This action might not be possible to undo. Are you sure you want to continue?
Season 3 Edition
Version: 3.11:Expelled from Hel
The Word of Thoth is your one-stop shop to all of the hidden mechanics and formulae within
Smite. Even if you think you’re pretty clever when it comes to Smite, there’s always at least 1
thing people find new from this!
Special thanks to HiRez Studios(specifically HiRezWeiss, PonPon and a few others) for their
co-operation in putting this together along with the many volunteers who have spent time
testing with me.
Structures + Minions
There are 3 main structure types in the game: Towers, Phoenixes and the Titan. This section
will cover both the stats and any special mechanics relating to it.
The towers are the first and second line of defence in Conquest, Joust, Siege and Assault,
and share a variety of characteristics.
Both the Tier 1 and Tier 2 tower have 2000 HP, with 150 protections. However, physical
damage is also reduced by a flat 15%, whilst magical damage on towers is increased by 20%.
Towers, Phoenixes and Titans all deal progressively more damage with each successive hit
on an enemy god, which can be shown through the formula
0.2? ∗ (? + 4) Where T is the hit number and D is the base damage of the structure.
This effectively means that the damage increases by 20% of the first shot each hit. Once
towers/phoenixes have fired, the shot cannot be dodged, but certain abilities can cause
them to time out if untargetable for long enough (Apollo’s Across the Sky, those targeted at
an Elemental Kaldr).
Tier 1 towers have 170 physical base damage, whilst Tier 2 towers have 230. Killing a Tier 1
tower will grant every player on the team 100xp and gold. Killing a Tier 2 tower will give
each player on the team 200 xp and 300 gold.
While there are no minions or pets within a certain range of the tower, towers will take a
flat 50% damage reduction.
Phoenixes are quite similar to towers, however there are some slight differences. They have
a base damage of 300, with the same scaling as towers. This is the same as the defence
turrets in Arena. They have a base HP of 2000(1500 in Joust/Duel), same as a Tower, but
regenerate 8 health per second. They also take the same amount of damage as a tower,
including backdoor protections.
Killing a Phoenix will grant each player on your team 150 gold, and spawn more powerful
fire minions in that lane. After 4 minutes, it will respawn with 500 HP and have it’s max HP
and damage reduced by 50%, dealing 150 base physical damage and 1000 max HP.
Titans: The Titans of Order and Chaos are the last objective in Smite, with varying stats
depending on how many defensive structures are on the map. The formula for how this
works is B + x(3p+t) where B is the base value, x is the increment in stats, p is the number of
phoenixes alive and t is the number of towers still alive.
Health has a base of 8000, increasing by 500 per tower and 1500 per phoenix alive. Physical
Power starts at 250, increasing by 20 per tower and 60 per phoenix. They have 60 base
physical and 45 base magical protection, increasing by 5 physical and 2 magical per tower,
or 15 physical and 6 magical per phoenix. However, if all phoenixes are alive, the Titan is
completely immune to damage and will regenerate 0.4% of their max HP per second.
Below is a table that will list the possible scenarios for the Titan’s stats. Bold indicates the
Titan is immune to damage, so the health values are only really theoretical.
Titans are completely immune to crowd control, critical hits and lifesteal, although heal on
hit abilities such as Restoration will work. If a Titan comes into contact with a player
deployable such as an Ymir wall or Odin cage, it will immediately despawn. The Titans are
also immune to attack speed debuff.
Minions are the most common enemy you’ll probably be fighting in the lanes, and are all
subject to a % damage mitigation as the game progresses. This % damage mitigation is 10%
+ 1% for every minute of game time, stacking to 50% damage mitigation at 40 minutes. This
only applies to damage from gods/pets, not structures/other minions.
Here are the stats of each minion type (some omitted):
17, 25 LH
12, 18 LH
17, 25 LH
17, 25 LH
12, 18 LH
17, 25 LH
Jungle Camps and Bosses
Before moving onto each individual jungle camp type and their stats, there needs to be a
quick explanation as to how each jungle camp scales.
Whenever a jungle camp or boss spawns, they have a certain ‘level’ based on the time of
the game, increasing in level by every 3 minutes for jungle camps, and every 1 minute for
bosses. These level increases will not take effect if you are in combat with the camp/boss as
the minute passes.
The formula for how the level escalation works on spawn is.
((???????????? − 1) ∗ 2) + 1
Where the DesiredLevel is 1 + however many escalations should’ve taken place. For
example, the Gold Fury spawns in at level 1, so the level on spawn is:
((1 − 1) ∗ 2) + 1 = 1
Alternatively, if you were to kill the Gold Fury and it would respawn at 6:20, the desired
level would be 7, therefore level on spawn would be
((7 − 1) ∗ 2) + 1 = 13
From this we can deduce that the final formula for a jungle boss/camp’s stats are
???? ???? + (((???????????? − 1) ∗ 2) + 1 + ?) ∗ ????????????
Where Base Stat is the camp’s level 0 stats, Desired Level is minutes after minions have
This guide will give you the Level 0 stats and how much they progress per level.
There are 3 buff-granting camps in the game, the Red, Orange and Blue buff. The red buff
has a large Cyclops and 2 smaller Cyclopes that deal physical damage, which grant a damage
buff, increasing your physical power by 5, magical power by 10, then increasing magical and
physical power by an additional 20% for 120 seconds. The camp will respawn 4 minutes
after the last creep in the camp has died.
The blue buff is defended by a large Mage Cyclops and 2 smaller mage Cyclopes, dealing
ranged magical damage, located near the tier 1 towers in the solo lane. The mana buff it
grants you gives you +10% Cooldown Reduction and 5 mana per second regeneration for 2
minutes. This camp will respawn 3 minutes after the last creep in the camp has died.
The orange buff is defended by a large Cyclops and 2 smaller Cyclopes dealing physical
damage. The buff it grants will give you +20% movement speed for 2 minutes, respawning 3
minutes after the last creature in the camp has been killed.
Then there are a variety of camps that give just gold and experience to the players that kill
them. There are two sets of harpy camps known as the ‘back harpies’ that are one Elder
Harpy and 2 Small Harpies, respawning 80 seconds after the last creep in the camp has died.
The ‘mid harpies’ are located on either side of the mid lane in between the two Tier 1
towers, and have 2 Elder Harpies on each, respawning 3 minutes after the last harpy in the
camp has been killed.
Finally, there are the Dire Boar camps, with one of these camps located on each side of the
duo lane. These consist of 2 boars. boar camps respawn 180 seconds after the last one in
the camp has died.
Lastly, there are the Fire Elementals, which are located in the Fire Giant pit. These are 3
small creatures that give you gold and experience for killing them, respawning 110 seconds
after the last of the three are killed.
Below are the Level 0 and (LevelScale) stats for each camp type(some information is
Protection Protection Reward(Solo) Reward(Solo)
535(+40) 20 Phys
180(+20) 8 Phys
180(+20) 5 Phys
The Gold Fury is the weaker of the two Jungle Bosses in Conquest, and can also be found in
Clash. She has 2700 HP at level 0 and spawns in at 0:10, 5 seconds after minions spawn in
Conquest, with 25 physical and magical protections, only scaling by 216 health per level,
meaning she will spawn in at 2916 HP.
The Gold Fury’s attacks do 140 physical damage each at 1 attack per second, and she has
50% lifesteal resistance and immunity to attack speed debuffs.
Killing the Gold Fury will reward every player on the team with 100 xp and 150 gold, plus an
additional 10 xp and gold for every minute on the game clock when she is killed, up to a
maximum of 250 xp and 350 gold. She respawns 5 minutes after being killed.
Bull Demon King
The Bull Demon King is the main jungle objective in the Joust and Duel game modes. It is
similar to the Fire Giant, giving you a powerful regeneration buff when killing it.
The BDK has 1900 base HP and gains 216 HP per level, meaning that when the BDK spawns
at 4 minutes he has 3844 HP. He also has 25 physical and magical protections. However, if in
a 1v1, he has 600 less health and 7 less of each protection.
He has a set rotation for his attacks, which is 4x Slam, dealing 140 physical damage followed
by his Fissure attack which is similar to the Fire Giant, creating a line that will explode,
dealing 400 magical damage. Killing it will give the Bull Demon King’s Might buff, giving you
0.8% HP and Mana Regeneration and disabling the enemy’s tower or phoenix, depending on
which is left, for 90 seconds. He also rewards the entire team with 100 xp and 150 gold.
The Fire Giant is arguably the toughest NPC in the game, and should be attempted as a team
not as a solo. He has 7000 base health and 130 scaling per level, alongside 100 physical and
50 magical protection. However, the Fire Giant’s HP according to the spawn formula is
determined 8 seconds before he is targetable, meaning that the FG’s ‘Desired Level’ at first
spawn is 10, not 11, giving him 9600 when he spawns in at 10 minutes.
He has 4 different attacks, used in a specific rotation.
The first two of his attacks are identical, with the exception of range: Mighty Swing and
Boulder Toss. He will use Mighty Swing if his target is in melee range, and Boulder Toss if
not. Both of these will deal 155 physical damage and apply a debuff that reduces damage by
20% and healing/regeneration by 40%.
The next attack he has is Magma Blast. He will slam his weapon on the ground, creating a
line of lava towards his target which slows anyone in it by 80% before diminishing returns
(see: Slow DR section). It will shortly explode, dealing 500 magical damage and knocking up
anyone hit by it. You can still use ranged basic attacks and sidestep it to dodge the
The final attack the Fire Giant has is the Molten Pools. He summons a pool of lava under
every player/pet in the pit, which will deal 225 magical damage every second. If standing in
multiple pools, you will be dealt damage for each one of them, which can ramp up very
The Fire Giant will always attack in a set repeating rotation:
3x Mighty Swing/Boulder Toss
3x Mighty Swing/Boulder Toss
4x Mighty Swing/Boulder Toss
Killing the Fire Giant will grant every member of the team that is alive the Fire Giant’s Might
buff. This gives you 50 physical power, 70 magical power, regenerates 0.8% of your
maximum HP and Mana per second and increasing your damage against Towers and
Phoenixes by 20% for 4 minutes. He will spawn 5 minutes after he has been killed. He will
also award 200xp and 150 gold to the entire team for killing him.
Protections, Damage Reduction and Penetration
Protections are your main form of damage reduction, and will reduce the amount of
damage that an enemy does with that damage type based on the following formula:
100 + ??????
After you take into account protections, there are also two other forms of damage
reduction that can be known as ‘true armour’. These are % and flat damage mitigation.
Examples of these would be Osiris’ Fragmented passive(physical mitigation only), Mark of
the Vanguard or Shell of Absorption. The order in which all of these are applied are as
2. % Damage Mitigation
3. Flat Damage Mitigation
As an example, if you were to be hit with an attack that dealt 1000 ‘raw’(before any
mitigation) magical damage, but you had 100 armour, you would be hit for 1000 ∗
= 500 damage.
However, if you were to also have a Mark of the Vanguard and Shell of Absorption giving
you an additional 45 armour, 5 flat mitigation and 15% damage mitigation, the damage you
receive would be 1000 ∗ (100+145 ∗ 0.85) − 5 = 341.93 damage.
There are three types of damage: Physical, Magical and True. Physical and Magical damage
are reduced by their respective protections and both forms of ‘true armour’. True damage
goes straight through enemy protections, but is mitigated by true armour.
There are ways to reduce an enemy’s protections. The most obvious example of this would
be armour penetration. Penetration ignores a certain number of the enemy’s armour when
calculating damage. For example, if I was attacking a target with 150 physical protection
when I had 25 physical penetration, then the damage calculations would be as if they only
had 125 physical protections. Penetration can come in both flat and % types. % Penetration
does not increase your flat penetration by that % value, but ignores that % of the enemy’s
The other form of penetration is armour reduction. This literally reduces the value of the
armour of the target, meaning that anyone dealing damage to them will be doing damage
calculations based on that lower value. This also exists in flat and % formats, such as Hel’s
Decay or Nemesis’ Divine Judgement abilities.
It is important to note the order in which these apply, as it changes how much armour a
target will have:
1: % Armour Reduction
2: Flat Armour Reduction
3: % Penetration
4: Flat Penetration.
To show how this would work, if there was a target with 300 armour at the start, then I
applied a 30% armour reduction whilst having 33% pen, the damage calculation would work
out as (300 ∗ 0.7) ∗ 0.67 = 140.7 armour. From this we can deduce that armour reduction
makes % penetration slightly less effective, although in some cases it will be negligible.
Total Effective Health/ ‘eHP’
Effective HP is how much damage you would need to kill you in terms of raw damage before
any mitigation, and a measurement of how useful your armour and extra health is to you. A
common example of how this works would be that if you have 1000 HP, but 100 armour
after mitigation, it would take the same number of 100 damage attacks to kill you as if you
had 2000 HP but 0 armour.
Without taking into account true armour, the formula for Total Effective Health or eHP is
?????? ?????????? ???????????
Lifesteal, as you’re probably aware, returns a % of the damage you deal as HP. There are
two types, Physical and Magical.
Both lifesteal types work based on the damage you deal, rather than the damage you are
expected to deal before mitigation.
If the damage you deal is more than the remaining health on the target you are attacking, it
will only heal for the % of the remaining health. If you deal 300 damage to a target with 150
health left, you will only steal Lifesteal% of the 150 rather than the 300 damage.
Magical Lifesteal applies to both magical basic attacks and abilities. However, if the ability is
considered AoE, then it has a 3 coefficient applied to it. If you had 30% lifesteal on an ability
such as Flame Wave, you would only heal for 10% of the damage done on each target.
Physical Lifesteal only applies to physical basic attacks, not physical abilities. The only
exception is Mercury’s Made You Look, which is treated as a basic attack and scales from
your physical basic attack power, and is subjected to the AoE coefficient (see Magical
Attack Speed is a relatively simple stat, but some people find it difficult to understand.
Attack Speed items show a percentage increase, such as 15%. That 15% is not equal to a
boost of 0.15 to your attack speed, but rather a 15% increase on your level 0 attack speed.
For example, Artemis has 0.95 base attack speed, and Bastet has 1.0 base attack speed.
Buying 25% attack speed on Artemis would give her a boost of 0.25 ∗ 0.95 = 0.2375,
whereas it would give Bastet a 0.25 ∗ 1 = 0.25 boost.
Reduction works in the same way, except in reverse. A 30% attack speed slow on a god with
0.9 base attack speed will have their attack speed reduced by 0.27, regardless of their
current attack speed.
Attack Speed can be said to be Cooldown Reduction for your basic attack. If you have 0.4 AS,
the lowest it can be brought to, you have a ‘refire time’ of 2.5s, which is determined when
you fire the attack. These are then modified by attack chain multipliers, so Ne Zha with 2.0
attack speed would take 0.5, 0.5, 0.66 and 1 second respectively to initiate each attack.
The formula for attack speed can be written as
???? ?????? ????? ∗ (1 + (?? ????????% − ?? ????????%)
Healing Increase and Reduction
The way healing increase works is identical to Attack Speed. Both increases and decreases
work on the base heal, so if you have a heal of 200 with 15% increased healing you would
heal for 200 ∗ 1.15 = 230.
However, if someone has 40% healing reduction whilst you have a 15% healing increase, it
would be 200 ∗ (1 + (0.15 − 0.4)) = 150 healing.
Hel’s passive is applied before this, and does not count as a boost to healing like Rod of
Asclepius or Gauntlet of Thebes.
Movement Speed: Diminishing Returns
As your movement speed increases, the amount of movement speed (MS) you will get from
additional movement speed will decrease due to diminishing returns (not the same as
diminishing efficiency which every stat suffers from).
Between 0 and 457 MS, and increase you have is normal, or 1x effectiveness. After this,
between 457 and 540.5, any increases have 20% diminishing returns, or 0.8x effectiveness.
Beyond 540.5 any MS increases have 50% diminishing returns, or 0.5x effectiveness.
The undiminished cap for MS is 1000. Substituting 1000 into the appropriate DR values
would get us:
457 + 0.8 ∗ (540.5 − 457) + 0.5 ∗ (1000 − 540.5)
⇒ 457 + 66.8 + 229.75 = 753.55
In certain cases you can get past the ‘soft’ cap of MS of 753.55, but they are very extreme
and for short duration. Certain abilities have a constant multiplier outside of movement
speed to them such as Cavalry Charge.
Movement Speed: Penalties
When looking at movement speed, there are a few penalties that need to be taken into
account when performing certain actions.
The main ones are for basic attacking, strafing and backpedalling.
These penalties are as follows:
Melee Basic Attack
Ranged Basic Attack
(100+Backpedal Speed)/2 %
Generally, the strafing penalty will be a 20% penalty, however there are certain cases i.e.
Medusa, who receives only 20% backpedal penalty and 0% penalty for strafing.
Only the highest of the penalties will be active at any one time, and are calculated after
diminishing returns(see below): A Neith with 480 movement speed would have an effective
240 movement speed whilst basic attacking, even if backpedalling or strafing. This penalty
can go past the movement speed floor, so if you are at 200 movement speed and start
backpedalling, you will be moving at 120 speed.
Movement Speed – Diminishing Returns on Slows
Just as Movement Speed is subject to diminishing returns, slows are also subject to them.
For any slow below or equal to 40%, no DR is applied to them. After this, the slows are
subject to the following formula:
100 ∗ ????
???? + 60
For example, if you have a 50% slow, substituting Slow=50:
100 ∗ 50 1000
50 + 60
If you have slows from multiple sources, then to work out the pre-DR value you add the
slow% together then calculate with the formula as normal.
To give an earlier example, the Fire Giant’s Magma Blast is a 80% slow before diminishing
returns. Substituting Slow=80:
Slows cannot take you below the MS floor and are calculated off of the maximum ground
speed of the target at the time (without any slows).
Crowd Control – Diminishing Returns
Crowd Control is another example of a mechanic which has diminishing returns applied, to
prevent people from being chain stunned for extremely long periods of time.
Whenever a hard CC is applied to a target, they gain a DR ‘stack’. If a target has 1 stack of DR
on them, the next hard CC applied to them will have its duration reduced by 3, meaning that
if I stunned someone for 2.25s when they had one DR stack, it would only actually last for
If a target has 2 DR stacks, then any hard CC applied to them has their duration reduced by
. This means if I stunned someone for 3s whilst they had 2 DR stacks they would only be
stunned for 1s.
The list of CC that applies DR is as follows:
Stuns, Fears, Taunts, Mesmerises, Silences, Knockups/Knockbacks, Intoxicates, Banishes,
Madness, Pulls, Grabs/Carries, Disarms and Trembles.
It is important to note that whilst Knockups, Knockbacks, Grabs, Carries and Banishes apply
stacks of DR, they are not actually impacted by the stacks themselves. A knockup will always
apply their full duration to a target if they are not knockup or CC immune.
NB: Grabs/Carries include Khepri Abduct, Fenrir’s Ragnarok and the first section of Tyr’s
Abilities will only ever apply one stack of DR in an ability, so Hun Batz’s Fear No Evil will not
instantly apply 2 DR stacks. It is important to note that CC cannot be reduced to under 0.5s
as a result of diminishing returns.
There is a specific order in which reductions to crowd control durations apply, which go as
1. Crowd Control Duration
3. Crowd Control Reduction
4. Crowd Control DR
This means that if a 2.25s Ymir Frost Breath was applied to Tyr, it would be 2.25s reduced to
1s by Unyielding, then reduced by up to 40%(down to 0.6s) by Crowd Control Reduction.
After that, it would be multiplied by either 1, 3 or 3 depending on the number of DR stacks
applied to the Tyr, then if that number is lower than 0.5s due to that last stage, brought
back up to 0.5s.
DR stacks will wear off 15 seconds after the last hard CC was applied. If a CC is applied whilst
there is 2 stacks on already, the 15s duration will be refreshed.