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The Light Weaver | 10.4 Update Notes

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Forum » News » The Light Weaver | 10.4 Update Notes 1 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » April 12, 2023 12:52pm | Report

By: TitanDandy | 2023/4/12

Source (10.4 Main Patch):
Main Patch scheduled to go live: April 18

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


Every time Ix Chel hits an enemy god or provides an allied god with a beneficial effect she gains one color of the rainbow. On obtaining all 6, her next basic attack has no movement penalty, is increased in size and deals bonus damage.
  • Bonus damage: 40% of your Magical Power


Ix Chel fires a blast of gleaming light ahead of her dealing damage, piercing minions, and stopping on the first enemy god hit. Minions and Jungle Camps take an extra +40% damage. Hitting an enemy causes this ability to change.
  • Max Range: 70
  • Damage: 60/80/100/120/140 (+40% of your Magical Power)
  • Cost: 40/45/50/55/60
  • Cooldown: 6s


Ix Chel weaves together strands of light which fully illuminate after a short delay damaging enemies in their path. Enemies facing the strands as they illuminate are Blinded for 1s. Enemies hit by the tip of the field, where all the strands meet, take bonus damage. On fire, this ability turns back into Gleaming Blast and the cooldown begins.
  • Range: 65
  • Damage: 70/115/160/205/250 (+55% of your Magical Power)
  • Bonus Damage: 30%
  • Cost: 50/55/60/65/70


Ix Chel marks an area on the ground invoking it with lunar energy. After a short delay the energy explodes Knocking up and dealing damage to enemies while Healing allies.
  • Range/Radius: 55/20
  • Damage: 95/145/195/245/295 (+70% of your Magical Power)
  • Heal: 50/85/120/155/180
  • Cost: 65
  • Cooldown: 15s


Ix Chel sends out an arcing, weaved rainbow towards a location while gaining a small burst of Movement Speed. On landing the crashing rainbow deals damage and Roots enemies, splitting into smaller orbs of light. These orbs can be picked up by Ix Chel and her allies for increased Movement Speed.
  • Range/Radius: 55/15
  • Damage: 80/120/160/200/240 (+75% of your Magical Power)
  • Root Duration: 1.25s
  • Movement Speed on cast and from orbs: 20% for 3s
  • Cost: 50/55/60/65/70
  • Cooldown: 14/13.5/13/12.5/12


Ix Chel becomes CC immune and channels all of her energy into a single intense beam of light. The beam deals damage to enemies and heals allies every 0.2s for 3s, increasing in duration if Ix Chel can do both at the same time. Enemies take increasing damage per tick which decays rapidly if not hit recently. Healing an ally also heals Ix Chel. Ix Chel gains 6 stacks of Rainbow Weaver on firing.
  • Range: 70
  • Damage per tick: 14/23/32/41/50 (+7.5% of your Magical Power)
  • Heal per tick: 2% Missing HP
  • Subsequent damage increase: 5%
  • Maximum Damage Increase Per Target: 100%
  • Maximum Duration: 6s
  • Cost: 90
  • Cooldown: 90s



% Penetration Nerfs

"Today we are introducing the first big change to address late game burst damage and excessive anti-tank stats. We are going to be doing this through a game-wide decrease in % Penetration. There will be a 20% decrease in the cap of this stat and the amount provided by items. This will also have a noticeable effect on burst damage vs other DPS users, so we do expect to see late game kill speed slow down across the board. 10.1 started with a very powerful tank meta, and the perception that Hunters were nearly useless. It took us multiple rounds of changes to swing this back in favor of DPS gods. We are considering this just the first step, as we will need to monitor the results and adjust from there. We expect this change and the other nerfs in today’s update will have significant impacts, but we are going to keep a close eye on these issues and continue to make adjustments as needed."
  • Decreased cap from 40% to 32%
  • Decreased % Penetration from 20% to 16% on all of these items:
  • Titans Bane
  • Serrated Edge
  • Obsidian Shard
  • Charon’s Coin
  • Typhon’s Fang
  • Dominance (Decreased % Penetration on the passive from 20% to 16%. Dominance is not bound by the cap)
  • Decreased % Penetration from 10% to 8% on all of these items
  • The Crusher
  • Hydra’s Lament
  • Heartseeker
  • Silverbranch Bow
  • Fail-Not
  • Demon Blade (passive)
  • Spear of the Magus
  • Warlock’s Staff (and Evolved)
  • Rod of Tahuti (and Glyphs)
  • Staff of Myrddin
  • Doom Orb
  • Elixir of Power
  • Decreased % Penetration from 5% to 4%
  • Warriors Bane (t2)
  • Spell Focus (t2)
  • Executioner (and Glyphs) Nerf
  • Decreased %Protection Decreased per stack from 7 to 6 (max 4 stacks) (decreased max % from 28% to 24%)
  • Heavy Executioner
  • Decreased %Protection Decreased per stack from 17.5 to 15 (max 2 stacks) (decreased max % from 35% to 30%)
  • Demonic Grip Nerf
  • Decreased %Protection Decreased per stack from 10 to 9 (max 3 stacks)
  • Soul Eater (and Evolved Soul Eater) Shift
  • Removed 10% Penetration
  • Added 10 Penetration
  • Atalanta’s Bow Shift
  • Removed 10% Penetration
    Added 10 Penetration

Healing Items

"There were just a few items with lifesteal or self healing that got missed in 10.3. These are all getting the same shifts that we did at that time. Healing or lifesteal will be decreased, and the other stats will be increased to compensate."

  • Decreased Lifesteal from 15% to 10%
  • Increased Physical Power from 30 to 35
  • Decreased Passive Lifesteal per stack from 3% to 2%
  • Increased Physical Power per stack from 8 to 10

  • Decreased Cost from 2300 to 2200
  • Decreased the immediate heal and heal over time from 15% of each god’s max health to 10% of their max health

  • Decreased the Lifesteal on the item’s Passive trigger from 30% to 20%
  • Increased the Movement Speed on the item’s Passive trigger from 10% to 15%

  • Decreased the Healing on the trigger from being hit by a Knockup, Knockback, Pull, or Grab from 8% to 5% of your max health
  • Decreased the Passive Healing from 0.5% of your max health every second to 0.35%
  • Decreased Internal Cooldown of heal from 45s to 20s

Tank Buffs

"We don’t just have some key DPS nerfs in this update, we also have some various tank buffs, especially for Warriors. First, some anti-heal items are getting buffed to make sure the newly adjusted healer mages have clear counters in the lane. Next we have some smaller adjustments to T1 and T2 items to smooth out the early builds. Finally, we have buffs to the aggressive tank items. Gladiator’s Shield and Archdruids Fury are seeing costs decreases, as well as other buffs."

  • Increased the healing reduction from 15% to 20%
  • Increased the healing from the passive 100% to 120% of the healing prevented

  • Increased the healing from the passive 100% to 120% of the healing prevented

  • Decreased Cost from 700 to 650 (Increased Cost of T2 by 50g so all T3 remain at same cost)

  • Increased Physical Protection from 5 to 10

  • Decreased Cost from 2300 to 2250
  • Increase Health from 150 to 200

  • Decreased Cost from 2500 to 2400
  • Increased Passive Trigger Damage from 30 (+ 1.5 Per Level) Magical Damage per stack to 40 + (2 Per Level)

Hunter Nerfs

"Bloodforge was long forgotten (except maybe in Assault) but now is the most popular item in the entire game. Adding a small amount of Attack Speed opened up this item to a huge god pool. When this combined with previous buffs that failed to get the item any attention, we saw a multiplicative effect leading to a very powerful item. Due to the % Pen nerfs and the fact that Hunters have only recently climbed back up to a reasonable position, we are taking a somewhat light nerf on this item today, but are certainly open to nerfing it more after seeing how the changes of 10.4 shake out."

  • Decreased Physical Power from 75 to 65

Mage Nerfs

"Although Hunters seem to be dominating the discussion, Mages are still dominating the stats. Even when a couple outliers, like Aphrodite, are removed from the equation, we see Mages performing very well. The % Pen nerfs will certainly have a big effect on them, but we wanted to introduce a few additional nerfs just in case. Book of Thoth is one of the single highest sources of power in the game, and Tablet is premier bonus damage item. Nerfing both of these hits a huge array of Mage builds. We are aware that some newly buffed Mage items are quickly rising in popularity, and that build will be nerfed as soon as possible if the % Pen nerfs do not bring it down enough."

  • Decreased mana gained per stack from 10 to 7 (effectively nerfs the item by 225 mana and 18 Magical Power when fully evolved)
  • Evolved Book of Thoth (Decreased mana from 1000 to 775)

  • Decreased Damage Per Trigger from 0.12% of your mana per stack to 0.10%
  • Fixed an issue where this item was dealing the incorrect amount of damage. This item will now increment stacks and then deal damage, in that order, on each trigger.



"The premier healer of 10.3 has put up a clearly powerful performance. The goddess had a huge amount of shifts that changed her core playstyle, but clearly those shifts resulted in a more powerful Aphrodite. We are nerfing this goddess in a variety of ways across the kit. Our goals for her are unchanged. We want Aphro to remain viable in Support, or even Solo. We want to keep her utility high, but keep her healingin check. Her cooldowns were simply too fast to allow for counterplay, and the buffs she was providing to allies were too intense. These changes should have a big impact on the goddess, but as usual, if more are needed we will be closely watching and prepared to act."

  • Decreased Protections given to her Soul Mate from 20% to 15%
  • Decreased Movement Speed from 8/11/14/17/20% to 6/8/10/12/14%

  • Increased Cooldown from 14s to 16s
  • Decrease CDR to allies and self from 0.25 to 0.2 per tick
  • Decreased Base Heal per Tick from 9/12/15/18/21 to 7/10/13/16/19


"The other top performing Healer from 10.3 was Guan Yu. Keeping in line with our goals from the last update, we are only going to be nerfing his healing."

  • Decreased Healing from 30/50/70/90/110 to 20/40/60/80/100


"Two top hunters continue to dominate the SPL and SCC circuits. These two are both getting focused nerfs for how they are played at those levels. Cern has a powerful protection shred, one that can even help his Mage allies. It aligns well with our goals of this update to nerf this, and to restrict it to a Physical only protection debuff."

  • Autumn Decay will now only reduce Physical Protections, not both types
  • Decreased Autumn Decays Physical Protection Debuff from 10/14/18/22/26 to 5/10/15/20/25


"Ishtar over performs in competitive play for an entirely different reason: her early game lane clear. Strike Shot allows her basic attacks to hit groups of enemies, and when those are grouped properly the effect is quite powerful. This ability is being nerfed in the early game, but will continue to scale up to nearly the same amount as she ranks it up."

  • Decreased Bonus Damage from 8/13/18/23/28 to 5/11/17/23/29


"There was a few gods that really stood out to the community as getting a bad deal in the 10.3 shifts. We wanted to make sure to verify the data in live and act accordingly, so Chaac is getting some more buffs. He is getting a simple damage buff on his primary lane clear to help him get off to a good start in lane, and he is also getting an entirely new debuff component to make sure his opponents caught within his Rain Dance will deal even less damage."

  • Increased Base Damage from 80/140/200/260/320 to 90/150/210/270/330

  • Enemy gods within the area of effect now have their Physical or Magical Power decreased by 10% for the duration


"The other god that fell into a similar situation as Chaac was Camazotz. This god relies on heavy lifesteal, but also has a lot of evasion to support the intended playstyle. For this update we wanted to give Camazotz even more unique tools to help him stand out and provide new value to his team. He will now be able to reveal an opponents to the entire team for a long duration, which could be a critically valuable tool especially in more competitive play. He is also gaining a more intense slow, and a lower cooldown on his leap to help him stay alive longer."

  • Enemy Gods hit by this effect are now revealed to Camazotz’s entire team, instead of just him for the 15s duration

  • Increased Slow from 30% to 40%

  • Decreased Cooldown from 15s to 13s


"This goddess had a bit more split performance. We saw more pro play picks and role flexing from Hel, but we also saw continued low win% in most environments. This is potentially because Hel was in an specially low spot even before 10.3. We want to make sure this goddess has a chance for success in more places, so we are buffing her in multiple aspects. The Power Debuff makes Hel a better support and makes her tankier herself, and the damage on her core lane clear and poke abilities helps her be more threatening regardless of role."

  • Increased the Power debuff to enemies while in light stance from 8% at max attunement to 12%

  • Increased Base Damage from 60/110/160/210/260 to 70/120/170/220/270 for both stances


"This god had some interesting shifts in 10.3 but still needs some more. Gilgamesh often creeps into the Jungle, which can be ok in moderation, but we want to continue to look for ways to help him perform in Solo. We have been using new tech for lane vs jungle minions more and more, which seems like a perfect change for our Babylonian King. This boost to lane minion only damage will help him gain ground in the Solo Lane."

  • This ability now deals 25% increased damage to Lane Minions only on the initial pulse area of effect


"The big boi has struggled in a similar way as Chaac and Camazotz, although we have seen a bit of Cthulhu. With his lower healing and the hostile meta against him, we are buffing back his Ultimate Damage through the “Sever” ability, to make sure he can threaten the opposing team."

  • Increased Protection Reduction debuff per hit from 3% to 4%
  • Decreased max Stacks of this effect from 5 to 4


"Finally some buffs completely unrelated to 10.3 and healing! Charybdis has been a polarizing Hunter, often showing low win% values even when she was a top pick in pro play. The goddess demands a unique play style, with some tricky skill shots, and a powerful evasion tool. To get her back on the right track, we are aiming to buff her basic attack damage through a heavy cooldown buff on her stim, as well as increasing how it interacts with her passive."

  • Decreased Cooldown from 14s to 14/13/12/11/10s
  • Increased Splinter Tide from 2% Tide per hit to 3%


"The last few changes of this update are especially spicy. These introduce new stat gain passives to the Ultimate abilities of two gods who have historically been hard to balance. Both Serqet and Janus have very specific kits that don’t allow for much flexibility. They also both have huge gaps in win% when comparing low-MMR to high-MMR environments. Finally, they often require very specific stats that make it hard to find the ideal build with them. These new changes will give them bonus stats just for ranking up their Ultimate. This is a unique solution that should ease their build paths greatly, helping them to perform better at all skill levels."

  • This ability now has a passive component – Serqet Gains Additional Critical Strike Chance per rank equal to 10/15/20/25/30%


  • This ability now has a passive component – Janus Gains Additional % Magical Penetration per rank equal to 8/10/12/14/16%
  • This will count as Item Power and contribute toward the cap

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