SMITE Version 5.4.4654

# 5.4 - SMITE Birthday | March 13, 2018

## New God Skins

* **Zenko Ratatoskr**
Exclusive - Fox Chest
* **Final Fusion Ratatoskr**
Exclusive - Fox Collection Reward
* **Revenant Achilles**
Exclusive - SMITE Birthday 2018
* **Basscannon Neith**
Exclusive - SMITE Birthday 2018
* **Beaky Chibi Thoth**
Exclusive - SMITE Birthday Chest
* **Pixel Beast Cernunnos**
Exclusive - Pixel Chest
* **Sylvan Sentinel Hou Yi**
Exclusive - SMITE Birthday Chest

## New Voice Packs

* Zenko Ratatoskr
* Final Fusion Ratatoskr
* Revenant Achilles
* Basscannon Neith
* Beaky Chibi Thoth
* Pixel Beast Cernunnos
* Sylvan Sentinel Hou Yi

## The SMITE Birthday Event Begins!

* Birthday Bundle (900 gems normally, 25% off Day 1)

* Basscannon Neith
* Revenant Achilles
* Enigma Chest
* EDM Music Theme
* SMITE Birthday Loading Frame
* Birthday Present

* Quests to unlock an Awesome Chest using the Birthday Present from the Bundle

## Misc.

* Emotes

* VXG (Neith)

* Music Tech VXG

* VXG (Cernunnos Pixel Buster)

* Loading Frame

* SMITE Birthday 2018 (Happy Birthday Bundle)

* Music Theme

* Electro Dance (Happy Birthday Bundle)

* In Fountain FX

* Pixel Buster (Pixel Chest bundle inside the Pixel Chest)

* Global Emote

* Pixel Buster (Pixel Chest bundle inside the Pixel Chest)

* Adventures

* Zenko Ratatoskr and Final Fusion Ratatoskr are now available to be unlocked!

* Unlock Zenko Ratatoskr from the Fox Chest.
* Unlock Final Fusion Ratatoskr by owning Kitsune Ratatoskr, Kage Ratatoskr, and Zenko Ratatoskr.

## Item Balance

###   Blink Rune

“*Believe it or not Blink is the most strongly performing Relic in the game. Having access to instant mobility is extremely powerful and many Gods could use this as a way to initiate or escape. We are slightly increasing the cooldown of this Relic to help bring it in line with the other Relics.*”

* Increased Cooldown from 100s to 120s.

###   Chalice of the Oracle

“*In patch 5.1 Chalice of the Oracle was buffed. The Season 5 Conquest map is larger and a few paths are harder to ward and we wanted to mitigate this effect by giving players more access to wards. This change definitely led to more uses of the item, but it also led to some extreme negatives, especially in high ranked matches: too much safety. The average player might not experience this, but it was very impactful at the pro level. In the finals of the SML we saw as many as 9 to 10 Gods carrying Chalice of the Oracle in the early game.This creates too much map safety and strongly dissuades players from ganking or fighting each other. We want to make sure pro games stay action packed and that map vision has a reasonable trade off, so the Chalice change is being reverted.*”

* Increased price from 300 to 400g.

###   Gauntlet of Thebes

“*Gauntlet of Thebes has been a strong and successful item for Supports in Season 5, but it has one issue. Supports who take opportunities to roam and find kills are punished for having this item since they were not gaining stacks from Minion assists. If their smart positioning and rotation allows for a kill to happen, they should be rewarded the same manner as other stacking items.*”

* Now gains 5 Stacks for a god kill or assist.

###   Stone of Gaia

“*Stone of Gaia's sustain is highly valued in Season 5. Gods who build into this become very difficult to kill, allowing them to tank a large amount of damage and regenerate it back in time for the next fight. The early health spike also makes Gods very difficult to kill. We are increasing the cost as well as decreasing the amount of sustain provided from this item to tone these strengths down. Emerald Talisman is seeing a similar treatment.*”

* Increased price from 2100 to 2250g
* Decreased passive from .4% of your HP per second to .3%

* Updated description to be more precise in how Health was restored.

###   Emerald Talisman

* Increased price from 1200 to 1400g
* Decreased passive from .25% of your HP per second to .2%.

* Updated description to be more precise in how Health was restored.

###   Heartseeker

“*Assassins have a strong amount of build diversity, but one item seems to be prevalent in most of them. Heartseeker provides strong early game stats (Power, Movement Speed, Penetration) with a passive that scales for the rest of the game, making it a prime build option. We are toning down the scaling potential to reign its power level back in and reduce some frustration that occurs when fighting against this item.*”

* Decrease Passive Bonus Damage Trigger from 100% of your Physical Power to 80% of your Physical Power.

###   Rod of Tahuti

“*Passives that deal damage should always activate item effects. Rod of Tahuti was not following this rule, and it now will. Additionally, due to the loss of Rod of Tahuti's power spike in 5.1 and some recent nerfs to Mage utility items, we are adding some more Magical Power to a series of purely offensive Mage items.*”

* Fixed an issue where the bonus scaling would not apply to Passive abilities.

###   Doom Orb

“*Since 5.1 we have been fine tuning Mage builds to ensure a diversity between early, mid, and late game Mages; whether or not they focus on damage of utility. Utility and defensive items were brought down last patch, and in this patch we are looking to bring up offensive choices. Doom Orb is focused as an early bridge item for a spike of power, but it was not bringing enough to the table to make it attractive to build rather than stacking items. A bonus to the Magical Power it provides should make this a more compelling choice.*”

* Increased Magical Power from 60 to 70.

###   Soul Reaver

“*Soul Reaver is a strong offensive option, but the cost and the amount of power it brought (without Rod of Tahuti augmenting it anymore) were underwhelming. We are bringing down the cost and increasing the Magical Power to allow offensive mages to bring this into their builds.*”

* Decreased Cost from 2750 to 2650.
* Increased Magical Power from 120 to 130.

###   Enchanted Ring

“*Building into the Ring Tree felt was too difficult because of this low power tier 2 item. This discouraged Gods from opting into this tree. Enchanted Ring is getting a Magical Power bump to help this.*”

* Increased Magical Power from 30 to 45.

###  Shaman's Ring

“*Shaman's Ring is seeing a slight shift. We are moving it more towards a luxury item and giving it Power to match. Shaman's Ring when finished will pack a much harder punch and better fit into completed Mage builds.*”

* Increased Cost from 2300 to 2400.
* Increased Magical Power from 80 to 100.

###   Telkhines Ring

“*Telkhines Ring's goal was to provide a higher power steroid for late game Magical carries. Its cost and passive limited how useful this could be, often encouraging these Magical carries to just rush Power over building this item. We are reducing the cost and increasing the Passive to make this more attractive for Magical carries.*”

* Decreased Cost from 2800 to 2700.
* Increased Passive Bonus Damage on basic attacks from 10 +5% of your Magical Power to 10 + 8% of your Magical Power.

## God Balance

###  Achilles

“*Achilles sure has stolen the spotlight since his launch. Through the combination of his Crowd Control, mobility, and damage he is able to answer nearly any situation. He is intended to be a powerful flex pick, excelling at both Warrior and Assassin strength depending on your playstyle, but he shouldn't always have an answer.*

*Shield of Achilles base damage and stun duration are being reduced. Players who enjoyed hitting hard with this skill can still opt into a more offensive build due to its scaling; but will sacrifice survivability in doing so. Combat Dodge is also seeing a cooldown increase, lowering his overall damage potential over the course of the game and giving opponent more windows of opportunity to catch him out.*”

* **Shield of Achilles**

* Decreased Damage from 100/160/220/280/340 to 80/135/190/245/300.
* Decreased Stun Duration from 1.1/1.2/1.3/1.4/1.5s to 1s at all ranks.

* **Combat Dodge**

* Increased cooldown from 10s to 12s.

###  Ao Kuang

“*Ao Kuang has immunity frames during his Execute animation. This feature was mostly causing confusion because the timing was so short and the visuals didn't match the effect. Many players couldn't utilize these effectively so we have removed them. Ao Kuang's enemies can now constantly damage him while he is on the ground.*”

* **King of the Eastern Seas**

* Removed the brief window where Ao Kuang is untargetable during this abilities casting time.

###  Apollo

“*Apollo is a hunter we have watched closely since Season 5's launch. Between item adjustments and the map getting larger, we expected his global presence to help him perform. However, quite the opposite occurred as he has been sitting at the bottom of all hunters. We are bringing up the damage on So Beautiful to help him get to the later stages of the game where we expect him to have his impact.*”

* **So Beautiful**

* Increased Base Damage from 70/125/180/235/290 to 80/140/200/260/320.

###  Chronos

“*Chronos has struggled as a Magical Carry, especially with the changes to Mage Items that have been happening. We are bringing up his Basic Attack Power to a level never before seen by Mages. This will better enable him to box against hunters early and solidify his role as a Basic Attacking Mage.*”

* **General**

* Increased Basic Attack Power from 35 to 40.

* **Time Lord**

* Increased Magical Power per Stack from 3 to 5 (75 to 125 at 50 Minutes).

###  Fafnir

“*We are partially reverting a previous adjustment to Fafnir. In 5.1 we adjusted the amount of control he brought to the table, while leaving his ability to survive intact. From the pro feedback we received, it did not have the desired impact. The control nerf made him difficult to use in the early and mid game, while his survivability late was still an issue. We are bringing back some of the control from Cursed Strength as he ranks the ability up while reducing the healing Fafnir receives, especially in the later stages of the game.*”

* **Cursed Strength**

* Increased stun from 1s to 1/1.1/1.2/1.3/1.4s.

* **Coerce**

* Decreased Self Healing from 50/75/100/125/150 to 50/70/90/110/130.
* Decreased Self Healing Scaling from 40% to 30% of your magical power.

###  He Bo

“*Starting since Season 5, He Bo has surged in popularity and performance. His ability to rotate and aggress quickly with Atlas of the Yellow River and damage heavily with his Water Spout and Water Cannon combo. We are bringing down how often he can use his Atlas to give more chances to catch out He Bo and his team, while reducing the damage his primary form of Crowd Control can deal.*”

* **Atlas of the Yellow River**

* Increased cooldown from 10s to 12s.

* **Waterspout**

* Decreased Magical Power Scaling from 85% to 75%.

###  Kumbhakarna

“*Recently, Kumbhakarna has struggled to really make his mark as a Guardian. We wanted to give him some help, but wanted to avoid increasing the amount of crowd control he has. Instead we are allowing him to use Throw Back more often for more continuous damage and mobility. We are also increasing the damage of Groggy Strike. This should make the channel time for Groggy Strike feel more rewarding.*”

* **Throw Back**

* Decreased cooldown from 15s to 13s.

* **Groggy Strike**

* Increased Base Damage from 70/120/170/220/270 to 90/140/190/240/290.

###  Nemesis

“*Many Assassins are building Blink and Heartseeker and few work as well with those items as Nemesis. Both that relic and that item are getting nerfs this patch but we still anticipate Nemesis would be a top performer, so we are adjusting slightly more to the God directly. Divine Judgement can swing fights very quickly and cannot miss its target, so its cooldown is being increased. We are also reducing the amount of time she is buffed from using this ability.*”

* **Divine Judgement**

* Decreased Nemesis Self Buff Duration from 8s to 5s.
* Increased cooldown from 90/85/80/75/70 to 90s at all ranks.

###  Nu Wa

“*Nu Wa has some clunkiness within her kit that limited her ability to succeed. In this patch we want to adjust these core issues and continue to watch her performance closely, especially because she benefits from some of the new mage items.*

*Mysterious Fog will now re-stealth Nu Wa much more quickly, allowing her to be more evasive with this ability. Her Clay Soldiers will move faster, helping their reliability while chasing. Fire Shards will now pass over player deployables, giving Nu Wa the ability to escape Odin's Ring of Spears, or similar abilities. Additionally, she is having a few mana cost adjustments to help her early game mana consumption to better match other mages.*

*While these are all buffs, they are mostly small quality of life adjustments. The only damage oriented buff coming this patch is 10% additional scaling on Shining Metal. This will help Shining Metal have more impact, even without the combo with Clay Soldiers.*”

* **Mysterious Fog**

* Decreased Mana cost from 70/75/80/85/90 to 60/65/70/75/80.
* Decreased the time that Nu Wa is revealed in the fog from 3s to 1s.

* **Clay Soldiers**

* Increased Base Movement Speed of Soldiers from 350 to 365.

* **Shining Metal**

* Decreased Mana cost from 60 to 50.
* Increased Magical Power Scaling from 65% to 75%.

* **Fire Shards**

* Can pass through player-made deployables while lifting off.

###  Ra

“*Season 5 brought many item and balance adjustments that have impacted many “balanced” gods. Some go up, and some go down. Ra has gone down. We are increasing his Movement Speed to better match most mages and giving Celestial Beam more scaling, rewarding him for landing this ability. These changes should help him bounce back in the new Season.*”

* **General**

* Increased movement speed from 355 to 360.

* **Celestial Beam**

* Increased Magical Power Scaling from 80% to 90%.

###  Thoth

“*Thoth is in a unique position with the current mage itemization. The bonus Penetration from his passive lets him ignore the fact that Mage Penetration item choices have been limited. With that bonus Penetration and the high scaling from his abilities shot through Glyph of Pain he becomes a powerhouse in the late stages of the game. Skilled Thoth players who play him especially safely and don't miss many abilities can control teamfights and poke out enemies constantly, making him difficult to counter. We are bringing down his top end potential by lowering the amount of Penetration his passive provides and decreasing the bonus Magical Power scaling from Glyph of Pain.*”

* **Dead Reckoning**

* Decrease Magical Penetration per Stack from 4 to 3 (total changed from 20 to 15).

* **Glyph of Pain**

* Decreased Magical Power Scaling Bonus on both the ability and basic attack trigger from 10% to 5%.
* Adjusted description to better describe how this abilities bonus damage applies to Basic Attack projectiles.

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