SMITE Season 5 PTS Changes 1

*For the second Season 5 PTS, see the list of changes here: SMITE Season 5 PTS Changes 2*

*For the third Season 5 PTS, see the list of changes here: SMITE Season 5 PTS Changes 3*

*For the fourth Season 5 PTS, see the list of changes here: SMITE Season 5 PTS Changes 4*

*For the fifth Season 5 PTS, see the list of changes here: SMITE Season 5 PTS Changes 5*

*For the sixth Season 5 PTS, see the list of changes here: SMITE Season 5 PTS Changes 6*

## New God Skins

* **Fiendish Flight Jing Wei**
* **Fiendish Rage Cu Chulainn**
* **Star Salvager Skadi**
* **Knight of Wisdom Athena**
* **Anarchist Bellona**
* **Groovy Aphrodite**
* **Handsome Hunter Hou Yi**
* **Titanium Ronin Susano**
* **Hired Gun Ares**
* **Demonic Thanatos**
* **Pale Raven The Morrigan**
* **Thanatos Mastery Update**

## New Voice Packs

* Fiendish Flight Jing Wei
* Fiendish Rage Cu Chulainn
* Star Salvager Skadi
* Knight of Wisdom Athena
* Demonic Thanatos
* Pale Raven The Morrigan

## Ragnarok - Chaos Bundle

* Fiendish Flight Jing Wei
* Fiendish Rage Cu Chulainn
* Ragnarok Metal Theme
* Ragnarok Loading Screen Skin
* Molten Key
* 750 Gems

## Misc. Cosmetics

* Candy Hearts (Jump Stamp)
* My Hearts (In Fountain FX)
* Tears of Joy (Global Emote)
* Season Ticket Loading Frame

## New Design Features

### Conquest

* **Completely New Visuals**

* Mount Olympus vs. Tartarus, the Underworld.

* Hades has used the chaos of Ragnarok to bring Tartarus directly against Mount Olympus. The map is now divided into two halves as these forces fight for dominance.
* Everything from the Jungle, Towers, Phoenixes, Bases, Titans, and much more have been completely re-done visually.

* All characters remodeled

* Lane Minions Visual Update
* Harpys Visual Update
* Cyclops Mage (Blue) changed to Satyr
* Cyclops Brute (Red) changed to Manticore
* Cyclops Thief (Yellow) changed to Centaur
* Cyclops Rogue (Purple) changed to Chimera
* Oracles Visual Update
* Gold Fury Visual Update
* Fire Giant Visual Update
* Titans Visual Update

* **Map Size Adjustments**

“*Dev Notes – Conquest will be 20% wider come Season 5. We are doing this to slightly slow down rotations and increase the importance of gaining advantages around the map through positioning choices. The way players position themselves and what sources they choose to farm will have a larger impact and the increased size will allow players to try more complex strategies. Most of this width was added to the jungle, with each lane not changing too much in size.*”
* Increased map size by roughly 20%.

* **Jungle Layout and Atmosphere**

“*Dev Notes – The jungle has been redesigned from the ground up to provide a brand new experience for Conquest players of all types. Lines of sight have been shortened to prevent players from seeing too far into the jungle. The jungle paths have been changed to improve navigation and fighting within friendly and enemy territory. Also, jungle camp positions and the distances between them have been adjusted, most notably the speed buff.*”
* The layout of the Jungle has undergone many changes. There are more winding paths and narrow locations.
* The Speed Buff camp has been moved further back into the Jungle. A Harpy camp has taken its place.
* The Oracles now have their own camp across from the Gold Fury.
* Jungle Fog has returned!

* **Map Key Features & Landmarks**

“*Dev Notes – Conquest is a large map with many twists and turns; and in a hectic teamfight with abilities flying past you it is important to know where you are at. The map is now perfectly symmetrical along the horizontal axis with a clear rift dividing the two sides, helping players learn the map from either side and helping them to always know where they are. Major objectives and key landmarks are high above the jungle treetops helping to guide players while traversing the new Jungle.*”
* The map is now perfectly symmetrical along the horizontal axis.
* The map is now divided into two halves by a rift down the center, providing a clear reference for players crossing into enemy territory.
* Major locations like the Gold Fury and Fire Giant have elements that are located higher than other map features, giving players clear landmarks while moving through the more narrow and windy Jungle.

* **Map Feedback Adjustments**

“*Dev Notes – While working on the Conquest update we wanted to make some changes to help the map better convey useful information, especially to explain some less obvious mechanics. Titans are immune unless a Phoenix has been defeated, which is now conveyed by them breaking loose from their Crystal when a Phoenix dies. Similarly, Phoenixes provide bonus health to Titans which is better conveyed by a visual link on the ground between the Titans and the Phoenixes. Towers are also getting improved visuals on who they are targeting, helping players figure out what is happening during a tower dive.*”
* Titans are now encased in a crystal, and are broken whenever they lose their immunity.
* Phoenixes have a visual link to the Titan to indicate how many Phoenixes are affecting the Titan's health pool.
* The pads under the Towers and Phoenixes will now light up on the current targets screen to indicate that they are being targeted.

* **Gameplay Pacing Changes**

“*Dev Notes – We've made targeted adjustments to reduce early snowballing and to slow down the first few levels of Conquest. Adjustments were made to the jungle camps so that, when stolen, they provide a smaller increment of advantage versus the previous season, where stealing a buff camp could end up crippling the opposing team. Splitting has been reduced to encourage players to split up and make tactical decisions around the map. This should feel quite different from the current meta where players are forced to stay together to farm optimally.*”
* Reduced XP Split Bonus from +50% to +20%.
* Minions hit by Towers will now retain 25% of their gold reward instead of losing all of it.
* Minions and Jungle Monsters now gain additional XP and Gold over time. Details for each change can be found in the Map NPC Adjustments section.
* Respawn time of Buff Camps reduced from 180s to 120s.
* Respawn time of Middle Harpy Camps reduced from 120s to 90s.
* Respawn time of Back Harpy Camps reduced from 80s to 60s.
* Conquest start time increased from 60s to 90s.

* **Map NPC Adjustments**

“*Dev Notes – The Jungle Camps and the Lane Minions are having many numerical adjustments with two goals. First, we want to reduce the speed of the early game and ramp up the late game to ensure smooth pacing across the entire match. Next, we want to give Junglers the ability to solo farm the jungle. All minions and Jungle camps have had their initial worth reduced and they will now gain increasing gold and experience values as the game progresses. This should allow players to have more meaningful skirmishes early without sudden spikes of power deciding the whole match. Players will still be able to generate a lead, especially through taking objectives, but this effect will not be as significant until later in a match.*”
* Jungle Monsters & Buffs

* All Jungle monsters will now reward an additional 9 XP and 2 Gold every 3 minutes. These rewards accumulate over time.
* Buff Camp, Buff Holder

* XP reduced from 160 to 116.
* Gold reduced from 60 to 48.
* Base Health reduced from 790 to 470.
* Base Physical Power reduced from 32 to 24.
* Base Physical Protection reduced from 16 to 8.
* Health/Min increased from 120 to 125.
* Power/Min increased from 0 to 2.

* Buff Camp, Small Minion

* XP reduced from 40 to 20.
* Gold reduced from 20 to 16.
* Base Health reduced from 160 to 115.
* Health/Min increased from 65 to 72.
* Power/Min increased from 0 to 2.

* XP Camp, Large Harpy

* XP reduced from 58 to 34.
* Gold reduced from 38 to 30.
* Base Health reduced from 470 to 410.
* Base Physical Power reduced from 17 to 11.
* Power/Min increased from 0 to 2.

* XP Camp, Small Harpy

* XP reduced from 45 to 22.
* Gold reduced from 28 to 22.
* Base Health reduced from 375 to 150.
* Base Physical Power reduced from 14 to 8.
* Base Physical Protection reduced from 7 to 5.
* Health/Min increased from 35 to 55.
* Power/Min increased from 0 to 2.

* Oracles

* Oracles have been moved out of the Gold Fury pit and instead placed across from the Gold Fury. They will still provide the same vision benefit.
* XP reduced from 65 to 40.
* Gold reduced from 42 to 33.
* Physical Protection reduced from 20 to 12.
* Health/Min reduced from 130 to 100.
* Power/Min increased from 0 to 2.

* Yellow (Speed) Buff

* Reduced Movement Speed from 20% to 15%.

* Purple (Void) Buff

* Added 5% Protection Reduction.

* Jungle (Objective)

“*Dev Notes – As stated above, we've added a XP/Gold scaling component to many camps so that their value increases with the game length. The Pyromancer, Gold Fury, and Fire Giant are no exception. This increases the importance of objective control as the match progresses towards the mid and late game.*”
* Gold Fury

* Gold Fury now spawns at 5:00 (previously spawned at 1:00).
* Base Health increased from 2550 to 3000.
* Physical/Magical Protections reduced from 25 to 20.
* Health/Min reduced from 280 to 225.
* Physical/Magical Protections/Min increased from 0 to 1.
* Team XP Reward/Min reduced from 10 to 5.
* Team Gold Reward/Min reduced from 8 to 6.

* Pyromancer (NEW)

* Replaces the Portal Demon.
* The team that defeats Pyromancer has their Fountain buffed for 90s.

* Upon exiting the fountain, players will gain +40% Movement Speed for 15s. Entering combat will immediately remove this buff.

* Health/Min reduced from 280 to 200.
* Physical Protection/Min increased from 0 to 2.
* Magical Protection/Min increased from 0 to 1.
* Team XP Reward/Min increased from 0 to 5.
* Team Gold Reward/Min increased from 0 to 3.

* Fire Giant

* Base Health reduced from 6650 to 6000.
* Power decreased from 155 to 130.
* Physical Protection reduced from 100 to 90.
* Health/Min increased from 160 to 175.
* Power/Min increased from 0 to 2.
* Team Gold Reward/Min increased from 0 to 6.

* Enhanced Fire Giant (NEW)

* Appears when Fire Giant respawns after the 25 Minute mark.
* Grants an enhanced version of the normal Fire Giant buff:

* +100 Magical Power.
* +65 Physical Power.
* Regenerate 4% of your Max Health and 2% of your Max Mana every 5 seconds.
* Deal +20% Damage vs. Towers and Phoenixes.

* **Minions**

“*Dev Notes – In addition to the scaling XP and gold rewards, Minions are also gaining some additional health and will be dealing reduced damage to gods. We want to encourage players to spend a little more time in lane fighting their opponents. Previously, minions died too quickly and deal too much damage. These factors encouraged gods to clear the wave as quickly as possible. Additionally, when minions are pushed to an enemy tower they will prioritize attack that tower instead of any enemy minions that come into range. This will make each small tower push more impactful.*”
* Lane minions will now reward an additional 5 XP and 1 Gold every 3 minutes. These rewards accumulate over time.
* Lane minions now deal 40% less damage to Gods.
* Lane minions will now prioritize Towers, Phoenixes, and Titans over Minions, Deployables, and Pets.
* Ranged Minion

* XP reduced from 45 to 25.
* Base Health increased from 265 to 305.

* Note: Fire Minion Base Health is unaffected.

* Melee Minion

* XP reduced from 60 to 45.
* Base Health increased from 365 to 420.

* Note: Fire Minion Base Health is unaffected.

* Brute Minion

* XP reduced from 60 to 45.
* Base Health increased from 700 to 805.

* Note: Fire Minion Base Health is unaffected.

* **Towers/Phoenixes**

“*Dev Notes – With all the changes above, we wanted to ensure towers could still defend themselves against enemy minions at the same pace as always. We increased the damage they do to minions only, but also increased their actual power to make early game tower dives slightly more difficult. We also reduced their protections across the board to encourage taking down towers at all stages of the game, instead of taking them all down in one clean sweep.*”
* Towers and Phoenixes will now deal an additional 15% damage to Minions.
* Tier 1 Tower

* Protections reduced from 150 to 125.
* Power increased from 170 to 200.

* Tier 2 Tower

* Protections reduced from 150 to 125.
* Power increased from 200 to 230.

* Phoenix

* Protections reduced from 150 to 125.
* Protections reduced from 150 to 125.

* **Tutorial**

* Conquest Tutorial has been updated to take place on the new map.

* This tutorial is intended for very early beginners only.

### All Gamemode Gameplay Adjustment

* **Kill Bounty Change**

* Assists now provide a bonus gold to players based on their level difference from the killed target, rather than the killers level.

### Season Ticket

* **New Fantasy Point Store**

* Players will be able to spend their earned Fantasy Points to unlock skins directly. Each Patch a few of these skins will be replaced with new skins previously only unlockable through Chests. Be sure to keep an eye on the store as new skins get rotated in!
* Points Spent in the Fantasy Point Store will not reduce your current Season Ticket Progress. The Levels of the Season Ticket are tracked by your Total Earned Fantasy Points, rather than your current amount.

* Additional ways to Support your Favorite Teams will arrive in future patches.

### Ranked

* **NEW feature – First Pick TP Bonus**

* The player who it First Pick in Ranked will receive bonus +3 TP if their team successfully wins.

* **God Leaderboards**

* Adjusted the formula to better account for amount of games played and the individual players skill.

* **Soft Reset**

* Ranked will undergo a Soft Reset with the launch of Season 5. Players will need to play 10 Qualifying Matches before being placed based on their Season 4 Performance and the results of their 10 Qualifying Matches.

## Starter Items

“*Blessings are a new type of item coming to Season 5 that replaces the current Starter system. Blessings are designed to give definition to the different “roles” that exist in Conquest. These items give new players a clear direction in how they should play their chosen Class. Each Blessing can Evolve through meeting different conditions during the game, such as killing minions in lane if you build the Hunter's Blessing. Through these passives the items serve as small tutorials for new players that will help launch them into Conquest.*

*For Veteran players, these items have additional complexity. Blessings are not locked to specific classes. A hunter can pick up the Mage's Blessing for more ability damage, or a Warrior can pick up the Assassin's Blessing if they wish to Jungle. This choice will allow players to better define how they want to play their chosen god.*

*Conquest Blessings are unique to Conquest, but we are adding 3 different Blessings to the other game modes with similar goals in mind. These Blessings are intentionally different from the Conquest ones to help players realize the importance of roles in Conquest. Non Conquest Blessings have more flexible applications.*

*Although many Starter Items are being removed, their passive abilities will live on. Lots of those have been relocated and combined into the Blessings and others have been transferred into more powerful versions on Tier 3 items.*”

* All Starter Items from Season 4 have been removed from the game.

* Bumba's Mask
* Lono's Mask
* Rangda's Mask
* Sands of Time
* Death's Toll
* Mark of the Vanguard
* Sands of Time
* Soul Stone
* Swift Wing
* Vampiric Shroud
* War Flag
* Watcher's Gift

### Conquest Specific Blessings

* Blessing Notes

* All Blessings are still considered “Starter Items”.
* Each god may only get 1 Blessing per match. Once you have bought a blessing you are locked into it. If you sell it and leave base you will not be able to buy another, even of the same type.
* There are 8 Unique Blessings divided into 2 sets. The first set is available in Conquest only. The other set is available in all other modes. There are no game modes that will have access to both sets at once.

####  Assassin's Blessing

“*Assassin's Blessing is for players who want to Jungle in Conquest. As with all Blessings, the bonus Damage, Penetration, and benefits this item provide do not care about being a Physical or Magical God. This allows traditional Mage Junglers like Ao Kuang to pick it up alongside their Assassin counterparts.*”

* 700g.
* +35% Bonus Damage vs. Jungle Monsters.
* +7% Health Restored on Killing a Jungle Monster.
* +20 Mana Restored On Killing a Jungle Monster.
* ROLE QUEST: JUNGLE

* Kill or Assist Jungle Monsters or Enemy Gods. Jungle Monsters are worth 1 stack and Enemy Gods are worth 5 stacks. At 50 Stacks, this item Evolves and gives +10 Penetration.

####  Guardian's Blessing

“*Guardian's Blessing is for players who want to Support in Conquest. With the reduction of splitting minion and jungle kills, we want to provide additional avenues for Supports to keep up with their team in Gold. By assisting nearby minions, players can evolve this item and gain bonus Gold Per 5 which will constantly accumulate gold for the Support.*”

* 700g.
* +100 Health.
* +5 Physical Protection.
* +5 Magical Protection.
* +7 HP and Mana Restore per Lane Minion Assisted.
* +3 Gold Per Lane Minion Assisted.
* ROLE QUEST: SUPPORT

* Assist with Lane Minion kills to gain stacks. Each Assist is worth 1 stack. At 50 stacks, this item evolves and you gain bonus 3 Gold Per 5.

####  Hunter's Blessing

“*Hunter's Blessing is for players who want to play the Carry role in Conquest. Basic Attack focused characters (including Magical Carries like Chronos) will benefit from the boost to their in-hand damage and Attack Speed. This specifically stacks by defeating Lane Minions, encouraging players to focus on their wave while leaving the Jungle camps to the Jungler.*”

* 700g.
* +15 Basic Attack Damage.
* +5 MP5.
* ROLE QUEST: CARRY

* Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Hunter's Blessing Evolves, gaining 15% Attack Speed and 15 Bonus Basic Attack Damage.

####  Mage's Blessing

“*Mage's Blessing is for players who want to play the Mid role in Conquest. The Bonus Ability Damage combined with increasing Mana Regeneration encourages Mid players to use their abilities often. For some this may mean playing aggressive and poking, while others will focus on clearing efficiently. This shares the same Evolve trigger as Hunter's Blessing, allowing players to swap between the two depending on how Basic Attack or Ability Damage focused they want to be.*”

* 700g.
* +30 Bonus Ability Damage.
* +3 MP5 Per 10% Missing Mana.
* ROLE QUEST: MID

* Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Mage's Blessing Evolves, gaining 10% Cooldown Reduction.

####  Warrior's Blessing

“*Warrior's Blessing is for players who want to play the Solo role in Conquest. Solo lane is all about pressuring your opponent in a one on one setting. Players using this blessing will be rewarded for consistently finding smart opportunities to damage their lane opponent. Whoever manages their Blessing better in the early game will be rewarded with a boost of tanky stats.*”

* 700g.
* +50 Health.
* +3 Reduction On All Damage Taken.
* +40 Health Restored Upon damaging An Enemy God, 10s Cooldown.
* ROLE QUEST: SOLO

* Dealing damage to an enemy god provides 1 stack and provides a heal. This effect can only occur once every 10s. Getting a Kill or Assist on an Enemy god provides 5 stacks. At 15 Stacks Warrior's Blessing Evolves, gaining +10 Physical and Magical Protection.

### Non-Conquest Blessings

####  Attacker's Blessing

“*This Blessing is geared towards aggressive gods. The effects are flexible enough so that gods of any class can pick this item up and play aggressively.*”

* 700g.
* +20 Physical Power.
* +25 Magical Power.
* ROLE QUEST: DAMAGE

* Damage Lane Minions and Enemy gods to gain stacks. Dealing 100 damage to Lane Minions provide 1 Stack and dealing 100 damage to Enemy gods provide 3 stacks. At 50 Stacks Attacker's Blessing Evolves, gaining 10 Penetration.

####  Defender's Blessing

“*Defenders Blessing is good for anyone who wants a little more safety and tankiness in the early game. Guardians and Warriors might find this item helpful, but so could riskier picks who feel threatened more after seeing their opponents god choices.*”

* 700g.
* +100 Health.
* +10 Physical Protection.
* +10 Magical Protection.
* ROLE QUEST: TANK

* Mitigate damage to gain Stacks. Mitigating 50 damage provides 1 Stack. At 50 Stacks Defender's Blessing Evolves, gaining +100 Health and Mana.

####  Specialist's Blessing

“*This Blessing is especially flexible in its design. Any god can benefit from these stats but they will need to sacrifice DPS or protections. Specialist's blessing also has an additional bonus for Healers in that they can use their team healing to stack the Blessing more quickly.*”

* 700g.
* +10 MP5.
* +10% Cooldown Reduction.
* ROLE QUEST: ULTILITY

* Damage enemies of Heal allies to gain stacks. Each time an enemy is damaged or an ally god is healed by your abilities, gain 1 Stack. Each ability can only trigger up to 3 stacks. At 50 Stacks Specialist's Blessing Evolves, gaining +10% Movement Speed.

## Mage Item Overhaul

“*Throughout the history of SMITE Mages have had a different build style than other classes. Mages generally had the biggest single power spike from items because of Rod of Tahuti. This item is being redesigned to allow mages more choice in their builds, while also smoothing out their power curve. Its OK for SMITE to have “staple” items, that are very common or popular among a class, but Rod was overbearing in its strength and prevalence. Rod of Tahuti's multiplicative nature caused it to have more focus on the time it was built rather than fitting it to the proper god build. It caused massive jumps in strengths at times that disrupted the flow of the game. Going forward we aim to let mages build a wider variety of items to better fit their strengths. There are many different gods with diverse play styles within this class, and we want to see all of them thrive. Rod of Tahuti disproportionally favored traditional DPS mages. Many Mage items will be seeing slight power buffs to compensate for the loss of Rod of Tahuti passive.*”

###   Rod of Tahuti

“*As stated above, Rod of Tahuti encouraged a build focused around building large amounts of power to spike incredibly hard in the late game. This limited Mage diversity in both their item builds and which mages could safely reach the late game. Rod of Tahuti will still keep its identity as the highest Magical Power item in the game, but will only provide it's old passive while targets are below 50%. For players looking to execute lower health targets with their abilities, Rod of Tahuti will be the go-to pick.*”

* Decreased cost from 3300 to 3000.
* Increased Magical Power from 125 to 150.
* NEW PASSIVE – Gain 25% additional Magical Power against targets below 50% Health.

###   Doom Orb

“*Doom Orb had similar problems. It was either the go to Magical Power item early, or being deemed to risky when compared to items like Book of Thoth for early game power. We are giving it a new role as a Bridge Item for Mages. Mages who want to poke their enemies or look to make plays in between minion waves can look to Doom Orb to make it happen, but they will sacrifice late game power until they sell and replace the item.*”

* This item's icon has been changed.
* Decreased Cost from 2050 to 1700.
* Increased MP5 from 10 to 20.
* NEW PASSIVE – Killing or assisting an enemy minion provides you with 1 stack, granting 1% Movement Speed and 3 Magical Power per stack. Stacks last for 15s and stack up to 5 times. Enemy gods provide 5 stacks.

###   Telkhines Ring

“*Magical Carries like Chronos, Sol, and Freya have struggled during the recent Season. Telhkines Ring is being designed to highlight a core strength of Magical Carries, their late game. As players get this online with a few Magical Power items, watch out! They will hit hard with their Basic Attacks because of its new Magical Power Scaling component.*”

* Increased cost from 2400 to 2800.
* Added +20% Attack Speed.
* NEW PASSIVE – Your basic attacks deal bonus damage equal to 10 + 5% of your Magical Power.

###  Book of the Dead

“*Book of the Dead is getting a new passive to go along with its move to the Spellbook tree. The old passive promoted too much out-of-combat play, giving players a burst of tankiness by not engaging enemy players. We have shifted the bonus shield to happen during a fights. It also works based off the players current Mana, giving it powerful build synergy and an additional element of skill. Getting ganked at low mana will render the passive almost useless.*”

* This item has been moved from the Tiny Trinket tree to the Spellbook tree.
* This item's icon has been adjusted.
* Decreased cost from 2800 to 2600.
* Removed 20% Magical Lifesteal.
* Added 200 Mana.
* NEW PASSIVE – If you drop below 50% Health, you gain a shield equal to 25% of your current Mana. The shield lasts 6s. This effect can only occur once every 90s.

###   Soul Gem

“*Soul Gem is Soul Stone reimagined as a Tier 3 Item, functioning in a similar manner to when it was a Starter but with new and more powerful effects. Consuming the stacks from Soul Gem will give a large Magical Power bonus to the wielders next spell, while healing nearby allies for the same amount. Gods who can stack this passive often can bring strong utility to their team while increasing their overall burst.*”

* 2300g.
* +65 Magical Power.
* +150 Health.
* +12% Magical Lifesteal.
* +10% Cooldown Reduction.
* PASSIVE – Hitting an enemy with an Ability or Basic Attack gives you 1 Stack. At 5 Stacks your next Ability will deal bonus damage equal to 25% of your Magical power, and will heal yourself and allies within 20 units for 25% of your Magical Power and will consume the 5 stacks.

###   Typhon's Fang

“*Book of the Dead previously encouraged players to build heavily into Lifesteal, creating a fun build for players to explore. With its move, we wanted to still encourage that playstyle with a new item. Typhon's Fang both empowers the user based on their current Magical Lifesteal, but also boosts the benefit of Magical Lifesteal; while still encouraging players to be aggressive with their lifesteal.*”

* 2800g.
* +100 Magical Power.
* +200 Mana.
* +15% Magical Lifesteal.
* PASSIVE – Your Magical Lifesteal from items is increased by 50%. Your Magical power is increased by the amount of Magical Lifesteal you have.

## Anti-Tank Items

“*Obsidian Shard, Titan's Bane, Ethereal Staff, and Qin's Sais were designed to be strong against Tankier targets, but they did not meet this goal. Given the way the numbers worked out, these items were often equally efficient against squishier enemies. This prevented us from bringing up the strength of these items when Tank Metas were strong. These items could combat heavy Tank Metas with balance changes, but we couldn't actually make those changes.*

*These items have been redesigned to be specifically weaker than their S4 versions until the enemy being targeted has reached a certain health or protection threshold. At that point they get stronger the more defensive your enemies are. With this change we can fine tune their strength against Squishy enemies and Tanky enemies independently and further distinguish these items from their Flat Pen and Power counterparts.*”

###   Obsidian Shard

* Reduced Magical Penetration from 33% to 20%.
* NEW PASSIVE – If a target has over 40 Magical Protections, your spells ignore a larger percentage of their protections. This caps at 45% Magical Penetration at 175 or more Magical Protection.

###   Titan's Bane

* Reduced Physical Penetration from 30% to 20%.
* NEW PASSIVE – If a target has over 65 Physical Protections, your spells ignore a larger percentage of their protections. This caps at 40% Physical Penetration at 175 or more Physical Protection.

###   Ethereal Staff

* NEW PASSIVE – Your abilities deal an additional 3% of the targets maximum Health as True Damage. If the target has over 2000 Health, your ability bonus damage scales up. This effect reaches a maximum of 10% Maximum Health damage at 2750 Health.

###   Qin's Sais

* NEW PASSIVE – On Basic Attack hits, deal Physical Damage equal to 3% of the target's maximum Health. If the target has over 2000 Health, the bonus damage scales up. This effect reaches a maximum of 5% of the targets Maximum Health at 2750 Health.

## Boots and Shoes

“*Boots and Shoes have undergone small price adjustments. Given the wider Conquest Map, we wanted to address the power of Movement Speed that all gods get access to. Players starting with boots will have less access to Potions, while a few boots players previously could fully complete at level 1 have had their gold increased to prevent that.*”

###  Boots

* This item's icon has been adjusted.
* Increased cost from 300 to 500.

###  Talaria Boots

“*Talaria Boots and Travelers Shoes are being redesigned. The previous passive was not only difficult to keep track of (with no in-game feedback on who was a valid target) but would also cause some issues in the newest map. Out of combat speed and unreliable gold gained both were counterproductive to our goals of adding tougher rotations and better pacing out farm. We have shifted the focus of these Boots/Shoes to be more about constant Movement Speed and making returning to base less punishing. This not only provides a strong option for Conquest players (Power vs. Defense vs. Speed) but also allows players in other modes to go fast.*”

* Increased cost from 1400 to 1600.
* Added +15 MP5.
* Increased Movement Speed from 18% to 25%.
* NEW PASSIVE – You gain +20% additional Movement Speed after leaving the Fountain. This effect lasts 7s.

###  Travelers Shoes

* This item's icon has been adjusted.
* Increased cost from 1400 to 1600.
* Added +15 MP5.
* Increased Movement Speed from 18% to 25%.
* NEW PASSIVE – You gain +20% additional Movement Speed after leaving the Fountain. This effect lasts 7s.

## Stacking Item Overhaul

* All stacking items evolve to show final stats or gain a new effect.

* Book of Thoth
* Devourer's Gauntlet
* Gauntlet of Thebes
* Hide of the Urchin
* Transcendence
* Warlock's Staff

## Magical Items

* Magical Power on Items

* Many items have had their Magical Power adjusted upwards due to the change to Rod of Tahuti's Passive. All the details can be read below.

### Lost Artifact Tree

####   Chronos' Pendant

* Increased cost from 2750 to 2800.
* Increased Magical Power from 80 to 100.

### Magic Focus Tree

####   Spear of Desolation

* Increased Power from 80 to 100.
* Decreased Magical Penetration from 20 to 15.

####   Divine Ruin

* Decreased Cost from 2400 to 2300.
* Increased Magical Penetration from 10 to 15.

####   Spear of the Magus

* Increased cost from 2150 to 2300.
* Increased Magical Power from 50 to 65.

####   Spell Focus

* Reducing Magical Penetration from 22% to 15%.

####  Soul Reliquary

* Changed this item's name and icon to Spellbook.

####  Soul Trap

* Changed this item's name and icon to Book of Souls.

####   Soul Reaver

* Increased Magical Power from 100 to 120.

####   Polynomicon

* This item has been moved from the Tiny Trinket tree to the Spellbook tree.
* This item's icon has been changed.

### Tiny Trinket Tree

####   Enchanted Trinket

* Removed 100 Mana.
* Added 100 Health.

####   Pythagorem's Piece

* Removed 200 Mana.
* Added 200 Health.

####  Uncommon Sash

* Changed this item's name and icon to Uncommon Staff.

####  Golden Sash

* Changed this item's name and icon to Sorcerer's Staff.

####  Warlock's Sash

“*Warlock's Sash (now Staff) is seeing a slight early game shift. This item has some pacing problems that the recent Conquest changes made worse. With a longer laning phase, the initial health provided too much safety too soon. However, Warlock's still needed to scale into the later stages of the game and Mages need additional Magical Power with the change to Rod of Tahuti. To resolve both issues at once we are decreasing its initial Health and, increasing its Magical Power, and the Health will still scale to the same amount as before.*”

* Changed this item's name and icon to Warlock's Staff.
* Decreased base health from 300 to 200.
* Increased Magical Power from 50 to 75.
* Increased scaling health from passive from 3 Health per stack to 4.

## Physical Items

### Mace Tree

####   The Crusher

“*The Crusher has a unique stat spread that helps it work well with Ability Based Hunters and a few Assassins, but the passive limited who could successfully use it. Bluestone’s passive is being moved to this item and being amped up, giving gods who previously liked The Crusher a passive that is more impactful.*”

* NEW PASSIVE – Enemies hit by your damaging Abilities take an additional 30 Physical Damage + 15% of your Physical Power over 2s.

### Morningstar Tree

####   Transcendence

“*Transcendence is the staple high Physical Power item, giving a large portion of Mana and Physical Power for heavy ability users. With this single focus it was OK, but it was difficult to justify building this over more flexible items that gave complimentary stats. We are adding Cooldown Reduction to Transcendence to make it more attractive compared to other Power items.*”

* This item's icon has been changed.
* Added +10% Cooldown Reduction.

### Round Shield Tree

####   Void Shield

* Added +100 Health.
* Reduced Physical Power from 30 to 20.
* Increased Physical Protection from 40 to 50.

### Cudgel Tree

####   Blackthorn Hammer

“*Blackthorn Hammer had a unique passive, but its unreliability made it difficult to pick up and use effectively. We want to keep some of its identity and a Cooldown and Mana reducing option for Bruisers, which led us to a new passive. Similar to Shifter's Shield in function, while above 50% Mana players will receive Cooldown Reduction and while below 50% players will receive a burst of +50 MP5. Gods who love spamming abilities will find Blackthorn Hammer a powerful tool in their arsenal.*”

* NEW PASSIVE – While over 50% Mana, you gain +10% Cooldown Reduction. While under 50% Mana, you gain +50 MP5.

### Short Bow Tree

####   Atalanta's Bow

* Increased Movement Speed buff duration from 3s to 7s.

####  Ichaival

“*Ichaival and Silverbranch Bow are being adjusted to be more distinct. Ichaival focuses on increasing the users power at the expense of their opponents, now including Magical Opponents. With this change, Silverbranch will now focus on Attack Speed, boosting the users Attack Speed at the expense of their opponents.*”

* Ichaival's Passive now ALSO reduces Magical Power by 15 per stack.

####   Silverbranch Bow

* NEW PASSIVE – Every successful Basic Attack increases your Attack Speed by 5% and reduces your enemies Attack Speed by 5% for 3s. (Max 3 Stacks)

### Hidden Dagger Tree

####   Deathbringer

“*Deathbringer and Malice have often competed for dominance, with the distinction being mostly an involved math equation to figure out which was better (with Deathbringer often winning). Deathbringer is being shifted to work better on Gods that want to consistently Crit, like Hunters. With a strong amount of Critical Strike Chance with a smaller damage boost, its contrast with Malice is more clearly for gods with more ability based Crits.*”

* Reduced cost from 3000 to 2800.
* Increased Critical Strike Chance from 20% to 35%.
* Reduced Passive Critical Strike Damage Buff from 40% to 25%.

## Defensive Items

### Cloak Tree

####  Hide of the Urchin

“*Historically Hide of the Urchin was considered one of the best protection items in the game if you could complete the stacks. We are decreasing the amount of Protections it gives and bringing a new and unique passive to help it be more situational instead of just a pile of stats.*”

* This item's icon has been changed.
* Reduced Protections per stack from 3 to 2.
* Now evolves at max stacks, providing a new effect.
* EVOLVED PASSIVE – You gain a 100 Health + 5 Per Level shield that regenerates a small portion of the shield every 3 seconds while out of combat. The full shield will regenerate after 30 seconds.

### Talisman Tree

####   Talisman of Energy

“*Talisman of Energy is bringing the old passive of War Flag to a true tank item. Players who spend a good amount of time around their allies will be able to stack this item to the fullest and give their team a big boost to their aggressive stats.*”

* 2250g.
* +50 Magical Protection.
* +300 Health.
* PASSIVE – Getting a kill or assist on enemies causes you and allies within 55 units to gain stacks of energy. Energy stacks provide 1% Movement Speed, 1% Attack Speed, and 5MP5 per stack. Lasts 6s and stacks up to 10 times.

####   Heartward Amulet

* Increased Health from 200 to 250.
* Increased Magical Protection from 45 to 55.

### Glowing Emerald Tree

####   Gauntlet of Thebes

“*Gauntlet of Thebes was redesigned in Season 4 and became an immediate staple of support builds. However, its ability to quickly make an entire team tanky led to many balance issues. This item is getting a new stacking and evolving design that works only on assists. This allows it to be the powerful team tankiness item that it was before while keeping its power in check.*”

* Increased cost from 2150 to 2400.
* Decreased Health from 300 to 200.
* NEW PASSIVE – For each assist on a lane minion, gain 1 stacks. Stacks provide 1 Physical and Magical Protection. At 50 stacks this item evolves, providing a 20 Magical Protection Aura.
* EVOLVED PASSIVE – Provides an aura of 20 Magical Protections to you and allies gods within 70 units.

### Enchanted Kusari Tree

####   Oni Hunter's Garb

* NEW PASSIVE – When 3 or more enemy gods are within 55 units of you, you gain a 5% Damage Mitigation Buff.

### Iron Mail Tree

####   Sovereignty

* Increased Health from 200 to 250.
* Increased Physical Protection from 40 to 50.

### Breastplate Tree

####   Spectral Armor

“*Spectral Armor provides a specific counter to heavy Critical Strike builds and gods, but at the cost of stronger overall defensive choices. While Critical Strike was less impactful in Season 4, by adding a situational counter we can look at those items and gods and tune them knowing that this counter option exists. We will be watching the interaction of this item against gods & builds it affects closely and will make adjustments as needed.*”

* Decreased Physical Protection from 70 to 60.
* NEW PASSIVE – Critical Strikes only deal 50% bonus damage to you instead of 100%.

## Relics

###   Aegis Amulet

“*Aegis Amulet, along with Purification Beads, have been the go-to defensive Relics for most of SMITE's history. We believe that these 2 items add an interesting skill component to the game and are important to the core rules of counterplay. However, Aegis, even more than Beads, resulted in being too forgiving of players who should have died. We are tuning down power level of Aegis through its duration and cooldown to ensure it required proper skill and timing to be effective.*”

* Reduced duration of immunity from 2s to 1.5s.
* Increased Cooldown from 160s to 180s.

###  Aegis Amulet Upgrade

* Reduced duration of immunity from 2s to 1.5s.
* Increased Cooldown from 130s to 150s.

###  Cursed Ankh Upgrade

“*Cursed Ankh is quite potent as a pure anti-healing Relic, but its previous upgrade was not valued very highly. We are doubling down on its anti-heal properties to make sure that the relic upgrade is as viable as other relic upgrades. Its application is specific but powerful.*”

* Removed the debuffs that increased mana costs and cooldowns.
* Now applies a new curse effect. If you are healed by an ability while this effect is active, you take 20% more damage from all sources. This effect does not extend the duration of the curse.
* Added new FX for when this curse is activated.

###  Hand of the Gods

“*This Relic has had quite the ride. Its original intent was to be an aid to Junglers who had lower clear at early levels. This incentive was never helpful enough to bring those junglers into line at the cost of another relic. At the times this Relic was powerful it was solely because of supports getting it for securing jungle bosses. Its true design intent was never deemed useful, and its meta use was deemed overwhelmingly unfun, so the item is being scrapped. We will continue to focus on Assassin's Blessing as the way to help jungle clear rather than this Relic. Rest in Peace Hand of the Gods.*”

* Has been removed from the game.

###   Shield of Thorns

“*Thorns is being slightly tuned down to reduce frustration. This relic is often described as being very fun to use, but very unfun to fight against. Instead of directly nerfing it we are adding a new way to counterplay it. Now Thorns will end early if the user reflects a certain amount of damage. This should keep its viability but reduce the edge cases where it does an insane amount of damage over the entire duration.*”

* If you are dealt 150 \* your level damage while this effect is active, Shield of Thorns will end early.

###  Shield of Thorns Upgrade

* If you are dealt 150 \* your level damage while this effect is active, Shield of Thorns Upgrade will end early.

## God Balance

### Mages

“*The design choice to withhold Magical Protection Scaling from DPS mages was made at the very earliest days of SMITE development. Although many of those goals are still upheld now, this strange rule seems to no longer have a place. As we looked at mages as a class and adjusted their items heavily, now became the best time to adjust this. This will allow Mages to better fight against Guardians without requiring any specific Itemizations. It will also help traditional DPS mages and the hybrid mages to be more consistent in their base stats, which will match their consistency in itemization.*”

* Now all mages have magic prot scalings of .9 per level

* Agni
* Ah Puch
* Anubis
* Aphrodite
* Chang'e
* Chronos
* Discordia
* He Bo
* Hel
* Isis
* Janus
* Kukulkan
* Nox
* Nu Wa
* Poseidon
* Ra
* Raijin
* Scylla
* Sol
* Thoth
* Vulcan
* Zeus

###  Agni

* **General**

* Increased Movement Speed from 350 to 355.

###  Ah Muzen Cab

“*AMC has been a superstar in pro play as well as Ranked play. Early in Season 4 this god was thought of as completely unviable but some balance changes and meta shifts brought him to the absolute top of the charts by the end of the season. His ability to create a Hive network and boost his movement speed for long periods of time will mean he could be even stronger in S5. Because of these two factors we are making some specific nerfs to Hives to help bring him in line with other Hunters.*”

* **Hive**

* Decreased Attack Speed Buff from 10/20/30/40/50% to 10/15/20/25/30%.
* Decreased Movement Speed Buff from 10/15/20/25/30% to 5/10/15/20/25%.

###  Ao Kuang

“*This is a slight nerf but also a tweak for theme. Ao Kuang Heals himself for quite a significant amount upon executing an enemy, but this effect happened very early in the animation. Now Ao Kuang will heal as he chomps his prey, rather than immediately on hitting.*”

* **King of the Eastern Seas**

* Self heal on this ability now only triggers after Ao Kuang has executed a target and flown up into the air.

###  Ares

* **General**

* Increased Movement Speed from 360 to 365.

###  Cu Chulainn

“*Recent adjustments to Cu Chulainn in 4.19 and 4.22 have gotten him much closer to a balanced state. His showing at HRX was strong but not as dominant as other gods on this list. We are reducing his base HP5 which will make trading with him more impactful and we are increasing the cooldown on Spear of Mortal Pain. This ultimate has many strengths in that it provides CC immunity, can CC multiple enemies, and gives CuChu a good chance of going Berserk aftward. In the future players will need to rely more on constant Rage management instead of relying as heavily on the ult.*”

* **General**

* Reduced Base HP5 from 9 to 7.

* **Spear of Mortal Pain (War Cry)**

* Increase Cooldown from 90s to 100s.

###  Fafnir

“*Fafnir has proven himself to be a strong Guardian through multiple aspects. He can stim his team mates, he has multiple evasive abilities, and he can also lockdown enemies. Lockdown is often frustrating and happens to be a part of Fafnir's kit that is more scalable without making core design changes. Cursed Strength in both Dwarf and Dragon form are having their Stun duration reduced by .5, lowering the amount of time Fafnir can lock down a single player.*”

* **Cursed Strength**

* Decreased Stun Duration from 1.5s to 1s in both Dwarf and Dragon form.

###  He Bo

* **General**

* Increased Movement Speed from 350 to 355.

###  Hel

* **General**

* Increased Movement Speed from 350 to 355.

###  Khepri

* **General**

* Increased Movement Speed from 360 to 365.

###  Kuzenbo

* **General**

* Increased Base Health Per Level from 95 to 100.

###  Loki

“*With the upcoming changes to Conquest, Junglers are much more reliant on Assassin's Blessing to clear effectively. Loki's Decoy does not benefit from this item as it is a pet, resulting in his clear speed being heavily reduced compared to other gods. We are reducing the cooldown and increasing its damage to help him compete in the jungle, or in lane, Season 5.*”

* **Decoy**

* Decreased Cooldown from 14s to 12s.
* Increased Damage from 75/125/175/225/275 to 90/140/190/240/290.

###  Nike

“*Nike's balance is quite the interesting topic. Since her release, Nike has been one of the most winning gods in the game, at every skill level; even after multiple nerfs and adjustments. This includes both casual conquest and at high levels of ranked, but she does take a hit at the very highest, where she is only in the top 20 gods. The likely explanation is that Rend, although it seems easy to interrupt, is often allowed to deal its full damage to enemies, hitting for near ultimate levels of damage. At the highest level of ranked this is heavily mitigated by skilled interrupts.*

*With this in mind we want to make two adjustments. First, we want to reduce the damage this ability does which should impact her performance at all levels and bring her win-rate closer to the rest of the gods. With this however, we are allowing Rend to be knockback immune, giving players more reliable access to this damage which is an important factor at high level play.*

*Since her case is so unique (being statistically strong, but most players not feeling this level of strength) we are going to watch this change very closely over the next few patches.*”

* **Rend**

* Nike is now knockback immune while channeling this ability.
* Decrease damage from 50/85/120/155/190 to 50/80/110/140/170.

###  Ra

* **General**

* Increased Movement Speed from 350 to 355.

###  Raijin

“*Raijin had a dominant performance at Worlds, with teams showing the strengths of his kit to its fullest. His ability to safely poke, clear wave, and control team fights were all contributing factors to his success. We are reducing the potency of his Poke and Clear by decreasing damage on Percussive Storm and Raiju, while Taiko Drums is seeing a cooldown increase. This change also encourages smart usage of his passive to ensure Taiko Drums is off cooldown in time for fights.*”

* **Percussive Storm**

* Reduced Base Damage from 30/45/60/75/90 to 25/40/55/70/85 per shot. (120/180/240/300/360 to 100/160/220/280/340 total).

* **Raiju**

* Reduced damage to targets beyond the first to from 15/25/35/45/55 +13% scaling to 9/15/21/27/33 + 8% scaling per tick.

* **Taiko Drums**

* Increased Cooldown from 90s to 100s.

###  Ratatoskr

“*Ratatoskr is one of the few gods we are adjusting in anticipation of Season 5. Ratatoskr's global presence combined with his ability to upgrade his Acorn out of base allows him to exert a lot of pressure in Season 5. Rather than nerf these unique aspects of him, we targeted Dart's cooldown (which helps with his overall mobility) and increased the cost on Acorn Blast. Ratatoskr players will need to manage their mana more carefully.*”

* **Dart**

* Increased Cooldown from 12s to 14s.

* **Acorn Blast**

* Increased Mana cost from 60 to 60/65/70/75/80.

###  Ravana

“*Ravana has been a top Warrior jungler in Season 4, and without adjustments his strong clear and pressure would make him a major threat in Season 5 as well. We are reducing his Base Health and the Mitigation he receives from Mystic Rush. These changes should make him more vulnerable at all levels of play and will make it harder for him to stack offensive items while remaining tanky.*”

* **General**

* Decreased base Health from 470 to 450.

* **Mystic Rush**

* Decreased Damage Mitigation buff from 20/25/30/35/40% to 10/15/20/25/30%.

###  Scylla

* **General**

* Increased Movement Speed from 350 to 355.
* Increased Base Health Per Level from 68 to 75.

###  Thoth

“*Thoth, like Nike, has a rather complex balance situation. These two are polar opposites. For Nike, players largely thought of her as weak, while her stats skyrocketed. Thoth, on the other hand, was often thought of as OP, while his stats were absolutely dismal. In the late stages of Season 4 we finally saw the pro prioritization of Thoth dwindling. This helped spread the news that he maybe wasn't as strong as most players thought, so his Ranked prioritization dropped soon after. He can now finally get another slight buff which he surely needs. As one of the lowest damage mages we plan to increase his core damaging ability to help him clear and poke a little better.*”

* **Hieroglyphic Assault**

* Increased Base Damage from 35/55/75/95/115 to 40/60/80/100/120.

###  Tyr

“*Even through a few adjustments this year, Tyr struggled to stay relevant compared to other Warriors at all levels of play. His struggle began when we adjusted his heal which was potent in both one-on-one scenarios and for a burst of healing from minions. While it did reduce frustration, it caused him to be poked out of teamfights too quickly. We are bringing some of the potency back to his heal, but are gating it behind Physical Power scaling. In normal builds it will heal a bit more, but to increase sustain further Tyr players will need to sacrifice some bulk.*”

* **Power Cleave**

* Increased Heal Physical Power scaling from 0% to 20%.

###  Ymir

* **General**

* Increased Movement Speed from 360 to 365.

Source