Smite Wiki
10.5 - VShojo
Release date: May 16, 2023
Bonus Update: VSHOJO Bonus
Hotfixes: Hotfix 1
Client version: 10.5.7560
Update Highlights:
Update Show:
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See also
← 10.4  Bullet  10.5  Bullet  10.6 →
All Patch Notes

New God Skins

New Voice Packs


Welcome to the VShojo Event! This special event celebrates the amazing talents of the VShojo virtual Content Creators with a range of exclusive skins and bundles! There are 6 new VShojo-themed skins to collect, featuring your favorite virtual personalities with their unique styles. In addition to the skins, there are also 2 bundles available for direct purchase or to roll from the VShojo chest. If you collect all the items from the event, you’ll receive an exclusive VShojo cosmetic bundle! Don’t forget to tune into Twitch and watch your favorite VShojo personalities to unlock more cosmetics such as Avatars and Announcer Packs!

  • VShojo Event Skins
  • Vei Nu Wa
  • Ironmouse Persephone
  • Nyanners Serqet
  • Silvervale Skadi
  • Kson Nemesis
  • Apricot Izanami
  • VShojo Event Cosmetics
  • VShojo Jump Stamp
  • Zentreya Global Emote
  • Sakura Level Up
  • Vshojo Global Emote
  • Apricot & Skulls Death Mark
  • Pals Jump Stamp
  • VShojo Music Theme
  • Gamer Girl Loading Frame
  • Bubi Ward


  • Artemis Remodel
  • This Goddess has a new default look!
  • This is automatically applied to her default, mastery skins and her Stalker skin
  • Classic Artemis will be for sale in the store priced the same as other Classic Skins
  • HUD Updates
  • Made the background more opaque for the Scoreboard, the PC VGS list, and all other pop up screens for better readability
  • Fixed an issue where the Minimap and other element opacity was resetting when users re-entered the HUD editor page
  • Fixed an issue where Reset All wasn’t resetting opacity of elements after applying
  • Console Item Store can now use D-Pad to navigate directly between the filter list, item list, and inventory
  • Console Item Store can now shortcut jump between store filters with the bumper buttons. (Offensive, Defensive, Utility)
  • Console Item Store entire UI element is now larger for better visibility from a distance
  • Console Ability Screen and Ability Pop Ups have increased font size
  • Fixed more issues regarding the HUD editor moving multiple elements at once, not saving opacity settings properly, and not resetting edits properly
  • Fixed an issue where the HUD editor menu would relocate to an unintended spot after applying a change
  • Fixed an issue where the Updated and Classic HUD options text was not localized properly to all languages
  • Fixed issues where Chang’e and Ratatoskr had difficulty purchasing items on the new HUD while out of base
  • Fixed an issue where the item shop display options weren’t saving between games
  • Fixed an issue where HUD Health Bars on Gods, Jungle Camps, and Towers were not scaling with 4k monitor resolution
  • End of Match Lobby
  • Added an animation to the commendation button to more clearly convey when the button transitions from commend to invite
  • Quick Party
  • The Friends List now has a home screen element that will display in the bottom right called the Quick Party Menu
  • This element will show your friends in a prioritized order to make it easier to see who is ready for a party invite. Friends who are online, not in a party, and not in-game will be prioritized to the top
  • Players can now tag friends as favorites, and those friends will always be prioritized to the top of the list and the party invite menu
  • Runescape Cape Loadout
  • This loadout has been removed from the player profile loadout list
  • This will appear in the pre-match lobby instead
  • Select any skin that has a cape, and a new option will appear
  • Capes can now be previewed in real time on the character in the lobby and then locked in for that match or all future matches (until manually adjusted again)

Bug Fixes


  • See the HUD section above for HUD bug fixes
  • Fixed an issue with Multiqueue in the End of Match Lobby where the Play Again button wasn’t queuing the correct matches selected in the Multiqueue menu after matches
  • Updated the Joust and Duel UI panel art for Ranked to reflect the correct and current maps

General Gameplay

  • Achievements
  • Addressed problems with multiple achievements on Steam, Xbox, and Playstation not being awarded after completion. We will be following up on community feedback to ensure this is resolved
  • Addresses issues with the following achievements:
  • Adept of Mastery
  • Arena Welcomes You!
  • Blood and Sand
  • Hard Carry
  • Ice isn’t Nice
  • Joust Welcomes You!
  • Objective Killer
  • Rooted!
  • Super Cheer
  • Valiant Jouster
  • Last Man Standing
  • Master Assailant
  • Adept of Mastery
  • Diamonds are Forever
  • Conquest
  • Fixed an issue where Maui could pull enemies and minions on top of map geometry on the Conquest map
  • Fixed an issue where a piece of rock geometry near the Order and Chaos base wasn’t counting as a proper wall for some God abilities


  • Fixed an issue where his Sandstorm would go on cooldown for a second time if the cooldown ended before the ability finished
  • Fixed an issue where she could die outside of the map when Shadow Step expired on an ally while in Heimdallr ultimate
  • Fixed an issue where his ultimate was reducing FPS after casting
  • Fixed an issue where his Passive was reducing FPS after being activated
  • Fixed an issue where Erosion was reducing his ultimate shield after each tick
  • Updated the tooltip of Moonflower Dance ability by removing the Lifetime duration text
  • Updated the tooltip of Share the Love to mention the ability provides passive stacks
  • Updated the tooltip of his ultimate ability to mention True Damage
  • Fixed an issue where her Lash ability Lifesteal was proccing certain healing item passives
  • Updated the tooltip of his ultimate ability to reflect the correct in-game % penetration value
  • Fixed an issue where her God voice pack was playing incorrect voice audio
  • Fixed an issue with her Baba Beans skin showing some auto attack stretching FX
  • Fixed an issue where his ultimate shield was ignoring Erosion’s passive and not applying correctly
  • Fixed an issue where his Overhead Slash ability was doing more damage than intended at certain ranks


  • General
  • Fixed an issue where certain items were still broadcasting their purchase to the team unintentionally
  • Fixed an issue where certain gods were still gaining increased healing benefits from the passive of this item
  • Fixed an issue where this item was providing bonus gold to more than the one intended target
  • Fixed an issue where the % penetration provided from this item was higher than intended
  • Fixed an issue where the % penetration provided from this item was higher than intended
  • Fixed an issue where the Passive internal cooldown was being affected by Cooldown Reduction
  • Fixed an issue where the Passive Cooldown Reduction wasn’t working on Freya and Poseidon’s in-hand stim abilities
  • Updated the tooltip text to be more consistent with Malicious Deathbringer
  • Updated the tooltip to specify the passive only procs on enemy Gods
  • Updated the tooltip of the passive to reflect the correct in-game % penetration value


Game Modes


  • Decreased setup time from 110 to 90 seconds
  • Both teams are now granted full information of the in-world and minimap respawn timers for Fire Giant, Gold Fury, and Pyromancer immediately after these Bosses are defeated. Players will no longer have to visit the camp to see the timer for the next respawn
  • The Totem now has an in-world and minimap respawn timer
  • The Pyromancer’s minimap icon now displays when the Runic Bomb is available for pickup
  • Decreased the delay before the Pyromancer’s Runic Bomb reward can be picked up from 1 to 0.5 seconds
  • Tower Bastions now have a smaller health bar that displays their exact HP value

Joust & Duel

Last November we changed up the Joust Maps, and since then we have been collecting a great deal of data and feedback. We are excited to be introducing some new changes to both of these game modes to address some persistent balance issues and to provide some fresh new gameplay. The 2 modes will be getting a lot of individual changes, but this one will be shared across both. Increasing gold gain in SMITE tends to tip the scales in favor of more aggressive DPS oriented builds and gods. Joust has been historically dominated by tanky builds and gods at high levels, so this change should help unseat them, but we also have a lot more to cover in this update! Duel also tends to have gold lagging behind the expected curves on other maps, so it will also be receiving this change

  • Increased setup time from 45 to 60 seconds
  • Increased base Gold Spooling rate from 6 to 7

Joust Only

Big changes are coming to Joust! First we are changing up the map again to keep the mode feeling fresh and provide a more direct pvp experience. We are banning ALL starter items for the mode. Starter items are more specifically designed and balanced for conquest, and although they can work well in other non-conquest maps, Joust has proven to have more unique pacing of combat, xp, and gold that leads to them causing more problems than they solve.

Joust tends to be a 2 tank, 1 dps meta in the highest skill tiers and ranked queues, and has been like this for a long time. This update aims to introduce some Joust-specific mechanics to help change up this meta without having any unexpected effects on other maps/modes. There will be a new Purple Buff in place of the previous XP camp, opposite of the Bull Demon. This will encourage more use of Hunters or other Basic Attack focused Gods. Also, Purple and Red camp will be gaining an additional anti-tank to help give DPS gods a further boost to counter their tanky opponents. Towers and Minions will also be getting increased aggressive effects to disincentivize tanky heavy comps that usually rely on hard dives.

  • Joust returns to the Chinese Sky Joust map!
  • Starter items have been removed from this mode
  • Decreased XP Sharing Bonus from 0.75 to 0.55
  • Contestable XP Camp replaced with Purple Void Buff Camp
  • Buffs
  • Purple Buff – Void
  • Grants +15% Attack Speed
  • Basic Attacks reduce the target God’s Protections by 2% plus 2%/1% of your Physical/Magical Power from Items for 3 seconds
  • Stacks up to 3 times
  • Blue Buff - Mana
  • Grants +15 MP5 to you and nearby Allies within 55 units
  • Hitting an enemy God with an ability restores 4% of your missing Mana
  • This can only occur once per ability cast
  • Red Buff - Damage
  • (Unchanged)
  • Grants +5 Physical +10 Magical Power
  • Increases Physical and Magical Power by 20%
  • Towers and Phoenixes
  • Tower and Phoenix shots apply a Protections Shred debuff to Gods that lasts 3 seconds
  • Stacks up to 3 times
  • -8% Physical Protection
  • -6% Magical Protection
  • T1 Tower
  • Increased Physical Power from 170 to 235
  • Lane Minions
  • Increased base Health, Power, and Protections stats to achieve parity with Conquest’s Lane Minions
  • Increased Damage multiplier vs Gods from 0.6 to 0.8
  • Swordsman
  • Increased base Gold Reward from 17 to 19
  • Archer
  • Increased base Gold Reward from 12 to 14
  • Brute
  • Increased base XP Reward from 60 to 70
  • Increased base Gold Reward from 17 to 21
  • Buff Camps
  • Buff Holder
  • Decreased XP Reward from 185 to 90
  • Decreased Gold Reward from 65 to 35
  • Buff Guards
  • Increased XP Reward from 22 to 30
  • Decreased Gold Reward from 13 to 12

Duel Only

This unique 1v1 mode brings a unique set of challenges for both players and devs. Duel breaks from many of SMITE’s core design goals, so it often requires unique changes to it. We are introducing an entirely new mechanic specifically for this mode! The Duel Orb is an extra reward to ensure that kills result in meaningful progress toward ending the game. Currently in Duel, its very possible to win most of the 1v1 fights, but end up losing to a god that pushes towers or objectives more effectively. These new orbs will give the winning god a big boost toward killing their next tower, and provide a huge additional boon to successfully slaying your opponent.

  • Duel Orb
  • Gods now drop a Duel Orb pickup on death
  • The pickup remains on the ground for 5 seconds before expiring
  • Duel Orb grants a buff for 15 seconds
  • Movement Speed increased by 20%. Basic Attacks stun Towers and Phoenixes for 3 seconds and bypass 50% of Backdoor Protections
  • Damage Camp
  • Buff Guard (Small Tiger)
  • Increased base Health from 90 to 250
  • XP Camp
  • This camp now spawns 3 Small Tigers
  • Small Tiger
  • Decreased XP Reward from 75 to 30
  • Decreased Gold Reward from 13 to 12

Item Balance


This first change is an important bit of upkeep for SMITE, although it won’t directly impact balance right away for most players. The amount of % Mitigation a player can get from items will now be capped. Currently, the most common builds involving these items bring players to about 24% mitigations, so the cap won’t hurt them immediately. However, having this cap in place introduces more flexibility in how we can buff these items back in the future. Tank durability is a big focus of this update, an important follow-up to the DPS nerfs from the last bonus update. If we need to continue adjusting this, we can now more safely increase % mitigations in the future.

  • % Damage Mitigation from items will now be capped at 25%
  • God Abilities that provide % Damage Mitigation will not stack with items
  • If you gain % Damage Mitigation from gods and items at the same time, only the larger value will be used
  • God Abilities that provide Damage Mitigation have no cap
  • So if you have 25% from items, then used Baron’s Ult and gain 35%, you will actually have 35%, not 55%
  • If you have 25% from items and then use a Rank 1 Ravana Ult, gaining 10%, that 10% will have no effect.
  • Notable exceptions are: Aegis Amulet, which will always make players damage immune (100% Damage Mitigation) and Osiris Passive: which provides unique Magical and Physical mitigations, not overall mitigations, so Osiris Passive is not affected by the cap or item vs god rules. These would stack as usual.

Bloodforge T3 Bloodforge T3 Bloodforge

This item has shown to be the right place for a revert. Before its most recent balance arch, it was a popular casual item, and there isn’t anything wrong with that. Bloodforge had a strong identity and a following but was only rarely spotted in the Conquest meta, so we set out to change that. It sure did become meta, and the single most popular item in the game due to its viability on multiple classes. Even after a few rounds of nerfs its still extremely popular, but we are seeing the feedback that the item has lost its identity and is overbearing due to its stat spread. We are reverting the item back to its traditional state, but a small nerf to stay in line with the lifesteal changes in 10.4. We expect this item will still be popular with this design, and less frustrating.

  • 2600 Gold
  • +75 Physical Power
  • +10% Physical Lifesteal
  • +7% Movement Speed
  • PASSIVE – Killing an enemy god forges a shield from their blood with Health equal to 200 + 10 per Player Level for 20s. While the Blood Shield is active you gain +10% movement speed.

BreastplateofRegrowth T3 BreastplateofRegrowth T3 Breastplate of Regrowth

Gods who can utilize this item are quickly rising to the top of the charts. With 10.4 we want items with healing synergy to be strong, but this item is simply giving too much for the cost. We are starting with a cost nerf only today, but will be closely watching this item as we go forward.

  • Cost Increased from 2100 to 2250

CannoneersCuirass T3 CannoneersCuirass T3 Cannoneer's Cuirass

Support builds are difficult to mix up. Over the years we have created a few items that are so strong and specifically tuned for that class. Cannoneer’s Cuirass has a lot of potential, but certainly needs some tuning and some meta shifts to make it an option. We are making it even cheaper, as well as making its lane clear significantly better in damage and cooldown. We are offsetting those buffs with a slight gold decrease per trigger, but this is still a net increase in total gold gain if the item is used as frequently as possible.

  • Decreased cost from 2100 to 2000
  • Passive shifts
  • Increased Damage per level from 5 to 10
  • Decreased Gold provided from 25 to 15
  • Decreased Cooldown from 20s to 7s
  • PASSIVE – Your next successful basic attack on an enemy lane minion causes it to explode, instantly killing it, dealing 50 (+10 Per Level) magical damage to enemies in a small area and providing 15 bonus gold to your nearest ally. This can only happen once every 7s

Phalanx T3 Phalanx T3 Phalanx

Another new item that didn’t quite hit the mark is Phalanx. We wanted to create something that Warriors could rush for a strong swing in lane, especially for gods who end up face to face with their enemy frequently. This item is now going to give the owner some Attack Speed and Protections, making it applicable in many more situations, as well as buffing the pressure it can provide in the solo lane.

  • You now gain some of the buff effects that ally minion’s obtain with each stack
  • PASSIVE – When you are Basic Attacked by an enemy god, you and friendly lane minions within 40 units gain a stack, up to a max of 3. Stacks provide 10% Attack Speed and 7 of each Protection and last for 8s. Minions gain double the effects from each stack. Stacks cannot be gained more than one per second

StoneofGaia T3 StoneofGaia T3 Stone of Gaia

When we said we were going to decrease all healing in 10.4, we meant it. Stone of Gaia and a handful of items were initially missed, but they all ended up with nerfs even though the items weren’t at the top of the meta. They all got non-healing related buffs as well, but that wasn’t always enough. We have seen the comments for this item and will be bringing it back step by step.

  • Decreased cost from 2250 to 2100
  • Decreased Cooldown from 20s to 15s

SpectralArmor T3 SpectralArmor T3 Spectral Armor

The recent %penetration and item nerfs have had a significant effect on the game, but crit is still a big topic of discussion. Over the years we have made some core adjustments to the mechanic itself, as crits hit for 1.75x damage now instead of the 2x like they did for years. We also changed the randomness to eliminate outliers. Countering crit is another big part of the equation, and players have strongly shown support for there to be an item that does this. Spectral Armor is getting another adjustment to make it a stronger tool for helping your whole team fight back against crit builds, and also giving it a new aggressive element for the item owner.

  • Reworked passive
  • AURA – Allied gods within 55 units take 30% reduced bonus damage from Physical Critical Strikes.
  • PASSIVE – When you get hit by a Critical Strike, you gain 15 Physical Power and 20 Magical Power, stacking up to 3 times and lasting 6s.

Starter WarFlag T1 Starter WarFlag T1 War Flag

Finally we have a change for War Flag that is more of a fix than anything. This item was not working in a way that was consistent with other starter items.

  • This item provides Gold per enemy minion/jungle monster assist rather than requiring having the lowest gold on your team

God Balance

T Hel Default Icon Hel

In the Season of Hope, 10.4, we wanted to make healing gods stronger, while also lowering their healing amount. Many of the gods did experience this effect, but Hel continued to plummet in win% in most skill levels. Since then we buffed her utility and damage a bit more, which has helped her win% and made her a powerful pick in high-skill environments. We are happy with those damage and utility changes, but she is showing signs of having too much healing still, so we are nerfing that today with a change that we expect will align with our initial vision for 10.4.

  • Icons Hel A01 S2Restoration
  • Decreased Self/Ally heal from 55/70/85/100/115 + 5 per level to 45/60/75/90/105 + 4 per level
  • Icons Hel A03 S2Inspire
  • Decreased Self heal scaling from 6.5 per level to 5.5 per level
  • Decreased Ally heal from 7/9/11/13/15 + 1.1 per level to 6/8/10/12/14 + 0.9 per level
  • This ally healing is halved for minions

T Hercules Default Icon Hercules

This guy is back in a big way. The Season of Hope worked out well for Herc, both in his direct changes as well as the meta overall. He is a high execution god, where every combo needs to land if he’s going to make an impact. The low cooldowns help that, but are likely a bit too low, so we are walking back those changes partially.

  • Icons Hercules A01Driving Strike
  • Increased Cooldown from 11s to 12s
  • Icons Hercules A02Earthbreaker
  • Increased Cooldown from 11s to 12s

T Horus Default Icon Horus

Horus is almost the exact same story as Hercules. Low cooldowns and healing shifts treated him well, too well, so we are walking back his cooldown in a similar way.

  • Icons Horus A03Protector's Surge
  • Increased Cooldown from 10s to 13s

T Vamana Default Icon Vamana

This lil’ guy is making big strides in the SPL meta. He is one of the most aggressive Warriors in the game, and is able to pressure out and kill enemies better than anyone. We are nerfing his cooldown on his mobility and the Physical Power he gains in his ultimate to make it more possible to escape his fury. Additionally, Vamana’s shield stacking was not working as intended, which has led to a few shifts. This will now begin working off % health again at a lesser amount, which could still be a big late game buff, so we are also introducing a cap on the amount of total shield he can gain from this ability.

  • Icons Vamana RainingMenClear the Path
  • Increased cooldown from 15s to 16s
  • Icons Vamana BigBabyColossal Fury
  • Decreased Physical Power gained from 60/70/80/90/100 to 45/55/65/75/85
  • Fixed a bug where this ability was providing a base amount of Shield per tick rather than a percentage of Vamana’s Max. Health
  • Vamana now gains 0.75% of Max. Health per tick
  • Introduced a Shield Health cap of 1000 Health

T DaJi Default Icon Da Ji

After a strong stint in the SPL top pick/ban, this goddess really plummeted. Da Ji’s ability to run down fleeing enemies and secure kills is vital to her success. Trickster Spirit is seeing a late game cooldown reduction to make sure Da Ji can fulfill that role.

  • Icons DaJi A03Trickster Spirit
  • Decreased Cooldown from 17s to 17/16.5/16/15.5/15s

T Hachiman Default Icon Hachiman

It’s time for Hachiman to get some long needed touchups. His passive ability provides rewards for hitting basic attacks, but only in the form of mana regeneration. Although this can make his lane phase quite convenient, its not very interested, so it will now provide Hachiman with attack speed as well. Eagle Eye is getting noticeable damage buffs, to help it stand out from the rest of the Hunter stims that change how their basic attacks function. Eagle Eye will be positioned toward the true sniper feel, highest damage output, higher skill to hit, and long range. Finally, heavenly banner is seeing a small base damage increase to help him keep up in the lane phase.

  • Icons Hachiman PassiveMaster of Arms
  • MP5 Decreased from .3 per level to .2 per level
  • Hachiman now gains Attack Speed per stack
  • 2% +.1 per level for each stack
  • 20% Attack Speed at level 20 at max stacks
  • Icons Hachiman A01Eagle Eye
  • Increased Damage from 10/15/20/25/30 + 110% of your Basic Attack Damage to 20/30/40/50/60 + 120% of your Basic Attack Damage
  • Icons Hachiman A02Heavenly Banner
  • Increased Base Damage from 85/140/195/250/305 to 95/150/205/260/315

T Jormungandr Default Icon Jormungandr

We haven’t seen much of the World Serpent lately, so we are coming in with some cooldown buffs to make sure he can keep the pressure on his opponents. Both Consuming Bellow and Submerge are being buffed so that Jorm can do what he does best: chasing down opponents and disrupting or even killing them with his damaging abilities.

  • Icons Jormungandr A02Consuming Bellow
  • Decreased Cooldown from 13s to 12s
  • Icons Jormungandr A03Submerge
  • Fixed an issue where Jormungandr would lose the Movement Speed provided from this ability when revealed from Stealth
  • Decreased Cooldown from 16/15/14/13/12s to 14/13.5/13/12.5/12s

T Olorun Default Icon Olorun

Mage ADCs can use a little help after how the meta has shifted. These gods are highly susceptible to item changes and shifts in traditional Hunter. Changes to either of those things can bring them back to the top of the meta at a moment’s notice. Olorun is getting a base damage buff to the second stage of his stim ability, which can be a powerful poke and clear tool.

  • Icons Olorun A02Overflowing Divinity
  • Increased Base Damage from 60/75/90/105/120 to 70/85/100/115/130

T Osiris Default Icon Osiris

This god has continued to drop down in performance this year. Osiris has the potential to be a top SPL god, which we have seen before, so we are usually careful when it comes to buffing him. He is going to be getting some base stat buffs to help his early game, as well as a damage buff to Spirit Flail to help his lane clear and poke. With the other warriors getting nerfed, this might be his time to shine again!

  • General
  • Increased Base HP5 from 6 to 9
  • Increased Base Physical Protection from 23.8 to 25.2
  • Icons Osiris A02Spirit Flail
  • Increased Damage from 80/135/190/245/300 to 90/145/200/255/310

T Set Default Icon Set

This change is more of a fix than a buff or nerf, but we wanted to list it here to ensure it had the appropriate explanation. In SMITE, some abilities actively channel before going on cooldown in order to better convey and manage their active effects. Previously, Set’s Sandstorm was going on cooldown immediately instead of doing that, but it could result in a variety of issues. Sandstorm is being changed to be an active channel in order to resolve this, and his cooldown is being adjusted to match this duration. The end result will be the same total cooldown between firing the ability, but will make cooldown reduction less effective on him.

  • Icons Set A03Sandstorm
  • Fixed a bug where Sandstorm would go on cooldown immediately after teleporting to a Spawn of Set
  • This caused issues with CDR where Set could cast Sandstorm twice but the second ability would have an inaccurate duration
  • Now the cooldown always starts after the Sandstorm finishes
  • Cooldown decreased from 14s to 10s

T Sol Default Icon Sol

Just like Olorun, we are looking at Sol as well. Mage ADCs need some help, but we don’t want to overdo it. Radiance is a catalyst for Sol’s whole kit, helping her stay healthy, build her passive, and deal some damage. Lower cooldowns on abilities like that is often a big quality of life improvement, and should also help her general performance.

  • Icons Sol A01Radiance
  • Decreased Cooldown from 13s to 11s

T SunWukong Default Icon Sun Wukong

Can the monkey king return to his throne? More aggressive and high pressure warriors are doing well right now, so it should be a good window of opportunity for Sun Wukong. He is getting a damage buff to his primary poke and clear ability to help him catch up with the rest of the pack.

  • Icons SunWukong 01The Magic Cudgel
  • Increased Base Damage from 90/130/170/210/250 to 100/140/180/220/260

T Sylvanus Default Icon Sylvanus

The healing shifts resulted in a lot of big moves for various gods. Sylvanus initially seemed like he got a pretty good deal out of it, but his performance has dropped as his success relies heavily on his healing. We won’t be buffing back healing for these gods, but we do want to improve his lane phase and his teamfight impact by buffing Wisps and Nature’s Grasp.

  • Icons Sylvanus A02Wisps
  • Increased Minion effectiveness from 25% Healing and Damage to 35% Healing and Damage
  • Icons Sylvanus A03Nature's Grasp
  • Decreased Cooldown from 17/16/15/14/13s to 14/13.5/13/12.5/12s

T Tyr Default Icon Tyr

  • Icons Tyr A04Lawbringer
  • Tyr now has an additional benefit based on the stance he is in when this ability is used
  • Guard
  • Tyr now stuns enemies hit for 1s on landing
  • Assault
  • Tyr deals 25% increased damage from this ability if used from Assault stance
  • Updated Icon and visual FX

Non-Conquest Balance

This Update has a lot of non-conquest adjustments in the form of Joust and Duel changes, so we wanted to take the opportunity to evaluate our gods for any more outliers between Conquest and Non-Conquest performance. We have already applied these changes to a lot of the most obvious candidates, which are listed here as a reminder. In looking for new gods to add to the system, we aimed to find gods that had significantly lower win% and play count compared between Conquest and Non-Conquest. Kuzenbo, Nemesis, and Olorun all perform especially poorly in Non-Conquest, and Olorun was even buffed across all modes as well due to his low performance. Atlas and Horus were the two gods with the single biggest gains in Non-Conquest, with Horus also receiving a normal nerf due to his especially high Conquest performance. We plan to continue to use this system sparingly and only for the biggest outliers in SMITE. Many gods have different stats between modes, but a huge majority of them are within an acceptable range. In general, we want Gods’ natural strengths and weaknesses of their design to be present and a factor of the gameplay.


  • Kuzenbo
  • -5% Damage Taken
  • Nemesis
  • -10% Non-ult CDs
  • -5% Damage Taken
  • Olorun
  • -10% Ultimate Cooldown


  • Atlas
  • +5% Non-ult CDs
  • +10% Ultimate Cooldown
  • Horus
  • +5% Damage Taken


  • Shackled Souls Ares: Brent Mukai
  • Demon Dasher Ne Zha: Cat Protano
  • Twisted Jester Thoth: Gabriel Warburton
  • Vei Nu Wa: Vei
  • Ironmouse Persephone: Ironmouse
  • Nyanners Serqet: Nyanners
  • Silvervale Skadi: Silvervale
  • Kson Nemesis: Kson
  • Apricot Izanami: Apricot