Tuesday , 5 November 2024

Smite 2 Closed Alpha 5 Datamining v4 – Izanami Abilities

Smite 2 Closed Alpha 5 v3 Datamining

Data mining provides early insights into what Hi-Rez is developing. However, the data retrieved may not always be crystal clear, leading to potential misinterpretations or inaccuracies. It’s essential to acknowledge that this data is subject to change or may never make it into the final build. Therefore, while skin and content information is typically reliable, details regarding gods, items and game modes can occasionally be inaccurate.

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Changelog

  • Added previous CA5 datamining
  • Updated god list
  • Added Izanami Abilities

Smite2Live

Join Smite 2 Live server if you’re interested in new features or want to give feedback

Voices of Smite

Voices of Smite allows you to listen all sound files from deities and skins. It also features a VGS simulator so you can practice VGS commands.

New Skins / Cosmetics

  • Unknown Patch
    • Amaterasu – Fox (Skin 2) – Smite 1 Classic (Legacy Gems)
    • Amaterasu – Unknown (Skin 3)
    • Athena – Demon Scourge (Skin 2) – Smite 1 Classic
    • Bacchus – Barbarian (Skin 3) – Unreleased in Smite 1
    • Baron – Gingerbread Skin
    • Bellona – Miss Senshi (Skin2) – Smite 1 Classic 
    • Bellona – Jade Dragons SWC (Skin3)
    • Cernunnos – Samhain (Skin 2) – Smite 1 Classic
    • Cernunnos – Unknown (Skin 3)
    • Hades – Oni (Skin 2) – Unreleased in Smite 1
    • Hercules – Demon – Unreleased in Smite 1
    • Mordred – Lich (Skin 1) – Smite 2 Only Skin
    • Neith – Sharpshooter (Skin 3) –Smite 1 Classic
    • Neith – Unknown (Skin 4) – Smite 1 Cross Gen
    • Nu Wa – Dark Supreme (Skin 1) – Smite 1 Cross Gen
    • Nu Wa – Playful Bunny (Skin 2) – Smite 1 Cross Gen
    • Odin – Demon (Skin 3) – Unreleased in Smite 1
    • Sol – Unknowm (Skin 2) – Unreleased in Smite 1
    • Susano – Steel Samurai (Skin 3) – Smite 1 Cross Gen
    • The Morrigan – SPF 666 (Skin 2) – Smite 1 Classic
  • Unreleased Gods in Smite 2
    • Awilix – Cyber – Unreleased in Smite 1

Pink text highlights what’s new from this pts datamining vs what remains from previous datamining.

General

 

  • Daily quests
    • Daily/Weekly quests are being added soon
    • Shown in main menu with current progress
    • Damage Dealth Quest
    • Stealth Seconds Quest
    • Kill Minions Quest
    • Minotaurs Destroyed Quest
    • Time in Grass Quest
  • Settings
    • Auto Swap Shoulder
      • When enabled, your character will automatically change position based on nearby cover.
      • This should be the equivalent of left/right hand in shooters I guess
    • CrossPlay option
      • Seems like we will be able to choose if we want to play with other platform users
  • Shop
    • There’s a refreshing shop feature, not sure if it’s planned for temp items like fortnite/rogue company or it’s just for offers like in smite 1.
  • Chat is now being worked on
    • Chat window
    • VGS will be visible inside chat
    • Unknown if log combat will be added
  • Game Modes

  • New Conquest Map
    • New conquest map layout, image below
  • Duel
    • Duel queue
  •  Joust
    • Blockout map below
    • Joust is being made with Arthurian art style
    • There’s an NPC Ballista
    • The Game mode has a bar that is filled during time and god kills
    • Enemy towers are disabled once the bar is filled
    • 3 Buff types
    • Purple buff seems to have multiple creatures, it fills with time, if it’s full then it will keep spawning creatures until it’s empty.
    • Each monster kill from purple buff gives you Attack Speed & Pen % that stacks.
    • Each stack is lost after 5s, 1 by 1.
    • The other 2 (Red & Blue are normal buffs)
    • Lost Knight Boss Stats
      • Health: from 2250 to 11.000 Health
      • Movement Speed: 400
      • STR: 64 to 268
      • INT: 25 to 229
      • Phy Prot: 27 to 120
      • Mag Prot: 27 to 120
      • EXP Reward: 60 to 230
      • Gold Reward: 156 to 360
  • Ranked Arena

Talents

Talents are a new system Hi-Rez is introducing into Smite 2. This system allows you to choose between different talent options that will apply, or modify, how your abilities behave.

For the moment we only know talents for Anhur and it is unknown on how many abilities you will be able to apply the talent or how many talents you will have available.

My guess is that you choose from 2 talent options to change ONE ability, so you choose one play style or another.

  • Notes:
    • Talents are permanente, so it’s probably 1 per match, probably selected in lobby or loadout.
    • There’s no cooldown neither anything that relates to purchase, sell or switch talents ingame
  • Anhur
    • This is not confirmed, but looks like the talent is modifying Anhur’s pillar ability behaviour.
    • Talent 1:
      • Root Duration: 1.5s
      • Cripple Duration: 1.5s
    • Talent 2:
      • Can stack up to 20 times
      • Buff Duration: 2s
      • Attack Speed per Stack: 10
  • Bacchus
    • Talent 1:
      • Buffs Basic Attack
      • Buff Duration: 2.0/2.5/3.0/3.5/4s
      • STR Scaling: 50%
      • Empowered Base Damage: 10/15/20/25/30
  • Bellona
    • Talent 1
      • Prevent all damage taken from the next basic attack
      • Works with Ability 1 accumulating block stas up to a max of 3 stacks.
      • She can also apply a knockback
    • Talent 2
      • This talent buffs bellona to add more distance to an unknown thing yet.
      • Distance: 100
  • Fenrir
    • Talent 1
      • Works with ability 3
      • Base Damage: 20/35/50/65/80
      • STR Scaling: 20%
      • Passive Ready STR Scaling: 40%
      • Slow: 10%
      • Slow Duration: 1.5s

 

Deity 134 – Bari

Bari is the next deity after Aladdin. Should be Korean Pantheon

Princess Bari, also known as Bari Gongju, is a significant deity in Korean shamanism and folklore. She is often referred to as the “Abandoned Princess” or “Baridegi,” a name that underscores her origins and story. According to the myth, she was the seventh daughter of a king and queen who abandoned her at birth because they desired a son. However, she was later revealed to possess extraordinary spiritual powers.
As she grew up, Princess Bari undertook a perilous journey to the underworld to retrieve the elixir of life to save her dying parents. Her story symbolizes themes of filial piety, perseverance, and redemption. In Korean shamanic rituals, she is revered as a goddess who guides the dead to the afterlife, providing solace and spiritual guidance. Her narrative is an essential part of Korean cultural heritage, reflecting deep-rooted values and the significance of female deities in Korean spirituality.
  • They’re using Neith as template for Bari
  • Basic Attack
    • Physical Damage
    • Projectile Basic Attack
    • Range: 8.8 m
  • Ability 2
    • This ability seems to use Anhur’s 2 as placeholder, so we can expect a similar ability.
    • Cone Attack
  • Ability 4
    • Has Death Immunity
    • This ability seems to be a deployable that lasts for 5 seconds
    • Area ability
    • Magical Scaling: 85%
    • Heal Scaling: 10%

Deity 133 – Aladdin

 

  • General Info
    • He seems to be support -> jungler
  •  Genie
    • The only track about the genie is that he’s spawned when returning to fountain.
  • Basic Attack
    • Aladdin’s basic attack is a chain of 5 attacks.
    • The first 2 are slow and high damage
    • The other 3 are faster doing less damage
    • The basic attack damages enemies in area (Cone attack)
  • Passive
    • Aladin uses the Lamp for up to 3 wishes during the match. Only 1 use each.
    • Aladdin’s Lamp seems to have its own stats, since ultimate spawns it, maybe even killable. It scales 20% with items.
    • Aladdin passive grants him an item. When you use the item (lamp) your abilities get switched to 3 wishes, which you can trigger pressing 1,2 or 3.
    • Has Genie Charges
  • Ability 1
    • Aladdin can load this ability for 2 different targeters.
    • First one is a multi projectile and second one is a single projectile targeter damaging all enemies that goes through.
    • Firing the ability early makes less damage, waiting for it to be fully loaded increases damage and scaling.
    • Aladdin can refire the ability again and the projectiles go back to him damaging enemies it passes through.
    • Also, the Genie’s Lamp is spawned and does some damage and effects.
    • Small Projectile Damage: 50/78/168
    • Small Projectile Scaling: 60%
    • Large Projectile Damage: 96/336
    • Large Projectile Damage Scaling: 100%
    • Small Projectile Damage Weakened: 20/84
    • Small Projectile Scaling Weakened: 30%
    • Range: 4m
  • Ability 2
    • Dashes forward
    • Damages enemies through the dash
    • If dash collides with a wall, Aladdin climbs it (vertically and horizontally). Once Aladdin is in the wall you can aim to the ground with a circle area. If pressed, Aladdins jumps and lands into the ground damaing enemies in area.
    • When horizontally he runs in the wall
    • This ability has some switch state depending if Aladdin is in Genie form, so I guess he can turn into Genie somehow (probably with the Wishes)
    • Dash Damage: 84/300
    • Dash Scaling: 90%
    • He should be able to stay in the wall for some time while calculating where to land (Probably sliding down, but it’s not specified)
  • Ability 3
    • Leap ability
    • Damages on landing
    • Damage: 84 to 324 (+85%)
    • The Genie does damage on landing
    • Genie Knockbacks
  • Ability 4
    • Aladdin throws the Genie’s lamp forward into an enemy, hitting the first enemy it hits and doing damage.
    • If you hit an enemy, a lamp is spawned in the ground.
    • You and the targeted enemy are transported inside the lamp
    • The lamp has some kind of towers, which probably will be some kind of arabic scenario.
    • Once finished, both gods are returned to same position
    • Range: 4m
    • Projectile Damage: 140/460
    • Projectile Scaling: 100%
    • Speed Buff: 25%
    • Attack Speed Buff: 20/30%
    • Damage Buff: 8/20%
    • Cooldown: 80
    • Cost: 50/70

God Release Schedule & Smite 1 Gods

As we predicted, Hi-Rez has announced their plan to go from 25 gods to 50 in January, starting with faster and more gods release in CA6 (Around 8-12 weeks of work to get the new gods done).

  • Note: % means chance of being in that patch. The chance is calculated by how much the character is done in files depending on multiple factors like abilities, sounds, animations, etc..
  • Note 2: Since we don’t know exactly the order of gods, I’m adding now an unknown number, so 3x means it’s a 30-40th god.
  • Closed Alpha 6 – ~November 6-13
    • 3x – Khepri (100%) -> Abilities below
    • 3x – Thor (99%) -> Abilities below
    • 3x – Nemesis (100%) -> Abilities below
    • 3x – Izanami (95%) -> Abilities below
  • Closed Alpha 7 – November 20-27
    • 3x – Poseidon (50+%)
    • 3x – Agni (30-50+%)
  • Closed Alpha 8 – December 4-11
    • 3x – Aphrodite (50+%)
    • 3x – Pele (30+%)
    • 4x – Cupid (30+%)
  • January 50 Gods List
    • We assume the new gods added are from this list so we added them here.
    • I know the list goes up to 54 so at least 4 of them are wrong, we’ll see if we can guess them once we’re close to date.
    • 4x – Aladdin (60+%)
    • 4x – Achilles
    • 4x – Ah Puch
    • 4x – Cabrakan (40-60%)
    • 4x – Cupid (25-50%)
    • 4x – Ganesha
    • 4x – Guan Yu
    • 4x – Hun Batz
    • 4x – Medusa (25-50%)
    • 4x – Mulan (25-50%)
    • 4x – Pele (25-50%)
    • 4x – Rama
    • 4x – Sun Wukong
    • 4x – Ullr
    • 4x – Vulcan
  • Appeared in files but no priority (Basically Delayed for 2025+)
    • Some gods from this list may have been delayed, we will keep them here until we are sure they are coming.
    • Arthur -> Delayed, he was really advanced but gone
    • Hou Yi
    • Kali -> Unsure what happened with Kali, she was like 60-70% but fully disappeared, I guess she’s delayed
    • Ratatoskr

Deity 3x – Khepri

  • Trackers:
    • Revives
  • Passive
    • Every 5s apply a Health Shield to yourself and nearby allies.
    • The interval is increased to 10s if you have taken or dealt damage in the last 5s
  • Ability 1
    • Lunge forward, grabbing and pulling backwards the first enemy god hit. This deals 80/130/180/230/280 [40% INT] Magical Damage
      • Gain Physical Protection and Magical Protection while pulling a god
      • The lunge damages enemies you pass through
    • Protections: 10/15/20/25/30
    • Enemies are Silenced for the duration of the pull
  • Ability 2
    • Roll the sun forward, setting ablaze all enemies it touches.
      • Affected enemies repeatedly take 10/14/18/22/26 [5% INT] Magical Damage over time
      • Affected enemies have reduced Physical Protection
      • Allies hit gain Damage Mitigation
      • After reaching max distance the sun sets, reapplying all effects in a larger area.
    • Damage over time: 3s
    • Damage tick rate: 0.3s
    • Physical Protection Reduction: -5/-10/-15-/-20/-25%
    • Damage Mitigation Percent: 10/15/20/25/30%
  • Ability 3
    •  Call down the sun’s ire, dealing 60/115/170/225/280 [30% INT] Magical Damage to enemies in an area.
      • Enemies hit are Rooted
    • Root Duration: 1.5/1.6/1.7/1.8/1.9
  • Ability 4
    • Bless an allied god for 5s. If the blessed ally would die while blessed, they are instead revived.
      • Blessed allies are cleansed of crowd control effects
      • Blessed allies receive Strength, Intelligence, and Movement Speed
      • Blessed allies are Slow Immune
    • Revive Health Percent: 20/25/30/35/40%
    • Speed: 20/22.5/25/27.5/30
    • STR Buff: 5/10/15/20/25
    • INT Buff: 5/10/15/20/25

Deity 3x – Nemesis

  • Trackers
    • Enemies Judged – Total number of enemy gods killed while they were affected by Divine Judgement
    • Retribution Executed – Total damage dealth with Retribution
  • Basic Attack
    • Has a 4 hit chain. Attacks in order of 1, 1, 0.75, 1.25x damage and swing time.
    • Angle: 120
    • Radius: 1.92
  • Passive
    • Hitting enemies with Basic Attacks reduces the target’s Inhand Power, Strength, and Intelligence while increasing yours.
    • INT & STR Buff: 2% per stack
    • INT & STR Reduction per stack: 2%
    • Max Stacks: 3
    • Buff per level: 0.25%
  • Ability 1
    • Dash in a line, passing through all enemies.
      • Deals 40 to 140 [35% STR] Physical Damage to all enemies hit.
      • May dash again within 2s.
    • May use Basic Attacks and Abilities between dashes.
  • Ability 2
    • Slash in a cone, dealing 40 to 160 [40% STR + 25% INT] Physical Damage to all enemies hit.
      • Enemies in the center of the slash take 80 to 320 [80% STR + 75% INT] Physical Damage and are Slowed.
    • Slow: 30%
  • Ability 3
    • Gain a 100 to 300 [7.5% Max Health] Health Shield for a duration.
      • Heal 50% [10% INT] of the damage taken during the effect.
      • Reflect 35% [20% STR] of the damage taken from gods as Physical Damage.
  • Ability 4
    • Choose a single enemy god, dealing 7.5 to 17.5% of their Current Health [45% STR + 65% INT] as Physical Damage to them and all enemies in an area around them.
      • Gain Movement Speed and a percentage of the enemy’s Protections.
      • Reduce enemy’s Movement Speed and Protections by the same amount.
    • Gain Protections equal to the enemy with the most Protections.
    • On hitting an enemy, a homing projectile spawns from them, granting the buffs when it reaches you.
    • Protection Debuff: 75%
    • Debuff Duration: 5s
    • Speed Buff: 10 to 20%
    • Buff Duration: 5s
    • Protection Buff: 25%
    • Slow: 10 to 20%

Deity 3x – Izanami

Izanami is pretty much advanced and has some value differences compared to Smite 1.

  • Trackers
    • Death Draws Nigh – Total time spent with 50 stacks of Death Draws Night
    • Sickle Double Hits – Enemies damaged by both the throw and return of a single basic attack.
  • Basic Attack
    • Throw a piercing projectile that deals {OutDamage_Formula} Physical Damage to all enemies hit. The projectile returns to you after reaching its max range or hitting a wall, dealing {InDamage_Formula} Physical Damage to any enemies hit on its way back.
    • Item effects only trigger on the first target hit per attack.
    • Projectile speed increased with higher Attack Speed, up to a maximum of a 45% increase at 2.0 Attack Speed.
    • Debuff Duration: 2s
  • Passive – Death Draws Nigh
    • Gain Physical Penetration and Intelligence for each 1% of your Max Health taken as damage.
    • Each stack fades 10 seconds after the damage was taken.
    • Stack count cannot drop below the percentage of your current missing health.
    • Percent Physical Penetration Increase: 40%
    • Flat INT Increase: 50%
    • Flat INT Increase per level: 5%
    • Ability 1 Max Stacks: 3
  • Ability 1
    • Significantly increases your Attack Speed for 6 seconds, while your Basic Attacks deal 5/10/15/20/25 Physical Damage but no longer pierce enemies or return to you.
      • Basic Attacks deal Bonus Damage to Structures.
      • Applies a stacking Bleed effect to enemies hit.
    • Bleed damage is multiplied with each Stack, and ticks every 0.5s.
    • Can be activated without breaking Stealth from Fade Away.
    • Cancelling this ability will end the effect early.
    • Attack Speed Bonus: 45/50/55/60/65%
    • Buff Duration: 6s
  • Ability 2
    • Send forth a spectral projection of yourself, dealing 50/90/130/170/210 [80% STR + 20% INT] Physical Damage and Slowing all Enemies in a line.
    • Spectral Projection passes through enemies and walls.
    • Can be cast without breaking Stealth from Fade Away.
    • Slow: 20/22.5/25/27.5/30
    • Slow Duration: 2s
  • Ability 3
    • Descend into the underworld, becoming Stealthed, and leap away from your current position.
      • Gain Movement Speed while in Stealth.
    • Sickle Storm and Spectral Projecation can be used without breaking Stealth.
    • Duration: 3/3.5/4/4.5/5s
    • Speed: 20/25/30/35/40
  • Ability 4
    • Summon a dark portal which deals instant 180 to 500 [100% STR + 30% INT] Physical Damage and 50 to 170 Physical Damage over time.
      • Damaged enemies are also Silenced and Slowed.
    • Slowing and Damage over time effects start strong, and fade away over 2s.
    • Slow is not affected by diminishing returns.

Deity 3x – Thor

  • Trackers
  • Passive
    • Thor gains Physical Power for each enemy god near him up to 3. Thor gains Thunderstruck after using Berserker’s Barrage or Anvil Of Dawn.
      • While Thunderstruck, Mjolnir damage deals bonus Physical Damage.
      • Thunderstuck’s damage can arc to 2 nearby enemies
    • Thunderstruck’s arc range is 3.2m. Each arc checks around the enemy it hit.
    • An ability can only trigger Thunderstruck once per cast.
    • Damage per level: 1.5
    • Base Damage: 4 [10% STR]
    • Commentary: Not sure if this ability can chain to all gods, since it says each arc checks around the enemy, or it’s limited to a max of 2 arc.
  • Ability 1
    • Throw Mjolnir forward, dealing 30 to 190 [30% STR] Physical Damage to enemies as it travels. When it reaches max range it flies back to Thor.
      • Gods hit by Mjolnir returning to Thor take 200% damage, 60 to 380 [60% STR] . Minions take 100% damage
      • Reactivate while Mjolnir is traveling to teleport to and catch Mjolnir
    • Mjolnir must be in a valid location for Thor to be able to teleport to it.
    • Thor cannot teleport to Mjolnir if afflicted by a Hard CC, Cripples, or while firing a different ability.
  • Ability 2
    • Slam Mjolnir down creating a fissure, dealing 30 to 110 [20%] Physical Damage to enemies as it erupts. Enemies hit are also Stunned.
      • The fissure blocks movement, but allows projectiles to pass through
      • Reactivate to bring the fissure down early
    • The fissure appears over 0.3s, stunning and damaging enemies as it appears.
    • Stun: 1.2 to 1.6s
  • Ability 3
    • Spin, dealing 20 to 80 [40% STR] Physical Damage to enemies hit. Thor spins twice before unleashing a final cone attack.
      • The final hit deals 35 to 115 [70% STR] Physical Damage
      • You are Displacement Immune while Channeling
      • Gain 3s of Thunderstruck, causing Mjolnir hits to arc and damage nearby enemies
    • Cooldown: 12 to 10s
  • Ability 4
    • Fly into the sky. Choose a location to land dealing 85 to 305 [85% STR] Physical Damage to enemies when landing. Enemies hit are stunned.
      • You are CC Immune during this ability
      • Gain 6s of Thunderstruck when landing, causing Mjolnir hits to arc and damage nearby enemies
    • Stun: 1.5s
    • If you are not aimed at a valid location, you will land at the closest valid point when aiming times out.

About FAERayo

Datamining Smite since 2013 and Paladins since 2015.Game dev

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