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  1. Season 3: Ranked Rewards
  2. Players who are at Gold 5 or higher will receive Iron Tyrant Xing Tian. You need to be Gold 5 or higher on January 31st, 2017 to be eligible for this reward.
  3. Players who are at Platinum 5 or higher will receive a Loading Frame that is representative of their achievements. You will need to be Platinum 5 or higher by January 31st, 2017 to be eligible for this reward.
  4. Xing Tian Iron Tyrant
  5. Iron Tyrant Loading Frames:
  6. Diamond Conquest
  7. Diamond Joust
  8. Masters Conquest
  9. Masters Joust
  10. Platinum Conquest
  11. Platinum Joust
  12. Season 4: Ranked Update
  13. All Ranked MMR values have been hard reset. Everyone will begin this season at the same MMR value.
  14. In subsequent seasons we will do a soft reset.
  15. Updated Qualifying
  16.  
  17. We have updated our placement algorithm for placing players out of qualifying to better represent their estimated skill.
  18. Multiple Splits
  19.  
  20. The full Ranked Season has now been divided into multiple Splits, mirroring our eSports scene.
  21. At the end of each Split, we will distribute rewards and do a soft reset of the Ranked Ladder, leading into the next Split.
  22. Promotion Games Removed
  23.  
  24. Any points earned past 100 will go towards your next division. (ex: After a win a player has 108 points. They will promote to the next division and have 8 points in that division.)
  25. Players now only need to reach 101 points to go to the next division instead of needing to get 100 points and then win again.
  26. After being promoted players will have protection from immediately being demoted for a few games.
  27. Lobby Timers Updated
  28.  
  29. Teams in draft pick will now have bonus time they can use during the Pick and Banning phase. If a Pick or Ban timer hits 0, it will begin taking time away from the bonus time pool instead. This time is shared across all the Pick and Ban phases for your team.
  30. Ranked Pause
  31.  
  32. Teams can now pause during ranked game. A team who wishes to pause will need to start a vote. Once the vote has passed, the game will pause automatically once everyone is out of combat. The pause will last for one minute.
  33. This can only be done once per team per game.
  34. New Leaderboards
  35.  
  36. All leaderboards will now show the region that the player plays in.
  37. Masters division is back and Grandmasters has been updated.
  38. Masters division now sits between Diamond and Grandmasters.
  39. Grandmasters now only accepts the Top 25 Players from Masters into its ranks.
  40. God Leaderboards:
  41. Players will now be able to see how they compare against other players when playing a specific God.
  42. After 5 qualifying games with a God you will be placed on the God Leaderboard and will be able to see how you stand up against other players.
  43. Depending on your placement you will be placed into one of three tiers. This placement will appear around you in the Lobby once you have selected a character your are ranked with.
  44. Ranked Rewards
  45.  
  46. Each split there will be rewards available to everyone for simply playing Ranked. Qualifying will earn you a bonus Chest Roll, while winning 25 games will give you a special Recall FX that is tied to the split you are playing in.
  47. Additionally, there are now Gem Rewards available for the top 25 players in each league.
  48. Top 5 Players will receive 3500 Gems.
  49. Top 6 – 20 players will receive 2500 Gems.
  50. Top 21 – 25 Players will receive 1500 Gems.
  51. God Leaderboards will also have their own rewards. If you are in the top 3 for any given God you will receive a Gem Reward.
  52. 1st : 800 Gems.
  53. 2nd : 400 Gems.
  54. 3rd : 200 Gems.
  55. Intelligent Matchmaking of Low Population Regions
  56.  
  57. During low population times, the Matchmaking algorithm will look for players outside the preferred region, taking ping into consideration.
  58. This will only occur when no match can be found due to low population.
  59. Season Ticket 2017 – Spring Split
  60. “The Season Ticket has undergone a redesign this year in both how it looks and how it functions. First and foremost, The Season Ticket has now been divided into three different Splits. During these splits, ALL players will be able to earn FP and progress towards FP unlocks without paying in to the Season Ticket. Purchasing the Season Ticket will now provide immediate rewards exclusive to purchasing the ticket as well as bonus FP and the ability to vote on games to earn more.
  61.  
  62. Unlocked by Purchasing the Spring Season Ticket
  63.  
  64. Modern Mercenary Nemesis
  65. The ability to vote on games for FP
  66. Permanent FP Booster.
  67. 15 Team Worshiper Boosters
  68. In the Match Lobby players can activate these boosters and share the benefit of the booster to the team. This Worshiper Booster will give everyone on your team 2x Worshipers that game.
  69. Bundle of Quests that will give up to 1500 FP.
  70. Unlocked through FP Unlocks (Free to all Players)
  71.  
  72. Cutesy Chest
  73. Enigma Chest Roll
  74. Season Ticket 2017 Spring Recall FX
  75. 2017 Season Ticket Loading Frame
  76. Enigma Chest Roll
  77. Undying Chest 2017 Roll
  78. Cutest Global Emote
  79. Nevercake Announcer Pack
  80. Enigma Chest Roll
  81. Swarm Sentry Ah Muzen Cab (Available in 4.2)
  82. Undying Chest 2017 Content
  83.  
  84. Full Metal Vulcan
  85. Encore Agni
  86. Dragonsbane Ullr
  87. Agony Bellona
  88. Terror-dactyl Camazotz
  89. iDusa Elite Medusa
  90. Clash Map Update
  91. “Clash has quickly become one of SMITE’s most popular game modes! It is a fun middle ground between Arena and other lane based modes, like Conquest. Player feedback overwhelmingly showed that they wanted a new art style besides Greek, so we brought back one of our favorites: Egyptian! Clash now features a completely new art style as well as a new Jungle Boss, Apophis, the Chaos Serpent. It also features a variety of layout changes, while staying true to the core design of Clash.”
  92.  
  93. New Art Style
  94.  
  95. Egyptian Themed Map
  96. New Titans
  97. New Minions
  98. New Towers
  99. New Phoenixes
  100. New Map Layout Changes
  101.  
  102. Widened Center Area
  103. New paths to Center Area
  104. Adjusted outer paths
  105. New Jungle Boss – Apophis
  106.  
  107. XP value set at 50. This increases to 100 at later stages of the game.
  108. Gold value set at 100. This increases to 150 at later stages of the game.
  109. Base Health value set at 3200.
  110. Health per Min value set at 130. This increases to 175 at later stages of the game.
  111. Replaces Fire Giant and Gold Fury.
  112. Spawns in the center of the Map at 10 Minutes.
  113. Deals massive Damage and knocks back nearby gods upon spawning.
  114. Provides a Buff to the killing team. This Buff becomes more powerful later into the game.
  115. Grants bonus Magical Power and Physical Power. Enemy gods hit by your Abilities take damage equal to a fraction of their Max Health over 4 seconds.
  116. New Gameplay Changes
  117.  
  118. New Jungle Camps
  119. New characters for Red buff and Blue buff holders
  120. New Phoenixes
  121. New Phoenixes have a much higher Attack Speed and lower Base Damage.
  122. Kill Bounty Changes
  123. For experience you get an additional 20% XP based on the level difference. (20% base xp * level difference)
  124. Season 4 Conquest Map Update
  125. “Conquest is the primary competitive game mode for SMITE. With each new season comes new challenges to this map. We listened and watched carefully as Season 3 unfolded. In 2016, we saw the rise and fall of many types of metagame, but there were two primary issues we wanted to address: Adding more meaningful choices to early game and enhancing late game objectives. We believe the Season 4 Conquest update will bring a diverse group of strategies with its new start and twists on Gold Fury and Fire Giant!”
  126.  
  127. Map Changes
  128.  
  129. Small adjustments to Jungle paths have been made to equalize time and distance between objectives on Order and Chaos sides of the map.
  130. Both the Order Speed camp and the Chaos Damage camp see a change to their geometry and leash to shift the time it takes to reach the Mid Lane.
  131. Players can no longer see into the camp from the Mid Lane.
  132. 2017-01-18
  133.  
  134. General Gameplay
  135.  
  136. Game Start Changes
  137. Game starts at -1:30
  138. Minions spawn at 0:00
  139. The ENTIRE Jungle spawns at 0:30
  140. Kill Bounty Changes
  141. For experience, you get an additional 10% XP based on the level difference. (10% base xp * level difference)
  142. minion and jungle changes
  143.  
  144. “The Experience and Gold rates around the map have changed. Minion Waves are now worth slightly less Experience, while the Jungle holds a little more Experience. This combined with changes to the start of the map, Jungle difficulty, and changes to Bumba’s Mask are designed with the goal of removing the focus on the mid lane.”
  145.  
  146. Conquest Minion Changes
  147.  
  148. Swordsman
  149. XP decreased from 65 → 60
  150. Archer
  151. XP decreased from 45 → 40
  152. Brute
  153. XP decreased from 65 → 60
  154. Conquest Jungle Monster Changes
  155.  
  156. Fixed an issue where Jungle Monster HP scaled at double the scaling rate while dead.
  157. The scaling of Jungle Monsters has been adjusted to compensate. All jungle monsters have been adjusted to ensure they spawn at the same health they do in live.
  158. “Since the early days of SMITE, Jungle Monsters have always scaled twice as fast while dead, making camps that were taken consistently tankier than those which were left alive. This has now been removed to keep the pace of the game and the toughness of the camps close. We are also increasing the Base Health per Minute that Jungle Monsters receive.”
  159. Boars
  160. Removed from the Conquest Map
  161. Harpy
  162. XP value increased from 30 → 45
  163. Gold value increased from 13 → 28
  164. Base Health decreased from 425 → 375
  165. Health per Min increased from 25 → 50
  166. Elder Harpy
  167. XP value decreased from 110 → 55
  168. Gold value decreased from 45 → 38
  169. Base Health decreased from 550 → 470
  170. Health per Min increased from 30 → 70
  171. Cyclops Rogue (NEW)
  172. “The new Jungle Buff is one that should be aggressive and should be suitable for any class to pick up. The Protection Reduction Aura buff serves these purposes quite well, favoring early game aggression.”
  173. XP value set to 160
  174. Gold value set to 60
  175. Base Health set to 790
  176. Health per min set to 150
  177. Drops Purple Jungle Buff (NEW)
  178. AURA – Enemy Gods within 55 units have their Magical and Physical Protections reduced by 10.
  179. Cyclops Rogue Small (NEW)
  180. XP value set to 40
  181. Gold value set to 20
  182. Base Health set to 90
  183. Health per min set to 90
  184. Damage, Speed, and Mana Cyclops
  185. “I am a dev commentary section. Fill me in please.“
  186. XP increased from 150 → 160
  187. Base Health decreased from 960 → 790
  188. Health per Min increased from 65 → 150
  189. Fire Elemental
  190. Base Health decreased from 180 → 100
  191. Health per Min increased from 40 → 80
  192. Elder Elemental (NEW)
  193. XP value set to 105
  194. Gold value set to 46
  195. Base Health set to 760
  196. Health per Min set to 165
  197. Oracle Harpy Camp (NEW)
  198.  
  199. “When we began planning for Season 4 we wanted to focus on addressing some issue with the Conquest map. In the early game there was a much heavier emphasis on Fire Giant side that lead to the duo lane having less to do overall. The Oracle Harpy camp brings some of the early game focus back to the Gold Fury side by giving the duo lanes an objective to fight over. In Season 4 we wanted to add objectives that gave unique types of rewards. Through play-testing we found that tactical advantages like vision or movement were great rewards for these types of objectives.”
  200. New type of objective that offers early game tactical advantages in addition to XP/Gold.
  201. Contains 2 Oracle Harpies
  202. Oracle Harpy (NEW):
  203. XP value set to 85
  204. Gold value set to 42
  205. Base Health set to 760
  206. Health per Min set to 165
  207. Location: Gold Fury Camp
  208. Spaw Time: 00:30 seconds
  209. Respawn Time: 3:00
  210. Rewards:
  211. If a team kills both Oracle Harpies, that team is given vision of the Gold Fury pit for 90 seconds.
  212. This vision cannot be countered by Sentry Wards
  213. Vision granted by the Oracle Harpies does not reveal Wards nor Stealthed units
  214. Neither team gets vision if Kills are split
  215. Total Camp XP is set to 170
  216. Total Camp Gold is set to 84
  217. Boss – Portal Demon (NEW)
  218.  
  219. “Similar to The Oracle Harpy, we wanted to provide more objectives to fight over at key stages of the game. Where Gold and Fire Giant have their purpose, none of them allow for a team to gain a direct positioning advantage. The Portal Demon boss now gives teams flexibility in what objective they want to prioritize by giving them brief control over the Fire Giant pit.”
  220. New type of objective that offers late game tactical advantages in addition to XP/Gold for reasons
  221. Boss – Portal Demon (NEW):
  222. Team XP value set to 100
  223. Team Gold value set to 150
  224. Base Health set to 2500
  225. Health per Min set to 410
  226. Team XP value set to 100
  227. Team Gold value set to 150
  228. Base Health set to 2500
  229. Health per min set to 410
  230. Location: Across from Fire Giant Camp
  231. Spawn Time: 10:00 minutes
  232. Respawn Time: 5:00 minutes
  233. Rewards
  234. When killed, the Portal Demon creates a one-way portal from the killing team’s base to the Fire Giant pit that lasts for 1 minute
  235. Grants 100 Team XP and 150 Team Gold
  236. Boss – Gold Fury
  237.  
  238. “I am a dev commentary section. Fill me in please.“
  239. Increased starting gold rewards to incentivize and reward early Gold Fury kills, while still keeping the time the Gold Fury reaches the gold cap amount the same.
  240. Increased starting Gold reward from 150 → 190
  241. Decreased Gold reward increase per minute from 10 → 8
  242. Base Health decreased from 2700 → 2200
  243. Health per Min increased from 216 → 380
  244. Boss – Fire Giant
  245.  
  246. Base Health decreased from 7000 → 3750
  247. Health per min increased from 130 → 520
  248. Season 4 Consumable Updates
  249. Rituals
  250.  
  251. “A new type of item comes to SMITE as a Consumable! The powerful Ritual Items are designed to enhance the late game experience of SMITE. When your build was finished, there were very few options for players to help end the game. Rituals will now provide way more options, but at a very high cost, especially since you only get one use per purchase. These items will allow skilled players to make truly amazing plays in the late game.”
  252.  
  253. Features
  254.  
  255. Only usable after Level 10
  256. One use per Purchase
  257. Provides a single use Relic or Ability-like effect
  258. Grouped with Potions of Might and Elixirs on a new “Late Game Consumables” tab
  259. New Ritual Consumables
  260.  
  261. Flickering Ritual
  262. Cost: 750 Gold
  263. When activated, it teleports you to a ground target location up to 55 units away instantly. Can be used during combat.
  264. Frenzied Ritual
  265. Cost: 750 Gold
  266. When activated, it buffs all allies within 55 units of the user, increasing their Damage output by 25% on all targets, and increases Attack Speed 20% for 10s.
  267. Rallying Ritual
  268. Cost: 750 Gold
  269. When activated, it teleports you to the allied God of your choice after a 4s channel time. Can be interrupted by Hard CC and Ritual is lost.
  270. Revealing Ritual
  271. Cost: 750 Gold
  272. When activated, it provides your entire team with vision of the entire enemy team, revealing their locations on the map, and also reveals all enemy wards within 70 units of the user. Lasts 5s.
  273.  
  274. Chalices
  275.  
  276. “Another new Consumable enters SMITE, but these are for the early game. Chalices allow players to invest an initially large amount of Gold for a stack of Potions or Wards that can be refilled. These are priced appropriately to fit well into starting builds.”
  277.  
  278. Features
  279.  
  280. They work like a stack of Potions
  281. Duration is refreshed, not stacked, on multiple uses
  282. Have a specified maximum charges
  283. Stacks are refilled to full every time you return to base
  284. Can be found grouped with normal Wards and regeneration Potions
  285. Selling these yields no Gold if you leave base or use any charges
  286. New Chalice Consumables
  287.  
  288. Chalice of Healing
  289. Cost: 300 Gold
  290. Max stacks: 3
  291. Heals 250 Health over 25 seconds per use
  292. Chalice of Mana
  293. Cost: 300 Gold
  294. Max stacks: 3
  295. Heals 150 Mana over 25 seconds per use
  296. Chalice of the Oracle
  297. Cost: 300 Gold
  298. Max stacks: 2
  299. Place a Ward per use
  300. Updated Consumables
  301.  
  302. “With the addition of Chalices and Rituals and the balance adjustments in season 3, Power Potions have become less attractive. They are seeing slight buffs to their duration to help them compete with other Consumables and help them better stack with Rituals.”
  303.  
  304. Potion of Magical Might
  305. Increased duration from 3m → 5m
  306. Potion of Physical Might
  307. Increased duration from 3m → 5m
  308. Season 4 Relic Updates
  309. “Relics are seeing a variety of balance changes, as well as two more system changes. The smaller of which is new names and Icons. Relics have been renamed to their historical SMITE names and are also now all actually in reference to Relics, aka legendary objects. The larger new feature is Relic Upgrading! In Season 4 at any time in a match, you may pay 500 Gold to upgrade your Relic for a specified bonus. This adds a good bit of complexity to build order allows for more meaningful choices in selecting which Relics to use.”
  310.  
  311. General
  312.  
  313. Re-organize Relic Tab
  314. Update Relic Descriptions
  315. Relics can be Upgraded
  316. Select a Relic you already own and spend 500g to upgrade the Relic at any time.
  317. Removed Relics
  318.  
  319. Frenzy
  320. Has been re-designed as a consumable and has been removed from as a Relic.
  321. Scout
  322. Has been re-designed as a consumable and has been removed as a Relic.
  323. Changed Relics
  324.  
  325. Aegis Amulet
  326. Previously known as Sanctuary
  327. Can be upgraded
  328. Cooldown decreases from 160s → 130s
  329. Blink Rune
  330. Previously known as Blink
  331. Can be upgraded
  332. Cooldown decreases from 120s → 90s
  333. Cursed Ankh
  334. “In Season 4, we want to focus on each Relic’s most unique element. Curse is having its Slow removed to allow its Healing Reduction features to shine. This relic might seem weaker overall, but against specific healing heavy teams it is now much stronger.”
  335.  
  336. Previously known as Curse
  337. Increased Healing Reduction duration from 5s → 10s
  338. No longer slows
  339. Can be upgraded
  340. Healing Reduction increases from 50% → 65% and duration increases from 10s → 15s
  341. Hand of the Gods
  342. “Hand of the Gods was originally designed to be a jungle clear assistance tool, and it will be returning to that form again in Season 4. Using a Relic to secure jungle bosses really took away from gods who had great abilities for this same purpose, so HoG (or Wrath) won’t be filling that niche anymore. To compensate for its loss of jungle boss effects, it is gaining a strong cooldown reduction for getting the killing blow on jungle monsters.”
  343.  
  344. Previously known as Wrath
  345. Now deals 300 + 10 per Level Damage to a single enemy Minion or Jungle Monster within 12 units. Target will be the one with highest max HP. The Relic’s Cooldown will be reduced by 30s if you kill a Jungle Mob with it. Deals no damage to Jungle Bosses.
  346. Can be upgraded
  347. Now also stuns all enemy gods in range
  348. Heavenly Wings
  349. Previously known as Sprint
  350. Now only cleanses slows upon activation, does not provide Slow Immunity throughout the duration
  351. Can be upgraded
  352. All allies hit by this effect are immune to Basic Attack Slow penalty.
  353. Magic Shell
  354. Previously known as Shell
  355. Base Protections received decreased from 45 → 30
  356. Damage mitigation reduced from 15% → 5%
  357. Can be upgraded
  358. Protections given increases from 30 → 45 and Mitigation Buff increases from 5% → 10%
  359. Meditation Cloak
  360. Previously known as Meditation
  361. Can be upgraded
  362. Provides all allies hit with a Buff of 45 MP5 and 15 HP5 for 30s
  363. Phantom Veil
  364. Previously known as Phantom
  365. New Visual FX and Audio
  366. Removed Basic Attack Slow Immunity
  367. Now applies 40% CC reduction and Immunity to knockups to allies affected by it.
  368. Can be upgraded
  369. Duration increases from 5s → 10s
  370. Purification Beads
  371. Previously known as Purification
  372. Can be upgraded
  373. Cooldown decreases from 160s → 130s
  374. Shield of Thorns
  375. Previously known as Thorns
  376. Damage Reflect increased from 40% → 50%
  377. Can be upgraded
  378. Duration increases from 5s → 8s and Cooldown decreases from 120s →100s
  379. Sundering Spear
  380. Previously known as Sunder
  381. Updated Audio
  382. Protection and Attack Speed Debuffs removed, now increases Damage taken by the target by 30% for 5s
  383. Can be upgraded
  384. Damage increases from 40 + 14 per level → 60 + 20 per level and cooldown decreases from 120s → 100s
  385. Teleport Glyph
  386. Previously known as Teleport
  387. Increased cooldown from 180s → 200s
  388. Can be upgraded
  389. Cooldown decreases from 200s → 160s
  390. New Relics
  391.  
  392. Horrific Emblem
  393. Using this item slows enemy gods within 55 units by 40% and also reduces their Attack Speed by 25%. Lasts 5s. Cooldown – 150s
  394. Can be upgraded
  395. Cooldown decreases from 150s → 120s
  396. Bracer of Undoing
  397. “A brand new Relic is making its appearance in SMITE. Bracer of Undoing falls into the realm of Beads and Aegis, by giving an individual player a strong tool to prevent their own death. This Relic allows for players to heavily bait their enemies, thinking they will secure a kill, but it can be countered by Healing Reduction.”
  398.  
  399. Using this item subtracts 3s from all Abilities currently on Cooldown and restores 50% Health and Mana lost within the last 3s. Cooldown -120s
  400. Can be upgraded
  401. Recent Damage Time increases from 3s → 5s
  402. Season 4 Item Update
  403.  
  404.  
  405. “With Season 4, we are making a large number of changes to items with a few goals in mine. First and foremost, we want players to have more control and options over their starting builds. We added new Starting Items and reduced the cost of most Tier 1 items, allowing for players to mix and match items together in ways that haven’t be available before. This should provide a good foundation for players to explore non-traditional roles, such as Warrior supports or Mage Solos. Additionally, Item Passives are more focused on finding opportunities to counter build against opponents. Core stats like CDR and Penetration are found on more items and are tied to more unique effects, allowing for increased diversity when building these stats. Support players will also find a variety of new aura and utility options to assist their team.
  406.  
  407. With our Season 4 patch, there are many new items, effects, and balance changes and we want players to experiment on PTS with these new choices. We will be watching closely and making final balance and design decisions as PTS unfolds.”
  408.  
  409. Can now sort the store by Crowd Control Reduction % (CCR)
  410. New Stat – Penetration
  411. Can be found on items available to all gods. It applies the proper pen to your stats depending on if you are Magical or Physical once purchased.
  412.  
  413.  
  414. Starter Items
  415. Bluestone Pendant
  416. “Bluestone is losing some total Mana and gaining some MP5 to focus it more towards its intended role: Empowering Physical gods with Ability-based clear and poke Damage.”
  417.  
  418. Decreased Mana from 100 → 50
  419. Added 5 MP5
  420. Bumba's Mask
  421. “Bumba’s Mark is seeing significant changes in Cost Reduction, increased Damage, and the removal of Gold splitting. In Season 4, we want Junglers to have more diverse God selection, builds and more independence. The large adjustments to Conquest synergize with these goals.”
  422.  
  423. Decreased Cost from 800 → 500
  424. Removed MP5
  425. Added 50 Health
  426. Added 50 Mana
  427. Increase True Damage on Basic Attacks on Jungle Camps from 10 → 15
  428. Increased Ability Damage Bonus on Jungle Camps from 10% → 15%
  429. Removed Gold sharing Bonus
  430. Added 4 Gold and 25 Mana Bonus per Jungle Camp kill
  431. Death's Toll
  432. “Death’s Toll is losing some Power while gaining increased Health and Passive effects to focus it more toward its intended role: Providing Physical gods with early game sustain.”
  433.  
  434. Decreased Physical Power from 15 → 10
  435. Increased Health from 90 → 100
  436. Increased PASSIVE Heal from 6 → 8 Health
  437. Increased PASSIVE Mana restore from 2 → 3 Mana
  438. Rangda's Mask
  439. “Rangda’s Mask is the aggressive cousin of Bumba’s Mask. It can be splashed into early builds to enable and reward players who look have aggressive ganking or roaming playstyles.
  440.  
  441. Costs 500 Gold
  442. +5 MP5
  443. PASSIVE – Each time you get an assist you gain a stack, or 2 for a kill. At 8 stacks this item provides 7% Movement Speed and 10% Cooldown Reduction. At 16 stacks this item provides 15 Penetration, 10% Movement Speed, and 15% Cooldown Reduction.
  444. Sands of Time
  445. “This Starter Item is a hybrid utility Item that could be utilized by many Mages and some Guardians. While Soul Stone is for pure Damage and Vampiric Shroud is for Health Sustain, Sands of Time is for Mana and Cooldown, a starting stat gap that existed for Support and hybrid Mages.”
  446.  
  447. Costs 800 Gold
  448. +20 Magical Power
  449. +5 MP5
  450. +10% Cooldown Reduction
  451. PASSIVE – This item grants 1 additional MP5 per 10% of your missing Mana
  452. Soul Stone
  453. “Soul Stone is seeing a change to its Passive to have it work more consistently among gods that deal Magical Damage in many different ways. It is also losing the MP5 per Stacks and instead gaining a flat Mana Heal when Stacks are consumed to encourage constant use of the item.“
  454.  
  455. New PASSIVE that buffs all Abilities used after stacks are consumed for 3s, instead of only buffing one Ability. Also removed MP5 on stacks and restores Mana when stacks are consumed.
  456. Swift Wing
  457. “Swift Wing is a new utility based starter item that any type of God can utilize. It can especially help Solo Laners who opt out of the Teleport Relic or gods with low Sustain who will be returning to base often.”
  458.  
  459. Costs 800 Gold
  460. +100 health
  461. +10 HP5
  462. +5% Movement Speed
  463. PASSIVE – Whenever you leave the Fountain, you gain bonus 40% Movement Speed for 15s.
  464. Vampiric Shroud
  465. Added 4% Magical Lifesteal
  466. Rangda's Mask
  467. “This item is design specifically to facilitate Warrior and Assassin picks in the Duo Lane or Support Role, and has interesting applications in game modes besides Conquest. This item requires a teammate to make use of its Passive, and allows Warriors to play more as more aggressive versions of their Guardian counterparts. It has distinct advantages from Watcher’s Gift that encourage early game aggression while sacrificing the Gold Bonus.”
  468.  
  469. Costs 800 Gold
  470. +10 Physical Power
  471. +100 Health
  472. +5 MP5
  473. PASSIVE – Being in range of Minion or Jungle Camp death without dealing the killing the blow restores 5 Health and 5 Mana to all allies within 55 units, also provides you with a stacking self buff of 1% Movement Speed and 1% Attack Speed that lasts 3s.
  474. Watcher's Gift
  475. “Watcher’s Gift is seeing some slight adjustments to provide more of the stats Guardians and Support would want.”
  476.  
  477. Added 5 Physical Protection
  478. Added 5 Magical Protection
  479. Removed 5 HP5
  480. PASSIVE – Increased restoration of Health from 7 → 12 and Mana from 7 → 10
  481. PASSIVE – Increased gold for assists from 4 → 5
  482. Magical Items
  483. Magical Lifesteal Tree
  484.  
  485. “With some new anti-healing items and some adjustment to healing gods, lifesteal is seeing an increase. As a form of healing that requires damage to be dealt, lifesteal is a fair way to heal.”
  486.  
  487. Tiny Trinket
  488. Increased Cost from 540 → 550
  489. Decreased Magical Power from 20 → 15
  490. Increased Magical Lifesteal from 4% → 6%
  491. Enchanted Trinket
  492. Increased Cost from 1000 → 1100
  493. Increased Magical Lifesteal from 10% → 12%
  494. Polynomicon
  495. Increased Magical Lifesteal from 10% → 12%
  496. Divine Ruin
  497. Removed from this tree
  498. Re-designed as a Magical Penetration Item
  499. Pythagorem's Piece
  500. “Pythagorem’s Piece has always been OK at doing a few different things, instead of being good at one thing. The Item will now be clearly positioned as a Lifesteal Aura item for Guardians or supportive Mages and will now benefit your whole team regardless of composition.”
  501.  
  502. Decreased Cost from 2400 → 2300
  503. Now builds from Enchanted Trinket
  504. Now adds 200 Mana
  505. NEW AURA – Allies within 70 Units gain 15% Magical Lifesteal and 30 Magical Power OR 10% Physical Lifesteal and 20 Physical Power, depending on their class.
  506. Talon Trinket
  507. Increased Cost from 1370 → 1400
  508. Bancroft's Talon
  509. Reduced Magical Lifesteal from 12% → 10%
  510. PASSIVE – now also adds up to 15% Bonus Magical Lifesteal scaling from missing Health.
  511. Book of the Dead
  512. “A new Mage Lifesteal Item has been added to the roster to help Mage sustainability through Magical Lifesteal. This item’s ability to provide Power, Lifesteal, Health and a Health Shield should help Lifesteal Mages round out their stats without adding a purely defensive item to their build.”
  513.  
  514. Costs 1600 to upgrade from Talon Trinket (3000 total)
  515. +100 Magical Power
  516. +15% Magical Lifesteal
  517. +200 Health
  518. New PASSIVE – If you deal Damage to an enemy and are already at max Health you gain a Health Shield. This Shield caps at 20% of your current HP and last
  519. Magical Penetration Tree
  520.  
  521. Magic Focus
  522. Decreased Cost from 760 → 650
  523. Enchanted Spear
  524. Decreased Cost from 1550 → 1450
  525. Obsidian Shard
  526. Increased Cost from 2050 → 2300
  527. Divine Ruin
  528. “Mages are great at applying Divine Ruin’s Passive with their large area effect spells, but often times Mages did not want to itemize into a low power Lifesteal Item. Divine Ruin is keeping its name and Passive, but losing its Lifesteal and moving to the Magic Focus tree. With added Magical Penetration to make it easier to use when anti-heal is needed.”
  529. Costs 2400 Gold
  530. Now upgrades from Enchanted Spear
  531. +80 Magical Power
  532. +15 Magical Penetration
  533. PASSIVE – Enemies hit by your Abilities have 50% reduced Healing and Regeneration for 8 seconds.
  534. Spear of Desolation
  535. “Spear of Desolation had an interesting Passive and extreme Power, but the Item saw little use. The cost and unreliability of the Passive combined to make the item less attractive, so it is seeing large changes. This item will now provide Magical Penetration and Cooldown Reduction, to help Mages itemize into stats they really want, but the cost must remain somewhat high for such a powerful stat combination.”
  536.  
  537. Decreased Cost from 3800 → 2700 total
  538. Decreased Magical Power from 120 → 70
  539. Added 10% CDR
  540. Removed Passive
  541. Ward Stone
  542. Removed from this tree
  543. Now built off of Druid’s Stone item tree
  544. Void Stone
  545. Removed from this tree
  546. Now built off of Druid’s Stone item tree
  547. new: Magical Power and Magical Protection
  548.  
  549. “As the Celtic gods join the battleground, so do some Celtic Items. The first being the new Druid Stone tree that provides Magical Power and Magical Protections. Here we see Void Stone in its new home where it is joined by more new Mage items.”
  550.  
  551. Druid Stone
  552. Costs 700 Gold
  553. +20 Magical Power
  554. +10 Magical Protection
  555. Stone of Binding
  556. “Stone of Binding is a new bridge item for Guardians or Mages who need some defenses. Ensuring all damage types have these sort of options helps our goal of allowing for more unconventional positions and role to exist.”
  557.  
  558. Costs 1700 Gold
  559. +20 Magical Power
  560. +30 Magical Protection
  561. +30 Physical Protection
  562. +10% Cooldown Reduction
  563. NEW PASSIVE – Successfully hitting an Enemy God with hard Crowd Control will place a buff on all allies within 70 units of user. The buff provides 10 Penetration for 5s.
  564. Sage’s Stone
  565. Costs 1400 Gold
  566. +40 Magical Power
  567. +20 Magical Protection
  568. Stone of Fal
  569. “Stone of Fal gives mages the ability to hard counter the opposing mage at a cost. While the ability to reduce huge burst can greatly hinder your opponents, this item is expensive and comes at a loss of power compared to many core Mage items. Finding the right time to build the Stone of Fal will be key to successfully using this new item.”
  570.  
  571. Costs 2900 Gold
  572. +70 Magical Power
  573. +40 Magical Protection
  574. +10% CDR
  575. NEW PASSIVE – Anytime you would be dealt more than 30% of your Max Health by a single magical ability, that damage is instead reduced to deal exactly 30% of your max Health. This effect can only occur once every 60s.
  576. Ward Stone
  577. Now built off of Druid’s Stone item tree
  578. Void Stone
  579. Now built off of Druid’s Stone item tree
  580. Magical Protection increased from 60 → 70
  581. Magical Power and Physical Protection Tree
  582.  
  583. Celestial Legion Helm
  584. “Through many balance changes Celestial Legion Helm became too strong for a reason completely unrelated to its passive, giving mages a very strong source of physical protection in the early game. Celestial Legion Helm is being redesigned as an opposite to Lotus Crown. Now when players receive a heal from a god with this item they will gain increased Physical and Magical Power. Additionally this item provides the user with more raw power at the cost of protections allowing the user to be more powerful instead of defensive.”
  585.  
  586. 60 Magical Power
  587. 30 Physical Protection
  588. 20 MP5
  589. NEW PASSIVE – Any god affected by your ability heals gains 20 Increased Physical and Magical Power for 5 seconds
  590. Jade Emperor's Crown
  591. “Some Aura effects are being shifted around in Season 4. Previously, Runic Shield and Witchblade were counterparts of reducing opponent’s Power and Attack Speed. However, Witchblade was available to all gods, while Runic Shield was available only to Physical gods. To balance these effects out, Witchblade will now only reduce Attack Speed, Runic Shield will only reduce Magical Power, and this new item will reduce Physical Power.”
  592.  
  593. Costs 2150 Gold
  594. +20 Magical Power
  595. +60 Physical Protection
  596. +100 Health
  597. AURA – Enemies within 55 units of you have their Physical Power Reduced by 30.
  598. Magical Power and Mana Regen Tree
  599.  
  600. Restored Artifact
  601. Decreased Cost from 1900 → 1600
  602. Increased MP5 from 10 → 20
  603. Chronos' Pendant
  604. “Chronos Pendant is receiving a new Passive to make it the premier Mage Cooldown Item. The new Passive allows you to overcap CDR and especially benefits low Cooldown Mages There is also has an additional element of skill to it, allowing low Cooldown Mages to time their abilities to maximize the Passive even more.”
  605.  
  606. Cost Increased from 2400 → 2900
  607. Decreased Magical Power from 75 → 60
  608. NEW PASSIVE – Every 10s the Pendant activates, subtracting 1s from all Abilities currently on Cooldown
  609. Rod of Tahuti
  610. Decreased Cost from 3320 → 3300
  611. Increased MP5 from 15 → 30
  612. Magical Power and Mana Tree
  613.  
  614. Soul Reliquary
  615. Decreased Cost from 700 → 650
  616. Decreased Magical Power from 30 → 20
  617. Soul Trap
  618. Increased cost from 1590 → 1600
  619. Soul Reaver
  620. Increased cost from 2940 → 2950
  621. Magical Power and hEALTH Tree
  622.  
  623. Uncommon Sash
  624. Decreased Cost from 700 → 650
  625. Decreased Magical Power from 20 → 15
  626. Decreased Health from 100 → 75
  627. Fortified Scepter
  628. “The Magical Power and Health tree now branches into a new side, with Crowd Control Reduction added and Mana removed. This stat continues through the tree to add CCR to some old items, allowing Mages who need extra survivability to gain CCR as well as Health without using extra build slots.”
  629.  
  630. Costs 1350 Gold
  631. +50 Magical Power
  632. +150 Health
  633. +5% Crowd Control Reduction
  634. Gem of Isolation
  635. Now builds off Fortified Scepter
  636. Removed Mana
  637. Added 10% Crowd Control Reduction
  638. Ethereal Staff
  639. “As SMITE develops, our design goals have become more focused. All items that had “Stat Conversion” Passives have been phased out, and now Ethereal Staff, the last one remaining, also will see an update. We feel that unique Passives and clear itemization towards specific stats are much healthier for the game than stat conversions. The item finds a new home as a way to maximize Damage on low Cooldown Magical gods, especially against tanky opponents.”
  640.  
  641. Costs 2700 Gold
  642. Now builds off Fortified Scepter
  643. +90 Power
  644. +200 Health
  645. +20% Crowd Control Reduction
  646. NEW PASSIVE – your Abilities deal bonus Magical Damage to Enemy gods equal to 5% of their max Health. This effect can only occur once per God per Ability.
  647. Rod of Healing
  648. “Both Rod of Healing and Rod of Asclepius are having their healing buffs adjusted to be more potent in combat. As healing continues to be a hotly debated subject in SMITE, we feel that out of combat healing is much less fun for all players than in combat healing. Season 4 adds more items to counter healers, but that means healers need some additional tools to reward them for playing & itemizing well.”
  649.  
  650. Decreased Aura of increased Healing from 10% → 5%
  651. Added 2nd AURA – If you are in combat, you provide 10% additional Healing to allies within 70 units
  652. Rod of Asclepius
  653. AURA – Healing Bonus reduced from 25% → 10%
  654. Added 2nd AURA – If you are in combat you provide 20% additional Healing to allies within 70 units
  655. Magical Power and Attack Speed Tree
  656.  
  657. Emerald Ring
  658. Decreased Cost from 690 → 650
  659. Enchanted Ring
  660. Increased Cost from 1075 → 1400
  661. Increased Attack Speed from 10% → 15%
  662. Demonic Grip
  663. Increased Cost from 2280 → 2300
  664. Attack Speed reduced from 25% → 20%
  665. Telkhines Ring
  666. “A new luxury tier item has been added with a re-design of Telkhines Ring. Previously the item had very limited viability and was mostly outclassed by Demonic Grip. The new Passive clearly separates the two items into different cost tiers and use cases. Demonic Grip serves as a better item against tanks by reducing target’s Protection by a percentage while Telkhines Ring takes hold as the more selfish option, increasing only your own Power to take down squishy enemies.”
  667.  
  668. Increased Cost from 2125 → 2800
  669. Increased Magical Power from 45 → 80
  670. Decreased Attack Speed from 30% → 20%
  671. Removed old Passive
  672. NEW PASSIVE – Successfully hitting enemies or structures with Basic Attacks gives you a buff of 10 Magical Power.This buff stacks up to 5 times and lasts 5s.
  673. Shaman’s Ring
  674. “As more Magical Power gods become played like Hunters, more items should be available for them to opt into. Instead of splashing Lifesteal items, these Mages can build Shaman’s Ring for some solid sustain while still contributing toward their primary build goals. The item also has some interesting applications on hybrid build Guardians in non-support roles.”
  675.  
  676. Costs 2400 Gold
  677. +40 Magical Power
  678. +30% Attack Speed
  679. PASSIVE – Each Basic Attack that hits an enemy God heals you for 3% of your maximum Health and Mana per hit.
  680. PHYSICAL ITEMS
  681. Physical Lifesteal
  682.  
  683. Bound Gauntlet
  684. Removed Attack Speed
  685. Added 75 Mana
  686. Added 10% Crowd Control Reduction
  687. Soul Eater
  688. “Soul Eater has long been a heavy sustain or tanky splash item for Hunters and Assassins, usually causing frustration of their opponents. The item has be repositioned as a hybrid sustain item, providing the stats that class needs to stay in the fight longer and filling a niche that previously had no items.”
  689.  
  690. Increased Cost from 2000 → 2200
  691. Removed Attack Speed
  692. Added 200 Mana
  693. Added 20% Crowd Control Reduction
  694. NEW PASSIVE – Hitting an enemy gods with a Basic Attack heals you for 3% of your max HP per hit
  695. Physical Penetration
  696.  
  697. Mace
  698. Decreased Cost from 750 → 650
  699. Warrior's Bane
  700. Increased Cost from 1450 → 1500
  701. Titan's Bane
  702. Increased Cost from 2050 → 2300
  703. Brawler's Beat Stick
  704. “Brawler’s Beat Stick was too often picked up on all Assassins, even when there was no healing on the enemy team. Penetration is a valuable stat but this item should not be so strong as to be picked up every game. It is seeing a slight increase to the Healing Reduction and decrease in Penetration to encourage more varied builds and stronger counter building.”
  705.  
  706. Decreased Cost from 2400 → 2200
  707. Decreased Physical Penetration from 20 → 15
  708. PASSIVE – Healing Reduction increased from 40% → 50%
  709. The Crusher
  710. “The Crusher is no longer focused on crushing the enemy structures, but crushing them with Abilities. Hunters who have more power in their Abilities have lacked an item that specifically helped them scale into the late game with Basics, but allowed their Ability based kits to shine. With Power, Attack Speed, Penetration, and Cooldown Reduction for doing what Hunters do, this item should fit nicely into builds that want to focus on Ability usage instead of raw Basic Attack Damage.”
  711.  
  712. Costs 2300 Gold
  713. +30 Physical Power
  714. +15% Attack Speed
  715. +15 Physical Penetration
  716. PASSIVE – Successfully hitting an enemy god with a basic attack will subtract 1s from all your abilities currently on cooldown. This effect can only occur once every 5s
  717. Physical Power and Physical Protection
  718.  
  719. Round Shield
  720. Decreased Cost from 890 → 650
  721. Decreased Physical Power from 15 → 10
  722. Spiked Shield
  723. Decreased Cost from 1610 → 1600
  724. Shield of Regrowth
  725. Remove from this tree
  726. Now built off of Glowing Emerald
  727. Gladiator’s Shield
  728. “Assassins and Hunters have had strong bridge items in Ichival and Asi, leaving Warriors with fewer choices in how they transition their builds. Gladiator’s Shield helps fill this gap, providing some key stats for Warriors and a bit of extra sustain during lane skirmishes.”
  729.  
  730. Costs 1700
  731. +25 Physical Power
  732. +40 Physical Protections
  733. + 10% CDR
  734. NEW PASSIVE – Anytime you hit an Enemy God with an Ability you are healed for 2% of your max Health and Mana
  735. Physical Power and Magical Protection
  736.  
  737. Enchanted Buckler
  738. Decreased Cost from 700 → 650
  739. Runic Shield
  740. Increased Physical Power from 25 → 35
  741. Removed Attack Speed reduction from the Aura
  742. Removed Visual FX
  743. Ancile
  744. PASSIVE – Internal Cooldown reduced from 60s → 30s
  745. Now displays a persistent visual FX on the owner when off Cooldown
  746. Physical Power and Mana
  747.  
  748. Morningstar
  749. Decreased Cost from 650 → 550
  750. Physical Power and Health
  751.  
  752. Cudgel
  753. Decreased Cost from 750 → 650
  754. Added 5 Physical Power
  755. Runeforged Hammer
  756. “Runeforged Hammer in Season 3 was on the way to viability with a strong synergy with Slows, but the effect was over complicated and hard to optimize within a team. This new streamlined Passive is more self contained to the owner of the item, and should be an easier decision on when to pick up based on your team comp.”
  757.  
  758. Power increased from 30 → 40
  759. NEW PASSIVE – Enemies take 10% Bonus Damage from you if they are affected by any form of Crowd Control.
  760. Shillelagh
  761. “Another new Celtic item has found its way into the shop. This blunt weapon of Irish origins will help bring more parity between the Physical Cudgel Tree and the Magical Sash Tree by providing a new branch with Power, Health and Mana.”
  762.  
  763. Costs 1500 Gold
  764. +10 Physical Power
  765. +100 Health
  766. +100 Mana
  767. Blackthorn Hammer
  768. “The dark and magical bark of the blackthorn tree creates a new hammer weapon for the gods of SMITE. While Frostbound and Runeforged provide generally aggressive effects, Blackthorn Hammer provides a defensive one. This hammer should help Warriors and possibly Assassins execute those stunning redlined health escapes they love so much.”
  769.  
  770. Costs 2300 Gold
  771. +30 Physical Power
  772. +200 Health
  773. +200 Mana
  774. PASSIVE – If you are reduced to below 30% HP, all of your Cooldowns are reduced by 3s, and all of your Abilities cost 0 Mana to cast for the next 5s. This effect can only be activated once every 60s.
  775. Physical Power and Attack Speed
  776.  
  777. Light Blade
  778. Cost reduced from 700 → 600
  779. Asi
  780. Decreased Cost from 1780 → 1750
  781. Physical Attack Speed
  782.  
  783. Short Bow
  784. Cost increased from 600 → 650
  785. Hunter's Bow
  786. Costs 1150 Gold
  787. Built off of Short Bow
  788. +25% Attack Speed
  789. Silverbranch Bow
  790. “Season 3 was the introduction of Magical ADCs to the Duo Lane. We like the variety, but the items provided to Hunters were largely made with the assumption that they would be fighting other Hunters. Silverbranch Bow will help Hunters have an Ichival-like item that helps them against Magical Damage dealers in the laning phase.”
  791.  
  792. Costs 1700 Gold
  793. Built off of Hunter’s Bow
  794. +10 Physical Penetration
  795. +30% Attack Speed
  796. NEW PASSIVE – Every successful Basic Attack increases your Physical Power by 10 and reduces your target’s Magical Power from items by 10, for 3s. (Max 3 Stacks)
  797. Physical Power and Movement Speed
  798.  
  799. “In Season 3, we experimented with a melee only item which was very interesting. For Season 4, we are making the entire Katana tree melee only, allowing us to create even more specialized items for Warriors and Assassins without having to worry about Hunters breaking them or people buying them on accident.”
  800.  
  801. Katana
  802. Decreased Cost from 800 → 700
  803. Masamune
  804. “The Melee only tree has two options that focus more on Assassin styles of play so we wanted to create a new item for Warriors that aid them in one of their primary roles, backline diving and Disruption.”
  805.  
  806. Costs 2500 Gold
  807. +50 Physical Power
  808. +100 Health
  809. +10% Movement Speed
  810. PASSIVE – For each Enemy God within 55 units of you, you gain a stacking buff that provides 5 Magical Protection and 5 Physical Protection. Stacks up to 5 times.
  811. Heartseeker
  812. Increased Cost from 1800 → 2100
  813. Added 10 Physical Penetration
  814. Removed old Passive
  815. NEW PASSIVE – every successful Basic Attack gives you 1 stack of Focus. At 5 stacks of Focus, your next Ability consumes the stacks and deals bonus Damage equal to 100% of your Physical Power to the first Enemy God hit.
  816. Physical Power and Critical Chance
  817.  
  818. Hidden Dagger
  819. Cost increased from 670 → 700
  820. Rage
  821. “Rage has struggled to find a place in Crit builds as there are many powerful options. To help Rage compete better, it is gaining an exciting new Passive that could allow Hunters to temporarily reach very high Crit Chance off of a single item. Its cost is being to compensate for the power shift.”
  822.  
  823. Increased Cost from 2400 → 2600
  824. Removed old Passive
  825. NEW PASSIVE – Earning a Kill or Assist fills you with rage, increasing your Critical Strike Chance by 20%. This buff can stack up to 3 times and lasts 5s.
  826. Attack Speed and Critical Chance
  827.  
  828. “The Shuriken Item Tree was the only tree in the game to have no difference in stats compared to its counterpart, Hidden Dagger. To make this tree more unique, all items have received added Attack Speed making this the Critical Strike and Attack Speed tree.”
  829.  
  830. Shuriken
  831. Decreased Cost from 900 → 650
  832. Decreased Physical Power from 15 →10
  833. Added +5% Attack speed
  834. 8-Pointed Shuriken
  835. Added +10% Attack Speed
  836. Wind Demon
  837. Added +10% Attack Speed
  838. Poisoned Star
  839. Added +15% Attack Speed
  840. Attack Speed And Movement Speed Tree
  841.  
  842. Ancient Blade
  843. Decreased Cost from 580 → 550
  844. Ritual Dagger
  845. Previously known as Ritual Dagger
  846. Removed old Passive
  847. NEW PASSIVE – Gain 20% Cooldown Reduction on your Relics.
  848. Hastened Fatalis
  849. “Fatalis’ effect can be a powerful tool to basic attack heavy characters. While generally considered a bit weak to build, we want to allow those characters to feel good about going into a legitimate and powerful effect.”
  850.  
  851. Added 10 Penetration
  852. Decreased Attack Speed from 30% → 20%
  853. Cursed Blade
  854. “Cursed Blade and Witchblade are seeing some large stat changes to make them more viable against many gods, as well as making their stats more beneficial to more gods.”
  855.  
  856. Removed Physical Protection
  857. Added 100 Health
  858. Increased Attack Speed from 10% → 15%
  859. Added 5% Movement Speed
  860. NEW PASSIVE AURA – All enemies within 55 units have their Attack Speed reduced by 10%
  861. Removed Visual FX for aura
  862. Witchblade
  863. “Witchblade is receiving similar stat and Passive adjustments as Cursed Blade, but is also receiving a new secondary Passive that reduces Healing on Basic Attacks. This new type of Healing Reduction Debuff fits will with current options by providing Debuffs off of Basic Attacks and being available for any God in the game to build.”
  864.  
  865. Remove Physical Protection
  866. Added 200 Health
  867. Added 10% Movement Speed
  868. AURA – Removed Physical Power Reduction
  869. NEW PASSIVE – Enemies hit by your Basic Attacks are Cursed, receiving 15% reduced Healing, stacking up to 3 times and lasting 5s
  870. Health and Protections
  871.  
  872. “The Cloak tree is seeing reductions in cost across the board. At a lower cost these items will be more accessible to the front line support players who are already lower in gold earned.“
  873.  
  874. Cloak
  875. Decreased Cost from 700 → 650
  876. Cloak of Concentration
  877. Decreased Cost from 1515 → 1500
  878. Spirit Robe
  879. Increased Cost from 2460 → 2500
  880. Magi's Cloak
  881. Decreased Cost from 1230 → 1150
  882. Magi's Blessing
  883. Decreased Cost from 2150 → 2050
  884. Armored Cloak
  885. Decreased Cost from 1585 → 1550
  886. Hide of the Urchin
  887. Decreased Cost from 2400 → 2350
  888. Physical Protection and Health
  889.  
  890. Iron Mail
  891. Decreased Cost from 725 → 650
  892. Decreased Health from 100 → 75
  893. Decreased Physical Protections from 20 → 10
  894. Physical Protection and Mana
  895.  
  896. “The Breastplate Tree is gaining MP5 stats and more distinction between its branches. Historically, Physical gods have had poor choices for Mana and MP5. We are expanding their options for Mana in Season 4. Additionally, these items are having their extremely high Protections reduced slightly to compensate for their new stats.”
  897.  
  898. Breastplate
  899. Decreased Cost from 555 → 500
  900. Silver Breastplate
  901. Added 10 MP5
  902. Breastplate of Valor
  903. Reduced Physical Protection from 75 → 65
  904. Added 10 MP5
  905. Hide of the Nemean Lion
  906. Reduced Physical Protection from 90 → 80
  907. Added 20 MP5
  908. Increased Passive Reflect from 20% → 25%
  909. Spectral Armor
  910. Reduced Physical Protection from 80 → 70
  911. Added 10 MP5
  912. Decreased CCR from 25% → 20%
  913. New PASSIVE – Anytime you receive Physical Damage from a God, enemies within 30 units of you become Feared for 1s. This effect cannot happen more than once every 60s
  914. Magical Protections and Health
  915.  
  916. Talisman
  917. Decreased Cost from 725 → 650
  918. Decreased Health from 100 → 75
  919. Decreased Magical Protection from 25 → 15
  920. Silver Talisman
  921. Increased Cost from 1225 → 1250
  922. Bulwark of Hope
  923. Increased Cost from 2525 → 2550
  924. Talisman of the Relentless
  925. “A new Magical Protection focusing on Crowd Control Reduction is present on the Battleground in Season 4. This Item provides players more options for dealing with team comps that are high in Crowd Control and is a solid alternative to Magi’s Blessing.”
  926.  
  927. Costs 2250
  928. +50 Magical Protection
  929. +200 Health
  930. +20% Crowd Control Reduction
  931. PASSIVE – Every time you are hit by Hard Crowd Control from an Enemy God you become more relentless, gaining stacks. If you have 3 stacks, the next hard CC Ability you are hit by will make you CC immune for 1s. Can only occur every 90s
  932. Magical Protections and Mana
  933.  
  934. Enchanted Kusari
  935. Decreased Cost from 800 → 650
  936. Decreased Magical Protection from 30 → 20
  937. Genji's Guard
  938. Decreased Magical Protection from 80 → 70
  939. Oni Hunter's Garb
  940. Removed old Passive
  941. NEW PASSIVE – When you deal Damage to an Enemy God, if at least 2 other Enemy Gods are within 55 units of you, you gain 15% Damage Mitigation for 5s. Can only occur every 90s
  942. Shogun's Kusari
  943. “Shogun’s Kusari is a twist on the traditional auras that support players provide to their team. Instead of a defensive stat, nearby allies will be able to benefit from an increased attack speed when fighting objectives or the enemy team.”
  944.  
  945. Costs 2400
  946. +60 Magical Protection
  947. +20 MP5
  948. +10% Cooldown Reduction
  949. +20% Crowd Control Reduction
  950. AURA – Allies within 70 units of you gain bonus 15% Attack Speed
  951. Health and HP5
  952.  
  953. “Pure Health items have always been difficult to find a balance point for. Due to how protections and health scale, too much health can result in a tank meta while too little can result in seeing no play from these items. We are shifting our focus for this tree to be more focused around strong passive effects with health as a strong bonus stat.”
  954.  
  955. Stone of Gaia
  956. “Knockups are generally considered to be the strongest CC due to them not being affected by CCR, Diminishing Returns, and can only be cleansed pre-emptively. Due to the potent nature of knockup we felt there was room for an item that specifically combated it.”
  957.  
  958. Removed old Passive
  959. NEW PASSIVE – If you are hit by a Knockup or Knockback, you are instead enveloped by the Earth, becoming CC immune for 1s and regenerate 10% of your max Health and Mana over 5s. Can only occur once every 90s
  960. Shield of Regrowth
  961. “Shield of Regrowth has a fun utility Passive, but it was previously locked to only Physical gods. Many Magical gods could use this Passive to great effect and now they will have the chance to. Although Physical gods who continue to need this item will miss the Power stats from it, the new stat spread should make up for that.”
  962.  
  963. Remove Physical Protections
  964. Remove Physical Power
  965. Adds 400 Health
  966. Increased CDR from 10% → 20%
  967. Adds 10 HP5
  968. Adds 10 MP5
  969. Increased Passive Movement Speed Buff from 35% → 40%
  970. Gauntlet of Thebes
  971. “Although Gauntlet of Thebes seemed like it could be an extreme necessity for self healing gods, it saw little use in Season 3. It is being repurposed as a more general support item that Guardians can opt into if they want to provide even more stats to their teammates.”
  972.  
  973. Removed old Aura
  974. NEW PASSIVE – AURA – The Magical and Physical Protections of allies within 70 units are increased by 20.
  975. God Changes
  976. Aphrodite
  977. “While most healers and healing items saw a reduction in strength, Aphrodite is remaining largely untouched in that department. She has overall been struggling to make an impact and we wanted to help her rather than punish her for the reduced healing overall. She is receiving some small changes that should help the better fight in the lane and allow her to scale into a larger thread in the mid and late game.”
  978.  
  979. General
  980.  
  981. Increased Base Health from 355 → 380
  982.  
  983. Back Off
  984.  
  985. Increased Magical Power Scaling from 60% → 80%
  986.  
  987. Apollo
  988. “So Beautiful will now deal full Damage to the Minion Wave rather than being reduced per Minion hit. Apollo’s ability to push and clear the wave is receiving a large increase in Power for this so we needed to compensate by hitting one of his strengths. Apollo is known for his global pressure, but in the late game 90 seconds was allowing Apollo to pressure the enemy team a bit too often. Now at 110s at all ranks, Across The Sky now matches similar global effects in Cooldown.”
  989.  
  990. So Beautiful
  991.  
  992. Removed the effect that causes successive enemies take 15% reduced Damage
  993.  
  994. Across the Sky
  995.  
  996. Increased Cooldown from 110/105/100/95/90 → 110s at all ranks
  997.  
  998. Bakasura
  999. “Bakasura can be a strong boxer and Jungler, but he often struggles to get his Damage onto his enemy in the mid and late game. Regurgitate now applies a Slow that persists on his enemies giving him better chase potential during his Ultimate on enemies he successfully “threw up” on.”
  1000.  
  1001. Regurgitate
  1002.  
  1003. Increased Slow from 15/20/25/30/35% → 20/25/30/35/40%
  1004.  
  1005. Changed Slow duration to be 4s instead of applying only in the area
  1006.  
  1007. Increased Cone Attack Duration from 5s → 6s
  1008.  
  1009. Chang'e
  1010. “Like other healers, there is a large focus on adjusting the strength of healing and compensating them elsewhere. Moonflower Dance’s heal now has less heal scaling but more damage scaling, better rewarding Chang’e when she can be aggressive. Moonlit Waltz is now instant which cleans up some edge cases and the Jade Rabbit is much quicker at getting back to Chang’e, letting her have better access to potion and item runs especially in Conquest.”
  1011.  
  1012. Jade Rabbit
  1013.  
  1014. Increase Speed to run to Base from 1.7x Player’s Speed → 3.5x Player’s Speed, decreasing trip time from ~44s → ~34s with Boots in Mid Lane.
  1015.  
  1016. Moonlit Waltz
  1017.  
  1018. Decreased setup time .1s → 0s
  1019.  
  1020. Moonflower Dance
  1021.  
  1022. Decreased Magical Power Scaling on Heal from 40% → 30%
  1023.  
  1024. Increased Magical Power Scaling on Damage from 30% → 50%
  1025.  
  1026. Chronos
  1027. “Chronos is the first of 3 gods on this list receiving a significant change. Fatalis effect is a strong boxing tool that most other ranged gods need to itemize into. By getting it for free Chronos, Jing Wei, and Sol had a strong leg up on their lane opponents. We have removed Fatalis effect from Chronos and adjusted his base movement speed and lowered the cooldown on Accelerate to help him still get around and be effective.”
  1028.  
  1029. General
  1030.  
  1031. Increased Base Movement Speed from 355 → 360
  1032.  
  1033. Accelerate
  1034.  
  1035. No longer provides Immunity to Basic Attack Movement Penalty
  1036.  
  1037. Cooldown decreased from 17s → 15s
  1038.  
  1039. Erlang Shen
  1040. “Erlang Shen’s ability to chase and control his opponents has largely contributed to his strength and frustration. While he has to sacrifice a large Cooldown with his Taunt and the flexibility of his Turtle or Mink Charge, Pin crippled and came up fairly often. The Cripple has been removed to give a little more counterplay to his chase potential.”
  1041.  
  1042. Pin
  1043.  
  1044. This ability no longer Cripples
  1045.  
  1046. Freya
  1047. “Freya has seen a rise in power, being a flexible jungler and magical hunter. We like this role, but found her level 5 power with her ultimate a bit too high for her late game scaling. Valkyrie’s Discretion is seeing an early game base damage reduction to better define her as a late game powerhouse.”
  1048.  
  1049. Valkyrie’s Discretion
  1050.  
  1051. Decreased Base Damage from 120/150/180/210/240 → 100/135/170/205/240
  1052.  
  1053.  
  1054. “Guan Yu is another healer seeing a shift. His healing is being overall reduced but he is receiving a large damage increase to his ultimate to compensate. Warrior’s Will is also receiving an adjustment that is focused around removing high slows that self apply diminishing returns. We will be watching this shift closely to see where he falls once new items are in play.”
  1055.  
  1056. Conviction
  1057.  
  1058. Decreased Base Healing from 65/95/125/155/185 → 50/75/100/125/150
  1059.  
  1060. Decreased Boosted Healing from 130/190/250/310/370 → 100/150/200/250/300
  1061.  
  1062. Warrior’s Will
  1063.  
  1064. Decreased Mana Cost from 60/70/80/90/100 → 60/65/70/75/80
  1065.  
  1066. Slow Reduced from 30% → 20%
  1067.  
  1068. Boosted Slow reduced from 60% → 40%
  1069.  
  1070. Cavalry Charge
  1071.  
  1072. Increased Base Damage from 75/100/125/150/175 → 85/115/145/175/205
  1073.  
  1074. Hel
  1075. “Hel has had quite a history in Smite. At times she was unbeatable, and at other times she was hardly noticed. Balancing her has always been a challenge, mostly due to her massive AoE healing. The series of changes to her in 4.1 are aimed at a few things. Her AoE healing is being reduced, and more emphasis is being place on her skills shots. Additionally, her base stats and clear abilities have been adjusted to make her a bit safer in the laning phase, giving her much needed consistency.”
  1076.  
  1077. General
  1078.  
  1079. Increased Base Health from 345 → 380
  1080.  
  1081. Decay/Restoration
  1082.  
  1083. (Dark Stance) This ability now passes through hit targets, dealing damage. And explodes at max range or upon hitting a wall
  1084.  
  1085. (Light Stance) This ability no longer deals damage or hits enemies. This ability now hits friendly Gods only, healing them on hit and then healing Hel if the hit was successful
  1086.  
  1087. Light Ally Heal: 60/90/120/150/180 +30%
  1088.  
  1089. Light Self Heal: 60/90/120/150/180 +30%
  1090.  
  1091. Hinder / Cleanse
  1092.  
  1093. (Light Stance) CC Immunity increased from 1.25s → 1.5s
  1094.  
  1095. Repulse / Inspire
  1096.  
  1097. (Light Stance) This ability now heals smaller amounts every 1s for the 6s duration
  1098.  
  1099. Light Heal: 5/10/15/20/25 + 5% scaling each 1s for 6s
  1100.  
  1101. Switch Stances
  1102.  
  1103. MP5 now applies to both stances and decreased from 15/20/25/30/35 → 5/10/15/20/25
  1104.  
  1105. Light Stance now provides additional Magical and Physical Protections of 5/10/15/20/25
  1106.  
  1107. Hercules
  1108. “Hercules has a great two Ability combo that should be preserved, but he has been struggling quite a lot over the years. To improve his playability, we are adjusting his Passive to give him bonus Power whenever he is fighting gods, not only when he is near death. Also, mitigate wounds is seeing changes to heal a more clear amount, while providing Protections that encourage him to use this Ability in combat instead of between fights.”
  1109.  
  1110. Strength From Pain
  1111.  
  1112. NEW: Everytime Hercules takes Damage from Gods, he gains 5 Physical Power +1 multiplied by your level, stacking up to 3 times and lasting 5s.
  1113.  
  1114. Earthbreaker
  1115.  
  1116. Decreased Mana Cost from 70/75/80/85/90 → 60/65/70/75/80
  1117.  
  1118. Mitigate Wounds
  1119.  
  1120. NEW: When activated, Hercules heals himself instantly and then heals himself again over the next 5s. Also, Hercules gains Bonus Magical and Physical Protections for the duration.
  1121.  
  1122. Initial Heal 75/100/125/150/175
  1123.  
  1124. Heal Over Time 75/100/125/150/175 (15/20/25/30/35 per tick)
  1125.  
  1126. Protections 10/20/30/40/50
  1127.  
  1128. Decreased Cooldown from 17s → 15s
  1129.  
  1130. Decreased Mana Cost from 60/65/70/75/80 → 60 at all ranks
  1131.  
  1132. Hun Batz
  1133. “Hun Batz’s Overhead Smash is seeing a scaling increase to make it more worthwhile to cast late game, especially considering the long wind up. Additionally, Somersault’s Slow has been slightly decreased to make it avoid self diminishing returns.”
  1134.  
  1135. Overhand Smash
  1136.  
  1137. Increased Physical Power Scaling from 85% → 95%
  1138.  
  1139. Somersault
  1140.  
  1141. Decreased Slow from 50% → 40%
  1142.  
  1143. Jing Wei
  1144. “Since her inception, Jing Wei has had a very unique Passive that has given her strong lane pressure. We have adjusted multiple things in the past to make this a bit more even, but with Season 4 we are hitting her Passive duration by a second, slightly limiting how close she can get to a fight after backing. With this, we also removed Fatalis, which gave her very strong boxing potential and lowered her Base Health Scaling and Movement to make up for her clear strength of survivability. We will be watching her performance closely on the PTS.”
  1145.  
  1146. General
  1147.  
  1148. Decreased Health Scaling from 78 → 72 per level
  1149.  
  1150. Decreased Base Movement Speed from 370 → 365
  1151.  
  1152. RapidReincarnationRapid Reincarnation
  1153.  
  1154. Decreased Duration from 5s → 4s
  1155.  
  1156. AgilityAgility
  1157.  
  1158. No longer provides Immunity to Basic Attack Movement Penalty
  1159.  
  1160. Decreased Mana Cost from 75 at all ranks → 75/70/65/60/55
  1161.  
  1162. Khepri
  1163. “Scarab’s Blessing is a fight and game changing Ultimate that comes up a bit too often during the course of the game. Its Cooldown is being increased to make these Ultimates more impactful, while giving Khepri a bit more Damage and pressure consistently with Solar Flare.”
  1164.  
  1165. Solar FlareSolar Flare
  1166.  
  1167. Increased Base Damage from 40/80/120/160/200 → 50/100/150/200/250
  1168.  
  1169. Scarab's BlessingScarab’s Blessing
  1170.  
  1171. Increased Cooldown from 90s → 110s
  1172.  
  1173. Medusa
  1174. “There is nothing more terrifying than a giant snake lady charging towards you with claws at the ready. Lacerate is a tool that Medusa players use when they feel they can use their escape aggressively, and we want to make sure the Damage for that choice is worth it. Additionally, allowing it to reduce healing more early on can add additional utility that might make her more valuable in certain matchups. Petrify is also seeing a buff, allowing her Damage to be more consistent if players do manage to look away in time.”
  1175.  
  1176. Lacerate
  1177.  
  1178. Increased Base Damage from 80/120/160/200/240 → 80/130/180/230/280
  1179.  
  1180. Increased Healing Reduction from 10/20/30/40/50% → 50% at all ranks
  1181.  
  1182. Petrify
  1183.  
  1184. Increased Damage on turned away targets from 50% → 75% of the total
  1185.  
  1186. Ne Zha
  1187. “Ne Zha has a lot of tools at his disposal, and we wanted to highlight the skillful aspects of his kit a bit more. Flaming Spear and Armillary Sash are Ne Zha’s primary tools of survival and allowing them to be up more often will help Ne Zha get into a fight. Since his survivability has gone up, we took some power away from his poke and clear with a nerf to Universe Ring Toss.”
  1188.  
  1189. Universe Ring Toss
  1190.  
  1191. Increased Cooldown from 12s → 14s
  1192.  
  1193. Flaming Spear
  1194.  
  1195. Decreased Cooldown from 18s → 18/17/16/15/14s
  1196.  
  1197. Armillary Sash
  1198.  
  1199. Decreased Cooldown from 18/17/16/15/14s → 14s at all ranks
  1200.  
  1201. Nike
  1202. “Nike just keeps on winning. Who knew the Goddess of Victory would embrace that quality? Nike provides strong early game Damage and leads her team to victory in the late game with her Passive and engage Power. She is seeing a slight nerf to all three of these aspects to allow for the enemy team a better shot at seeing the victory screen.”
  1203.  
  1204. To Victory
  1205.  
  1206. Decreased Bonus Power from 8/10/12% → 6/8/10%
  1207.  
  1208. Rend
  1209.  
  1210. Decreased Physical Power Scaling from 50% → 40% per hit
  1211.  
  1212.  
  1213.  
  1214. Sentinel of Zeus
  1215.  
  1216. Decreased Physical Power Scaling from 80% → 70%
  1217.  
  1218. Nu Wa
  1219. Clay Soldiers
  1220.  
  1221. Soldiers’ Basic Attacks now deal Magical Damage instead of Physical Damage
  1222.  
  1223. Ra
  1224. “Ra is a perfect example of how we want to shift healers in Season 4. Out of combat healing was a large source of frustration, so Ra’s Base Healing has been reduced. To compensate, he now provides increased Armor in Solar Blessing, encouraging this Ability to be used strategically to mitigate Damage during combat instead of behind a wall away from the fight.”
  1225.  
  1226. Solar Blessing
  1227.  
  1228. Decreased Base Healing from 20/30/40/50/60 → 10/20/30/40/50 per tick
  1229.  
  1230. Decreased Magical Power scaling on healing from 15% → 10% per tick
  1231.  
  1232. Now Provides 10/15/20/25/30 Magical and Physical Protections to allies inside the Ability
  1233.  
  1234. Rama
  1235. Rolling Assault
  1236.  
  1237. Cooldown increased from 12/11/10/9/8 → 11s at all ranks
  1238.  
  1239. Serqet
  1240. “Serqet was a dominant force of mobility and burst, but saw quite a few nerfs before she became outclassed by other Assassins. One aspect of her kit that we wanted to make sure felt rewarding was her Passive, which can contribute a large amount of burst when used well. Players who can use this Passive well will see new kill opportunities that were previously just out of reach.”
  1241.  
  1242. Catalyst
  1243.  
  1244. Increased Damage from consuming 2 Poisons from 10% → 15% of the target’s Max Health
  1245.  
  1246. Increased Damage from consuming 3 Poisons from 20% → 25% of the target’s Max Health
  1247.  
  1248. Skadi
  1249. “Skadi released to a large amount of success. As a low mobility Hunter, her ability to harass and create distance let her excel, but players eventually got familiar with her weak points. We like her ability to create space with strong uses of Kaldr, Permafrost, and Slows and we wanted to highlight this playstyle by giving her access to a bit more Movement Speed.”
  1250.  
  1251. General
  1252.  
  1253. Increased Base Movement Speed from 360 → 370
  1254.  
  1255. Rune of the Hunt
  1256.  
  1257. Decreased Kaldr’s Basic Attack Damage from 50/70/70/90/90% → 40/50/60/70/80% of Skadi’s Basic Attack Damage
  1258.  
  1259. Permafrost
  1260.  
  1261. Increased Movement Speed from 25% → 40%
  1262.  
  1263. Sol
  1264. “Sol is the final God to see Fatalis effect removed from her kit. She is getting a slight increase to her Movement Speed in the late game to compensate for this removal.”
  1265.  
  1266. Disapparate
  1267.  
  1268. No longer provides immunity to Basic Attack Movement Penalty
  1269.  
  1270. Increased Movement Speed buff from 20/25/25/25/30% → 20/25/30/35/40%
  1271.  
  1272. Sun Wukong
  1273. “Sun Wukong has hit the gym and is ready to show off his new Undefeated Body. Instead of providing Critical Strike chance, while at low Health, Sun Wukong receives raw Physical Power, allowing him to better fight at low Health. Additionally, Somersault Cloud has increased Base Damage, allowing players who sacrifice the healing from the ultimate to use it more aggressively.”
  1274.  
  1275. Undefeated Body
  1276.  
  1277. Increased Health Threshold for the effect from 35% → 40%
  1278.  
  1279. No longer grants Critical Strike chance
  1280.  
  1281. Now provides 10 Physical Power + 2 Physical Power per Level
  1282.  
  1283. Somersault Cloud
  1284.  
  1285. Damage increased from 140/190/240/290/340 → 200/250/300/350/400
  1286.  
  1287. Susano
  1288. “Susano saw a large number of nerfs after his introduction to Season 3, and since then he has fallen off in both casual and competitive play. We want to bring some of his power back without reintroducing frustration. Wind Siphon will now deal more damage in the late game, and Typhoon will now scale in damage as it charges, rather than needing to be at full charge to get any benefit. These two changes should give him a bit more pressure without increasing his main damaging abilities or mobility.”
  1289.  
  1290. Wind Siphon
  1291.  
  1292. Increased Physical Damage Scaling from 25% → 60%
  1293.  
  1294. Jet Stream
  1295.  
  1296. Changed the Ability Description to correctly indicate the actual Damage from 20/35/50/65/80 → 20/30/40/50/60
  1297.  
  1298. Changed the Physical Damage Scaling to correctly match the Ability Description from 35% → 30% per tick (140% instead of 120% total scaling)
  1299.  
  1300. Typhoon
  1301.  
  1302. Now deals Bonus Damage the longer it charges, in addition to the Base Damage. Maxing out at 100 Damage at all ranks
  1303.  
  1304. Sylvanus
  1305. “Sylvanus and Grover made quite a splash at HRX. We are looking to shift him similarly to other healers in Season 4. Wisps is seeing a slight decrease, while Verdant Growth will now apply its Protection Reduction on Rooted enemies, giving Sylvanus better kill potentially when he can successful land his combo.”
  1306.  
  1307. Verdant Growth
  1308.  
  1309. Now Applies Protection Reductions of 5/10/15/20/25 for 5s on hit of enemy gods
  1310.  
  1311. Wisps
  1312.  
  1313. Decreased Base Healing from 25/30/35/40/45 → 15/20/25/30/35 per tick
  1314.  
  1315. Decreased Magical Power Scaling on Healing from 15% → 10% per tick
  1316.  
  1317. Terra
  1318. “Terra is also being adjusted with the rest of the healers this patch. Monolith and Terra’s Blessing are seeing reductions, and Terra is gaining a stronger Force of Nature to compensate. Good Terra players should now find opportunities to be more aggressive, and potentially even land two of these strong Forces of Nature to really put pressure on their opponents.”
  1319.  
  1320. Force of Nature
  1321.  
  1322. Increased Base Damage from 60/100/140/180/220 → 60/110/160/210/260
  1323.  
  1324. Monolith
  1325.  
  1326. Decreased Base Healing from 5/10/15/20/25 → 3/6/9/12/15 per tick
  1327.  
  1328. Terra’s Blessing
  1329.  
  1330. Decreased Base Healing from 100/200/300/400/500 → 100/150/200/250/300
  1331.  
  1332. Thoth
  1333. “Thoth is seeing a few adjustments to highlight his kits strength and move him slightly away from a late game ultimate bot. Evade and Punish now has a stun component, giving him an extra tool to survive or set up, and Glyph of Pain now provides even more to allies who shoot through it to better reward teams who use this unique ability. Final Judgement will now be on a longer cooldown and has reduced damage to accomodate the increased power in Thoth’s base kit.”
  1334.  
  1335. Evade and Punish
  1336.  
  1337. No longer slows enemies hit by it, now Stuns enemies for 1s at all ranks.
  1338.  
  1339. Glyph of Pain
  1340.  
  1341. Increased Ally Basic Attack Bonus Base Damage from 5/10/15/20/25 → 10/15/20/25/30
  1342.  
  1343. Increased Ally Basic Attack Bonus Damage Scaling from 5% → 10%
  1344.  
  1345. Final Judgement
  1346.  
  1347. Decreased Base Damage from 360/440/520/600/680 → 360/430/500/570/640
  1348.  
  1349. Decreased Damage Scaling from 140% → 120%
  1350.  
  1351. Increased Cooldown from 75s → 90s
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