Season 4 Patch Notes


Version: 4.1
Release Date: January 31, 2017

  • Character model update and Card update for the Default, Recolor, and Mastery skins
  • Card update for the Default, Recolor and Mastery skins
  • New Voice Pack


SuCh CoLd SkAdI aNd DoGeSuch Kawaii Chest

Voice Pack Available!

Iron Tyrant Xing TianGold 5+ Reward

Voice Pack Available!

Full Metal VulcanUndying Chest

Voice Pack Available!

Modern Mercenary NemesisSpring Season Ticket

Voice Pack Available!

NRG Ao KuangNRG Bundle

Mastery Nike

Mastery Ullr

Undying Chest Skins


Vulcan Dance Emote


Cutesy Doge Avatar


Season Ticket 2017

Diamond Mastery/Demigod/Adept



Iron Tyrant Loading Frames

  • Diamond Conquest
  • Diamond Joust
  • Masters Conquest
  • Masters Joust
  • Platinum Conquest
  • Platinum Joust

Season Ticket 2017 Loading Frame


Diamond Mastery Recall FX

  • Diamond Student Recall FX
  • Diamond Master Recall FX
  • Diamond God Recall FX

Season Ticket 2017 Recall FX


NRG Ward (NRG eSprots Bundle)


Mirror Match
As The Morrigan, transform into an enemy God and kill the God you transformed into.

As The Morrigan, hit 3 enemy gods at the same time with her Three Aspects ability.


In Season 4, we are updating some of our core features of SMITE. Ranked is receiving a revamp to its structure, T-Screen makes its return, and players who have Diamond Mastered gods will have new forms of progression available to them.

T screen returns
The T-Screen has returned! Press “T” to rejoice!
The T-Screen now shows Top Kills, Top Gold, Top Damage, and Top Mitigated at the top of the screen. Additionally, the screen serves a new goal as a combat log that you can view at any time that displays recent Damage dealt or taken and the Damage that lead up to your death.

Mastery Features
After Rank 10, players will begin to unlock bonus Stars for every 1000 Worshippers obtained. These Stars will appear on your Loading Frame when playing that God and has no cap.

Diamond Mastery Rewards
Now all players will have a “Diamond Count”
Players who receive Rank 10 on multiple gods will unlock new Recall effects, getting more impressive as your Diamond Count gets higher.


Players who are at Gold 5 or higher will receive Iron Tyrant Xing Tian. You need to be Gold 5 or higher on January 31st, 2017 to be eligible for this reward.
Players who are at Platinum 5 or higher will receive a Loading Frame that is representative of their achievements. You will need to be Platinum 5 or higher by January 31st, 2017 to be eligible for this reward.
Xing Tian Iron Tyrant Skin
Iron Tyrant Loading Frames

  • Diamond Conquest
  • Diamond Joust
  • Masters Conquest
  • Masters Joust
  • Platinum Conquest
  • Platinum Joust



All Ranked MMR values have been hard reset. Everyone will begin this season at the same MMR value.
In subsequent seasons we will do a soft reset.

Updated Qualifying
We have updated our placement algorithm for placing players out of qualifying to better represent their estimated skill.

Multiple Splits
The full Ranked Season has now been divided into multiple Splits, mirroring our eSports scene.
At the end of each Split, we will distribute rewards and do a soft reset of the Ranked Ladder, leading into the next Split.

Promotion Games Removed
Any points earned past 100 will go towards your next division. (ex: After a win a player has 108 points. They will promote to the next division and have 8 points in that division.)

Players now only need to reach 101 points to go to the next division instead of needing to get 100 points and then win again.
After being promoted players will have protection from immediately being demoted for a few games.

Lobby Timers Updated
Teams in draft pick will now have bonus time they can use during the Pick and Banning phase. If a Pick or Ban timer hits 0, it will begin taking time away from the bonus time pool instead. This time is shared across all the Pick and Ban phases for your team.

Ranked Pause
Teams can now pause during ranked game. A team who wishes to pause will need to start a vote. Once the vote has passed, the game will pause automatically once everyone is out of combat. The pause will last for one minute.
This can only be done once per team per game.

New Leaderboards
All leaderboards will now show the region that the player plays in.
Masters division is back and Grandmasters has been updated.
Masters division now sits between Diamond and Grandmasters.
Grandmasters now only accepts the Top 25 Players from Masters into its ranks.

God Leaderboards:
Players will now be able to see how they compare against other players when playing a specific God.
After 5 qualifying games with a God you will be placed on the God Leaderboard and will be able to see how you stand up against other players.
Depending on your placement you will be placed into one of three tiers. This placement will appear around you in the Lobby once you have selected a character your are ranked with.

Ranked Rewards
Each split there will be rewards available to everyone for simply playing Ranked. Qualifying will earn you a bonus Chest Roll, while winning 25 games will give you a special Recall FX that is tied to the split you are playing in.

Additionally, there are now Gem Rewards available for the top 25 players in each league.
Top 5 Players will receive 3500 Gems.
Top 6 – 20 players will receive 2500 Gems.
Top 21 – 25 Players will receive 1500 Gems.

God Leaderboards will also have their own rewards. If you are in the top 3 for any given God you will receive a Gem Reward.
1st : 800 Gems.
2nd : 400 Gems.
3rd : 200 Gems.

Intelligent Matchmaking of Low Population Regions
During low population times, the Matchmaking algorithm will look for players outside the preferred region, taking ping into consideration.
This will only occur when no match can be found due to low population.


The Season Ticket has undergone a redesign this year in both how it looks and how it functions. First and foremost, The Season Ticket has now been divided into three different Splits. During these splits, ALL players will be able to earn FP and progress towards FP unlocks without paying in to the Season Ticket. Purchasing the Season Ticket will now provide immediate rewards exclusive to purchasing the ticket as well as bonus FP and the ability to vote on games to earn more.

Unlocked by Purchasing the Spring Season Ticket
Modern Mercenary Nemesis
The ability to vote on games for FP
Permanent FP Booster.
15 Team Worshiper Boosters
In the Match Lobby players can activate these boosters and share the benefit of the booster to the team. This Worshiper Booster will give everyone on your team 2x Worshipers that game.
Bundle of Quests that will give up to 1500 FP.

Unlocked through FP Unlocks (Free to all Players)

  • Cutesy Chest
  • Enigma Chest Roll
  • Season Ticket 2017 Spring Recall FX
  • 2017 Season Ticket Loading Frame
  • Enigma Chest Roll
  • Undying Chest 2017 Roll
  • Cutesy Global Emote
  • Nevercake Announcer Pack
  • Enigma Chest Roll
  • Swarm Sentry Ah Muzen Cab (Available in 4.2)

Undying Chest 2017 Content

  • Full Metal Vulcan
  • Encore Agni
  • Dragonsbane Ullr
  • Agony Bellona
  • Terror-dactyl Camazotz
  • iDusa Elite Medusa



Clash has quickly become one of SMITE’s most popular game modes! It is a fun middle ground between Arena and other lane based modes, like Conquest. Player feedback overwhelmingly showed that they wanted a new art style besides Greek, so we brought back one of our favorites: Egyptian! Clash now features a completely new art style as well as a new Jungle Boss, Apophis, the Chaos Serpent. It also features a variety of layout changes, while staying true to the core design of Clash.

New Art Style

  • Egyptian Themed Map
  • New Titans
  • New Minions
  • New Towers
  • New Phoenixes

New Map Layout Changes

  • Widened Center Area
  • New paths to Center Area
  • Adjusted outer paths

New Jungle Boss – Apophis

  • XP value set at 50. This increases to 100 at later stages of the game.
  • Gold value set at 100. This increases to 150 at later stages of the game.
  • Base Health value set at 3200.
  • Health per Min value set at 130. This increases to 175 at later stages of the game.
  • Replaces Fire Giant and Gold Fury.
  • Spawns in the center of the Map at 10 Minutes.
  • Deals massive Damage and knocks back nearby gods upon spawning.
  • Provides a Buff to the killing team. This Buff becomes more powerful later into the game.
    Grants bonus Magical Power and Physical Power. Enemy gods hit by your Abilities take damage equal to a fraction of their Max Health over 4 seconds.

New Gameplay Changes
New Jungle Camps
New characters for Red buff and Blue buff holders
New Phoenixes
New Phoenixes have a much higher Attack Speed and lower Base Damage.
Kill Bounty Changes
For experience you get an additional 20% XP based on the level difference. (20% base xp * level difference)


Conquest is the primary competitive game mode for SMITE. With each new season comes new challenges to this map. We listened and watched carefully as Season 3 unfolded. In 2016, we saw the rise and fall of many types of metagame, but there were two primary issues we wanted to address: Adding more meaningful choices to early game and enhancing late game objectives. We believe the Season 4 Conquest update will bring a diverse group of strategies with its new start and twists on Gold Fury and Fire Giant!

Map Changes
Small adjustments to Jungle paths have been made to equalize time and distance between objectives on Order and Chaos sides of the map.
Both the Order Speed camp and the Chaos Damage camp see a change to their geometry and leash to shift the time it takes to reach the Mid Lane.
Players can no longer see into the camp from the Mid Lane.



Game Start Changes
Game starts at -1:30
Minions spawn at 0:00
The ENTIRE Jungle spawns at 0:30

Kill Bounty Changes
For experience, you get an additional 10% XP based on the level difference. (10% base xp * level difference)


The Experience and Gold rates around the map have changed. Minion Waves are now worth slightly less Experience, while the Jungle holds a little more Experience. This combined with changes to the start of the map, Jungle difficulty, and changes to Bumba’s Mask are designed with the goal of removing the focus on the mid lane.

Conquest Minion Changes

XP decreased from 65 → 60
XP decreased from 45 → 40
XP decreased from 65 → 60

Conquest Jungle Monster Changes
Fixed an issue where Jungle Monster HP scaled at double the scaling rate while dead.
The scaling of Jungle Monsters has been adjusted to compensate. All jungle monsters have been adjusted to ensure they spawn at the same health they do in live.
Since the early days of SMITE, Jungle Monsters have always scaled twice as fast while dead, making camps that were taken consistently tankier than those which were left alive. This has now been removed to keep the pace of the game and the toughness of the camps close. We are also increasing the Base Health per Minute that Jungle Monsters receive.

Removed from the Conquest Map

XP value increased from 30 → 45
Gold value increased from 13 → 28
Base Health decreased from 425 → 375
Health per Min increased from 25 → 50

Elder Harpy
XP value decreased from 110 → 55
Gold value decreased from 45 → 38
Base Health decreased from 550 → 470
Health per Min increased from 30 → 70

Cyclops Rogue (NEW)
The new Jungle Buff is one that should be aggressive and should be suitable for any class to pick up. The Protection Reduction Aura buff serves these purposes quite well, favoring early game aggression.
XP value set to 160
Gold value set to 60
Base Health set to 790
Health per min set to 150
Drops Purple Jungle Buff (NEW)
AURA – Enemy Gods within 55 units have their Magical and Physical Protections reduced by 10.

Cyclops Rogue Small (NEW)
XP value set to 40
Gold value set to 20
Base Health set to 90
Health per min set to 90

Damage, Speed, and Mana Cyclops
XP increased from 150 → 160
Base Health decreased from 960 → 790
Health per Min increased from 65 → 150

Fire Elemental
Base Health decreased from 180 → 100
Health per Min increased from 40 → 80

Elder Elemental (NEW)
XP value set to 105
Gold value set to 46
Base Health set to 760
Health per Min set to 165

Oracle Harpy Camp (NEW)
When we began planning for Season 4 we wanted to focus on addressing some issue with the Conquest map. In the early game there was a much heavier emphasis on Fire Giant side that lead to the duo lane having less to do overall. The Oracle Harpy camp brings some of the early game focus back to the Gold Fury side by giving the duo lanes an objective to fight over. In Season 4 we wanted to add objectives that gave unique types of rewards. Through play-testing we found that tactical advantages like vision or movement were great rewards for these types of objectives.

New type of objective that offers early game tactical advantages in addition to XP/Gold.
Contains 2 Oracle Harpies

Oracle Harpy (NEW):
XP value set to 85
Gold value set to 42
Base Health set to 760
Health per Min set to 165
Location: Gold Fury Camp
Spawn Time: 00:30 seconds
Respawn Time: 3:00
If a team kills both Oracle Harpies, that team is given vision of the Gold Fury pit for 90 seconds.
This vision cannot be countered by Sentry Wards
Vision granted by the Oracle Harpies does not reveal Wards nor Stealthed units
Neither team gets vision if Kills are split
Total Camp XP is set to 170
Total Camp Gold is set to 84

Boss – Portal Demon (NEW)
Similar to The Oracle Harpy, we wanted to provide more objectives to fight over at key stages of the game. Where Gold and Fire Giant have their purpose, none of them allow for a team to gain a direct positioning advantage. The Portal Demon boss now gives teams flexibility in what objective they want to prioritize by giving them brief control over the Fire Giant pit.

New type of objective that offers late game tactical advantages in addition to XP/Gold for reasons

Boss – Portal Demon (NEW):
Team XP value set to 100
Team Gold value set to 150
Base Health set to 2500
Health per Min set to 410
Location: Across from Fire Giant Camp
Spawn Time: 10:00 minutes
Respawn Time: 5:00 minutes
When killed, the Portal Demon creates a one-way portal from the killing team’s base to the Fire Giant pit that lasts for 1 minute
Grants 100 Team XP and 150 Team Gold

Boss – Gold Fury
Increased starting gold rewards to incentivize and reward early Gold Fury kills, while still keeping the time the Gold Fury reaches the gold cap amount the same.
Increased starting Gold reward from 150 → 190
Decreased Gold reward increase per minute from 10 → 8
Base Health decreased from 2700 → 2200
Health per Min increased from 216 → 380

Boss – Fire Giant
Base Health decreased from 7000 → 3750
Health per min increased from 130 → 520


A new type of item comes to SMITE as a Consumable! The powerful Ritual Items are designed to enhance the late game experience of SMITE. When your build was finished, there were very few options for players to help end the game. Rituals will now provide way more options, but at a very high cost, especially since you only get one use per purchase. These items will allow skilled players to make truly amazing plays in the late game.

Only usable after Level 10.
One use per Purchase.
Provides a single use Relic or Ability-like effect.
Grouped with Potions of Might and Elixirs on a new “Late Game Consumables” tab.

Flickering Ritual

Cost: 750 Gold
When activated, it teleports you to a ground target location up to 55 units away instantly. Can be used during combat.

Frenzied Ritual

Cost: 750 Gold
When activated, it buffs all allies within 55 units of the user, increasing their Damage output by 25% on all targets, and increases Attack Speed 20% for 10s.

Rallying Ritual

Cost: 750 Gold
When activated, it teleports you to the allied God of your choice after a 4s channel time. Can be interrupted by Hard CC and Ritual is lost.

Revealing Ritual

Cost: 750 Gold
When activated, it provides your entire team with vision of the entire enemy team, revealing their locations on the map, and also reveals all enemy wards within 70 units of the user. Lasts 5s.

Another new Consumable enters SMITE, but these are for the early game. Chalices allow players to invest an initially large amount of Gold for a stack of Potions or Wards that can be refilled. These are priced appropriately to fit well into starting builds.

They work like a stack of Potions.
Duration is refreshed, not stacked, on multiple uses.
Have a specified maximum charges.
Stacks are refilled to full every time you return to base.
Can be found grouped with normal Wards and regeneration Potions.
Selling these yields no Gold if you leave base or use any charges.

Chalice of Healing

Cost: 300 Gold
Max stacks: 3
Heals 250 Health over 25 seconds per use.

Chalice of Mana

Cost: 300 Gold
Max stacks: 3
Heals 150 Mana over 25 seconds per use.

Chalice of the Oracle

Cost: 300 Gold
Max stacks: 2
Place a Ward per use.

With the addition of Chalices and Rituals and the balance adjustments in season 3, Power Potions have become less attractive. They are seeing slight buffs to their duration to help them compete with other Consumables and help them better stack with Rituals.

Potion of Magical Might

Increased duration from 3m → 5m.

Potion of Physical Might

Increased duration from 3m → 5m.



Relics are seeing a variety of balance changes, as well as two more system changes. The smaller of which is new names and Icons. Relics have been renamed to their historical SMITE names and are also now all actually in reference to Relics, aka legendary objects. The larger new feature is Relic Upgrading! In Season 4 at any time in a match, you may pay 500 Gold to upgrade your Relic for a specified bonus. This adds a good bit of complexity to build order allows for more meaningful choices in selecting which Relics to use.

Re-organize Relic Tab
Update Relic Descriptions

Relics can be Upgraded
Select a Relic you already own and spend 500g to upgrade the Relic at any time.

Removed Relics

Has been re-designed as a consumable and has been removed from as a Relic.

Has been re-designed as a consumable and has been removed as a Relic.

Changed Relics

Aegis Amulet
Previously known as Sanctuary
Can be upgraded
Cooldown decreases from 160s → 130s

Blink Rune
Previously known as Blink
Can be upgraded
Cooldown decreases from 120s → 90s

Cursed Ankh
In Season 4, we want to focus on each Relic’s most unique element. Curse is having its Slow removed to allow its Healing Reduction features to shine. This relic might seem weaker overall, but against specific healing heavy teams it is now much stronger.

Previously known as Curse.
Increased Healing Reduction duration from 5s → 10s.
No longer slows.
Can be upgraded.
Healing Reduction increases from 50% → 65% and duration increases from 10s → 15s.

Hand of the Gods
Hand of the Gods was originally designed to be a jungle clear assistance tool, and it will be returning to that form again in Season 4. Using a Relic to secure jungle bosses really took away from gods who had great abilities for this same purpose, so HoG (or Wrath) won’t be filling that niche anymore. To compensate for its loss of jungle boss effects, it is gaining a strong cooldown reduction for getting the killing blow on jungle monsters.

Previously known as Wrath.
Now deals 300 + 10 per Level Damage to a single enemy Minion or Jungle Monster within 12 units. Target will be the one with highest max HP. The Relic’s Cooldown will be reduced by 30s if you kill a Jungle Mob with it. Deals no damage to Jungle Bosses.
Can be upgraded.
Now also stuns all enemy gods in range.

Heavenly Wings
Previously known as Sprint.
Now only cleanses slows upon activation, does not provide Slow Immunity throughout the duration.
Can be upgraded.
All allies hit by this effect are immune to Basic Attack Slow penalty.

Magic Shell
Previously known as Shell.
Base Protections received decreased from 45 → 30.
Damage mitigation reduced from 15% → 5%.
Can be upgraded.
Protections given increases from 30 → 45 and Mitigation Buff increases from 5% → 10%.

Meditation Cloak
Previously known as Meditation.
Can be upgraded.
Provides all allies hit with a Buff of 45 MP5 and 15 HP5 for 30s.

Phantom Veil
Previously known as Phantom.
New Visual FX and Audio.
Removed Basic Attack Slow Immunity.
Now applies 40% CC reduction and Immunity to knockups to allies affected by it.
Can be upgraded.
Duration increases from 5s → 10s.

Purification Beads
Previously known as Purification.
Can be upgraded.
Cooldown decreases from 160s → 130s.

Shield of Thorns
Previously known as Thorns.
Damage Reflect increased from 40% → 50%.
Can be upgraded.
Duration increases from 5s → 8s and Cooldown decreases from 120s → 100s.

Sundering Spear
Previously known as Sunder.
Updated Audio.
Protection and Attack Speed Debuffs removed, now increases Damage taken by the target by 30% for 5s.
Can be upgraded.
Damage increases from 40 + 14 per level → 60 + 20 per level and cooldown decreases from 120s → 100s.

Teleport Glyph
Previously known as Teleport
Increased cooldown from 180s → 200s.
Can be upgraded.
Cooldown decreases from 200s → 160s.

New Relics

Horrific Emblem
Using this item slows enemy gods within 55 units by 40% and also reduces their Attack Speed by 25%. Lasts 5s. Cooldown – 150s.
Can be upgraded.
Cooldown decreases from 150s → 120s.

Bracer of Undoing
A brand new Relic is making its appearance in SMITE. Bracer of Undoing falls into the realm of Beads and Aegis, by giving an individual player a strong tool to prevent their own death. This Relic allows for players to heavily bait their enemies, thinking they will secure a kill, but it can be countered by Healing Reduction.
Using this item subtracts 3s from all Abilities currently on Cooldown and restores 50% Health and Mana lost within the last 3s. Cooldown -120s
Can be upgraded.
Recent Damage Time increases from 3s → 5s.



With Season 4, we are making a large number of changes to items with a few goals in mine. First and foremost, we want players to have more control and options over their starting builds. We added new Starting Items and reduced the cost of most Tier 1 items, allowing for players to mix and match items together in ways that haven’t be available before. This should provide a good foundation for players to explore non-traditional roles, such as Warrior supports or Mage Solos. Additionally, Item Passives are more focused on finding opportunities to counter build against opponents. Core stats like CDR and Penetration are found on more items and are tied to more unique effects, allowing for increased diversity when building these stats. Support players will also find a variety of new aura and utility options to assist their team.

With our Season 4 patch, there are many new items, effects, and balance changes and we want players to experiment on PTS with these new choices. We will be watching closely and making final balance and design decisions as PTS unfolds.

Can now sort the store by Crowd Control Reduction % (CCR)
New Stat – Penetration
Can be found on items available to all gods. It applies the proper pen to your stats depending on if you are Magical or Physical once purchased.

Starter Items

Bluestone Pendant
Bluestone is losing some total Mana and gaining some MP5 to focus it more towards its intended role: Empowering Physical gods with Ability-based clear and poke Damage.
Decreased Mana from 100 → 50.
Added 5 MP5.

Bumba’s Mask
Bumba’s Mark is seeing significant changes in Cost Reduction, increased Damage, and the removal of Gold splitting. In Season 4, we want Junglers to have more diverse God selection, builds and more independence. The large adjustments to Conquest synergize with these goals.

Decreased Cost from 800 → 500
Removed MP5.
Added 50 Health.
Added 50 Mana.
Increase True Damage on Basic Attacks on Jungle Camps from 10 → 15.
Increased Ability Damage Bonus on Jungle Camps from 10% → 15%.
Removed Gold sharing Bonus.
Added 4 Gold and 25 Mana Bonus per Jungle Camp kill.

Death’s Toll
Death’s Toll is losing some Power while gaining increased Health and Passive effects to focus it more toward its intended role: Providing Physical gods with early game sustain.
Decreased Physical Power from 15 → 10.
Increased Health from 90 → 100.
Increased PASSIVE Heal from 6 → 8 Health.
Increased PASSIVE Mana restore from 2 → 3 Mana.

Rangda’s Mask
Rangda’s Mask is the aggressive cousin of Bumba’s Mask. It can be splashed into early builds to enable and reward players who look have aggressive ganking or roaming playstyles.

Costs 500 Gold
+5 MP5
PASSIVE: Each time you get an assist you gain a stack, or 2 for a kill. At 8 stacks this item provides 7% Movement Speed and 10% Cooldown Reduction. At 16 stacks this item provides 15 Penetration, 10% Movement Speed, and 15% Cooldown Reduction.

Sands of Time
This Starter Item is a hybrid utility Item that could be utilized by many Mages and some Guardians. While Soul Stone is for pure Damage and Vampiric Shroud is for Health Sustain, Sands of Time is for Mana and Cooldown, a starting stat gap that existed for Support and hybrid Mages.

Costs 800 Gold
+20 Magical Power
+5 MP5
+10% Cooldown Reduction
PASSIVE: This item grants 1 additional MP5 per 10% of your missing Mana

Soul Stone
Soul Stone is seeing a change to its Passive to have it work more consistently among gods that deal Magical Damage in many different ways. It is also losing the MP5 per Stacks and instead gaining a flat Mana Heal when Stacks are consumed to encourage constant use of the item.

NEW! PASSIVE: Buffs all Abilities used after stacks are consumed for 3s, instead of only buffing one Ability. Also removed MP5 on stacks and restores Mana when stacks are consumed.

Swift Wing
Swift Wing is a new utility based starter item that any type of God can utilize. It can especially help Solo Laners who opt out of the Teleport Relic or gods with low Sustain who will be returning to base often.

Costs 800 Gold
+100 health
+10 HP5
+5% Movement Speed
PASSIVE: Whenever you leave the Fountain, you gain bonus 40% Movement Speed for 15s.

Vampiric Shroud
Added 4% Magical Lifesteal

This item is design specifically to facilitate Warrior and Assassin picks in the Duo Lane or Support Role, and has interesting applications in game modes besides Conquest. This item requires a teammate to make use of its Passive, and allows Warriors to play more as more aggressive versions of their Guardian counterparts. It has distinct advantages from Watcher’s Gift that encourage early game aggression while sacrificing the Gold Bonus.

Costs 800 Gold
+10 Physical Power
+100 Health
+5 MP5
PASSIVE Being in range of Minion or Jungle Camp death without dealing the killing the blow restores 5 Health and 5 Mana to all allies within 55 units, also provides you with a stacking self buff of 1% Movement Speed and 1% Attack Speed that lasts 3s.

Watcher’s Gift
Watcher’s Gift is seeing some slight adjustments to provide more of the stats Guardians and Support would want.

Added 5 Physical Protection.
Added 5 Magical Protection.
Removed 5 HP5.
PASSIVE: Increased restoration of Health from 7 → 12 and Mana from 7 → 10.
PASSIVE: Increased gold for assists from 4 → 5.

Magical Items
Magical Lifesteal Tree
With some new anti-healing items and some adjustment to healing gods, lifesteal is seeing an increase. As a form of healing that requires damage to be dealt, lifesteal is a fair way to heal.

Tiny Trinket
Increased Cost from 540 → 550.
Decreased Magical Power from 20 → 15.
Increased Magical Lifesteal from 4% → 6%.

Enchanted Trinket
Increased Cost from 1000 → 1100
Increased Magical Lifesteal from 10% → 12%

Increased Magical Lifesteal from 10% → 12%.

Divine Ruin
Removed from this tree.
Re-designed as a Magical Penetration Item.

Pythagorem’s Piece
A new Mage Lifesteal Item has been added to the roster to help Mage sustainability through Magical Lifesteal. This item’s ability to provide Power, Lifesteal, Health and a Health Shield should help Lifesteal Mages round out their stats without adding a purely defensive item to their build.

Costs 1600 to upgrade from Talon Trinket (3000 total)
+100 Magical Power
+15% Magical Lifesteal
+200 Health
PASSIVE: If you deal Damage to an enemy and are already at max Health you gain a Health Shield. This Shield caps at 20% of your current HP and last

Magical Penetration Tree

Magic Focus
Decreased Cost from 760 → 650.

Enchanted Spear
Decreased Cost from 1550 → 1450.

Obsidian Shard
Increased Cost from 2050g → 2300g.

Divine Ruin
Mages are great at applying Divine Ruin’s Passive with their large area effect spells, but often times Mages did not want to itemize into a low power Lifesteal Item. Divine Ruin is keeping its name and Passive, but losing its Lifesteal and moving to the Magic Focus tree. With added Magical Penetration to make it easier to use when anti-heal is needed.

Costs 2400 Gold
Now upgrades from Enchanted Spear
+80 Magical Power
+15 Magical Penetration
PASSIVE: Enemies hit by your Abilities have 50% reduced Healing and Regeneration for 8 seconds.

Spear of Desolation
Spear of Desolation had an interesting Passive and extreme Power, but the Item saw little use. The cost and unreliability of the Passive combined to make the item less attractive, so it is seeing large changes. This item will now provide Magical Penetration and Cooldown Reduction, to help Mages itemize into stats they really want, but the cost must remain somewhat high for such a powerful stat combination.

Decreased Cost from 3800g → 2700 total.
Decreased Magical Power from 120 → 70.
Added 10% CDR.
Removed Passive.

Ward Stone
Removed from this tree
Now built off of Druid’s Stone item tree

Void Stone
Removed from this tree.
Now built off of Druid’s Stone item tree.

NEW! Magical Power and Magical Protection

As the Celtic gods join the battleground, so do some Celtic Items. The first being the new Druid Stone tree that provides Magical Power and Magical Protections. Here we see Void Stone in its new home where it is joined by more new Mage items.

Druid Stone
Costs 700 Gold
+20 Magical Power
+10 Magical Protection

Stone of Binding
Stone of Binding is a new bridge item for Guardians or Mages who need some defenses. Ensuring all damage types have these sort of options helps our goal of allowing for more unconventional positions and role to exist.

Costs 1700 Gold
+20 Magical Power
+30 Magical Protection
+30 Physical Protection
+10% Cooldown Reduction
PASSIVE: Successfully hitting an Enemy God with hard Crowd Control will place a buff on all allies within 70 units of user. The buff provides 10 Penetration for 5s.

Sage’s Stone
Costs 1400 Gold
+40 Magical Power
+20 Magical Protection

Stone of Fal
Stone of Fal gives mages the ability to hard counter the opposing mage at a cost. While the ability to reduce huge burst can greatly hinder your opponents, this item is expensive and comes at a loss of power compared to many core Mage items. Finding the right time to build the Stone of Fal will be key to successfully using this new item.

Costs 2900 Gold
+70 Magical Power
+40 Magical Protection
+10% CDR
PASSIVE: Anytime you would be dealt more than 30% of your Max Health by a single magical ability, that damage is instead reduced to deal exactly 30% of your max Health. This effect can only occur once every 60s.

Ward Stone
Now built off of Druid’s Stone item tree.

Void Stone
Now built off of Druid’s Stone item tree.
Magical Protection increased from 60 → 70.

Magical Power and Physical Protection Tree

Celestial Legion Helm
Through many balance changes Celestial Legion Helm became too strong for a reason completely unrelated to its passive, giving mages a very strong source of physical protection in the early game. Celestial Legion Helm is being redesigned as an opposite to Lotus Crown. Now when players receive a heal from a god with this item they will gain increased Physical and Magical Power. Additionally this item provides the user with more raw power at the cost of protections allowing the user to be more powerful instead of defensive.

60 Magical Power
30 Physical Protection
20 MP5
PASSIVE: Any god affected by your ability heals gains 20 Increased Physical and Magical Power for 5 seconds

Jade Emperor’s Crown
Some Aura effects are being shifted around in Season 4. Previously, Runic Shield and Witchblade were counterparts of reducing opponent’s Power and Attack Speed. However, Witchblade was available to all gods, while Runic Shield was available only to Physical gods. To balance these effects out, Witchblade will now only reduce Attack Speed, Runic Shield will only reduce Magical Power, and this new item will reduce Physical Power.

Costs 2150 Gold
+20 Magical Power
+60 Physical Protection
+100 Health
AURA: Enemies within 55 units of you have their Physical Power Reduced by 30.

Magical Power and Mana Regen Tree

Restored Artifact
Decreased Cost from 1900 → 1600
Increased MP5 from 10 → 20

Chronos’ Pendant
Chronos Pendant is receiving a new Passive to make it the premier Mage Cooldown Item. The new Passive allows you to overcap CDR and especially benefits low Cooldown Mages There is also has an additional element of skill to it, allowing low Cooldown Mages to time their abilities to maximize the Passive even more.

Cost Increased from 2400g → 2900g.
Decreased Magical Power from 75 → 60.
PASSIVE: Every 10s the Pendant activates, subtracting 1s from all Abilities currently on Cooldown.

Rod of Tahuti
Decreased Cost from 3320g → 3300g.
Increased MP5 from 15 → 30.

Magical Power and Mana Tree

Soul Reliquary
Decreased Cost from 700g → 650g.
Decreased Magical Power from 30 → 20.

Soul Trap
Increased cost from 1590g → 1600g.

Soul Reaver
Increased cost from 2940g → 2950g.

Magical Power and Health Tree

Uncommon Sash
Decreased Cost from 700g → 650g.
Decreased Magical Power from 20 → 15.
Decreased Health from 100 → 75.

Fortified Scepter
The Magical Power and Health tree now branches into a new side, with Crowd Control Reduction added and Mana removed. This stat continues through the tree to add CCR to some old items, allowing Mages who need extra survivability to gain CCR as well as Health without using extra build slots.

Costs 1350 Gold
+50 Magical Power
+150 Health
+5% Crowd Control Reduction

Gem of Isolation
Now builds off Fortified Scepter.
Removed Mana.
Added 10% Crowd Control Reduction.

Ethereal Staff
As SMITE develops, our design goals have become more focused. All items that had “Stat Conversion” Passives have been phased out, and now Ethereal Staff, the last one remaining, also will see an update. We feel that unique Passives and clear itemization towards specific stats are much healthier for the game than stat conversions. The item finds a new home as a way to maximize Damage on low Cooldown Magical gods, especially against tanky opponents.

Costs 2700 Gold.
Now builds off Fortified Scepter.
+90 Power
+200 Health
+20% Crowd Control Reduction.
PASSIVE: Your Abilities deal bonus Magical Damage to Enemy gods equal to 5% of their max Health. This effect can only occur once per God per Ability.

Rod of Healing
Both Rod of Healing and Rod of Asclepius are having their healing buffs adjusted to be more potent in combat. As healing continues to be a hotly debated subject in SMITE, we feel that out of combat healing is much less fun for all players than in combat healing. Season 4 adds more items to counter healers, but that means healers need some additional tools to reward them for playing & itemizing well.

Decreased Aura of increased Healing from 10% → 5%.
Added 2nd AURA – If you are in combat, you provide 10% additional Healing to allies within 70 units.

Rod of Asclepius
AURA – Healing Bonus reduced from 25% → 10%.
Added 2nd AURA – If you are in combat you provide 20% additional Healing to allies within 70 units.

Magical Power and Attack Speed Tree

Emerald Ring
Decreased Cost from 690g → 650g.

Enchanted Ring
Increased Cost from 1075g → 1400g.
Increased Attack Speed from 10% → 15%.

Demonic Grip
Increased Cost from 2280g → 2300g.
Attack Speed reduced from 25% → 20%.

Telkhines Ring
A new luxury tier item has been added with a re-design of Telkhines Ring. Previously the item had very limited viability and was mostly outclassed by Demonic Grip. The new Passive clearly separates the two items into different cost tiers and use cases. Demonic Grip serves as a better item against tanks by reducing target’s Protection by a percentage while Telkhines Ring takes hold as the more selfish option, increasing only your own Power to take down squishy enemies.

Increased Cost from 2125g → 2800g.
Increased Magical Power from 45 → 80.
Decreased Attack Speed from 30% → 20%.
Removed old Passive.
NEW PASSIVE: Successfully hitting enemies or structures with Basic Attacks gives you a buff of 10 Magical Power.This buff stacks up to 5 times and lasts 5s.

Shaman’s Ring
As more Magical Power gods become played like Hunters, more items should be available for them to opt into. Instead of splashing Lifesteal items, these Mages can build Shaman’s Ring for some solid sustain while still contributing toward their primary build goals. The item also has some interesting applications on hybrid build Guardians in non-support roles.

Costs 2400 Gold
+40 Magical Power
+30% Attack Speed
PASSIVE: Each Basic Attack that hits an enemy God heals you for 3% of your maximum Health and Mana per hit.


Bound Gauntlet
Removed Attack Speed.
Added 75 Mana.
Added 10% Crowd Control Reduction.

Soul Eater
Soul Eater has long been a heavy sustain or tanky splash item for Hunters and Assassins, usually causing frustration of their opponents. The item has be repositioned as a hybrid sustain item, providing the stats that class needs to stay in the fight longer and filling a niche that previously had no items.

Increased Cost from 2000g → 2200g.
Removed Attack Speed.
Added 200 Mana.
Added 20% Crowd Control Reduction.
NEW PASSIVE: Hitting an enemy gods with a Basic Attack heals you for 3% of your max HP per hit.

Decreased Cost from 750g → 650g.

Warrior’s Bane
Increased Cost from 1450g → 1500g.

Titan’s Bane
Increased Cost from 2050g → 2300g.

Brawler’s Beat Stick
Brawler’s Beat Stick was too often picked up on all Assassins, even when there was no healing on the enemy team. Penetration is a valuable stat but this item should not be so strong as to be picked up every game. It is seeing a slight increase to the Healing Reduction and decrease in Penetration to encourage more varied builds and stronger counter building.

Decreased Cost from 2400g → 2200g.
Decreased Physical Penetration from 20 → 15.
PASSIVE: Healing Reduction increased from 40% → 50%.

The Crusher
The Crusher is no longer focused on crushing the enemy structures, but crushing them with Abilities. Hunters who have more power in their Abilities have lacked an item that specifically helped them scale into the late game with Basics, but allowed their Ability based kits to shine. With Power, Attack Speed, Penetration, and Cooldown Reduction for doing what Hunters do, this item should fit nicely into builds that want to focus on Ability usage instead of raw Basic Attack Damage.

Costs 2300 Gold.
+30 Physical Power
+15% Attack Speed
+15 Physical Penetration
PASSIVE: Successfully hitting an enemy god with a basic attack will subtract 1s from all your abilities currently on cooldown. This effect can only occur once every 5s.

Round Shield
Decreased Cost from 890g → 650g.
Decreased Physical Power from 15 → 10.

Spiked Shield
Decreased Cost from 1610g → 1600g.

Shield of Regrowth
Remove from this tree.
Now built off of Glowing Emerald.

Gladiator’s Shield
Assassins and Hunters have had strong bridge items in Ichival and Asi, leaving Warriors with fewer choices in how they transition their builds. Gladiator’s Shield helps fill this gap, providing some key stats for Warriors and a bit of extra sustain during lane skirmishes.

Costs 1700g.
+25 Physical Power.
+40 Physical Protections.
+10% CDR.
PASSIVE: Anytime you hit an Enemy God with an Ability you are healed for 2% of your max Health and Mana.

Enchanted Buckler
Decreased Cost from 700g → 650g.

Runic Shield
Increased Physical Power from 25 → 35.
Removed Attack Speed reduction from the Aura.
Removed Visual FX.

PASSIVE: Internal Cooldown reduced from 60s → 30s.
Now displays a persistent visual FX on the owner when off Cooldown.

Decreased Cost from 650g → 550g.

Decreased Cost from 750g → 650g.
Added 5 Physical Power.

Runeforged Hammer
Runeforged Hammer in Season 3 was on the way to viability with a strong synergy with Slows, but the effect was over complicated and hard to optimize within a team. This new streamlined Passive is more self contained to the owner of the item, and should be an easier decision on when to pick up based on your team comp.

Power increased from 30 → 40.
PASSIVE: Enemies take 10% Bonus Damage from you if they are affected by any form of Crowd Control.

Another new Celtic item has found its way into the shop. This blunt weapon of Irish origins will help bring more parity between the Physical Cudgel Tree and the Magical Sash Tree by providing a new branch with Power, Health and Mana.

Costs 1500 Gold
+10 Physical Power
+100 Health
+100 Mana

Blackthorn Hammer
The dark and magical bark of the blackthorn tree creates a new hammer weapon for the gods of SMITE. While Frostbound and Runeforged provide generally aggressive effects, Blackthorn Hammer provides a defensive one. This hammer should help Warriors and possibly Assassins execute those stunning redlined health escapes they love so much.

Costs 2300 Gold
+30 Physical Power
+200 Health
+200 Mana
PASSIVE: If you are reduced to below 30% HP, all of your Cooldowns are reduced by 3s, and all of your Abilities cost 0 Mana to cast for the next 5s. This effect can only be activated once every 60s.

Light Blade
Cost reduced from 700g → 600g.

Decreased Cost from 1780g → 1750g.

Short Bow
Cost increased from 600g → 650g.

Hunter’s Bow
Costs 1150 Gold.
Built off of Short Bow.
+25% Attack Speed.

Silverbranch Bow
Season 3 was the introduction of Magical ADCs to the Duo Lane. We like the variety, but the items provided to Hunters were largely made with the assumption that they would be fighting other Hunters. Silverbranch Bow will help Hunters have an Ichival-like item that helps them against Magical Damage dealers in the laning phase.

Costs 1700 Gold
Built off of Hunter’s Bow
+10 Physical Penetration
+30% Attack Speed
PASSIVE: Every successful Basic Attack increases your Physical Power by 10 and reduces your target’s Magical Power from items by 10, for 3s. (Max 3 Stacks)

In Season 3, we experimented with a melee only item which was very interesting. For Season 4, we are making the entire Katana tree melee only, allowing us to create even more specialized items for Warriors and Assassins without having to worry about Hunters breaking them or people buying them on accident.

Decreased Cost from 800g → 700g.

The Melee only tree has two options that focus more on Assassin styles of play so we wanted to create a new item for Warriors that aid them in one of their primary roles, backline diving and Disruption.

Costs 2500 Gold
+50 Physical Power
+100 Health
+10% Movement Speed
PASSIVE: For each Enemy God within 55 units of you, you gain a stacking buff that provides 5 Magical Protection and 5 Physical Protection. Stacks up to 5 times.

Increased Cost from 1800g → 2100g.
Added 10 Physical Penetration.
Removed old Passive.
PASSIVE: Every successful Basic Attack gives you 1 stack of Focus. At 5 stacks of Focus, your next Ability consumes the stacks and deals bonus Damage equal to 100% of your Physical Power to the first Enemy God hit.

Hidden Dagger
Cost increased from 670g → 700g.

Rage has struggled to find a place in Crit builds as there are many powerful options. To help Rage compete better, it is gaining an exciting new Passive that could allow Hunters to temporarily reach very high Crit Chance off of a single item. Its cost is being to compensate for the power shift.

Increased Cost from 2400g → 2600g.
Removed old Passive.
PASSIVE: Earning a Kill or Assist fills you with rage, increasing your Critical Strike Chance by 20%. This buff can stack up to 3 times and lasts 5s.

The Shuriken Item Tree was the only tree in the game to have no difference in stats compared to its counterpart, Hidden Dagger. To make this tree more unique, all items have received added Attack Speed making this the Critical Strike and Attack Speed tree.

Decreased Cost from 900g → 650g.
Decreased Physical Power from 15 → 10.
Added +5% Attack Speed.

8-Pointed Shuriken
Added +10% Attack Speed.

Wind Demon
Added +10% Attack Speed.

Poisoned Star
Added +15% Attack Speed.

Ancient Blade
Decreased Cost from 580g → 550g.

Ritual Dagger
Previously known as Ritual Dagger (??).
Removed old Passive.
PASSIVE: Gain 20% Cooldown Reduction on your Relics.

Hastened Fatalis
Fatalis’ effect can be a powerful tool to basic attack heavy characters. While generally considered a bit weak to build, we want to allow those characters to feel good about going into a legitimate and powerful effect.

Added 10 Penetration.
Decreased Attack Speed from 30% → 20%.

Cursed Blade
Cursed Blade and Witchblade are seeing some large stat changes to make them more viable against many gods, as well as making their stats more beneficial to more gods.

Removed Physical Protection.
Added 100 Health.
Increased Attack Speed from 10% → 15%.
Added 5% Movement Speed.
PASSIVE (AURA): All enemies within 55 units have their Attack Speed reduced by 10%.
Removed Visual FX for aura.

Witchblade is receiving similar stat and Passive adjustments as Cursed Blade, but is also receiving a new secondary Passive that reduces Healing on Basic Attacks. This new type of Healing Reduction Debuff fits will with current options by providing Debuffs off of Basic Attacks and being available for any God in the game to build.

Remove Physical Protection.
Added 200 Health.
Added 10% Movement Speed.
AURA: Removed Physical Power Reduction.
PASSIVE: Enemies hit by your Basic Attacks are Cursed, receiving 15% reduced Healing, stacking up to 3 times and lasting 5s.

The Cloak tree is seeing reductions in cost across the board. At a lower cost these items will be more accessible to the front line support players who are already lower in gold earned.

Decreased Cost from 700g → 650g.

Cloak of Concentration

Decreased Cost from 1515g → 1500g.

Spirit Robe
Increased Cost from 2460g → 2500g.

Magi’s Cloak
Decreased Cost from 1230g → 1150g.

Magi’s Blessing
Decreased Cost from 2150g → 2050g.

Armored Cloak
Decreased Cost from 1585g → 1550g.

Hide of the Urchin
Decreased Cost from 2400g → 2350g.

Iron Mail
Decreased Cost from 725g → 650g.
Decreased Health from 100 → 75.
Decreased Physical Protections from 20 → 10.

The Breastplate Tree is gaining MP5 stats and more distinction between its branches. Historically, Physical gods have had poor choices for Mana and MP5. We are expanding their options for Mana in Season 4. Additionally, these items are having their extremely high Protections reduced slightly to compensate for their new stats.

Decreased Cost from 555g → 500g.

Silver Breastplate
Added 10 MP5.

Breastplate of Valor
Reduced Physical Protection from 75 → 65.
Added 10 MP5.

Hide of the Nemean Lion
Reduced Physical Protection from 90 → 80.
Added 20 MP5.
Increased Passive Reflect from 20% → 25%.

Spectral Armor

Reduced Physical Protection from 80 → 70.
Added 10 MP5.
Decreased CCR from 25% → 20%.
PASSIVE: Anytime you receive Physical Damage from a God, enemies within 30 units of you become Feared for 1s. This effect cannot happen more than once every 60s.


Decreased Cost from 725g → 650g.
Decreased Health from 100 → 75.
Decreased Magical Protection from 25 → 15.

Silver Talisman
Increased Cost from 1225g → 1250g.

Bulwark of Hope
Increased Cost from 2525g → 2550g.

Talisman of the Relentless
A new Magical Protection focusing on Crowd Control Reduction is present on the Battleground in Season 4. This Item provides players more options for dealing with team comps that are high in Crowd Control and is a solid alternative to Magi’s Blessing.

Costs 2250g
+50 Magical Protection
+200 Health
+20% Crowd Control Reduction
PASSIVE: Every time you are hit by Hard Crowd Control from an Enemy God you become more relentless, gaining stacks. If you have 3 stacks, the next hard CC Ability you are hit by will make you CC immune for 1s. Can only occur every 90s.

Enchanted Kusari
Decreased Cost from 800g → 650g.
Decreased Magical Protection from 30 → 20.

Genji’s Guard
Decreased Magical Protection from 80 → 70.

Oni Hunter’s Garb
Removed old Passive.
PASSIVE: When you deal Damage to an Enemy God, if at least 2 other Enemy Gods are within 55 units of you, you gain 15% Damage Mitigation for 5s. Can only occur every 90s.

Shogun’s Kusari
Shogun’s Kusari is a twist on the traditional auras that support players provide to their team. Instead of a defensive stat, nearby allies will be able to benefit from an increased attack speed when fighting objectives or the enemy team.

Costs 2400g.
+60 Magical Protection.
+20 MP5
+10% Cooldown Reduction.
+20% Crowd Control Reduction.
AURA: Allies within 70 units of you gain bonus 15% Attack Speed.

Stone of Gaia
Pure Health items have always been difficult to find a balance point for. Due to how protections and health scale, too much health can result in a tank meta while too little can result in seeing no play from these items. We are shifting our focus for this tree to be more focused around strong passive effects with health as a strong bonus stat.

Knockups are generally considered to be the strongest CC due to them not being affected by CCR, Diminishing Returns, and can only be cleansed pre-emptively. Due to the potent nature of knockup we felt there was room for an item that specifically combated it.

Removed old Passive.
PASSIVE: If you are hit by a Knockup or Knockback, you are instead enveloped by the Earth, becoming CC immune for 1s and regenerate 10% of your max Health and Mana over 5s. Can only occur once every 90s.

Shield of Regrowth
Shield of Regrowth has a fun utility Passive, but it was previously locked to only Physical gods. Many Magical gods could use this Passive to great effect and now they will have the chance to. Although Physical gods who continue to need this item will miss the Power stats from it, the new stat spread should make up for that.

Remove Physical Protections.
Remove Physical Power.
Adds 400 Health.
Increased CDR from 10% → 20%.
Adds 10 HP5.
Adds 10 MP5.
Increased Passive Movement Speed Buff from 35% → 40%.

Gauntlet of Thebes
Although Gauntlet of Thebes seemed like it could be an extreme necessity for self healing gods, it saw little use in Season 3. It is being repurposed as a more general support item that Guardians can opt into if they want to provide even more stats to their teammates.

Removed old Aura.
PASSIVE (AURA): The Magical and Physical Protections of allies within 70 units are increased by 20.



While most healers and healing items saw a reduction in strength, Aphrodite is remaining largely untouched in that department. She has overall been struggling to make an impact and we wanted to help her rather than punish her for the reduced healing overall. She is receiving some small changes that should help the better fight in the lane and allow her to scale into a larger thread in the mid and late game.

Increased Base Health from 355 → 380.

Back Off: Increased Magical Power Scaling from 60% → 80%.

So Beautiful will now deal full Damage to the Minion Wave rather than being reduced per Minion hit. Apollo’s ability to push and clear the wave is receiving a large increase in Power for this so we needed to compensate by hitting one of his strengths. Apollo is known for his global pressure, but in the late game 90 seconds was allowing Apollo to pressure the enemy team a bit too often. Now at 110s at all ranks, Across The Sky now matches similar global effects in Cooldown.

So Beautiful: Removed the effect that causes successive enemies take 15% reduced Damage.
Across the Sky: Increased Cooldown from 110/105/100/95/90s → 110s at all ranks.

Bakasura can be a strong boxer and Jungler, but he often struggles to get his Damage onto his enemy in the mid and late game. Regurgitate now applies a Slow that persists on his enemies giving him better chase potential during his Ultimate on enemies he successfully “threw up” on.

Increased Slow from 15/20/25/30/35% → 20/25/30/35/40%.
Changed Slow duration to be 4s instead of applying only in the area.
Increased Cone Attack Duration from 5s → 6s.

Like other healers, there is a large focus on adjusting the strength of healing and compensating them elsewhere. Moonflower Dance’s heal now has less heal scaling but more damage scaling, better rewarding Chang’e when she can be aggressive. Moonlit Waltz is now instant which cleans up some edge cases and the Jade Rabbit is much quicker at getting back to Chang’e, letting her have better access to potion and item runs especially in Conquest.

Jade Rabbit: Increase Speed to run to Base from 1.7x Player’s Speed → 3.5x Player’s Speed, decreasing trip time from ~44s → ~34s with Boots in Mid Lane.

Moonlit Waltz: Decreased setup time .1s → 0s.

Moonflower Dance:
Decreased Magical Power Scaling on Heal from 40% → 30%.
Increased Magical Power Scaling on Damage from 30% → 50%.

Chronos is the first of 3 gods on this list receiving a significant change. Fatalis effect is a strong boxing tool that most other ranged gods need to itemize into. By getting it for free Chronos, Jing Wei, and Sol had a strong leg up on their lane opponents. We have removed Fatalis effect from Chronos and adjusted his base movement speed and lowered the cooldown on Accelerate to help him still get around and be effective.

Increased Base Movement Speed from 355 → 360.

No longer provides Immunity to Basic Attack Movement Penalty.
Cooldown decreased from 17s → 15s.

Erlang Shen’s ability to chase and control his opponents has largely contributed to his strength and frustration. While he has to sacrifice a large Cooldown with his Taunt and the flexibility of his Turtle or Mink Charge, Pin crippled and came up fairly often. The Cripple has been removed to give a little more counterplay to his chase potential.

Pin: This ability no longer Cripples.

Freya has seen a rise in power, being a flexible jungler and magical hunter. We like this role, but found her level 5 power with her ultimate a bit too high for her late game scaling. Valkyrie’s Discretion is seeing an early game base damage reduction to better define her as a late game powerhouse.

Valkyrie’s Discretion: Decreased Base Damage from 120/150/180/210/240 → 100/135/170/205/240.

Guan Yu is another healer seeing a shift. His healing is being overall reduced but he is receiving a large damage increase to his ultimate to compensate. Warrior’s Will is also receiving an adjustment that is focused around removing high slows that self apply diminishing returns. We will be watching this shift closely to see where he falls once new items are in play.

Decreased Base Healing from 65/95/125/155/185 → 50/75/100/125/150.
Decreased Boosted Healing from 130/190/250/310/370 → 100/150/200/250/300.

Warrior’s Will:
Decreased Mana Cost from 60/70/80/90/100 → 60/65/70/75/80.
Slow Reduced from 30% → 20%.
Boosted Slow reduced from 60% → 40%.

Calvary Charge: Increased Base Damage from 75/100/125/150/175 → 85/115/145/175/205.

Hel has had quite a history in Smite. At times she was unbeatable, and at other times she was hardly noticed. Balancing her has always been a challenge, mostly due to her massive AoE healing. The series of changes to her in 4.1 are aimed at a few things. Her AoE healing is being reduced, and more emphasis is being place on her skills shots. Additionally, her base stats and clear abilities have been adjusted to make her a bit safer in the laning phase, giving her much needed consistency.

Increased Base Health from 345 → 380.

(Dark Stance) This ability now passes through hit targets, dealing damage. And explodes at max range or upon hitting a wall.
(Light Stance) This ability no longer deals damage or hits enemies. This ability now hits friendly Gods only, healing them on hit and then healing Hel if the hit was successful.
Light Ally Heal: 60/90/120/150/180 +30%.
Light Self Heal: 60/90/120/150/180 +30%.

Hinder/Cleance: (Light Stance) CC Immunity increased from 1.25s → 1.5s

(Light Stance) This ability now heals smaller amounts every 1s for the 6s duration.
Light Heal: 5/10/15/20/25 + 5% scaling each 1s for 6s.

Switch Stances:
MP5 now applies to both stances and decreased from 15/20/25/30/35 → 5/10/15/20/25.
Light Stance now provides additional Magical and Physical Protections of 5/10/15/20/25.

Hercules has a great two Ability combo that should be preserved, but he has been struggling quite a lot over the years. To improve his playability, we are adjusting his Passive to give him bonus Power whenever he is fighting gods, not only when he is near death. Also, mitigate wounds is seeing changes to heal a more clear amount, while providing Protections that encourage him to use this Ability in combat instead of between fights.

Strength from Pain: NEW! Everytime Hercules takes Damage from Gods, he gains 5 Physical Power +1 multiplied by your level, stacking up to 3 times and lasting 5s.

Earthbreaker: Decreased Mana Cost from 70/75/80/85/90 → 60/65/70/75/80.

Mitigate Wounds:
NEW! When activated, Hercules heals himself instantly and then heals himself again over the next 5s. Also, Hercules gains Bonus Magical and Physical Protections for the duration.
Initial Heal 75/100/125/150/175.
Heal Over Time 75/100/125/150/175 (15/20/25/30/35 per tick).
Protections 10/20/30/40/50.
Decreased Cooldown from 17s → 15s.
Decreased Mana Cost from 60/65/70/75/80 → 60 at all ranks.

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.

Overhand Smash: Increased Physical Power Scaling from 85% → 95%.

Somersault: Decreased Slow from 50% → 40%.

Since her inception, Jing Wei has had a very unique Passive that has given her strong lane pressure. We have adjusted multiple things in the past to make this a bit more even, but with Season 4 we are hitting her Passive duration by a second, slightly limiting how close she can get to a fight after backing. With this, we also removed Fatalis, which gave her very strong boxing potential and lowered her Base Health Scaling and Movement to make up for her clear strength of survivability. We will be watching her performance closely on the PTS.

Decreased Health Scaling from 78 → 72 per level.
Decreased Base Movement Speed from 370 → 365.

Rapid Incarnation: Decreased Duration from 5s → 4s.

No longer provides Immunity to Basic Attack Movement Penalty.
Decreased Mana Cost from 75 at all ranks → 75/70/65/60/55.

Scarab’s Blessing is a fight and game changing Ultimate that comes up a bit too often during the course of the game. Its Cooldown is being increased to make these Ultimates more impactful, while giving Khepri a bit more Damage and pressure consistently with Solar Flare.

Solar Flare: Increased Base Damage from 40/80/120/160/200 → 50/100/150/200/250.

Scarab’s Blessing: Increased Cooldown from 90s → 110s.

There is nothing more terrifying than a giant snake lady charging towards you with claws at the ready. Lacerate is a tool that Medusa players use when they feel they can use their escape aggressively, and we want to make sure the Damage for that choice is worth it. Additionally, allowing it to reduce healing more early on can add additional utility that might make her more valuable in certain matchups. Petrify is also seeing a buff, allowing her Damage to be more consistent if players do manage to look away in time.

Increased Base Damage from 80/120/160/200/240 → 80/130/180/230/280.
Increased Healing Reduction from 10/20/30/40/50% → 50% at all ranks.

Petrify: Increased Damage on turned away targets from 50% → 75% of the total.

Ne Zha has a lot of tools at his disposal, and we wanted to highlight the skillful aspects of his kit a bit more. Flaming Spear and Armillary Sash are Ne Zha’s primary tools of survival and allowing them to be up more often will help Ne Zha get into a fight. Since his survivability has gone up, we took some power away from his poke and clear with a nerf to Universe Ring Toss.

Universe Ring Toss: Increased Cooldown from 12s → 14s.

Flaming Spear: Decreased Cooldown from 18s → 18/17/16/15/14s.

Armillary Sash: Decreased Cooldown from 18/17/16/15/14s → 14s at all ranks.

Nike just keeps on winning. Who knew the Goddess of Victory would embrace that quality? Nike provides strong early game Damage and leads her team to victory in the late game with her Passive and engage Power. She is seeing a slight nerf to all three of these aspects to allow for the enemy team a better shot at seeing the victory screen.

To Victory: Decreased Bonus Power from 8/10/12% → 6/8/10%.

Rend: Decreased Physical Power Scaling from 50% → 40% per hit.

Sentinel of Zeus: Decreased Physical Power Scaling from 80% → 70%.


Clay Soldiers: Soldiers’ Basic Attacks now deal Magical Damage instead of Physical Damage.

Ra is a perfect example of how we want to shift healers in Season 4. Out of combat healing was a large source of frustration, so Ra’s Base Healing has been reduced. To compensate, he now provides increased Armor in Solar Blessing, encouraging this Ability to be used strategically to mitigate Damage during combat instead of behind a wall away from the fight.

Solar Blessing:
Decreased Base Healing from 20/30/40/50/60 → 10/20/30/40/50 per tick.

Decreased Magical Power scaling on healing from 15% → 10% per tick.

Now Provides 10/15/20/25/30 Magical and Physical Protections to allies inside the Ability.


Rolling Assault: Cooldown increased from 12/11/10/9/8s → 11s at all ranks.

Serqet was a dominant force of mobility and burst, but saw quite a few nerfs before she became outclassed by other Assassins. One aspect of her kit that we wanted to make sure felt rewarding was her Passive, which can contribute a large amount of burst when used well. Players who can use this Passive well will see new kill opportunities that were previously just out of reach.

Increased Damage from consuming 2 Poisons from 10% → 15% of the target’s Max Health.

Increased Damage from consuming 3 Poisons from 20% → 25% of the target’s Max Health.

Skadi released to a large amount of success. As a low mobility Hunter, her ability to harass and create distance let her excel, but players eventually got familiar with her weak points. We like her ability to create space with strong uses of Kaldr, Permafrost, and Slows and we wanted to highlight this playstyle by giving her access to a bit more Movement Speed.

Increased Base Movement Speed from 360 → 370.

Rune of the Hunt: Decreased Kaldr’s Basic Attack Damage from 50/70/70/90/90% → 40/50/60/70/80% of Skadi’s Basic Attack Damage.

Permafrost: Increased Movement Speed from 25% → 40%.

Sol is the final God to see Fatalis effect removed from her kit. She is getting a slight increase to her Movement Speed in the late game to compensate for this removal.

No longer provides immunity to Basic Attack Movement Penalty.
Increased Movement Speed buff from 20/25/25/25/30% → 20/25/30/35/40%.

Sun Wukong has hit the gym and is ready to show off his new Undefeated Body. Instead of providing Critical Strike chance, while at low Health, Sun Wukong receives raw Physical Power, allowing him to better fight at low Health. Additionally, Somersault Cloud has increased Base Damage, allowing players who sacrifice the healing from the ultimate to use it more aggressively.

Undefeated Body:
Increased Health Threshold for the effect from 35% → 40%.
No longer grants Critical Strike chance.
Now provides 10 Physical Power + 2 Physical Power per Level.

Somersault Cloud: Damage increased from 140/190/240/290/340 → 200/250/300/350/400.

Susano saw a large number of nerfs after his introduction to Season 3, and since then he has fallen off in both casual and competitive play. We want to bring some of his power back without reintroducing frustration. Wind Siphon will now deal more damage in the late game, and Typhoon will now scale in damage as it charges, rather than needing to be at full charge to get any benefit. These two changes should give him a bit more pressure without increasing his main damaging abilities or mobility.

Wind Siphon: Increased Physical Damage Scaling from 25% → 60%.

Jet Stream:
Changed the Ability Description to correctly indicate the actual Damage from 20/35/50/65/80 → 20/30/40/50/60.
Changed the Physical Damage Scaling to correctly match the Ability Description from 35% → 30% per tick (140% instead of 120% total scaling).

Typhoon: Now deals Bonus Damage the longer it charges, in addition to the Base Damage. This maxes out at 100 Damage at all ranks.

Sylvanus and Grover made quite a splash at HRX. We are looking to shift him similarly to other healers in Season 4. Wisps is seeing a slight decrease, while Verdant Growth will now apply its Protection Reduction on Rooted enemies, giving Sylvanus better kill potentially when he can successful land his combo.

Verdant Growth: Now Applies Protection Reductions of 5/10/15/20/25 for 5s on hit of enemy gods.

Decreased Base Healing from 25/30/35/40/45 → 15/20/25/30/35 per tick.
Decreased Magical Power Scaling on Healing from 15% → 10% per tick.

Terra is also being adjusted with the rest of the healers this patch. Monolith and Terra’s Blessing are seeing reductions, and Terra is gaining a stronger Force of Nature to compensate. Good Terra players should now find opportunities to be more aggressive, and potentially even land two of these strong Forces of Nature to really put pressure on their opponents.

Force of Nature: Increased Base Damage from 60/100/140/180/220 → 60/110/160/210/260

Monolith: Decreased Base Healing from 5/10/15/20/25 → 3/6/9/12/15 per tick.

Terra’s Blessing: Decreased Base Healing from 100/200/300/400/500 → 100/150/200/250/300

Thoth is seeing a few adjustments to highlight his kits strength and move him slightly away from a late game ultimate bot. Evade and Punish now has a stun component, giving him an extra tool to survive or set up, and Glyph of Pain now provides even more to allies who shoot through it to better reward teams who use this unique ability. Final Judgement will now be on a longer cooldown and has reduced damage to accomodate the increased power in Thoth’s base kit.

Evade and Punish: No longer slows enemies hit by it, now Stuns enemies for 1s at all ranks.

Glyph of Pain:
Increased Ally Basic Attack Bonus Base Damage from 5/10/15/20/25 → 10/15/20/25/30.
Increased Ally Basic Attack Bonus Damage Scaling from 5% → 10%.

Final Judgement:
Decreased Base Damage from 360/440/520/600/680 → 360/430/500/570/640.
Decreased Damage Scaling from 140% → 120%.
Increased Cooldown from 75s → 90s.


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Written by Elu

Founder of Smite Hive | Gamer, TV/film lover, and everything else in between.


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