Smite 2 – 24/7 Alpha datamining Remember Post is also added to Reddit, I use it as main comment source! – Link to Reddit Post
Smite2Live and Builder
Updated the website with latest patch info, such as god abilities, images and items.
- God List -> Make sure to activate the spoiler filter.
- Item List -> Make sure to activate the spoiler filter
- Voicepacks added:
Please, feel free to give us some feedback and bug report in our discord above.
Items
There are a low of new items, since Smite2Live gets updated with them, i recommend you checking the website
Some items you may want to search:
- Aegis, Adroit Ring, Mana Tome, Captain’s Ring, Health Chalice
- Item List -> Make sure to activate the spoiler filter
Roster Update
Next playable deities are 100% Jing Wei and Morded, which will probably be playable in any flash test or the next play test when it’s announced.
As for unplayable deities, they are now officially working in:
- Coming soon: Aladdin, Materasu, Baron Samedi, King Arthur, Nu Wa and Yemoja
- Still far, but being worked: Artemis, Bari (NEW!), Danzaburou, Ganesha, Hercules, Hou Yi, Izanami, Kali, Khepri, Medusa, Pele, Ratatoskr and Sobek
Bari
Bari is the next deity added to Smite 2, after Aladdin.
Should be Korean Pantheon
Some background:
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.
Mordred
Morded is now ready and playable, here are the complete abilitiers info:
- Special / Spacebar Ability
- This ability is separated from the rest, it can be used even in lvl 1
- Shoulder Charge: After attacking, Interact to dash forward and deal 35 Physical Damage and Displace the first enemy god hit. Cooldown 10s.
- Basic Attack
Deal 35 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 4 hit chain. Attacks in order of Mourning, Clarent, Clarent, Mourning with a 1, 0.75, 0.75, 1x swing time.
- Mourning Damage Scaling: 80% Strength and 40% Intelligence
- Clarent Damage Scaling:
- Clarent Damage Scaling:
- Range: 1.92m
- Cone Angle: 120 degrees
- Passive
Gain Wrath when hitting enemies and passively over time. At 40 and 80 Wrath, gains access to Ultimate abilities.
NOTE 1: Hitting enemy gods with abilities provides 2 Wrath and 1 for basic attacks.
NOTE 2: Hitting enemy minions provides 1 Wrath.
NOTE 3: Gain 1 Wrath every 4s. passively.
NOTE 4: Wrath can only be gained once per ability per enemy hit.
- Ability 1
Slash to deal 75 Physical Damage to enemies in front of you, then Slam to deal 84 Physical Damage to enemies in an area. Deal Bonus damage or Heal based off basic attack chain.
NOTE 1: Line attack deals Bonus damage on hit if Mourning is next in the basic attack chain.
NOTE 2: Line attack Heals you on hit if Clarent is next in the basic attack chain.
NOTE 3: Lower healing on hitting enemy minions.
NOTE 4: Line attack Heals you on hit if Clarent is next in the basic attack chain.
- Slash Damage: 55/80/105/130/155
- Slash Damage Scaling: 45% Strength
- Slam Damage: 55/80/105/130/155
- Slam Damage Scaling:
- Bonus Damage: 30% Protections
- Heal: 35% Protections
- Minion Heal: 5/10/15/20/25
- Slash Radius: 4m
- Slash Angle: 90 degrees
- Slam Range: 4m
- Slam Radius: 0.75m
- Cooldown: 12/11.5/11/10.5/10s
- Cost: 45/50/55/60/65
- Ability 2
Deal 72 Physical Damage to enemies around you, then gain increased Attack Speed and Movement Speed. During this time, basic attack hits on enemies reduce their Physical Protections and increase your own.
- Physical Protection buff and debuff stacks up to 4 times.
- Physical Protection buff and debuff stacks up to 4 times.
- Damage: 50/90/130/170/210
- Damage Scaling: 50% Strength and 40% Intelligence
- Attack Speed: 40%
- Movement Speed: 12/14/16/18/20%
- Physical Protection: 4/5/6/7/8
- Buff Duration: 4s
- Physical Protection Reduced: -4/-5/-6/-7/-8
- Debuff Duration: 4s
- Attack Speed: 40%
- Radius: 3.2m
- Cooldown: 14s
- Cost: 50/55/60/65/70
- Ability 3
Fire a projectile that deals 55 Physical Damage and Slows enemies. Enemy gods hit in the center of the projectile are debuffed and take 460 Bonus Physical Damage as they move.
- Enemy gods are damaged for every 1.25m they move.
- Minions take damage over time instead of due to movement.
- Minions take damage over time instead of due to movement.
- Damage: 55/85/115/145/175
- Damage Scaling: 50% Intelligence
- Bleed Damage: 20/25/30/35/40
- Bleed Damage Scaling:
- Minion Damage: 10/15/20/25/30
- Minion Damage Scaling:
- Slow: 30%
- Debuff Duration: 3s
- Bleed Damage Scaling:
- Range: 9.6m
- Radius: 0.6m
- Inner Radius: 0.2m
- Cooldown: 12s
- Cost: 40/50/60/70/80
- Ability 4
- Heart Slash
Deal 111 Physical Damage to enemies, Rooting the first enemy god hit, starting a brief Channel. While Channeling you gain a {Shield} Health Shield, Heal over time for 10 Health and the Rooted enemy repeatedely takes 30 Physical Damage.
NOTE 1: Ability repeatedly deals damage every 0.3s. over 1.5 seconds.
NOTE 2: You are Slowed while Channeling.
NOTE 3: You are Slowed while Channeling.
NOTE 11: You are Slowed while Channeling.
- Damage: 80/130/180/230/280
- Damage Scaling: 70% Strength
- Damage Per Tick: 30/40/50/60/70
- Damage Scaling Per Tick:
- Heal: 10/20/30/40/50
- Heal Scaling:
- Shield Health: 160/200/240/280/320
- Range: 6m
- Radius: 1m
- Cooldown: 20s
- Cost: 40
- Heart Slash
- Pursue the Weak
Charge forward after a brief buildup, traveling through walls, stopping on the first enemy god hit dealing 183 Physical Damage and Stunning all enemies in an area. After a short delay, you Displace yourself and Stunned enemies, repeatedly dealing 77 Physical Damage.
NOTE 1: Charge lasts 4 seconds but will continue if within a wall, ending immediately when possible.
NOTE 2: You gain vision of all enemies around you while Charging.
NOTE 3: If no enemy gods are able to be Displaced, the follow-up attack will not start.
NOTE 4: If no enemy gods are able to be Displaced, the follow-up attack will not start.
- Damage: 150/200/250/300/350
- Damage Scaling: 75% Strength and 75% Intelligence
- Damage Per Tick: 70/90/110/130/150
- Damage Scaling Per Tick:
- Stun Duration: 0.5s
- Stun Duration: 0.5s
- Radius: 3.2m
- Cost: 80
Jing Wei
- Bassic Attack
Fire a projectile that deals 44 Physical Damage to the first enemy hit.NOTE 1: Projectile stops on first target hit, and does not pass through walls.
NOTE 2: Projectile stops on first target hit, and does not pass through walls.
NOTE 4: Projectile stops on first target hit, and does not pass through walls.
- Damage Scaling: 100% Strength and 20% Intelligence
- Range: 8.8m
- Radius: 0.48m
- Passive
When exiting the fountain, fly into the sky while constantly moving forward. Select a landing location early or descend when the duration expires.
NOTE 1: This abilty can be canceled before ascending.
NOTE 2: You will not ascend if firing basic attacks when leaving the fountain.
NOTE 3: Jing Wei is fully CC Immune during buildup, ascent, flight, and descent.
- Buff Duration: 5s
- Buff Duration: 5s
- Ability 1
Create a Gust of Wind that deals 91 Physical Damage to enemies and Displaces enemy gods when they enter it. Enemies that stay within the area take 12 Physical Damage. Gain increased Attack Speed while in the outer area of the Gust.
NOTE 1: The Attack Speed buff is constantly refreshed while in the outer area.
- Damage: 60/105/150/195/240
- Damage Scaling: 70% Strength
- Damage Per Tick: 10/20/30/40/50
- Damage Scaling Per Tick:
- Buff Duration: 6s
- Range: 10.4m
- Radius: 1.6m
- Outer Radius: 3.2m
- Cooldown: 13/12.5/12/11.5/11s
- Cost: 40/50/60/70/80
- Ability 2
Your next 3 basic attacks are wider, have increased damage scaling, and explode on the first enemy hit. You gain increased Critical Strike Chance while this ability is active. This ability can gain multiple charges.
NOTE 1: This ability goes on cooldown immediately on use.
- Crit Chance: 3/6/9/12/15%
- Ability Charges: 1/2/2/3/3
- Range: 8.8m
- Radius: 0.96m
- Explode Radius: 1.28m
- Cooldown: 12s
- Cost: 50
- Ability 3
Dash forward and gain increased Strength. Gain a charge of Explosive Bolt. This ability can be used while Displaced.
NOTE 1: Dash range is longer when used while Displaced.
NOTE 2: You can turn while Dashing.
NOTE 3: You can turn while Dashing.
- Strength: 10/15/20/25/30
- Strength: 10/15/20/25/30
- Dash Range: 5.6m
- Bonus Range: 8.62m
- Cooldown: 18s
- Cost: 40/50/60/70/80
- Ability 4
Dash forward and into the sky, dealing 237 Physical Damage to enemies beneath you. Select a landing location or wait to Dash backwards, dealing damage to enemies again before choosing a new landing location.
NOTE 1: Jing Wei is fully CC Immune during buildup, ascent, flight, and descent.
- Damage: 200/280/360/440/520
- Damage Scaling: 85% Strength
- Range: 11.2m
- Radius: 2.4m
- Cooldown: 90s
- Cost: 100
Cosmetics & Others
- They added Daily rewards. Giving Diamonds for each day.
For the moment there’s no track of Legacy gems, only diamonds are shown- Skins are purchasable with diamonds, with a CRAZY HIGH prices, we’re talking of 1800, 2600 and even 3600 diamonds
- Remember that datamining can change to real release, or maybe the dollar-diamond ratio is now higher, which means we get more diamonds per dollar compared to smite 1.
- Sol’s meltdown skin was added, if i’m not mistaken it’s priced at 1800 diamonds.
- When you have legacy gems, some skins will be able to be purchased at half price, meaning that if the skin costs 1800 Diamonds, it will be 900+900
- For the moment it’s unclear how it works, if only some tiers are available or it’s hi-rez choice.
- Profile is being added with some content like Badges, titles and global emotes which are obtainable with Mastery passes among other ways.
- Titles are shown during the loading card
- Mastery Passes (Ascension pass) are being added for each god
- Level 0: Automatically unlocked once purchase, shadow skin (Shiny black shadow around the character)
- Level 1: Free – Clap emote + 10 diamonds
- Level 2: Reward – Objectives destroyed tracker
- Level 3: Free – God Assists Tracker + 20 diamonds
- Level 4: Reward – Changes with each god, a tracker of something with that character, may be an ability, passive, etc.
- Level 5: Free – Onyx (Free, black and gold style) and Opal Skin (Reward with pink style) + 30 diamonds
- Level 6: Reward – Global emote
- Level 7: Free – Wave emote + 40 Diamonds
- Level 8: Reward – God title for loading card
- Level 9: Free – God kills Tracker + 50 diamonds
- Level 10: God mastery badge (free) + 75 diamonds (reward) + Radiant skin (reward, shiny gold and white) + Card FX (Reward)
Ranked
- Ranking System
- Rating System (SR) is basically similar to MMR.
- SR starts at 0, making you progress upwards.
- Uncapped with a top 100 after 5000, which move to Deity rank.
- Clay: From 0 to 199
- Amber: From 200 to 799 SR
- Bronze: From 800 to 1399 SR
- Silver: From 1400 to 1999 SR
- Gold: From 2000 to 2599 SR
- Platinum: From 2600 to 3199 SR
- Diamond: From 3200 to 3799 SR
- Obsidian: From 3800 to 4399 SR
- Master: From 4400 to 4999 SR
- Demigod: From 5000 to 5499 SR
- Deity: From 5500
- Matchmaking
- Solo players are matched with other solo players
- Parties of 2,3 and 5 are matches against other parties.
- Parties of 4 cannot queue.
- SR gains and losses are reduced when playing in party to balance different ratings, they want solo queue to be the best way to climb ranking.
- 25% SR reduction if top and bottom players in the party have a difference of 1200 SR. Reduction can scale up to 75% for each 600 SR difference.
Social
- Voice chat is being added with vivox, it’s actually working and enabled.
Ascension FX Frames
Ascension Global Emotes
Ascension Badges