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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Pink text highlights what’s new from this pts datamining vs what remains from previous datamining.
Loki Charms
Loki Charms
Loki Charms
Loki Charms
Loki Charms
Loki Charms
Loki Charms
Loki Charms
Sol The Magnificent
Sol The Magnificent
Sol The Magnificent
Sol The Magnificent
Sol The Magnificent
Sol The Magnificent
Sol The Magnificent
Sol The Magnificent
Artio The Bear Goddess
Artio The Bear Goddess
Artio The Bear Goddess
Artemis Warrenborn
Artemis Warrenborn
Artemis Warrenborn Tusky
Bellona Skin
Bellona Skin
Arthur Skin 2 (No Lights)
Yemoja Skin (No Lights)
King Arthur Twisted Nightmare
King Arthur Twisted Nightmare
General
[EXPERIMENTAL] New Jungle Mechanic – Gold Fury Variants
NOTE: As this feature was experimental and for the moment doesn’t seems like it’s coming, we will remove this info next post. If it comes back we’ll add it again.
At this moment it’s unknown when or what triggers the different gold fury, probably pretty close to how League of Legends Drake works, which starts to rotate randomly after 2nd kill.
New Elder Gold Fury
Note: This might just be the old gold fury remnants
Has different Stats
Debuffs Tower on Kill
New gold fury elemmental variants are introduced
Default
Cosmic
Earth
Fire
Lightning
Should do more damage than basic gold fury
Has a strong Knockback
She’s Faster
Has less cooldown for attacks
Nature
This one is hard to read, so we are unsure about what it does.
It uses grass or spawns grass (Not sure if it’s to move outside of gold fury spawn point)
Mentions a Pit, Pyro, Scorpion, Duo and solo Tier2 Tower
Nature Grass Regen: Heals 0.5% of max health every 1 second
Killing Gold Fury Buff
Unknown if gold fury buff changes depending on which gold fury variant we’re fighting, but seems likely.
Gold Fury Key: All doors are open to you
Gilded Armor: Gain +50 protections when near an enemy structure
Gilded Strength: Deal +25% bonus true damage against structures
Gilded Speed: Enhanced speed obtained from the gold fury from leaving fountain
Leadership Buff: Aura Buff that increases STR and INT
Key
Buff
Cosmic
Cosmic
Earth
Earth
Fire
Fire
Lightning
Lightning
Nature
Nature
God Release Schedule & Smite 1 Gods
This list is a prediction made by us of when the gods will be released.
100% means confirmed by Hi-Rez + official week date.
99% means confirmed by Hi-Rez + no official week date, but we are confident it’s the right order.
Above 50% means we are confident the god comes in that patch, but the order may not be correct.
Below 50% means we are not sure if the patch is correct.
2026 – Starting from OB26
OB30 – Charon (100%) [Guardian] -> Full Abilities Below
The Fur-gate is over! The drama was driving us nuts, but we finally have more than just a hair sample. After months of drama the rest of the squirrel is finally here.
OB33 – Horus (15 -> 25% Chance) [Warrior]
Evidences are there, but we’re not that confident yet. Next posts may switch Horus to ob35
OB34 – Atlas (10 -> 50% Chance) [Guardian]
OB35 – Revealed in next datamining post (5 -> 25% Chance) [Hunter]
Very low chance as the evidence is still too low and way too far, but there’s a real chance it’s coming.
Gods receiving some work but we’re not sure if really coming soon
Ishtar
More animations added, so she keeps getting updated
King Arthur
Just Added his model images, were missing.
Shall we release a gameplay video? Share us your love and opinion about this in twitter/discord/reddit.
Delayed Gods
This section will hold gods we guessed to be released and received a lot of work but were delayed/canceled.
King Arthur -> Arthur will remain here until new movement is added, as he requires it.
Shiva -> Shiva was expected to be released because it received a lot of work, but it was not continued
Baldr -> Brand new smite 2 gods were delayed, so he was moved to this section. He seems to be receiving new touches recently tho.
Note: Images below are taken sometimes from unfinished models, so quality is may grop compared with final product.
Charon
Charon
Charon
Gilgamesh (WIP)
Rat (WIP)
Rat (WIP)
Atlas (WIP)
Atlas (WIP)
Skadi
King Arthur
King Arthur
King Arthur
King Arthur
King Arthur
King Arthur
King Arthur
King Arthur
King Arthur
King Arthur
Pending gods
All Gods are now included, which does not mean they’re being fully worked on, remember it! But at least they have a chance now!
Ah Muzen Cab
Ah Puch
Ao Kuang
Arachne
Bastet
Baba Yaga
Bakasura
Bake Kujira
Camazotz
Chang’e
Charybdis
Chernobog
Chronos
Cliodhna
Cthulu
Cu Chulainn
Erlang Shen
Fafnir
Freya
Hachiman
He Bo
Heimdallr
Hel
Hera
Ix Chel
Ishtar
Kumbhakarna
Kuzenbo
Lancelot
Maman Brigitte
Martichoras
Maui
Nike
Nox
Olorun
Persephone
Raijin
Ravana
Serqet
Set
Surtr
Thoth
Tiamat
Terra
Tyr
Vamana
Xing Tian
Yu Huang
Zhong Kui
Deity 136 – Baldr
Baldr is the 136th Smite Deity, coming after Hastur.
There’s not much info, but files have some tags, which may not be 100% accurate at this early stage:
General
He’s being designed with some Chaac elements as template
Hybrid Carry
Jungle, Mid, Solo INT
Magical
Stats
Max Health: 668.4 -> 2595
Max Mana: 310 -> 1147
Health Regen: 1.83 -> 5.78
Mana Regen: 2.33 -> 7.26
Physical Protection: 20.4 -> 79.7
Magical Protection: 29.6 -> 59.3
Basic Attack Power: 45 -> 91
Attack Speed %: 1.42% -> 28.39%
Base Attack Speed: 1.02
Movement Speed: 375
Basic Attack
3 Basic Attack Combo
Magical Basic Attack
2nd and 3rd hit can hit multiple enemies
Passive
Death Immunity
Ability 1
Deployable attack
60º angle and 9.5m radius
Push enemies
Using Baron’s Samedi Ultimate Vortex as template FX
Ability 2
Inner & Outer Damage area
Cleanses Target
Ability 3
Attacks on multiple directions (Center, Left & Right)
Probably a cross without backward line
Ability 4
Leap
Charon
Ability 1
Damage: 80 to 200 (+45% INT Scaling)
Trail Damage Per Tick: 6 to 14 (+5% INT Scaling)
Silence: 1s
Hit Slow: 10 to 20%
Trail Slow: 15%
Cost: 60 to 80
Cooldown: 15s
Ability 2
Damage: 50 to 190 (+40% INT Scaling)
Shield Health: 40 to 140 (+2% Scaling)
Attack Speed Slow: 25%
Debuff: 3s
Cost: 60 to 80
Cooldown: 16 to 14s
Ability 3
Damage: 65 to 265 (+40% INT Scaling)
Root: 1s
Side Root: 0.5s
Cost: 60 to 80
Cooldown: 17 to 15s
Ability 4
Damage: 255 to 485 (+50 INT Scaling)
Protections: 20 to 40
Move Speed: 40%
Fear: 0.8s to 1.2s
Self Slow: 50%
Buff Duration: 3s
Cost: 100
Cooldown: 110s
Gilgamesh
Passive
Same passive with quests
Ability 1
Ignite your sword for 3s. Enemies around the ignition take 65 to 185 [+50%] Physical Damage and are Slowed for 2s. • Lane minions take 40% increased damage • Your Basic Attacks deal bonus Physical Damage equal to 3% of your max Health and extend the effect by 0.8s per hit, up to 6s • You gain HP5 per rank
Cost: 50 to 70
Cooldown: 12 to 10s
Ability 2
Drop kick an area in front of you, dealing 60 to 180 [+30%] Physical Damage to enemies. The closest enemy is launched through them, taking 25 to 85 [+20%] bonus Physical Damage when hitting a minion or 50 to 230 [+30%] Physical Damage and being Stunned when hitting a god or wall.
• Stun duration 1.2s • Player-made walls also trigger the burst damage and Stun
• If the launched enemy hits Winds of Shamash, they are thrown toward the center of the ring
Cost: 60 to 80
Cooldown: 14s
Ability 3
Leap to a target location, dealing 70 to 230 [+40%] Physical Damage on impact. Create a beacon for 5s. • Allies moving toward the beacon gain Movement Speed, halved once inside • Allies inside the beacon gain bonus Lifesteal, boosted by 10% of your highest Protection
Cost: 70
Cooldown: 16s
Ability 4
Call the winds of Shamash at a target location for 6s. Enemies inside when it starts take xxx [+x%] Physical Damage and are Slowed for 2s. Enemies in the ring take xxx [+x%] Physical Damage every 0.5s. Enemies trying to escape are heavily Slowed; if you damage a fleeing enemy, they are thrown toward the center. After 6s, the wind becomes thread, dealing xxx [+x%] Physical Damage and Rooting enemies still inside.
About FAERayo
Datamining Smite since 2013 and Paladins since 2015.
Game dev
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