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.
Datamining posts are now integrated into smite2.live, if you’re seeing this post in the old blog, you can go to s2l news section and find about datamining.
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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.
OB34 – Revealing next post (25 -> 40% Chance) [Hunter]
OB35 – Horus (25% Chance) [Warrior] -> WIP Model Below
Gods receiving some work but we’re not sure if really coming soon
Ishtar
Updated with more animations added
Skadi
The pet behaviour is currently working! Still WIP but you can already send the pet to attack
Delayed Gods
This section will hold gods we guessed to be released and received a lot of work but were delayed/canceled.
Hastur -> Last post with his info -> Old Model Below
King Arthur -> Arthur will remain here until new movement is added, as he requires it. -> WIP Model Below
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.
Gilgamesh (WIP)
Rat (WIP)
Rat (WIP)
Atlas (WIP)
Atlas (WIP)
Ishtar (WIP)
Ishtar (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
Gilgamesh
Aspect of the Wind Wall
Winds of Shamash becomes a standard, rankable ability that deploys a rectangular wind wall segment. The wall transforms based on your next ability use, and grants you a buff.
Wall segment transforms with A01/A02/A03. Grants buffs.
Passive: Gain a buff based on your most recent wall transformation.
Sun-forged Scimitar: Attack Speed
Drop Kick: Tenacity
Hero’s Advance: Pathfinding
Ability 1:
Ignite your sword for 3s. Enemies around the ignition take Physical Damage and are Slowed for 2s.
Lane minions take 40% increased damage
Your Attacks deal bonus Physical Damage and extend by 0.8s per hit, up to 6s
You gain HP5 per rank
When used, ignites Winds of Shamash if possible
Ability 2
Drop kick an area in front of you, dealing Physical Damage to enemies. The closest enemy is launched through them, taking bonus Physical Damage when hitting a minion or Physical Damage and Stunned when hitting a god or wall. Launched enemies hitting Winds of Shamash are Knocked Back toward the center of the ring.
When used, solidifies Winds of Shamash if possible
Ability 3
Leap to a target location, dealing Physical Damage on impact. Create a beacon for 5s.
Center sweet spot applies increased Damageto enemies
Allies moving toward the beacon gain Movement Speed, halved once inside
When used, enables Winds of Shamash to Launch allies if possible
Ability 4
Create a 6s wind wall segment at a target location. Enemies walking through are Slowed. Enemies in the wall take Physical Damage every 0.5s. Attacking or Drop Kicking someone into the wall Knocks Back them.
First use of A01, A02, or A03 transforms the wall. Refire to lock or bring down.• A01: Fire wall, heavy Damage over Time to those passing through or standing in it
A02: Solid wall, physical blocker (2s)
A03: Launches allies in their movement direction
A01/A03 extend to 4s if less than 4s remains when transformed
This is a standard ability and can be ranked at normal ability levels.
The wall deals damage only to enemies inside it over time.
Multiple wall segments can be active at once.
The wall transforms only once. Only transforming grants the passive buff; locking prevents transformation.
Transformable Wall Segment
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.
Ratatoskr
Acorns
Acorn: Strength and Health
5 Physical Power
100 Max Health
Acorn 2: Strength and Health Tier 2
15 Physical Power
75 Max Health
Acorn 3 A: Shorter dash that passes through enemies. Cooldown resets on hitting enemy gods that are not marked
Physical Power: 45
Max Health: 150
Talent: After hitting an enemy god, they are knocked back and explode after a delay
Acorn 3 B: Ability is changed – Now fires projectiles outwards in a circle that return back to you
Physical Power: 45
Max Health: 150
Talent: Hitting an enemy restores health and provides protections, this ability has 2 charges
Acorn 3 C: Projectiles now stick to enemy gods and explode after a delay
Physical Power: 45
Max Health: 150
Talent: Enemies are debuffed and take more damage from you. This ability fires 5 projectiles
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