*NOTE* For full patch notes, please visit the source. Only Update Schedule, Item and God Balance will be listed here.
PASSIVE - SHINGETSU & MANGETSU
Tsukuyomi wields Shingetsu in his left hand and Mangetsu in his right hand. When these weapons damage an enemy they become empowered. Empowered Shingetsu gains a 50% cleave and restores mana. Empowered Mangetsu deals bonus damage and restores health.
Mana Heal: 2 (+15% of your Physical Power)
Health Heal: 2 (+15% of your Physical Power)
Bonus Damage: 2 (+15% of your Physical Power)
ABILITY 1 - DARK MOON SHURIKEN
Tsukuyomi calls upon Shingetsu, summoning forth a Dark Moon Shuriken. The Shuriken damages enemies and stops on gods, sticking into them. If Tsukuyomi gets close to the god he retrieves the Shuriken and reduces its cooldown. After casting this ability Shingetsu’s next Basic Attack becomes ranged. This attack steals Movement Speed from the enemy hit.
Shuriken Damage: 85/135/185/235/285 (+90% of your Physical Power)
Cooldown Reduction: 40%
Movement Speed Steal: 25%
Cost: 50/60/70/80/90
Cooldown: 10s
ABILITY 2 - KUSARIGAMA
Shingetsu and Mangetsu form themselves into a Kusarigama. Tsukuyomi swings the weapon to his left and right, damaging and disarming enemies hit. He then swings the weapon forward with more force stunning enemies hit. While channeling Tsukuyomi gains 33% Movement Speed and is immune to Knockback effects.
Swing Damage: 35/60/85/110/135 (+50% of your Physical Power)
Disarm Duration: 1.5/1.75/2/2.25/2.5s
Final Damage: 70/125/180/235/290 (+80% of your Physical Power)
Stun Duration: 1/1.1/1.2/1.3/1.4s
Cost: 70/75/80/85/90
Cooldown: 14s
ABILITY 3 - SILVER MOON CALTROPS
Tsukuyomi holds Mangetsu aloft as it erupts into starlight, sending stars falling to the ground. As they land they become Caltrops, damaging enemies in the area and slowing them for 2.5s. Enemies who move inside this Caltrop field take damage and are slowed again. After casting this ability Mangetsu’s next Basic Attack becomes ranged. This attack deals bonus True Damage.
Damage: 20/37.5/55/72.5/90 (+25% of your Physical Power)
Slow: 15/17.5/20/22.5/25%
True Damage: 5 (+40% of your Physical power)
Cost: 40/45/50/55/60 Mana
Cooldown: 14s
ULTIMATE - PIERCING MOONLIGHT
Tsukuyomi channels the power of the Full Moon, gaining Crowd Control immunity and 50% Damage Reduction. He fires forward 4 powerful piercing beams of moonlight. Enemies hit, take damage and become marked. Each beam can hit up to 3 enemy gods. After firing all beams Tsukuyomi charges forward at light speed, dashing through all enemies in the order they were hit, dealing heavy damage. Tsukuyomi will end his dashing at the final enemy hit.
Beam Damage: 30/50/70/90/110 (+20% of your Physical Power)
Dash Damage: 85/110/145/180/215 (+55% of your Physical Power)
Cost: 80/90/100/110/120 Mana
Cooldown: 90s
UPDATE RELEASE SCHEDULE
JULY 28
Mid-Season Bonus Update – Get the details on balance and new content here!
AUGUST 11
Tsukuyomi
New Moon Bundle 3
Cosprey Chest
Rav3n Chest
AUGUST 25
God of the Moon Bonus Update – More info coming soon!
Please note that these dates are tentative and subject to change.
BONUS BALANCE LIVE JULY 28
ITEMS
Shadowsteel Shuriken
“Shadowsteel offered strong utility to critical strike builds, which had potential to be overpowering. However, It seems like we overvalued its utility. To make this item more attractive we are giving it a small cost reduction and increased Physical Power.”
Decreased cost from 2500 to 2400
Increased Physical Power from 20 to 30
Golden Blade
“Golden Blade and Arachne, can you name a more iconic duo? Basic Attack Assassins in particular have seen a strong rise with the recent buff to their itemization. The cost reduction made this item more accessible which is something we want to keep but the amount of clear gained was too much. Rather than reverting the change we are tweaking its existing stats.”
Decreased Attack Speed from 20% to 15%
Decreased minion AoE damage from 75% to 50% on the Item’s Passive
Serrated Edge
“Serrated Edge has been a popular choice for Assassins in the mid season patch, although a few gods can push its power to extremes that the rest of the god pool cannot. We are increasing its cost for now but may look to do more adjustments in the future to open it up to a wider array of gods.”
Increased cost from 2400 to 2550
Spear of the Magus
“Spear of the Magus, Heartseeker, and Soul Reaver are strong items for both dealing damage to squishies while also bypassing enemy tankiness. We are keeping a close eye on how tanks feel in relation to damage dealers with our recent changes, but it will take some time and experimentation to see where everything falls. In the meantime these items that are universally good should be more focused in their strengths.
Spear of the Magus was simply too cheap for what it provided. Opting into boosting your team’s damage should come online slower.”
Increased cost from 2450 to 2600
Decreased Duration of the passive debuff from 10s to 7s
Increased Cooldown of the passive from 10s to 15s
Heartseeker
“Heartseeker’s % Penetration and Health Damage indicate it works well against tanks, but the raw power provided made it good in nearly all cases. A power reduction should take some of the edge off.”
Decreased Physical Power from 75 to 65
Soul Reaver
“Soul Reaver falls into the same category as Heartseeker. A reduction in power here should focus it more towards damaging tanks and feel weaker against squishies”
Decreased Magical Power from 110 to 95
Typhon's Fang
Fixed an issue where this item was providing 10 more Magical Power than intended
Ring of Hecate
“Ring of Hecate provided a huge boost to Magical ADCs in the Mid Season patch, providing a strong spread of stats, utility, and sustain. We are increasing its cost and removing the bonus healing per stack to highlight its power draining utility while giving opponents better counterplay.”
Increased cost from 2500 to 2600
Removed the Healing Increased per stack on the Item’s passive
Warrior's Bane
Fixed an issue where this was allowing gods to gain more than 40% pen
Removed Passive
Added 10% Physical Penetration
Soul Eater
“This unique lifesteal item was given some solid buffs for Mid Season, which was especially interesting to Solo Laners who would be losing the sustain from Gladiator’s Shield. Due to its high power, many Jungle Assassins are picking up this item and gaining an additional boost they certainly do not need. We are bringing down the Physical Power, especially in the early game to make the item slightly more difficult to utilize in the Jungle.”
Decreased Base Physical Power from 30 to 20
Decreased Total Physical Power on Evolved Soul Eater from 40 to 35
Hand of the Gods
“Hand of the Gods is being boosted to ensure when used early it can clear minis while also helping more with the increased difficulty of the Jungle.”
Increased damage dealt from 170 to 200
GODS
Bakasura
"Bakasura has been eating well after his changes and the buffs to his supporting items. He was struggling before the Golden Blade buff, but with its cheaper cost and addition of items like Serrated Blade and Atalanta’s Bow he ended up not needing this adjustment. We are reverting it. This revert plus the nerfs to his core items should slow down Baka sufficiently."
Eat Minion
Decreased Heal Physical Power Scaling from 85% to 70%.
Decreased Protections gained from 10/18/26/34/42 to 10/15/20/25/30
Camazotz
"With the changes to Warrior’s Blessing, Potion Stacking, and Gladiator’s Shield being, sustain has additional value in the Solo lane. Camazotz has the ability to be overbearing with his early sustain. We are reducing his protections and the sustain from Devour to make brawling with him a stronger option."
General
Decreased Base Physical Protection from 13 to 11.
Devour
Decreased Heal per Hit from 10/20/30/40/50 to 8/16/24/32/40
Cthulhu
"Cthulhu has strong moments of power, especially in the early game. Rushing Terror’s Base Damage combined with his Sever makes him able to pick up kills quite easily. You should be afraid when he ults, but the amount of damage he was doing was too high."
Rushing Terror
Decreased Base Damage of the Dash from 80/120/160/200/240 to 70/110/150/190/230
Decreased Base Damage of the Projectile from 50/80/110/140/170 to 40/70/100/130/160
Sever
Decreased Base Damage from 120/175/230/285/340 to 100/160/220/280/340
Raijin
"Raijin’s poke, especially at higher levels of play, can be very difficult to fight against. Now that he can clear lane effectively in the early game, we are reducing the scaling slightly to make his damage output more manageable in the late game."
Percussive Storm
Decreased Magical Scaling per hit from 30% to 25%
Ratatoskr
"Ratatoskr’s rework is out and people are going nuts! The general consensus seems to be that he is strong but we are still seeing a lot of experimentation with different builds. We are targeting the most frequently purchased acorn (Bristlebush) and the winningest acorn (Evergreen), toning down his power while still leaving room for players to experience each acorn."
Evergreen Acorn
Decreased Physical Power from 35 to 25.
Bristlebush Acorn
Decreased Dart bonus damage from 40% to 35%. This affects both the base damage and scaling of Dart.
BALANCE LIVE WITH THE GOD OF THE MOON UPDATE AUGUST 11
ITEMS
MASK ITEM TREE
“Recently, We have seen a lot of discussion around the Masks. These items provided opportunities for class shifting but were nerfed when their goal was realized. The masks ended up creating some unique balance problems that we have since adjusted on gods’ base kits. We want to bring power back to these masks where it makes sense, increasing their perks or decreasing their negatives to encourage exploration with these items.
The only exception is Bumba’s Mask. Movement Speed is a dangerous stat to have too much of, and players tend to perceive this item as frustratingly strong or totally useless. What this means is that by the time it is considered good, it is likely breaking things at a fundamental level. Rangda’s Mask and Lono’s Mask have room to be good without causing this problem. We are removing Bumba’s Mask for now, but we hope to return it to the game with a new and more unique design within a few updates.”
Rangda's Mask
Decreased Damage Taken Increase from 25% to 20%
Lono's Mask
Increased Protections from 35 to 40
Increased Health from 200 to 250
Bumba's Mask & Messenger's Mask
These items have been removed from the game
Stone of Binding
“Stone of Binding is an interesting cheap item for Supports, looking to be more aggressive with their setup. A boost of MP5 encourages more ability usage and makes it a more enticing choice for ability heavy supports.”
Now provides +10 MP5
Reinforced Shoes
“Tankiness is something we are watching closely. From our own internal metrics to player feedback we want to ensure that building defense feels meaningful. The soft adjustments to items like Spear of the Magus, Heartseeker, and Soul Reaver should help tanks feel better, we want to ensure existing Tank options feel impactful. Reinforced Shoes and Greaves are rarely used and are a perfect place to bring some additional strength to tank roles.”
Increased Health from 100 to 150
Reinforced Greaves
Increased Health from 100 to 150
GODS
Achilles
“Achilles was heavily nerfed a short while ago, and the Mid Season meta adjustments only served to hurt his metrics even more. He now seems to struggle in most Solo Lane matchups. We are boosting Shield of Achilles’ base damage to help him better clear and poke in the laning phase.”
Shield of Achilles
Increased Base Damage from 80/135/190/245/300 to 100/155/210/265/320
Athena
“Athena tends to be a solid option in competitive play but more on the fringe everywhere else. Her Ultimate, Defender of Olympus highlights skilled Athena players, and we want to better reward Athena players who really know when to help their teammates caught in a bad situation.”
Defender of Olympus
Increased Damage Mitigation given to the targeted ally from 20% to 30%
Awilix
“Awilix has moments to shine but even in strong matchups she struggles, and Mid Season seems to have taken a toll on her power. Awilix is getting some help in both managing her playstyle (with a reduced mana cost burden) and in direct power (Feather Step Base Damage). Additionally Suku has learned to strafe more effectively making it easier to position during combat.”
General
Increased Base Mana from 220 to 240
Increased MP5 per level from 0.27 to 0.46
Feather Step
Increased Base Damage from 40/75/110/145/180 to 50/85/120/155/190
Summon Suku
Decreased Mana Cost from 50/55/60/65/70 to 30/35/40/45/50
Increased strafe speed on Suku by changing Hard Cap on movement speed from 225 to 275. Updated ability description to show this is a speed cap not percent reduction of speed.
Fixed an issue where this ability would go on cooldown if interrupted. (This was fixed in 7.4 but was not listed properly.)
Bacchus
“This big boy is a perpetual meta pick in Non-Conquest game modes, with his ability to mitigate and dish out serious damage. He still is struggling in Conquest, though, even with his changes to Chug last year. We are increasing his Belch base damage back to a previous value to help him better compete vs other Duo Laners.”
Belch of the Gods
Increased Base Damage from 20/35/50/65/80 to 25/40/55/70/85 per tick
Bastet
“Similar to Isis, her rework released strong but with multiple nerfs she is now struggling to make an impact. Pounce’s scaling gives Bastet the extra kick she needs late game and should help her succeed in her Assassin role.”
Pounce
Increased Physical Power scaling from 90% to 100%
Cabrakan
“Cabrakan has not seen much play for a long time. While we meme him as Fat Loki, he struggles as a Guardian and even when going damage it’s difficult to really lock down opponents. Seismic Crush will now be a consistent 1s stun, giving support Cabrakan a consistent moment to play off of and lessening the diminishing returns inherent in his abilities. Tremor will also no longer cause minions to spiral around, making it easier for Cabrakan to group minions for himself or his teammates for clear.”
Seismic Crush
The stun from this ability no longer suffers from Diminishing Returns
Tremors
No longer tremors minions, instead pulling them more directly to Cabrakan
Chaac
“Everyone’s favorite voice pack can be a solid god pick, but never quite a top pick. Mid Season 7 is no different for Chaac. Rain Dance brings unique area control, attack speed debuffs, and self sustain, but its cooldown made it very restrictive. A lower cooldown opens up additional options.”
Rain Dance
Decreased Cooldown from 18s to 16s
Cu Chulainn
“Cu Chulainn is another god that was able to leverage Gladiator’s Shield really well. With multiple abilities to trigger it, he gained bonus sustain during teamfights. We are lowering the cooldown on his primary poke to give him more options during extended fights.”
Barbed Spear / Ground Slam
Decreased Cooldown from 16/15/14/13/12 to 15/14/13/12/11s
Isis
“Isis had a strong few patches during her visual rework, but with repeated nerfs she has fallen out of favor. The Spirit Ball change was likely a nerf too far, so reverting this should place her in a healthy spot.”
Spirit Ball
Decreased cooldown from 12s to 10s
Osiris
“Warriors have seen many adjustments in recent patches, with many changes to their itemization. We are bringing up some Warriors that we have seen struggle more directly with these changes. We expect that over time many different strategies will be figured out and will be responsive to these shifts.
Osiris heavily relied on low cooldown spam with Gladiator’s Shield to sustain himself. While he still bullies the early game we wanted to give him better utility during teamfights. Judgement Tether will now provide some additional damage reduction to enemies tethered.”
Judgement Tether
Increased Damage Reduction from 10/15/20/25/30% to 15/20/25/30/35%
Some thoughts from the patches, about which I'm quite pleased in general.
Tsukuyomi seems like he'll be fun. That ult is pretty wild. It situationally might be very overpowerered. I wonder if you can use Kusarigama and hit an enemy with all 3 hits if you angle appropriately.
IMO, crits and anti-heal don't go together, and Shadowsteel Shuriken seems like a forced item. I get how both crits and anti-heal are valued, but the concept of crits is to burst someone down to the extent that you shouldn't really need anti-heal. One potential outlier might be someone like Hercules at max rank, if he lives long enough...but I feel that's okay in general. The buff to this item is a necessary one to make it more appealing, but I still just don't see it fitting in well.
Slightly different nerf to Golden Blade than I thought (I thought reverting cost and decreasing AS, while it's decreasing AS and minion AOE damage). I like that change more.
Serrated Edge needs a 10 power nerf at the top end perhaps (boost by 30 attack power instead of 40). The 20% pen still seems a bit high also. Would maybe like to see a base 10% pen, with another 10% activated when all 3 regular abilities are on CD. Maybe with those changes you could keep the cost at 2,400 gold.
Generally good nerfs to Heartseeker and Soul Reaver, though I wonder if that's enough. When items get to a point where pretty much every god that can use it properly is ALWAYS purchasing it, like Rod of Tahuti used to be, then they're obviously overbalanced. I guess this is a good first step, as those items are also very expensive.
For Ring of Hecate, I honestly don't like the price increase. I want it to be a viable alternative to Bancroft's Talon, and a magical carry's counter to Devourer's Gauntlet, which is cheaper. I'd keep the same price (or perhaps even lower it), while decreasing the AS to 15%, maybe lowering the lifesteal to 15% and lowering the passive hex to a max of 10% shift.
I've never honestly liked the concept behind Hand of the Gods. Buy this item to more quickly clear one camp. I just think a god's clear is a god's clear, and it's a part of their kit...when you choose the god, you're choosing the things that go with that god's kit. Now it's going to be picked up even more / e.g. core.
Gonna guess that Cthulhu is going to need more nerfs...?
Interesting shifts for the masks, and I'm happy they're dropping Bumba's. Time for more Nox support!
I've been saying that Stone of Binding is close to core for many Supps. It's an opportunity to partially make up for the decrease in flat pen in Divine / Deso when the Supp and Mid team up. Adding MP5 is really nice, even if it's not super high. As a 2nd item after Shoes, this is the part where I typically have the most mana issues.
I like the adjustments to Awilix. The adjustment to Bastet is stupid and isn't a fix.
Bastet buff was trash, in fact Bastet kit is trash, it's too old and use a mechanic that has no place on Smite anymore, their rework was even worse and now she is basically 8/80, or she is extremely strong or she has no place in the game.
Achilles buff? seriously you are buffing a warrior that doesn't even need to take all your HP to kill you?
Chaac buff is also weird, that doesn't change the fact he is just a giant meat shield during late game.
Ratatoskr was good as while he lasted. With a mage dealing 1k in a skill the comes back online each 2/3 secs I just CAN'T ACCEPT that ratatoskr was "OP". Also, literally the first 2 acorns are for solo/tank roles and the other 2 for jg/damage due these nerfs. The tail color was something I was complaining yesterday, glad the CIA Spy heard and told HR about it.
Also now I guess I won't have to fight to add binding as a core item on supps when we are writing a collaborative guide.
Bastet buff was trash, in fact Bastet kit is trash, it's too old and use a mechanic that has no place on Smite anymore, their rework was even worse and now she is basically 8/80, or she is extremely strong or she has no place in the game.
Achilles buff? seriously you are buffing a warrior that doesn't even need to take all your HP to kill you?
Chaac buff is also weird, that doesn't change the fact he is just a giant meat shield during late game.
Ratatoskr was good as while he lasted. With a mage dealing 1k in a skill the comes back online each 2/3 secs I just CAN'T ACCEPT that ratatoskr was "OP". Also, literally the first 2 acorns are for solo/tank roles and the other 2 for jg/damage due these nerfs. The tail color was something I was complaining yesterday, glad the CIA Spy heard and told HR about it.
Also now I guess I won't have to fight to add binding as a core item on supps when we are writing a collaborative guide.
The “tank” acorns were still fine in jungle, specifically the health one.
HS and SR are in quite a weird spot and pretty much with the current passives will stay good, especially since the meta for adc turned to crit making HP 10x more important. If they do want to remove them from the must-buy spot the passive needs a major change ( the stats can be nerfed making it out shadowed by other options so it becomes niche). However, passive change is going to be hard if you want to keep the identity.
have a love-hate with there binding change it's gonna mess up my building as it's pretty good now but always felt slightly weird to fit in and sell later on. The change will probably be that a 5th/6th slotted Stone of Gaia is going to be the primary regen item if I decide I need more regen
The “tank” acorns were still fine in jungle, specifically the health one.
I know you can build it but I just can't see it more effective than the other 2 in 99% of the cases especially because you can counter healing but you can't counter damage (since defenses are not a problem anymore to assassins because there are plenty of pen items).
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