SMITE
Season 6 | 6.1 Update Notes
By: TitanIsiah |
4 weeks ago
Category: Dev Insights,Event,Gods,News,PC,Update Notes

New Arthurian God

Merlin

The Master Wizard

Passive – Overload
  • Every time Merlin casts a spell he gains a stack of Overload. When Merlin next fires a basic attack it will be augmented with lightning, dealing extra damage to the first Enemy
    • 10 (+15% of your magical power)
    • Max. Charges 3
    • Duration 5s

Eclipse/Radiate/Frostbolt
  • Eclipse (Arcane Stance): Merlin conjures an orb of condensed celestial energy that grows in size as it travels, dealing damage every 0.4s and marking Enemies hit. Enemies marked take additional damage if they stay within the outer range of Eclipse.
    • Initial Damage: 40/60/80/100/120 (+70% of your magical power)
    • Marked Damage:  5/15/25/35/45 (+10% of your magical power)
    • Range: 60
    • Mana: 60
    • Initial Radius: 5
    • Final Radius: 15
    • Cooldown: 14s
    • Persist time: 3s
    • Interval Time: 0.4s
  • Radiate (Fire Stance): Merlin channels a beam of intense fire for 2s that deals damage every 0.5s. Each time Radiate hits an Enemy, it also applies a Burn, dealing additional damage over time.
    • Damage: 10/20/30/40/50 (+35% of your magical power)
    • Damage per tick of burn: 5/10/15/20/25 (+5% of your magical power)
    • Range: 45
    • Mana: 60
    • Radius: 5
    • Cooldown: 16/15/14/13/12s
    • Persist Time: 2s
    • Interval Time 0.5s
    • DoT Duration: 2s
  • Frostbolt (Ice Stance): Merlin hurls a Frostbolt that explodes if it hits an Enemy, dealing an additional 20% damage if they are slowed.
    • Damage: 60/100/140/180/220 (+60% of your magical power)
    • Extra damage if slowed: 20%
    • Range: 70
    • Mana: 60
    • Explosion AoE: 10
    • Cooldown: 6s
    • Radius 4

Vortex/Dragonfire/Blizzard
  • Vortex (Arcane Stance): Merlin deploys a field of arcane energy at a location. After a delay, the Vortex deals damage and pulls Enemies towards the center.
    • Damage: 50/80/110/140/170 (+60% of your magical power)
    • Range: 60
    • Mana: 60/65/70/75/80
    • Radius: 20
    • Cooldown: 16/15/14/13/12s
    • Time to Deploy: 0.5s
    • Duration/Persist time: 1s
  • Dragonfire (Fire Stance): Merlin summons forth two ethereal dragons that spout flames towards each other, dealing damage to Enemies every 0.25s. If caught in the center of the area, Enemies’ protections are reduced. The dragons last for 3s.
    • Damage per tick: 8/11/14/17/20 (+25% of your magical power)
    • Effect Radius: 30
    • Mana: 60/65/70/75/80
    • Cone Angle: 80
    • Cooldown: 16/15/14/13/12s
    • Duration: 3s
    • Interval Time: 0.25s
    • Protection Shred: 0.5/1/1.5/2/2.5%
    • Debuff Duration: 4s
    • Stacks: 8
    • Time to deploy: 0.5s
    • Range: 50
  • Blizzard (Ice Stance): Merlin creates a Blizzard at a target location. After a brief delay, shards of ice start hurling down every 0.5s. Enemies hit take damage and progressively get more Slowed while they stay within the area.
    • Damage per tick: 30/40/50/60/70 (+20% of your magical power)
    • Range: 65
    • Mana: 60/65/70/75/80
    • Radius: 20
    • Cooldown: 16/15/14/13/12s
    • Time to Deploy: 0.5s
    • Slow: 8
    • Stacks: 5x
    • Slow Duration: 2s
    • Interval Time: 0.5s
    • Duration: 4s

Flicker (All Stances)
  • Merlin quickly teleports a short distance in front of him.
    • Range: 30
    • Mana: 70
    • Cooldown: 22/21/20/19/18s

Elemental Mastery (All Stances)
  • Merlin taps into his inner potential, exploding with energy in the stance he is currently attuned to. During this time Merlin can choose which stance to enter into next. After the explosion reaches its apex, it collapses in on itself. Enemies are dealt damage from the both the explosion and the implosion and suffer different effects depending on which stance’s energy they are being hit by.
    • Explosion/Implosion Damage: 100/140/180/220/260 (+20% of your magical power)
    • Burn Damage: 5/10/15/20/25 (+5% of your magical power)
    • Radius: 25
    • Mana: 40/50/60/70/80
    • Knockback: 100
    • Cooldown: 28/26/24/22/20s
    • Burn Interval Time: 0.5s
    • Slow: 20
    • Duration: 1.5s
New God Skins

Knight of Mordred Achilles

Exclusive

Lady of the Lake Freya

Exclusive

Infinite Shift Sun Wukong

Exclusive

Heavy Hitter Anubis

Exclusive

Dragon Emperess Scylla

Exclusive

Gladiator Guan Yu

Exclusive

Scarlet Judgement Nemesis

Exclusive

Golden Touch Baron Samedi

Exclusive

Steamy Chibi Sol

Exclusive

Mastery Skins | Merlin

Mastery

MISC.
Awesome Chest
  • New additions to the Awesome Chest
    • Oni Chernobog
    • Mystic Enchantress Nu Wa
    • Revenge Tech Nemesis
    • Headless Norseman Loki
    • Pixel Lancer Skadi
    • Cyber Scythe Thanatos
    • Cosmic Power Anubis
    • Pixel Chaos Discordia
    • Admiral Ao Kuang
    • Titanium Tracker Xbalanque
Bug Fixes
  • Platform Specific Skins
    • Fixed an issue where Skins that could only be played on certain platforms were not selectable. All of these skins should be playable now
    • Some of these skins might only be playable on certain platforms. They will appear as owned in the god or store screens, but not selectable in lobby if this is the case.
  • Unlimited Skins
    • The Event Reward Skin for Merlin: Master Soulbinder is now correctly tagged as Unlimited
    • Unlimited skins will have their Direct Purchase option activated once the event is over
    • Unlimited Skins will cost an amount of gems equal to what it cost to acquire the entire event they were apart of
  • Glacial Gaze Medusa
    • Update the visual and audio FX of Medusa’s Ultimate ability on this skin for better clarity
  • Blight Guardian Athena
    • Update the audio FX of Athena’s Ultimate ability on this skin for better clarity
  • Consoles
    • Fixed an issue where Friends List would show error text instead of friends’ Gamertags
  • Friends List
    • Fixed an issue where you couldn’t report players from the recently played list
    • Fixed an issue in the match lobby where there would be lag after using a god filter
    • Large friend lists should no longer lock the game up.
    • Friends should now show a timer for how long they’ve been in a match in the Selected Player display
Season 6 Systems
Battle Pass
The SMITE Battle Pass is coming to Season 6! Each Battle Pass will be themed around a specific set of content and players will be able to earn Battle Points from playing SMITE to progress each Pass. Each Pass has two tracks, a free track with multiple rewards and a paid track that unlocks additional rewards and a boost to Battle Points earned. Be on the lookout through the year as additional Battle Passes are added to progress through!
  • A new system of progression is starting in Season 6: Battle Passes
  • Players earn Battle Points (BP) from playing any Normal or Ranked Game Modes
  • Players can earn a series of rewards for free by earning BP
  • The Battle Pass can also be purchased, instantly unlocking a skin, increasing the amount of BP earned, and unlocking another series of rewards that be unlocked by earning BP
Triumphant Chest System
Triumphant Chests existed to reward players each week for coming to SMITE and playing. The Battle Pass system itself was designed to fulfill this role and largely made this system redundant. Players can still earn Triumphant Chests, but their unlock method has been rolled into the Battle Pass.”
  • This system has been removed
  • These chests will now be earned at specific Battle Pass Levels
Season Ticket
With the introduction of the Battle Pass, the Season Ticket will be retired. While it was a major part of each season, it excluded new and returning players that came into the Season late. Anything associated with the Season Ticket has been removed, or has been converted into items that work with the new Battle Pass system.
  • This system has been removed
  • Any FP players have accumulated will be removed at 6.1 Launch
  • Players will not earn FP in Season 6
  • FP Team boosters will be converted to BP Team Boosters (Battle Points)
Project Olympus
Cross-play
  • Players on Xbox One, Nintendo Switch, and PC can now play with and against each other!
  • Normal Modes
    • Crossplay will be on by default
    • A new option has been added to the settings menu where players can restrict their crossplay
  • Ranked game modes
    • Will continue to be for their platform only, except the combination of Xbox One and Nintendo Switch
  • Players may now add friends from other platforms to their friends list, invite them to parties, invite them to clans  
Cross-progression
  • Players will now be able to enjoy all of their content and progress on PC, Xbox One, & Nintendo Switch!
    • Link your SMITE accounts on multiple platforms to a single Hi-Rez account to merge progression
    • All unlocked gods and skins that any merged account has unlocked will be available
    • All earned currency from all merged accounts will be added together, as well as worshippers
  • We will release more updates on how exactly to link and merge accounts as we approach the cross-progression launch day!
  • More info can be found on our FAQ: https://www.hirezstudios.com/crossplay
Role Queue
We are excited to talk about a new feature coming to Season 6, Role Queue. Players will be able to select two roles they want to play in Conquest and the Matchmaker will attempt to match everyone in the game to one of their preferred roles. While we will try to ensure everyone gets a role they want, this won’t always be possible. If you do not get a preferred role, you will accumulate points that will increase your chances of getting your preferred role. Ranked will work a bit differently, prioritizing the top two players on each team for their roles before assigning roles to everyone else. For those in Ranked who fail to get a role they have preferred, they will get a small TP bonus after the game to reward them for filling the needed role.

 

  • Normal Conquest and Ranked Conquest will now have Role Queue
  • Before Queueing for the mode you will need to select your top 2 Roles
  • After the match is made, the matchmaker will look at role preferences and assign roles to achieve the most people getting their preferred roles as possible
  • If there are any tie scenarios, the player with higher MMR in ranked, or the player who has not gotten their preferred role recently, will get priority
  • Each match you do not get a preferred role will increase your chances of getting it next match
Ranked
Earlier this year we outlined our planned for Season 6 ranked, but as we approached the date we realized we needed some time to execute fully on our intended plans. We will be making some initial changes for the first Split, with the rest of our planned changes (including visible MMR and the removal of Qualification games) planned for the second split. Ranked in Season 6 will have shorter splits, around roughly 2 months each. Players will be able to fight for a place on the ladder more often through the year, but we want to ensure players can climb with the lower amount of time. We are increasing the rate at which TP is gained, allowing players to progress much more quickly through divisions and tiers. We are also removing rewards from the top end placements of the God Leaderboard and Grandmasters tier, but making Gem rewards available to everyone that fights for their placement on the ladder. We are excited to see how our Ranked players push the Meta forward in Season 6.

 

  • Ranked will be soft reset in 6.1
  • TP Gained has been increased, allowing players to progress through ranks at a more rapid pace to match the reduced split length.
  • The First Ranked Split will end on the first day of Patch 6.5 (2 months)
  • Rewards will no longer be given out based on Rank or God Leaderboard Rank
  • Players can still earn a skin and loading frame by winning 75 games and 150 games throughout all of Season 6
  • Players will now earn a Winner’s Chest each split for 15 Wins in Ranked.
  • Players will now earn 50 Gems each split for 75 Wins in Ranked.
Future Ranked Changes(tentatively scheduled for Update 6.5)
Starting with the Second Split, players will no longer need to play qualification games, instead starting in Bronze. Players MMR (known to most as Elo) will be visible to the players themselves and will help players understand where their skill level lies. Through playing games players will be able to show they deserve their MMR and their Rank will quickly rise to match. For players at the absolute top (Masters & Grandmasters), rank will be determined entirely by their MMR rather than by how much TP can be accumulated.
  • Players will no longer play Qualifying games, but will now start in bronze
  • Showing MMR in the UI
  • MMR based leaderboards
Season 5 Team Badges
  • This system is removed from the game in Season 6
  • All items from this system will now be selectable in your personal loadout sections
New Design Features
Kill Bounty Adjustments
We are making some core adjustments to how our Kill Bounty System works. Currently, players are rewarded for killing players base on their level and the difference (or Delta) between their levels. A higher level player killing a lower level player sees less benefit, while a lower level player shutting down the 12/0 Jungler sees a nice bonus. While looking at these numbers we feel the bonus for outplaying and capitalizing against a team that is head is not rewarding enough. We are increasing the intensity of the delta part of the calculation for both Gold and Experience. We want players to feel like a solid play can bring them back into the game, but we don’t want to wash out a team who is heavily winning in a single fight. Because this change impacts the flow of the game heavily, we will be monitoring this over our PTS closely.
  • Increased the gold and experience adjustments for players killing a player that is a different level.
  •  New Formulas only apply to players killing higher level targets
    • Old Formula for XP
      • (50 + 30 * Victim Level) * (1 + (0.1 * [Victim Level – Killer Level]))
    • New Formula for XP
      • (50 + 30 * Victim Level) * (1 + (0.25 * [Victim Level – Killer Level]))
    • Old Formula for Gold
      • (Mode Base Value + (0.01 * Net Gold)) * (1 + (0.1 * [Victim Level – Killer Level])) * (1 + (0.1 * Victim Spree))
    • New Formula for Gold
      • (Mode Base Value + (0.01 * Net Gold)) * (1 + (0.2 * [Victim Level – Killer Level])) * (1 + (0.15 * Victim Spree))
        • NOTE: The adjustment to the Victim Spree Multiplies is increased in ALL cases, not just if the victim was higher in level.
Conquest – New Objective: Totem of Ku
Solo lane is getting a new objective. The Polynesian god Ku is looking for a powerful warrior, and what better way to gain his favor than showing your strength against the enemy solo laner? For the first 15 minutes of the Match a totem will appear near Solo lane. Players can attack this Totem, and after enough damage is dealt the totem will favor a team. Towers for that team will provide an empowering aura that boosts Movement Speed and Mana regeneration, giving Solo laners a direct way to help and impact their team during the early stages of the game. –

 

  • Located behind the fire giant, by the solo lane’s middle entrance
  • This Objective is a Neutral Structure, not a boss monster
    • Base Health 300
    • Health increases by 200 each time it is successfully taken
    • Base Physical protection 15
    • Base Magical protection 10
    • Spawns at 1 Minute
    • Respawns 1 Minute after it is successfully taken.
    • Despawns at 15 minutes
  • Once active, the first team that deals enough damage to the totem will have all of their tower areas empowered. Allied gods that step into the empowered area receive a buff.
    • 5% Movement Speed
    • 25 MP5
    • +25 Gold to each team member when it is taken.
    • Buff lasts for 10 seconds when leaving an empowered tower
    • Empowered Tower Area lasts 1 minute
Conquest – Minion Spawn Time
Conquest takes quite some time to begin and, unless teams are trying to execute a very early game strategy, results in players standing around for some time. We are lowering the pre-game time by 45 seconds and adding a movement speed boost out of the fountain to ensure players have time to buy and get to lane before the game starts.
  • Minions now spawn 1:00 after the game starts, down from 1:30.
  • Fountains will now boost movement speed of players leaving the fountain during this countdown, allowing them to get to map locations and lanes quickly. This fades shortly after the match begins.
Conquest – Minion Balance
“Minions Waves will sometimes spawn as a normal wave, and other times they will be empowered with Brute Minions. The rules surrounding this were somewhat confusing, requiring players to know where they were in the spawn rotation to know if the wave spawning would have 0 Brute Minions or potentially 3 Brute Minions. Not only was this confusing, but it made pushing with a wave random in its effectiveness. With the introduction of the Oni Fury, this problem becomes exacerbated. An Oni Fury of multiple brutes is significantly more potent than a wave of standard minions.
We want to simplify the rules and ensure players have a constant feeling of power to make a play with when deciding to push, with or without the Gold Fury. Rather than alternating between standard and brute minion waves, with more brutes appearing over time; Minion waves will now spawn in a consistent manner. Every 10 Minutes up until the 30 minute mark, the Minion Wave will gain an additional Brute that will replace a Melee Minion. Not only does this simplify the rules, it adds a moment at 30 Minutes where each minion wave will be powerful at pushing down Towers and Phoenixes all the time, allowing teams with an advantage to close out the game.”
  • Brute Minions
    • Brute Minion spawn rules have been changed
      • Previously, a Brute would spawn every 3rd wave
        • With 1 Brute at a time from 0m to 10m
        • 2 Brutes at a time from 10m to 20m
        • And 3 Brutes at a time from 20m +
      • Now, Brutes will spawn differently after 10m
        • Brutes still spawn every 3rd wave, 1 Brute at a time, from 0m to 10m (unchanged)
        • After 10m, 1 Brute will spawn on every wave
        • After 20m, 2 Brutes will spawn on every wave
        • After 30m, 3 Brutes will spawn on every wave
Conquest – Gold Fury
Gold Fury, or should we say “The Furies”, is getting a large change in Season 6. As the game progresses and the Gold Fury is defeated it will respawn as one of two new furies, the Oni Gold Fury and the Primal Gold Fury. Each provides a unique bonus that encourages pushing into the enemy base or defeating jungle objectives around the map, but won’t provide as much gold as the Gold Fury itself. While the first fury will always be the Gold Fury, the subsequent furies will be random while avoiding repeats. We are excited to see how teams respond to each Gold Fury and how they maximize their effects.

 

  • Now has 2 additional forms
    • Oni Gold Fury
    • Primal Gold Fury
  • The first spawn will always be base Gold Fury
  • Each spawn after the first will be randomly chosen from the other 2 furies, avoiding repeats
  • Oni Fury provides the following rewards
    • On the next round of minions spawned, all minions in all 3 lanes will gain
      • Bonus damage increased 75%
      • Bonus health increased 30%
      • Physical protection increased 50
      • Magical protection increased 60
  • Primal Fury provides the following rewards
    • All gods on the killing team gain 5% increased damage to jungle camps and bosses
    • Stacks up to 3 times
  • These Furies provide decreased Gold Rewards but also give unique bonuses to the team to who slays them
    • Decreased Base Gold Reward from 150 to 115
    • Decreased Gold increase per minute from 6 to 5
    • Their XP reward is consistent with the base Gold Fury
  • Players can track the status of the Primal Fury buff for each team by viewing torches above the Oracles pit. A torch will light for each application of this buff.
Conquest – Pyromancer
  • A torch is now visible above the Pyromancer that becomes lit to indicate that a buff is active, and which team currently has obtained its buff.
Conquest Fire Giant
Fire Giant and Enhanced Fire Giant have learned some new (old?) tricks. The Magma Pool ability Fire Giant used to have created an additional hazard for players to avoid during combat, but was largely unavoidable damage. We have reworked it to have a slight warning time, encouraging players to move and be smart about where they are standing to ensure allies don’t get trapped by the pools.
Enhanced Fire Giant is also getting a boost to its defensive and offensive capability. Enhanced Fire Giant struggled to scale to meet players end game power, somewhat trivializing its empowered nature. The additional health, protections, and especially base Magical Power will make him more difficult to take down and more lethal. Teams will need to find the right opportunity to take him before using his power to end the game.

 

  • Fire Giant and Enhanced Fire Giant will now use the Magma Pools Ability
    • There will be a 1s warning deployable under each god in the area
    • After the warning, the area will become damaging Magma
  • Current rotation is
    • 2 Basic Attacks > Rift > 2 BA > Fury > 2 BA > Flames – This line happens once
    • 2 Basic Attacks > Rift > 2 BA > Fury – This line loops
  • New rotation
    • 2 Basic Attacks > Rift > 2 BA > Fury > 2 BA > Flames – This stays the same and occurs once
    • 1 Basic Attacks > Pools > 1 BA> Rift >1 BA > Fury – This line loops
  • Fire Giant base health increased from 6000 to 7000.
  • Fire Giant health per level increased from 225 to 275.
  • Fire Giant base Protections increased from 90/50 to 110/70.
  • Enhanced Fire Giant base health increased from 6000 to 8000
  • Enhanced Fire Giant health per level increased from 225 to 275.
  • Enhanced Fire Giant base Protections increased from 90/50 to 125/85
  • Enhanced Fire Giant base Power increased from 130/0 to 150/20
  • Enhanced Fire Giant Buff now allows players to ignore 50% of a tower’s backdoor protection.
Conquest – Jungle Changes
With Season 5 came a large change to jungle layout, camps, and the overall speed at which these could be cleared. Through Season 5 we saw players killing these camps a bit too quickly, even without items like Assassin’s Blessing to empower their clear speed. Jungle Camps will become tankier as the game progresses, better keeping up with players power curves.
Additionally, Gold Fury and its new counterparts are seeing some adjustments. They will be a bit more resilient to Physical Attacks, and their attacks will hit harder as the game progresses. This will make soloing it more difficult for Assassins/Hunters, but keep its end game difficulty as a team objective more in line.

 

  • Small Harpies
    • Decreased Base Health from 150 to 130.
    • Increased Health per Level from 55 to 70.
    • Increased Base Magical Protection from 0 to 5.

 

  • Large Harpies
    • Decreased Base Health from 410 to 380.
    • Increased Health per Level from 55 to 75.
    • Increased Base Magical Protection from 0 to 5.

 

  • Buff Holders
    • Decreased Base Health from 470 to 440.
    • Increased Health per Level from 125 to 145.
    • Increased Base Magical Protection from 0 to 5.

 

  • Oracles
    • Increased Base Magical protection from 0 to 5.

 

  • Gold Fury(all 3 forms)
    • Increase Gold Fury Physical Protection per level from 1 to 1.5.
    • Decrease Gold Fury Health per level from 275 to 250.
    • Decreased Gold Fury Physical Power from 140 to 120.
    • Increased Gold Fury Physical Power per level from 0 to 2.

 

  • Towers and Phoenixes
    • These structures now have a visual effect on them if backdoor protections are currently active on the structure.
Item Balance
Blessings
The Blessings that are banned in Conquest are quite powerful, although many players often overlook them. All of them stack a little too quickly for our liking, so we are increasing the amount of stacks required. Defender’s and Specialist’s are the underperforming and underpopulated Blessings compared to Attacker’s, so they are receiving stat boosts as well as smaller nerfs to stack speed.

Attacker’s Blessing
  • Increased Stacks required to Evolve from 50 to 100

Defender’s Blessing
  • Increased Stacks required to Evolve from 50 to 75
  • Evolved Defender’s Blessing
    • Increased Health from 100 to 150
    • Increased Mana from 100 to 150

Specialist’s Blessing
  • Increased MP5 from 10 to 20
  • Increased Stacks required to Evolve from 50 to 75
Conquest Blessings feel relatively balanced as Season 5 comes to a close. One lane that has had the most concerns is the solo lane and Warrior’s Blessing. Warrior’s Blessing has some nerfs that will be reverted, and the changes to the Conquest map are being made with the intent of bringing Warriors back to the lane and encouraging aggression. These changes should naturally decrease the amount of Passive Guardian’s Blessing playstyle in this lane. For this reason we are not changing Guardian’s Blessing to stack differently. We prefer to keep that item in a state that decreases as much frustration as possible in the Duo lane.

Warrior’s Blessing
  • Increased Health And Mana Restored per trigger from 30 to 40
  • Evolved Warrior’s Blessing
    • Increased Evolved Bonus Protections from 10 to 15
Relics

Horrific Emblem
Horrific Emblem has shown to be a very powerful Relic and was the dominant strategy during Season 5’s HRX. This item is being toned down across the board to help other Relics better compete with it.
  • Decreased Slow from 40% to 30%
  • Decreased Attack Speed Slow from 25% to 15%
  • Upgraded Horrific Emblem
    • Decreased Slow from 40% to 30%
      • Attack Speed Slow remains at 25%
    • Decreased Damage Dealt Debuff from 20% to 15%
Consumables
At the very late stage of a Conquest game, the team that should be ahead should be closing in on victory. Currently we have some powerful consumables (Elixirs) to give this team an extra edge. We wanted to add another option that involved more decision making and player control. Thus, the Elixir of Speed was created. This consumable will effectively remove the need for Boots or Shoes and allow players to move at the normal endgame speed while also having a complete 6 item build. This adds a lot of possible variance to endgame itemization that high skilled players will be able to really get creative with.

Elixir of Speed
  • Elixir of Speed – 2000g
  • This consumable increases your Movement Speed by 18% permanently. This effect does not stack with Movement Speed from Boots or Shoes. This effect lasts X Minutes.
  • This item is only available in Conquest Game Modes.
  • *Item icon is a work in progress
Items – Magical
Doom Orb has an interesting effect but it never found a home in Mage builds due to its lack of endgame potential. We are moving Doom Orb up to a T3 item and adding a new T2 version to remedy this. Now Mages should be able to see this item as a contender with other Magical Power Items.

Cursed Orb
  • Cost – 1600g
    • +55 Magical Power
    • +75 Mana
    • +20 MP5 to 15 MP5
    • +3% Movement Speed
      • PASSIVE – Killing or assisting an enemy minion provides you with 1 stack, granting 1% Movement Speed and 3 Magical Power per stack. Stacks last for 10s and stack up to 5 times. Enemy gods provide 5 stacks.

Doom Orb
  • Cost – 3200g
    • +135 Magical Power
    • +200 Mana
    • +25 MP5
    • +6% Movement Speed
      • PASSIVE – Killing or assisting an enemy minion provides you with 1 stack, granting 1% Movement Speed and 6 Magical Power per stack. Stacks last for 15s and stack up to 5 times. Enemy gods provide 5 stacks.
Book of Thoth rush was a popular strategy throughout the year. Not only was the Tier 2 Book of Souls a powerful starting option, but Book of Thoth had a heavy power spike upon completion. We are decreasing the power of Book of Souls while also adjusting Book of Thoth to only synergize with Mana from Items. Players who fully commit to a heavy mana build will see more power than before, but alone it won’t pack quite the same punch.

Book of Souls
  • Decreased Magical Power from 65 to 55

Book of Thoth
  • Decreased Cost from 2800 to 2650
  • Passive now only converts mana gained from Items
  • Increased amount of Mana Converted to Magical Power from 3% to 6%
  • Increased Bonus Mana Conversion when Evolved from 2% to 3%
Soul Reaver is another item that largely determined which Mages were meta. The item has a strong role as a counter tank item, and needs to remain at a similar power level for that purpose. However, we saw that this item was much more effective on gods with low cooldowns and multiple damaging abilities. The goal of the 6.1 changes are to keep Soul Reaver’s counter tank potential strong, but to help it perform more equally across the entire Mage (and guardian) class.

Soul Reaver
  • Enemies that get hit by Soul Reaver’s Bonus Damage will take 50% less damage from this effect on subsequent hits. This reduction lasts 3s and refreshes on hit.
Obsidian Shard is a powerful tank buster item, but at 2150 gold it was cost efficient enough to see use in almost all games, regardless of the presence of tanks. We are adjusting its cost and stats to ensure it is a strong choice against tanks but not a catch all answer.

Obsidian Shard
  • Increased Cost from 2150 to 2300
  • Increased Magical Power from 60 to 70
Typhon’s Fang has a big impact during the early stages of the Season, but fell off after a round of balance adjustments. We are increasing the Magical Lifesteal this item provides to really help Mages who can make use of lifesteal have a strong choice to work towards and enhance with additional items like Bancroft’s Talon or Pythagorem’s Piece.

Typhon’s Fang
  • Increased Magical Lifesteal from 10% to 15%
For Bruiser Mages and Guardians, a bridge item with a bit of defence and offense should be a solid choice. Dynasty Plate Helm hasn’t quite lived up to that role, so we are increasing its overall potency.

Dynasty Plate Helm
  • Increased Magical Power from 45 to 55
Stone of Binding brings a strong playstyle, encouraging Supports to apply their crowd control and allow their teammates to capitalize even further on it. Applying a buff to allies has some complications and can encourage players to stand too close to their support, even if it is a bad play. Stone of Binding is getting a small boost in power but the Penetration is applied directly to the target, allowing any teammate from any position to benefit from the penetration.

Stone of Binding
  • Increased Magical Power from 20 to 30
  • New Passive – Successfully hitting an enemy god with Crowd Control will place a debuff on enemies hit.
    • Debuff is decreased 15 Magical/Physical protections
Items – Physical
Malice has been in SMITE for many years, but never really found a home in most crit builds. Often it was positioned in a way that synergized with Assassins that used abilities that could Crit. This has led the item to be niche at best and often overlooked. We are yet again giving a new passive to Malice that can synergize with a wider range of abilities and gods.

Malice
  • NEW PASSIVE – Successfully Hitting an Enemy with a Critical Strike will subtract 2s from all of your abilities currently on Cooldown, except your Ultimate ability. This effect can only happen once every 5s.
Some other Critical Strike items feel slightly out of balance. Poisoned Star’s powerful debuff effect is paired with high Crit Chance, making it too strong in builds even when its not paired with more Crit. This item should need to be paired with more crit in order to be effective.

Poisoned Star
  • Increased from 2400 to 2500
  • Decreased Critical Strike Chance from 20% to 15%

Wind Demon
  • Decreased Cost from 2700 to 2600

Odysseys’ Bow
  • Increased Basic Attack Power Scaling on Passive form 50% to 60%

Silverbranch Bow
  • Increased Physical Power from 20 to 30
A series of Warrior items were targeted for 6.1 balance. Ancile has been clearly overperforming, especially on Assassins. Many other Shields and Hammers are being adjusted to work better in Warrior builds (and some Assassin builds). This generally involves increasing Physical Power and Decreasing Cost or Health. Warriors have a lot of pure tank options, but not a lot of competitive hybrid-bruiser options. This series of buffs and shifts should be a net buff for the class, as well as expand their options by making some previously unused items more viable.

Runic Shield
  • Increased Health from 100 to 150

Ancile
  • Increased Cost from 2000 2150

Cudgel
  • Increased Physical Power from 5 to 10
  • Decreased Health from 100 to 50

Shillelagh
  • Decreased Cost from 1500 to 1300
  • Increased Physical Power from 10 to 15

Blackthorn Hammer
  • Increased Physical Power from 25 to 35
  • This passive now transitions from Cooldown Reduction to Mana Regeneration at 25% Mana, not 50%

Runeforged Hammer
  • Increased Physical Power from 40 to 55
  • Decreased Health from 250 to 200
Items – All Classes
Supports have relatively strong itemization. The adjustment to mage items such as Soul Reaver will be the biggest buff they are getting this update, as they should be surviving magical damage more. However, there are some other Tank items that felt underwhelming. The primary concern was around Gauntlet of Thebes. This item had a very strong launch and was heavily tailored to the support class. After some adjustments to the item and many shifts in the meta, this item is not really viable. The item feels very weak until fully stacked, so we are buffing its upfront tank stats to make sure supports feel comfortable building this item.

Gauntlet of Thebes
  • Increased Health from 200 to 275
Stone of Gaia is a strong tank item, especially against knock up heavy teams. We want to ensure that players feel the healing from this item in a meaningful way and a bit more often. Players will now restore the full amount of health in half the time, and with a reduced cooldown may benefit from this item more than once in an extended fight.

Emerald Talisman
  • Increased MP5 from 6 to 10

Stone of Gaia
  • Increased the Speed at which the Heal occurs from 10s to 5s
  • Decreased Internal Cooldown from 60s to 45s
Shield of Regrowth has some exciting applications on Warriors with built in sustain, but has suffered from being slightly too weak to see play. We are lowering its cost and increasing its base restorative stats to help these Warriors find a slot for it in their builds.

Shield of Regrowth
  • Decreased Cost from 2100 to 2000
  • Increased HP5 from 10 to 15
  • Increased MP5 from 10 to 15

Spectral Armor
  • Increased Physical Protection from 60 to 70
  • Decreased Damage dealt to you from Critical Strikes from 60% to 50%
Items – Masks
Masks were created to give the most creative players a way to play gods in more ways. The masks paved the way for one of the most interesting developments of Season 5 HRX: Fenrir Support. After experimenting with these items its clear that Lono’s mask is the most popular, enabling a huge range of gods to become more like supports. We want to ensure standard Guardians are not pushed out of this role but can compete with Lono’s Mask users more directly, so we are nerfing this mask slightly. Rangda’s and Bumba’s have been much less successful, so they are both receiving slight buffs in their aggressive stats to see if they can find homes in some big brain builds.

Lono’s Mask
  • Increased Damage Dealt from -20% to -25%
  • Increased Healing Done from -20% to -25%

Rangda’s Mask
  • Increased Ability Damage Dealt from +15% to +20%
    • This means both Basic Attack and Ability damage are increased at the same amount, so the description will be simplified to just say “increased damage dealt”

Bumba’s Mask
  • Increased Physical Power from 20 to 30
  • Increased Magical Power from 50 to 65

 

God Balance
Warrior Class
Warriors fell out of the conquest meta during Season 5. We are making multiple changes to address this such as a new solo lane objective and a buff to Warrior’s Blessing. The adjustment of every Warrior’s Base and Scaling Health will be a key element in making sure the class is fun to play and clearly defined. Warrior’s are a hybrid class in SMITE, which can make that previous statement difficult to achieve. They are defined by an ability their ability to be flexible, but they should skew more toward the tank side, which is why their base stats are being adjusted in this way.

Base Stats
  • Increased Base HP of all Warriors by 10
  • Increased Base HP per Level of all Warriors by 3
Ah Muzen Cab
Ah Muzen Cab was a powerhouse coming into Season 5, and took a large hit to his Hive functionality. After these changes he heavily fell out of favor, and even though most of the nerfs have been reverted he is still struggling to make his mark. We want to focus on how often he can utilize his kit by lowering the cooldown on Swarm and making Honey less of a mana drain when used frequently.

Swarm
  • Decreased Cooldown from 16/15/14/13/12 to 15/14/13/12/11

Honey
  • Decreased Mana cost from 75/80/85/90/95 to 60 at all ranks
Anubis
Anubis tends to excel at lower levels of play, but drop off at high end Conquest. The god is risky and fragile, but with a huge amount of damage potential. We are increasing the early rank duration of his CC ability, Mummify. This should let him level his damaging skills more quickly, and help his early game aggression and self peel, which can be especially important in high rank Conquest.

Mummify
  • Increased Stun duration from 1.2/1.4/1.6/1.8/2s to 1.6/1.7/1.8/1.9/2s
Ao Kuang
Ao Kuang’s passive was reworked a while back because of technical and clarity issues. The problem was, his reworked passive didn’t meet our usual definition of a passive ability. Since the old passive only interacted with his Ultimate, we are reworking it again. Ao Kuang tends to be very frustrating when he does too much burst, so we are looking to breath new life into the god in a different way. With the new design on Dragon King’s Sword, Ao Kuang will be more evasive and stronger in longer engagements. The bonus cooldown reduction and self healing encourages Ao Kuang players to make multiple gank attempts on enemies.

Dragon King’s Sword
  • Every 20 seconds Ao Kuang gets a stack of Dragon King’s Sword. As long as he has a stack, his next non-ultimate ability that deals damage to an Enemy god will consume a stack to have its cooldown reduced by 2s and heals Ao Kuang for 5% of his Maximum Health. Successfully executing an Enemy god with King of the Eastern Seas fully charges Dragon King’s Sword.
  • This effect can stack up to 3 times.
Bacchus
Bacchus has always been an absolute unit in Joust and Arena, but he often struggled in Conquest where his kit didn’t feel functional until later levels. Bacchus will now be able to get the party started even at level 1 by getting direct access to his Chug ability. This greatly improves Bacchus’ early game potential in conquest as he can gain access to Magical Power, Bonus effects, and Damage Mitigation through his Drunk-O-Meter that usually wouldn’t be filling up until later levels.

Chug
  • Chug is now available at Level 1 and has a Rank 0.
    • Rank 0 Chug does not provide any Protections.
    • Rank 0 Chug costs 35 Mana.
  • Chug now provides 40% Drunk-o-Meter at all Ranks.
Bastet
Bastet can be powerful in the right hands, but mana costs early and her overall presence late make it difficult for her to really excel. We want to address these two issues. Declaw now has a flat mana cost, allowing it to be used more often during ganks and just for poke. Razor Whip is getting a large scaling increase to ensure her damage output stays relevant at the latest stages of the game. –

Razor Whip
  • Increased Physical Power scaling from 20% to 25%.

Declaw
  • Decreased Mana cost from 70/75/80/85/90 to 60 at all ranks.
Baron Samedi
Baron continues to get a great deal of attention, just the way he likes it. This god has proven to be an extremely strong flex pick, excelling as a Solo Laner or Support more often than as a Mid Mage. One key thing that enables this strategy for Baron Samedi is his ability effects that scale off of health. These don’t require Magical Power to be effective. Both Consign Spirits and Life of the Party are being nerfed in this regard to make him rely more on building power and utilizing his Hysteria mechanic.

Consign Spirits
  • Decreased Bonus Healing based on Missing Health from 12.5% to 10%

Life of the Party
  • Decreased Total Health Damage from 15% from 10%.
Bellona
Oh how the mighty have fallen. Bellona has had a long history of nerfs and it seems the goddess has finally fallen out of favor. She struggled through the entirely of Season 5. Many warriors did but some more than others. Even with the addition of Berserker’s Shield we didn’t see much of a resurgence from her. In addition to the Base Warrior stat buff, She is gaining a boost to her early game Ultimate damage. This will help Bellona make early aggressive rotations and plays more successfully.

Eagle’s Rally
  • Increased Base Damage from 100/200/300/400/500 to 140/230/320/410/500
Cabrakan
Cabrakan’s Ultimate was a strange shape that often caused confusion on both sides of the battleground. This ability would clearly appear to hit but not deal damage. For a Guardian (or Assassin?) That relies heavily on burst damage, confirming this ability is a big deal. 6.1 is bringing a major quality of life buff to Tectonic Shift in that this ability now hit in a clear area in front of Cabrakan.

Tectonic Shift
  • Expanded the hit area of this ability to damage all gods in the entire rectangle shape in front of Cabrakan. This area is as wide as his wall area is now, extending from Cabrakan up to to the range of the walls
    • 35 unit range
    • 25 unit width
Camazotz
Camazotz started Season 5 very strong, but after a few nerfs he dropped of quickly. We have made a few small attempts at balancing him since, and we want to continue along that path. Camazotz has a strong tipping point, where once overtuned he becomes incredibly dominant. We want to avoid that case through these smaller buffs over time. This one focuses largely on his lifesteal synergy and quality of life. Keeping his stacks of vampirism can be frustrating and cause Camazotz to be punished much harder than most assassins for deaths. This ability will now last longer and persist through deaths to make sure the vigilant junglers can keep this stacked.

Vampire Bats
  • Increased buff duration from 210s to 300s
  • Now persists through death
Cernunnos
Cernunnos has some unique strengths, but his lane clear tends to be described as feeling awkward and weak. Bramble Blast doesn’t pack the punch that many other Hunter abilities do, so it’s being brought up in the early ranks to make sure he can go toe to toe with the rest of the meta. The Wild Hunt is also seeing a cooldown reduction, allowing him to impact teamfights more often.

The Wild Hunt
  • Decreased cooldown from 100 to 90s

Bramble Blast
  • Increase base damage from 40/80/120/160/200 to 60/95/130/165/200
Fafnir
The dwarf turned dragon will be even more terrifying in his dragon form in 6.1. Fafnir has strong evasion and lockdown, yet is still suffering in the meta. Fafnir is a god designed around big plays during his ultimate, so we will take this opportunity to make that feel even more impactful. His Dragon Breath basic attack will deal more damage, especially at later stages in the game, giving this aggressive Guardian’s team more kill potential.

Draconic Corruption
  • Increased Dragon Breath from 20/25/30/35/40 (+10% of your magical power) to 20/30/40/50/60 (+10% of your magical power)
Hera
When the Queen of the Gods makes an entrance she goes all out, and the same can be said about her companion Argus. After Hera’s initial buffs she has settled into a consistent spot in the meta. She brings a quite high ban rate and she does a lot to disrupt enemies in team fights. Her kit was designed to synergize with Argus and help him be active often, but the low base cooldown of the ability was causing a lot of frustration. Argus will still be on a lower cooldown than most Ultimates if the Hera plays well, but this effect will be less extreme than before.

Argus, the Defender
  • Increased cooldown from 70 to 90
Hercules
Hercules is another Warrior that when he fell, he fell hard. The god is very strong at securing kills in the early to mid game with his powerful pull/push combo, but he often drops off late game. Herc’s Excavate Boulder can be a devastating ultimate when used well, and now he will be able to rock his enemies more often.

Excavate
  • Decreased cooldown from 90 to 90/85/80/75/70 seconds
Isis
Dispel Magic and Circle of Protection are interesting control abilities but their range put Isis in dangerous spots. Isis entire kit lacks long range damage, except for the slow moving Spirit Ball. These two abilities are getting a bit more range to help Isis perform at a similar level of other mages.

Dispel Magic
  • Increased range from 40 to 55

Circle of Protection
  • Increase range from 35 to 40
King Arthur
Nobody said wielding Excalibur would be easy. Feedback on King Arthur has been awesome, and seeing the community discussion around him evolve based on initial numbers feedback, PTS feedback, and finally Live has been interesting. King Arthur himself is underpowered statistically, but we feel (as do some community members) that King Arthur himself is a difficult god to master. Knowing and executing combos, understanding options available to him, and even how he changes some gameplay assumptions at its core all make him a god that will take time for players to Master.
Because of this, this patch we are focused on fixing gameplay bugs and are only doing minor balance tweaks to issues we feel would persist even after players get through his learning curve. Due to him losing energy on death (which we feel are both thematic to the idea of an energy building combo meter and helps his pacing when he gets to a fight), we feel his energy generation can go up. Twin Cleave and Bladestorm will have additional utility in being one of the higher energy generators in his kit. Additionally, Sundering Strike is getting a small charge range reduction. In melee range situations the forced charge can make this ability unwieldy. A reduction in that charge range should actually be a buff in those situations, allowing it to land more reliably.

General
  • Basic Attacks have had a large pass to improve functionality and remove jitter players would experience, especially on higher ping environments.
  • Fixed an issue where King Arthur could be silenced permanently from Ganesha’s Ohm.
  • Fixed an issue where King Arthur could crash players with his Ultimate.
  • Fixed an issue where King Arthur could speed up players animations with his Ultimate.
  • Fixed an issue where Basic Attacks could proc item effects they were unintended too.
  • Fixed an issue where Excalibur’s Fury could stun targets behind King Arthur.
  • Updated the Camera on Excalibur’s Fury to provide better vision while airborne.
  • Updated the Camera on Excalibur’s Fury for enemies to be less jarring.

Twin Cleave / Bladestorm
  • Increased Energy gained from 1 to 2 per hit.

Sundering Strike
  • Decreased charge range from 16 to 12.
Loki
Everyone loves a good Loki nerf, right? This god is discussed often but is usually just outside the meta. Loki has risen surprisingly high in the stats toward the end of Season 5, causing a good bit of chaos along the way. This god is controversial. He can cause a lot of frustration, but his playstyle is one of a kind. Loki seems to be healthiest for the game when he is just below the point of balance, allowing Loki specialists to excel but without being overbearing. He will be seeing two solid nerfs to bring him back down to that safer spot. The first nerf decreases the damage potential of all his combos, allowing Loki’s opponents to better react to his ambushes. Also, Vanish will stop reducing the damage Loki takes while stealthed. Stealth already greatly reduces the chances of being hit, and players should be rewarded for predicting Loki’s movements and hitting him anyway.

Base Stats
  • Decreased Damage progression from 1/.5/.5/.5/1.5x damage to 0.75/.5/.5/.5/1.5x damage

Vanish
  • Removed the Damage Mitigation from this ability
Osiris
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
Pele
Pele continues to be the #1 most banned god in ranked, with a strong performance to match. One key element that empowers Pele in the higher ranks of the game is her passive. The power and lifesteal gained from this allows players to completely turn losing fights into winning ones. This is the intended goal of the ability, but its still working at too great of a magnitude.

Everlasting Flame
  • Decreased Duration from 6 to 4
  • Decreased Power from 2 per level 1
Poseidon
Poseidon’s base Physical Protection per level was far below any other mage. We are bringing this up to better match the protections to other Mages.

Base Stats
  • Increased Physical Protection per level from 2.2 to 2.6.
Ratatoskr
  • Ratatoskr may now sell his Acorn
Thoth
Thoth has had an interesting history. On release, he struggled far below any other god release which resulted in some heavy changes from us. While these helped him overall statistically, some of his feel was lost and his frustration factor was high. Through more adjustments he ended up feeling underwhelming and falling out of favor, while still being frustrating. We are changing Thoth to work closer to how it did on his launch, focusing on his ranged artillery style of damage. Evade and Punish will no longer provide heavy hard CC, meaning players will be less safe and have less opportunity to lock down opponents, but should make up for that loss in damage.

Hieroglyphic Assault
  • Increased damage from 40/60/80/100/120 to 45/65/85/105/125

Evade and Punish
  • No longer stuns but pierces through enemies and roots the first God hit and slows every other enemy hit
  • Root and Slow lasts 1.5s at all ranks
  • 30% slow at all ranks

Final Judgement
  • Increased Scaling from 100% to 120%
Zeus
Zeus is a powerhouse in most modes, bringing a heavy amount of early and mid game burst with teammates that can keep him safe. We want to increase opportunities for players of these modes to deal with his pressure. Aegis Assault helps confirm his damage more easily, and a low cooldown makes it hard to find an opening against Zeus. Additionally, his high base damage allows him to bring the pain early, even without many damage items. We did increase his scaling as a whole, which should help him in Conquest, allowing players who can bring Zeus to late game strong AoE damage to see success, but this change is overall targeted at his overperformance in our other game modes.

Aegis Assault
  • Cooldown increased from 10 to 12

Detonate Charge
  • Increased Damage from 55/75/95/115/135 to 60/90/120/150/180.
  • Increased Magical Power Scaling from 18% to 25%.
  • Reduced Multiplication for each charge from 1/2/3 to 1/1.7/2.4.

Lightning Storm
  • Adjusted Damage from 120/140/160/180/200 to 100/130/160/190/220
  • Increased Magical Power Scaling from 50% to 55%.