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The Manticore King | 10.2 Update Notes

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Forum » News » The Manticore King | 10.2 Update Notes 1 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » February 15, 2023 1:04pm | Report

By: TitanDandy | 2023/2/15

Source (10.2 Main Patch):
Main Patch scheduled to go live: February 21

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

  • Basics apply Venom, dealing 5% Basic Attack Power over 2s. Initial hit applies 4 stacks, hits refresh and increase damage by 1 stack, max 8 stacks.


Martichoras gains up to 100 stacks of Ferocity for hitting Basics, Abilities, and earning kills or assists. Once maxed, he loses all Ferocity and gains an Attack Speed buff that increases in duration by Basic Attacking gods. He also gains a permanent Monstrosity stack of 1% Physical Lifesteal and 1% Physical Ability Lifesteal.
  • Attack Speed: 15% + 1% per level for 6s, up to 12s
  • Max Monstrosity Stacks: 30


Martichoras fires hundreds of venomous spikes from his wings, creating a circular rain of spikes that deals damage as it rolls forward. As the rain moves, it leaves behind a toxic trail that slows and damages all enemies within the trail.
  • Range/Radius: 40,60/11
  • Initial Damage: 80/120/160/200/240 +70% of your Physical Power
  • Trail Damage: 6/10/14/18/22 +10% of your Physical Power every 0.5s
  • Slow: 25/27.5/30/32.5/35%
  • Trail Duration: 3s
  • Cooldown: 14s
  • Cost: 60/65/70/75/80


Martichoras shoots a stinger, dealing damage, piercing minions, and stopping on the first enemy god hit. The stinger then persists for 3s attached to the enemy god, reducing their healing, or at a point on the ground. Martichoras can explode it by hitting it with a basic attack or ability. The explosion deals damage, reduces healing, and Roots the god who held the stinger.
  • Range/Radius: 55/20
  • Projectile Damage: 45/80/115/150/185 +55% of your Physical Power
  • Explosion Damage: 30/65/100/135/170 +50% of your Physical Power
  • Root Duration: 1/1.2/1.4/1.6/1.8s
  • Healing Reduction: 50% for 5s
  • Cooldown: 12/11.5/11/10.5/10


Martichoras creates a patch of stealth grass in which he and all allied gods may hide. While inside and on exiting the patch, Martichoras gains Movement Speed. Martichoras’ Basic Attacks from stealth gain 10% additional Basic Attack Damage up front and apply 8 stacks of Venom. Enemies may reveal anyone hidden in the patch by entering it or by placing a ward inside its range.
  • Range/Radius: 55/27
  • Patch Duration: 180s
  • Max Patches: 3
  • Movement Speed: 20/25/30/35/40% for 3s
  • Cooldown: 25/22.5/20/18.5/15s
  • Cost: 60/65/70/75/80


Martichoras becomes CC immune and untargetable as he soars into the air, raining down 12 bursts of damaging toxins over 3s. Each time an enemy is hit with a burst, their Physical Protections are reduced.
  • Range/Radius: 55/10
  • Damage per Burst: 35/50/65/80/95 + 20% of your Physical Power
  • Protection Reduction: 5% per stack, max 8 stacks
  • Debuff Duration: 4s
  • Cooldown: 90s
  • Cost: 100


  • New God: Martichoras – The King of the Manticores
  • More Magic: The Gathering Crossover Content
  • The Mythical Market Arrives
  • Balance Changes
  • More!
  • More info coming soon!

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




"We have two clear categories of item nerfs today. The first is tank items, and is mostly focused around tank items that can deal damage. Druid Stone was too cheap for its stats, and Stone of Binding is seeing a noticeable decrease in the amount of Protections it can reduce. Contagion is getting a series of additional bug fixes as well as another damage nerf. As a Healing Reduction item it has two passives, and its new one was clearly overshadowing the rest of the item."
  • Cost increased from 600 to 650 (The T2 and T3 items Upgrade cost was adjusted to keep their final cost unchanged by this T1 change)

  • Decreased the Protection Debuff from 5+1 per level to 0+1 per level

  • Decreased damage from 35 to 25
  • Fixed in earlier hotfix (already live)
    - Each player can now only have 1 damaging Contagion aura on them at a time
    - If a player with a damaging aura Hard Crowd Controls an enemy, the aura is now refreshed.
    - Damage Aura no longer ticks at CC Application time (0s), instead it ticks at 1s, 2s, 3s, 4s, 5s
  • Fixed an issue where a 5th pulse that did no damage would play
  • Known issue is persisting with this item of audio not playing on additional pulses if the damaging aura is refreshed. Also will occasionally play an extra visual FX pulse that does no damage (but significantly less frequently than before)


"Tanks are also getting some slight nerfs to their Protection stats. Prophetic Cloak is an exciting new item that rewards those who focus on stacking it, but the stats provided here were just too much. We are making the item a bit easier to stack, but decreasing the amount of protections the owner of the item gets upon evolution."
  • Decreased the Internal Cooldown from 10s to 8s
  • Fixed text to clarify the ICD and to state that the increase in protection stats on evolution is intended

  • Decreased Physical Protection from 55 to 40
  • Decreased Magical Protection from 55 to 40


"Along with the Prophetic Cloak protections nerf we have some nerfs directly to Damage Mitigation items. These items have been showing up in builds recently and when all stacked together they can make the targets especially hard to kill. In many cases the target is also losing out on a lot of damage output, but we are moving quickly to bring the top end down on this as soon as possible. These two items are the primary sources of mitigations that are usually not built by Supports, and thus they will be the first target for nerfs."
  • Decreased Base Damage Mitigation from 5% to 3%
  • Decreased Damage Mitigation per stack from 4% to 3% (Decreases total Damage Mitigation from 17% to 12%)
  • Decreased Healing per stack from 3% to 1% of your max health

  • Decreased Damage Mitigation on the passive effect from 10% to 5%


"The other realm being nerfed today are Assassin item, specifically ability-base bonus damage effects. Bluestone has been nerfed, but is still strong, especially when paired with items like The Crusher and Heartseeker that do bonus damage on hit. Crusher is seeing a slight shift in that with its Power and Damage nerfs comes a slight cost buff, while Heartseeker is seeing a strict nerf, especially toward targets with lower max HP values."
  • Decreased Cost 2700 to 2600
  • Decreased Physical Power from 55 to 50
  • Decreased Physical Power Scaling from 40% to 30% on the Passive

  • Decreased the bonus damage against low max HP targets from 3% to 2% (still scales to 6% vs high max HP targets)



"We are keeping a close eye on shards and have seen a clear purpose for each of them since the nerf of Claw Shard. Horn Shard was considered the weakest or most niche by most players, but this was mostly due to its perception. The actual effect it was providing was twice as strong as the text stated, and those who picked up the item found it quite effective, although not clearly stronger than the other shards. For this reason we are keeping this powered-up effect and only fixed the text."
  • Fixed the text of this item to specify that it decreases CDR by 0.5s every 0.5s (3s total) – not every 1s as listed on 10.1 launch


"There has been a lot of Hunter discussion on the timeline. The data shows them lagging a bit behind, but not as far off as the perceptions might lead you to believe. The nerfs to Assassins and Tanks combined with a few key hunter item buffs should be enough to move in the right direction. If more adjustment is needed in the future for this class we will certainly be open to that as we monitor the data and feedback closely. We are buffing Qin’s to give the non-crit builds or anti-tank builds a noticeable buff, as well as buffing the new Boomerang item to make for a better user experience and buff Crit builds."
  • Increased Attack Speed from 20% to 25%
  • Increased Bonus Damage against high max HP targets from 5% to 6%

  • Decreased Cost from 2600 to 2500
  • Increased Attack Speed from 15% to 20%
  • Decrease the offset from player of the buff drops to be 50% closer to the player
  • Fixed an issue where this item did not describe the stacking buff duration of 6s


"Mages have been doing well, with the only complaint being item diversity. We will continue looking into that issue for future updates, so we only have one change for now. This small buff to Chronos’ Pendant introduces new CDR option to possibly shake up builds without overshadowing the buffs to Hunters, who need them more."
  • Increased Magical Power from 90 to 100


"Assassins got nerfed overall, but this item felt too overtuned to leave alone. Its new passive is harder to use than many of the other Anti-Heal items and the cost felt like a huge barrier. These changes should give Assassins more flexibility with how they counter-build without overpowering them as a whole."
  • Decreased Cost from 2600 to 2500
  • Fixed Text to describe that the buff field lasts 10 seconds
  • Increased the base Power (Magical and Physical) of the buff field from 10 to 20


"Finally we have an array of Warrior/Guardian items, most of which have been underused in the 10.1 Update. First, Tier 1 Cloak is getting cost buff to help better justify its lower stat value than Tier 1 Druid Stone. Then we see cost nerfs to Cannoneer’s Cuirass and Dawnbringer, to make them easier to build into, especially for supports. Finally we have some stat buffs for Absolution and Phalanx to help them better compete with the item’s with similar stats that are more popular."
  • Cost decreased from 650 to 600
  • The T2 and T3 items Upgrade cost was adjusted to keep their final cost unchanged by this T1 change

  • Decreased Cost from 2250 to 2100

  • Decreased Cost from 2600 to 2400 gold

  • Increased Magical Protections from 60 to 70
  • Increased Crowd Control Reduction from 10% to 20%

  • Increased Physical Protection from 55 to 60
    Increased Health from 150 to 200


"10.1 is still very fresh on the minds of most players, with many strategies and metas still evolving. We have some strong data to indicate a few outliers already. We have 2 clear nerfs to gods who have been overperforming, especially in ranked. As for buffs, we first want to remind players that the next update, 10.3, will be the first new season, and with it will come a huge list of god adjustments. For 10.2 we tried to identify some of the clearest underperformers from each class, except for Warriors who were consistently doing well."


"This Magical Jungler has been crushing the queues. Some favorable meta shifts combined with some direct recent buffs have brought back Ao Kuang as the ranked stomp god that he was known to be back near his launch many years ago. We are nerfing the late game damage of his primary damaging ability to take down his top end."

  • Decreased Magical Power Scaling from 50% to 40%


"This flexible Mage is often thought of as a Jungler, but has been a top pick in Mid as well through SWC and 10.1. He Bo brings a lot of utility to a fight, so we are nerfing his damage both early game and late on his primary CC ability to even the odds against other Mages."

  • Decreased Base Damage from 80/130/180/230/280 to 70/120/170/220/270
  • Decreased Magical Power Scaling from 65% to 60%


"A few of these buffs might be a surprise, as they all had recent meta stints, but direct nerfs and meta shifts have left them in lower than expected spots. Discordia is the first of this set. With a well rounded kit that balances control, evasion, and damage, she never feels completely unplayable, but we could still see clear issues in her match data. We are buffing Erratic Behavior, which is a strong buff to her evasion as well as the rest of her kit because of its CDR-style effect. We are also adding more front-loaded burst damage to her Ultimate, which has been feeling especially weak lately."

  • Decreased Cooldown from 15s to 13s at all ranks

  • Increased Base Damage on the initial hit from 100/125/150/175/200 to 125/150/175/200/225
  • Increased Magical Power Scaling on the initial hit from from 40% to 50%


"We saw a lot of Geb after his Ultimate buff, but since then he has had multiple nerfs that lead to a noticeable drop. Geb has a better teamfight presence now, but he still struggles in the early game, so we are buffing Shockwave to make sure his lane partners are happy to have him there."

  • Increased Base Damage from 90/160/230/300/370 to 100/170/240/310/380
  • Decreased Cooldown from 15s to 14s


"Super strong launches can often lead to heavily nerfed gods, and Tsukuyomi was one of the strongest. After such a high point initially, he had to be adjusted many times, which definitely had the intended effect. After watching him for a while, and seeing little resurgence even in the new meta, we finally feel comfortable applying some direct buffs to Tsukuyomi. A split of base damage and scaling damage increases across his abilities will bring him up across the board."

  • Increased Shuriken Damage from 75/125/175/225/275 to 85/135/185/235/285

  • Increased Physical Power Scaling per Dash hit from 45% to 50%


"Oh hey, fam! Jing Wei’s value is often dependent on her passive and safety. Duo is a risky lane in 10.1 but Jing Wei still isn't present. The new speed buff out of base makes her passive slightly less of an advantage, but the goddess also struggles to clear well. We are buffing her primary damage ability to give her the firepower she needs to compete."

  • Increased Damage Per Tick from 10/20/30/40/50 to 15/25/35/45/55
  • Decreased Cooldown from 12s to 12/11.5/11/10.5/10s


"Lurking in the shadows, this god is rarely seen. Chernobog’s kit bring a unique level of evasion to the hunter class, yet he still often struggles to find a place in various metagames. His mana costs have been identified as one possible thing holding him back, and we are also buffing his dash to help him maximize his most powerful combo plays and to keep him safe."

  • Decreased Mana Cost from 60/65/70/75/80 to 50/55/60/65/70

  • Decreased Mana Cost from 70 to 50 at all ranks
  • Decreased Cooldown from 18/17/16/15/14s to 16/15.5/15/14.5/14s

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