a 30% slow
Loki fans and haters alike, the Loki Rework is finally here! This trickster will have a mixture of familiar elements with some entirely new surprises to bring to the battleground. We focused on preserving the stealth Assassin feel his kit evoked, but removed many of the frustrations surrounding him. Enemies should feel more in control when fighting against a Loki, having options to counter his incoming damage with a larger window to react. Loki mains should however find an array of new abilities to use when it comes to Jungling and teamfighting. All this is tied together with stronger lore ties and a doubling down on his dagger mastery. Prepare to face his tortured past and try your best to dodge his flurry of dagger strikes once this god hits the battleground!
In the initial dev blog update we discussed our vision but also the need for us to continue to iterate through development and playtesting to find the right timings, balance, and tweaks that may be needed. To see where we started from and to give context on the changes below we encourage you to read the initial dev blog here : https://www.smitegame.com/news/developer-update-loki/
Increased Basic Attack damage on the initial hit from 80% to 100% damage.
Behind You! (Passive)
Behind You! now has additional interactions with Agonizing Visions and Flurry Strike.
Loki will now fade into stealth quickly, rather than instantly.
If Loki takes damage while stealthed, he will now be revealed for .33s.
The audio for this ability has been adjusted.
Friendly Loki Stealth is slightly quieter.
Enemy Loki Stealth has an additional laughter component to help it stand out.
Decoy has been removed and replaced with Agonizing Visions.
[NEW] Agonizing Visions
Loki summons a vision of his tortured past at a target location for 4s. Enemies in range of the vision feel the poison themselves, taking damage and having their Damage Dealt reduced. This effect stacks up to 4 times. If an enemy gets 4 stacks they become Blinded, allowing Loki to benefit from Behind You! from any direction for 3s.
Damage : 13/18/23/28/33 (+10% of your Physical Power)
Damage Dealt: -5% for 2.5s
Notes: This ability will still body block enemies.
Aimed Strike has been removed and replaced with Flurry Strikes
[NEW] Flurry Strike
Loki unleashes a flurry of 5 dagger strikes quickly in front of him, damaging enemies. After this flurry he winds up for a final heavy strike that deals higher damage and slows enemies hit. This ability can benefit from Behind You!
Flurry Damage: 15/25/35/45/55 (+15% of your Physical Power)
Final Damage: 40/65/90/115/140 (+60% of your Physical Power)
Slow: 30% for 3s
Assassinate has undergone a heavy adjustment in its functionality.
Upon activation, Loki teleports to his ground target location. If an enemy god is within the radius, Loki will slice that target doing damage and crippling them for 1s. After he teleports he will wind up a heavier strike, damaging all enemies in front of him and stunning them.
Cripple Damage: 70/105/140/175/210 (+35% of your Physical Power)
Heavy Damage: 100/145/190/235/280 (+90% of your Physical Power)
This ability has kept the teleport poof and warning sounds, in addition to new sounds to convey the buildup to the stun attack.
Moved the backstab damage numbers 2D art up a few units to provide better visibility for Loki while attacking
Decrease Anim time from 0.3s to 0.1s
Increase Base Flurry Damage from 15/25/35/45/55 to 19/28/37/46/55 per hit
With the upcoming changes to Conquest, Junglers are much more reliant on Assassin's Blessing to clear effectively. Loki's Decoy does not benefit from this item as it is a pet, resulting in his clear speed being heavily reduced compared to other gods. We are reducing the cooldown and increasing its damage to help him compete in the jungle, or in lane, Season 5.
Decreased Cooldown from 14s to 12s.
Increased Damage from 75/125/175/225/275 to 90/140/190/240/290.
The last hit of his melee progression has been reduced from 200% to 150% of his physical power. This matches the original intended design (there was a bug in the previous release that made the last hit too strong).