Sunday , 9 February 2025

Smite 2 Open Beta 1 Datamining – Princess Bari, More Talents, Achilles and Rama Abilities

Smite 2 Open Beta 1 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.

Join Discord or  for up to date news

Remember Post is also added to Reddit, I use it as main comment source! – Link to Reddit Post 

Changelog

  • Added previous OB datamining
  • Added Achilles Info
  • Added Rama Info
  • Added more talents
  • Added Princess Bari Info

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

  • Unknown Patch
    • Amaterasu – Unknown (Skin 3)
    • Athena –  Queen of Pain (Skin 3)
    • Bacchus – Barbarian (Skin 3) – Unreleased in Smite 1
    • Mordred – Lich (Skin 1) – Smite 2 Only Skin
    • Sol – Unknown (Skin 2) – Unreleased in Smite 1
    • Susano (Skin 1)
    • Zeus – Dark Heart (Skin 2)

Pink text highlights what’s new from this pts datamining vs what remains from previous datamining.

General

  • Wandering Market Event (Season Shop)
    • This is the first Wandering Market for SMITE 2! Welcome to the Bazaar!

Aspects

  • Ares
    • Aspect of Reverberation
      • Ability 1
        • Call To Arms no longer buffs allies. Instead, Ares’ next Basic Attack strikes with his Shield, stunning the target and reverberating bonus Basic Attack damage to nearby enemies.
      • Ability 2
        • You gain Magical and Physical Protections and Basic Attack Damage. Use your Shield for your next Basic Attack, Stunning the target and dealing bonus  Magical Damage to nearby enemies. Damaging enemy gods increases the duration and the effects of this buff.
          • Bonus damage can Critically Strike and apply Basic Attack Item Effects.
  • Hun Batz
    • Aspect of Disruption
      • Ability 1
        • Overhand Smash Stuns gods hit by it, but deals reduced damage. Sacred Monkey repeatedly hits the first target, applies a STR and INT debuff, but deals reduced damage.
  • Sobek
    • Aspect of Prey
      • Ability 1
        • Dash forward. Enemies hit take Magical Damage. Sobek displaces enemies hit forward.
        • You are Displacement Immune while dashing
      • Ability 3
        • Strike in front of you. This strike deals Magical Damage in a cone and applies Disease, reducing healing received for 5s.
        • Enemies diseased take Bonus Magical Damage, take Reduced Healing, and can spread the disease for 2.5s
        • Each enemy god or Jungle Monster hit by the cone reduces this ability’s cooldown by 1s and Heals you, up to 4
  •  Yemoja
    • Aspect 1
      • Works with Passive
      • Ability 1 Debuff, has 4 stacks, not sure what it does.
  • Vulcan
    • Aspect of Fortification
      • Ability 1
        • Being near one of your turrets grants you and the turrent increase protections and health regen. Backfire and Magma Bomb have lower Intelligence Scaling.
      • Ability 3
        • Lob a projectile that explodes on impact with the ground, dealing  Magical Damage and Displacing enemies in the area. Enemies are displaced up and away from the explosion

 

Deity 134 – Princess Bari

Bari is the next deity after Aladdin.

 

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.
  • Korean Pantheon now confirmed
  • Bari is named Princess Bari
  • Basic Attack
    • Physical Damage
    • Projectile Basic Attack
    • Range: 8.8 m
  • Ability 1 – Spirit Bell
    • It’s a deployable
    • It has a rise and fall movements and something else on it’s spike.
    • While it’s in movement it also modified the alpha, so it’s probably semi-transparent or some kind of spirit/ghost effect
    • Can be refired
    • When the spike is reached, it seems to attack.
  • 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%

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%.
  • Open Beta 1 – 21th January
    • Cabrakan (100%) -> Abilities below
  • Open Beta 2+
    • Achilles (100%) -> Abilities below
    • Hun Batz (100%) -> Abilities below
    • Rama (100%) -> Abilities below
    • Vulcan (100%) -> Abilities below
    • Order should be: Vulcan + Hun Batz -> Rama + Achilles
  • Open Beta 3+
    • Artemis 
    • Awilix
  • 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
    • Arachne
    • Arthur
    • Atlas
    • Cerberus
    • Chang’e
    • Charybdis
    • Cthulu
    • Discordia
    • Freya
    • Ganesha
    • Gilgamesh
    • Guan Yu
    • Heimdallr
    • Hel
    • Horus
    • Hou Yi
    • Ishtar
    • Ne Zha
    • Janus
    • Kali
    • Kuzenbo
    • Mercury
    • Merlin
    • Ratatoskr
    • Scylla
    • Skadi
    • Sylvanus
    • Sun Wukong
    • Surtr
    • Tsukuyomi
    • Tyr
    • Xbalanque

  • Achilles

    • Basic Attack
    • Passive
      • Choose to wear armor or forgo it. Wearing armor grants bonus Health and Protections, while forgoing it grants bonus Movement Speed and Strength.
        • Swap between armor states by using Basic Attacks while the Passive targeter is active inside the Fountain.
    • Ability 1
      • Punch forward with your shield, dealing Physical Damage and stunning enemies in a short cone. The force of the shield radiates further, dealing reduced damage.
        • The radiated force deals 70% Damage.
        • Non-God targets take 115% Damage.
      • Cooldown: 13 to 11s
    • Ability 2
      • You are blessed by the Gods, gaining bonus Strength, Protections, and Crowd Control Reduction for a short duration. Damaging enemies with abilities during this time heals you.
        • When armored, the Gods’ blessings also grant you a Physical Shield.
        • When unarmored, hitting an enemy god with your attacks from behind reduces their Protections.
      • Cooldown: 12 to 8s
    • Ability 3
      • Dodge in your current direction and ready your spear to strike enemies for Physical Damage. Hitting an enemy god with the strike allows you to recast the ability once before it goes on cooldown.
        • When armored, striking an enemy god with your spear slows them, stacking up to 2 times.
        • When unarmored, the speed of your dodge is doubled.
      • Cooldown: 13s
    • Ability 4
      • Prepare briefly, then dash forward, dealing Physical Damage to enemies and Executing gods that are low health. Killing a god allows you to recast this ability up to five times. Each kill exposes your heel, increasing your damage taken.

Cabrakan

  • Passive
    • You and nearby allies take reduced damage. Deal increased damage to enemies that damage you or your nearby allies.

      • Damage Mitigation: 3%
      • Damage Increase: 3%
      • Debuff Duration: 4s
      • Radius: 4.8m
  • Ability 1
    • Become enraged, increasing your Movement Speed and Attack Speed. While active, your next successful Basic Attack will Stun and deal bonus 65/105/145/185/225 [40% Intelligence and 60% Strength ] Magical Damage. • Gain Haste and Immunity to Slows and Roots while this effect is active.

      • Cooldown: 14s
      • Cooldown: 14s
      • Damage: 65/105/145/185/225
      • Damage Scaling: 40% Intelligence and 60% Strength
      • Stun Duration: 0.8s
      • Attack Speed: 70%
      • Movement Speed: 15/20/25/30/35%
      • Buff Duration: 5s
      • Cost: 50/55/60/65/70
      • Cooldown: 14s
      • Cost: 50/55/60/65/70
  • Ability 2
    • Clash your shields, unleashing a concussive blast that deals 65/115/165/215/265 [50% Intelligence ] Magical Damage. Taking damage charges your shields, granting Protections. • At Max Stacks, gain access to Enhanced Refraction Shield on a separate cooldown. • Enhanced Refraction Shield’s concussive blast deals 65/115/165/215/265 [70% Strength ] Magical Damage and Stuns enemies. • Restores Mana per enemy hit by Refraction Shield, or Health per enemy hit by Enhanced Refraction Shield.

      NOTE 1: Cannot gain access to Enhanced Refraction Shield when it is on cooldown.

      • Damage: 65/115/165/215/265
      • Damage Scaling: 50% Intelligence
      • Enhanced Damage Scaling: 70% Strength
      • Mana Restore: 10/14/18/22/26 per Target
      • Heal: 10/14/18/22/26 per Target
      • Protections: 3/4/5/6/7
      • Buff Duration: 8s
      • Max Stacks: 5
      • Range: 3.2m
      • Cone Angle: 120 degrees
      • Cooldown: 12s
      • Enhanced Cooldown: 12s
      • Cost: 10
  • Ability 3
    • Repeatedly slam the ground, Trembling and dealing 18/28/38/48/58 [35% Intelligence ] Magical Damage to enemies every 0.5 seconds while pulling them toward you in a Vortex. • Refire for a stronger quake that deals 50/90/130/170/210 [50% Strength ] Magical Damage and Cripples enemies, and incurs an increased cooldown.

      NOTE 1: Maximum channel duration of 10 seconds.

      NOTE 2: Cost incurred for each slam.

      NOTE 3: Cost incurred for each slam.

      • Damage: 18/28/38/48/58
      • Damage Scaling: 35% Intelligence
      • Refire Damage: 50/90/130/170/210
      • Damage Scaling: 50% Strength
      • Tremble Duration: 0.6s
      • Cripple Duration: 1s
      • Radius: 4.8m
      • Cooldown: 4s
      • Refire Cooldown: 12s
      • Cost: 20/30/40/50/60
  • Ability 4
    • Stomp the ground to create a fissure that deals 150/250/350/450/500 [60% Intelligence and 80% Strength ] Magical Damage to enemies in its path. From the fissure, five pieces of earth erupt to form a wall. • Refire the ability to destroy all pieces at once.

      NOTE 1: Wall pieces can last up to 15 seconds if not destroyed.

      NOTE 2: Wall pieces each have 3 Hit Points, an enemy Basic Attack will deal 1 Hit Point per hit.

      NOTE 3: Your basic attacks will deal 3 Hit Points, instantly destroying a piece of the wall.

      • Damage: 150/250/350/450/500
      • Damage Scaling: 60% Intelligence and 80% Strength
      • Range: 5.6m
      • Radius: 4m
      • Cooldown: 90/85/80/75/70s
      • Cost: 50/55/60/65/70
  • Hun Batz

    • Basic Attack
      • Has a 3 hit chain. Attacks in order of 1, 0.75, 1.25x damage and swing time.
    • Passive
      • After using an ability, Hun Batz’s next Basic Attack will deal increased damage, or next Ability will deal bonus Physical Damage. 
    • Ability 1
      • Leap forward, dealing 65 to 225 [70% STR] Physical Damage and Slowing enemies in the area where you take off and where you land.
      • Enemies hit by both areas take 25% damage from the 2nd hit. 
      • Slow: 20%
      • Slow: 2s
      • Cooldown: 13 to 11s
    • Ability 2
      • Channel for a short duration, and repeatedly apply a stacking Physical Protection debuff to enemies in front of you. At the end of the Channel, deal 85 to 305 [95% STR] Physical Damage to enemies in front of you.
      • Channel for a short duration, and repeatedly apply Physical Protection debuff to enemies in front of you that stacks up to 4 times. At the end of the Channel, deal  85 to 305 [95% STR] Physical Damage  to enemies in front of you.
      • While channelling you are Displacement Immune and Immune to strafe and backpedal movement penalties. 
      • Prot Debuff Per Stack: 2 to 6
      • Cooldown: 12 to 8s
    • Ability 3
      • Throw a projectile monkey that deals 80 to 300 [70% STR]  Physical Damage to any enemies it hits. After hitting an enemy it will bounce to nearby ones. Reactivate this ability to Teleport to the most recently hit enemy. 
      • Cooldown: 13s
    • Ability 4
      • Create a Totem that repeatedly Fears and deals 50 [15% STR] Physical Damage to all enemies around it. 
  • Rama

    • Passive
      • Your Astral Quiver generates an Astral Arrow every 12s.
      • Each Basic Attack hit reduces the time to generate an Astral Arrow by 2s.
      • The first time a fired Astral Arrow hits an enemy, it has a chance to drop to the ground.
      • Dropped Astral Arrows last for 10s, and picking one up restores 10 Mana.
        • Your third successful Basic Attack on an enemy god will generate an Astral Arrow
        • You can hold up to 5 Astral Arrows.
        • You always respawn with a full Astral Quiver.
    • Ability 1
      • Switch to a more powerful arrow that deals an additional Physical Damage, pierces, and Slows enemies. While this ability is active, each Basic Attack consumes 1 Astral Arrow and Mana.
        • This ability allows your Basic Attacks to pass through all enemies and walls.
        • This ability’s bonus damage is reduced by 20% to each target hit after the first.
        • You cannot toggle this ability if you have no Astral Arrows.
    • Ability 2 
      • Focus your mind and gain increased Attack Speed.
      • When activating this ability, if there are any dropped Astral Arrows within 8.8m of you, automatically collect them.
      • While this buff is active, every third successful Basic Attack on an enemy god will immediately generate an Astral Arrow.
    • Ability 3
      • Roll in the direction you are currently traveling.
      • For the next 5s after rolling, your next Basic Attack will have Haste and consume an Astral Arrow, Crippling all enemies hit and dealing an additional Physical Damage.
    • Ability 4
      • Launch yourself into the air for up to 5s and shoot 3 powerful arrows at the ground, with each successive shot dealing increasing Physical Damage while decreasing in size.
      • Each time you pick up an Astral Arrow, the cooldown of this ability is reduced by 0.4s.

 

  • Vulcan

    • Passive – Master Craftsman
      • Vulcan has access to a variety of Mods in the item shop that affect his abilities. There are 3 sets of mods available at different levels. You can only have one Mod from each set.
      • Hitting an enemy god with an ability grants you increased Movement Speed and Mana Regen for 5s.
        • Set 1 – Can be built at level 1
          • Dual Mod – Gain access to the Thumper ability by alternating between an Inferno Cannon and Thumper each ability activation. Thumper’s Rank will match Inferno Cannon’s. Cooldown 12s.
          • Alternator Mod – Gain access to the Thumper ability in your first consumable slot. This will occupy this slot for the entire game. Thumper’s Rank will match Inferno Cannon’s. Cooldown 20s.
          • Efficiency Mod – Do not gain access to the Thumper ability, instead your passive grants 10 CDR in addition to the other effects when triggered.
        • Set 2 – Requires level 7
          • Resonator Mod – Thumper gains 150 increased HP and applies an 10/15/20/25/30% Attack Speed debuff for 3s on hit.
          • Shrapnel Mod – Inferno Cannon applies additional damage over time on hit. Hits 6 times over 3s for 3/6/9/12/15 + 2% INT per hit.
          • Thermal Mod – Increase the base damage by 20 and Intelligence scaling by 10% on Backfire and Magma Bomb.
        • Set 3 – Requires level 14 
          • Surplus Mod – Thumper gains 300 increased HP and applies a 10/20/30/40/50 Physical and Magical Protection buff to allied gods hit for 3s.
          • Masterwork Mod – You can have 2 Inferno Cannons deployed at the same time.
          • Seismic Mod – Earthshaker Trembles enemies it hits for 2s.
    • Ability 1 – Backfire
      • Fire a projectile that causes you to Dash back and deal 90 to 250 [70% Scaling] Magical Damage to all enemies it hits, marking the first god that is hit.
      • Inferno Cannons will prioritize hitting the marked god and deal {Mark %}% more damage to them.
      • Thermal Mod Damage: 110 to 270 [80% Scaling)
      • Cooldown: 9 to 7s
      • Cost: 40 to 60
    • Ability 2 – Inferno Cannon
      • Create an Inferno Cannon that shoots projectiles every 1s at an enemy in front of it, dealing 45 to 145 [40% INT Scaling] Magical Damage.
      • It lasts until destroyed or another is placed .
      • Inherits Vulcan’s penetrations but in addition to having 25% base Penetration.
      • Does not trigger item effects 
      • Shrapnel Mod Base Damage: 3 to 15
      • Shrapnel Mod INT Scaling: 2%
      • Shrapnel Mod Duration: 3s
      • Cooldown:
      • Cost: 50 to 70
    • Ability 3 – Magma Bomb
      • Lob a projectile that explodes on impact with the ground, dealing 80 to 280 [80% INT Scaling] Magical Damage and Displacing enemies in the area.
      • Enemies are displaced up and away from the explosion
      • Thermal Mod Damage: 100 to 300
      • Thermal Mod Damage Scaling: 90%
      • Cooldown: 10s
      • Cost: 50 to 70
    • Ability 4 – Earthshaker
      • Launch a projectile that explodes on impact with the ground, dealing 300 to 700 [130% Scaling] Magical Damage enemies in the area.
      • Deals more damage the further it travels.
      • Seismic Mod Tremble Duration: 2s
      • Cooldown: 90 to 70s
      • Cost: 80 to 120
    • Ability 5 – Thumper XXV
      • Create a Thumper that pulses out an attack around it every 1s that deals Magical Damage to all enemies in the area. 
      • Thumper has a base HP from 220 to 540

About FAERayo

Datamining Smite since 2013 and Paladins since 2015. Game dev

Check Also

Smite 2 Open Beta 1 Datamining – Vulcan, Hun Batz Full Abilities and More Talents

Smite 2 Open Beta 1 Patch Datamining

Share This