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Season 2 Edition
Version: 2.9.2834.0 – July 6
The Word of Thoth offers an insight to the internal mechanisms and formulae responsible for the
gears underneath the shiny, polished and god-filled surface that is Smite. With Season 2 there have
been a lot of changes, so it may be a good idea to read even if you think you know everything! -
Special thanks to HiRez for their co-operation in putting this together.
Tier 1 Towers have 2000 HP and the first shot will deal 170 damage. Killing a Tier 1 Tower grants
each player 100xp and 200 gold.
Tier 2 Towers also have 2000 HP, but their first shot will deal 230 damage. Along with this, they will
be immune to all forms of damage until the Tier 1 tower in that lane has been destroyed. Tier 2
towers are worth 200xp and 300 gold to each player when killed.
Towers deal progressively more damage the more shots there are. For each hit, you add on 20% of
the first hit.
This can be shown through the formula:
0.2( + 4)
where D is the tower damage, T is the shot number on a god, and X is
So for the first shot on a Tier 1 tower, it would be 0.2(170)(1 + 4)
where X is armour.
Tower/Phoenix shots cannot be dodged once it has been fired, and once it has been fired the
damage it will deal is locked.
Towers have 150 Physical and Magical Protections. However, physical attacks on towers take a 0.85x
damage coefficient, meaning if you have 100 damage and zero pen, you will deal
0.85(100*100/(100+150)) = 34 damage.
Magical damage damage on towers has a 1.2x damage coefficient on it, so if your basic attacks are
dealing 100 damage with zero pen, you’ll deal (100*1.2) * (100/100+150) = 48 damage.
If there are no minions within range of the tower(roughly range 80 from the tower) then the tower
will take 50% damage. Once the final minion has been killed and there are none left in the range to
make the tower take 100% damage and someone is still attacking the tower, then there is a roughly
2-3 second gap in which there will be no minions but you are hitting for 100% damage. You can also
use pets to break the backdoor protection.
Phoenixes are quite similar to towers, with a couple of small but noticeable differences. They deal
300 base damage as physical damage, with the same damage scaling formula as towers have. This
damage number also applies to the base defence turrets in Arena. Their base HP is 2000, although
Joust Phoenixes have 1500 HP. Phoenixes take the same damage that towers would, including the
damage reduction if a minion is not in range. However, phoenixes regenerate 8 health a second.
Killing a Phoenix will grant your entire team 150 gold, and fire minions will begin to spawn in that
lane. After 4 minutes, it will respawn with 250 HP, and their maximum HP is halved to 1000 with 50%
damage on the shots(150 damage base).
Titans: The Titans of Order and Chaos are the final objective in Smite, and have varying stats
depending on the number of structures up on the map.
This scaling is based on a formula of (3 + ), where x is the increase in stats, and p is equal to the
number of phoenixes up, and t is equal to the number of towers up. The scaling is as follows:
Health has a base of 8000, scaling up by 500 per Tower and 1500 per phoenix. Physical Power starts
at 250, increasing by 20 per tower and 60 per phoenix. Protections are slightly different, with 60
base Physical and 45 base Magical, 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
Shown below is a table that will list all possible scenarios for the Titan’s stats. Bold indicates the
Titan is immune to damage, so these values are really only theoretical.
Titans are also completely immune to crowd control, critical hits and lifesteal does not work on
them, although self-healing abilities that require enemies such as Hel’s Restoration will work. It also
has immunity to attack speed debuffs and will walk through player deployables.
Phoenixes Towers Health Physical
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
Joust Titans work slightly differently, with 7500 HP(and damage immunity) with the Phoenix up, and
6000 HP when the Titan is down. Protections in Joust are 60/45 Physical/Magical respectively with
250 physical power.
All minions are subject to a percentage mitigation formula as the game progresses. At the start of a
match, minions will mitigate 10% of damage dealt, increasing by 1% every minute up until 40, at
which point they have 50% damage mitigation. This does not apply to damage from NPCs such as
Towers and other minions, although damage from player pets will still be reduced.
Damage Health Physical
Melee 12 370 1 0 5 65 17, 25 LH
Ranged 25 265 0 1 10 45 12, 18 LH
Brute 50 720 16 ? 20 65 17, 25 LH
24 465 ? ? 11 65 17, 25 LH
50 750 ? ? 24 45 12, 18 LH
100 900 ? ? 48 65 17, 25 LH
Fire Giant: The Fire Giant is the toughest non-god enemy in the game, and you should only be
fighting him if you feel you have the strength to take him down.
The Fire Giant has 4 main attacks. The first two are similar, with the exception of range. This is his
Mighty Swing and Boulder Toss. He will use these depending on if the person who is the target for
the FG’s aggro is in melee range or not. Both of these will deal 155 physical damage.
Next, is the deadliest move the FG has, Magma Blast. He will slam his weapon into the ground,
creating a line of lava into the floor towards his target. Anyone standing on the lava line will be
slowed by 80 %(before diminishing returns). After 1.5s, the line will detonate, knocking up anyone
who is still standing on it, dealing 500 magical damage to all targets there.
Lastly is the Molten Pools. The Fire Giant will summon pools of magma around where each player in
range of his attacks is, dealing 225 magical damage upon spawn, then again once every second for 5
seconds. If you are standing over multiple pools, the damage is applied for each pool.
All of the Fire Giant’s attacks will apply a debuff that causes you to take 40% less healing and
regeneration, and deal 20% less damage. Boulder Toss applies Flaming Boulder, whilst Mighty Swing
applies Cleave, but they have the same effect.
1. Boulder Toss/Mighty Swing
2. Boulder Toss/Mighty Swing
3. Magma Blast
4. Boulder Toss/Mighty Swing
5. Boulder Toss/Mighty Swing
6. Magma Blast
7. Boulder Toss/Mighty Swing
8. Boulder Toss/Mighty Swing
9. Boulder Toss/Mighty Swing
10. Boulder Toss/Mighty Swing
11. Molten Pools.
Health: The Fire Giant spawns at 10 minutes into the game with 9600 health and has a 130 health
escalation every minute, meaning at 20 minutes into the game he has 10900 HP. This is not reset by
the death of the Fire Giant. Health adjustments do not take place whilst the Fire Giant is in combat.
Simple formula = 8300 + 130*Minutes Passed
He has 100 Physical and 50 Magical Protection, and is immune to attack speed debuffs, although not
immune to other sorts of debuff, and has 50% lifesteal resistance.
Killing the Fire Giant will give you 200xp, 150 gold and the ‘Fire Giant’s Might’ buff, which gives you
50 Physical Power, 70 Magical Power, while regenerating 4% of your maximum health and mana per
5 seconds, along with 20% bonus damage towards Phoenixes and Towers.
The Gold Fury is the large objective camp found close to the duo lane in the middle of the jungle. It
will spawn in at 0:10, same time as the jungle camps.
Health: The Gold Fury spawns in with 2916 HP.For every minute of the game that passes, the Gold
Fury’s health increases by 216. At 10 minutes into the game, when the Fire Giant spawns, the Gold
Fury will have 5076 health. Health adjustments do not occur whilst the Gold Fury is in combat.
Simple formula: 2916 + 216*Minutes Passed
Protections: 35 physical and magical protections. Not immune to debuffs such as The Executioner or
Demonic Grip, although she is immune to attack speed debuffs, and has a 50% resistance to
lifesteal(onhit healing i.e. Sickening Strike or Death’s Toll is not reduced). Alongside this, she will
walk through player deployables such as Ymir’s wall and instantly destroy them.
Damage: 140 physical every second.
The Gold Fury’s kill rewards scale with the time passed ingame. They begin at 100xp and 100 gold,
increasing by 10 xp/gold a minute up to a maximum of 250 xp and 350 gold at 15 and 25 minutes
The Siege Juggernaut is the large creature that will arrive after scoring 100 tickets in the Siege
gamemode, or by killing the Wild Juggernaut in the centre of the map that spawns in after 3
minutes(and is identical to the Gold Fury in stats).
The Siege Juggernaut’s stats start off as 4000 HP, 30 physical power, 15 physical protection and 0
magical protection, and has a level-up escalation system where it will increase by 225 per 3 minutes,
along with a 2.25 increase in physical power.
It can do either a ranged or melee attack, and will do the melee attack on structures, which can be
bodyblocked by a player standing in between the Juggernaut and the Tower/Phoenix.
Armour and Penetration
Damage Mitigation Formula
As a multiplier of damage, the damage formula is this:
Damage *100/100+X, where X is your armour.
After this, percentage reduction takes place: Shell of Absorption would be *0.85 and Bulwark of
Hope *0.5.This adds up to 65% damage mitigation, so you do Damage*100/(100+X) * 0.35 After this,
flat reduction takes place as -5. There are other forms of ‘true armour’ or straight damage mitigation
like Mark of the Vanguard in the game. So if you had Shell of Absorption active, Bulwark of Hope’s
passive activated and Mark of the Vanguard, the calculation would go as follows:
Damage * 100/ (100+X) * 0.35 – 5
It is important to remember that even true damage will be mitigated by damage reduction, which is
why % and flat damage reduction is a relatively rare stat.
There are some outliers, such as Nox’s Shadow Barrier and Achilles’ Spear’s damage INCREASE,
which is applied post mitigation however.
Penetration and Armour Reduction
Penetration and Armour Reduction are two completely separate stats. Penetration means that you
ignore some of the enemy’s protections. For example, if your opponent has 100 Physical Protection,
and you have 15 Physical Penetration, YOUR physical basic attacks and abilities will deal damage to
the enemy as if they had 85 armour. The same applies to magical auto-attacks and magical abilities if
you have Magical Penetration.
Armour Reduction actually reduces the opponent’s armour. If you have Void Shield or Void Stone, if
the enemy is being affected by the Tier 3 Passive Aura of this item, their Physical and Magical
Protection will be reduced by 15.
This means that all Physical/Magical attacks will be dealing damage vs a lower armour target,
depending on what protection is being reduced. If an enemy is being affected by a -15 reduction
aura, then if they originally had 100 protections, their armour stat would be reduced to 85.
Percentage Penetration DOES NOT increase your penetration by that amount, and it is a common
misconception. If you have 33% penetration and 15 flat, you won’t just have 20 flat pen.
There is also a stat known as damage reduction. This comes from items such as Spirit Robe and is
also attached to some gods’ abilities. Damage reduction is more effectively known as ‘true armour’.
Basically, it reduces the damage you take by that amount, regardless of the amount of protections
you have, and this damage reduction can’t be penetrated.
This type of damage reduction comes in % and flat(Mark of the Vanguard). The flat reduction is
The order of Penetration and Reduction is important, as changing the order can result in quite
different armour numbers.
The order in which they are applied is:
1. % Armour Reduction
2. Flat Armour Reduction
3. % Armour Penetration
4. Flat Penetration
An example of this would be: An enemy has 300 Physical Protection, with no additional damage
mitigation modifiers (Bulwark etc.). You have The Executioner, Brawler’s Beatstick and Titan’s Bane.
After 3 stacks of Executioner, the enemy armour would be (300 ∗ 0.76)– 18 = 210
From this, Percentage Penetration is then applied. 210 ∗ 0.67(1 − 0.33) = 140.7
After taking off flat Penetration, we are left with 140.7 – 20 = 120.7.
Your attacks would be dealing damage as if the enemy had 125.7 armour; while an ally who does not
have any Physical Penetration would be dealing damage as if the enemy had 210 armour. After the
Executioner debuff wears off the armour value would go back to 300.
Reduction applies before Penetration, so be aware that Reduction will make % Pen less valuable, as
you are then negating a % of a smaller amount. 50% of 30 is a lot smaller than 50% of 325.
Total Effective Health:
There are two ways of measuring how useful your armour is to you. There is the mitigation
multiplier, which is shown above. The other way is by working out your EFFECTIVE Health.
A common example is this. You have 1000 health, and 100 physical armour. If an enemy were to deal
100 true damage, it would take 10 hits in order to kill you. However, if they were to deal 100
physical damage, with 100 armour they would be dealing 50 damage to you. 1000/50 = 20 hits to kill
The formula for Effective Health is HP/Damage Mitigation Multiplier. 100 armour is a 0.5x multiplier
to damage, so 1000/0.5 = 2000. At 100 armour have 2000 EFFECTIVE health.
Take into account that you have different effective health values for physical and magical damage. If
you build fully into physical defence, your effective health against Physical damage will be extremely
high. But your effective health against magical damage would be completely different as you have
less magical defences.
A good way of thinking about Total Effective health is as a square. The length indicates your health,
and the height is your armour value. You begin both at 1cm assuming 1 HP and 0 protections.
Increasing your protection by one increases your height by 0.01cm, and increasing your HP by 1
increases your length by 1cm. Total Effective Health is the surface area of the square(rectangle).
Lifesteal, as you know, heals you for a percentage of the damage done. Within this, there are two
types, Physical and Magical Lifesteal.
Both lifesteal types work based on the damage DEALT. So if you have a target with 0 armour, and
you deal 100 damage, you would heal for X% of 100, where X is your lifesteal %(For example, a fully
stacked Devourer’s Gauntlet gives 25% Physical Lifesteal). However, if your target has 100 armour,
and therefore you deal 50 damage because you have 0 Penetration, you will heal for X% of 50.
Another thing is that you can ‘overheal’. If your target has 100 hp, and you deal 600 damage, you
will steal a percentage of the 600, rather than the 100 you ‘dealt’.
Neither form of Lifesteal works on Towers, Phoenixes and the Titan.
Physical Lifesteal applies only to physical basic attacks. It does NOT apply to physical abilities, with
the exception of Mercury’s ‘Made You Look’ which is treated as a Basic Attack, but an AoE(see
Magical Lifesteal). You will heal for Lifesteal% of the damage you deal on your basic attacks. If you
have 300 physical power, and have 20% lifesteal, your auto-attacks would heal for 60. A critical hit
without Deathbringer would deal 300*2 = 600 damage and heal for 120. With Deathbringer, this is
turned to 300 * 2.5 = 750, which means you would heal for 150.
Magical Lifesteal will work both on your magical inhand attacks and on magical abilities. It will not
proc on physical basic attacks or physical abilities. AoE abilities are subject to a coefficient of 0.33. So
30% Magical Lifesteal on Kukulkan’s Whirlwind would mean he would steal 10% of the damage he
deals to each target. 10% would mean 3.33% of the damage.
This coefficient is not applied to basic attacks, which work like Physical Lifesteal does. So 30%
Magical Lifesteal on an AoE attack like Agni’s Rain Fire that does 150 damage will heal for:
0.33(150 * 0.3) = 15.
A magical basic attack that deals 150 damage with 30% lifesteal would heal for
(150 * 0.3) = 45.
There are 6 main jungle camps in Smite It is important to note that in Season 2, if you ‘leash’ a
minion by leaving it nobody in its aggro range to attack, it will go back to its original position,
regenerating 10% of its HP per second. This also applies to the Gold Fury and the Fire Giant. Jungle
camps are immune to damage outside of their leash range. All of the camps will spawn in at 0:10
after minions have spawned.
Firstly, there are the two harpy camps. These are generally known as ‘mid harpies’ and ‘back
The mid harpy camp consists of two elder harpies. They will respawn 3 minutes after the camp is
The back harpy camp consists of one Elder Harpy and two small Harpies. After the camp has been
cleared, they will respawn 80 seconds (1 minute 20 seconds) later.
Next, are the buff camps, affectionately known as the Purple, Red, Orange and Blue camps. These
camps hold 1 large Cyclops and 2 smaller Cyclopes. Killing the large minion in these camps will drop
a buff to the floor for the team that killed it to pick up. Once the large buff wielding minion has been
killed, the buff will stay on the floor for 30 seconds for a god to pick it up. Gods can only wield one
buff at a time and there is no buff swapping. Picking up a buff that you already have will refresh the
timer to 120 seconds. Buffs cannot be dropped, and are wiped when you are killed.
The Damage Buff increases your physical power by 5 and magical power by 10, but will also increase
both by a fixed 20% afterwards. This stacks additively with other forms of % power increase i.e.
Tahuti, Elixir of Power. (Quick note: Kukulkan and Vamana’s passive are not affected by the 20%
power buff or any other form of % power increase). This camp respawns 4 minutes after it has been
The Speed Buff increases your movement speed by 20%. This camp respawns 4 minutes after it has
The Mana/Cooldown Buff gives you 25 MP5, or 5 mana per second, along with 10% Cooldown
Reduction. This will not exceed the Cooldown Reduction cap of 40%. The Cyclopes in these camps
are ranged(melee in non-Conquest gamemodes) and deal magic damage instead of physical. This
camp will respawn 3 minutes after the camp is cleared.
The Attack Speed Buff will give you +15% attack speed, along with +12 basic attack power for
physical gods and 15 basic attack power for magical gods. This respawns 3 minutes after the camp is
Jungle Camp Stats
All the jungle camps have health and protection scaling, increasing every 3 minutes. Shown here is a
list of values(some not available yet).
Type Health Damage Phys Prot Mag Prot Reward(Solo)
Small Cyclops 220 + 40/3mins 5 Phys(Red/Purple/Orange)
5 Magical (Blue)
? + 2/3 mins ? + 1/3 mins 22xp, 13 gold
Large Cyclops 1025 + 65/3mins 32Phys(Red/Purple/Orange)
32 Magical (Blue)
? + ?/3 mins ? + ?/3mins 185xp, 45 gold
Small Harpy 180 + ?/3 mins 5 Physical ? + ?/3 mins ? + ?/3mins 30xp, 13 gold
Elder Harpy ? + ?/3 mins 22 Physical ?+ ?/3mins ?+?/3mins 110 xp, 45 gold
Attack Speed is a simple stat yet can be incredibly difficult to understand. When you buy an attack
speed item, it will show a percentage. I.E Light Blade offers 15% attack speed. That 15% is not equal
to a boost of 0.15 to your attacks per second, but rather an extra 15% of your base attack speed.
Each god has their individual base 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, or 0.24. Whereas Bastet
getting 25% Attack Speed would give you (0.25*1) = 0.25 to your attack speed.
Reduction works in the same way, except in reverse. A 30% attack speed slow on a god with a 0.9
base attack speed will have their attack speed reduced by 0.27, regardless of if they have 0.95 or 2.5
current Attack Speed.
Attack Speed is effectively the Cooldown reduction on your basic attack: If you have 0.4 attack
speed, which is the AS floor, you have a ‘refire time’ of 2.5s, regardless of if your attack speed
increases between that time i.e. an attack speed debuff wearing out. This also determines how long
you’re slowed for when you use your basic attacks. Refire times are modified by your hit chain, so a
Ne Zha with 2.0 Attack Speed would take 0.5, 0.5, 1.33 and 1 seconds respectively to hit each attack.
The simplified formula for attack speed is as follows:
∗ (1 +( − ))
Healing Increases/Reductions work in an identical fashion to how Attack Speed works. Both increase
and decrease 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 you have a Weakening Curse Active, but still have the 15% boost, it would be 200 *
(1+0.15-1) as there is a 15% boost but 100% reduction, leaving you with 15% total healing. Hel’s
passive is applied before this, and does not count as a boost to healing like Asclepius.
∗ (1 +( %) −( %))
Movement Speed – Penalties
There are a few penalties that need to be taken into account when thinking about movement speed.
These are the basic attack penalty, the strafing penalty and the backpedal penalty. Each of these
stack, but multiplicatively. They are not affected by the movement speed floor(see next section).
Ranged Basic Attack Penalty: 50%
Melee Basic Attack Penalty: 35%
Strafing Penalty: 20%
Backpedal Penalty: 40%
Movement Speed – Diminishing Returns
Movement Speed is a stat that is subjected to direct diminishing returns, as opposed to diminishing
EFFICIENCY you get by buying any other stat(with the exception of penetration and Cooldown
Reduction). At any speed between 0 and 457, any Movement Speed increase is normal or 1x.
Between 457 and 540.5, any extra Movement Speed you have is subject to a 20% diminishing return,
or 0.8x its actual value. After 540.5, the DR is 50% of the extra movement speed.
The undiminished cap for Movement Speed is 1000. After adding diminishing returns, it looks like
457 + (0.8*(540.5-457)) + (0.5*(1000-540.5)) OR
457 + (0.8 * 83.5) + (0.5*459.5) OR
457 + 66.8 + 229.75 = 753.55.
An example of this. Kukulkan has 350 base movement speed. If you buy 50% of movement speed
items, that will be another (350 * 0.5) = 175 Movement Speed. Before diminishing returns, this
should equal 350 + 175 = 525
However you then need to add DR into the mix. 457 is the first threshold. To get to 457 from 350,
you have to multiply it by (457/350). Subtract that as a percentage from 50%, and you get 19.4%.
That 19.4% is subject to the first set of diminishing returns, so that is multiplied by 0.8. 19.4% of 350
= 68. Multiply that by 0.8 and you get 54.4.
457 + 54.32 = 511.4.
To put it into the DR formula: 457 + 0.8(525-457) = 511.4.
This is the cap that can be reached with items. Any ability that a god has will break this movement
speed cap, such as Chronos’ Accelerate, Poseidon’s Trident, Kukulkan’s Slipstream etc.
Simplified Formulae where N is movement speed before DR
Below 457: ∗ 1
For between 457 and 540.5: 457 +0.8( −457)
For above 540.5: 523.8 +0.5( −540.5)
Slows – Diminishing Returns
Like movement speed, slows are subject to diminishing returns. A slow of 40% or under isn’t
subjected to these returns.
After 40%, slows are subjected to this formula:
( ∗ 100)
This means that for a 50% slow, such as Kukulkan’s Zephyrl at Rank 5: 100*50 = 5000/(50+60) =
5000/110 = 45.45%
Kukulkan’s Zephyr at Rank 5 with Gem of Isolation: 100 * 75 = 7500/135 = 55.56%.
However, your movement speed can’t be reduced below 150, with the exception of roots and
certain channelled abilities which reduce movement speed to 0.
For a video explanation of this mechanic, here is a guide created by Capslockfury:
Crowd Control – Diminishing Returns
Crowd control is the other mechanic for which diminishing returns are applied. This is to prevent
people from being stun locked to death.
The current list is as follows: Stuns, Fears, Taunts, Mesmerises, Silences, Knock-up/Knockbacks,
Intoxicates, Banishes, Madness, Pulls, Carries, Disarms and Trembles.
Note: Knock-ups, Pulls and Carries are not affected by DR, but they do contribute to it. You will
always be knocked up/back or banished for the full duration, but subsequent stuns would be hit by
DR coefficients. Banishes do not create DR at all, but are still treated as hard CC.
The first set of hard crowd control will apply normally. So a 2s stun will be a 2s stun, 1s fear a 1s fear
The second hard crowd control applied will be subject to a 33% reduction in the duration. So an Ymir
stun at Rank 5, which usually lasts for 2.25s, will only last for 1.5s.
The third and ANY CROWD CONTROL AFTER THIS will have a 66% reduction in the duration. So the
same Ymir stun if used 3
in a chain of hard CC will only last 0.75s.
Diminishing returns lasts 15 seconds after the last hard CC was applied.
In the case of Tyr, any DR coefficients are taken from the post-Unyielding value. To better explain it,
if Ymir was to stun Tyr for the second in a CC chain, it would be the 1 second duration reduced by
33%, not 2.25s. Hard crowd control cannot be made to be reduced to less than 0.5s from diminishing
The order for CC calculations goes as follows.
1: Crowd Control Duration
3: Crowd Control Reduction
4: Crowd Control Diminishing Returns
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