Osiris duel wields his Sickle and Flail, with a 4 hit attack sequence of 0.5/1/0.5/1s, where the last two hits deal damage to all enemies in the melee area.
Fragmented (Passive)
Each time Osiris uses an ability he burns away a fragment of his body, gaining 2% physical damage mitigation for each missing fragment. After losing 8 fragments, he becomes his Spirit form. While in Spirit form he may walk through enemies and enemy blockers (except towers), and his basic attacks do not incur a movement penalty. This effect lasts for 6 successful basic attacks.
Sickle Strike
Osiris throws his Sickle forward. It stops at the first enemy hit, slowing 20% for 3s, and dealing 60/100/140/180/220 +30% of his physical power as damage. The Sickle remains stuck in the target for the duration of the slow. Cooldown 5s. Cost 30.
Spirit Flail
Osiris imbues his flail with spiritual energy, striking at the target ground location. Enemies hit take 80/130/180/230/280 + 60% of his physical power as damage, and Osiris gains 20% movement speed for 3s. If an enemy is under the effect of Sickle Strike, the Sickle is ripped out, and the target slow is increased in power and duration to 50% for 4s. Cooldown 10s. Cost 50/55/60/65/70.
Judgement Tether
Osiris flings out mummy wraps, tethering himself to all nearby enemies for 4s. Targets hit have all their damage reduced by 10/15/20/25/30% +5% per second. The tether can be broken by targets moving far enough away from Osiris. Targets still in range after 4s, when the duration expires, are stunned for 1.4s. Cooldown 18s. Cost 60/65/70/75/80.
Lord of the Afterlife
Osiris sheds any remaining fragments, immediately gaining the benefit of his passive, and leaps forward. Osiris will target the lowest health god in the area he lands and rip a fragment of their spirit out, dealing 220/320/420/520/620 +80% of his physical power as damage. Additionally, the target god can not receive healing from any source for the next 6s, until their spirit returns. Enemy minions and neutral jungle camps in the target area take double damage from this ability. Cooldown 90. Cost 100.
The god of the afterlife has fallen to pieces. Mid Season hurt Osiris more than most Warriors, and he is still struggling to catch up even with the strong Warrior items available. Osiris is known for his high pressure, so we are taking steps to improve that aspect of his design, and make sure it persists into the late game. Increased Damage scaling will give Osiris more reasons to build power, and a sizable increase to the range of his Ultimate will make him much better at chasing down enemies.
Sickle Strike
Increased Physical Power scaling from 40% to 45%
Lord of the Afterlife
Increased the max range of the leap from 55 to 65 units
Warriors have seen many adjustments in recent patches, with many changes to their itemization. We are bringing up some Warriors that we have seen struggle more directly with these changes. We expect that over time many different strategies will be figured out and will be responsive to these shifts.
Osiris heavily relied on low cooldown spam with Gladiator's Shield to sustain himself. While he still bullies the early game we wanted to give him better utility during teamfights. Judgement Tether will now provide some additional damage reduction to enemies tethered.
Judgement Tether
Increased Damage Reduction from 10/15/20/25/30% to 15/20/25/30/35%.
Osiris's core function is to apply constant pressure through skill shots and basic attacks. He has low cooldowns but he needs to land many hits in a row to make an impact.
He should be rewarded for successfully executing this playstyle, so we are increasing the base damage on his damaging abilities.
Sickle Strike
Increased base damage from 60/110/160/210/260 to 70/120/170/220/270.
Spirit Flail
Increased base damage from 75/125/180/235/290 to 80/135/190/245/300.
Another god who was once controlling the meta has fallen off in a major way. Osiris lost his Death's Toll start and Warriors that rely on Basic Attacks have been getting buffs this season to compensate. Osiris now gets his turn by upping the damage on his low cooldown skillshot. Chaining Sickle Strikes together is a key feature of the god and we want to reward players who can consistently use the ability. The Lord of the Afterlife is also seeing a cooldown decrease on his Ultimate. The complete negation of healing by this ability makes him a great counterpick in a sustain meta.
Sickle Strike
Increased Base Damage from 60/105/150/195/240 to 60/110/160/210/260.
Judgement Tether provides a massive Damage reduction debuff to anyone afflicted that ramps up over time. At the highest levels of play this ability was used not only for the stun, but to disrupt enemies from being able to engage effectively. We are reducing the amount of Damage he can mitigate by removing the Bonus Damage reduction occurs over the 4 seconds of judgement tether.
This change is targeted towards where Osiris was seeing effectiveness (high level coordinated play) and as the meta shifts towards more late game strategies we will keep a close eye on Osiris to see if he needs further adjustments in the future.
Judgement Tether
Removed the bonus 5% Damage Reduction per second when a target was tethered. This removes up to 20% Damage Reduction at maximum duration.
Osiris lately hasn't been fitting his title of “Broken God of the Afterlife”. While he has a strong laning phase and can box well early, his build options in the mid and late game are limited due to his low Physical Power Scaling. Sickle Strike and Spirit Flail are seeing Damage increases around their scaling to give Osiris a few more build options and power in the mid and late game.
Sickle Strike
Increased Damage from 60/100/140/180/220 -> 60/105/150/195/240.
Increased Physical Power Scaling from 30% -> 40%.
Spirit Flail
Changed Damage from 80/130/180/230/280 -> 75/125/180/235/290.
The Broken God of the Afterlife is finding a new way to use his unique fragmenting Passive in this update. Osiris has always been a high skill God with a lot of potential but he struggled in the late game so some Magical Damage mitigation is being added to his Passive.
Fragmented
Now provides Osiris with 1% Magical Damage Mitigation per stack.
Judgement Tether is one of Osiris' primary tools at engaging enemies, either forcing them to flee or reducing damage for enemies who choose to stay. We are reducing the cooldown of this skill to allow Osiris to have more opportunities to use this ability in a given engagement.
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