Wednesday , 18 December 2024

Smite 2 January Patch Datamining – Aladdin Reveal, Mulan & Geb Abilities

Smite 2 January Patch Datamining

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.

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Changelog

  • Added previous CA8 datamining
  • Added Aladdin Images
  • Added Hua Mulan
  • Added Geb

Smite2Live

Join Smite 2 Live server if you’re interested in new features or want to give feedback

Voices of Smite

Voices of Smite allows you to listen all sound files from deities and skins. It also features a VGS simulator so you can practice VGS commands.

New Skins / Cosmetics

  • SWC Event
    • 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
    • Area ability
    • Magical Scaling: 85%
    • Heal Scaling: 10%

Deity 133 – Aladdin

  • Voice Pack 
  • Title
    • The Sultan
  • Basic Attack
    • Deals Magical Damage
  • Passive – Three Wishes
    • 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

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