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Welcome Pass System
MARCH 8 - 9.2 BONUS UPDATE
More details coming soon!
Please note that these dates are tentative and subject to change.
PASSIVE - SAMSARA
Shiva cycles between the states of Bliss and Destruction by dealing damage to enemy gods with attacks and abilities. Each state provides benefits to himself and allies or hindrances to enemies. On switching between states Shiva’s non-ultimate ability cooldowns are reduced by 2s.
HP5/MP5 Buff Aura : 4 + 0.5 per level
HP5/MP5 Debuff Aura : 2 + 0.5 per level
ABILITY 1 - EMBLAZONED SWEEP
Shiva’s trident is emblazoned with the fire of Agni as he spins it around dealing damage, pulling in enemies and leaving behind a firewall at the edge.
Bliss – Allies gain a Movement Speed buff on passing the firewall.
Destruction – Enemies suffer a Protection Reduction debuff on passing the firewall.
Spin Damage: 65/120/175/230/285 (+60% of your physical power)
Fire Damage: 10/20/30/40/50 (+10% of your physical power)
Movement Speed Buff: 20% for 3s
Protection Reduction: 4/8/12/16/20 for 3s
Fire Persist Time: 4s
Cost: 60/65/70/75/80
Cooldown: 12s
ABILITY 2 - DAMARU'S TEMPO
Shiva hits the butt of his trident down into the ground, shaking the damaru drum and causing energy to dissipate and damage enemies. Depending on the selection, enemies in the chosen segment are knocked up as well.
Bliss – Allies gain an Attack Speed buff if the energy passes through them.
Destruction – Enemies suffer an Attack Speed debuff if the energy passes through them.
Damage: 100/150/200/250/300 (+65% of your physical power)
Attack Speed Buff: 25% for 4s
Attack Speed Debuff: 25% for 4s
Cost: 70/75/80/85/90
Cooldown: 14s
ABILITY 3 - PILLAR OF DAWN
Shiva dashes into a pillar of fire where he meditates for a short duration, taking reduced damage and CC Immune, before being able to dash out again. Each dash deals damage to enemies and as he meditates the pillar emits an aura.
Bliss – Allies in the aura gain a block stack while Shiva gains up to 3 after leaving.
Destruction – Enemies in the aura suffer constant damage.
Damage: 65/95/125/155/185 (+30% of your physical power)
Aura Damage: 7/11/15/19/23 (+4% of your physical power) every 0.25s
Damage Mitigation: 40%
Cost: 65/70/75/80/85
Cooldown: 18/17.5/17/16.5/16s
ULTIMATE - SHIVA TANDAVA
Shiva performs his Tandava, channeling for the next 6s with CC Immunity and 20% damage mitigation. Every 1.5s he performs a step that can be preselected.
Step One – Ally Healing and Mana restore
Step Two – 50% Damage and Healing and also amplification of next step radius and effects
Step Three – Damage and Shield reduction to Enemies
Healing: 80/100/120/140/160 (+10% of your physical power)
Mana Restore: 10%
Amplification Effects: 50%
Damage: 125/175/225/275/325 (+50% of your physical power)
Shield Damage: 50%
Cost: 100
Cooldown: 100s
BALANCE LIVE WITH THE 9.1 BONUS UPDATE FEBRUARY 8
ITEMS
"The new season has just begun and there is a lot of mystery on the battleground! We are still collecting a lot of data and feedback on what types of gods and items are performing the best, and so we are approaching this bonus and main update carefully. Players are still figuring things out and we don’t want to rush into anything. This will be a lighter update but we expect to learn much more about the meta in the coming months."
SUNDERING SIPHON
"This Relic was looking like it could use a nerf but before we could get to that we found situations where it was dealing more damage than intended. That’s being fixed first and we will keep a close eye on it for the possibility of future nerfs."
Fixed an issue where this item was dealing more damage than intended
CHAOTIC BEADS
"Defensive Relics that can deal damage is a scary concept so we are getting ahead of them just in case they are too good at hard countering certain gods. Chaotic Beads will now deal Current Health instead of Max, which decreases heavily as you take damage, and it can be mitigated better as Magical Damage. Aegis of Judgement is also being adjusted but it required more programming changes and will be in the main update."
This now deals 7% of your Current Health instead of Max Health
This now deals magical damage instead of true damage
CLOAK OF MEDITATION
Decreased Healing per tick from 10 + 5% of missing health and mana to 10 + 3% of missing health and mana
GREATER CLOAK OF MEDITATION
Decreased Healing per tick from 10 + 5% of missing health and mana to 10 + 3% of missing health and mana
CLOAK OF ASCETIC
Decreased Healing per tick from 30 + 6% of missing health and mana to 30 + 4% of missing health and mana
CLOAK OF THE AVATAR
Decreased Healing per tick from 10 + 5% of missing health and mana to 10 + 3% of missing health and mana
WARRIOR'S AXE
"The most popular Solo Lane item has been nerfed a few times, and we are starting to see change, just not enough. We are applying another nerf to Warrior’s Axe and its primary upgrade to help bring more diversity in starting items to the role."
Decreased Passive effect damage and healing and mana gain from 25 to 20
Increased Passive Cooldown from 8s to 10s
SUNDERING AXE
Increased Passive Cooldown from 8s to 10s
THE CRUSHER
"One Tier 3 item seemed to be contributing to the most top-performing gods. Crusher has become a catch-all for Physical DPS gods, especially being better on Hunters than it ever has before. We are decreasing the attack speed slightly to decrease the potency of this item, especially in Hunter builds."
Decreased Attack Speed from 20% to 15%
GODS
ACHILLES
"Truly the star of the show as always… Achilles has been putting up HUGE popularity numbers and is by far the most played god in the Solo Lane, and often flexing into the jungle. He tends to perform much worse at lower skill levels, so we are keeping his nerf on the lighter side and just taking down some damage scaling on his primary damage ability."
SHIELD OF ACHILLES
Decreased Physical Power Scaling from 90% to 80%
BASTET
"The cat is out of the bag, Bastet is very strong. The rework to her Ultimate and passive gave this god a huge amount of extra utility and survivability. She has been nerfed before but still needs to be nerfed again. We are focusing specifically on her new features for this nerf, decreasing the lifesteal and damage on those abilities."
NIGHTSTALKER
Decreased Lifesteal against gods from 5% + 0.75% per level to 5 + 0.5% per level. At level 20 decreased from 20% to 15%.
Decreased Lifesteal against minions from 5 + 0.25% per level to 5 + 0.15% per level. At level 20 decreased from 10% to 7%.
Decreased Ability Lifesteal against gods from 5% + 0.75% per level to 5 + 0.5%. At level 20 decreased from 20% to 15%.
Decreased Ability Lifesteal against minions from 5 + 0.25% per level to 5 + 0.15% per level. At level 20 decreased from 10% to 7%.
HUNTRESS OF BAST
Decreased Base Damage from 180/240/300/360/420 to 160/220/280/340/400
CAMAZOTZ
"Don’t sleep on the bat. This god continues to be a top ban and top pick at high ranks of Conquest, and had great results in the world championship tournament. Camazotz can output a huge amount of damage while also being incredibly evasive. To limit his movement, we are increasing the cooldowns on both his leap and his ultimate."
DEVOUR
Increased cooldown from 15s to 17/16.5/16/15.5/15s
BAT OUT OF HELL
Increased cooldown from 100s to 120/115/110/105/100s
FENRIR
"The top support at SWC wasn’t a support at all, but an Assassin! Fenrir brings a powerful CC suite to his team, and with the ability to lock down a specific god he can really swing a fight even when built full tank. We are nerfing his Ultimate to slow down that pick potential for now while we continue to look at Assassins in support and prepare more changes. We don’t mind a little flex potential but we want to make sure that plenty of Guardians remain viable in the lane as well."
RAGNAROK
Increased Cooldown from 90s to 100s
GILGAMESH
"As we continue to count down the top gods of 2021, there is no way we could skip over Gilgamesh. This god performed well at SWC and carried that strength into Season 9. As he often is prioritized more in the Jungle we are looking to nerf his damage in a few more places."
DROP KICK
Decreased Burst Damage 50/100/150/200/250 to 50/95/140/185/230
Decreased Burst Damage Physical Power Scaling from 45% to 40%
HERO'S ADVANCE
Decreased Base Damage from 80/120/160/200/240 to 60/100/140/180/220
IZANAMI
"Hunters are doing very well in the new season, if with the nerfs to crit. Izanami is the highest pressure hunter of them all, which allows her to create an even more powerful lead with the new harpies in duo lane. She is going to see a small nerf to her primary damage ability to make sure that her opponents can have some chance to catch up to her."
SPECTRAL PROJECTION
Decreased Physical Power Scaling from 90% to 80%
MULAN
"Speaking of early pressure, Mulan has been bullying the solo lane nonstop. It took many changes to bring this goddess up to viability and as excited as we are to finally see her do well, we are seeing some frustrations bubble up. We are taking down the early game damage on Spear Thrust by a noticeable amount so that her opponents can better face her down in the Solo Lane."
SPEAR THRUST
Decreased Base Damage from 120/155/190/225/260 to 100/140/180/220/260
BALANCE LIVE WITH THE 9.2 UPDATE FEBRUARY 22
ITEMS
PERSISTENT TELEPORT
"We aim to get most of our nerfs into the bonus balance, but a few changes required us to collect a little more data before a decision was made. We have now seen a pattern of increasing split-pushing strategies and we will take steps to discourage that. Persistent Teleport is giving a viable teleport option to the Solo lane and rewards players for participating in team fights. We are increasing the base cooldown which will slow this relic down, especially when its owner avoids fights."
Increased Cooldown from 90s to 110s
AEGIS OF JUDGEMENT
"This is the other half of the change discussed within the Chaotic Beads section of the Bonus Balance. These damage dealing relics create some scary possibilities, so we want to have the proper tools to balance them as needed. Aegis’ max damage will now be based on the opponents % Health, which is a significant nerf and allows for easier nerfing in the future."
Changed the damage cap from 30% of your max health to be 20% of the target(s) max health
CALAMITOUS ROD OF TAHUTI
"We are seeing a LOT of players pick up the new meteor rod, although we hear constant feedback that its impact is inconsistent. We have sped up the warmup time to help this item hit its target more often, but are pairing that with a small damage nerf as Mages have benefitted from a variety of boosts this season and are in a much stronger place than the end of Season 8."
Decreased Warmup time from 1.5s to 1s
Decreased Magical Power Scaling from 40% to 35%
BLUESTONE PENDANT
"Shortly after the Axe nerf in bonus, we will be applying a small Bluestone buff in the main update. The axe nerf might be enough to bring this item up into a place where it’s considered meta, but we can see in the data that the Solo gods who most benefit from this item are still struggling significantly, so we wanted to give it a small boost. We are looking forward to seeing a variety of starter options in Solo this year."
Increased HP5 from 10 to 15
STONE OF BINDING
"As we go through these first few updates of the new season we want to continually look for ways to shake up support itemization and make more options viable. Stone of Binding provides a lot of stats for its price, as the only remaining T2 item in the game, so it’s difficult to add too much while keeping the cost so low. A boost to both types of protections should make this item compete with the other options in the Support build."
Increased Magical Protection from 30 to 35
Increased Physical Protection from 30 to 35
TITAN'S BANE
"As we shift some power away from Crusher in the bonus balance, we want to make sure that Assassins still have strong late game penetration options. Titan’s Bane seems to have fallen off, so we are adding a small amount of power and lowering the passive cooldown to help this class persist into the late game."
Increase Physical Power from 40 to 45
Decreased Passive Cooldown from 10s to 8s
RELIC DAGGER
"This item was heavily discussed during PTS, with all the powerful Relics on their way into the game, it was only logical that Relic Dagger would be a strong choice. We wanted to make sure players got the chance to test this first and prove its worth, which has been verified. We are nerfing the Cooldown Reduction effect this item has on Relics."
Decreased the cooldown reduction on relics from 40s to 30s
GODS
JING WEI
"The nerf to Crit damage in 9.1 was quite significant, although it seems that in most cases the buffs to hunter items did a great job compensating for it, and a large portion of the class is doing well in the new season. Some gods were even more vulnerable to the changes, though, like Jing Wei. We are buffing the cooldowns on her 2 primary damaging abilities to make sure she’s got the lane presence she needs to compete in the role."
PERSISTENT GUST
Decreased Cooldown from 14s to 12s
EXPLOSIVE BOLTS
Decreased Cooldown from 14s to 12s
HERA
"The Queen of the Gods seemingly has not graced the battleground in ages. Hera brings a unique skill set to a team, with her massive pet and self shield instead of the traditional ranged poke and mobility that is present in the top Mages. We are giving Hera some more poke damage attached to her powerful polymorph CC, and increasing Argus’ late game protections to make sure he lives long enough to see a team fight."
POLYMORPH
Increased Base Damage from 80/120/160/200/240 to 90/135/180/225/270
ARGUS, THE DEFENDER
Increased Argus’ Protections from 25/30/35/40/45 to 25/35/45/55/65
BAKASURA
"This hungry little god needs a lot of help. Bakasura has a storied past of being able to clear the jungle faster than any other god and snowball games with his terrifying ultimate, but we haven’t seen that Baka recently. We are looking to provide him with even more utility within god vs god combat by adding a new component to Eat Minion. He will now be able to shorten the cooldowns of Take down and Butcher Blades when he successfully eats a minion, giving him powerful re-engage potential."
EAT MINION
Now subtracts 1/1.25/1.5/1.75/2s from Take Down and/or Butcher Blades cooldowns when he successfully eats a minion.
RATATOSKR
"The Squirrel god has some shiny new acorns, but one seems to struggle to keep up with the rest and the Crit changes certainly complicate things further. We are applying a set of buffs across multiple stats on this acorn. Let’s see if full damage Ratatoskr can live again!"
BRISTLEBUSH ACORN
Increased Critical Strike Chance from 20% to 25%
Increased Passive self buff after hitting with Dart from 15% Physical Lifesteal and 15% basic attack damage to 20% Physical Lifesteal and 20% Basic Attack damage
KUMBHAKARNA
"You’re finally awake. Kumbhakarna is known for his strong CC by putting gods to sleep, among other things. There is a unique effect on Mighty Yawn that continues to CC enemies if they are woken up from the mez. With this new buff it will now be more beneficial to wake targets up early, especially if the mez functioned as a well-timed interrupt. ***ba might even be able to buy Mystical Mail now! (NOT actually advised)"
MIGHTY YAWN
Increased “wake up early” slow and attack speed slow debuff duration from 1/1.25/1.5/1.75/2s to 2s at all ranks
TERRA
"When we fixed Terra’s interaction that allowed her to Shatter a Standing Stone for 2 different effects at the same time, her priority did go down, especially in high ranked play. This goddess is still far from weak, so we are being careful with her buffs and starting with an ability that has an overly long cooldown as a result of her top-of-the-meta days."
MONOLITH
Decreased Cooldown from 18s to 16s
HERCULES
"Many of the Solo Lane Warriors are doing fine right now, the main exception being those who rely on Bluestone, and Hercules. Like Terra, this god has strong potential to take over with even small buffs, so we are playing it safe. Hercules relies on a strong combo of burst damage and CC, and we are buffing the damage on this key skillshot to make sure that he is effective when he does hit all his buttons."
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