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
Assault
A 5v5 mode with random Gods, where players face off in a single lane with no base healing.
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
Ranked Arena -> No mentions of this anymore
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
Cernunnos
Talent 1
Adds Damage to basic attacks
Reduces Movement Penalty when attacking
Chaac
Talent 1
At 5 Stacks, next ability will cost 0 Mana, have reduced Cooldown, and Heal you
Danzaburou
Talent 1
Clone Damage Scaling: 60%
Clone Damage to self Increase: -200%
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
Geb
Talent 1
Works with ability 2
Modifies Damage if I’m not wrong
Hecate
Talent 1
Modifies Ability 2 projectile Damage
Damage Multiplier: 80%
INT Scaling: 50%
Base Damage: 60 to 200
Hercules
Talent 1
Max Stacks: 10
Can be upgraded to a max of 30 stacks.
Loki
Talent 1
Protections Debuff: -15
Can pass through walls while invisible
Stealth Buff: Increased Movement Speed, Immune to Slows, Stealthed
Duration: 4s
Ra
Talent 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%
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
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
Wish 1 – Wealth
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 – Fountain Speed
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
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
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
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
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 7 – November 26th
Thor (100%) -> Abilities below
Poseidon (100%) -> Abilities below
Cupid (100%)
Closed Alpha 8 – December 4-11
Aphrodite (99%)
Pele (99%)
Medusa (50%)
Closed Alpha 9 – January
Ullr (50%)
Agni (50%) -> I still think Agni might come sooner, but we’ll see.
Mulan (50%)
Geb (50%)
Closed Alpha 10 – January 2
Aladdin (50%)
Rama (50%)
Hun Batz (50%)
Achilles (50%)
Cabrakan (50%)
Vulcan (50%)
After 50 Gods List
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.
50+ – Ah Puch
50+ – Cthulu
50+ – Ganesha
50+- Guan Yu
50+ – Merlin
50+ – Sun Wukong
DELAYED – Arthur
DELAYED – Hou Yi
DELAYED – Kali
DELAYED – Ratatoskr
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.
Deity 3x – Poseidon
Basic Attack
Fire a projectile that deals 0 Magical Damage to the first enemy hit.
Projectile stops on first target hit, and does not pass through walls.
Successfully hit basic attacks generate Tide.
Damage Scaling: 100% Strength and 20% Intelligence
Range: 8.8m
Radius: 0.5m
Passive
Successfully hit basic attacks to gain Tide. You have increased Movement Speed and your abilities do additional damage based on the amount of Tide you have. Using abilities decreases Tide.
Each successful Basic Attack generates 10% Tide
At Max Tide Movement Speed is increased by 10%
At Max Tide abilities do 15% increased damage
Ability 1
Summon a wave, dealing 100 to 260 [70% INT] Magical Damage and Knock Back enemies. Activate while Trident is active to send out two additional waves.
Subsequent wave hits deal 50% less damage
Tide Cost -15%
Enhanced Tide Cost: -5%
These waves pass through everything
Damage: 100/140/180/220/260
Damage Scaling: 70% Intelligence
Range: 12.8m
Radius: 0.6m
Small Wave Radius: 0.3m
Cooldown: 10s
Cost: 60/65/70/75/80
Ability 2
Activate your Trident, gaining increased Attack Speed, Movement Speed, and Basic Attack Damage. While activated, Tidal Surge and Basic Attacks fire two additional shots.
The additional Basic Attack shots apply ability damage and trigger ability on-hit effects
All Basic Attack shots increase Tide on successful hit
Damage: 20/30/40/50/60
Damage Scaling: 25% Intelligence
Movement Speed: 10/12.5/15/17.5/20%
Attack Speed: 10/12.5/15/17.5/20%
Basic Attack Damage: 25
Buff Duration: 6s
Cooldown: 10s
Cost: 55/60/65/70/75
Ability 3
Summon a whirlpool, Crippling, Vortexing, and dealing 15 to 55 [20% INT] Magical Damage repeatedly to enemies in an area.
Tide Cost -15%
This ability hits 6 times over 3 seconds.
Damage: 15/25/35/45/55
Damage Scaling: 20% Intelligence
Range: 8.8m
Radius: 3.2m
Cooldown: 10s
Cost: 60/65/70/75/80
Ability 4
Summon the Kraken, dealing 175 to 315 [45% INT] Magical Damage and Slowing enemies in its area. Enemies in the center area when it spawns take 350 to 630 [100% INT] Magical Damage instead and are Stunned and Knocked Up.
Tide Cost -20%
Outer Ring Damage: 175/210/245/280/315
Outer Ring Scaling: 45% Intelligence
Inner Ring Damage: 350/420/490/560/630
Inner Ring Scaling: 100% Intelligence
Slow: 30%
Stun Duration: 1/1.2/1.5/1.8/2s
Range: 7.2m
Inner Radius: 2.4m
Outer Radius: 4.8m
Cooldown: 90s
Cost: 60/65/70/75/80
About FAERayo
Datamining Smite since 2013 and Paladins since 2015.Game dev
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