- After being Critically Hit or taking more than 20% of your Health in a single blow, become Suntouched. When you become Suntouched your active cooldowns are reduced and Mark the enemy who triggered this
OB15
Gods
Basic Attacks now ricochet, dealing bonus damage to gods per bounce. Bounced Basic Attacks cannot damage structures. Ricochet no longer bounces or stuns; it applies Mark of the Golden Crow on its first hit. If already marked, the mark spreads. Basic Attacks hitting marked targets bounce to a nearby enemy.
Basic Attacks now ricochet, dealing bonus damage to gods per bounce. Bounced Basic Attacks cannot damage structures. Ricochet no longer bounces or stuns; it applies Mark of the Golden Crow on its first hit. If already marked, the mark spreads. Basic Attacks hitting marked targets bounce to a nearby enemy.
Items
“Quickplay has been a fun testing ground for different ideas, and one idea that players coming to the game seem to be enjoying is the ability to frequently dash in and out of combat along with higher projectile speeds for ranged gods. As we continue to work on the new player experience, we also have work to do on helping them transition out of the quickplay to see the full breadth of Smite. A part of this is ensuring tools they have come to enjoy exist in some way outside of their introduction.
Agility Relic will now be a choice for all players that will compete with other relics, allowing it to exist but be a distinct tradeoff as it leaves quickplay. It also has a longer cooldown than it did and a unique melee god only benefit to contrast the ranged bonus it granted in quickplay. We do know this is a pretty large potential meta shakeup, so we are currently disabling this relic for Ranked Conquest. We will keep a close eye on how this performs, as well as how the bonus passive effects affect the overall game before we commit to enabling this in Ranked Conquest.
It is also unique in being triggered by Shift, which was the default bind for quickplay for it. It will also utilize this bind which is modifiable.”
Active: Dash in the direction you are currently moving. Cooldown: 10s.
Passive (Ranged Only) : Your projectiles travel 40% faster.
Passive (Melee gods only): Your Basic Attacks will lunge forward if an enemy is slightly outside of your Basic Attack range. This does not trigger if you are strafing or backpedaling. (There is cooldown logic to prevent chain dashing to targets trying to flee)
“Aside from the Healing adjustments we wanted to look at underperforming Tank and Bruiser itemization now that our previous balance pass has had a lot more time to settle. All items on this list were underperforming, especially to other items similar to them seeing success.”
Now builds from Battle Axe and Manchu’s Bow. Cost remains the same.
“Leviathan’s permanent health stacking is interesting, but we wanted to put more of the onus on the person holding the item to better optimize gaining stacks.”
Removed: Gain 1 Max Health with enemy gods who hit you with Basic Attacks.
New Passive: Gain 6 Max Health permanently when you damage an enemy god with a Basic Attack. Cooldown: 10s. Cooldown reduced by 0.5s when taking damage from an enemy god, once per ability or Basic Attack.
“Musashi’s was a good way behind the rest of the Critical Strike items and should be a compelling option for our more Melee focused Critical Strike users. This should move it in the right direction.”
“Of the trio of Late Game protection items, this was performing significantly behind the other two. We found an issue that could be a cause of this, as well as felt the item itself needed more bulk on its own.”
Fixed an issue where this was only providing 10% and 20% of your Protections, rather than the intended 12.5% and 25%.
Fixed an issue where the flat bonus protections from this item were not considered Item Protections for other items scaling.
NOTE: Flat increases from items like this should contribute to Item Protections. Percentile increases like Dwarven Plate or the % portion of the stack of Draconic Scale do not.
NOTE: We had reports of Spirit Robe also having this problem, but upon investigating concluded it is working correctly (As seen with Gladiator’s Shield). If you had reported this issue more details would be appreciated on the specific combination of effects you were trying to utilize.
Bug Fixes
Fixed an issue on PTS where it was providing 20 Cooldown Rate instead of 10 as intended. (noting this since it was strong on PTS)
Fixed an issue where the Speed Buff could stack on itself.
Fixed an issue where you could be healed while immune.
Fixed an issue where you could be healed while immune.
Fixed quite a few issues with specific types of heals working or not working with specific items.
Fixed quite a few issues with item interactions, including selling Sanguine Lash for positive gold and Gluttonous Grimoire lacking its max damage cap.
Special thanks to those who took time to play PTS this cycle. We found a lot and it is greatly appreciated.
Bug Fixes
Fixed an issue where block stacks could be provided to nearby allied minions
Fixed an issue where this would not hit damageable deployables.
Fixed an issue where this ability would sometimes cause gods to infinitely spin
Fixed an issue where being CC Immune while within the Stasis field maintained the Damage Immunity
Fixed an issue where this item could not be searched for in the Item Store
Added a potential fix for this Item failing to work until a player leaves, re-enters, and leaves the fountain again.
Nu Wa's base and skin targeters upgraded
Fixed an issue where block stacks could be provided to nearby allied minions
General
Get ready to ricochet into battle! Hou Yi, the Defender of the Earth, has landed in SMITE 2 with a sun-scorched vengeance! With wall-bouncing arrows, hybrid scaling, and celestial control through his Suntouched passive and dazzling ultimate Sunbreaker, Hou Yi brings a fiery twist to the battleground. Plus, his upcoming Aspect of the Mark lets basic attacks bounce between enemies just in time to light up the competition starting August 1!
This update also brings shifts to Conquest, dialing down objective damage while introducing new tweaks to farming and XP camps to promote more active play. Meanwhile, the long-awaited Healing Rework is here! Anti-heal is no longer item-bound, healing and lifesteal have been normalized, and a new wave of utility-focused items gives healing and sustain playstyles new tools to shine.
Open Betsa 15 is shaping up to be one of the biggest SMITE 2 updates yet! Hop on the Battleground and try out everything new!
General

Ravenstrike Traveler - Prepare for orbit. Drip status: Intergalactic! Shine like the stars with the all new Ravenstrike Traveler!
Contents
Trophy Hunter Traveler - There’s no target in the galaxy that Kali can’t take down. Prepare a hunt that’s out of this world with the Trophy Hunter Traveler
Contents
Quality of Life
Modes
Joust & Duel
Conquest
Conquest balance this patch is targeting some specific map issues. these are smaller changes as we're taking incremental steps to address feedback to get changes out sooner rather than later:
Too much safe farm
We want safe farm to exist in some form as a way to crawl back from a deficit, but we've seen the side camps turn into part of the regular farm rotation for sidelaners, which has encouraged passive playstyles, especially in Solo.
Objectives are too lethal
We want to encourage more play around objectives, but currently they are too punishing and which makes them less approachable
Conquest Change List
General
Now builds from Evil Eye and Killing Stone.
Now builds from Hunter’s Bow and Skeggox
REMOVED: Healing Reduction Passive
Now builds from Survivor’s Sash and Legionnaires Armor
+20 Physical Protection
NEW Passive: You gain 45 Strength or 60 Intelligence, whichever you have more of from items.
NEW Passive: If you have not taken or dealt god damage in the last 5s, gain a bonus 75% of the above passive when dealing damage for 4s. If you took damage, instead gain 30 Physical Protection. If an enemy within 11.2m uses a healing Ability, immediately gain both effects.
REMOVED: Healing Reduction Passive
Now builds from Survivor’s Sash and Legionnaires Armor
+20 Physical Protection
NEW Passive: You gain 45 Strength or 60 Intelligence, whichever you have more of from items.
NEW Passive: If you have not taken or dealt god damage in the last 5s, gain a bonus 75% of the above passive when dealing damage for 4s. If you took damage, instead gain 30 Physical Protection. If an enemy within 11.2m uses a healing Ability, immediately gain both effects.
REMOVED: Healing Reduction Passive
Now builds from Olmec Blue and Veve Charm
NEW Passive: When you are damaged by an enemy Basic Attack or Ability, apply 1 stack of Contagion to them for 20s (once per attack). If you Basic Attack or apply Hard Crowd Control to an enemy with Contagion, consume them to deal 1% of your Max Health as Magical Damage per stack, in a 4m area. If someone lifesteals 100 Health from you, immediately apply 5 stacks to them.
“While working on this healing pass, it came up that The Reaper, Serrated Edge, and Devourer’s Gauntlets largely filled a very similar role, being largely mathematically similar and with similar ease to gain their effects. We are reworking all three to be more unique in their identities.
is now a high risk item, with the potential to actually get weaker if you die too frequently.
REMOVED: Current Passive
NEW: Passive: When you kill anything, gain a stack that provides 6 Strength for 5s, stacking up to 3 times. Stacks are removed 1 at a time. Killing a god increases the max stack by 1 and restores you for 15% of the slain gods max health. Assists restore 7.5% Health but does not grant a stack. When you die, lose a max stack (Minimum 1).
has been renamed to Barbed Carver to highlight its different function. It now focuses on apply wounds to the enemy, which grant follow up attacks against them bonus scaling.
Barbed Carver is taking its place with a more applicable effect to a variety of gods.
Cost: 2500g
+40 Strength
+7.5% Lifesteal
Passive: Enemies damaged by your Abilities gain a stack of jagged wounds for 5s, up to 3 stacks (once per ability per target). Your Basic Attacks and Abilities deal a bonus 8% (+1% per 10% Lifesteal) Physical Damage for each stack of jagged wounds.
Serrated Edge has been renamed to Barbed Carver to highlight its different function. It now focuses on apply wounds to the enemy, which grant follow up attacks against them bonus scaling.
REMOVED: No longer gain stacks by dealing damage
NEW: Gain 1 stack when killing a minion or Jungle Monster.
NEW: Evolved Passive: Ravenous - This item continues to stack, but requires 8 minion kills for an additional stack. Jungle bosses kills or assists count as 40 minions.
Increased Stack Count: 50 to 75.
It has been reworked into Typhon’s Heart with a new effect.
Cost: 2600g
Builds from Cursed Sickle + Killing Stone + 850g
+40 Intelligence
+12.5% Lifesteal
NEW: Passive: Every minion or jungle monster Kill provides 1 stack. God Kills provide 30 and Assists, 15. At 30 stacks, summon a monster of Typhon. It has 200 + 50 per level Health and deals damage equal to 300% of your Lifesteal and 20% of your Intelligence. Your lifesteal Heals it. If you would summon another, instead fully Heal your current one and grant it 25% Health, Attack Speed, and Movement Speed, stacking up to 5 times.
It has been reworked into Typhon’s Heart with a new effect.
Cost: 2600g
Builds from Flaming Pearl + Cursed Sickle + 800g
+40 Intelligence
+150 Health
+10% Lifesteal
Passive: 25% of Lifesteal healing is stored into your next Basic Attack that successfully damages an enemy god as Bonus Magical Damage. If you are at maximum health, store 40% of the healing. The stored amount is capped to 33% of your Maximum Health.
Cost: 2800g
Builds from Reinforced Axe + Adamantine Sickle + 650g
+25 Strength
+25 Physical Protection
+10% Lifesteal
Passive: Enemies within 4m take 2% (+1% for every 10% Lifesteal) of their health as physical damage every second (up to 200). When this damages a god, reduce the Active cooldown by 5s (+1s for every 10% Lifesteal). Minions reduce it by 0.5s. This item's damage can trigger lifesteal.
Active: Lash out at enemies within 4m for 10% of their maximum health as Physical damage (max 500). Can store up to 3 charges. Cooldown: 90s
Cost: 2700g
Builds from Legionnaire Armor + Cursed Sickle + 1100g
+40 Physical Protection
+10% Lifesteal
Passive: Split your lifesteal healing with allied gods within 11.2m evenly. Each unique ally healed like this grants you 10 Protections for 8s. This link only works while you are above 50% Health.
Cost: 2750g
Builds from Survivor’s Sash + Veve Charm + 950g
+275 Health
Passive: You gain 55 Strength or 75 Intelligence depending on which stat from items is higher.
Passive: For each unique god healed by a healing ability, gain a stack, up to 4. Your next ability consumes all the stacks to contribute 10% additional Strength and Intelligence scaling per stack consumed (up to 40%).
Cost: 2650g
Builds from Adroit Ring + Odigba + 1200g
+400 Health
+250 Mana
+10 Cooldown Rate
Passive: Your healing abilities have 20% reduced Cooldowns and each cast reduces this items active cooldown by 10s.
Active : Your next non-ultimate healing ability will have no cooldown but deals 50% reduced damage.
REMOVED: Increased Healing.
REMOVED: Active removing all anti-heal.
NEW: Active: Send out healing snakes to allied gods within 8.8m restoring 10% of their health over 10s. This healing counts as healing from an Ability. The snake is sacrificed if the target has 6 debuffs active, immediately healing for 10% health and applying all non-damage immunities for 1s. Costs: 35% Mana. CD: 90s
NEW: Health restored due to your own healing (abilities only) now also contributes to reducing your cooldowns.
Cost: 2550g
Builds from Captain’s Ring + Legionnaire Armor + 1000g
+40 Physical Protection
+3 Mana Regen
+15% Cooldown Rate
Passive: When you heal yourself from an ability, gain a burst of 35% Movement Speed that decays to 10% over 5s for 5s. Cooldown: 10s
Passive: When you gain a Movement Speed buff restore 5% of your health over 5s.
Cost: 2500g
Builds from Survivor’s Sash + Olmec Blue + 800g
+20% Attack Speed
+200 Health
+3 Health Regen
Passive: Passive: Gain 30 Strength or 45 Intelligence, whichever you have more of from Items.
Passive: After healing yourself or an allied god with an ability you gain 10% Attack Speed and 5% Basic Attack Damage for 6s, stacking 3 times.
Increased Heal: 2% HP -> 3% HP
NEW: Now ticks once immediately upon deploy
NEW: Gain a stack of Sporeguard. Each buff stack reduces enemy Basic Attack and Ability damage by 10% before being removed. Ultimate Ability damage is reduced by 5% and all stacks are removed.
NEW: Now applies 25% Healing Reduction for 5s
NEW: Now applies 25% Healing Reduction for 5s
NEW: Now applies 25% Healing Reduction for 5s
Decreased Lifesteal: 20% to 12%
NEW: Now applies 25% Healing Reduction for 5s
NEW: Now applies 25% Healing Reduction for 5s
Decreased Heal: 18/21/24/27/30 to 16/18/20/22/24
Is now marked as a Healing Ability
Decreased Heal: 15/25/35/45/55 to 15/21/27/33/39
Decreased Heal Int Scaling: 6.5% to 3.5%
Is now marked as a Healing Ability
Decreased Heal: 10/15/20/25/30 to 8/10/12/14/16
Decreased Self Heal Scaling: 7.5% to 3.5% Intelligence
Decreased Ally Heal Scaling: 5% to 2.0% Intelligence
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Decreased Heal: 0/40/60/80/100/120 to 0/30/45/60/75/80
Is now marked as a Healing Ability
Decreased Heal: 30/55/80/105/130 to 25/35/45/55/65
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Decreased Heal from Gods: 20/40/60/80/100 to 15/30/45/60/75
Decreased Heal from Minions: 12/19/26/33/40 to 10/15/20/25/30
Is now marked as a Healing Ability
Decreased Spring Lifesteal: 4/5/6/7/8% to 3/3.5/4/4.5/5%
Decreased Heal Scaling: 20% to 12.5% Intelligence
Decreased Heal: 10/15/20/25/30 to 8/11/14/17/20
Is now marked as a Healing Ability
Decreased Heal: 20/35/50/65/80 to 15/25/35/45/55
NEW: Now provides 10% Attack Speed when picked up. If an Ally picks up the Heart, Cupid also receives the Attack Speed buff.
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Decreased Heal Scaling: 12.5% to 6% Intelligence
Is now marked as a Healing Ability
Decreased Heal over Time: 8/16/24/32/40 6/11/16/21/26
Decreased Heal: 10/25/40/55/70 to 10/19/28/37/46
Is now marked as a Healing Ability
Decreased Heal from Recent Damage Taken: 30/35/40/45/50% to 25/27.5/30/32.5/35%
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Decreased Missing Health Heal: 10% to 6%.
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Decreased Heal Bonus per Level: 4 - 3
Decreased Heal Scaling: 45% Protections -> 25% Protections
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Odin’s Ring of Spears will still fully block all healing.
“Pele has continued to perform very well, both in her Aspect and Non-Aspect versions. While we know a lot will change with this healing pass, we felt she needed additional adjustments still.”
Is now marked as a Healing Ability
Is now marked as a Healing Ability
These were his intended numbers, but due to an issue he was not getting them. This is more a fix that will also help how his Attack Speed interacts with Attack Speed stims.
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Healing Reduction items are largely being moved towards being items not defined by anti heal or being softer counters. We may utilize Ruinous Ankh in the future but it would receive a new passive or be largely reworked. Ruinous Poison and Ruinous Venom are no longer needed for these recipes.
Healing Reduction items are largely being moved towards being items not defined by anti heal or being softer counters. We may utilize Ruinous Ankh in the future but it would receive a new passive or be largely reworked. Ruinous Poison and Ruinous Venom are no longer needed for these recipes.
Healing Reduction items are largely being moved towards being items not defined by anti heal or being softer counters. We may utilize Ruinous Ankh in the future but it would receive a new passive or be largely reworked. Ruinous Poison and Ruinous Venom are no longer needed for these recipes.
NEW: Now applies 25% Healing Reduction for 5s
Is now marked as a Healing Ability
Is now marked as a Healing Ability
Decreased Heal over Time: 8/16/24/32/40 6/11/16/21/26
Decreased Heal Bonus per Level: 4 - 3
Is now marked as a Healing Ability
Is now marked as a Healing Ability
High-Level Goals
What We Are Removing
What We Are Adding