Fixed an issue where his 3rd ability could be fired multiple times in certain situations.
The hero of the Trojan War was also the hero of the SMITE World Championships. Ever since Achilles' most recent adjustments the god has been ever present in the Solo lane. This god rose in popularity even faster than in performance, most likely due to his constant use by SPL team, SK, on their rise to victory. Achilles tends to output huge amounts of damage, even in tankier builds, so he will be seeing a large reduction to his self power buff to make sure we other gods have a fair chance against him at the start of this new season.
Decreased Physical Power Buff from 10/11/12/13/14% to 6/7/8/9/10%.
Decreased Healing from 24/28/32/36/40 to 20/23/26/29/32.
Decreased damage from 50/90/130/170/210 to 50/85/120/155/190.
Bastet has realized that simply sending her cats out to fight isn't the strongest of ultimates. She has done some pet training and is starting of the Season with some new tactics. Her base kit is better suited towards an Assassin, gaining tools to better chase enemies and engage fights from a distance. Her new Ensnaring Claw ability also allows Bastet to bring cats into the playspace more often, keeping a familiar playstyle of Bastet intact. Her new ultimate augments her playstyle, spawning in trained Guardian's of Bast that emulate her movements and attacks, giving her large AoE capability, bonus damage, and of course the ability to summon more cats. For more detailed insight into this rework, how we approach reworks as a whole, and a deep dive into each ability check out the developer insight for Bastet.
This ability has been reworked, replacing Open Wound.
When Bastet hits an enemy she marks the target for a brief time. Marked targets leave behind a scent trail Bastet can follow, gaining Movement Speed while in the scent trail.
Scent Duration: 3s
Movement Speed: 20%
Decrease Mana Cost from 60/65/70/75/80 to 40/45/50/55/60.
Changed this ability from a sweep to an instant cone.
Updated the FX to accurately show where the ability deals damage.
Updated the weapon trail FX so it does not linger after the ability fire.
This ability has been reworked, replacing Declaw.
Bastet sends a cat forward at her enemies. If a cat finds an enemy it ensnares them, damaging them and briefly rooting them. The cat persists for 4s or until defeated, continuing to attack nearby enemies. The cats attacks will apply a 2s slow to the enemy. If Guardians of Bast is active, she will command her guardians to also charge forward.
Root Damage: 60/95/130/165/200 (+65% of your Physical Power)
Cat Damage: 20/25/30/35/40 (+30% of your Inhand Power)
Cat Hit Points: 2
Root Duration: 1s
Mana Cost: 60/65/70/75/80
Guardians of Bast
This ability has been reworked, replacing Cat Call.
Bastet calls her loyal Guardian cats to her side. These guardians will follow Bastet's order, assisting her in any ability she casts and dealing a percentage of Bastet's damage.
Even a berserker needs some love. Cu Chulainn has largely fallen out of the meta in solo lane, and adjustments are being made to get him back in the action. The nerf to Physical Power on his passive looked like the nail in the coffin for him, causing him to drop off more than previous nerfs, so that is being partially reverted. We are also allowing him to gain a larger burst of rage through his ultimate ability which should help ensure that Cu Chulainn makes an impact on each and every team fight.
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%).
Guan Yu is the prominent physical power healer. This gives him a unique role on any squad. He is powerful in extended combat scenarios due to his passive and he can run down almost any god with his ultimate. Even with these features he tends to be underplayed. To help make him feel even better to play we are giving him some small yet impactful base stat changes. With faster attack speed per level, Guan Yu's powerful hit chain should be especially potent in the lane phase. With more mana per level Guan Yu should be able to more effectively use his whole kit through those longer fights, which he is designed to excel in.
Increased Base Attack Speed per level from 0.9 to 1.2.
Hades' realm is the unique space between Mage and Guardian. He deals large amounts of burst damage but he has to be very close to enemies to do it. This creates a risky play style that is often punished at high levels of play. We are making Hades even tankier through his base HP adjustment, putting these stats into a unique area truly tankier than any mage, but not quite a guardian. He is also gaining the long awaited damage mitigation while firing his ultimate. He already gains a massive amount of protections so this number is starting off small and should be quite effective. As they say: why not both?
Increased base HP from 450 to 475.
Increased HP per level from 80 to 85.
Pillar of Agony
This ability now provides Hades 10% Damage Mitigation at all ranks in addition to the Protections he gains.
You didn't need to be Heimdallr to see these nerfs coming. Heimdallr launched with heavy experimentation but players quickly found combos and builds that allowed him to really chunk. We are reducing his overall scaling due to his passive and then targeting his primary combo, Through the Realms initial damage and Piercing Sight as the follow up hit as gods land. While the trip is dangerous, gods a high health should be able to survive their journey through the realms more often, requiring Heimdallr to bring more to the fight to ensure a kill.
Fixed an issue where Heimdallr would turn invisible while basic attacking on his Mastery skins.
Fixed an issue where his auto-level would not properly rank up abilities.
Fixed an issue where basic attacks would not match his animation if used directly after firing his 2nd ability.
Fixed an issue where his 3rd basic attack would not match his animation at max attack speed.
Fixed an issue where Heimdallr mastery skins were missing hit FX.
Fixed an issue where Heimdallr's Far Seeing Sight” achievement could not be unlocked.
The Gjallarhon ability now costs the intended amount of mana at rank 5.
Through the Realms (Ultimate)
The Audio gods hear when hit by Heimdallr's ultimate will now be more consistent.
Enemy gods will no longer fly across the minimap when hit by this ability.
Fixed an issue where players could get stuck if hit by Heimdallr's ultimate at specific times.
Fixed an issue where Crusher could trigger multiple times.
Fixed an issue where the environment would sometimes be invisible during this ability.
Decreased Physical Power Scaling per stack from 3% to 2%.
Decreased Physical Power Scaling from 95% to 85%.
Through the Realms
Decreased Initial Hit Physical Power Scaling from 110% to 90%.
Isis has a great new look and apparently the win-rate to go with it. Before mid-season 6 she was a bottom tier goddess, but recently she has held strong even through continuous nerfs. This time we will target her primary damaging ability to bring her down yet again without undoing any of the mechanical changes she received last year.
Decreased Damage from 35/55/75/95/115 to 30/50/70/90/110.
Decreased Magical Power Scaling from 40% to 35% of your magical power per hit.
Izanami is known for her strong lane clear, but even that hasn't been enough to make her an attractive pick. We are taking those defining elements and making them stronger. Her basic attacks are quite unique and take some getting used to, and now they will deal even more damage on their return path. Spectral Projection having lower cooldown will ensure that Izanami keeps pressure on her opponents.
Increased return projectile damage from 25% to 35%.
Reduced cooldown from 16/15/14/13/12 to 14/13.5/13/12.5/12.
This tenacious youngster never really drops out of the meta. Jing Wei's passive makes her a safe pick in any scenario. Her damage and utility feel quite balance but often time the goddess feels just too safe, unable to be punished even by skilled opponents. We are decreasing Jing Wei's mobility in multiple ways to make her have more counterplay.
Decreased Movement Speed Buff from 20% to 15%.
Decreased Air Movement Speed Buff from 30% to 25%.
Nemesis has received a few small buffs lately that have failed to produce results for her. Slice and Dice and Divine Judgement have high potential for frustration due to their hit area. We feel the past nerfs to those abilities were merited and we do not plan to revert at this time. Instead we will be looking at another one of her damaging abilities: her dash, Swift Vengeance. This ability can be used to output a decent amount of damage at the cost of using your movement ability. This adds some reasonable damage to Nemesis' kit in a way that should also encourage strong counterplay.
The Goddess of Victory received an ability rework in the Mid-Season 6 Update. This was met with a lot of positivity, but it actually nerfed the character. This was intentional and the amount of win-rate she was accumulating from her passive was too much, preventing the goddess from receiving meaningful buffs. With that problem solved we feel comfortable adding some strength to this goddess to help her feel as powerful as her former self. Her base HP5 is being buffed to make up for the regen she lost in the rework, and damage is being increased on Rend and Barrier Formation to make sure that enemies feel her presence.
Increased Base HP5 from 7 to 10.
Increased Damage from 50/80/110/140/170 to 60/90/120/150/180.
Increased Refire Damage from 65/120/175/230/285 to 85/140/195/250/305.
The Allfather is getting a rework fitting of the leader of the Norse pantheon. We focused on really highlighting his mastery of Runic Magic in a reworked Gungnir's Might where he finally gets to throw the named spear, Gungnir. In addition, his ultimate is gaining counterplay while punishing enemies who choose to cowardly flee over and through his ring of spears. These changes will allow Odin to have a higher depth to his play, a more consistent teamfight ultimate, and most importantly has kept his iconic Bird Bomb intact. For more detailed insight into this rework, how we approach reworks as a whole, and a deep dive into each ability check out the developer insight for Odin.
This ability has been reworked.
Odin begins empowering Gungnir with Runic Magic, becoming immune to knockbacks. Every .7s Gungnir changes runes and Odin pulses out damage around him, slowing enemies for 2s. When Odin releases Gungnir it travels forward, damaging enemies and stopping on the first god hit. The first rune causes allies around Odin to gain Attack Speed for 3s. The second allows Gungnir to home onto enemy gods. The last rune allows Gungnir to stun.
Pulse Damage: 25/45/65/85/105 (+20% of your Physical Power)
Pulse Slow: 20%
Gungnir Damage: 80/130/180/230/280 (+60% of your Physical Power)
Attack Speed: 30%
Stun Duration: 1.2s
Mana Cost: 70/75/80/85/90
Ring of Spears
This ability has been reworked.
Odin summons a wall of spears that blocks his enemies movement. Enemies inside the ring cannot heal. Odin is immune to Slow and Root effects while in his Ring. A portion of the wall can be destroyed when hit by 5 Basic Attacks. Enemies that leave the ring through or over a wall are chased by Gungnir, taking damage and becoming slowed for 2.5s. Enemies that die inside Ring of Spears grant Odin a permanent bonus to Physical Power.
Damage: 140/210/280/350/420 (+75% of your Physical Power)
SMITE's resident sniper has been struggling lately. Rama relies heavily on his basic attacks and difficult skill shots, which can make him more risk than reward to play. In Season 7 he is getting buffed in two different ways to let him better dish out basic attacks. His base movement speed is being increased, which has high potential to boost his boxing ability, and Astral Quiver will now be full on respawn. This allows Rama to jump into fights immediately after respawning and should help his performance in non-Conquest modes. The design team is aware that many players feel that Rama's passive is lackluster and could benefit from a rework. This option is being considered for future updates.
Base Movement Speed Increased from 365 to 370.
Rama now starts the match and respawns from death with a full quiver of arrows.
Decreased Mana Cost from 100/110/120/130/140 mana to 80 at all ranks.
Serqet brings two major strengths. As a Jungler, her clear speed is unrivaled. As a Support, Last Breath ensures she remains a relevant threat. Both of these strengths are difficult to counter as they allow Serqet to be effective mostly regardless of decision making. We want to tone down both of these strengths, ensuring her clear speed is more in line with other gods and requiring some Physical Power to keep Last Breaths damage relevant.
Decreased Damage from 60/80/100/120/140 to 50/70/90/110/130.
Decreased Damage and added Physical Power Scaling.
180/300/420/540/660 to 140/230/320/410/500 (+55% of your Physical Power).
Everyone loves a good Sun Wukong buff. This Warrior is mobile and evasive, but struggles to make an impact on larger team fights. Master's Will is gaining a new component and will now slow the attack speed of enemies hit by it. We are also increasing the damage Somersault Cloud deals, as it was much lower than most Warrior ultimates. These two changes should encourage Sun Wukong to fight to the bitter end of each engagement.
This ability now applies an attack speed slow along with the movement speed slow.
Increased Damage from 200/250/300/350/400 to 200/275/350/425/500.
Susano is a top ban god and that usually moves us to apply nerfs. We were more careful with him since he received multiple scaling nerfs recently, and for similar reasons as Achilles (meta changing). However, to be safe and make sure more Junglers can explore the new season, we are nerfing his damage and early-game mobility even further.
Decreased Physical Power Scaling per tick from 30% to 25% per tick.
Increased Cooldown after teleporting to an enemy from 8s to 10s.
Thor excels at early pressure and using ultimates to secure kills. As a semi-global ability, the longer cooldown will create bigger windows to make plays, knowing the God of Thunder isn't about to bring the hammer down.
Anvil of Dawn
Increased Cooldown from 90s to 110/105/100/95/90s.
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