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.
This item is aquired during the SWC Vegas Founder’s Series Event.
There’s a Frame and a Badge
Season Shop
New Season shop. This shop rotates each x weeks.
New currency, Season Tokens to spend in this shop
You can unlock rewards spending tokens
There’s different pages: Free, Normal and Premium
Premium Rewards: This item is obtained by unlocking Premium and spending a certain amount ot tokens.
You can upgrade to premium to unlock premium page
Spend tokens to unlock a page
Unknown Patch
Amaterasu – Unknown (Skin 3)
Athena – Queen of Pain (Skin 3)
Bacchus – Barbarian (Skin 3) –Unreleased in Smite 1
Bellona – Jade Dragons SWC (Skin3)
Mordred – Lich (Skin 1) –Smite 2 Only Skin
Sol – Unknown (Skin 2) –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
Game Modes
New Conquest Map
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
MOTD
The Gods have reached their maximum power and now battle for ultimate control of Olympus.
Omnipotence: Players start at level 5 with 500% Cooldown Rate and maximum Mana Regen
Super Conquest: Gods respawn faster and gain more Gold and XP. Towers are also easier to destroy.
Joust
Images of Environment Assets, Dragon and Minions below
IMPORTANT: Please remember these images are from viewing assets directly, it’s not ingame and textures are not displayed perfectly, so the assets ingame will look way better.
Arthurian Art Environment Assets
Minions
Big Dragon (He’s supposed to be just environment, not a creature or npc, probably resting in a tower)
Hyena Tree (Buff camp)
Mechanics:
Teleport in the middle of the map, to move from left to right.
There are bushes too
Purple and Red buffs in the middle
2 Mana buffs one in each side
Lost Knight Buff
Lost Honor Restored
Grants +30% Penetration while restoring 0.8% of Max Health and Mana every second.
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
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.
Aspects
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 3
Attack Ability
Damage: 5
Cooldown: 5s
Cost: 10
Ability 4
Has Death Immunity
This ability seems to be a deployable that lasts for 5 seconds
Make 3 wishes at any time in the match. Gain up to 2 charges of Genie’s Strength every 15s.
Wish: Wealth. Gain 250 gold. God Kills & Assists provide 100 more gold for 3 minutes
Wish Immortality. While dead, wish to be instantly revived. Gain 75% Movement Speed for 10s when leaving the fountain
Wish Power. Reset ability and item cooldowns. Gain 2 charges of Genie’s Strength
Ability 1 – Kufic Invocation
Fire 5 Kufic symbols that deal 35/55/75/95/115 [45% Intelligence and 40% Strength] Magical Damage to enemies in a cone. Charge to narrow the cone. When fully charged the symbols merge dealing 70/110/150/190/130 [90% Intelligence and 80% Strength] Magical Damage. • When fully charged the symbol travels further and hits a larger area • Use a charge of Genie’s Strength to send symbols back to Aladdin, dealing 35/55/75/95/115 [40% Intelligence and 45% Strength] Magical Damage when small or 70/110/150/190/130 [80% Intelligence and 90% Strength] Magical Damage when large
NOTE 1: Must have a charge of Genie’s Strength when cast to be able to refire. You have 5s to refire.
NOTE 2: Subsequent hits deal 25% of the initial damage.
NOTE 3: When sent back, the Kufic symbol(s) will fly to where Aladdin was when he refired.
Sending Values
Small Damage: 35/55/75/95/115
Small Scaling: 45% Intelligence and 40% Strength
Large Damage: 70/110/150/190/130
Large Scaling: 90% Intelligence and 80% Strength
Returning Values
Small Damage: 35/55/75/95/115
Small Scaling: 40% Intelligence and 45% Strength
Large Damage: 70/110/150/190/130
Large Scaling: 80% Intelligence and 90% Strength
Range: 8.8/11.2m
Radius: 0.8/1.6m
Max Starting Angle: 90
Cooldown: 11/10.5/10/9.5/9s
Cost: 50/55/60/65/70
Ability 2 – Flourish
Dash forward dealing 70/115/160/205/250 [85% Intelligence and 75% Strength] Magical Damage to enemies you pass through. • Deals 1% increased damage to enemies for each % Health below 50% • Use a charge of Genie’s Strength to summon the Genie to unleash a flurry of 5 punches that deal 30/45/60/75/90 [25% Intelligence and 55% Strength] Magical Damage to enemies in front of Aladdin
Dash Values
Dash Damage: 70/115/160/205/250
Dash Scaling: 85% Intelligence and 75% Strength
Missing HP Bonus Scaling: 0.2% Int
Punch Values
Punch Damage: 30/45/60/75/90
Punch Scaling: 25% Intelligence and 55% Strength
Cooldown: 16/15/14/13/12s
Cost: 50/55/60/65/70
Ability 3 – Agile Run
Dash forward. Dashing into a wall causes you to run along it before leaping to a location, dealing 70/115/160/205/250 [80% Intelligence and 65% Strength] Magical Damage to enemies in the landing area. • Use a charge of Genie’s Strength to call the Genie to slam down at the landing location. Enemies take 30/60/90/120/150 [45% Intelligence and 80% Strength] Magical Damage and are knocked straight up
NOTE 1: The angle Aladdin runs along the wall is determined by the angle Aladdin approaches the wall.
NOTE 2: Aladdin can toggle using a charge of Genie’s Strength until a landing location is selected.
NOTE 3: Aladdin runs for 8.8m or until he reaches 5m in height. The wall run will always take 1.25s.
NOTE 4: Aladdin can wall run along all walls, structures, and player made deployables that he would normally collide with.
Landing Damage: 70/115/160/205/250
Landing Damage: 80% Intelligence and 65% Strength
Genie Damage: 30/60/90/120/150
Genie Scaling: 45% Intelligence and 80% Strength
Cooldown: 16/15.5/15/14.5/14s
Cost: 50/55/60/65/70
Ability 4 – Into the Lamp
Throw the Lamp forward, stopping on first enemy god hit. If successful, Aladdin and the enemy god are pulled into the lamp to challenge each other. • They have their health restored to a minimum amount. Aladdin’s non-ultimate cooldowns are reset. The target’s non-ultimate cooldowns are halved • The Lamp is left behind, allowing any god to enter the lamp and join the ongoing challenge.
NOTE 1: The fight lasts for 16s, after which everyone is kicked out of the lamp. An escape lamp appears at 8s into a fight.
NOTE 2: The escape can open early when either the main Aladdin and fight target (hereby referred to as combatants) die, or if only 1 team remains in the lamp.
NOTE 3: Entering the lamp or leaving the lamp requires interacting with the lamp. This interaction takes 0.5s and is interrupted by taking damage.
NOTE 4: Non-combatants deal 25% reduced damage to and take 25% increased damage from combatants.
NOTE 5: If while a fight is active a different Aladdin brings a target into the lamp, they become the new combatants. The previous combatants are now treated as non-combatants and the arena resets its fight timer and closes the escape if it was active.
NOTE 6: Gods outside the lamp cannot target gods inside the lamp. Gods inside the lamp cannot target gods outside the lamp.
NOTE 7: Being kicked out of the lamp interrupts any currently firing ability.
NOTE 8: Gods will be returned to the original locations and camera rotations when leaving the lamp.
NOTE 9: Recalling and Aladdin’s A04 are blocked from being used while inside the lamp.
Self Heal: Up to 60/65/70/75/80% HP
Enemy Heal: Up to 60/55/50/45/40% HP
Self CDR: 50/55/60/65/70
Enemy CDR: 50/45/40/35/30
Protections: 30/35/40/45/50
Cooldown: 110/105/100/95/90s
Cost: 50/55/60/65/70
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 9 – January Patch 1
Aladdin (100%) -> Abilities above
Agni (100%) -> Abilities below
Geb (100%) -> Abilities below
Mulan (100%) -> Abilities below
Ullr (100%)
Closed Alpha 10 – January Patch 2
Achilles (100%)
Cabrakan (100%)
Hun Batz (100%)
Rama (100%)
Vulcan (100%)
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
Hou Yi
Ishtar
Ne Zha
Janus
Kuzenbo
Mercury
Merlin
Ratatoskr
Scylla
Sylvanus
Sun Wukong
Tsukuyomi
Tyr
Xbalanque
DELAYED – Arthur
DELAYED – Kali
Agni
Passive
Hitting an enemy with a Basic Attack provides 1 stack of Combustion. Hitting an enemy god provides 2. At 4 stacks Agni’s next Flame Wave or Rain Fire will ignite all enemies hit, dealing 5 [6% INT] Magical Damage every 0.5s for 3s. When Agni kills an enemy god, he goes on a Hot Streak. When on a Hot Streak, Combustion is fully charged and using Flame Wave or Rain Fire does not consume Combustion.
Ability 1
Summon a cloud of noxious fumes which deals 10/20/30/40/50 [5% INT] Magical Damage every second. Hitting the fumes with any of your other abilities detonates the gas, Stunning and dealing 20/40/60/80/100 [20% INT] Magical Damage to enemies in the area.
Fumes last for 10s
Ignites Noxious Fumes
Stun: 1s
Ability 2
Summon a wave of fire, dealing 100/155/210/265/320 [65% INT] Magical Damage.
Ignites Noxious Fumes”
Persists for 1s after reaching max distance
Ability 3
Dash forward and leave a trail of fire behind you. Enemies that enter the area take 20/30/40/50/60 [15% INT] Magical Damage every .5s for 2s.
You are Displacement Immune while Dashing
Ignites Noxious Fumes
Enemies that are being damaged and touch the area again have their damage duration refreshed
Flame trail lasts for 3s
Ability 4
Summon a meteor, dealing 135/175/215/255/295 [60% INT] Magical Damage. You can have up to 3 charges of this ability.
Ignites Noxious Fumes
You are Slowed by 50% while summoning a meteor.
Geb
Passive
You cannot take more than 20% of his max HP from a single attack. Enemy god basic attack damage is decreased taken by 25% and Critical Strike bonus damage taken is decreased by 65%.
Ability 1
Charge forward, stopping on the first enemy god hit.
Enemies hit take 100/175/250/325/400 [50% INT] Magical Damage and are Slowed
Your speed increases over 3s before becoming CC Immune and causing enemy gods hit to be Knocked Back
After 3s this ability can be refired to Leap forward, dealing 75 [50% INT] Magical Damage and Knocking Up enemies hit
As your speed increases, the damage of this ability also increases from 75% to 100%.
Total Charge duration lasts 6s.
Slow: 30%
Slow: 1 to 2s
Ability 2
Create a shock wave in a cone, dealing 100/165/230/295/360 [50% INT] Magical Damage and Knocking Up enemies hit.
Damage decreases with distance, down to 80% at max range.
Ability 3
Provide yourself or an allied god a 50/95/140/185/230 (+15 per level) Health Shield.
Allies also gain the Hard as Rock buff benefits while the Shield is active.
The Shield also cleanses any CC effects when applied.
Shield duration: 3 to 5s
Ability 4
Pull apart the earth, dealing 120/225/330/435/540 Magical Damage and Stunning enemy gods hit.
Targets take additional damage based on their current Health.
You are CC Immune while using this ability.
Stun: 1.6 to 2s
Hua Mulan
Extra: She seems to start the game with a consumable item.
Training Grounds: Plant a banned granting allies within 8m 5% Increased XP and 5% Movement Speed. Allies outside the area gain up to 20% Movement Speed when looking toward the banner, scaling down as they get closer. Lasts 45 seconds or until destroyed.
Basic Attack
Deal 41 Physical Damage to an enemy in front of you.
NOTE 1: If multiple enemies are in the area, the enemy closest to the center of the area will be hit
NOTE 2: Has a 3 hit chain. Attacks in order of 1, 1, 1.25x damage and swing time.
NOTE 3: Final swing hits all enemies within its range.
Damage: 41 + 3 per Level
Damage Scaling: 100% Strength and 20% Intelligence
Damage Scaling: 100% Strength and 20% Intelligence
Range: 1.9m
Cone Angle: 120 degrees
Passive
Utilize your Sword, Spear, and Bow with your abilities to gain Skill towards them by damaging enemies. Your expertise in each weapon enhances their respective abilities. Additionally, gain two unique benefits: • Training Arc reduces the cooldown of your next non-ultimate ability. • Training Grounds, a consumable which provides team-wide utility.
Cooldown Reduction: -2s
Training Grounds: 5% Bonus XP + up to 20% Movement Speed
Training Grounds: 5% Bonus XP + up to 20% Movement Speed
Training Arc Cooldown: 10s
Training Grounds Cooldown: 180s
Ability 1
Strike twice with your sword, dealing 75/95/115/135/155 [30% Strength] Physical Damage to all enemies hit. • Skilled: Gain an Attack Speed increase after using this ability. • Adept Perform a third strike in an extended cone in front of you, dealing 75/95/115/135/155 [30% Strength] Physical Damage. • Mastered Permanently gain Attack Speed.
Damage: 75/95/115/135/155
Damage Scaling: 30% Strength
Adept Strike Damage: 75/95/115/135/155
Adept Strike Damage Scaling: 30% Strength
Attack Speed: 25%
Buff Duration: 6s
Mastered Attack Speed: 10%
Mastered Attack Speed: 10%
Cone Range: 4m
Extended Cone Range: 4.8m
Cone Angle: 100 degrees
Cooldown: 14/13.5/13/12.5/12s
Cost: 60/65/70/75/80
Ability 2
Thrust your spear forward, striking enemies in front of you, Slowing them and dealing 90/125/160/195/230 [35% Strength] Physical Damage. • Skilled:Heal for up to 3 enemies hit. • Adept Strike a second time with increased range, dealing bonus 10/20/30/40/50 [10% Strength] Physical Damage if the same enemy is hit twice. • Mastered Permanently gain Strength.
Damage: 90/125/160/195/230
Damage Scaling: 35% Strength
Adept Strike Damage: 10/20/30/40/50
Adept Strike Damage Scaling: 10% Strength
Slow: 25%
Slow Duration: 3s
Heal: 12/23/34/45/56
Permanent Strength: 5%
Heal: 5
Range: 4m
Adept Range: 5.6m
Radius: 0.8m
Cooldown: 14s
Cost: 50/55/60/65/70
Ability 3
Fire an arrow with a rope attached. If it hits an enemy god, Stun them, deal 90/135/180/225/270 [50% Strength] Physical Damage, and pull them toward you while dashing at them and following up with a slash for 50/50/60/70/80 [20% Strength] Physical Damage. • Skilled: Gain a Protections buff after hitting an enemy god. • Adept Dash can now target walls. • Mastered Permanently gain Movement Speed and Protections.
NOTE 1: Stun is unaffected by diminishing returns.
NOTE 2: You are immune to crowd control while pulling a God.
NOTE 3: You are immune to crowd control while pulling a God.
Damage: 90/135/180/225/270
Damage Scaling: 50% Strength
Adept Slash Damage: 50/50/60/70/80
Adept Slash Damage Scaling: 20% Strength
Stun Duration: 1s
Protections: 25/30/35/40/45
Protection Buff Duration: 6s
Permanent Protections: 5%
Permanent Movement Speed: 5%
Permanent Movement Speed: 5%
Range: 9.6m
Radius: 0.8m
Cooldown: 16/15.5/15/14.5/14s
Cost: 60
Ability 4
Unleash your entire arsenal, dashing forward with sword slashes that deal 80/130/180/230/280 [60% Strength] Physical Damage and Root enemies. • Follow up by using divine energy to Knock Up enemies with your spear, dealing 100/140/180/220/260 [40% Strength] Physical Damage. • Finish with a powerful projectile attack from your bow, dealing 175/225/275/325/375 [60% Strength] Physical Damage.
NOTE 1:Mastered Sword: Turn up to 90° during the forward dash.
NOTE 2:Mastered Spear: Knocking up enemies adds 3 seconds to their active cooldowns.
NOTE 3:Mastered Bow: Arrow travels 40% faster.
NOTE 4: Dealing damage with any part of this ability grants Skill towards the corresponding weapon.
NOTE 5: Gain Protections for the duration of this ability.
NOTE 6: This ability can be cancelled early.
NOTE 7: This ability can be cancelled early.
Sword Damage: 80/130/180/230/280
Sword Damage Scaling: 60% Strength
Spear Damage: 100/140/180/220/260
Spear Damage Scaling: 40% Strength
Arrow Damage: 175/225/275/325/375
Arrow Damage Scaling: 60% Strength
Protections: 30%
Root Duration: 1s
Root Duration: 1s
Dash Range: 10.4m
Spear Attack Range: 10.4m
Bow Shot Range: 13.6m
Dash Radius: 2.4m
Spear Attack Radius: 1.6m
Bow Shot Radius: 0.9m
Cooldown: 90s
Cost: 60/65/70/75/80
About FAERayo
Datamining Smite since 2013 and Paladins since 2015.
Game dev
This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish.AcceptRead More
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.