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.
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 permanent, 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 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
Area ability
Magical Scaling: 85%
Heal Scaling: 10%
Pantheons
All pantheons were updated and Tales of Arabia one, for Aladdin, was added.
Deity 133 – Aladdin
General Info
He seems to be support -> jungler
Pantheon: Tales of Arabia
Title: Wish Maker
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 can make 3 wishes at any time in the match. Aladdin gains up to 2 charges of Genie’s Strength every 15s.
Wish: Wealth. Aladdin gains 250 and Kills/Assists provide Aladdin 100 more gold for 3 minutes
Wish: Immortality. While dead, Aladdin can wish to be instantly revived, gaining a burst of 75% Movement Speed upon leaving the fountain
Wish: Power. Aladdin immediately resets his ability and item cooldowns and gains 2 charges of Genie’s Strength.
Ability 1 – Kufic Invocation
Fire 5 Kufic symbols forward that deal 40 to 130 [70% INT] Magical Damage to enemies in a cone. Charge to narrow the cone. When fully charged the symbols merge dealing 80 to 260 [70% INT] Magical Damage.
When fully charged the symbol travels further and hits a larger area.
Use a charge of Genie’s Strength to push the symbols back to Aladdin, dealing <unknown> [70% INT] Magical Damage to enemies
Must have a charge of Genie’s Strength when cast to be able to refire. You have 5s to refire.
Subsequent hits deal 25% of the initial damage.
When sent back, the Kufic symbol(s) will fly to where Aladdin was when he refired.
Ability 2 – Flourish
Dash forward dealing 75 to 295 [70% INT] Magical Damage to enemies you pass through.
Deals increasingly more damage to enemies below 50% Health
Use a charge of Genie’s Strength to summon the Genie to unleash a flurry of 5 punches that deal 35 to 95 [70% INT] Magical Damage to enemies in front of Aladdin
The dash can be canceled early.
Aladdin can refire this ability during the Dash.
The Genie’s attacks do not stop Aladdin from using abilities, and continue even if Aladdin is Hard Crowd Controlled.
% HP Treshold: 5%
Bonus Damage per Missing % HP: 0.75%
INT for 1% More Missing HP Damage: 600
Ability 3 – Agile Run
Run with increased Movement Speed and Slow Immunity. Running into a wall causes you to run along it before leaping to a location, dealing 70 to 250 [70% INT] 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 to 150 [70% INT] Magical Damage and are knocked straight up
The angle Aladdin runs along the wall is determined by the angle Aladdin approaches the wall.
Aladdin can toggle using a charge of Genie’s Strength at any point during the ability, up until the moment the leap location is confirmed.
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.
Aladdin and his target have their health restored to a minimum amount, and have their non-ultimate ability cooldowns reset.
The Lamp is left behind, allowing any god to enter the lamp and join the ongoing challenge.
The fight lasts for 16s, after which everyone is kicked out of the lamp. An escape lamp appears at 8s into a fight.
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.
Entering the lamp or leaving the lamp requires interacting with the lamp. This interaction takes 0.5s and is interrupted by taking damage.
Non-combatants deal 25% reduced damage to and take 25% increased damage from combatants.
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.
Gods outside the lamp cannot target gods inside the lamp. Gods inside the lamp cannot target gods outside the lamp.
Being kicked out of the lamp interrupts any currently firing ability.
Gods will be returned to the original locations and camera rotations when leaving the lamp.
Recalling and Aladdin’s A04 are blocked from being used while inside the lamp.
Range: 4m
Projectile Damage: 100 to 400
Projectile Scaling: 100%
Speed Buff: 15 to 25%
Attack Speed Buff: 20 to 30%
Damage Buff: 11 to 15%
Shield Health %: 10 to 18%
Enemy Shield Health %: 10 to 2%
Cooldown: 50 to 70
Non Duelists Damage dealt Debuff: 33.3%
Non Duelists Damage Taken Debuff: 25%
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 9 – January Patch 1
Aladdin (50%) -> Patch 1 or Patch 2 maybe
Agni (100%)
Cabrakan (50%) -> Patch 1 or Patch 2 maybe
Geb (100%)
Mulan (100%)
Ullr (100%)
Closed Alpha 10 – January Patch 2
Achilles (50%)
Hun Batz (100%)
Rama (50%)
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
About FAERayo
Datamining Smite since 2013 and Paladins since 2015.
Game dev
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