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SMITE 10.1 Patch Notes – New God Surtr Abilities Revealed

Fire Giant's had it with you guys!

Fire Giant woke up today and chose violence. He finally said “enough is enough,” and is now out to get everyone. Hi-Rez Studios has finally decided to make Fire Giant a playable character. It will be a Jotunn, a mythological being from the Norse pantheon. Surtr means “black” in old Norse. There are a few myths/stories about Surtr, which you can find online because including them here would make this article even longer. So, without further ado, let’s see the SMITE 10.1 Patch Notes and the Surtr abilities.

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All Surtr Abilities in SMITE Listed

Surtr is a Warrior, which has a unique chain of basic attacks, and extended reach of “melee” attacks due to the length of his sword. His final swing in the chain of basic attacks will do cleave damage.

Related: Best Gods in SMITE: SMITE Gods Tier List for Season 9 (January 2023)

Surtr’s Passive Ability: Obsidian Flesh

In short, this is some twisted whack-a-mole game you can play against the enemy Gods.

  • Surtr’s flesh cracks into fragments after he loses enough health. On picking these up Surtr gains a percentage of his Max. Health over time and Protections for 3s. Enemies can destroy these fragments by walking over them.
    • Heal per tick: 1%
    • Protections: 10 + 1 Per level
    • Health Threshold: 15%

Surtr’s First Ability: Flames of Musspell

On a side note, seasoned Vampire Survivors players know about this ability already. In SMITE, it empowers your basic attack.

  • Surtr sets his sword ablaze gaining Haste while this buff is active. Surtr’s next successful Basic Attack will deal bonus magical damage, ignite the target causing them to take damage over time, and spawn a Fiery Imp. This ability’s bonus damage increases per stack (max. of 200) when an enemy dies while the burning effect is active.
    • Damage per tick: 10/25/40/55/70 (+10% of your Physical Power) every second for 3s.
    • Bonus Damage: 30 + 3 per stack Magical Damage
    • Imp Damage: 10/15/20/25/30 (+10% of your Physical Power)
    • Imp Health: 50 + 50 per rank
    • Imp Lifetime: 10s
    • Cost: 50
    • Cooldown: 14/13/12/11/10s

Surtr’s Second Ability: Giant’s Grasp

Or, as it will probably be known to many players: Giant’s Yeet. Basically, grab something and then toss it to land a stun on someone. 1.2 Second Stun is a brilliant opener to a 1v1 fight, allowing you to reach the enemy God you’ve stunned to land Flames of Musspell on them.

  • Surtr pulls the closest target to him, either an enemy lane minion, a Fiery Imp, or a magma rock if neither is in range. Surtr then hurls the object forwards, dealing damage and stunning enemies ahead.
    • Damage: 90/145/200/255/310 (+70% of your Physical Power)
    • AoE Damage: 30/60/90/120/150 (+30% of your Physical Power)
    • Stun Duration: 1.2s
    • Cost: 60/65/70/75/80
    • Cooldown: 13s

Surtr’s Third Ability: Emberwalk

Some players will be disappointed that Surtr does not have a leap, dash, teleport, or any other conventional ability to move around the battlefield, but that’s why you can buy a Blink…

  • Surtr’s fury creates a ring of embers around him providing a Movement Speed buff that increases for hitting enemies, while the ability is active. The ring deals damage and slows enemies once as it expands or when fully formed and again when it contracts. While forming, the outer ring deals continuous damage to enemies inside. The ring also picks up Obsidian Flesh fragments.
    • Damage: 45/65/85/105/125 (+20% of your Physical Power)
    • Bonus Damage: 10/15/20/25/30 (+5% of your Physical Power)
    • Movement Speed: 10% + 5% per enemy hit (max. 4 stacks)
    • MS Debuff: 20% for 2s
    • Duration: 4s
    • Cost: 65/70/75/80/85
    • Cooldown: 15s

Surtr’s Ultimate Ability: End of Days

This ability is another reason to keep looking at the skies. Surtr turns into a meteor and crashes onto the battlefield.

  • After a short buildup, Surtr surges into the air infusing into a large Meteor. While in the air, Surtr is immune to damage and can choose where to come crashing down. Before landing, Meteorites split off, targeting enemies on the ground, dealing damage and spawning Fiery Imps. Surtr’s Meteor deals increased damage and knock up enemies hit.
    • Damage: 210/285/360/435/510 (+60% of your Physical Power)
    • Meteorite Damage: 50/75/100/125/150 (+15% of your Physical Power)
    • Cost: 100
    • Cooldown: 100s

New Conquest Map Look for Season 10

Screenshot by Prima Games

New SMITE God Skins Coming on January 24, 2023

  • Surtr
    Masteries, Ascended (10-Year Pass), Azure Flames (Recolor)
  • Atlas
    Karn (Magic: the Gathering)
  • Nu Wa
    Liliana Vess (M:tG)
  • Pele
    Chandra Nalaar (M:tG)
  • Thanatos
    Atraxa (M:tG)
  • Yu Huang
    Jace Beleren (M:tG)
  • Bacchus
    Denton (Denton Chest. Side note: oh cool, the one-eyed ogre is playable!)
  • Arachne
    Web of Fate (Battle Pass)
  • Cernunnos
    Corrupted Commander (Battle Pass)
  • Kukulkan
    Infernal Winds (Battle Pass)
  • Guan Yu
    Crimson Conqueror (Battle Pass)
  • Rama
    Berserker Bow (Ranked)

Magic: the Gathering x SMITE collab Update

As you may already know, Magic: the Gathering and SMITE are working together to bring 10 skins based on popular Planeswalkers.

Related: SMITE Announced Collab with Magic: the Gathering: Puts Planeswalkers as Skins

Welcome to the Magic the Gathering Event!

  • The Event will have 10 Planeswalker and Creature Skins total and 4 cosmetic bundles that you can roll from the Magic the Gathering Chest! Rolling 3 items from this chest will allow you to choose the 4th item! These items are also available for direct purchase.
  • The first 5 Planeswalker or Creature Skins will be released in the first Update and the rest of the 5 Skins will release in the second Update. Buy ALL items from the Magic the Gathering Event and receive a Player Title and Avatar!

Planeswalker Quests

  • For each of the 10 Characters, there will be a series of FREE Quests. You can only choose to start 1 Character Quest chain at a time.
  • The first 5 Character Quest chains will be released in the initial Patch, the rest will be released in the second Patch. Completing these Quests will grant you themed rewards based on the Character Quest chain you chose as well as other in-game boosters!
  • Quest Rewards:
    • Karn Avatar
    • Liliana Vess Avatar
    • Chandra Nalaar Avatar
    • Atraxa Avatar
    • Jace Beleren Avatar
    • Karn Announcer Pack
    • Liliana Vess Announcer Pack
    • Chandra Nalaar Announcer Pack
    • Atraxa Announcer Pack
    • Jace Beleren Announcer Pack
  • Skins:
    • Karn Atlas
    • Liliana Vess Nu Wa
    • Chandra Nalaar Pele
    • Atraxa Thanatos
    • Jace Beleren Yu Huang
  • Bundles:
    • Mana Bundle
      • Mana Symbol Avatar
      • Mana Symbol Jump Stamp
      • Mana Symbol Recall Skin
    • Vintage Bundle
      • Artifacts of Power Loading Frame
      • Magic Cards Level Up
      • Magic: The Gathering Loading Screen
    • Collector Bundle (Buy All)
      • Black Lotus Avatar
      • Planeswalker Title

New Voice Actors for New Skins in SMITE 10.1 Patch

  • Surtr: Marc Graue
  • Web of Fate Arachne: Karen Strassman
  • Corrupted Commander Cernunnos: DH. Callahan
  • Infernal Winds Kukulkan: Michael Schwalbe
  • Denton Bacchus: Dalton Tindall
  • Karn Atlas: Paul Guyet
  • Liliana Vess Nu Wa: Liz Morey
  • Chandra Nalaar Pele: Linsay Rousseau
  • Atraxa Thanatos: Kayleigh Mckee
  • Jace Beleren Yu Huang: Kaiser Johnson
  • Berserker Bow Rama: Arthur Romeo

SMITE 10-Year Pass Information

SMITE’s Season Pass is returning this year under a new name- the Year 10 Pass! Get Exclusive content for every new God, all year long, with the SMITE Year 10 Pass! This is the best deal of the year, so don’t miss out!

Related: When Did SMITE Come Out? Answered

  • You’ll get all of the following incredible content for each God as they are released in 2023:
    • Voice Pack
    • Unlimited Ascended Skin
    • Additional Tier 1 Skin
    • Emotes (Wave and Clap)
  • Plus, unlock three cosmetics you can only get in the Year 10 Pass: the Calamity Cat Sol Skin, Calamity Cat Loading Screen, and the Miraculous Title.
    • As a special bonus, you’ll receive 1000 Gems
    • If you don’t own the God Pack, you’ll also unlock all new Year 10 Gods.

New Battle Pass: Boss Monsters

  • Battle Pass: Boss Monsters (600 Gems)
  • Battle Pass: Boss Monsters Plus (1200 Gems)
  • Paid Track Items:
    • Infernal Winds Kukulkan
    • Web of Fate Arachne
    • Corrupted Commander Cernunnos
    • Spider Eyes Ward Skin
    • Monstrous Level-Up Skin
    • BOSS! Global Emote
    • Boss Monsters Jump Stamp
    • Boss Monsters Recall Skin
    • Boss Monsters Loading Frame
    • Infernal Winds Loading Screen
    • Web of Fate Loading Screen
    • Web of Fate Announcer Pack
  • Free Track Items:
    • Crimson Conqueror Guan Yu
    • Unfortunate Death Stamp
    • Web of Fate Avatar
    • Monstrous Player Title
    • Corrupted Commander Avatar
    • Boss Monsters Music Theme

Quality of Life (QoL) Updates in SMITE Patch for Season 10

  • New Season Structure
    • 2023 will be known as Year 10, not Season 10
    • Within Year 10 there will be 4 Seasons 
    • Each Season will launch with a major gameplay update and heavy changes to the Conquest Map
  • Player Progression
    • The Player level cap has been increased from 160 to 2,000
    • Players who have reached level 160 already have not lost any excess experience and will be automatically adjusted to their new level upon logging in after 10.1 launches 
    • Players under level 160 will not have their level adjusted in this system 
  • Viewer Points
    • No changes will be made to Viewer Points in 10.1 
    • Viewer Store will rotate weekly throughout 10.1 
    • In 10.2 there will be a partial reset of point totals as well as changes to the Viewer Points systems – so spend those points in 10.1!
  • Commendation Skin
    • All Players who qualify for Commendation Rewards Receive the following!
      • Shining Seas Charybdis Skin
      • Season 9 Commendation Loading Frame
      • Great Job Avatar
      • Goodwill Jump Stamp 
      • Goodwill Global Emote
        • Jump Stamp and Global Emote are items that were available in previous years so players who already have them will not get them again

Bug Fixes in SMITE Season 10 Patch

  • UI
    • Fixed an issue with the EOML Duel Scoreboard tab totals appearing in the wrong place and overlapping for the Order side
    • Fixed an issue where Infused Sigil was showing two blue item tier markers instead of three
    • Fixed an issue on Console where the Profile Loadout screens weren’t showing all available Loadouts to purchase 
    • Fixed an issue where the North American server regions weren’t sorted next to each other
    • Fixed an issue where Starter Item upgrades were missing and couldn’t be built in the Console God Builder
    • Fixed an issue with the Random RuneScape Cape Loadout not working properly and resetting to None
  • Localization
    • Corrected the Arondight tooltip and item tree title to match the English tooltip in the Russian version
  • General Gameplay
    • Assault
      • Fixed an issue on the map where small Gods could clip into a rock near the Chaos spawn and hide completely
      • Fixed an issue on the map where rocks were causing a player collision near the Chaos side Tier 1 and Tier 2 towers
    • Fixed an issue with the Fan Art Kuku Luck Global Emote appearing too high and small in-game
  • Gods
    • Charybdis
      • Fixed an issue on all skins where the player camera was no longer zooming out when using her ultimate ability
    • Mulan
      • Fixed an issue with her Sentai skin missing textures for her legs on the Console
    • Yu Huang
      • Fixed an issue where his Dao Cultivation ability audio was linked to the World Detail setting
    • Jormungandr
      • Fixed an issue where his clapping emote audio plays during his skin select and God selection phase in the pre-match lobby and his intro animation wasn’t playing
    • Loki
      • Fixed an issue with his Agonizing Visions ability having no blind FX on his Tokyo Machine skin
    • Skadi
      • Fixed an issue with her Calavera skin saying the wrong VGS line for I’ll attack the Titan 
      • Fixed an issue with a rock being invisible during the idle animation of her Avatar Korra skin
    • Merlin
      • Fixed an issue with his Frostbolt ability having red border FX for friendly vision
    • Hera
      • Fixed an issue where taunting and clapping while Argus is summoned caused his parts to scatter around during the animation
    • Ra
      • Fixed an issue with his ultimate ability beam FX not visually reaching the end of the max distance 
      • Fixed an issue with the Celestial Beam on his Plague Purger skin being too dim on the Low Particle Detail setting
    • Ishtar
      • Fixed an issue with the swords during the start of her ultimate animating incorrectly
    • Jing Wei
      • Fixed an issue with her Phoenix Fire skin missing enemy warning FX on the ultimate ability
      • Fixed an issue with her Phoenix Fire skin’s drape clipping into her legs and the ground
    • Ravana
      • Fixed an issue with the Victory screens showing black FX around his arms on his Rock From Bisrakh & King Of The Ring skins
    • Kumbhakarna
      • Fixed an issue with his Thow Back ability causing FX trails to persist on minions after being thrown on his Piñata Party & Kittykarna skins
    • Agni
      • Fixed an issue with his Victory screen showing black circle FX
    • Bacchus
      • Fixed an issue with his Iroh skin sometimes missing his ultimate animation and FX when fired
    • Xbalanque
      • Fixed an issue with the ultimate FX on his Chichen Pizza skin being too bright and disorienting
  • Items
    • Soul Gem
      • Fixed an issue with the buff bar icon tooltip text mentioning the bonus damage happens at 4 stacks instead of 3

Balance Changes (Buffs and Nerfs) in 10.1 SMITE Patch Notes

We hope you brought some food and drink before starting the next section. It’s gonna take a while.

Game Mode Changes in SMITE 10.1

  • Year 10 Conquest
    • With 10.1 we are launching an entirely new Conquest Map. This map draws artistic inspiration from Closed Beta and Season 2 and features a Greco-Roman art set where the Order Team of Mount Olympus faces off against the wild mythological beasts from the Chaos Team lair. 
    • Each New Season within Year 10 will bring big Conquest Changes to pathing and layout, map-wide environment art, and new game mechanics. 
    • Goals
      • Create meaningful changes in the Map’s layout and pathing. Make sure this is noticeable at first glance at the minimap. 
      • Create New Lane shapes, New Jungle Paths, that lead to new combat scenarios
      • Focus on the core of the Conquest mode, and make those as best as they can be. Remove some mechanics from S8 and S9 to allow for this and give them room to grow.
      • Create more early-game contestable objectives. Give players more ways to gain leads on the map without just snowballing from player kills. 
    • Boss Objectives
      • NEW Fire Giant Character
        • As Surtr has graduated into godhood, a new FG character will be replacing him.
        • The Fire Giant has the same attacks as the previous FG did, but has an all-new arena that allows players to fight it from all 360 degrees around it. 
        • It makes a massive entrance display in the area outside Solo Lane before it spawns.
        • Balance
          • Increased scaling Max Health from 275 to 350 per minute
          • Decreased damage taken from Critical Strikes by 20%
      • Pyromancer
        • This boss now drops a new reward; the “Runic Bomb”
        • The Runic Bomb can be picked up like a jungle buff, only by someone from the team who dealt the last hit to the pyromancer.
        • The Runic Bomb fills a consumable spot and can be placed later by using that slot and selecting a ground target area.
        • Deals 300 Physical Damage to Gods and applies Knockback
        • Deals 1000 True Damage to Minions and Structures
          • Structures hit by the Runic Bomb are also debuffed with 35% reduced Attack Speed for 10 seconds
        • Can be sold in the Item Shop for 33 Gold 
      • Removed
        • Obelisks
        • Naga Camps
        • Enhanced Buffs
        • Trebuchets
    • Lane Objectives
      • Tower Bastions
        • All 6 Tier 1 Towers on the map will now have 2 shield-shaped “Tower Bastions” objectives in the tower radius.
        • While alive, they provide the tower with 15% damage mitigation each (30% when both are alive)
        • These objectives can be destroyed with Basic Attack and/or Ability Damage
        • They spawn at the end of the setup phase
        • When destroyed they provide 50 Gold to allies in the area, with normal camp gold sharing rules
        • Bastion Stats
          • Gold Reward: 50
          • Health: 1200
          • Physical Protection: 65
          • Magical Protection: 55
      • The Totem
        • Totem of Ku will now be simply known as “The Totem”
        • This objective has been remodeled and relocated to the outer side of the Solo Lane
        • While active, this objective now has an aura around it that grants Gods 10% increased damage dealt to minions and other Gods
        • The Totem no longer applies an instant global stack of its buff reward to teammates when the Totem is claimed
          • Instead, a single instant stack is applied to teammates near to the Totem the moment it is claimed
          • The buff still remains under all allied Towers and Phoenixes for 60 seconds
      • Towers and Phoenixes
        • Tier 1 Tower
          • Decreased base Max Health from 2100 to 1600
        • Tier 2 Tower
          • Decreased base Max Health from 3000 to 2900
        • Phoenix
          • Decreased base Max Health from 3600 to 3400
    • Jungle
      • Unleashed Jungle Camps
        • Jungle camps that spawn on your side of the map can now be damaged from outside of their leash radius, as long as you have line-of-sight to one of the monsters
        • They can also be pulled out of leash radius
        • They will chase Gods and attack the closest target for 10s
        • After 10s they will attempt to flee, but can be re-engaged by dealing any damage
        • Each subsequent engagement will chase for less time. 10s, then 5s, then 3s 
        • Lane Minions will ignore Unleashed Jungle Camps, and vice versa.
        • Towers can attack Unleashed Jungle Camps, but the gold loss penalty will be applied, as it does for minions
        • Unleashed Jungle Camps do not regenerate health when fleeing, and instead have 10 HP5
      • Jungle Buff Timer Forgiveness
        • Camp timers will linger on the ground until the next camp spawns in that location
        • If Unleashed, they will drop at the location the monster was killed and remain for 30s, before being relocated to the camps spawn point where the buff can still be picked up for 90s 
      • Stacking Buffs 
        • These neutral camps are a new objective for these outer lanes to contest in the early game
        • These camps cannot be unleashed, and the buff they drop will stack with any other Jungle Buff. 
        • Duo Side – Scorpion Camp
          • Gold Buff – Grants a Shield equal to 50 Health plus 20 per level and Grants 5 of both Protections plus 1 per level 
          • Has a duration of 60s
        • Solo Side – Scorpion Camp
          • Silver Buff – Grants 5% Cooldown Reduction plus 0.75% per level
          • Has a duration of 60s
      • Roaming Camps 
        • Roaming Harpies spawn every 60 seconds from dead Back Harpy camps
        • Up to a maximum of 2 Roaming Harpies per camp can be alive at a time
        • Roaming Harpies spawn within the camp but roam the nearby Jungle in set paths
      • Cyclops Rogues 
        • At the start of the match, a Rogue’s Stash will spawn near a random Jungle Camp. Spawn locations are always symmetric for both teams
        • Opening a Stash awards 25 Gold but they are also trapped and will spawn a Cyclops Rogue. The Rogue awards 25 Gold when slain and drops an Aspect of the Rogue buff area
          • Aspect of the Rogue – Increased Movement Speed by 20%
          • Lasts for 60 seconds
          • Refreshable buff to the team that opened the Stash
      • Every third set of Stashes are trapped and will spawn Cyclops Rogues upon opening. The Rogue awards 75 Gold when slain and also drops the Aspect of the Rogue buff area
      • After all Stashes on the map have been opened, a new set will spawn after 3 minutes
      • This objective will not be shown on minimaps, but will have set spawn locations that it rotates through 
      • These are also present on the following maps: Arena, Joust, Slash, Jade Corruption Joust, Chinese Joust
      • Mid Harpy Camps have been removed, a camp of Harpies that provide XP will spawn in the Oracles area and Pyromancer area until those objectives spawn at 10 minutes
      • Purple Buff Camp (Chimaera)
        • Purple Buff
          • Removed Protection Debuff Aura component
          • Effect: Increases Attack Speed by 10%, Magical Basic Attack Damage by 15, and Physical Basic Attack Damage by 12.
      • Red Buff Camp (Manticore)
        • This Buff Camp now resides on the Fire Giant side of Mid Lane
        • Red Buff
          • Unchanged from Season 9 
          • Effect: Increases Physical and Magical Power by 10%, plus an additional flat +10 Magical Power and +5 Physical Power.
      • Green Buff Camp (Dryads)
        • This Buff Camp now resides closer towards the center of the map
        • Buff Holder Monster now has an ability that applies HP5 to its minis
        • This camp now uses the Dryads character models 
        • Green Buff
          • Removed the ability for this buff to freeze other buff belt durations, and added the HP5 from the enhanced version to the base buff
          • Effect: Grants +100 maximum Health and Mana, plus an additional 30 for every 50 total protections on the wearer. Also grants +10 HP5
      • Speed Buff Camp (Centaurs)
        • This Buff Camp now has 2 locations per side of the map
          • This buff does not stack with itself, it can be refreshed in duration though, or split with other teammates 
        • Yellow Buff
          • Removed Crowd Control Reduction from this buff and Increased the base amount of Movement Speed provided from 8% to 14%
          • Effect: Increases movement speed by 14%. Jungle minion kills/assists provide 2% extra movement speed. Stacks up to 3 times.
      • Blue Buff Camp (Satyrs)
        • This Buff Camp now has 3 monsters
        • Blue Buff
          • Removed Cooldown Reduction from this buff
          • Effect: Grants +4 Mana healed per second. Each time you hit an enemy God with an ability you regain 2% of your missing Mana.
      • Jungle Spawn Timers
        • Buff Camps
          • First spawn at 0:00
          • Delayed respawn timer from 2 minutes to 2.5 minutes
        • Back Harpies
          • First spawn at 0:00
          • Delayed respawn timer from 1 minute to 4 minutes
        • Contestable Camps (Mid Harpies, Stacking Buff Camps)
          • First spawn at 1:30
          • Reduced respawn timer from 2.5 minutes to 1.5 minutes
        • Oracles
          • First spawn after 10:00 when Duo-side Mid Harpies are cleared
          • Reduced respawn timer from 3 minutes to 2 minutes
        • Pyromancer
          • First spawn after 10:00 when Solo-side Mid Harpies are cleared
          • Reduced respawn timer from 5 minutes to 4 minutes
        • Gold Fury
          • First spawn at 5:00
          • Reduced respawn timer from 5 minutes to 4 minutes
        • Fire Giant
          • First spawn at 10:00
          • Reduced respawn timer from 5 minutes to 4 minutes
      • Misc
        • Player Respawn Timers
          • Decreased XP Level respawn time multiplier from 3 to 2.5
          • Reduced time threshold before match length respawn time penalty is activated from 30 minutes to 20 minutes
        • Increased time during the Setup phase from 80 seconds to 110 seconds
        • Hand of the Gods has been removed from this mode
        • Base Doors no longer apply Invader’s Curse to enemies
        • Increased the Fountain speed buff duration from 5 to 10 seconds
  • Ranked
    • There has been a huge amount of support in the SMITE community getting players of all platforms to play with each other for Ranked Modes, and the time has finally come! This change will create a much larger matchmaking pool which has the potential for many advantages. Individual players will be closer in MMR, Queue Times could be more flexible, and friends across platforms can now party up. A Hard Reset on MMR will ensure that all players climb from the same spot, which should greatly reduce the friction between platforms. If there is any major difference in ability between the platforms, this process will help us to better understand it and match players more appropriately.
    • All Ranked Modes will undergo a Hard Reset of Rank and MMR for all players when 10.1 launches 
    • All Ranked Modes will now be full crossplay between all platforms 
    • God leaderboards have been adjusted to award god frames based on position in the leaderboard.
      • Top Players 1-10 awarded Masters Border 
      • Players 11 through 40 awarded Diamond Border 
      • Players 41 through 100 awarded Platinum Border 
      • All Players who have played at least 10 ranked matches with a single god but have not placed on the leaderboard are awarded the Gold Border
    • Ranked Quests
      • Win 75 Ranked Games to immediately unlock the Berserker Rama Skin
      • Win 150 Ranked Games to get the Berserker Rama Loading frame at the end of the year 
      • Win 15 Ranked Games each Split to earn a Victory Chest
      • Win 50 Ranked Games each Split to earn 50 Gems
  • Normal Modes
    • Ranked Modes aren’t the only ones getting matchmaking changes. Normal Queues will be changing back to the Non-Timed queue system. This has 2 primary advantages. The first is the return of Multi-Queue, where players can queue for many modes all at once. This feature is great for regions or times where populations are lower, and helps make sure everyone can play more SMITE. The other advantage is flexibility. The Timed Queue system is very rigid, when the queue pops it does the best it can and fires off the matches. It actually creates more sub-optimal matches with that style. With the change back to Non-Timed queues we expect to do make some heavy adjustments to our matchmaking systems to continually improve the experience across Year 10.
    • All Normal Modes (Unranked Modes) will have their queue system changed to Non-Timed queues (Ranked will remain Timed). 
    • These queues will no longer have a specific duration shown to players, they will take as much time as they need to find a good match.
    • Players will now receive a deserter penalty if they fail to accept a queue pop for Normal Modes
    • Multi Queue will be enabled on all Normal Queues. Use the Multiqueue button from the play screen to queue for as many modes as you like at one time
    • The Matchmaking parameters for these modes have been updated to meet SMITEs current goals and player feedback. These parameters will be continually adjusted throughout Year 10 with the goal of providing the best matchmaking as possible to our players.
  • Shard Relics

One of the primary new mechanics of Year 10 are Shard Relics. These relics provide short-duration effects that allow for high skill expression power plays. The Vision Shard will still be a powerful and easy to use option, but the new Shards will allow for more unique and aggressive play styles.

  • Shard Relics are free at level 1 and now have a selection of options instead of defaulting to the Vision Shard. 
  • Shard Relics can be upgraded to any Relic for free at Level 12


  • Your non-ultimate ability cooldowns are reduced by 0.5s every second for the next 3s. 120s Cooldown


  • You gain 20 + 1.5 Magical Power, 15 + 1.5 Physical Power per level, 20%  Magical Lifesteal and 10% Physical Ability Lifesteal for the next 3s. 120s Cooldown


  • Your Movement Speed is increased by 15% and Attack Speed is increased by 40% for the next 3s. 120s Cooldown


  • Your next basic attack within 3s steals 20 Physical and Magical Protections from the next enemy god hit. Both the buff and debuff last for 3s. 120s Cooldown


  • Places a ward that lasts for 60s. 120s Cooldown
  • Item Summary

In Year 10 we are making some big changes to the pool of items in SMITE. This is a big contribution toward our goal for Year 10 of creating meaningful change, and we expect player builds to change for most roles. Some roles are affected more than others, though, so Warriors and Guardians will likely see the most change in their possible build paths. There is also a variety of new items for every role to make sure DPS classes also have new things to experiment with.

  • Player Builds
    • Change player builds across each role
    • Changes via item passive goals
    • Hybrid Items causing problems and constraining builds
  • Item Passives
    • Actual passives for anti-heal items
    • Reworking current items that have a clear theme but feel more like stat sticks with incidental passives rather than creating meaningful moments of gameplay
    • Identifying least exciting and least popular items for each role
  • Tree / Stat Identity
    • Went through entire item store and adjusted stats of items to be more clearly aligned to the stats their tree is defined by
  • Removed Item Trees
  • The Imperial Helmet Tree – Magical Power and Physical Protections 
  • The Enchanted Buckler Tree – Physical Power and Magical Protections
  • The Shuriken Tree – Physical Power, Attack Speed, and Critical Strike Chance
  • Item Trees
  • In General, Item trees in 10.1 will aim to have more specific stats related to their tree definition. Items can have stats from other trees, but usually in lesser amounts, and we will aim for less items to have different stats.
  • Some of these trees have had their definitions changed to meet specific goals. Here is the entire layout of the Item Shop for 10.1:
  • Physical Damage
    • Mace – Physical Power and Physical Penetration
    • Katana – Physical Power and Movement Speed
    • Morningstar – Physical Power and Mana
    • Light Blade – Physical Power and Attack Speed
    • Spiked Gauntlet – Physical Power and Physical Lifesteal
    • Hidden Dagger – Physical Power and Critical Strike Chance
    • Short Bow – Attack Speed
    • Cudgel – Health and Physical Power
  • Magical Damage
    • Spellbook – Magical Power and Mana
    • Magic Focus – Magical Power and Magical Penetration
    • Uncommon Staff – Magical Power and Health
    • Emerald Ring – Magical Power and Attack Speed
    • Lost Artifact – Magical Power and MP5
    • Tiny Trinket – Magical Power and Magical Lifesteal
  • Physical Defense
    • Round Shield – Physical Protection and HP5
    • Breastplate – Physical Protection and Mana
    • Iron Mail – Physical Protection and Health
  • Magical Defense
    • Enchanted Kusari – Magical Protection and MP5
    • Talisman – Magical Protection and Health
  • Mixed Defense
    • Ancient Blade – Health and Movement Speed
    • Glowing Emerald – Health and HP5
    • Cloak – Protections and Cooldown Reduction
    • Druid Stone – Protections and Health
  • Other
    • Gem Of Fate – Arthurian – Cooldown and Ultimate Ability Effects
    • Mystical Earring – Earrings – Special Effects
  • Removed Items
  • Celestial Legion Helm
  • Jade Emperor’s Crown
  • Tyrannical Plate Helm
  • Shifter’s Shield
  • Void Shield
  • Runic Shield
  • Ancile
  • Void Stone
  • Stone of Fal
  • Ring of Hecate
  • Book of the Dead
  • Stone Cutting Sword
  • Blackthorn Hammer
  • The Sledge
  • Bulwark of Hope
  • Hide of the Urchin
  • Witchblade
  • Hide of the Nemean Lion 
  • Ichaival 
  • Shadowsteel Shuriken
  • Many T2 Items have also been removed along with their connected T3’s
  • Hybrid Items Reworked

Items with both Power AND Protections are commonly referred to as “Hybrid Items” and they have shown to ultimately not align with what players or designers want for SMITE’s Item system. Multiple years of balance iterations have led to this decision. When Hybrid Items are “balanced” from a stat efficiency perspective, they tend to be perceived as underpowered. They were often hard to make attractive to most roles who wanted to specifically focus on only damage or only tanky stats. Therefore, Hybrid Items needed to be overstatted in order to be perceived as even slightly too strong, which caused them to quickly take over multiple builds in multiple roles and warp the game entirely. Hybrid Items also tend to contribute to more frustrating and unpopular strategies like tanky Junglers, or Solo Laners that are too strong on all fronts. With all these lessons learned from previous years of balance, we are making the decision to eliminate all Hybrid Items. Since Power won’t be a part of the equation anymore, this means all gods will be able to build many of these reworked items. Warriors building Stone of Binding, and Guardians building Gladiator’s Shield are just a few of the notable examples of this. In 10.1 SMITE there will no longer be any T3 Items that provide Power and Protections, and therefore the following items will see significant reworks, and the rest were removed.


This Tree is now defined by having Both Protections and Health

  • 600g
  • +15 Physical Protection
  • +15 Magical Protection
  • +50 Health


  • 1400g
  • +25 Physical Protection
  • +25 Magical Protection
  • +100 Health


  • This is now a T3 item building from Sage’s Stone
  • 2300g
  • +40 Physical Protection
  • +40 Magical Protection
  • +250 Health
  • PASSIVE – Successfully hitting an enemy god with a Crowd Control ability will place a debuff on them, reducing their Physical and Magical Protections by 5 + 1 per level for 5s.


This Tree is now defined by having Physical Protection and HP5

  • 650g
  • +5 Physical Protection
  • +10 HP5


  • 1150g
  • +15 Physical Protection
  • +15 HP5


  • 2400g
  • +60 Physical Protection
  • +150 Health
  • +25% Attack Speed
  • +20 HP5
  • PASSIVE – While below 50% Health you become Berserk for 5s. While Berserk, you gain 10% Damage Mitigation and 20% Attack Speed. This effect can only occur once every 15 seconds.


  • 2300g
  • +50 Physical Protection
  • +150 Health
  • +25 HP5
  • +10% Cooldown Reduction
  • PASSIVE – When damaging an enemy god with an ability you deal an additional 15 + 35% of your Protections from items and abilities. Can only trigger once per enemy per ability. Subsequent hits on the same target do half the bonus damage for the next 3s.


  • 2400g
  • +30 Physical Power
  • +350 Health
  • +20 HP5
  • +15 MP5
  • PASSIVE – Your next basic attack on an enemy god creates a 30 unit shockwave of frost around them, slowing the Movement Speed and Attack Speed of enemy gods in the area by 25% for 3s. This effect can only occur once every 10 seconds.


  • 2500g
  • +35 Physical Power
  • +250 Health
  • +15 HP5
  • +20 MP5
  • PASSIVE – Your next successful Hard CC on an enemy god creates a runic symbol on the ground that lasts for 5s. Enemies in the symbol take 10% more damage. This can only occur once every 20 seconds.


  • Moved to Cudgel tree building from Heavy Hammer
  • Renamed to Caduceus Club
  • 2500g
  • +30 Physical Power
  • +250 Health
  • +20 MP5
  • Passive unchanged
    • AURA – Allied gods within 70 units have their Healing increased by 20%.
  • Healing Reduction Items Reworked

Healing Reduction Items (Anti-Heal) are often a necessity in SMITE. The passive effect is powerful and applicable in more situations than most players expect. It has always been a challenge getting people to buy them, sometimes even at the pro level. This year we are giving all of these items new and unique passives to make them more interesting to build, but also balancing that with a variety of nerfs to not push these items over the top.

  • All Anti-Heal Items will now have an additional Passive


  • Increased Cost from 2200 to 2550
  • New Passive
    • PASSIVE – Enemies hit by your abilities have 40% reduced healing for 5 seconds. Your next successful damaging ability on an enemy triggers a chain lightning, damaging the target and up to 4 nearby enemies for 40 damage + 20% of your Magical Power. This can only occur once every 20 seconds.


  • Increased Cost from 2350 to 2600
  • New Passive
    • PASSIVE – Enemies hit by your Abilities have 40% reduced healing for 5 seconds. Getting a kill or assist on an enemy god creates a field that provides allies within it 10 Power + 2 Per level. This effect can only occur once every 10 seconds.


  • Increased Cost from 2200 to 2400
  • Decreased Attack Speed from 30% to 15%
  • Decreased Penetration from 15 to 10
  • New Passive
    • PASSIVE – Enemies hit by your basic attacks have 15% reduced Healing and 5% reduced Attack Speed while you gain 5% increased Attack Speed, stacking up to 4 times and lasting 5s.


  • Increased Cost from 2250 to 2400
  • New Passive
    • AURA – Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras.
    • PASSIVE – Enemies that successfully damage you have their Healing reduced by an additional 5% for 3s. This can stack up to 6 times.


  • Increased Cost from 2050 to 2250
  • New Passive
    • AURA – Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras.
    • PASSIVE – When you are hit by a Hard Crowd Control, the enemy receives an aura that deals 40 Magical Damage per second to them and other enemies within a 25 unit radius for 5s.
  • Additional Items Reworked

A few items had interesting yet flawed passive effects. These were often too selfish or persistent and did not leave much room for balancing. We are adjusting these items to have more impactful passives, either by making them more intense or by making them apply in more situations.


  • New Passive
    • PASSIVE – When hit by a Slow, you and nearby allies within 30 units become immune to Slows and gain 20% increased Movement Speed for 4s. This effect can only occur once every 30 seconds.


  • New Passive
    • PASSIVE – Enemies hit by your damaging abilities will move 30% Slower for 2.5 seconds. This can only occur once every 10 seconds.


  • Increased Cost from 2100 to 2300
  • New Passive
    • PASSIVE – You take 40% reduced bonus damage from Physical Critical Strikes. When you are hit by a Critical Strike, you and allies within 55 units take an additional 5% reduced bonus damage from Physical Critical Strikes, stacking up to 4 times and lasting for 8s.
  • Stat-Only Reworked Items

As we reworked Hybrid Items we needed to stop and take a look at all of the items in game. Such a core change to the stat spread of items creating a ripple effect that needed to be addressed. The Item Tree goals section described above is what led to these changes in this section.


  • Moved to Hidden Dagger tree building from Short Sword
  • Renamed to Demon Blade
  • 2400g
  • +25 Physical Power
  • +20% Attack Speed
  • +20% Critical Strike Chance
  • Passive unchanged
    • PASSIVE – Your Critical Hits provide you with 10% Physical Penetration and increase your Attack Speed by 10% for 4s.


  • Moved to Breastplate tree building from Silver Breastplate
  • Renamed to Breastplate of Regrowth
  • 2100g
  • +55 Physical Protection
  • +300 Mana
  • +15 MP5
  • +10% CDR
  • Passive unchanged
    • PASSIVE – After healing yourself from an ability, you gain +30% Movement Speed, 15 Physical Power, and 30 Magical Power for 4 seconds. This effect can only occur once every 10 seconds.


  • Moved to Ancient Blade tree building from Adventurer’s Blade
  • Renamed to Lotus Sickle
  • 2000g
  • +25 Physical Protection
  • +300 Health
  • +10% Cooldown Reduction
  • +7% Movement Speed
  • Passive unchanged
    • PASSIVE – Any god affected by your ability heals gains 15 increased Physical and Magical Protection for 5 seconds.


This Tree is now defined by having Both Protections and CDR

  • Increased Physical Protections from 10 to 15
  • Increased Magical Protections from 10 to 15
  • Removed Health
  • Added 5% Cooldown Reduction


  • Increased Physical Protections from 15 to 30
  • Increased Magical Protections from 15 to 30
  • Removed 300 Health
  • Added 10% Cooldown Reduction
  • These changes also affect Magi’s Revenge and Magi’s Shelter


This Tree is defined by having Physical Power and Mana

  • MP5 Removed
  • Added 50 Mana


  • MP5 Removed
  • Added 100 Mana


  • MP5 Removed
  • Added 200 Mana
  • New Items


This is a Mage ADC Ring, replacing Ring of Hecate. It is the first Mage ADC Ring with CDR, a stat spread those gods have never had before on a single item. It has a passive that deals more damage to high-HP target’s, giving Mage ADC’s a new way to be better at shredding tanks.

  • In Emerald Ring tree building from Enchanted Ring
  • 2600g
  • +80 Magical Power
  • +25% Attack Speed
  • +10% CDR
  • PASSIVE – Your next basic attack against an enemy god deals bonus Magical Damage equal to 8% of the target’s maximum Health. This effect can only occur once every 10s, reduced by 2s for each successful Basic Attack on an enemy god.


This new core Mage item is designed to diversify builds and compete with old staples. It also makes Mana valuable for Mages and features a new Stacking style based on god combat.

  • In Spellbook building from Book of Souls
  • 2650g
  • +90 Magical Power
  • +150 Health
  • +300 Mana
  • PASSIVE – Your next successful damaging ability on an enemy god grants a stack of Wisdom. For each stack of Wisdom you have, your abilities deal 0.08% of your Max Mana as True Damage to enemy gods. You may only gain one stack every 2s, and can only gain stacks once per God per ability hit. Max 50 stacks.


This is a new Crit Item that rewards players for being more actively aggressive vs other gods. We are especially cautious when creating new Crit Items, but we removed one and reworked another to no longer have Crit, so this addition felt balanced and necessary. It now rounds out the Hidden Dagger Tree with a 4th item.

  • In Hidden Dagger tree building from Short Sword
  • 2600g
  • +40 Physical Power
  • +15% Attack Speed
  • +20% Crit Chance
  • PASSIVE – Your next basic attack on an enemy god creates a deployable that, when picked up, provides you with 4% Movement Speed and 10% Critical Strike Chance. This effect stacks up to 3 times and can only occur once every 2 seconds.


We wanted to create a new early-game aggressive Assassin item that could compete with even the old favorite’s like Jotunn’s Wrath. This item provides a strong and rare stat spread of flat Penetration and Movement Speed, with a passive that is bound to make players do a double-take.

  • In Katana tree building from Thousand Fold Blade
  • 2300g
  • +50 Physical Power
  • +10 Physical Penetration
  • +7% Movement Speed
  • PASSIVE – Killing an enemy god drains their shadow, causing you to enter stealth and gain 30% Movement Speed for 3s. Taking damage, firing an Ability, or firing a Basic Attack breaks the stealth.


Passive effects that trigger on Ultimates are no longer confined to the Arthurian Tree! We felt like this type of trigger has a lot more room for exploration and works especially well on Guardians and Warriors. Dawnbringer is Warrior focused and can be used offensively to supercharge a backline dive, or as a way to peel and assist your allies to counter a dive.

  • In Cudgel tree building from Heavy Hammer
  • 2600g
  • +40 Physical Power
  • +300 Health
  • +20% CCR
  • PASSIVE – When your Ultimate has finished casting, your Protections and Movement Speed are increased by 5% for each enemy god within 55 units of you for the next 6s. This effect can only occur once every 30s.


Guardians will also be getting an Ultimate trigger item, and it sure brings a powerful supportive effect – CC Immunity. This brief window of CC Immunity functions more like a cleanse, which makes it harder to use aggressively. Supports who have quick-firing Ultimates and even quicker reflexes should be able to use this item to great effect.

  • In Talisman tree building from Silver Talisman
  • 2250g
  • +60 Magical Protection
  • +250 Health
  • +10% CCR
  • PASSIVE – When your Ultimate ability has finished casting, you pulse out a cleansing aura within 50 units, providing all allies with CC-immunity for 0.6s. This effect can only occur once every 40s.


This year we were especially determined to bring some new and interesting itemization options to the Support role. Abyssal Stone is a new item that has a great spread of tank stats, and a brand new way to disrupt your opponents. Enemies debuffed by Abyssal Stone will experience longer cooldowns, an effect that might look or feel subtle but is very powerful. Cooldown related buffs and nerfs tend to have some of the biggest impacts on gods power levels, so this item is certainly one to consider.

  • In Druid Stone tree building from Sage’s Stone
  • 2350g
  • +40 Physical Protection
  • +40 Magical Protection
  • +300 Health
  • PASSIVE – Successful ability damage to an enemy god applies a debuff that afflicts them with 20% Negative CDR for 4s. This can only occur once every 6s.


Guardians can be disruptive, but we also wanted to give them a new option that gives them the ability to output more damage. This item requires you to take some meaningful amount of damage in order to be charged, which is a unique constraint that should keep the item feeling balanced. The flexible stat spread means that this item could find a home on many different possible builds. We are excited to introduce an item that rewards tanks for intentionally absorbing damage from getting to their teammates.

  • In Druid Stone tree building from Sage’s Stone
  • 2500g
  • +35 Physical Protection
  • +35 Magical Protection
  • +300 Health
  • +15 MP5
  • PASSIVE – Gain a stack (up to a max of 6) each time you take damage from enemy gods equal to 5% of your maximum Health. Your next basic attack on an enemy god consumes all stacks and deals 30 (+ 2 Per Level) True Damage per stack. This effect can only occur once every 15 seconds.


Tyrannical Plate Helm filled a fun design space, but its stat spread caused problems for the role. This item is inspired by it but should better apply to Warriors in Solo Lane. This item has a lot of interesting applications in that it can punish gods who rely too much on cleaves, or that it can encourage Warriors to directly engage with their opponents before the wave is cleared, inevitably taking some basic attacks in the process.

  • In Round Shield tree building from Tower Shield
  • 2200g
  • +55 Physical Protection
  • +150 Health
  • +20 HP5
  • +10% CCR
  • PASSIVE – When you are Basic Attacked by an enemy god, friendly minions within 40 units gain a stack, up to a max of 3. Stacks provide 20% Attack Speed and 15 of each Protection and last for 6s. You cannot give more than one stack per second.


This new support option is a big one. We specifically wanted a Gauntlet of Thebes competitor and an item that could facilitate a true late game full-tank option. Historically in SMITE tanks have often struggled to remain tanky in longer matches, but this item will significantly improve that option.

  • In Cloak tree building from Cleric’s Cloak
  • 2350g
  • +25 Physical Protection
  • +25 Magical Protection
  • +150 Health
  • +20% CDR
  • PASSIVE – Once every 10s, when you damage an enemy god with an attack, you gain a stack of 2 Protections in an Aura that corresponds with the damage type of the target. Once you have reached 15 stacks of both Protections, this item Evolves, giving you mitigation based on your total protections.


  • +55 Physical Protection
  • +55 Magical Protection
  • +150 Health
  • +20% CDR
  • AURA – Allies within 70 units gain 30 Physical and Magical Protections.
  • PASSIVE – If you have over 400 total Protections, you gain 10% Damage Mitigation. If you have over 600 total Protections, you gain an additional 10% Damage Mitigation.


Our final new item is another Support oriented one. This early game item provides a way to gain more early advantage in lane and gold for your teammates. Building this early would likely delay the stacking of the traditional Support items, so it will be important to leverage that early advantage with this item or consider other non-stacking item options.

  • In Glowing Emerald tree building from Emerald Mail
  • 2250 gold
  • +30 Physical Protection
  • +30 Magical Protection
  • +300 Health
  • +20 HP5
  • Passive
  • PASSIVE – Your next successful basic attack on an enemy lane minion causes it to explode, instantly killing it, dealing 50 (+5 Per Level) magical damage to enemies in a small area and providing 25 bonus gold to your nearest ally. This can only happen once every 20s.
  • Item Changes

The entire Starter Item system we reintroduced in 8.1 has been quite successful, so it’s not seeing any sweeping changes across the board, but we do have a variety of intriguing reworks across multiple classes and roles. There were a few starter items intended to encourage certain roles to play differently, and many of these pushed those roles a bit too far out of their comfort zone. This even led to those items being especially attractive to entirely different roles, which limited options for players and caused balance issues. We aimed to address as many of these situations as possible in 10.1

  • Starter Items

Both Mage Gems had been adopted by Solo Lane Guardians, so these are being adjusted to focus more specifically on damaging bonuses that will be better on traditional mages.


  • Increased additional Magic Power Scaling per stack from 1 to 1.5%
    • (Increased bonus Magical Power Scaling from 20% to 30% at max stacks)


  • Increased Movement Speed buff from 3% to 5% per stack
  • Increased Damage Increase buff from 3% to 5% per stack
  • Removed the Damage Mitigation buff per stack

All 3 Bluestone Pendants have the same change to them – The bonus damage will now deal less damage on repeated hits, and will no longer stack in the way it previously did. Bluestone Pendant’s damage application overly encouraged play on specific gods, usually stance switchers, that had access to more than 3 non-Ultimate abilities. This change will make the item more appealing to a wider variety of gods and it will be much easier to buff and nerf.


  • Reworked PASSIVE – Enemies hit by your damaging Abilities take an additional 60 Physical Damage over 2s. Subsequent hits on the same target do half the bonus damage for the next 3s.
  • This effect no longer stacks, only refreshes


  • Reworked PASSIVE – Enemies hit by your damaging abilities take an additional 200 (+15% of their Current Health) as Physical Damage over 2s. Subsequent hits on the same target do half the bonus damage for the next 3s. 
  • This effect no longer stacks, only refreshes


  • Reworked PASSIVE – Enemies hit by your damaging Abilities are corrupted, taking 250 Physical Damage over 5s and reducing their Attack Speed by 10%. Subsequent hits on the same target do half the bonus damage for the next 3s. Each time you apply corruption you gain 10% Attack Speed and 4% increased Protections for 6s, up to a maximum of 5 stacks.
  • This effect no longer stacks, only refreshes

The Sigil Tree never really found a home in the Solo Lane. We want to continue to push this item toward viability with the primary goal of it being the tankiest option in the lane. One thing it lacked was any sort of HP sustain, so now players will be healed everytime they trigger a new stack of the item’s passive. This effect will translate to the upgrade but at a larger magnitude.


  • Reworked PASSIVE – When you are hit by an ability you gain a stack of Dampening, gaining 5 Protections for 5s and healing for 1% of your Max Health. This occurs only once per ability cast. This can stack twice.


  • Reworked PASSIVE – You gain 5% Damage Mitigation. Whenever you are hit by an ability you gain a stack of Rebuke, providing an additional 4% Damage Mitigation for 8s and healing for 3% of your Max Health. This occurs only once per ability cast. This can stack up to three times.

Next we have some more Warrior adjustments. These changes are all closely linked and stem from the concern that Animosity and Hero’s Axe previously had no homes in any builds. Both of these items better fit the opposite tank class, and so we are swapping them. Warriors will now have access to more basic attack damage, and Guardians will now have access to a new way to peel allies who have been CC’d. With giving Warriors such a strong new upgrade, we felt that Sundering Axe would need a slight buff to make sure its bonus ability damage could keep up with the basic attack damage from the new Axe of Animosity.


  • Increased Base Current Health Steal from 2% to 4% on the Passive


  • Decreased Physical Protection from 45 to 35
  • Decreased Magical Protection from 45 to 35 
  • Now has the passive previously found on the Animosity Starter Upgrade and decreased the damage from 3% to 2.5% 
  • PASSIVE – Your Basic Attacks deal bonus damage equal to 2.5% of your Maximum Health as Magical Damage to enemies and structures.


  • Now has the passive previously found on Hero’s Axe
  • PASSIVE – When an ally god within 55 units of you is hit by a hard crowd control effect, give them a shield equal to 15% of your Maximum Health. This effect can only occur once every 8s.

Last but not least we have the long-awaited War Flag rework! This is a minor rework that essentially preserves the aggressive buff that War Flag provides, but changes the method of earning bonus gold and sustain to one that more closely matches the other Support Starter Items. With this change all 3 Support items should be much closer in their overall economic benefits, so now the decision can be entirely driven by the playstyle of your team. This effect was also carried to the Upgrade.


  • Reworked PASSIVE – Getting the assist for an enemy minion or jungle monster dying will provide 8 Bonus gold, restore 5 Health and 5 Mana. You and nearby allied gods also receive a stack that gives 1% Movement Speed and 2% Attack Speed for 8s to nearby allies up to 10 stacks. If you are not within 30 units of an allied god for 20 seconds this passive is disabled until you are near an allied god again.


  • Reworked PASSIVE – You gain 6 GP5 if you have the lowest gold on your team. Getting an assist for an enemy dying provides a stack that provides 2% Movement Speed and 4% Attack Speed for 8s to nearby allies up to 10 stacks. When you’ve gained 4 or more stacks from assists, once per ability, each time you damage an enemy god you restore 1.25% Health and 1.25% Mana to nearby allies within 55 units and refresh the duration of these stacks.
  • General Items (in Alphabetical Order)


  • Increased Physical Power Scaling from 40% to 50% on the Bonus Damage from the Passive


We also took 10.1 as an opportunity to take a closer look at Penetration items. We wanted to make Flat Penetration harder to access for hunters, and wanted to shift this item to be specifically focused on Power + Lifesteal for hunters. Asi now provides better base stats and an easier to trigger passive to make up for the loss of Penetration.

  • Decreased Cost from 2550 to 2450
  • Increased Physical Power from 25 to 50 
  • Increased Physical Lifesteal from 15% to 20%
  • Decreased Attack Speed from 25% to 20%
  • Removed 15 Physical Penetration
  • Increased HP Threshold where the Passive activates from 35% Health to 50% Health


With the loss of Flat Penetration on Asi, we wanted to make up for that by making sure Hunter’s had more % Penetration options that better fit their stat needs. Atalanta’s is a great place to make room for this stat as we also were planning to remove Crit from it due to concerns that this item offered too much of everything.

  • Decreased Cost from 2500 to 2400
  • Increased Physical Power from 30 to 40
  • Increased Attack Speed from 20% to 25%
  • Removed Physical Lifesteal
  • Removed Critical Strike Chance
  • Added 10% Physical Penetration


  • Decreased Cost from 2750 to 2600
  • Increased Movement Speed from 5% to 7%


Crusher is a great item for Assassins but was often adopted by Hunters which required the item to be nerfed. We are going through a heavier shift here to make it a more late game that requires higher power builds to make the best use of it. With the late game shift also comes a shift from Flat Penetration to % Penetration.

  • Increased Cost from 2400 to 2700
  • Now builds from Warrior’s Bane
  • Increased Physical Power from 40 to 55
  • Increased Attack Speed from 10% to 15%
  • Changed from 10 Physical Penetration to 10% Physical Penetration
  • Removed Flat Physical Damage on the Passive
  • Increased Physical Power Scaling from 20% to 40% on the Passive
  • Passive now deals 50% reduced damage on subsequent hits on the same target within 3s


This item has struggled to find a home in any builds, so we are making more adjustments to make this better appeal to Hunters, and possibly basic attack focused Assassins or Warriors. The Item will now grant Attack Speed, and have its % Penetration entirely within the passive.

  • Removed 10% Physical Penetration 
  • Added 15% Attack Speed 
  • Increased Penetration on Basic Attacks from 15% to 20% on the Passive


  • Increased Cost from 2300 to 2400


  • Cost increased from 2000 to 2250
  • Increased the Attack Speed reduction of enemy structures from 30% to 40% on the Passive


This item is being shifted to better focus on the primary stats of its Tree: HP and HP5, and have less protections.

  • Decreased Cost from 2400 to 2300
  • Increased Health from 250 to 350
  • Increased HP5 from 15 to 20
  • Decreased Physical Protection from 30 to 20
  • Decreased Magical Protection from 30 to 20


  • Increased Physical Protection from 40 to 50


  • Decreased Health from 200 to 150
  • Increased  Damage Mitigation from 3% to 4% on the Passive


Rage is generally defined by its large amount of Crit Chance and not having much else. This has really constrained its potential and caused the item to falloff heavily in recent years. Rage will now have much more Physical Power to make it a better fit in a variety of builds.

  • Increased Critical Strike Chance from 30% to 35%
  • Decreased Critical Strike Chance per stack from 3% to 2.5%
  • Added 5 Physical Power per stacks
  • Decreased Max Stack from 5 to 4
  • Results in Evolved Rage with Stats:
    • Physical Power increased from 35 to 55
    • Critical Strike Chance unchanged (45%)


  • Decreased Cost from 3000 to 2850


This item has a unique passive that was often overlooked for its raw stats. We are changing this item from a 20% Pen option to a 10% Pen option, which will make it less of a necessity for Hunters. It will gain some Physical Power to make sure it doesn’t drop off entirely, and its strong passive should still make this a valuable option for the gods that can use it well.

  • Increased Physical Power from 25 to 35
  • Decrease Physical Penetration from 20% to 10%


Mages have historically struggled against tanks, especially in the late game, so we wanted to provide another % Penetration option for them. This item’s passive applies a damage amplification debuff which also works well for shredding tanks which makes it the primary option from this tree to convert from flat pen to % pen.

  • Now builds from Spell Focus
  • Changed from 10 Magical Penetration to 10% Magical Penetration


  • Decreased Cost from 2700 to 2550
  • Increased Physical Power from 45 to 50 
  • Increased Magical Power from 70 to 80
  • Class Changes

In an update packed with impactful changes, we still have more to go! These god changes are possibly some of the most impactful yet, and they fit well into the goals that were mentioned in the Conquest and Item Balance sections. We wanted to implement new Class bonuses for a few reasons. These create more inherent differentiation between the Classes of SMITE, these have the potential to solve some problems that have been historically hard to solve (such as Warriors taking over the Jungle) and these have the potential to create big shake-ups in the meta.

We wanted to adjust the Magical Protection base stats as well. These have always been exactly the same on all gods, which creates a strange dynamic between Magical and Physical Damage, especially in the early game. Previous to 10.1 all gods had significantly higher Magical Protection than Physical Protection at level 1. With these new changes that will no longer be the case. This gives Tanks a new advantage, and helps improve the DPS of Mages and Guardians in the early game.

And finally, we are decreasing the Base Basic Attack Power of all Hunters. Hunters have steadily crept up in strength, especially in the early game, making them the single biggest threat on most teams at all times. We want to shift them back to relying more on their teammates in the early game, but keep their late game power.

  • NEW Class Bonuses
    • Warriors
      • Warriors gain Bonus 5 (+0.25% Per Level) CDR
        • Scales from 5% at level 1 to 10% at level 20 
    • Assassins
      • Assassins gain Bonus 5 (+0.25 Per Level) Physical Penetration
        • Scales from 5 at level 1 to 10 at level 20 
    • Mages
      • Mages gain Bonus 20 (+1 Per level) Magical Power
        • Scales from 20 at level 1 to 40 at Level 20 
    • Guardians
      • Guardians gain Bonus 10% (+0.5% Per Level) CCR
        • Scales from 10% at level 1 to 20% at level 20 
    • Hunters
      • Hunters gain Bonus (+0.5% Per Level) Increased Damage on their Basic Attacks
        • Scales from 100% at level 1 to 110% at level 20
  • Base Magical Protections
    • Decreased from 38.4 on all classes to
      • 30 on Mages, Hunters, Assassins
      • 32 on Warriors
      • 35 on Guardians 
    • Increased Magical Protections Per Level from 1.2 to 1.6 on all classes 
  • Basic Attack Power
    • Decreased Base Basic Attack Power by 5 on all Hunters
  • God Balance Changes



  • Decreased Bonus Damage from 14/18/22/26/30 to 10/15/20/25/30


  • Increased Damage Reduction on subsequent sword hits from 30% to 40% per sword (Max reduction 80%)



  • Decreased Physical Power Scaling from 65% to 60% per hit
    • (Total Scaling Decreased from 130% to 120%)


  • Decreased Base Damage from 260/320/380/440/500 to 230/290/350/410/470



  • Decreased Physical Power Scaling from 15% to 10% on each hit of the Arc Damage that Thor gains after landing from this ability



  • Decreased Magical Power Scaling from 80% to 70%
  • Increased Cooldown from 7/6.5/6/5.5/5 to 8/7.5/7/6.5/6



  • Lane Minions take an extra +15% damage from this ability


  • Decreased Cooldown from 10s to 9s



  • Increased the maximum number of Traps Artemis can have on the Battleground from 3 to 4


  • Increased Base Damage from 90/140/190/240/290  to 100/150/200/250/300
  • Increased Physical Power Scaling from 60% to 65%



  • This ability now heals Bacchus for 0/30/40/50/60/70 (+15% of your Magical Power) when used


  • Decreased Cooldown from 16/15.5/15/14.5/14s to 14s at all ranks



  • Increased Active Cooldown Reduction when eating a minion from 1/1.25/1.5/1.75/2 to 2s at all ranks


  • Increased Slow on the deployed area from 20/25/30/35/40% 30/32.5/35/37.5/40%



  • Now Provides 25% Attack Speed at all ranks in addition to the other effects


  • Increased protections gained while channeling this ability from 1.5 to 2 per level



  • Increased Base Damage from 85/140/195/250/305 to 95/150/205/260/315 
  • Increased Physical Power Scaling from 55% to 60%



  • Hinder now applies 10% Magical Protection Reduction in addition to the flat Magical Protection Reduction



  • Increased Base Damage from 85/155/225/295/365 to 100/170/240/310/380


  • Now Provides 25% Attack Speed at all ranks in addition to the other effects
  • Decreased Cooldown from 17s to 15s



  • Increased Base Damage from 50/90/130/170/210 to 65/105/145/185/225
  • Increased Slow from 20/25/30/35/40% to 30/32.5/35/37.5/40%



  • Increased Base Damage from 60/115/170/225/280 to 70/125/180/235/290 on Hamstring


  • Increased Base Damage from 40/65/90/115/140 to 55/80/105/130/155 on Battle Stomp


  • Increased Protection Reduction Debuff from 7% to 10% on Twin Cleave
    • (Total debuff increased from 14% to 20% at max stacks)



  • Increased Slow from 20% to 20/22.5/25/27.5/30%
  • Decreased Cooldown from 16s to 14s



  • Decreased Cooldown from 180s to 120s


  • This ability now Cripples in addition to the Root for the same duration



  • Increased Magical Power Scaling on the initial hit from 30% to 40%


  • Increased Magical Power Scaling on the damage dealt per Mark Consumed from 5% to 8%



  • Increased Base Damage from 65/115/165/215/265 to 80/130/180/230/280


  • Decreased Cooldown from 100s to 90s



  • Increased Olorun’s Critical Strike Damage from 1.3x to 1.5x damage



  • Increased Madness Duration from 1.0/1.1/1.2/1.3/1.4s to 1.4s at all ranks


  • Decreased Cooldown from 18 to 16s



  • Decreased the time it takes for Kaldr to regenerate health from 1 HP every 5s to 1 HP every 4s.


  • Decreased cooldown from 14 to 12s


  • Added damage on initial hit of 45/85/125/165/205 + 25% on both Skadi and Kaldr’s snowstorms
  • Decreased tick damage from 10/20/30/40/50 + 7.5% to 5/10/15/20/25 + 5%
    • (Overall damage increased from 160/320/480/640/800 + 120% to 170/330/490/650/810 + 130%)



  • Increased Base Damage from 80/115/150/185/220 to 90/125/160/195/230


  • Increased Slow from 25% to 30/32.5/35/37.5/40%
  • Increased Protections from 15% to 20%



  • The Healing over time has been removed from this ability
  • Added 30% Physical Lifesteal while Vamana is Colossal
  • Increased Shield from 1% of Max Health per 0.2s to 2% of Max Health per 0.2s



  • This ability now also provides Xbalanque with 20/30/40/50/60% Attack Speed while the effect is active
Conquest NPC Appendix
  • Lane Minion Stat Changes
    • Scaling (every 3 minutes)
      • Movement Speed: +2%
  • Duo Side Stacking Buff Scorpion Stats
    • Base
      • Gold Reward: 20
      • XP Reward: 45
      • Health: 900
      • Physical Power: 28
      • Physical Protection: 16
      • Magical Protection: 8
    • Scaling (every 3 minutes)
      • Gold Reward: +2
      • XP Reward: +12
      • Health: +205
      • Physical Power: +6
      • Physical Protection: +4
      • Magical Protection: +4
  • Solo Side Stacking Buff Scorpion Stats
    • Base
      • Gold Reward: 20
      • XP Reward: 45
      • Health: 500
      • Physical Power: 28
      • Physical Protection: 6
      • Magical Protection: 10
    • Scaling (every 3 minutes)
      • Gold Reward: +2
      • XP Reward: +12
      • Health: +145
      • Physical Power: +6
      • Physical Protection: +2
      • Magical Protection: +2
  • Roaming Harpy Stats
    • Base
      • Gold Reward: 8
      • XP Reward: 18
      • Health: 110
      • Physical Power: 8
      • Physical Protection: 6
      • Magical Protection: 2
    • Scaling (every 3 minutes)
      • Gold Reward: +0.5
      • XP Reward: +3
      • Health: +90
      • Physical Power: +4
      • Physical Protection: +2
      • Magical Protection: +2
  • Mid Harpy Stats
    • Base
      • Gold Reward: 12
      • XP Reward: 34
      • Health: 600
      • Physical Power: 20
      • Physical Protection: 9
      • Magical Protection: 2
    • Scaling (every 3 minutes)
      • Gold Reward: +0.5
      • XP Reward: +3
      • Health: +120
      • Physical Power: +4
      • Physical Protection: +2
      • Magical Protection: +2
  • Back Harpy Camps Stat Changes
    • Elder Harpy
      • Base
        • Increased XP Reward from 28 to 40
        • Increased Gold Reward from 20 to 24
      • Scaling (every 3 minutes)
        • Increased XP Reward from +9 to +12
        • Increased Gold Reward from +1.5 to +2
    • Harpy
      • Scaling (every 3 minutes)
        • Increased XP Reward from +9 to +12
        • Increased Gold Reward from +1.5 to +2
  • Purple Buff Camp Stat Changes
    • Buff Holder NPC (Alpha Chimaera)
      • Base
        • Increased Gold Reward from 60 to 62
        • Increased XP Reward from 128 to 136 
        • Decreased Health from 700 to 550
        • Decreased Physical Power from 24 to 18
    • Buff Guard NPC (Mini)
      • Base
        • Increased Gold Reward from 18 to 26
        • Increased XP Reward from 33 to 40
  • Red Buff Camp Stat Changes
    • Buff Holder NPC (Alpha Manticore)
      • Base
        • Increased Gold Reward from 60 to 62
        • Increased XP Reward from 128 to 136 
        • Decreased Health from 700 to 650
        • Decreased Physical Power from 24 to 18
    • Buff Guard NPC (Mini)
      • Base
        • Increased Gold Reward from 18 to 26
        • Increased XP Reward from 33 to 40 
        • Decreased base Physical Power from 12 to 10
  • Green Buff Camp Stats
    • Buff Holder NPC (Elder Dryad)
      • Base
        • Gold Reward: 44
        • XP Reward: 70
        • Health: 480
        • Physical Power: 12
        • Physical Protection: 9
        • Magical Protection: 2
      • Scaling (every 3 minutes)
        • Gold Reward: +1.5
        • XP Reward: +9
        • Health: +120
        • Physical Power: +4
        • Physical Protection: +2
        • Magical Protection: +2
    • Buff Guard NPC (Mini)
      • Base
        • Gold Reward: 14
        • XP Reward: 28
        • Health: 80
        • Physical Power: 6
        • Physical Protection: 2
        • Magical Protection: 5
      • Scaling (every 3 minutes)
        • Gold Reward: +1.5
        • XP Reward: +9
        • Health: +120
        • Physical Power: +6
        • Physical Protection: +2
        • Magical Protection: +2
  • Speed Buff Camp Stat Changes
    • Buff Holder NPC (Chief Centaur)
      • Base
        • Increased Gold Reward from 60 to 62
        • Increased XP Reward from 128 to 136 
        • Decreased Health from 700 to 575
        • Decreased Physical Power from 24 to 18
    • Buff Guard NPC (Mini)
      • Base
        • Increased Gold Reward from 18 to 26
        • Increased XP Reward from 33 to 40 
        • Decreased base Physical Power from 12 to 10
  • Blue Buff Camp Stat Changes
    • Buff Holder NPC (Elder Satyr)
      • Base
        • Decreased Gold Reward from 96 to 44
        • Decreased XP Reward from 194 to 70
        • Decreased Health from 500 to 450
        • Decreased Physical Power from 24 to 15
    • Buff Guard NPC (Mini)
      • Base
        • Gold Reward: 14
        • XP Reward: 28
        • Health: 80
        • Physical Power: 6
        • Physical Protection: 2
        • Magical Protection: 5
      • Scaling (every 3 minutes)
        • Gold Reward: +1.5
        • XP Reward: +9
        • Health: +120
        • Physical Power: +6
        • Physical Protection: +2
        • Magical Protection: +2

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Image of Nikola L
Nikola L
Nikola has been a Staff Writer at Prima Games since May 2022. He has been gaming since being able to hold an Amiga 500 joystick on his own, back in the early 90s (when gaming was really good!). Nikola has helped organize dozens of gaming events and tournaments and has been professionally attached to gaming since 2009.