The Word of Thoth: A Smite Mechanics and

Formulae Guide Season 4 Edition
Patch 4.14: Ursa Major
Contents
1 Basic Mechanics 1
1.1 Protections, Damage Reduction and Penetration . . . . . . . . 1
1.2 Total Effective Health/ ‘eHP’ . . . . . . . . . . . . . . . . . . 3
1.3 Lifesteal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.4 Attack Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.5 Healing Increase and Reduction . . . . . . . . . . . . . . . . . 5
1.6 Movement Speed: Diminishing Returns . . . . . . . . . . . . . 6
1.7 Movement Speed Penalties . . . . . . . . . . . . . . . . . . . . 6
1.8 Movement Speed – Diminishing Returns on Slows . . . . . . . 7
1.9 Crowd Control – Diminishing Returns . . . . . . . . . . . . . 8
1.10 Kill and Assist Bounty . . . . . . . . . . . . . . . . . . . . . . 9
1.10.1 XP Spooling . . . . . . . . . . . . . . . . . . . . . . . . 11
1.11 XP to Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
1.12 Prestige and Account Levels . . . . . . . . . . . . . . . . . . . 12

2 Structures and Minions 14
2.1 Towers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.2 Phoenixes – Conquest, Joust, Siege, Assault . . . . . . . . . . 15
2.3 Clash Phoenix . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.4 Titans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.5 Minions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

3 Jungle 19
3.1 XP Camps - Conquest . . . . . . . . . . . . . . . . . . . . . . 19
3.2 Buff Camps - Conquest . . . . . . . . . . . . . . . . . . . . . . 20
3.3 Jungle Bosses – Conquest, Clash, Joust . . . . . . . . . . . . . 21
3.4 Gold Fury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.5 Portal Demon - Conquest . . . . . . . . . . . . . . . . . . . . 22
3.6 Fire Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.7 Bull Demon King – Joust, Duel . . . . . . . . . . . . . . . . . 24
3.8 Apophis - Clash . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Word of Thoth is designed to be an advanced and thorough look into
all of the hidden mechanics and formulae within Smite. Even if you think
you’re pretty knowledgeable, there’s always more to discover! Special thanks
to HiRez and various community members for their co-operation in putting
this together.
1 Basic Mechanics
1.1 Protections, Damage Reduction and Penetration
In Smite there are a few different ways to reduce the amount of damage you
take from the enemy. The first one is not getting hit in the first place, but
there’s not much mathematics behind not getting hit.

Protections are your main form of reducing enemy damage, and are applied
to you through the following formula:
100
Damage taken ∗
100 + Armour
Where Armour is the number of physical or magical protections you have.
However, this will only work to stop physical or magical damage respectively.
There is also a third type of damage known as True Damage. An example of
true damage would be Serqet’s Last Breath, Bakasura’s Butcher Blades or
standing in the enemy fountain, which will deal 35% of your maximum HP
per second as true damage.

In order to reduce the amount of true damage that you take alongside an-
other way of reducing physical and magical damage, there is also two forms
of damage reduction known as ‘true armour’, or just as damage reduction.

These come in two forms: % mitigation and flat mitigation. An example
of % mitigation would be Chaac’s ultimate, Storm Call, which provides 50%
damage reduction to himself during the cast time. An example of flat miti-
gation would be the only one currently in the game, Mark of the Vanguard,
which reduces every source of damage you take by a flat 4.

The order in which all forms of damage mitigation are applied are slightly
complicated in terms of the underlying code (and a couple of tiny edge cases
where this doesn’t entirely hold), but for the purposes of simplicity can be
explained as follows:
1. % Damage Mitigation
2. Armour
3. Flat Damage Mitigation
To show how this works, imagine you were about to be hit with an attack
that did 1000 ‘raw’ (pre-mitigation) magical damage. If you had 100 armour,

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you would be hit for
100
1000 ∗ = 500 magical damage
100 + 100
However, if you were to also have a Mark of the Vanguard and be under the
effects of an upgraded Magic Shell, which provides 45 protections and 10%
damage mitigation, it would be
100
(1000 ∗ 0.9 ∗ ( )) − 4 = 363.35 damage.
100 + 145
As stated before, there are three types of damage: Physical, Magical and
True damage. True damage just ignores enemy armour but is susceptible to
% and flat damage mitigation.

In order to counter this, there are ways to ignore and reduce an enemy’s pro-
tection and by extension their damage mitigation. The first way is 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 armour.

The other form of armour penetration available is armour reduction, which
tangibly reduces the enemy target’s armour value, meaning that any damage
dealt to them will be calculated on that value instead of what they usually
have. This also exists in flat at % formats, such as Anubis’ passive flat re-
duction Sorrow or Nemesis’ Divine Judgement ability.

It is important to note that these are applied in a specific order, as doing it
differently would change the expected damage calculation:

1. % Armour Reduction

2. Flat Armour Reduction

3. % Penetration

4. Flat Penetration

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To show how this would work, if there was a target with 300 physical pro-
tections, then applied a 36% armour reduction buff from 3 stacks of The
Executioner, whilst having the 33% penetration from Titan’s Bane and the
10 flat penetration from Ichaival, the armour calculation would be
(300 ∗ (1 − 0.36)) ∗ 0.67 − 10
= (300 ∗ 0.64) ∗ 0.67 − 10
= 118.64
From this, we can see that the % penetration stat is negatively affected by
both % and flat reduction, as it is ignoring a % of a smaller armour value
than before. While buying reduction and % penetration are slightly ineffi-
cient towards each other the effects are small.

Similarly to % damage reduction, there are also a few sources of % dam-
age increase taken. A good example of this would be the Sundering Spear
relic, which deals true damage then applies a debuff increasing the target
god’s damage taken by 20% if upgraded. This stacks as a negative % dam-
age reduction, meaning that if you have the 15% damage reduction from
say, Spirit Robe, then apply an upgraded Sundering Spear to a 500 damage
ability dealing true damage after penetration, it would work out as
500 ∗ (1 + 0.3 − 0.15)
= 500 ∗ 1.15 = 575

1.2 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 flat true armour, the formula for Total Effective
Health or eHP is
Health Points
(1)
DamageM itigationM ultipliers
As before, if you have 1000 health and after all % mitigation multipliers are
applied you take 40% damage, your effective HP would be:
1000
= 2500 HP (2)
0.4
3
It is important to note that there are NO DIMINISHING RETURNS when
it comes to protections. Whilst it may look like it as the first 100 protections
will only reduce 50% of the damage you take, whilst the next 200 will reduce it
by 75%, if you look at it carefully you will see at 1000 HP and 100 protections,
you have 2000 eHP, whilst at 200 protections you have 3000 eHP and finally
at 300 protections you have 4000 eHP.

1.3 Lifesteal
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 a
percentage of the 150 rather than the 300 damage.

Magical Lifesteal applies to both magical basic attacks and abilities. How-
ever, if the ability is considered an area of effect ability (very few single
target abilities exist), then it has a 0.33x coefficient applied to it. If you
had 30% lifesteal on an ability such as Flame Wave, you would only heal for
30 ∗ 0.33 = 9.9% 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 area of effect coefficient as above.

1.4 Attack Speed
Attack Speed is a commonly confused stat in terms of how it works. If you
have an attack speed increase it states it as a % increase i.e. +15% attack
speed. That 15% isn’t just a flat 0.15, but a 15% increase on your Level
0 attack speed. For example, Cernunnos has 1.00 attack speed at level 0,
but Artemis has 0.95. A 25% attack speed increase on Cernunnos would
give him an additional 0.25 AS, but the same 25% would only give Artemis
0.25 ∗ 0.95 = 0.2375 AS.

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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, even if they have 2.5 AS at the moment.

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

Base Attack Speed ∗ (1 + (AS Increase% − AS Decrease%)

1.5 Healing Increase and Reduction
The way increases to healing and heal reduction works is nearly identical to
that of Attack Speed, with one small exception.

Both increases and decreases work on the base heal, so for example with a
250 heal with 20% increased healing, you would be healed for 250 ∗ 1.2 = 300
HP.

However, if someone then applies 40% healing reduction whilst you have
that heal increase on you, that 250 heal would be 200 ∗ (1 + (0.2 − 0.4)) = 200
HP.

Hel’s passive healing increase is applied before any heal reduction or increase,
so cannot be used to mitigate healing reduction additively.

The exception to this rule is during any ultimate designed to reduce healing
by 100 %( current examples of this are Odin’s Ring of Spears, Serqet’s Last
Breath and Osiris’ Lord of the Afterlife). This will completely shut down
any healing or regeneration to the target, regardless of how much healing
increase you have.

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1.6 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 re-
turns (not the same as diminishing efficiency which every stat suffers from).

Between 0 and 457 MS, and increase you have is normal, or 1x effective-
ness. 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% di-
minishing returns, or 0.5x effectiveness.

The undiminished cap for MS is 1000. Substituting 1000 into the appro-
priate DR values would get us:

457+0.8∗(540.5−457)+0.5∗(1000−540.5)457+66.8+229.75 = 753.55 (3)

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.

1.7 Movement Speed Penalties
Certain actions ingame apply a penalty to your movement speed. The main
examples of these are for basic attacks, strafing and backpedalling.

These penalties are as follows. Generally, the strafing penalty will be a 20%

Action Movement Speed
Melee Basic Attack 65%
Ranged Basic Attack 50%
Backpedal 60%
Strafing 80%

penalty, however there are certain cases i.e. Medusa, who can move at 100%
speed whilst strafing and 80% movement speed whilst backpedalling, Sol’s
Disapparate which removes the backpedal and strafing penalty, and Awilix
who suffers an increased strafing penalty.

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

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speed floor which is set at 150; so if you are at 200 movement speed and
start backpedalling, you will be moving at 120 speed.

1.8 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,
any slows are subject to the following formula:
100 ∗ Slow
(4)
Slow + 60
For example, if you have a 50% slow, substituting Slow=50:
(100 ∗ 50) 1000
= = 45.45% (5)
(50 + 60) 110
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.

Another example: an 80% slow before diminishing returns. Substituting
Slow=80:
8000
= 57.142% (6)
140
Slows cannot take you below the MS floor of 150 and are calculated off of the
maximum ground speed of the target at the time (without any slows, after
diminishing returns).

Item slows follow a slow stacking rule in which only the strongest slow is
applied to a target. So if you have a Poisoned Star and Frostbound Ham-
mer, only the Frostbound Hammer slow would be applied. Item slows can
stack with Relic and god ability slows, but Relic slows cannot stack with
themselves.
From this, we can establish how to correctly calculate your movement
speed. First, you take the initial ground speed of the character, then apply
diminishing returns if the value is above the initial threshold for DR(which as
we have just stated is 457). After that, then apply any slows the character is
suffering from, making sure that if the total slow % is above 40, to make use
of the Slow DR formula. Then, after all this, if the character’s ground speed
is now below 150, push it back up to 150, unless the character is rooted.

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1.9 Crowd Control – Diminishing Returns
Crowd Control is another 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 a third, meaning that if I stunned someone for
2.25s when they had one DR stack, it would only actually last for 1.5s.

If a target has 2 DR stacks, then any hard CC applied to them has their
duration reduced by two thirds. 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:
Stun, Fear, Taunt, Mesmerise, Silence, Knockup, Knockback, In-
toxicate, Banish, Madness, Pull/Push, Grab, Carry, Disarm, Dis-
orient, Polymorph, Tremble, Permafrost.

It should be noted that although Knockup/Knockback, Banish, Pulls, Pushes,
Grabs, Carry, Polymorph and Permafrost apply a stack of diminishing re-
turns, they will not be impacted by it.

NB: Grabs/Carries include Khepri Abduct, Fenrir’s Ragnarok and the first
section of Tyr’s Assault Fearless. Push includes Kuzenbo’s Sumo Slam

An ability can only apply one stack of diminishing returns, and the dura-
tion of a crowd control cannot be reduced below 0.5s by diminishing returns,
meaning that Hun Batz’s Fear No Evil will not immediately apply both stacks
of DR onto a target.

The order in which reductions to crowd control durations apply are as follows:
1. Initial Crowd Control Duration
2. Unyielding passive(if applicable)
3. Crowd Control Reduction
4. Crowd Control Diminishing Returns
To explain how this would work, if you have a 2.25s Ymir Frost Breath ap-
plied to Tyr, it would be reduced by Unyielding down to 1s duration. Then

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reduced by up to 40%( or down to a minimum of 0.6s) by Crowd Control
Reduction, and finally diminishing returns would take effect, dropping it by
0, 33% or 66%. Then if that final value is lower than 0.5s due to the dimin-
ishing returns, it is raised back up to 0.5s.

DR stacks will wear off a target 15 seconds after they were last effected
by a hard CC. If a CC is applied whilst there is 2 stacks on already, the
duration of the stacks will be refreshed.

1.10 Kill and Assist Bounty
The formula used to determine kill bounty for an enemy god is relatively
simple for XP, and slightly more complicated for gold.

The XP formula for a kill in Conquest
(50 + 30 ∗ L) ∗ (1 + (0.1 ∗ ∆)) (7)
Where L is the victim’s level, and ∆ is the victim’s level minus the killer’s
level.

For example, if I am a level 12 god that kills a level 20 god, I will get
(50 + 30 ∗ 20) ∗ (1 + 0.1 ∗ (20 − 12)) = 1170 (8)
Basically, this means that if you kill a god that is a higher level than you,
you get an extra (10*∆)% XP on top of the base value, up to a maximum of
an extra 190% XP for a level 1 killing a level 20(unrealistic but not impossi-
ble).Killing an enemy god that is 10 levels or more lower than you will give
you zero XP.

For the Clash mode, the formula is slightly tweaked, with 20% increased
or decreased XP per ∆. For example, if i was 3 levels behind a god that I
kill in Clash, the formula would be
(50 + 30 ∗ L) ∗ (1 + (0.2 ∗ 3)) (9)

where L is the level of the god I killed. Killing a god 5 levels lower than
you in Clash will grant you no XP.
The accompanying gold formula for a kill in Conquest
(B + (0.01 ∗ N etGold)) ∗ (1 + 0.1(∆)) ∗ (1 + 0.1 ∗ (Spree)) (10)

9
Where B is the game-mode specific base value, NetGold is the total gold
earned during the game, ∆ is victim’s level – killer’s level as with the XP
formula, and Spree is the number of kills the victim has earned since he last
died.

This formula is clamped between a minimum value of 50 gold and a max-
imum value of 750 gold. An extra 200 gold is given to the First Blood in
a match which can go over the original formula cap, then any other player
adjustments are applied i.e. Kali’s passive on her marked target, Fafnir’s
bonus gold.

The different values of B for each individual mode are :

Mode Base Value
Conquest 150
Joust 300
Assault 150
Clash 300
Siege 150

Arena’s formula works slightly differently but the exact workings are cur-
rently unknown.

With regards to assists, anyone who assisted in the kill is given 50% of the
xp and gold divided by the number of people who assisted: 1 assist gets the
50%, 2 assistants would get 25% of the bounty each, 3 would get 16.66%, 4
would get 12.5%.

When looking at kills on minions and jungle camps, the gold is split up
evenly between those who were in assist range, with a 50% bonus afterwards
if a minion(not a jungle camp) is last-hit correctly. However, the XP values
are slightly different. If only one person kills a minion camp, then they get
100% of the base value in XP. If more than 1 person gets a reward for a min-
ion or jungle camp, 150% of the XP value is shared equally between those in
assist range or who have tagged a creep with a damaging ability in the last
5 seconds.

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1.10.1 XP Spooling
For every game mode in Smite, there is a set amount of gold you gain per
second, tied to the mode you are playing. For example, you get 3 gold per
second in Conquest. This is known as gold spooling or gold spool. For some
modes, you also gain passive XP per second, or XP spooling.
Arena gives you 10 XP/second, Clash 4 XP/second, and Siege 5 XP/sec-
ond.

1.11 XP to Level
The formula for how much XP it takes ingame to get from one level to the
next is relatively simple, and is given by

308 + 55(L − 2) (11)

Where L is the level you are trying to reach. For example, getting to level 2
requires 308 XP, 3 needs 363. Here is a table showing the per-level and total
requirements up to level 20:

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Level XP to Next Level Total XP
1 308 0
2 363 308
3 418 671
4 473 1089
5 528 1562
6 583 2090
7 638 2673
8 693 3311
9 748 4004
10 803 4752
11 858 5555
12 913 6413
13 968 7326
14 1023 8294
15 1078 9317
16 1133 10395
17 1188 11528
18 1243 12716
19 1298 13959
20 - 15257

1.12 Prestige and Account Levels
As you play Smite, your account level will increase. As of the 4.13 patch, the
maximum possible level in Smite is account level 160. As you level up, it will
take increasing amounts of playtime to get the account XP you need to level
up. Due to the table containing 160 levels, a link to the full table, which also
shows what each level is as a percentage of the total XP required for level
160, can be found here: Shown here are also two graphs, showing the XP
needed to get from one level to the next, and a comparison of cumulative XP
required and XP to next level.

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Figure 1: XP required to get to next level

Figure 2: Cumulative XP to Level and XP to next level

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Note: The following sections will be predominantly about Conquest with
some small mentions to other modes. Some stats do not carry over between
modes and will be updated as and when information is available.

2 Structures and Minions
There are three main defensive structures in the game: Towers, Phoenixes
and the Titan. This section will over the stats and any other special me-
chanics.

2.1 Towers
Towers are the first lines of defence in Conquest, Joust, Clash, Siege and
Assault, and share a variety of characteristics.

There are two types of tower, the Tier 1 and Tier 2, however in Joust and
Clash only the Tier 1 towers are present.

Both Tier 1 and 2 towers have 150 physical and magical protection. However,
any physical damage to a tower is also reduced by an additional 15%, whilst
magical damage on a tower is increased by 20%.

Tier 1 Towers will have 2000 HP, whilst a Tier 2 Tower will have 2500 HP.
Towers, Phoenixes and Titans all have a damage escalation with each shot
fired on the same target. Every shot after the first until aggro is reset will
deal 20% additional base damage when targeting enemy gods, which can be
shown through the formula
0.2D(T + 4) (12)
Where D is the base damage of the structure and T is the shot number. Once
a tower/phoenix has fired a shot, it cannot be dodged, but if untargetable it
will follow a god’s path until they are targetable or until the shot times out
(a good example of this happening would be Kaldr in his untargetable form).

Tier 1 towers have 170 base damage, whilst Tier 2 towers have 230, with
both towers and Phoenixes firing one shot per second. Substituting this into
the previous formula tells us that the damage increases by 34 and 46 respec-
tively per shot.

Killing a Tier 1 tower grants every player on that team 100 xp and 100
gold, whilst killing a Tier 2 will give each player on the team 200xp and 300

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gold.

Whilst there are no enemy minions within 70 units of the tower, all damage
taken by a tower or phoenix is reduced by 50%, applied multiplicatively after
the initial damage calculation. Allied pets do not count as backdoor breakers.

For example, if I have a basic attack that deals 100 physical damage with no
backdoor protections, I would deal

100
100 ∗ 0.85 ∗ = 34 damage (13)
100 + 150
With backdoor protections online, I would only be dealing 17 damage.

You cannot lifesteal or critically hit a tower, and only a select few on-hit
effects will apply: for example, Death’s Toll would regenerate health when
you hit a tower, but you would not gain any extra physical power for landing
a basic attack whilst you have Ichaival or Silverbranch bow.

Generally speaking, ability damage and debuffs cannot be applied to a tower,
with the exception of Fafnir’s Coerce or Thoth’s Glyph of Pain and the abil-
ity damage applied from these two sources, which can apply effects such as
Spear of the Magus. There is also the Emperor’s Armour item which can
increase or decrease a tower’s attack speed by 40% or 30% respectively..

2.2 Phoenixes – Conquest, Joust, Siege, Assault
Phoenixes are the last line of defence before you reach an enemy Titan, and
are similar to towers. For the most part they function identically to a tower
with increased stats in some, with a base HP of 3000, 150 protections and
the respective damage coefficients for physical and magical damage. (1500
HP in Joust,2000 HP in Assault/Siege) and backdoor protections work iden-
tically. However, phoenixes will also constantly regenerate their health by 8
per second in Conquest, Siege and Assault, and by 2 in Joust.

Killing a Phoenix will grant each player on your team 150 gold, and will
then spawn in more powerful fire minions in that lane. After 4 minutes, the
phoenix respawns with 25% of its maximum HP and will only deal 50% of its
previous damage(not applicable in Joust), and will only regenerate health in
the same way as before up until to 70% or over(by one tick of regeneration)
of their maximum health(not applicable in Joust).

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2.3 Clash Phoenix
The phoenixes in Clash are much different to your regular phoenix. The
protections and damage coefficients are the same, but have a base HP of
2500 instead of 2000. They also attack significantly faster than your regular
tower or phoenix, with an attack speed of 3.33 a second but their base damage
starts at 42 and their damage per shot only increases by 10%, instead of 20%
like other structures. The respawn and regeneration mechanics work as a
normal phoenix does.

2.4 Titans
Titans are the final and most important objective in all game modes apart
from Arena, and are unique in that their power depends on how many re-
maining defensive structures there are on the map. This works on a formula
of
B + S(3P + T ) (14)
Where B is the stat’s base value, S is the stat increment, P is the number of
remaining phoenixes, and T is the number of remaining towers.

They have a base HP of 8000(6000 in Joust), increasing by 500 per tower,
and hence 1500 per phoenix standing. They have a base power of 250, in-
creasing by 20 per tower and 60 per phoenix, with 60 physical and 45 base
magical protections, increasing by 5 physical and 2 magical per tower, or 15
physical and 6 magical per phoenix. However, the Titan is only vulnerable
to damage if at least one of the phoenixes is destroyed. If all 3 are alive, it
will regenerate 0.4% of their max HP per second.

The Titan’s weapon swing is also subject to the same base formula as towers,
increasing by 20% of the first hit per hit, and have 30% physical penetration
to make it tougher for gods to tank hits.

A few important things to note are that Titans are completely immune to all
forms of crowd control, critical hits and lifesteal, although heal on hit abilities
like Ravana’s 10-Hand Shadow Fist will heal him. If the Titan comes into
contact with any player deployable, friendly or foe such as Ymir wall or Odin
cage, it will immediately despawn. Titans are also immune to attack speed

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debuffs, but can have their protections reduced by debuffs. As the Titan’s
power is Basic Attack Power, it cannot be reduced by items or abilities such
as Ichaival.

Shown below is a table listing the different possibilities for the Titan’s stats.
Bolded values for HP indicate that the titan is immune to damage.

Physical Magical Physical
Phoenixes Towers Health
Protection Protection Power
0 0 8000 60 45 250
1 0 9500 75 51 310
1 1 10000 80 53 330
1 2 10500 85 55 350
2 0 11000 90 57 370
2 1 11500 95 59 390
2 2 12000 100 61 410
2 3 12500 105 63 430
2 4 13000 110 65 450
3 0 12500 105 63 430
3 1 13000 110 65 450
3 2 13500 115 67 470
3 3 14000 120 69 490
3 4 14500 125 71 510
3 5 15000 130 73 530
3 6 15500 135 75 550

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2.5 Minions
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 for Conquest(some minor variations
for other modes) :

Damage EXP Gold
Minion Phys Magical
Damage Health vs Reward Reward
Type Protection Protection
Towers (Solo) (Solo)
Melee 12 365 1.5 0 5 60 17
Ranged 25 265 0 1.5 10 40 12
Brute 50 700 15 0 20 60 17
Fire
24 565 30 30 11 60 17
Melee
Fire
50 465 30 30 24 40 12
Ranged
Fire
100 900 45 30 48 60 17
Brute

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As explained in the Kill Bounty section, these are just the solo rewards shown
above; here is a table that shows the XP rewards for the three minion types
based on players splitting:

Players Splitting 2 3 4 5
Base XP XP Gained
Swordsman 60 45 30 22 18
Archer 40 30 20 15 12
Brute 60 45 30 22 18
Base Gold
Swordsman 17 8 5 4 3
Archer 12 6 4 3 2
Brute 17 8 5 4 3

3 Jungle
Smite has a diverse jungle with multiple different camp types of varying diffi-
culty. Before going into detail, the most important thing to note with jungle
camps is that each of their stats has a ‘base’ or Level 0 value, and jungle
camps will level as the match progresses. For standard jungle camps this
is once every 3 minutes, so 0, 3, 6 etc. For any of the Jungle Bosses, this
escalation happens every 1 minute, beginning when minions spawn. With
the exception of the Fire Giant, Gold Fury and Portal Demon, all jungle
camps first spawn in 30 seconds after minions spawn. A jungle camp will not
level up if it is in combat when the timer is passed: If you start fighting a
Gold Fury at 10:56, it will not increase its HP at 11:00 until you have reset it.

If a jungle camp has no target for it to aggro to when damaged, they will
simply be immune to damage. Leashing a camp will cause it to begin to
reset to their original position and begin rapidly regenerating 5% of their HP
every 0.5 seconds.

3.1 XP Camps - Conquest
There are 3 types of jungle camp in the game that can be killed purely to give
yourself gold and experience. There are the mid camps, which are located
on either side of the middle lane. These contain 2 Elder Harpies, and will
respawn 3 minutes after the last harpy in the camp is cleared.

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The next is the ‘back harpies’. These camps consist of 2 Harpies and 1
Elder Harpy, respawning 80 seconds after the camp has been cleared.

Finally, there are the Fire Elementals camp. This camp is located at the
Fire Giant pit, and will consist of two Fire Elementals and one Large Fire
Elemental. These will respawn 110 seconds after the camp has been cleared.
At 10 minutes, when the Fire Giant spawns, this camp will despawn from
the map if it is not cleared and will not appear for the rest of the game.

3.2 Buff Camps - Conquest
Alongside the XP camps, there are also 4 different buff-wielding camps: The
Red, Orange, Blue and Purple buffs. Each of these buffs will last for 30 sec-
onds once dropped and can be picked up by any person on the killer’s team,
but only one buff may be wielded by a god at any one time.

The red or Damage buff camp has a large melee Cyclops and 2 smaller
melee Cyclopes. Killing the larger cyclops drops a buff that will increase
your physical power by 5, magical power by 10 and increasing physical and
magical bower by an additional 20% for 120 seconds. The camp respawns 3
minutes after the last creep has been killed.

The orange or Speed buff is also defended by a large melee Cyclops and
2 smaller ones, however the buff dropped by the large cyclops here is a 20%
movement speed buff for 120 seconds. This camp also respawns 3 minutes
after the last creep in the camp has died.

The final melee based camp is the purple or Void buff camp, which when
the main creep is killed will drop a buff that reduces enemy gods physical
and magical protections by 10 in a 55 unit radius. The camp respawns 3
minutes after the last creep has been cleared.

There is also the blue or Mana buff camp, which is guarded by 2 smaller
magical Cyclopes and a Large Magic Cyclops, which will attack from range
with magical damage. The buff wielding creep will drop a buff granting you
5 mana per second regeneration and 10% Cooldown Reduction for 120 sec-
onds. This camp will respawn 3 minutes after it has been fully cleared.

Alongside these 4 buff-wielding camps, there are also a pair of objectives
located near the Gold Fury pit known as the Oracle Harpies. If a team man-
ages to kill both of the harpies, they will be granted vision of the Gold Fury

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pit that cannot be counterwarded for 90 seconds. This vision will not reveal
enemy wards or stealthed units.

If both teams take one of the harpies each, neither will get the vision.

Shown below is a table of the Level 0 and per-level stats of the jungle camps
(Conquest only)

Gold XP
Physical Magical
Camp Type Health Damage Reward Reward
Protection Protection
(Solo) (Solo)
Melee
790(+120) 32 Physical 16(+2) 0(+1) 60 160
Cyclops
Mage
790(+120) 32 Magical 16(+2) 0(+1) 60 160
Cyclops
Small
Melee 160(+65) 5 Physical ? 0 20 40
Cyclops
Small
Mage 160(+65) 5 Magical ? 0 20 40
Cyclops
Elder
760(+132) 18 Physical 8(+2) 0(+1) 46 80
Elemental
Fire
160(+65) 8 Physical 6(+2) 0(+1) 30 20
Elemental
Elder
470(+55) 22 Physical ? ? 38 58
Harpy
Small
375(+35) 5 Physical 6(+2) 0(+1) 30 45
Harpy
Oracle
760(+130) 28 Physical ? ? 42 65
Harpy

3.3 Jungle Bosses – Conquest, Clash, Joust
Even stronger than the jungle camps, within the jungle you can find some of
the very difficult Jungle Bosses. These creatures can offer powerful benefits
to your team. Each of these bosses has 30% armour penetration to make it
harder for your tanks to deal with their damage.

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3.4 Gold Fury
The Gold Fury is the weakest of the 3 jungle bosses on the Conquest map,
and is the only one of the three to spawn in shortly after the other jungle
camps, 40 seconds after minions spawn.

She has 2550 base health, increasing by 270 health per level, meaning she
will spawn in with 2820 HP, alongside 25 physical and magical protections.
Her Fury Swipe attack will deal 140 physical damage once per second. As a
jungle boss she also has 50% resistance to all forms of lifesteal, and is immune
to attack speed debuffs and all forms of crowd control.Like the Titan, the
Gold Fury will instantly destroy any player deployable walls she touches.

By killing the Gold Fury, your team is awarded with 150 gold plus 8 gold
per level, and 50 XP + 5 per level. So, killing the Gold Fury as she spawns
immediately would award 198 gold and 55 XP as she is level 1, but killing
her at 10:30 would grant you 150 + (11 ∗ 8) = 238 gold and 105 XP. The
rewards will increase up to a cap of 250 xp and 350 gold respectively.

The Gold Fury will respawn 5 minutes after she has last been killed.

3.5 Portal Demon - Conquest
The Portal Demon is almost identical to the Gold Fury: his attack will deal
140 physical damage, with 25 physical and magical protections. He has 2250
base health and 280 per level health scaling. However, he spawns in at 10
minutes into the game,meaning at 10 minutes he will be level 11 with 5330
HP. The Portal Demon located directly opposite of the Fire Giant. Killing
the Portal Demon creates a one-way portal from the killing team’s base to
the Fire Giant pit, lasting for 1 minute, alongside 100 XP and gold to the
killing team. The Portal Demon respawns 5 minutes after he has last been
killed.

3.6 Fire Giant
The Fire Giant is arguably the toughest NPC in the game, even more than a
Titan in some situations and should be attempted as a team not as a solo. He
has 6650 base health and 160 health scaling per level, alongside 100 physical
and 50 magical protection, meaning when he spawns in at 10 minutes, he
will have 8310 HP. He has 4 different attacks, used in a specific rotation.

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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 applies a debuff that reduces damage by 20% and healing/regeneration
by 40%. You should note that if you go in or out of melee range during this
part of the attack he will quickly attack with the other form: moving into
melee range whilst he is using Boulder Toss will cause him to immediately
use Mighty Swing.

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 explosion.

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 quickly. These pools will last
for 6 seconds on the ground.
The Fire Giant will always attack in a set repeating rotation:

1. 2x Mighty Swing/Boulder Toss

2. Magma Blast

3. 2x Mighty Swing/Boulder Toss

4. Magma Blast

5. 4x Mighty Swing/Boulder Toss

6. Molten Pools

7. Return to Step 1

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.

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3.7 Bull Demon King – Joust, Duel
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 regenera-
tion buff when killing it.

The BDK has 1400 base HP and gains 310 HP per level, meaning that
when the BDK spawns at 4 minutes at level 5, he has 2950 HP. He also has
25 physical and magical protections. However, if in any 1v1 game (Duel or
Custom), he has 600 less health and only 18 physical/magical protection.
Unlike the other bosses, he actually has 75% lifesteal resistance, not 50%,
meaning your lifesteal is only a quarter as effective as normal.

He has a set rotation for his attacks, which is 4x Slam, dealing 140 phys-
ical damage followed by his Fissure attack which is similar to the Fire Giant,
creating a line that will explode shortly after, dealing 400 magical damage.
Killing it will give the Bull Demon King’s Might buff, giving you 0.8% HP and
Mana Regeneration per second and disabling the enemy’s tower or phoenix,
depending on which is left, for 95 seconds. He also rewards the killing team
with 100 XP and 150 gold.

3.8 Apophis - Clash
Apophis, the embodiment of Chaos, is the resident boss of the Clash map.
Like the other bosses, he is immune to all forms of crowd control, cannot have
his attack speed slowed and has 50% lifesteal resist, and also regenerates 6
health per second.

He spawns in first at 10 minutes after minions spawn and with a base health
of 5600 and a level scaling of 145 health. He has 40 base Physical and
Magical protections, but gains 2 physical and 1 magical protection per level,
so spawns in with 7195 HP, 62 Physical Protection and 51 magical protection.

Apophis does have a nasty trick up his sleeve. Just before any time he
spawns or respawns, a large sound effect will play as a warning to anyone
in the sand area he spawns in, and when he arrives he will knock up any-
one in that area, dealing 2000 magical damage to them and eliminating the
damage buff that is in place in the centre of the map if it has not been cleared.

He has three different attacks. The first of which is Apophis’s basic, which
will deal 200 physical damage to the target and any targets in a small area

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around it. Then, there is the Apophis Strike attack. He will create a target
area on the ground based on where his target is, then after a short delay deal
a powerful attack that does 400 magical damage.

Finally, there is his Acid Spray attack. He will paint a line of acid simi-
lar to Ah Muzen Cab’s Honey ability where his target is, which will leave
anyone who touches it an Acid debuff that reduces healing by 40%, and deals
26 physical damage every 0.25s for 3 seconds.

Similar to the Fire Giant and Bull Demon King, he attacks in a set pattern:
3 basic attacks, followed by an Apophis Strike, then 3 basics, then another
Apophis Strike, then 3 more basics, and finishing up with the Acid Spray.
However, if you reset Apophis, he will remember where in his attack rotation
he was, unlike the Fire Giant and the Bull Demon King. Killing Apophis will
grant the team 50 XP and 100 gold, and grant them the Shadow of Apophis
Buff. This gives the entire team 30 physical power, 50 magical power and
allows your damaging abilities to apply a DoT to enemy gods that does 2%
of their maximum health as physical damage over 4 seconds. This buff lasts
for 120 seconds, and Apophis will respawn after 5 minutes.

There is one last mechanic to Apophis: Any time he spawns after 15 min-
utes, he will become enhanced and even deadlier than before, but for greater
rewards.

Enhanced Apophis has the same base health, same protection scaling per
level but has 175 health per level and has 45 base protections instead of 40.
His basic will now also deal 300 physical damage instead of 200, and killing
him will now give your team 100 XP and 150 gold, whilst granting all alive
teammates the Veil of Apophis buff: This gives 50 physical power, 70 magical
power and all your damaging abilities will apply a DoT effect that deals 4%
of their maximum HP over 4 seconds as physical damage.

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‘You have learned all there is, mortal. Now throw the book at them!’

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