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
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
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
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
32 – Khepri (100%) -> Abilities below
33 – Nemesis (100%) -> Abilities below
34 – Izanami (100%) -> Abilities below
Closed Alpha 7 – November 20-27
3x – Thor (99%) -> Abilities below
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.
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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