- Dealing Damage to enemies reduces their [Physical Protection]. Stacks up to 2 times.
- Physical Protections Reduced: 10
- Debuff Duration: 4s
AWE1
Gods
Hecate be released in a future alpha update. Community discussion and closed testing yielded feedback that the goddess needed more dev time in order to further deliver on her mechanics and themes.
Design Goals
God System Changes

God Ability Text
Full God Kits
“We want these update notes to be as informative as possible, so we are sharing the full god kits. These might be hard to quickly scan and notice changes from SMITE 1, though. Dev notes for each god will be used to highlight these new features and give some explanations to our thought process on why the changes were made. One important thing to remember is that the base stats on gods and items in SMITE 2 have changed, so even changes that look like nerfs relative to SMITE 1 might still be very powerful in SMITE 2. ”
“
Enfeeble now requires 2 stacks to
reach full effectiveness.
Shifting Sands now has a stronger slow area closer to the pillar, and can be manually reactivated to be destroyed early. It can also be placed behind him.
Desert Fury has been reworked for more specific pacing and timing for a long range, high damage ultimate.
Anhur’s changes are geared toward leaning into his existing strengths of Crowd Control and hard hitting abilities.”
“
Anubis has an entirely new passive that mimics one of his favorite items from SMITE 1. The new stats this ability provides and the method that players earn them are both more clearly telegraphed, earned, and better fit to Anubis’s needs.
Mummify now deals Physical Damage.
Death Gaze has been reworked to include a huge upfront burst of damage, putting additional value on hitting that initial shot. Anubis is intended to maintain his identity as a high risk high reward magical damage god.”
“
Preemptive Strike now charges up much faster.
Defender of Olympus places a shield on the target instead of a Mitigation Buff and
Athena will teleport to the location even if the target dies. Our goal with this adjustment is to make it more often the correct choice to save a teammate in danger and limit feeling like you have to teleport to healthy targets to ensure you get value out of the ultimate.
Athena has always had a unique role in being considered a true support, but also being a powerful burst damage jungler. The change to base stats in SMITE 2 max Athena more flexible than ever, supported even further by her ultimate being better at rescuing low HP targets, and being a guaranteed global movement ability.”
“Getting drunk now gains a protection multiplier buff, encouraging
Bacchus to build tanky instead of giving him mitigation which allowed for overpowered hybrid builds that dominated non-Conquest for years.
Chug has been reworked to have an entirely new self effect that causes your next basic attack to hit harder, scaling off your protections. Bacchus’ changes are designed around making sure he can build tanky and be a successful frontline support.”
“A passive rework gives Bellona more specific strengths depending on what stance she is in, providing a lot more variation to her gameplay. The reflect damage on her block stacks now scale their damage based on her protections, allowing for an aggressive tank build. Bellona is already a very flexible god who can excel in multiple roles, and SMITE 2 should continue to encourage that.”
“This Carry will be getting some interesting shifts for SMITE 2’s STR and INT system.
Shifter of Seasons will have a variety of new ways to scale using INT for more utility, and his
Bramble Blast and Wild Hunt abilities will deal magical damage and scale with INT. This helps balance him in a way that prevents him from doing everything from the carry role, something that often required him to be overnerfed in SMITE 1.
Cernunnos isn't aimed to not be so full INT that he works better in mid. Instead, he will be SMITE 2’s premier hybrid damage carry.”
“
Chaac is a true hybrid god. He can benefit from STR and INT, he can be played as a Tank, a DPS, and everywhere in between. Intelligence can provide significant increases in his protection buff from
Torrent and his heal from
Rain dance, while also providing damage to multiple abilities.
Overflow also provides a bonus heal when triggered. As an additional quality of life change he can now reactivate his
Thunder Strike to recall his axe early.”
"
Fenrir generates runes more quickly in Smite 2. All abilities when used below 5 runes have a way of generating additional runes, accelerating his building and spending playstyle.
Brutalize can now crit and apply basic attack item effects, giving him multiple strong build paths. Brutalize also deals full cleave damage, making his jungle and wave clear more potent and consistent."
“
Slipstream now has an alternate dash mode that can only be used while inside the area of
whirlwind. This gives
Kukulkan and additional damaging ability and high risk aggressive playstyle option to counterattack gods who ambush him. His passive focuses on Mana specifically from items rather than just his base, and has been buffed accordingly. We want to encourage and reward him for exploring builds that will be unique to him.
“
Loki’s
Vanish immediately resets on killing an enemy god, pushing his risk and reward when trying to
assassinate foes in the middle of a teamfight. While clearly a more Strength focused god the Damage Reduction on
Agonizing Visions scales with INT making for some…interesting build paths. Finally, the blind from Agonizing Visions has been reworked into a vision obscuring wall of fog, making you feel more isolated while blinded and creating a more consistent blinded experience.”
“
Neith in SMITE 2 is being adjusted in many ways. She will have multiple abilities that deal magical damage, and a lot of INT based scaling. She has always been more of an ability hunter, and we are leaning into that even more in SMITE 2. Her SMITE 2 version is an intelligence based mid laner that focuses on ability damage. She can definitely still be played as a traditional carry.
Placing and detonating Weaves is now a bigger focus of her kit. Detonating Weaves provides a stacking buff. Her
Unravel now spawns Weaves for more controlled placement without sacrificing her movement ability. Her Backflip can now leap over walls, as long as she has a valid landing point.”
“
Odin leans more into his mastery of runes, using Intelligence to augment his abilities in unique ways. His
Raven Shout Shield and pulse damage from
Gungnir’s Might scale utilizing intelligence, giving him a very tanky and pressure damaging playstyle. The core of the Bird Bomb combo however is still as strong as ever when leaning into the more traditional Strength based gameplay. Odin’s flexibility to frontline or support his team is further amplified by a wide array of utility active items that his kit really lets him lean into.”
“Ymir’s has many exciting changes. The first comes from the general Stats and Item design of SMITE 2. Ymir can now build Crit again! So he can stack this effect with his
frostbite for a super heavy hitting physical damage basic attack build. Additionally,
Ice Wall now applies frostbite and displaces enemies, or ymir himself. This allows him to launch himself forward to gain speed, or launch enemies toward him to put them in danger. He can reactivate this ability to cancel it early, and can even spawn it behind him for easy launches.”
“Zeus has undergone a significant rework, bringing back aspects of his initial version from Smite 1. Detonate is his iconic ability, and building to 3 charges should be a rewarding moment for Zeus and a moment of terror for whom will be smited. Aegis Assault made it easier to apply charges from safety, limiting how potent we could make Detonate.
Thunderclap has replaced Aegis Assault, providing an instant AoE burst around Zeus and providing a large Attack Speed and Movement Speed stim. Now Zeus has to rely on his skillshot Basic Attacks and Chain Lightnings to quickly apply charges or put himself at risk with Thunderclap, allowing Detonate to be more powerful.
Detonate now stuns at max charges (an old throwback!) and no longer consumes charges, allowing Zeus to continue to benefit from the amplified Basic Attack damage. These aspects together make his gameplay goals clear, but allows for a lot of flexibility on how you approach that goal. Pure INT Zeus will burst enemies just as hard as you are used to, but Tanky Cooldown Zeus or Inhand Zeus are now potent additional options!
We also included a new UI element on enemy god health bars that track charge counts. This makes it easier to keep track of your current charge count, especially when the gods model is obscured or behind a wall.”
Items
All players will start each match with a vision ward in a unique slot.
Wards function mostly just like they did in SMITE 1, they are invisible to enemies and reveal enemies who walk through their radius.
Wards cannot be purchased with gold, they are instead placed with this slot and a cooldown.
This slot can be upgraded to a Sentry Ward for the rest of the game on the same cooldown for a one time gold purchase.
Active: Place a ward that reveals enemies within an 10.4m area. Lasts for 60s. Cooldown 120s.
All players will start each match with purification beads in a unique slot.
Purification Beads is an active effect that cleanses you of all forms of Crowd Control.
This effect cannot be upgraded or changed into any other type of effect.
All of your passive items, active items, and consumables go into your primary 6 item slot inventory.
Inventory will default to auto sorting consumables and actives to the first slots, to make sure those key/button bindings are most consistently used.
You can also manually re-order your inventory by dragging items from one slot to another, or following the console button prompts.
SMITE 2 now has items with active effects that will fire with a button press. These items are auto sorted to the first slots of your inventory when purchased.
Many SMITE 2 items have traditional passive effects like they do in SMITE 2.
There are also passive items that have no actual passive effect, these items have additional stats to make up for this.
Active: You become CC Immune for 2s. Cooldown 210s.
50g
Active: Item is Consumed, then Heals 25 health per tick, 8 ticks over 7s. Can be stacked up to 3 times in a single inventory slot.
50g
Active: Item is Consumed, then Restores 20 mana per tick, 8 ticks over 7s. Can be stacked up to 3 times in a single inventory slot.
3000g
Item is automatically consumed, then gain 120 Intelligence permanently. Does not stack.
3000g
Item is automatically consumed, then gain 75 Strength permanently. Does not stack.
450g
Strength 10
350g
Attack Speed 5%
350g
Max Mana 115
450g
Intelligence 15
350g
Max Health 85
350g
Cooldown Rate 5
500g
Passive: Enemy gods hit by your basic attacks have 20% reduced healing for 4s.
350g
Magical Protection 10
650g
Critical Chance 7%
700g
Lifesteal 10%
350g
Physical Protection 8
1400g
Strength 15
Lifesteal 10%
Passive: While you are below 50% HP you gain 15 Strength.
1300g
Strength 18
Max Health 150
1200g
Strength 10
Cooldown Rate 10
Passive: When you are hit by a Hard CC effect you gain 15 Physical Protection and 15 Magical Protection for 4s.
1000g
Magical Protection 33
1200g
Intelligence 15
Magical Penetration 10%
1200g
Intelligence 25
Max Health 150
1125g
Intelligence 40
1500g
Strength 10
Critical Chance 10%
Passive: When you Critically Strike an enemy god you gain 5% Movement Speed for 4s.
1000g
Physical Protection 25
1250g
Strength 10
Physical Penetration 10%
1400g
Strength 10
Attack Speed 10%
Passive: All targets hit by your basic attacks take 10 bonus Physical Damage.
1000g
Max Health 180
Max Mana 125
Passive: When you get a Kill or Assist on an enemy god you restore 5% of your max HP over 6s.
1000g
Max Health 200
Active: Enemy gods within 6.4m lose 10 Physical Protection and 10 Magic Protection for 6s. Cooldown: 60s.
1300g
Intelligence 25
Max Mana 115
Mana Regen 2
Passive: When you get a Kill or Assist on an enemy god you instantly restore 25% of your Mana.
1350g
Intelligence 25
Cooldown Rate 10
Passive: Enemy gods hit by your Hard CC effects lose 10 Strength and 16 Intelligence for 4s.
1200g
Strength 28
1000g
Max Health 200
Active: You and allied gods within 6.4m gain a 100 HP Shield for 6s. Cooldown: 60s.
1250g
Strength 15
Intelligence 25
2750g
Physical Protection 45
Max Health 250
Active: Create a Mushroom that Heals allied gods within 6.4m for 5% HP every 1s. Lasts for 5s. Cooldown: 60s.
2750g
Strength 30
Attack Speed 30%
Passive: When you hit an enemy god with a basic attack you gain 5% reduced Basic Attack Movement Penalty for 4s. Stacks up to 4 times.
2900g
Strength 55
Active: You gain 20% increased Strength for 10s. Cooldown: 180s.
2450g
Magical Protection 85
Passive: When you take Magical Damage you gain 15 + 1*Level Strength and 20 + 2*Level Intelligence for 6s.
2400g
Intelligence 20
Max Mana 250
Magical Penetration 25%
2400g
Strength 20
Critical Chance 20%
Passive: When you Critically Strike an enemy god you gain 15% Attack Speed for 4s.
2300g
Physical Protection 30
Magical Protection 40
Passive: Enemy gods hit by your Hard CC effects lose 15 Physical Protection and 15 Magical Protection for 4s.
2550g
Max Health 200
Cooldown Rate 7
Movement Speed 5%
Active: You are Teleported to the targeted location. Cooldown: 180s.
2675g
Intelligence 60
Lifesteal 20%
Passive: When you drop below 30% HP you gain a 10% of your max HP + 50% Intelligence HP Shield for 6s. Cooldown: 90s.
2600g
Strength 40
Lifesteal 17.5%
Active: You gain a 10% of your max HP + 100% Strength HP Shield for 6s. Cooldown: 90s.
3000g
Strength 30
Intelligence 35
Attack Speed 20%
Passive: All targets hit by your basic attacks take 5 + 2 per level bonus Magical Damage.
2450g
Strength 50
Mana Regen 5
Passive: Enemy gods hit by your basic attacks have 40% reduced healing for 4s.
2500g
Intelligence 45
Cooldown Rate 25
Passive: Your active ability Cooldowns are reduced by 1s every 10s.
2900g
Strength 30
Attack Speed 17.5%
Active: You gain 60 Basic Attack Damage and 30% Attack Speed for 6s. Cooldown: 50s.
2950g
Strength 30
Critical Chance 20%
Passive: You gain 25% increased Critical Strike Damage.
2550g
Strength 20
Intelligence 25
Critical Chance 17.5%
Active: You and allied gods within 6.4m gain 15 + 1*Level Strength, 20 + 2*Level Intelligence, and 20% Attack Speed for 6s. Cooldown: 60s.
2650g
Intelligence 70
Max Mana 300
Mana Regen 2
Passive: Enemy gods hit by your abilities have 40% reduced healing for 4s.
2850g
Intelligence 85
Active: You gain 20% increased Intelligence for 10s. Cooldown: 180s.
2850g
Intelligence 145
2350g
Physical Protection 20
Magical Protection 25
Max Health 200
Cooldown Rate 10
Active - Create a ward that Reveals enemies and enemy wards within 10.4m. Lasts for 60s. Cooldown 120s.
2700g
Strength 25
Physical Protection 20
Magical Protection 30
Max Health 225
2775g
Intelligence 45
Cooldown Rate 20
Passive: When you use an ability you gain 15 Intelligence and 3% Movement Speed for 10s. Stacks up to 3 times.
2400g
Max Health 225
Max Mana 175
Passive: Enemy gods hit by your abilities are affected by a 15% Slow for 2s.
Intelligence 40
2425g
Intelligence 50
Attack Speed 22.5%
Passive: When you hit an enemy god or jungle boss with an ability you gain 15 Basic Attack Damage for 6s. Stacks up to 3 times.
2525g
Intelligence 50
Magical Protection 35
Active: You become Stealthed for 6s. Cooldown: 120s.
2425g
Intelligence 60
Physical Protection 25
Passive: When you take Physical Damage you gain 10 Physical Protection for 6s. Stacks up to 5 times.
2350g
Physical Protection 45
Magical Protection 30
Active: You are Cleansed of all Slows, gain Slow Immunity, and 10% Movement Speed for 6s. Cooldown: 30s.
2450g
Strength 45
Max Mana 225
Mana Regen 4
Passive: When you use an ability you gain 30% increased Basic Attack Damage on your next basic attack for 8s.
2900g
Intelligence 85
Max Mana 225
Mana Regen 4
Active: Enemy gods in front of you are Displaced up and away from you. Cooldown: 90s.
2800g
Strength 45
Cooldown Rate 20
Passive: When you get a Kill or Assist on an enemy god your Non-ultimate Cooldowns are reduced by 2s and your Ultimate Cooldown is reduced by 6s.
2650g
Physical Protection 65
Passive: Enemies who hit you with basic attacks lose 5% Strength for 4s. Stacks up to 3 times.
2900g
Strength 20
Max Health 175
Cooldown Rate 20
Passive: Enemies hit by your abilities take 15 + 30% of your Item Protections as bonus Physical Damage. This effect only triggers once per ability per god.
2900g
Strength 20
Max Health 225
Attack Speed 15%
Passive: Enemies within 2.5m of your basic attack target take 15 + 12.5% of your Item Protections as bonus Physical Damage
2450g
Strength 20
Critical Chance 20%
Passive: When you Critically Strike an enemy god you gain 10% Movement Speed for 4s.
2825g
Intelligence 45
Cooldown Rate 20
Passive: When you get a Kill or Assist on an enemy god you gain 1 stack of 50 Intelligence but you also lose 20 Physical Protection and 20 Magical Protection per stack. Stacks up to 3 times. All stacks are removed on your death.
2950g
Strength 45
Passive: Enemy gods hit by your abilities lose 1 per level Physical Protection for 4s.
2400g
Max Health 300
Cooldown Rate 25
Active: You and allied gods within 6.4m become Immune to Impediments, allowing you to walk through player made walls for 6s. Cooldown: 60s
2400g
Physical Protection 45
Cooldown Rate 10
Active: Enemies within 5.6m are affected by a 25% Slow and have 25% reduced Attack Speed for 6s. Cooldown: 40s.
2650g
Magical Protection 55
Max Health 250
Active: You are Healed for 300 HP + 30% of your Missing HP. Cooldown: 240s.
2725g
Intelligence 75
Max Mana 200
Mana Regen 2
Passive: When you use an ability you gain 30% of your Intelligence as bonus Magical Damage on your next basic attack.
2950g
Strength 30
Attack Speed 17.5%
Passive: Enemy gods hit by your basic attacks take 6% of their max HP as bonus Physical Damage.
2500g
Physical Protection 20
Magical Protection 26
Max Health 250
Max Mana 150
Passive: Enemies within 8.8m have 40% reduced healing.
2400g
Intelligence 15
Cooldown Rate 10
Active: After 2s an area is created causing any gods that enter into it or are already within it to become affected by Stasis. Lasts for 2s. Cooldown: 240s.
2200g
Magical Protection 55
Cooldown Rate 10
Active: Enemy gods in front of you are Silenced for 2s. Cooldown: 90s.
2650g
Strength 15
Max Mana 175
Physical Penetration 30%
2300g
Magical Protection 60
Passive: You and allies within 8.8m gain 20% Attack Speed.
2250g
Physical Protection 50
Passive: Enemies within 8.8m lose 20% Attack Speed and 20% Critical Strike Chance.
2850g
Intelligence 65
Max Mana 250
Mana Regen 4
Passive: Enemy gods hit by your abilities take 15% of their Current HP as bonus Magical Damage over 4s. This effect only triggers once per ability per god.
2925g
Intelligence 125
Max Mana 150
Mana Regen 2
Passive: If you have more than 225 Item Intelligence you gain 15 Cooldown Rate.
2600g
Physical Protection 35
Max Health 325
Active: You and allied gods within 6.4m gain 25% Movement Speed for 4s. Cooldown: 180s.
2550g
Strength 55
Attack Speed 17.5%
2250g
Max Health 300
Cooldown Rate 20
Active: You and allied gods within 6.4m gain a 100 + 12*Level HP Shield for 4s. Cooldown: 60s
2550g
Magical Protection 30
Max Health 250
Active: You and allied gods within 6.4m are Cleansed of all CC and gain CC Immunity for 1s. Cooldown: 180s.
2800g
Strength 50
Cooldown Rate 10
Passive: When you use an ability you gain 3% Movement Speed and 5 Cooldown Rate for 10s. Stacks up to 3 times.
2700g
Strength 10
Attack Speed 12.5%
Passive: When you damage an enemy god or jungle boss with a basic attack, gain 10% Physical Penetration for 4s. Stacks up to 5 times.
2300g
Max Health 250
Max Mana 150
Passive: When you get an Assist on a lane minion you gain 1 stack of 1 Physical Protection and 1 Magical Protection. Stacks up to 40 times.
2900g
Strength 45
Lifesteal 15%
Passive: When you hit an enemy god below 50% HP, you gain 15% Lifesteal for 4s.
2600g
Intelligence 95
Passive: Your Ultimate Cooldown is reduced by 20%.
2950g
Intelligence 20
Cooldown Rate 15
Passive: When you hit an enemy god or jungle boss with an ability, gain 10% Magical Penetration for 4s. Stacks up to 5 times.
2750g
Intelligence 55
Max Health 300
Max Mana 175
Passive: You and allies within 8.8m gain 7 + 0.5*Level Strength and 10 + 1*Level Intelligence.
2500g
Intelligence 55
Max Health 250
Max Mana 350
2700g
Max Health 450
Max Mana 200
Health Regen 8
Mana Regen 8
Design Goals
Item System Changes
Default Items every god starts with every game
Consumables and Utility
Tier 1 Items
Item Icons can be found in the SMITE Community Resource Bank for viewing and use in content creation. Note that many of these icons are using temporary art that will be updated in a future release.
Tier 2 Items
Tier 3 Items
Modes
Design Goals
Combat System Changes
General
Goals
Alpha Tests have varying degrees of permanent progress or ownership. This includes:
General
Game Systems
Modes
Design Goals
Tower System
Minions
Infamy System
Invader's Curse
Interactive Map Objectives
Jungle Buffs
Gold Cache
Warhorn
Teleporters
Stealth Areas
Gold Fury
Fire Giant
XP Splitting Rules (these match SMITE 1)
General
Blinking Amulet is currently allowing the teleport to be triggered in combat or even while firing/channeling an ability. This is not our final intent and the item will be removed from future Alpha tests to be reassessed.
Issues Process
Upcoming Features
Known Issues