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.
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
As a temporary solution, we have built a chat feature in Smite2Live, where you can connect with your team mates through IGN by sending chat requests.. you’re free to use and let us know if it’s a good utility. Make sure to spread the word, since it won’t do much if only few people use it 😀
Access it through Tools -> Chat or Profile -> chat and enable the chat feature.
Reduced side lane jungle paths, they’re more stretch now
Added the extra paths seen in the image below
The extra paths have a gate to get into base
There are only 3 buffs, the 4th seems to be empty for now.
Breakable elements are added through the map, hitting them with basic or abilities breaks them and give you refills.
Color Jars
Break with basic or abilities
No ned to pick up, instant given
Green: Instant Health
Yellow: 15 Gold
Blue: Instant Mana
Purple: 3s Cooldown reduction
One of the new jungle camps are Scorpions
Reworked map with new visuals
Duel
Duel queue
A 1v1 mode designed to test individual skill in a direct confrontation.
You get a buff when the enemy is killed
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
Talents Aspects
Talents are now renamed as Aspects
Aspects are a new system Hi-Rez is introducing into Smite 2. This system allows you to choose between different options that will apply, or modify, how your abilities behave.
For the moment it is unknown how many aspects will be available for each god.
Notes:
Aspects 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
You can change aspects in the god page
Anhur
This is not confirmed, but looks like the talent is modifying Anhur’s pillar ability behaviour.
Aspect 1:
Root Duration: 1.5s
Cripple Duration: 1.5s
Aspect 2:
Can stack up to 20 times
Buff Duration: 2s
Attack Speed per Stack: 10
Athena
Aspect 1
Seems like for the moment we only know it debuffs Ultimate
Damage Int Scaling: 40%
Base Damage: 250 to 450
Damage Amp: 10 to 20%
Debuff to Ultimate Shield
Bacchus
Aspect 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
Aspect 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
Aspect 2
This talent buffs bellona to add more distance to an unknown thing yet.
Distance: 100
Cernunnos
Aspect 1
Adds Damage to basic attacks
Reduces Movement Penalty when attacking
Chaac
Aspect 1
At 5 Stacks, next ability will cost 0 Mana, have reduced Cooldown, and Heal you
Danzaburou
Aspect 1
Clone Damage Scaling: 60%
Clone Damage to self Increase: -200%
Fenrir
Aspect 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
Geb
Aspect 1
Works with ability 2
Modifies Damage if I’m not wrong
Hecate
Aspect 1
Modifies Ability 2 projectile Damage
Damage Multiplier: 80%
INT Scaling: 50%
Base Damage: 60 to 200
Hercules
Aspect 1
Max Stacks: 10
Can be upgraded to a max of 30 stacks.
Loki
Aspect 1
Protections Debuff: -15
Can pass through walls while invisible
Stealth Buff: Increased Movement Speed, Immune to Slows, Stealthed
Duration: 4s
Neith
Talent 1
Attack Speed and INT buff Stacks, up to a max of 6
Works with passive, breaking waves.
Attack Speed per Stack: 15%
INT: 5
INT Level Scaling: 0.25
Buff Duration: 10s
Nemesis
Talent 1
Works with Ability 3
Does True Damage
Heals
Ra
Aspect 1
Enhances Ability 2 and Passive’s speed
Movement Speed Buff per Stack: 2.5
Attack Speed Buff per Stack: 5
Enhanced Attack Damage: 5 to 25
Enhanced Attack Power Scaling: 30%
Thanatos
Talent 1
Works with Ability 3
Max HP Buff God: 50
Max HP Buff Minion: 2
Ability 3 Max Hp Damage Scaling: 5%
Ability 3 Max Hp Heal Scaling: 1%
The Morrigan
Talent 1
Can refire ability 3
Movement Speed Buff
Yemoja
Talent 1
Works with Passive
Ability 1 Debuff, has 4 stacks, not sure what it does.
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
Pantheon
Tales Of Arabia
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 – Three Wishes
Aladdin Passive grants him a Lamp as an item, taking 1 slot.
While in inventory, it grants 20% of your current build stats.
While in inventory, you can use the item (as an item active) to switch your abilities to use 3 wishes.
Each wish can be used only 1 time per match.
The Lamp takes 1 item slot from Aladdin, leaving you with 5 items.
The lamp can be sold, so I guess you can just sell it after you use the 3 wishes.
Has up to 2 Genie Charges
The charges are recharged by time, up to a max of 2
You consume 1 charge each time you reuse your abilities to spawn the Genie (Ability 1 and 2)
Wish 1 – Reclaim
The first Wish grants Aladdin grants immediately 250 gold and a buff
The buff duration is 180 seconds
While the buff is active, killing an enemy or receiving an Assist grants extra 100 gold
Wish 2 – Overwhelm
This Wish grants you extra movement speed when leaving the fountain
Speed is increased by 75% during the speed buff after leaving the fountain
Wish 3 – Cooldown Reductions
This wish clears your cooldowns from your item actives and abilities 1,2,3 and 4.
Ability 1 – Charged Shot
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 genie will push the projectiles 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 – Flourish
Dashes forward
Damages enemies through the dash
Aladdin can refire ability 2 after the dash. The Genie spawns, following Aladdin attacking the enemy in front of Aladdin 5 times.
Ability 3 – Wall Run
Leap Ability
When used, Aladdin runs forward with increased speed.
While running, if he collised with a wall, Aladdin climbs it (vertically and horizontally). Aladdin can stay up to 3 seconds in the wall, while aiming where to land.
Aladdin damages enemies when landing.
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%
Damages on landing
Damage: 84 to 324 (+85%)
The Genie does damage on landing
Genie Knockbacks
Ability 4 – Into the Lamp
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).
Official 50 God list has been revealed. I will add them as 50% until abilities appear or they’re confirmed to be in the patch, since it’s subject to change.
If Datamining confirms they’re coming as expected, it wil go from 50 to 100%.
Closed Alpha 8 – December 4-11
Aphrodite (100%)
Medusa (100%) -> Abilities below
Pele (100%) -> Abilities below
Closed Alpha 9 – January
Agni (50%)
Geb (50%)
Mulan (50%)
Ullr (50%)
Closed Alpha 10 – January 2
Aladdin (50%)
Achilles (50%)
Cabrakan (50%)
Hun Batz (50%)
Rama (50%)
Vulcan (50%)
After 50 Gods List
The following list are gods that are already in files but are expected to get into the game after January, once we hit 50+ gods.
Ah Puch
Apollo
Artemis
Atlas
Awilix
Cerberus
Chang’e
Cthulu
Discordia
Freya
Ganesha
Geb
Gilgamesh
Guan Yu
Heimdallr
Hel
Horus
Janus
Kuzenbo
Mercury
Merlin
Mulan
Sun Wukong
DELAYED – Arthur
DELAYED – Hou Yi
DELAYED – Kali
DELAYED – Ratatoskr
Medusa
Passive
You suffer no movement penalty when strafing and half the movement penalty when backpedaling.
Ability 1
Gain 60% [10% STR] Attack Speed and augment your next 4 Basic Attacks, shooting vipers that poison the targets hit, dealing 20 to 40 [8% STR + 10% INT] Physical Damage every 0.5s for 1.5s.
Each successful viper hit on an enemy god reduces the Cooldown of this ability by 0.5s
Cost: 50
Cooldown: 12 to 10s
Ability 2
Spit acid that deals 100 to 320 [60% STR + 75% INT] Physical Damage to the first enemy hit, then spraying out in a cone behind them.
Enemies hit have their Healing Taken reduced for 5s.
Acid Spray will explode on statues Medusa has created.
Anti Heal Duration: 5s
Healing Reduction: 40%
Cost: 40 to 60
Cooldown: 5s
Ability 3
Slither forward, dealing 80 to 280 [75% STR + 40% INT] Physical Damage to all enemies you pass through.
Hitting an enemy god will cause you to stop on them, Rooting them.
Cost: 70
Cooldown: 16 to 14s
Ability 4
Remove your mask, revealing your true face to deliver a powerful blast from your horrifying gorgon gaze.
Enemies are dealt 270 to 650 [80% STR + 90% INT] Physical Damage and Stunned if they look at you.
Enemies are dealt x [68% STR + 76,5% INT] Physical Damage and Slowed if they are not looking at you.
This ability does not hit through map walls and player made walls that block abilities.
Enemy gods that are killed while affected by this ability are turned into a stone statue and remain behind as a reminder to others.
Statues last indefinitely but may be killed with 4 Basic Attacks or by Lacerate.
When a statue is destroyed, the cooldown of Lacerate is reduced by 5s, you gain a temporary Strength and Intelligence buff, and you gain a permanent stack of Strength and Intelligence.
Speed Slow: 20 to 40%
Permanent STR: 5
Permanent INT: 5
Temp STR: 0.1
Temp INT: 0.1
Temp Duration: 10s
Cost: 100
Pele
Passive
When you drop below 50% health, gain increased Strength and Lifesteal. This effect has a cooldown.
Ability 1
Fires a Magma projectile that deals 60/100/140/180/220 [60% STR] Physical Damage and grants fuel per enemy hit. At max range the Magma persists and fires additional shard projectiles back to you, dealing 30 [15% STR] Physical Damage to enemies.
The number of shards returning is dependent on the rank of this ability.
Pele has 2 charges of this ability.
Both Projectile types pass through and damages all enemies, and passes through walls.
Projectiles: 1/2/3/4/5
Fuel: 5
Ability 2
Deal 70/115/160/205/250 [80% STR] Physical Damage and Knock Up enemies around you. At ranks 3 and 5 this area gains an additional explosion areas, which deal 140 to 220 [60% STR] Physical Damage and a smaller Knock Up.
Activating this ability while in the amplified state of Magma Rush will cause you to dash a short distance before erupting.
Rings: 1/2/3
Ability 3
Repeatedly deal 10/15/20/25/30 [5% STR] Physical Damage to nearby enemies and gain movement speed while this ability is active. Magma Rush uses Fuel for its duration and has no cooldown.
Reactivate this ability to amplify the effect, expending more fuel but dealing increased 20/35/50/65/80 [20% STR] Physical Damage and gaining additional movement speed.
Fuel Regens 5 per second when this ability is deactivated. This ability cannot be activated under 10 Fuel.
Speed Buff Stage 1: 30%
Speed Buff Stage 2: 60%
Fuel Cost Stage 1: 5
Fuel Cost Stage 2: 10
Ability 4
Become CC Immune then Dash forward dealing 180/265/350/435/520 [60% STR] Physical Damage and Slowing the first enemy God hit, and firing a cone attack that deals 100/140/180/220/260 [40% STR] Physical Damage to other enemies.
For the next 10 seconds or 4 attacks, every time you basic attack an enemy, you deal reduced damage and also fire a cone attack.
This ability triggers items only one time across all 5 possible hits.
Dash Hit Slow: 20/25/30/35/40%
Slow: 3s
About FAERayo
Datamining Smite since 2013 and Paladins since 2015.
Game dev
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