• 37 + 1.5/Lvl (+20% of your Magical Power)
  • 1.25/1.25/1.25 damage and swing time, hitting in an AoE on the final blow


  • As Atlas deals or takes god damage he accumulates 1.25 Energy in his Astrolabe. Minions provide 1/10th of the Energy. When he reaches 20 Energy his next Basic Attack has 1.5x damage, 1.5s swing time, and deals bonus damage in an area in front of him. Gods hit are Trembled for 2s while minions are stunned. Atlas can store up to 30 Energy.
    • Empowered Bonus Damage : 8 * Level


  • Atlas throws his Astrolabe to a target location, damaging and slowing enemies where it lands. While deployed, his Basic Attack will cause an explosion at the target area that damages all enemies. This explosion deals 40% damage to Minions and costs 5 Mana to use. After 5s or when he re-fires this ability, the Astrolabe will return to him. Atlas’ second ability changes based on whether his Astrolabe is deployed or held.
    • Ability : Circle
    • Damage : 30/65/100/135/170 (+40% of your Magical Power)
    • Slow : 10/12.5/15/17.5/20%
    • Slow Duration : 2s
    • Basic Explosion : 23 + 6 Per Level
    • Cooldown : 15/14.5/14/13.5/13s
    • Cost : 65/70/75/80/85 Mana


  • Atlas pulls enemies towards his Astrolabe. Enemy gods who are too close get pulled into the Astrolabe. If Atlas is holding the Astrolabe enemies who get pulled into the Astrolabe get held in front of Atlas. After a brief delay, the held targets get launched in the direction Atlas is facing. If Atlas has thrown the Astrolabe, enemies who get pulled into the Astrolabe will get held at the Astrolabe’s location before being launched towards Atlas.
    • Ability : Cone / Circle
    • Pull Damage : 50/80/110/140/170 (+35% of your Magical Power)
    • Launch Damage : 50/80/110/140/170 (+35% of your Magical Power)
    • Cooldown : 16s
    • Cost : 50/55/60/65/70 Mana


  • Atlas charges forward. Each allied god he charges near will have their burdens removed, cleansing them of any current slows and increasing their movement speed. When Atlas collides with an enemy god he will release accumulated burdens in an explosion. For every burden accumulated the slow is increased by 25% up to a maximum of 75%.
    • Ability : Line
    • Damage : 80/135/190/245/300 (+45% of your Magical Power)
    • Movement Speed : 25/27.5/30/32.5/35%
    • Cooldown : 16s
    • Cost : 60/65/70/75/80 Mana


  • Atlas tears the sky asunder and calls forth a Gamma-Ray Burst. Enemies in this area are hit every 0.5s and gain a stack of Radiation. Radiation can stack up to 5/5/6/6/7 times and lowers the enemy’s Protections and Power. After 5s or upon re-fire the Gamma-Ray Burst will focus in power and begin traveling across the battleground. Enemies hit by this focused ray take heavier damage and gain Focused Radiation, lowering Protections and Power equal to 3 stacks of Radiation.
    • Ability : Circle
    • Damage : 25/35/45/55/65 (+10% of your Magical Power)
    • Protection Reduction : 5%
    • Power Reduction : 2%
    • Focused Damage : 100/145/190/235/280 (+40% of your Magical Power)
    • Cooldown : 90s
    • Cost : 60/70/80/90/100 Mana
  • Welcome to the Yulefest event! This event celebrates SMITE’s many friendships during this most joyous and cozy season! This event will have 6 purchasable Exclusive Skins in total with 2 Skins releasing every 2 weeks. Each Skin will have an initial discount of 25% for that release only. Also, don’t forget to participate in the quests to get more rewards!
  • Purchasing 3 skins from the Yulefest event will grant you the Little Helper Bastet Skin and purchasing 6 skins will grant you the unlimited Infinite Oracle Morgan Le Fay Skin!
  • When purchasing a Yulefest event Skin you will also receive a Gift Token of a certain gift type (Emote, Voice Pack, Tier 2 Skin, or Awesome Gift). Gift Tokens allow you to send a gift to a friend on your friends list, in the gift store, or to maybe make a new friend by giving a gift from the end of match lobby to a stellar teammate! Send your friends gifts this season and spread the joy of friendship!
Event Skins
  • Burning Desire Aphrodite
  • The Magnificent Sol
  • Cyberblade Amaterasu
  • Shadow hunter Hachiman
  • Plushie Raijin
  • Accursed Soul Set
Event Reward Skins
  • Little Helper Bastet
  • Infinite Oracle Morgan Le Fay
  • Custom Games
    • Added a new “Duel” mode to custom games which will utilize the specific map rules that Duel has – such as Titan and BDK HP changes
    • Added a new pick/ban type “All Ban” to match the new Ranked Conquest system
  • Leaderboards
    • Fixed various issues with leaderboards:
      • Leaderboards not loading
      • Duplicate names being visible
      • Being unable to properly promote to Grandmaster
      • There have also been a lot of changes for how many players are visible on the leaderboard at the same time. It will show a more narrow range around your progress, and inactive players will be removed from leaderboards.
      • There might be other changes to leaderboards in the future
    • This was completed in the last update and will go live for testing after patch notes on Tuesday 11-23. If there are any unintended consequences the changes might be temporarily reverted and adjusted again for 8.12.
  • Ranked MMR
    • Fixed an issue where players would sometimes earn 0 MMR for a win. It will no longer be intended for players to be able to earn 0 MMR for a win, even if the MMR difference is vast the winner will still gain some amount of MMR.
  • Ranked Conquest All Ban System
    • Teams will now see what pick they are during the planning phase when they first load in. The text in the top left will read:
      • Planning Phase for First Pick
      • Planning Phase for Second Pick
  • Matchmaking Changes for players under level 30
    • For Conquest, Arena, and Joust
      • Players level 1- 4
        • Will be routed to co-op vs AI bots
      • Players level 5 – 29
        • Will be routed to a new into pvp queue that will only be accessible to players of this level
      • Players level 30 – 160
        • Will be routed to normal pvp queues
    • This has 2 primary effects
      • It will no longer be possible for players 1 – 29 to be put into lobbies with players 30+
        • The only exception would be if they party with another 30+ player
        • Having even 1 player at 30+ will bring the entire party into the 30+ queue
      • New players will now have their MMR effectively reset upon hitting level 30 – as they will be entering a new queue
  • Fixed an issue where If you lock in a god whose voice pack you don’t own, selecting the Voice tab breaks the other tabs
General Gameplay
  • Fixed an issue where various jungle camps could get stuck by bodyblocking them with pets
  • Cliodhna
    • Fixed an issue where her Ability 2 self buff would last longer than intended if it killed a god decoy
  • Raijin
    • Fixed an issue where his combat anim would play while running forward directions
  • Hide of The Nemean Lion
    • Fixed an issue where this item was not stacking as intended
Game Modes
  • SWC Conquest
    • The Winter Conquest map from 8.10 will have some added flair to it as we prepare for the Smite World Championships
    • Thor’s Hammer Trophy can be seen by the Pyromancer
    • SWC Logo is engraved on the Mid Lane Floor
    • Statues honoring previous world champion god skins are placed around the map

Mage balance can be a difficult subject for everyone to agree on. What’s happening at pro levels vs ranked vs casuals tends to be a pretty different story. At this point in time we have seen Mages as a class take a dip in their overall damage. The boots change had a lot of wide reaching effects, mostly benefitting tanky and bruiser play styles and we have since adjusted every other class except mages. Recently we saw Warrior starter items gain some early power, and before that it was core Assassin items. In this update we are adding a small amount of power to a few mage items that focus on Penetration, as well as the Tier 2’s that support them. This should put us in a good spot for more traditional DPS Mages at worlds


  • Increased Magical Power from 40 to 60


  • Increased Magical Power from 110 to 120


  • Increased Magical Power from 45 to 55


  • Increased Magical Power from 80 to 90


  • Increased Magical Power from 55 to 65


  • Decreased the Shield Health on the passive from 30% to 25% of your max mana


A few starter items are still unpopular in the current meta, and this tree is one of them. We are increasing the regen while in the jungle as well as the upgrade stats on the upgrade to help this item compete with the other two Jungler Starter items.

  • Increased HP5 in jungle from 15 to 20
  • Increased MP5 in jungle from 10 to 15


  • Increased Attack Speed from 25 to 35%


When Terra got the ability to re-fire Crushing Earth when CC’d or dead, she also got the ability to re-fire it while dashing. This allowed her to re-fire and dash shatter the ability at the same time, effectively detonating it twice. This feature walked the line between “bug” or “emergent mechanic” but after seeing her performance in live matches and SPL over multiple months we have determined that this effect is too strong, and Terra will be forced to choose between the re-fire or the shatter.


  • This ability can now only be re-fired or shattered, not both at the same time


Warriors have seen their fair share of love across the various item and meta buffs, but Bellona has still failed to find her spot in the solo lane. She brings a lot to a team with her utility effects, but she seems to struggle out of the gate in lane. We are increasing the base damage on Scourge to help make sure she can clear lanes successfully, especially against gods who shut down bludgeon


  • Increased Damage from 80/115/150/185/220 to 90/130/170/210/250


This peaceful god is ready to get back out on the battleground. Ganesha has a unique form of CC in his channeled silence, and to make sure his peel persists to the intended duration, we are providing him knockback immunity. This should prevent any unexpected interruptions of Ganesha’s meditation.


  • Ganesha is now knockback immune while channeling this ability


“We haven’t seen Vamana much lately, and it’s certainly not because of his height. This aggressive solo laner seems to just need too many items to find a perfect build that works for him. He synergizes well with attack speed and move speed, but he needs to stay sufficiently tankly as well. We are making a big change to his passive to help him find all the stats he needs to be successful.”


  • Add a new component to his passive – 10% of Vamana’s Physical Protections is converted to % Attack Speed
    • example: 100 Physical Protections provides 10% Attack Speed


“Boots are gone, Ratatoskr could never buy them (they simply would not fit) but he still deserves some compensation for the loss. Rat’s acorns were designed to occupy the boots space in a build, but now that builds don’t have a boots item in them we would like these Acorns to more closely fit the stats of a Tier 3 item. All acorns are seeing some stat increases to help with that, with slightly more stats going to the Acorns that are currently the least successful.”


  • Increased Physical Power from 25 to 35


  • Increased Physical Power from 25 to 35


  • Increased Physical Power from 35 to 45
  • Increased the buff Ratatoskr gains from hitting a god with Dart from 10% Physical Lifesteal and 10% Basic Attack damage to 15% Physical Lifesteal and 15% Basic Attack damage.


  • Increased Physical Power from 45 to 50


“The fastest god has gotten even faster. When Mercury uses his “Made Ya Look” ability – he is actually sprinting to a location to hit enemies and then sprinting back. Well now he can do that through walls, for only this ability. Don’t ask us how, but it should be a solid quality of life buff for Mercury to snipe down more targets in the jungle.”


  • Can now be fired through walls


“Fate has not favored this goddess. She got some buffs earlier in the year that seemed promising and we saw a glimpse of Neith at the competitive level and then she quickly fell off. We have two buffs prepped for her today to attempt to bring her back. Her passive weaves will now last twice as long, allowing Neiths to better lay out deployables for future advantages. We are also giving Unravel an extra damage boost to help her laning and 1v1. ”


  • Increased Weave duration from 1m to 2m


  • Increased Damage from 70/100/130/160/190 to 70/110/150/190/230


“Oh hey, fam! It’s finally time for some Jing Wei buffs. For quite a while this evasive goddess had dodged any buffs because of her ability to return to the pro meta at any given time, especially when the stakes were high. There are other safe hunters that compete with Jing Wei now, so now looked like the perfect time for a buff. Explosive Bolts is getting a damage increase at all ranks to make sure the ability has an impact even when her Crit items aren’t online. We are also taking down a few mana costs to improve her lane phase.”


  • Increased Damage per shot from 100% of Jing Wei’s Physical Power to 110%.
    • This includes targets hit by the explosion as well.
  • Fixed an issue where her ability screen displayed incorrect Basic Attack information when Explosive Bolts was active.


  • Decreased Mana Cost from 70/75/80/85/90 to 60/65/70/75/80


  • Decreased Mana Cost from 100/110/120/130/140 to 80/90/100/110/120


“Don’t stare right at her but, some long awaited community requests are finally happening for Medusa. This iconic goddess has a fantastic kit that never quite found its competitive footing. In this update she’s going to be a considerably stronger anti-healing god, as well as having a better lane phase (or possibly jungle?) by making her dash finally able to damage minions!”


  • Now applies Healing Reduction equal to 50% for 4s.


  • No longer applied Healing Reduction.
  • Now damages minions as Medusa travels through them.

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