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VShojo | 10.5 Update Notes

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Forum » News » VShojo | 10.5 Update Notes 2 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » May 11, 2023 1:35pm | Report

By: TitanDandy | 2023/5/11

Source (10.5 Main Patch):
Main Patch scheduled to go live: May 16

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




"This first change is an important bit of upkeep for SMITE, although it won’t directly impact balance right away for most players. The amount of % Mitigation a player can get from items will now be capped. Currently the most common builds involving these items bring players to about 24% mitigations, so the cap won’t hurt them immediately. However, having this cap in place introduces more flexibility in how we can buff these items back in the future. Tank durability is a big focus of this update, which we will be addressing by decreasing DPS sources first. If we need to continue adjusting this, we can now more safely increase % mitigations in the future."
  • % Damage Mitigation from items will now be capped at 25%
  • God abilities and effects such as the Aegis Amulet Relic are not bound by this cap, and will be able to stack with the 25% item cap


"This item has shown to be the right place for a revert. Before its most recent balance arch, it was a popular casual item, and there isn’t anything wrong with that. Bloodforge had a strong identity and a following but was only rarely spotted in the Conquest meta, so we set out to change that. It sure did become meta, and the single most popular item in the game due to its viability on multiple classes. Even after a few rounds of nerfs its still extremely popular, but we are seeing the feedback that the item has lost its identity and is overbearing due to its stat spread. We are reverting the item back to its traditional state, but a small nerf to stay in line with the lifesteal changes in 10.4. We expect this item will still be popular with this design, and less frustrating."
  • 2600 Gold
  • +75 Physical Power
  • +10% Physical Lifesteal
  • +7% Movement Speed
  • PASSIVE – Killing an enemy god forges a shield from their blood with Health equal to 200 + 10 per Player Level for 20s. While the Blood Shield is active you gain +10% movement speed.


"Gods who can utilize this item are quickly rising to the top of the charts. With 10.4 we want items with healing synergy to be strong, but this item is simply giving too much for the cost. We are starting with a cost nerf only today, but will be closely watching this item as we go forward."
  • Cost Increased from 2100 to 2250


"Support builds are difficult to mix up. Over the years we have created a few items that are so strong and specifically tuned for that class. Cannoneer’s Cuirass has a lot of potential, but certainly needs some tuning and some meta shifts to make it an option. We are making it even cheaper, as well as making its lane clear significantly better in damage and cooldown. We are offsetting those buffs with a slight gold decrease per trigger, but this is still a net increase in total gold gain if the item is used as frequently as possible."
  • Decreased cost from 2100 to 2000
  • Passive shifts
    - Increased Damage per level from 5 to 10
    - Decreased Gold provided from 25 to 15
    - Decreased Cooldown from 20s to 7s
    - PASSIVE – Your next successful basic attack on an enemy lane minion causes it to explode, instantly killing it, dealing 50 (+10 Per Level) magical damage to enemies in a small area and providing 15 bonus gold to your nearest ally. This can only happen once every 7s


"When we said we were going to decrease all healing in 10.4, we meant it. Stone of Gaia and a handful of items were initially missed, but they all ended up with nerfs even though the items weren’t at the top of the meta. They all got non-healing related buffs as well, but that wasn’t always enough. We have seen the comments for this item and will be bringing it back step by step."
  • Decreased cost from 2250 to 2100
    Decreased Cooldown from 20s to 15s


"The recent %penetration and item nerfs have had a significant effect on the game, but crit is still a big topic of discussion. Over the years we have made some core adjustments to the mechanic itself, as crits hit for 1.75x damage now instead of the 2x like they did for years. We also changed the randomness to eliminate outliers. Countering crit is another big part of the equation, and players have strongly shown support for there to be an item that does this. Spectral Armor is getting another adjustment to make it a stronger tool for helping your whole team fight back against crit builds, and also giving it a new aggressive element for the item owner."
  • Reworked passive
    - AURA – Allied gods within 55 units take 30% reduced bonus damage from Physical Critical Strikes.
    - PASSIVE – When you get hit by a Critical Strike, you gain 15 Physical Power and 20 Magical Power, stacking up to 3 times and lasting 6s.


"Finally we have a change for War Flag that is more of a fix than anything. This item was not working in a way that was consistent with other starter items."
  • This item provides Gold per enemy minion/jungle monster assist rather than requiring having the lowest gold on your team



"In the Season of Hope, 10.4, we wanted to make healing gods stronger, while also lowering their healing amount. Many of the gods did experience this effect, but Hel continued to plummet in win% in most skill levels. Since then we buffed her utility and damage a bit more, which has helped her win% and made her a powerful pick in high-skill environments. We are happy with those damage and utility changes, but she is showing signs of having too much healing still, so we are nerfing that today with a change that we expect will align with our initial vision for 10.4."

  • Decreased Self/Ally heal from 55/70/85/100/115 + 5 per level to 45/60/75/90/105 + 4 per level

  • Decreased Self heal scaling from 6.5 per level to 5.5 per level
  • Decreased Ally heal from 7/9/11/13/15 + 1.1 per level to 6/8/10/12/14 + 0.9 per level (this ally healing is halved for minions)


"This guy is back in a big way. The Season of Hope worked out well for Herc, both in his direct changes as well as the meta overall. He is a high execution god, where every combo needs to land if he’s going to make an impact. The low cooldowns help that, but are likely a bit too low, so we are walking back those changes partially."

  • Increased Cooldown from 11s to 12s

  • Increased Cooldown from 11s to 12s


"Horus is almost the exact same story as Hercules. Low cooldowns and healing shifts treated him well, too well, so we are walking back his cooldown in a similar way."

  • Increased Cooldown from 10s to 13s


"This lil’ guy is making big strides in the SPL meta. He is one of the most aggressive Warriors in the game, and is able to pressure out and kill enemies better than anyone. We are nerfing his cooldown on his mobility and the Physical Power he gains in his ultimate to make it more possible to escape his fury. Additionally, Vamana’s shield stacking was not working as intended, which has led to a few shifts. This will now begin working off % health again at a lesser amount, which could still be a big late game buff, so we are also introducing a cap on the amount of total shield he can gain from this ability."

  • Increased cooldown from 15s to 16s

  • Decreased Physical Power gained from 60/70/80/90/100 to 45/55/65/75/85
  • Fixed a bug where this ability was providing a base amount of Shield per tick rather than a percentage of Vamana’s Max. Health
    - Vamana now gains 0.75% of Max. Health per tick
    - Introduced a Shield Health cap of 1000 Health


"After a strong stint in the SPL top pick/ban, this goddess really plummeted. Da Ji’s ability to run down fleeing enemies and secure kills is vital to her success. Trickster Spirit is seeing a late game cooldown reduction to make sure Da Ji can fulfill that role."

  • Decreased Cooldown from 17s to 17/16.5/16/15.5/15s


"It’s time for Hachiman to get some long needed touchups. His passive ability provides rewards for hitting basic attacks, but only in the form of mana regeneration. Although this can make his lane phase quite convenient, its not very interested, so it will now provide Hachiman with attack speed as well. Eagle Eye is getting noticeable damage buffs, to help it stand out from the rest of the Hunter stims that change how their basic attacks function. Eagle Eye will be positioned toward the true sniper feel, highest damage output, higher skill to hit, and long range. Finally, heavenly banner is seeing a small base damage increase to help him keep up in the lane phase."

  • MP5 Decreased from .3 per level to .2 per level
  • Hachiman now gains Attack Speed per stack
    - 2% +.1 per level for each stack
    - 20% Attack Speed at level 20 at max stacks

  • Increased Damage from 10/15/20/25/30 + 110% of your Basic Attack Damage to 20/30/40/50/60 + 120% of your Basic Attack Damage

  • Increased Base Damage from 85/140/195/250/305 to 95/150/205/260/315


"We haven’t seen much of the World Serpent lately, so we are coming in with some cooldown buffs to make sure he can keep the pressure on his opponents. Both Consuming Bellow and Submerge are being buffed so that Jorm can do what he does best: chasing down opponents and disrupting or even killing them with his damaging abilities."

  • Decreased Cooldown from 13s to 12s

  • Fixed an issue where Jormungandr would lose the Movement Speed provided from this ability when revealed from Stealth
  • Decreased Cooldown from 16/15/14/13/12s to 14/13.5/13/12.5/12s


"Mage ADCs can use a little help after how the meta has shifted. These gods are highly susceptible to item changes and shifts in traditional Hunter. Changes to either of those things can bring them back to the top of the meta at a moment’s notice. Olorun is getting a base damage buff to the second stage of his stim ability, which can be a powerful poke and clear tool."

  • Increased Base Damage from 60/75/90/105/120 to 70/85/100/115/130


"This god has continued to drop down in performance this year. Osiris has the potential to be a top SPL god, which we have seen before, so we are usually careful when it comes to buffing him. He is going to be getting some base stat buffs to help his early game, as well as a damage buff to Spirit Flail to help his lane clear and poke. With the other warriors getting nerfed, this might be his time to shine again!"

  • Increased Base HP5 from 6 to 9
  • Increased Base Physical Protection from 23.8 to 25.2

  • Increased Damage from 80/135/190/245/300 to 90/145/200/255/310


"This change is more of a fix than a buff or nerf, but we wanted to list it here to ensure it had the appropriate explanation. In SMITE, some abilities actively channel before going on cooldown in order to better convey and manage their active effects. Previously, Set’s Sandstorm was going on cooldown immediately instead of doing that, but it could result in a variety of issues. Sandstorm is being changed to be an active channel in order to resolve this, and his cooldown is being adjusted to match this duration. The end result will be the same total cooldown between firing the ability, but will make cooldown reduction less effective on him."

  • Fixed a bug where Sandstorm would go on cooldown immediately after teleporting to a Spawn of Set
    - This caused issues with CDR where Set could cast Sandstorm twice but the second ability would have an inaccurate duration
    - Now the cooldown always starts after the Sandstorm finishes
  • Cooldown decreased from 14s to 10s


"Just like Olorun, we are looking at Sol as well. Mage ADCs need some help, but we don’t want to overdo it. Radiance is a catalyst for Sol’s whole kit, helping her stay healthy, build her passive, and deal some damage. Lower cooldowns on abilities like that is often a big quality of life improvement, and should also help her general performance."

  • Decreased Cooldown from 13s to 11s


"Can the monkey king return to his throne? More aggressive and high pressure warriors are doing well right now, so it should be a good window of opportunity for Sun Wukong. He is getting a damage buff to his primary poke and clear ability to help him catch up with the rest of the pack."

  • Increased Base Damage from 90/130/170/210/250 to 100/140/180/220/260


"The healing shifts resulted in a lot of big moves for various gods. Sylvanus initially seemed like he got a pretty good deal out of it, but his performance has dropped as his success relies heavily on his healing. We won’t be buffing back healing for these gods, but we do want to improve his lane phase and his teamfight impact by buffing Wisps and Nature’s Grasp."

  • Increased Minion effectiveness from 25% Healing and Damage to 35% Healing and Damage

  • Decreased Cooldown from 17/16/15/14/13s to 14/13.5/13/12.5/12s


"This god is ready to lay down the Law. Long have we wanted to get an extra effect on Tyr’s Ultimate to reflect which stance he is in. He will be getting a new Crowd Control through a Stun on the Guard Stance, and a significant damage boost on the Assault Stance."

  • Tyr now has an additional benefit based on the stance he is in when this ability is used
    - Guard
    - Tyr now stuns enemies hit for 1s on landing
    - Assault
    - Tyr deals 25% increased damage from this ability if used from Assault stance
  • Updated Icon and visual FX

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Permalink | Quote | +Rep by xmysterionz » May 13, 2023 5:54am | Report
Guess we are back to the no crit era


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