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Mid-Season | 8.7 Update Notes (w/ 8.6 Bonus Update)

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Forum » News » Mid-Season | 8.7 Update Notes (w/ 8.6 Bonus Update) 3 posts - page 1 of 1

Poll Question:

In your opinion, what's the most defining / impactful change from these patches?
New Conquest camps
Nerfs to strong solo gods (KA, Cu, SWK, Gilg)
No more boots / shoes / elixir
Sundering Spear double-cast rework
Meditation Cloak rework (kidding!)
Staff of Myrddin's CDR effect
Permalink | Quote | +Rep by Branmuffin17 » June 23, 2021 3:46pm | Report

By: TitanCupcake | 2021/6/23

Source (8.6 Bonus Update):
Source (8.7 Main Patch):
Bonus Balance Patch scheduled to go live: June 29
Main Patch scheduled to go live: July 13

*NOTE* For full patch notes, please visit the source. Only Update Schedule, Item and God Balance will be listed here.


  • Stranger Things Battle Pass
  • Court of Midnight Event
  • Brunch Time Chest
  • Sensei Chest
JULY 27 - 8.7 BONUS PART 1
  • Court of Midnight Event
  • Summertime Chest
  • From the Shadows Chest
  • More details to come!

Please note that these dates are tentative and subject to change.




“Soul Gem brings both strong burst and strong utility combined into one package. The overall potency of this combo, especially on gods capable of quickly stacking its effect. A soft adjustment to its damage output should make sure its overall power is in line with more focused choices.”
  • Decreased Bonus Damage from 30% of your Magical Power to 25% of your Magical Power


“Charon’s Coin has seen a huge influx in overall play since our last buff. At the time we increased Magical Power and decreased its cost. We are reverting one of these buffs to find the middle ground for that buff.”
  • Decreased Magical Power from 90 to 80


“Stone of Gaia provides a large influx of health and restoration in addition to bring a strong counter to a slew of gods. The passive should feel like a strong bonus when built in the right situation but at its current strength certain gods are better off not engaging. A reduction puts it closer to being a strong bonus.”
  • Decreased max health restored from passive from 15% over 5s to 8% over 5s



"The Dark Enchantress and array of spells have definitely made their mark on the battleground. While her early numbers were looking close to balanced we have seen a notable rise as players have learned what they can do with Morgan Le Fay. Her overall damage is very high and her win rate is climbing. Her primary damage and control comes from Sigil Mastery and its low cooldown makes it a constant threat to enemies. A cooldown increase should make this threat more manageable."

  • Increased Cooldown from 10s to 12s


"Persephone has been harvesting some wins with her recent rework. In particular she can generate a lot of Harvest Flowers and when combined with Flourish she can unleash a large amount of burst quickly. Harvest will now happen less frequently and we are removing scaling on the Bite and Flourish, lowering how often and how powerful this combo is when executed."

  • Increased cooldown from 14s to 15s
  • Decreased Bite Scaling from 40% to 35%

  • Decreased Scaling from 65% to 55%


"King Arthur has had a spotlight on him for some time, with him and Cu Chulainn running the solo lane at high levels of play. Our last adjustment brought down his performance overall but didn’t alleviate his overall impact. The high amount of abilities with high base damage means King Arthur doesn’t have to choose between tankiness and being a threat that can run down enemy carries. A reduction to his base damage across the board and the lethality of Excalibur’s Wrath should take some of this pressure off unless King Arthur has invested in more offensive choices."

  • Decreased Base Damage from 60/115/170/225/280 to 60/110/160/210/260

  • Decreased Base Damage from 60/120/180/240/300 to 60/115/170/225/280

  • Decreased Jab Damage from 100/160/220/280/340 to 100/155/210/265/320

  • Decreased Landing Hit Base damage from 50/110/170/240/290 to 50/100/150/200/250
  • Decreased Landing Hit HP damage from 5/7/9/11/13% to 5/6.5/8/9.5/11%
  • Added ‘per hit’ to the 2% HP damage


"Similar to King Arthur, Cu Chulainn brings high offense with his base damage, making him difficult to damage and difficult to survive against at the same time. We are bringing down his free survivability from Berserk and toning down his largest burst in both forms. Spear of Mortal Pain in particular is also gaining a longer cooldown which lowers how often he can contribute large CC to a fight while staying outside of Berserk."

  • Decreased Bonus Health Shield from 10+20 per level to 10+10 per level

  • Decreased Base Damage from 175/250/325/400/475 to 165/235/305/375/445
  • Increased Cooldown from 85s to 100s
  • The damage change is for both Spear and War Cry. The cooldown is only for Spear


"Sun Wukong may not have the same attention as King Arthur and Cu Chulainn, but we had and heard concerns about him potentially taking their place once they were nerfed. This might prompt questions about why not nerf Bluestone rather than Sun Wukong but in general we feel we have found a solid spot for its overall power level and would rather bring other starters and build paths to its level than nerf it more."

  • Decreased base damage from 90/145/200/255/310 to 90/140/190/240/290


"The King of Uruk has lived up to his name, sporting a very potent win rate, pick and ban rate, and a resilience to the nerfs we have already implemented. Drop Kick in particular had an issue causing it to deal significantly more damage than intended in moments that matter the most; when a god is kicked into a wall. Fixing this alone is a large nerf but probably not enough on its own. We are also increasing the cooldown on Drop Kick and lowering the initial burst on Winds of Shamash. These changes should lower the frequency and impact Gilgamesh can bring in a fight."

  • Fixed an issue where this ability did 15 additional Base Damage and 15% additional Physical Power Scaling to gods kicked into a wall. This only applied to Ranks 2, 3, 4, and 5 of Drop Kick. This damage should now match the “Burst Damage” listed on the description
  • Increased Cooldown from 14s to 16s

  • Decreased Initial Damage from 90/150/210/270/330 to 90/145/200/255/310


"Sol previously had a significant amount of time that was baked into these abilities, resulting in a significant delay before she could throw Stella Burst and a significant delay from taking other actions after throwing. This broke, causing these to be instant. Overall this bug was received so well that we have feedback that players would rather he see nerfs elsewhere than to have this delay return. These delays we are re-introducing are minor and overall preserve the feeling of the bug while also providing a small window for things like animations to play without breaking. In short this should result in less clunky visuals but preserve the clunk-free gameplay."

  • Added 0.1s Setup Time to the activation of this ability
  • Added a 0.2s Postfire time to Stellar Burst (This functionally adds a 0.03-0.06s delay to the Basic Attack fired after Stellar Burst’s projectile due to how this Postfire time is considered)


"Janus’ ability to consistently engage a fight with a close range Through Space and Time and delete players’ health while opening a path to engage makes him an incredibly potent pick in the SPL. Combined with some item synergy around Soul Gem and Staff of Myrddin it is no wonder he is seeing the play he is. Through Space and Time is seeing a decent hit to its damage, lowering just how devastating this ability is when it connects and bringing its strength more in line for the level of utility this ability brings to a team."

  • Decreased Base Damage from 300/400/500/600/700 to 300/375/450/525/600
  • Decreased Magical Power Scaling from 75% to 65%


"Raijin brings the thunder at the top levels of play. Consistent damage combined with strong burst and a powerful CC ultimate makes him a potent threat. We are increasing the cooldown on his consistent damage while lowering his long duration CC on Raiju, enabling enemies to better avoid the incoming skillshots from Raijin."

  • Increased cooldown from 9s to 10s

  • Decreased Mark Duration from 4/4.5/5/5.5/6s to 4s at all ranks




“Meditation and Neith, name a more iconic duo. Meditation has struggled to be taken seriously as a relic, offering easily countered healing and lacking in utility to compare against Shell or more purely defensive choices like Beads and Aegis. We are changing it from a single burst health to many pulses of healing that restore based on missing resources. This means its healing can be much higher and gives it a clear goal to shoot for to maximize its effect. It’s upgrade takes this a step further and reduces cooldowns of all nearby gods by 2.5s if they stay nearby, giving this much more utility than it previously provided.”
  • Enter a meditative state where nearby allies gods within 50 units restore 8 + 5% of their Missing Health and Mana each tick. Heals occur once every second for 4s.
  • Cooldown : 160s

  • Enter a meditative state where nearby allies gods within 50 units restore 8 + 5% of their Missing Health and Mana each pulse. Additionally each pulse reduces cooldowns for all abilities by 0.5s. Pulses occur once every second for 4s.
  • Cooldown : 160s


“Sundering Spear has seen some play but it struggled due to its variance. Unlike most relics this relic had a clear fail state which made it highly variable. Combined with the ability to 100% counter shields this relic had some wild swings. We are giving it two charges and toning down each individual component. Not only can you achieve slightly more by double casting this relic on a single target, gods now have the flexibility to spread out its effects and have a second shot to get some of the benefits on a pure miss.”
  • Fire a bolt that travels 70 units, stopping on first god hit dealing 10% of their Current Health as True Damage and reducing any active shields by 50%. Targets hit take 10% increased damage for 5s, stacking 2 times. This relic has 2 charges.
  • Cooldown : 90s

  • Using this item fires a bolt that travels 70 units, stopping on first god hit dealing 15% of their Current Health as True Damage and reducing any active shields in by 75%. Targets hit take 10% increased damage for 5s, stacking 2 times. This relic has 2 charges.
  • Cooldown : 90s

Bracer of Undoing


“Bracer of Undoing and the new Meditation overlapped in quite a few ways. We are removing this relic and making room for a new Bracer to take its spot.”
  • Removed these relics from the game.


“Bracer of Radiance is designed as a Support Relic to rival other utility relics like Girdle, Shell, Meditation, and Heavenly Agility. Bracer of Radiance allows you to create an area of safety and power for your team. This area will not only serve as a ward but boost players ability to fight or flee depending on their health. It’s upgrade further empowers Supports to control the area of the map by making the relic reveal wards in the area. A well placed Bracer of Radiance at Fire Giant can not only clear out enemy vision but boost your team’s ability to threaten taking the objective, putting pressure on your foes.”
  • Place a radiant glow at a target location for 90s. Allies who move through this field gain 10% increased Power if above half health or 10% Movement Speed if below Half Health for 8s. This fragment acts as a ward. If destroyed the cooldown of the relic is reduced by 20s.
  • Cooldown : 100s

  • Place a radiant glow at a target location for 90s. Allies who move through this field gain 10% increased Power if above half health or 10% Movement Speed if below Half Health. This radiant glow acts as a Sentry Ward. If destroyed the cooldown of the relic is reduced by 20s.
  • Cooldown : 100s



“Welcome to SMITE without boots! Boots have been in SMITE since its inception and served an important role. At the start of the game lower movement speed encourages laning and contributes much of the feel of the early game we are used to. This base speed however feels too slow when teammates need to begin rotating and grouping up. In come boots, a cheap and stat efficient way of gaining this speed and making the mid and late game rotation speed feel right. It comes with drawbacks however. First, these are required. Not building boots is a death sentence in many situations. Second, many of our modes don’t have the same considerations with keeping speed lower at the start of the game. Finally, this takes up an item slot which really limits item expression during the early and mid game.

With boots being removed players will now gain 18% Movement Speed over their first 7 levels. This pacing felt the most consistent with when players of all roles obtained boots and considers that players are gaining incremental speed with each level, rather than a sudden spike when they finish boots. This will change balance quite a lot. In our internal tests we have seen a large shakeup in builds and a lot of experimentation. Items that previously felt too slow to build or utility items that had to compete with getting boots online feel very different. This will affect power curves, which roles feel impactful, and at that time they feel impactful. We are excited for everyone to get their hands on this change and we will be ready to make any adjustments necessary as players explore this bootsless world”
  • Removed this item and all boots upgrades from the game
  • Players in all modes now receive 18% Movement Speed (Boots Speed) over their first 7 levels

  • Removed this item and all boots upgrades from the game
  • Players in all modes now receive 18% Movement Speed (Boots Speed) over their first 7 levels


“With boots and shoes gone this elixir doesn’t have much of a purpose anymore in freeing up that extra item slot.”
  • Removed this elixir from the game


“Enchanted Spear and Heavy Mace were standouts from our initial testing. While we have our theories as to what is strong and what isn’t; we only wanted to adjust items we had strong feeling were going to be too strong or limit build options. With ~1500 gold freed up to spend items that are incredibly efficient such as Enchanted Spear and Heavy Mace with their 10 Penetration can create very early snowball opportunities. We are shifting their stats around, lowering their Penetration but providing some offset benefit in return.”
  • Decreased Magical Penetration from 10 to 5
  • Increased Magical Power from 30 to 40

  • Decreased Physical Penetration from 10 to 5
  • Decreased Cost from 1500 to 1450 (Brawler’s Beat Stick, Jotunn’s Wrath, and The Crusher should have their total costs unchanged)


“Ichaival, Mystical Mail, and Winged Blade fell into a similar boat as Enchanted Spear and Heavy Mace. Previously these items made you very difficult to fight but came at the cost of not rushing boots in the early game. This limited how useful these items could be. With that limitation gone we felt we needed to shift their strength around (or tone it back a notch) to ensure they didn’t become the only viable early option for Hunters, Solo Laners, and Supports.”
  • Decreased Attack Speed Reduction from 10% to 7% per stack.
    Increased Physical Power from 30 to 35

  • Changed Passive damage from 40 to 30 (+1 Per Level)

  • Decreased Crowd Control Reduction from 20% to 10%


“Staff of Myrddin is receiving a rework. The previous version had some un-intuitive interactions and struggled to find use on all but a few gods. The fantasy of the item is to be a spell slinging, cheating the cooldown system. This is something we wanted to preserve with the rework.

The new Staff of Myrddin will trigger like all Arthurian items do but will now provide 80% Uncapped Cooldown Reduction for a small window. Rather than affecting only a single ability you can use your full rotation and, if done quick enough before it decays, get a second rotation during a teamfight. We feel this rework will not only be more applicable on most gods, but remove many of the unintuitive interactions with the previous version of Staff of Myrddin.”
  • Decreased Magical Power from 110 to 95
  • NEW PASSIVE – When your ultimate ability has finished casting you gain Myrddin’s Brilliance which provides 80% Uncapped Cooldown Reduction, decaying to 40% Uncapped Cooldown Reduction over 7s. Uncapped Cooldown Reduction overrides normal Cooldown Reduction. At the end of the 7s you lose Myrddin’s Brilliance. This can only occur once every 45s.


“War Flag struggled to see play in Conquest, lacking the economic reward needed for supports. The items identity was to offset the need for economy with early lane aggression but even in that situation it fell short in Conquest. Now when you have obtained enough stacks of War Flag, each of your damaging abilities and Basic Attacks will pulse a strong heal on your allies and provide you with gold. This reinforces the items identity as the aggressive support option while giving it what it needs to succeed in Conquest.”
  • NEW PASSIVE – Getting an assist when an enemy dies provides a stack that gives 1% Movement Speed and 2% Attack Speed for 8s to nearby allies up to 10 stacks. While at or above 4 stacks each time you damage an enemy god you restore 15 Health and Mana to nearby allies within 55 units and you gain 8 gold.

  • NEW PASSIVE – Getting an assist for an enemy dying provides a stack that provides 2% Movement Speed and 4% Attack Speed for 8s to nearby allies up to 10 stacks. While at or above 4 stacks each time you damage an enemy god you restore 1.25% Health and 1.25% Mana to nearby allies within 55 units and refresh the duration of these stacks.


“Corrupted Bluestone was intentionally a weird upgrade, asking ability gods to pivot towards an Attack Speed build right at the very end. It turns out this was just too weird, only seeing use in very limited capacity. We are simplifying its rules and shifting around what it provides to be more all around for Warriors. It still focuses on pivoting your build but the shift is much less severe and provides more general protection that Warriors need to fight.”
  • Decreased Physical Power from 60 to 50
  • Now provides 150 Health
  • Will now provide its stacking benefit for applying Corruption, rather than actively tracking how many applications of Corruption are active. This stacking benefit now lasts for 6s.
  • Decreased Attack Speed provided per stack from 15% to 10%
  • Stacks now provide 4% increased Protections


“These next few changes are focused around Basic Attack Warriors who have struggled to fight against the Bluestone Warrior meta. Death’s Toll in particular should provide strong sustain and boxing power to gods like Osiris and Bellona but the cleave sustain was too low. We are boosting it for Melee cleaves specifically to help provide additional sustain for gods who need to fight in the thick of a wave to sustain.”
  • Increased the heal on melee cleave Basic Attack hits from 50% to 75% (Ranged cleave basic attack hits remain at 50%)

  • Increased the heal on melee cleave Basic Attack hits from 50% to 75% (Ranged cleave basic attack hits remain at 50%)


“Berserker’s Shield is receiving a unique change we have avoided doing for a long time. The idea of class restricting items often is a last resort or limited to trees where that is the core identity of the tree. In most cases we have been able to balance and tune bruiser items to work but Berserker’s Shield offered just the right stats that it had to be tuned down so much that Assassins and Warriors could not use it due to Hunters ability to leverage those stats.

This is something we don’t plan to do more in the future as most other cases have ways they can be adjusted in case one role is using an item that limits it for other roles. With this class locking we are boosting the Attack Speed and Physical Protection this item provides to better work with Basic Attack Warriors or Assassin’s looking for some extra tankiness.”
  • This item can only be built by Assassins and Warriors
  • Increased Attack Speed from 15% to 25%
  • Increased Physical Protection from 20 to 35


“Shogun’s Kusari provides strong team utility but it is difficult to build. The lack of raw health made it difficult for Supports to purchase and even for Basic Attack warriors looking for some extra Magical Protections it struggled to bring enough to feel worth the tradeoff. Replacing the Crowd Control Reduction with Health and a bump to the Aura’s strength should make this feel like a more viable choice for Supports and Warriors alike.”
  • No longer provides Crowd Control Reduction
  • Now provides 150 Health
  • Increased Attack Speed Aura from 25% to 30%


“Manikin Scepter has not delivered on being a viable option for Junglers looking for some extra aggression in ganking. Specifically the lack of sustain, its lack of enough clear speed, and it struggling to really be felt as a boost to your lethality all came together to create this feeling. We are adjusting it quite heavily to address all of these and make it better compare to Bumba’s Spear and Eye of the Jungle. Its damage over time not only reaches maximum strength more quickly, but it now scales with your power. Similarly, the heal upon defeating a Jungle Monster scales off your health and mana, making it relevant past your first clear.”
  • Increased burn Physical Damage from 12 over 2s to 16 (+5% of your Physical and Magical Power) over 2s
  • Decreased the amount of stacks from 4 to 3
  • Increased Health Restored from 15 to 3% of your Max Health
  • Increased Mana Restored from 15 to 5% of your Max Mana

  • Increased Health Restored from 2.5% to 3% of your Max Health
  • Increased Mana Restored from 2.5% to 5% of your Max Mana


“Sentinel’s Gift and Benevolence walk a fine line with each other but as Season 8 has progressed Benevolence has become the go to. We are boosting Sentinel’s Gift’s strength to further differentiate the two items. With an even lower cost and some raw protections, players with Sentinel’s should feel more comfortable pushing against Benevolence at its weakest point; the beginning of the game.”
  • Decreased Cost from 600 to 550
  • Increased Both Magical and Physical protections from 7 to 10


“Conduit Gem is gaining some additional mana to better support other Mage builds. Specifically the lack of a Mana providing starter weakened Book of Thoth and Book of the Dead builds; leaving those items to live only when Book of Thoth can be safely rushed. With the removal of boots we expect some pretty serious shake ups with what can be started and rushed and felt a little mana here could ease this shakeup some.”
  • Now provides 100 mana


“Vampiric Shroud struggles to compete even where it would be expected to be strong; with Brusier Mages. Rather than bringing up power more to compete with Conduit Gem and Sands of Time we want to highlight its unique strength as a defensive option. A boost here should help it stand out as an option when a mage is particularly worried about early physical aggression.”
  • Increased Health from 75 to 100
  • Increased Physical Protection from 10 to 15


“This upgrade had an identity that fought with itself. This was the tanky option but encourages heavy lifesteal builds which scale their healing off damage. This made it lackluster for damage dealers who would simply go Sacrificial Shroud and lackluster for bruisers who didn’t benefit enough. We are removing the stacking lifesteal and making this item more focused as a direct upgrade to Vampiric Shroud for Bruisers.”
  • Increased Physical Protection from 40 to 55
  • Increased Health restore from 12 to 2% Max health
  • Increased Mana restore from 6 to 2% Max Health
  • Removed the Bonus stacking Lifesteal from this item’s passive


“Sacrificial Shroud promises heavy damage at a cost, but the damage tradeoff didn’t feel quite there for most players. Some extra Magical Power will help this item stand out as a potent damage option.”
  • Increased Magical Power from 100 to 115


“Warrior’s Axe has been mostly overshadowed by Bluestone Pendant in recent play. Since our last nerf on Bluestone Pendant we saw some use of Warrior’s Axe but it still struggled. Looking at the current Bluestone Pendant we feel its overall power is where it should be and rather than nerfing it we need to bring other starts that compete with it up. Warrior’s Axe will now not only steal health more effectively at the start but will now scale over the laning phase and game. Gods who feel like they can win trades should feel rewarded for playing into this trading playstyle in between clearing the wave.”
  • Increased Passive Bonus Damage and Health Steal from 30 to 35 (+1 per level)


“Atalanta’s Bow is getting an extra bump in power, letting it flex more into Hunter builds as an option.”
  • Increased Power from 35 to 40


“Leather Cowl is an all around starter but with no mana sustain it can be difficult to utilize at the start of the game. Some extra MP5 should help it compete as an option with Death’s Toll, Gilded Arrow, and Bluestone.”
  • Now provides 7 MP5

  • Now provides 15 MP5


“Warding Sigil is a strong defensive choice but doesn’t quite offer anything else to help in the early game. Freeing up some gold in the early game to pair this with what you need in the early game should help it find a spot more often.”
  • Decreased Cost from 700 to 600


“Tainted Steel is seeing quite the change. While minor anti-heal can be impactful in some matchups, it doesn’t really help you personally in ways you would expect a starter to. We are now letting it steal healing like Tainted Amulet does, giving it something more direct to feel in the laning phase.”
  • Decreased Healing Reduction from 20% to 15%
  • You are now healed for 100% of the healing reduced


“Tainted Amulet and Breastplate struggled to see play largely because it only made sense in matchups where you could justify Tainted Steel. Upon looking at it closer even with Tainted Steel being a more attractive choice Tainted Amulet and Breastplate don’t quite stand on their own as potent end game starter upgrade. We are boosting both these items to make sure this feels rewarding in matchups where they make sense.”
  • Increased Healing Reduction from 20% to 30%

  • Increased Physical Power from 40 to 50
  • Increased Magical Power from 60 to 75


“Jade Emperor’s Crown can be a potent counter to high Physical Power teams but it lacked enough personal stats for the wearer to feel tanky enough. Some extra help with make this team utility choice feel better to buy for the wearer.”
  • Increased Health from 150 to 200

  • Decreased Cost from 2600 to 2400


"God Balance in Mid Season is really focused around bringing up gods that have struggled since the start of Season 8. We took a look at all our metrics, Win Rate, Pick Rate, Ban Rate, SPL Performance, Ranked Performance, Casual Performance, and general sentiment to create a list of gods that struggled in most of these metrics. Boots removal will change things a ton, item balance and relic reworks will change things a ton, but we want to make sure these gods don’t need to wait for how things shake up to get some love."


"Reflecting upon Amaterasu’s balance we saw her be a strong Warrior towards the end of Season 7, needing multiple nerfs. Since Season 8 however she has not shone with the same brilliance and is in need of some buffs. Heavenly Reflection will now charge more quickly and reliably, helping Amaterasu get her damage out more quickly during teamfights and while laning. Additionally we are reverting the nerf we did in late Season 7 to her Dazzling Offensive."

  • Increased Charge Rate from taking damage from 4 to 4.5
  • Increased Charge Gained from hitting an enemy from 0.15 to 0.2 (this means Amaterasu will gain charge on Heavenly Reflection more quickly for taking damage and for each enemy she hits)

  • Increased Base Damage from 80/120/160/200/240 to 80/125/170/215/260


"Artemis often feels like the hunted rather than the huntress. We want to improve her tools that put her on the offensive so she can feel safer putting on the pressure. Transgressor’s Fate can be a really solid follow up to CC or emergency safety. It will now be available more often and a boost to its damage can let her turn on foes who get caught. Vengeful Assault will also give some extra speed to flee or follow and is also getting a cooldown reduction to lower her downtime."

  • Increased Base Damage from 25/40/55/70/85 to 35/48/61/74/87
  • Decreased Cooldown from 18/16/14/12/10s to 14/13/12/11/10s

  • Increased Movement Speed from 20% to 25%
  • Decreased Cooldown from 18/17/16/15/14s to 16/15.5/15/14.5/14



  • Decreased cooldown from 16 to 14

  • Increased Shield Health scaling from 15% to 25%
  • Increased Knockback Strength from 330 to 400


"Who wouldn’t invite Baron to the Mid Season party? Baron Samedi is gaining a boost to his utility rather than raw damage. Hysteria from Basic Attacks is getting a substantial boost while a double hit from Vivid Gaze will now automatically apply its debuff, even if the target is at 0 Hysteria. Consign Spirits is also seeing a cooldown reduction. These changes help both Mid Baron Samedi in gaining some extra safety and more frequent wave clear while Support Baron Samedi has more freedom to play with applying Hysteria for maximum effect."

  • Increased Hysteria applied from Basic Attacks from 2 to 5

  • Increased Hysteria applied from 10 to 15 per hit
    Added Power Debuff duration to the description (3/3.5/4/4.5/5s)

  • Decreased Cooldown from 15/14/13/12/11 to 13/12.5/12/11.5/11


"Da Ji hasn’t quite clawed her way into the Meta. While there was a lot of talk about her being stronger with Shell losing its block stacks we didn’t quite see that play out. One Thousand Cuts is her primary clear ability but it has a large cooldown as it doesn’t go on cooldown until it finishes casting. Lowering this cooldown will bring it closer to other Assassins and their clear speed in the Jungle."

  • Decreased Cooldown from 13s to 11s


"Hachiman is definitely showing why he is a Master of Arms and the Lord of the Eight Banners. Eagle Eye will now fire 4 shots consistently, giving him some extra trading power in the early game. Heavenly Banner is also getting some buffs, scaling better with Hachiman’s power and providing extra utility to him and his team when fighting around the banner."

  • Increased Ammo count from 3/3/4/4/4 to 4 at all ranks
  • Decreased Cooldown from 12 to 12/11.5/11/10.5/10
  • Decreased Mana Cost from 50/60/70/80/90 to 50 at all ranks

  • Increased Physical Power Scaling from 45 to 55%
  • Increased Attack Speed from 5/7.5/10/12.5/15% to 10/12.5/15/17.5/20%


"Hades wants to get into the thick of a fight to Devour Souls and pull enemies in with Pillar of Agony. Our goals here are to reward Hades for doing just that. Devour Souls having a reduced cooldown will allow Hades more frequent opportunities to restore health and burst enemies which helps Hades during all stages of the game. In teamfights Hades will now gain reduced cooldowns for each enemy hit with Pillar of Agony, allowing him to engage, use Pillar of Agony, and continue the pressure much more quickly."

  • Decreased Cooldown from 11s to 10s

  • When Pillar of Agony damages an enemy all of Hades’ other abilities have their cooldown reduced by 0.2s


"He Bo is known for his burst but he has been struggling to make a splash. Finding the right point for his early game strength compared to his late game burst is a fine line but he is currently on the weak side. A boost to Water Cannons early game base damage will help him clear and compete with other mages."

  • Increased Base Damage from 60/110/160/210/260 to 80/125/170/215/260


"Mid Season came with a large change to healers overall. Since then things have settled down and Hel has felt underwhelming for some time. We want to increase her ability to trade and burst her opponents rather than boost her sustain as a way to bring her back."

  • Increased Magical Power Scaling from 50% to 60%
  • Decreased Mana Cost from 55/60/65/70/75 to 45/50/55/60/65

  • Decreased Mana Cost from 55/60/65/70/75 to 45/50/55/60/65

  • Increased Magical Power Scaling from 70% to 75%


"Argus is getting a tune up for Mid Season. Argus has high impact when he first lands in a fight, but in later stages of the game his output for how quickly he can die feels mismatched. Rather than boosting his tankiness we want his attacks to feel more impactful. Additional Royal Assaults fist damage is getting a solid base damage bump, helping Hera clear and burst enemies down with a strong combo."

  • Increased Magical Power Scaling on Argus’ First Hit from 30 to 35%
  • Increased Magical Power Scaling on Argus’ Second Hit from 30 to 35%
  • Increased Magical Power Scaling on Argus’ Third Hit from 40 to 45%

  • Increased fist damage from 80/130/180/230/280 to 80/135/190/245/300


"The cycle continues with another Jormungandr change! Jormungandr has struggled to find a spot supporting his allies and being a bruiser for his team. His breath is now more corrosive, getting a nice burst in base damage while Submerge gets a solid boost to its Movement Speed, letting him chase down his enemies."

  • Increased Basic Attack damage from 9.6 to 10.4.

  • Increased Movement Speed from 25% to 35%


"The Goddess of Destruction lives up to her name in the late game but she struggles to get there at the start. High mana costs combined with limited gank burst damage make it hard for her to compete against other junglers. Alleviating but not removing something of these early limitations should help her reach the later stages of the game."

  • Increased Basic Attack damage from 9.6 to 10.4.

  • Decreased Mana Cost from 70 to 60

  • Increased Blade Damage from 35/45/55/65/75 to 37/49/61/73/85 (total increased from 105/135/165/195/225 to 111/147/183/219/255)

  • Decreased Mana Cost from 70 to 60


"Mulan wants to master her arsenal to overpower her opponents in the late game, but she isn’t quite getting to that point. Improving her base health is a start, but extra scaling on Cross Strike with some bonus Protections on the Mastery and base hit of Grapple will round out that late game and let her brawl with the rest of the gods."

  • Increased Basic Attack damage from 9.6 to 10.4.

  • Increased Base Health from 480 to 490
  • Increased Base Health per level from 82 to 84

  • Now provides 5% Protections in addition to the Movement Speed when mastered.
  • Increased Grapple Protections from 20/25/30/35/40 to 25/30/35/40/45


"Odin has been in an interesting spot since his rework. He released quite strong seeing a slew of nerfs, but over time it has become clear the nerfs went too far. Some of the ones that hit him the hardest were around his main ability cooldowns and Gungnir’s Might overall damage. We are reverting some of these to find a solid middle ground for the god."

  • Decreased Cooldown from 16/15/14/13/12s to 15/14/13/12/11s

  • Decreased Cooldown from 16/15/14/13/12s to 15/14/13/12/11s

  • Increased Physical Power Scaling Throw Damage from 50% to 60%


"Magical ADCs were a group that we watched very closely with recent buffs. While some of them underperformed, Olorun underperformed the most. Looking at the aftermath of the ring buffs we saw a large rise in all Mage ADCs except Olorun who hardly moved. It is clear he needs some additional buffs. Overflowing Divinity now scales better with his Magical Power while early game Sanctified Field has a reduced cooldown, giving him some extra safety he didn’t have access to. The final change is a fix to make his ultimate interactions more consistent and expected. Currently, enemy CC applied to him is lengthened due to how Time Dilation interacts with him. This 40% CCR functionally removes these unintuitive interactions and brings CC effects into more neutral territory rather than being extra punishing to Olorun."

  • Increased Magical Power Scaling from 15% to 25%

  • Decreased Cooldown from 140/130/120/110/100 to 120/115/110/105/100
  • Olorun now gains 40% Crowd Control Reduction while in this area


"Ratatoskr’s Acorns replace boots in his build, which means he need special consideration when we decided to remove boots. His acorns allowed him to move slightly faster than everyone on the map while offering him flexibility. We adjusted the speed values so this remains and feels potent enough to feel good about buying these acorns while other gods have different options opened up to them earlier."

  • Decreased Movement Speed from 8% to 2%

  • Decreased Movement Speed from 10% to 4%

  • Decreased Movement Speed from 10% to 4%

  • Decreased Movement Speed from 20% to 6%

  • Decreased Movement Speed from 20% to 6%

  • Decreased Movement Speed from 20% to 6%

  • Decreased Movement Speed from 20% to 6%


"Susano and Terra are gaining a similar change that Scylla received some time ago. Typhoon and Crushing Earth are abilities that can be refired and do not disappear upon the death of the god. Since both those conditions are the case we want to make sure those gods can finish what they were attempting to do at the time of death."

  • Susano can now refire Typhoon while dead


  • Terra can now refire Crushing Earth while dead


"Thor has strong potential as shown by the many times he has been a prominent pick. He has however not hit that mark in Season 8. We are boosting his ability to generate power with his Passive while fighting by increasing its range and giving Anvil of Dawn just that little extra to let him coming crashing down on his opponents."

  • Increased Radius from 30 to 55 units

  • Increased Physical Power Scaling from 90% to 100%

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Permalink | Quote | +Rep by Branmuffin17 » June 23, 2021 4:58pm | Report


"The arbiter of the damned is getting a boost to his Hieroglyphs, putting some extra threat into is primary artillery mage ability."

  • Increased Magical Power Scaling from 20% to 25%


"Tiamat is the only nerf on this list, receiving a change focused at adjusting a high level concern. Summon Serpents should be a powerful tool for pushing up and lane and creating pressure. This pressure however shouldn’t be enough on its own to topple your bases primary defenses but rather open up your team to find opportunities to push. Serpents will now die when attacking a Phoenix or Titan twice, making them unable to take these objectives on their own without assistance from a god or a particularly beefy wave of Oni minions. Summon Beasts is also seeing a reduction in lifetime, lowering Tiamats ability to zone control for extended periods of time."

  • When Serpents damage a Phoenix or a Titan they take 1 pip of health in damage

  • Decreased Lifetime from 30s to 15s


"Freya has seen a recent spike with the Mage ADC itemization but she still struggles. One aspect that holds her back is her early laning phase and the demand on her mana. Reducing these costs should help her out in a way that doesn’t directly increase her hyper carry playstyle."

  • Decreased Mana Cost from 60/80 to 45/65

  • Decreased Mana Cost from 60/80 to 45/65


"Minions beware! Nox’s unique playstyle focuses on locking down her opponents, winding up big burst windows, and disrupting enemies’ plans. These work great in non-conquest modes where she sees significant success but conquest is a different story. This was helped when we added damage on Shadow Lock, augmenting her clear, but we were overly cautious with the numbers we chose. A boost to this should further round her out for Conquest."

  • Increased minion damage from 50/85/120/155/190 to 50/90/130/170/210
  • Increased minion damage scaling from 40% to 50%


"We made it to the end of the Patch Notes! Congratulations for reading this far, but we got one more to go and it is definitely a big one. Yemoja’s Omi casting system brought a unique style of casting to SMITE but has left Yemoja in an interesting balance state. Her overall performance is very low but she is consistently among the highest banned gods in Ranked and in SPL. We are looking to make adjustments to alleviate some of the strength that pushes her to be a top SPL contender but bring up other aspects that will help her in overall play.

First up, Omi. Omi requires a very specific build that when optimized allows Yemoja to spike in efficiency. We are removing the mana conversion to Omi, instead letting her gain Omi at a set rate and converting that mana to health in a similar way to Cu Chulainn.

Second, Bouncing Bubble and Moonstrike. During her ultimate especially Yemoja is very flexible in being able to support her team and heavily disrupt the enemy team with a volley of slows and stuns. Bouncing Bubble especially has a very quick follow up into Moonstike and these can be paired back to back very quickly. We are adding some postfire to Bouncing Bubble to better match her animations and adding a build in delay when heavy spamming of her first ability takes place. Enemies will have some extra breathing room due to this and an increased cooldown on River’s Rebuke.

To offset this Bouncing Bubble is getting a solid bump to its base damage which will especially help her in lane and during early rotations. This combined with some extra flexibility on her build path will hopefully help her perform at all levels while high level players have more opportunity to play against this fluid goddess."

  • Yemoja no longer needs to gain Mana or MP5 to obtain extra Omi. She instead gains 1 Omi at levels 6, 11, and 16
  • Mana and MP5 are now converted to health at a rate of 20%

  • There is now a small delay when attempting to spam these abilities back to back to back. For example, if you use Bouncing Bubble into Moonstrike as fast as possible, there is no delay. If you then attempt to use Bouncing Bubble again as fast as possible there is a small delay.

  • Increased Base Damage from 30/65/100/135/170 to 40/75/110/145/180
  • Increased Postfire from 0.3s to 0.43s

  • Increased Cooldown from 110s to 120s

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Permalink | Quote | +Rep by Branmuffin17 » June 23, 2021 5:09pm | Report
Pretty sizeable mid-season patch. Really interested in hearing everyone's opinions.
  • I thought Perse wasn't as strong as she used to be. I'm confused with her nerfs.

  • That's a pretty huge nerf to Arthur and Cu. Think they still probably have to do a bit more to Gilg.

  • F Janus' ult. Hate that ****.

  • Big fan of Stranger Things. Excited for the next season, but in the meantime, they did a pretty good job with the skins. I do wish Eleven and Hopper looked more like their real-world counterparts. Sylv looks freaking creepy (though that wave is funny).

  • Well done with the pool noodle Kuk skin, lol.

  • "Doomsayer Sensei The Morrigan" looks like "Sexy dominatrix librarian The Morrigan."

  • That new arena map looks rad.

  • Wonder how no boots changes the flow of the early game. Assume laners will be tougher to gank. Being able to rush stacking items for ADCs should be impactful, but the lack of cheap early attack speed will definitely change builds up significantly. Triple/quad katana builds aren't going to surprise me. Also, I'm thinking no Ninja Tabi automatically gives a boost to magical ADCs.

  • I'm gonna guess that Supps will be picking up Gauntlet of Thebes first. No more Reinforced Shoes does make it interesting for their early tankiness and anti-CC.

  • Seeing 6 sunders (12 casts) in a single teamfight is going to get old quickly. That **** needs to change.

  • Can we go back to the regular Joust map now?

  • Staff of Myrddin...does it feel to anyone else that this is going to be a core item for many gods now?

  • Ugh, bet we're gonna start seeing a lot more Manikin's again.

  • They're really trying to sell us on Atalanta's Bow, aren't they?

  • Pretty sure 50 extra health doesn't make Jade Emp's more appealing.
Going to be interesting to see how builds reform in the absence of the requirement for boots, and how power spikes and progression will change.

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