Statistics

Statistics (also simply known as Stats) in SMITE are the values that help indicate the strength, resistance, mobility, utility, etc. of each of the playable gods. These statistics are grouped into three main categories: Offensive, Defensive and Utility. Offensive stats are those that are related to the damage output of a god, like Power and Attack Speed, while Defensive stats are those related to the mitigation of the damage they take. An example of Defensive stats would be Protection and Health. Utility stats are those that provide benefits that aren't necessarily linked to offense or defense, like Mana and Movement Speed. The main method of increasing these statistics is by purchasing items. Gods also gain a small amount of some of their stats every time they level up, and certain god abilities can also grant stat bonuses. Some items and abilities can also lower enemy stats, reducing their performance.

Additional information about the interaction between offensive and defensive stats can be found here: Attack and Defense.

List of statistics
Below is information about each of these statistics.

Stat Offensive Basic Attack Damage Icon.png Basic Attack Damage
Basic Attack Damage is the statistic used to measure the amount of damage a god will do with their basic attacks (before mitigation). Each god has a different base Basic Attack Damage, and they also gain a bonus with each god level. Additionally, basic attacks gain a bonus based on the god's current Power amount (100% for Physical gods, 20% for Magical gods). Buffs giving a percentage bonus in power increases Basic Attack Damage with an amount equal to the percentage times the base Basic Attack Damage of the given level. There is also a neutral Attack Speed buff that provides a direct Basic Attack Damage bonus to the god that picks it up. Basic Attack Damage caps at 10000.

Stat Offensive Attack Speed Icon.png Attack Speed
Attack Speed is the statistic used to measure how many attacks a god can fire per second. The higher the value is, the sooner a god will be able throw another basic attack out. Attack Speed increases with each god level. Each god except for Jormungandr and King Arthur (who have a fixed fire rate) has a different base and per level gain value. This statistic can also be increased with items and with certain abilities. There is also a neutral Attack Speed buff that provides a direct Attack Speed bonus to the god that picks it up. Attack Speed caps at 2.5.

Stat Offensive Physical Power Icon.pngStat Offensive Magical Power Icon.png Power - Physical and Magical
Power is the statistic used by all gods to increase their damage output and potency of their abilities. Abilities tend to have a Power percentage scaling, and so do a god's basic attacks. Most gods start with 0 Power and increase it by acquiring items or with certain abilities. Gods are restricted to one kind of Power: Physical or Magical. Hunters, Warriors and Assassins use Physical Power while Guardians and Mages use Magical Power. Gaining a boost for the opposite kind of Power has no actual effect on the god. There is also a neutral Damage buff that provides a direct Power bonus to the god that picks it up. While looking at the scoreboard, the Physical Power and Magical Power progress bars cap at 400 and 900 respectively, but the actual stats are not attached to this (which means gods can have over 400 Physical Power and 900 Magical Power).

Stat Offensive Physical Lifesteal Icon.pngStat Offensive Magical Lifesteal Icon.png Lifesteal - Physical and Magical
Lifesteal is the statistic used to measure the percentage of damage dealt to enemies that will be returned to the damage dealer as Health. Most gods begin with 0 Lifesteal. Much like with Power, Physical and Magical Lifesteal are restricted to certain gods. If a god with Lifesteal kills an enemy, they will only Lifesteal for the amount that it took to kill the enemy. Physical Lifesteal only works when dealing damage with basic attacks. Magical Lifesteal works with the damage dealt by both abilities and basic attacks, but Area of Effect abilities have diminished Lifesteal efficiency (33%). Physical Lifesteal caps at 100 while Magical Lifesteal caps at 65.

Stat Offensive Physical Penetration Icon.pngStat Offensive Magical Penetration Icon.png Penetration - Physical and Magical
Penetration is the statistic used to measure how much of the target's protections will be ignored when dealing damage. The higher the value is, the higher the amount of the protection ignored. Most gods begin with 0 Penetration. Just like with Power, Physical and Magical Penetration are restricted to certain gods. Certain items, like Toxic Blade, provide Penetration, which increases this statistic regardless of a god's power type. Both Physical and Magical Penetration cap at 50.

Apart from this penetration (also called "Flat Penetration" to differentiate it), there is also a different type of penetration called Percent Penetration, which will allow a god to ignore a percentage of their target's current protections. Percent Penetration caps at 40%. For more detailed information about this and other types of defense reduction, please visit its main article: Penetration and Reduction

Stat Offensive Critical Chance Icon.png Critical Chance
Critical Chance is the statistic used to measure the the chance of basic attacks being critical strikes. A critical strike will do 200% (twice) the amount of damage. With the exception of Olorun, only gods that use Physical Power can acquire Critical Chance. All gods have 0 Critical Chance, and can only increase it by purchasing items, though there are a few gods who can increase their critical chance with their abilities. The item Deathbringer increases how much damage critical strikes do by an extra 30% (230% total). There are few abilities, like Mercury's Made You Look and Serqet's Deathbane, that can also be affected by Critical Chance. Critical Chance caps at 100.

Stat Defensive Physical Protection Icon.pngStat Defensive Magical Protection Icon.png Protection - Physical and Magical
Protection is the statistic used in SMITE to reduce the amount of damage received from enemy attacks. There are two types of Protections: Physical and Magical, each one mitigates the damage caused by Physical and Magical attacks respectively. Gods have varying amounts of Physical Protection and Physical Protection per level bonus, while every god has 30 base Magical Protection and gains 0.9 Magical Protection per level (for 48 Magical Protection at level 20, before items). Penetration reduces the efficiency of Protections. Both Physical and Magical Protection cap at 325.

Stat Defensive Health Icon.png Health
Health (also known as Hit Points or HP) is the statistic used to measure the maximum health pool of a god. The higher the amount of Health, the more damage a god can take before they are slain. Health increases with each god level. Each god has a different base and per level gain value, but it is mainly increased with items. Health caps at 5500.

Stat Defensive HP5 Icon.png HP5
HP5 (Health per 5, also known as Health Regeneration) is the statistic used to measure the amount of health a god will passively regain in the span of 5 seconds. The higher the value is, the more health will be restored. Just like Health, each god has a different base amount of HP5, and they also gain a bonus every time they level up. This statistic can also be increased with certain items and abilities. HP5 caps at 100.

Stat Defensive CCR Icon.png Protection - CC
Protection - CC (also known as Crowd Control Reduction) is the statistic used to measure a god's resilience against crowd control effects. The higher the value is, the shorter the duration of the crowd control. All gods except for Anubis start with 0 CC Protection and can be increased with certain items and abilities. CC Protection caps at 40%.

Stat Utility Movement Icon.png Movement
Movement (also known as Ground Speed) is the statistic used to measure the speed a god has when moving around the map. The higher the amount of Movement, the faster they will be. All gods have a unique base Movement speed. The only way to gain extra Movement is with specific items or certain abilities, with most of these bonuses being a percentage increase of the base Movement speed. There is also a neutral Speed buff that provides a direct Movement bonus to the god that picks it up. Movement caps at 1000.

Stat Utility Cooldown R Icon.png Cooldown %
Cooldown % (also known as Cooldown Reduction or CDR) is the statistic used to measure the percent reduction in the cooldown timer of a god's abilities after they've been used. The higher the value is, the shorter the cooldowns will be. For example, at 20% cooldown reduction a 10s cooldown will go down to 8s (10*20%=2, 10-2=8). All gods start with 0 Cooldown % and can only increase it by acquiring certain items or with certain abilities. There is also a neutral Mana buff that provides a direct Cooldown % bonus to the god that picks it up. Cooldown % caps at 40%.

Stat Utility Mana Icon.png Mana
Mana is the statistic used to measure the maximum mana pool of a god. The higher the amount of Mana, the more abilities a god can cast before they are forced to retreat. Mana increases with each god level. Each god except for Cu Chulainn and Yemoja (who don't use mana) has a different base and per level gain value, but Mana is mainly increased with items. Mana caps at 4000.

Stat Utility MP5 Icon.png MP5
MP5 (Mana per 5, also known as Mana Regeneration) is the statistic used to measure the amount of Mana a god will passively regain in the span of 5 seconds. The higher the value is, the more Mana will be restored. Just like Mana, each god except for Cu Chulainn and Yemoja has a different base amount of MP5, and they also gain a bonus every time they level up. This statistic can also be increased with certain items and abilities. There is also a neutral Mana buff that provides a direct MP5 bonus to the god that picks it up. MP5 caps at 100.

Base statistics values
These tables show the current values of the statistics for each god, the first one for Level 1 and the second one for Level 20.

God statistics at Level 1
* = Cu Chulainn does not use mana, instead relying on 'Rage' which has a cap of 100 and has different properties than mana. † = Yemoja does not use mana, instead relying on 'Omi' which acts as a shared cooldown and resource for her standard abilities.