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TRANSFORMERS | 8.11 Update Notes (w/ 8.10 Bonus Update)

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Forum » News » TRANSFORMERS | 8.11 Update Notes (w/ 8.10 Bonus Update) 2 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » October 28, 2021 11:19pm | Report

By: HiRezDandy | 2021/10/27

Source (8.10 Bonus Update):
Source (8.11 Main Patch):
Bonus Balance Patch scheduled to go live: November 2
Main Patch scheduled to go live: November 16

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


  • More details here!
  • TRANSFORMERS Battle Pass
  • Digital Loot Pack
  • Odyssey: Perilous Seas Continues
  • Winter wonderland Chest
  • More details to come!

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




"With its combination of Health, Physical Protection, and Critical Strike reduction this item is very efficient against Crit. Even in compositions with very low Critical Strike we saw this item become the immediate answer that shut down that style of play. A small reduction in its passive and Physical Protection should better balance its strength as a counter pick option and not an all around go to."
  • Decreased Passive Crit Damage Reduction from 60% to 55%
  • Decreased Physical Protection from from 65 to 60



"Set brings powerful early pressure to a meta where Assassin junglers are doing quite well for themselves. While primarily a Jungler we have even seen him flex into other roles to take advantage of this strength. A decrease in Spawn of Set’s early dash damage will reduce this strength while preserving his clear speed and more reliable Skewer poke."

  • Decreased Dash Damage from 60/65/70/75/80% to 50/55/60/65/70%


"Nike has been guiding her teammates to victory! Her strong engagement and tankiness from Sentinel of Zeus has made her a strong contender; especially in competitive play. With a 10% reduction in the health of the shield enemy teams will have a stronger opportunity to burn her down while she serves as the enemy’s front line."

  • Decrease Shield from 30/35/40/45/50% to 30/32.5/35/37.5/40% of Nike’s Max Health


"Similar to Nike, when Cthulhu ults his frontline tankiness can be maddening for his opponents. Not only is his boost in health potent but the amount of consistent pressure Sever provides makes him a threat you cannot ignore. A small reduction to both of these aspects should provide some sanity when facing him."

  • Decreased Max Health Buff from 30% to 25%

  • Decreased Base Damage 100/155/210/265/320 to 100/150/200/250/300


"The Allfather has been doing exceptionally well at high levels of play. His high ban count points to his strength as a counter pick to enemy team compositions and his strong dive potential. Ring of Spears will see an increase in cooldown that better suits an ability with such swing potential and Raven Shout will contribute less base shielding. Both will temper the Allfather’s main two strengths and give enemies more windows to fight into him."

  • Increased Cooldown from 90s to 110/105/100/95/90s

  • Decreased Shield Health from 100/175/250/325/400 to 100/160/220/280/340


"Yemoja’s unique gameplay elements are something our top level of players are able to wield with extreme precision, making her a consistent presence throughout the year. With our last round of changes she is beginning to see a drop from first pick/first ban status; but she is still very much a top pick. In emergencies Mending Waters can be spammed to provide strong shield coverage for her whole team. We are changing it from a stacking shield to a refreshing shield while reducing the range at which it can bounce. Yemoja will need to be more tactical about when to refresh the shield while teammates’ positions will become much more important to achieve the same benefits."

  • Shield no longer stacks with itself (from previous fires of the same ability that is still on targets, it will instead refresh)
  • Decreased Bounce Range from 50 to 40


"Geb has really rolled into the competition after the damage buff to Cataclysm. This change not only bolstered an underperforming god but allowed him to be flexible with when he chooses to ult. Since then we have seen him be quite the popular competitive and ranked pick and want to reduce the overall damage this ult can bring without pushing him back to his previous underperforming state."

  • Decreased Base Damage 110/240/370/500/630 to 110/220/330/440/550


"Ullr was a huge fan of our previous changes. He was underperforming across the board but a combination of buffs to Assassin itemization (which he can use) and a direct buff to his scaling made him quite the opponent! With the revert to Bladed Arrow’s scaling we are hoping to keep him in the meta discussion by preserving his item improvements and keeping the boost to his Ultimate."

  • Decreased Physical Power Scaling from 80% to 70%




"Death’s Toll provides additional safety in lane making it a popular option in general; but not a particularly competitive choice compared to Leather Cowl. With 5 additional Power early boxing will get a nice bonus and it should help it to bolster the Attack Speed and Penetration that hunters are naturally building."
  • Increased Physical Power from 15 to 20
  • Increased Magical Power from 30 to 35


"Similar to Death’s Toll, this item lacked in its strength compared to the all around Leather Cowl. More Basic Attack Damage helps it stand out in the early game while helping it synergize as the hunter builds other items."
  • Increased Basic Attack Damage from 20 to 25


"Benevolence, Sentinel’s Gift, and the occasional War Flag are seeing a much healthier spread in selection from our Supports. Benevolence in particular was seen as underwhelming at launch but players have been able to leverage the healing to great effect. One thing that did not feel great about the item however was overcapping and losing out on stacks if there was no ally harmed to heal. Now when you would gain stacks from assists that will overcap you; they are simply consumed as long as an ally is near you. This should help this item feel better when helping clear near a full health ally without introducing abuse cases for generating gold in other roles. To offset this increased efficiency we are reducing the Health provided by this item."
  • If you are at 50 stacks and gain another stack for any reason and you are near and ally that stack will be automatically consumed for gold and you will remain at 50 stacks
  • Decreased Health from 100 to 75


"Vampiric Shroud’s goal is to provide mages and guardians with a strong hybrid option out the gate. Finding the right balance between defensive and offensive potential is a fine line as we have seen with Guardians being able to take over the solo lane. Since then a significant portion of its defensive stats have been reduced making it much more niche than our stated goal would want. A small increase in Power should go a long way in helping this feel more applicable to more gods."
  • Increased Power from 25 to 30


"Warding Sigil got major changes last patch and since then we have seen it become much more competitive with Warrior’s Axe and Bluestone Pendant. One portion where it falls short however is its upgrades. The feedback we have received is they lack the same impact making it hard to fully justify going to Warding Sigil. We agree and are bringing up the strength of both of its upgrades.

Sigil of the Old Guard should be the defensive go to for Warriors. A bonus of 5% always on Damage Mitigation with an easy to manage stacking passive will let players more effectively tank from skirmish to skirmish."
  • Now has 5% damage mitigation as a stat (applied always)
  • Increased the duration of the Passive Rebuke Buff (which provides stacking damage mitigation) from 5s to 8s


"Infused Sigil is the offensive option, rewarding diving into quick brawls and punishing ability users for remaining too close. Its previous trigger condition happened too infrequently to be reliable and lacked the impact to really swing an engagement. Both aspects are being improved to help this item stand out against the other slew of Starter upgrades."
  • Decreased the stacks required to trigger the explosion from 4 to 3
  • Increased Passive’s base explosion damage from 500 to 600


"In recent patches we have focused heavily on making sure Solo lane feels fun and engaging, with more emphasis on fighting rather than being tanky and passively clearing the wave. Warrior’s Axe in particular fell into an odd spot, allowing for strong fighting potential but lacking any power without the Mask to clear the wave while fighting. We are shifting its stats around to help it stand independent of the Mask and align with the other changes to our other solo lane starters. To gain its new found Power we are removing its Health, a small amount of Physical Protections, and increasing its cost to match Warding Sigil.

For all items here since their shifts are significant enough, we are presenting them as ‘new’ items to show them in full context. Below each item will be an itemized change log so you can see the specific differences between old and new Warrior’s Axe."
  • Increased Cost from 600 to 650
  • Removed 75 Health
  • Decreased Physical Protections from 15 to 10
  • Added 15 Physical Power
  • Added 20 Magical Power


"With the removal of Health on the base Warrior’s Axe this item is receiving a similar update. A loss of 250 Health is being replaced with strong amounts of Power to keep it aligned with its more offensive goals."
  • Added Physical Power from 0 to 40
  • Added Magical Power from 0 to 65
  • Removed Health from 250 to 0


"Hero’s Axe is the upgrade path that is much more focused on defense so its stats are not changing too much. While reviewing the tree as a whole, Hero’s Axe has struggled to compete as a choice with Sundering Axe and we feel that it lacks the tankiness needed to really succeed in its goal. A boost to protections will help it, especially when compared to the updated Sigil of the Old Guard."
  • Increased Physical Protection from 35 to 45
  • Increased Magical Protection from 35 to 45


"Lotus Crown provides healers with a strong mixture of Power, Protections, and MP5 that can be shared with their team. Given how cheap this item can be rushing it can become quickly overwhelming for an enemy team to fight into. We are adjusting the cost to better match its overall efficiency and strength as an early item."
  • Increased Cost from 2050 to 2150


"Mystical Mail’s adjustments earlier this season have helped this item find a strong identity in the Solo lane, making it a common sight. Its mixture of survivability, wave clearing, and toe-to-toe damage output is perfect for the role. We are increasing the cost and lowering its protections to help other items have more opportunity to be built against this item’s combination of strengths."
  • Increase Cost from 2350 to 2450
  • Decrease Physical Protection from 40 to 35


"It’s been a while since this book has been picked off the shelf! That’s why it’s time to lean into its more defensive stats so high mana builds feel rewarding. More power, a bigger shield, and a splash of CCR will make mages that utilize the book build a good deal more impactful, especially in the late game when the passive really comes into play."
  • Increased Power from 100 to 120
  • Added 20% CCR
  • Increased the Mana Shield on the passive from 20% of your max mana to 30%


"Since its Midseason change, Staff of Myrddin hasn’t seen much use other than on a few cooldown-oriented gods. Making this luxurious item more affordable will help it compete with all the other late game mage items, especially alongside a slight power buff. Let’s see this rapid fire passive back in action!"
  • Decreased Cost from 2800 to 2650
  • Increased Magical Power from 85 to 95


"Fail-Not has fallen off thanks to a shift in the hunter meta away from heavy crit builds. This item has huge potential to turn team fights with its devastating passive, but its base stats were simply not up to standard. Giving this item increased crit chance will make it easier to build, as it’s now not as reliant on supplementary crit items to be potent."
  • Increased Critical Strike Chance from 10% to 20%


"This hunter item has not been executing many foes lately, so it’s time to give it a slight push to help them shred through your tanky adversaries. We feel as though hunter builds already inherently bring a lot of attack speed, so bolstering The Executioner’s power will more consistently increase hunter DPS, especially for players able to stack up and play around its tank shredding capabilities."
  • Increased Physical Power from 35 to 40



"The Bastet rework is here! Bastet herself offers a unique style of gameplay. Her purely ability based focus combined with her in and out leap allow her to burst down her opponents while being flexible in how she approaches a fight. With her previous rework we sought to double down on this aspect, providing her a stim that made her exceptional at this specific gameplay loop. This functionally worked but lacked extra depth and did not provide Bastet with new ways to approach a fight. If she cannot leap in, the reworked ultimate didn’t really help her.

With this new rework we want to give her a powerful tool for an assassin to contribute to a teamfight; one that synergizes with her ability based tools and has flexibility in its use cases for when she cannot leap in. Introducing; Huntress of Bast! Bastet will send forward a line skillshot that upon a successful hit will summon a Huntress of Bast that will pick up and bring her opponents to her and drop them into a swirling pit of sand! She can now contribute to engaging a teamfight with her team or she could isolate targets to use her base kit to finish them off.

With this new Ultimate comes some other kit adjustments. Tracking Scent has been replaced with Night Stalker, a passive that rewards damaging enemies with Physical Ability Lifesteal and revealing her prey. The previous version of Tracking Scent encouraged players to track her foes but was difficult to leverage well. Now enemies you begin fighting will struggle to escape from your sights.

Additionally, Razor Whip is getting a solid improvement in its responsiveness and clear speed. It will now tick significantly faster, but deal the same damage over its duration. Combined with a cooldown reduction, clearing jungle monsters should feel smoother and more consistent; keeping her speed more consistent with the current roster of Assassins.

Overall Bastet should feel similar but smoother to play moment to moment while gaining a new powerful option in her ultimate that will bolster her ability to contribute to the team or really let her isolate her opponents. We are excited to see where she fits into existing team compositions and are eagerly awaiting for you to get your chance to play her on the PTS!"

  • Removed references to her old Ultimate from her abilities 1 and 3
  • Bastet will be auto-banned from Ranked and Competitive per usual new god rules

  • Bastet gains Physical Lifesteal and Physical Ability Lifesteal when hitting enemies. Additionally, enemy gods hit by her are revealed to Bastet for 6s.
  • Against Minions: 5% + 0.5% level (15% at level 20)
  • Against Gods: 5% + 1% level (25% at level 20)

  • Decreased Cooldown from 13s to 11s
  • Adjusted the duration and tick pacing of this ability
  • Previous damage ticks were 0, 1s, 2s, 3s (4 ticks)
  • The ability previously listed a 4s duration even though all damage ticks were dealt by 3s – the last 1s had no effect
  • Damage ticks will now occur at 0s, 0.66s, 1.33s, 2s (4 ticks)
  • Same damage being dealt per tick and total

  • Bastet becomes CC Immune and conjures a radiant projectile that travels forward in a line damaging and stunning the first enemy god hit. A Guardian of Bast is summoned at that location that picks up and grabs the enemy hit, bringing them to the initial firing location.
  • On successful capture, a pool of quicksand is created under the enemy creating a Vortex which drags targets toward the center and deals damage.
  • Initial Hit: 180/240/300/360/420 (+100% of your physical power)
  • Quick sand Damage: 20/25/30/35/40 (+15% of your physical power) every 0.5s for 3s
  • Cooldown: 80
  • Cost: 80/85/90/95/100


"The Banshee Queen has really jump-scared her way onto the battleground. We are excited that players are enjoying the horror inspired gameplay she can bring and have been watching her initial stats very closely. She launched at near 50/50 win rate but since then has steadily climbed as players have learned all the tricks to maximize her damage and utility. A nerf seems warranted but we want to be careful with our approach. Cliodhna is a heavy damage assassin who lacks true lockdown. Nerf her damage too much and she will lack a role in her team. Tearing the Veil will receive a damage adjustment given its high usage and long range potential but it will be the only damage nerf this round. To supplement this nerf we are increasing the damage tick rate of Phantasmal.

With this increased tick rate Cliodhna players who use the wall for quick getaways or to immediately attack their opponents will notice little difference. Cliodhna players who want to wait in a wall for extended periods of time will notice a sharp increase in the damage they are taking. Enemy players will be able to punish a Cliodhna who chose a wall poorly and force her to either leave lest she take too much damage, or commit to a potentially less than ideal position. This change will reward strong decision making for Cliodhna and give enemies a more meaningful choice to counter her unique gameplay elements."

  • Increased tick rate from 0.5s to 0.4s

  • Decreased initial hit scaling from 90% to 80%
  • Decreased rift damage scaling from 35% to 30% per tick


"Even with the huge shift to junglers over the past few patches, Ne Zha has been surprisingly absent from the fun. His kit is largely focused on singling someone out and eliminating them as fast as possible, but one thing he’s missing is a solid tool to poke. We’ve made it so the first enemy hit by Ring Toss takes more damage, so with good aim, Ne Zha players can now be more effective at dropping foes into the threshold where he can sash in and strike."

  • This ability now deals increased damage to only the first enemy hit by the initial Ring Toss projectile
  • Increased Initial Hit Damage from 75/100/125/150/175 (+20% of your Physical Power) to 80/110/140/170/200 (+40% of your Physical Power)
  • The other damage in the ability is unchanged:
  • Additional targets hit due to the ring bouncing will still take damage equal to the current amount
  • Targets hit multiple times by the same ring due to bounces will still take the same reduced damage


"Thor is typically one of the icons of a mace meta, yet this all-in dunkmaster is sadly underperforming during his time to shine. To help, we’re reverting a previous nerf to Berserker Barrage to boost his clear and late game damage. Now that the God of Thunder has much stiffer competition, we feel it’s high time to give him a gentle push back into the fray."

  • Increased Physical Power Scaling on the first two hits from 35% per hit to 40% per hit


"This lightning-slinging mage is a threat to behold in many modes outside of Conquest. As such, flat-out buffing Zeus’ damage was not an option we were excited about. Instead, we’ve taken him in a new direction by giving him a buff that is specifically tailored to his weaknesses in Conquest. Attack Speed helps him greatly with early clear while Movement Speed gives him a pinch of survivability in the thick of a teamfight."

  • While Zeus is not weighed down by his shield – he gains 20/22.5/25/27.5/30% Movement Speed and 20/25/30/35/40% Attack Speed


"Poseidon has been in rough waters since his last change all the way back at the beginning of Season 8. It’s high time to bring the master of the tides back, and what better way than to make it easier for him to utilize his passive. Poseidon will now be able to fire off enhanced abilities more often and hang on to more movement speed after casting. Additionally, we’re decreasing the cooldown on his main Tide generating ability, Trident, and giving it a small scaling buff."

  • Decreased Tide Cost from 20 to 15

  • Decreased Cooldown 20/18/16/14/12 seconds from 16/15/14/13/12
  • Increased Magical Power Scaling per hit from 20% to 25%

  • Decreased Tide Cost from 20 to 15

  • Decreased Tide Cost from 30 to 20


"This bee has been busy trying out the mace changes, but unfortunately he’s still getting squashed by the competition. To buff him up, we’re giving his Stinger some new utility to help him deal with the tankier targets that run him over. Should Ah Muzen Cab players hit his skillshot ultimate, they’ll have more options than ever when it comes to chasing down enemies or fleeing from the fight."

  • This ability now slows the impaled target 20/22.5/25/27.5/30%
  • This ability now decreased Physical Protections by 30% on the impaled target


"Xbalanque is spending a lot of time in the dark over the past few patches, especially since he was overshadowed by hunters who benefited more from the Jungle item changes. We’re leaning into his unique Basic Attacks by making them more powerful, giving him more attack speed, and increasing his Bolas’ damage. Overall, these changes will bolster his clear and make him a more fearsome foe in the late game."

  • Increased Base Physical Power from 37 to 40
  • Increased Base Attack Speed per level 1 to 1.5

  • Increased Damage from 35% to 37.5%


"Xing Tian has been relatively quiet in both the Support and Solo metas, despite Guardians being mainstays of both lanes. To get him ready and roaring again, we’re giving him easier access to his utility so he can be impactful more frequently. We’re also adding a pinch of damage to the last level of Furious Roar since that specific rank did not scale. This pattern didn’t match anything else in the game, and we believe he is in a state where we can clean that up without pushing him too far."

  • Increased Damage over time from 1.5/2/2.5/3/3% to 1.5/2/2.5/3/3.5%

  • Decreased Cooldown from 18s to 16s
  • Decreased Mana cost from 70/75/80/85/90 to 50/55/60/65/70

  • Decreased Mana cost from 65/75/85/95/105 to 60/65/70/75/80


"Guan Yu’s low early game presence and high skill cap has been deterring him from play. It’s time for the Saint of War to charge back into the fray by decreasing the cooldown of Taolu Assault, his main clear ability. By doing this, we’re expecting him to gain more pressure to be able to fight blade to blade with many of the other gods vying for Solo lane supremacy."

  • Decreased Cooldown from 15s to 13s


  • Freya will now be untargetable while rising into the air


  • Camazotz will now be untargetable while rising into the air

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Permalink | Quote | +Rep by Branmuffin17 » October 28, 2021 11:23pm | Report
Sorry for the late post here...been out the whole week. Interesting patch, haven't watched the actual video for Bastet's rework so not fully sure how that will look.

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