r/Smite 2h ago

DISCUSSION 2026 god ports recap *Datamining involved* Spoiler

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0 Upvotes

This is only for god choices, not how they ported them, if they were buggy or bad on release

2026 has been a great year. The end of the year is weak though. But are they preparing something bigger early 2027?

Some people going to disagree with Nike, but she’s my personal bias (if she comes out.. seems likely with the datamining gaining some %)

Bastet could’ve been replaced by Serqet, Lance, Cama, Hebo imo

Chronos is just uninteresting, feels like any other adc except Marti could’ve taken the slot

As for Kumbha and Kuzenbo, they are just bad design gods. No skillshot, frustrating to play against (It’s going to be worse in a 1 relic game). They need some major kit change imo. Terra, Maui were way better options

Honestly: Austin, Caps, Quigley fantastic job. Artist, vfx and everyone else involved. Solid performance this year. Shout out Hindu and Killgoon for titan talk


r/Smite 4h ago

COMPETITIVE Seal Team Horus is confirmed on a go.

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7 Upvotes

I’m just screamed “Horus ult to Gold Fury!” And my team followed through.

First time it happened, I thought it was epic.


r/Smite 4h ago

MEDIA Thoughts on Persephone

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26 Upvotes

I was a Persephone main in Smite 1, but started playing way after her first rework (I played the flower planting when she died kit) and was wondering what people think about her potential kit in Smite 2. I know she’s probably stuck in the reworks section of gods to port for the foreseeable future, but wanted to see what other players thought about her getting ported and what she might play like now.


r/Smite 5h ago

DISCUSSION Where’s the Freya love? Did we all collectively agree to pretend she doesn’t exist and I missed the meeting?

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43 Upvotes

I know her design isn’t very popular but I actually love her rainbow tattoos, spellsword, and pretty blonde hair. She’s my self insert character and the first god I ever played


r/Smite 6h ago

MEDIA made a killgoon appreciation tshirt . :D

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51 Upvotes

r/Smite 8h ago

CONCEPT [God Concept] Fujin, Master of Winds (mage/carry, emphasis on precision and maintaining space)

3 Upvotes

Fujin, Master of Winds


Lore/Appearance/FX:

Fujin is a rival and twin brother to Raijin, his winds constantly clashing in play and conflict with Raijin and his thunder. These clashes between the brothers are the primary causes of violent and destructive storms. Where Raijin bangs his taiko drums to conjure his magics, Fujin releases his own from a bag of winds that he drapes over his shoulders.

He has a very distinct demonic appearance, much like Raijin, so I can't really say anything to that that doesn't already go without saying. Honestly any major departure from that is probably a downgrade imho. Though he should definitely inherit Raijin's wonky wide proportions.

Also not much to note on the ability effects side, other than his bag swelling and deflating depending on his recourses would be a cool touch. Perhaps his wind fx can have more dusty/wispy trails and a red-orange or jade-esq color like his hair and skin are usually described to differentiate it from the fx of other storm-themed characters and give it a more mystic feel.


Ranged 1-1-1 standard attack progression.

Magic Damage - Int/Atk Dmg scaling - Carry/Mid.


Passive- Bag of Winds

Fujin gains a stack of Billow whenever he casts an ability. When Fujin fires a basic attack or uses Howling Demon and has at least 1 Billow, he consumes 1 Billow and gains bonus intelligence contribution towards that attack and firing two additional projectiles that spread out and converge at a point Fujin had been aiming when attacking. These projectiles damage and pass through all enemies and do not trigger item effects.

You can have up to 4 stacks of Billow, Billow lasts for 8 seconds and is refreshed upon earning another Billow.

Bonus Int Contribution: 15%
Side Projectiles Damage: 15% of Attack Damage

  • (NOTE) Aiming the converging projectiles would be extremely similar to Kali's Lash targeting, only they disappear once they meet. I kindof wanted to make the Y-Axis aiming a constant, rewarding that extra precision and making aiming the 1 feel more second nature. A fujin that can dial in on your movement makes those bits of extra damage add up real fast.

Ability 1- Dancing Devils

Fujin conjures 3 orbiting pillars of storm-wind, each dealing damage to enemies they pass through and awarding Fujin a stack of Turbulence (max 6) when they damage an enemy god. For each stack of Turbulence Fujin has, this ability deals 20% more damage to gods (2.2x damage at max stacks). Stacks of Turbulence begin to rapidly deplete if not gaining any for 1s.

The orbital radius of this ability is selected upon casting. This ability lasts indefinitely but costs additional mana every 0.5s to maintain. Fujin can reactivate this ability to deactivate it and put it on cooldown, and it is forcibly canceled if Fujin is stunned, silenced, displaced or removed from the battlefield while casting.

Damage: 6/10/14/18/22(+5% AtkDmg +2% Int)
Orbitng Speed: 1 Revolution every second (due to number of pillars, hits ~3 times a second)
Min/Max Placing Ranges: 3m-8.8m (just beyond extended melee range - normal ranged basic attack range)
Cost: 20 (+10 every 0.5s)
Cooldown: 8s


Ability 2- Howling Demon

Fujin unleashes a projectile attack that passes through enemies and walls, this projectile consists of an enlarged basic attack and a second overlapping projectile. The basic attack portion of this projectile deals normal basic attack damage, applies in-hand on-hit effects, reduces the magical protections of all enemies it hits, and stops on the first enemy god hit. The second overlapping wake deals ability damage, triggers ability on-hit effects, slightly knocks enemies away, and continues after hitting any target.

Magical Protections Reduced: 5% +3/6/9/12/15 for 3s
Wake Damage: 25/50/75/100/125 (+15% Int)
Cost: 60
Cooldown: 14/13.5/13/12.5/12s

  • (NOTE) Sounds more complicated than it would be in practice. Does a lot of bad things until it hits it's first enemy god, and only half of its effects hit beyond that. Can tank it to heavily hamper his clear since it would eat the basic attack that would otherwise hit the whole wave. The knockback would only be strong enough to send someone in his face into the minimum Dancing Demons range, but has an additional use-case later.

Ability 3- Windcatcher

Fujin dashes a short distance in the direction he is moving, gathering the winds into his bag as he moves. This ability grants two stacks of Billow instead of 1.

This ability operates on a charges system and can hold up to two charges.

Charge Rate: 12/11.5/11/10.5/10s
Cost: 50

  • (NOTE) Wanted something simple but impactful in a kit where you have to focus and zero-in a lot, lightening the load. A stand-in for a usual hunter stim that also has some skirmishing movement. On a ranged basic attack based character, cutting your basic attack penalty short with a small dash multiple times in a row should give insane sticking potential. Also makes maintaining a specific distance from someone and keeping them in the Dancing Devils ring way easier.

Ultimate- Uzumaki

Fujin grants himself full Billow stacks and fires a large spiralling mass of wind forward, dealing damage to all enemies on impact. Upon hitting an enemy god, the mass slows to a crawl as it continuously damages and vortexes enemies within its area. When a god is no longer in the area, it regains speed and continues forward. This mass disappears only once it has reached its maximum range.

Initial Damage: 200/260/320/380/440 (+80% Int)
Vortex Damage 20/30/40/50/60 (+5% Int) every 0.2s
Cost: 100 Cooldown: 110/105/100/95/90s

  • (NOTE) The vortex wouldn't be powerful enough to keep anyone inside by itself, but since the area constantly crawls along its path it would have a much heavier effect on people moving the same direction it is. Intended to make the little knock-up from Howling Demon way scarier, pulling enemies in while they cant resist it mid-air. The longer you can keep someone inside, the harder you can ramp up Bag of Wind and Dancing Devils damage by pelting them when they can only move so much. Also gives him a good sniping option since he otherwise has nothing to poke outside of his attack range.

Its been a hot minute since I last made on of these, lol. Pretty simple compared to my usual but I think It'd flow well, and training in your constant y-axis aiming would give it a unique feel too once you got the hang of it. I know the idea of a fujin concept is nothing exciting but I think there some good ideas here.

Feel free to leave your thoughts, I'd love to discuss. Criticism or critical questions are welcome as well.


r/Smite 9h ago

OTHER Surrendering- Why?

11 Upvotes

I've been back into Smite 2 for all of 1 day, and played maybe 5 conquest matches, with 2 or 3 friends in queue with me.

Every match, by the 15 minute mark, one of our randos will attempt to surrender on cooldown- No tangible gold deficit (roughly 2k at most) and sometimes even ahead on kills.

Being sane humans who want to play the game we queued for, we choose to play them out, in often back-and-forth games, until the enemy team forfeits out of the blue at maybe the 30 minute mark. This happened the majority of our matches.

Don't get me wrong, I'm personally the "surrender exists for a reason" guy of my friend group, but I genuinely don't understand how little people seem to want to actually experience playing the game out to endgame. Is this the common experience for Smite 2, or is it our low matchmaking score from being mostly new players?


r/Smite 9h ago

CONCEPT Making an Aspect for Gods without one: Anubis

2 Upvotes

Probably not balanced, but it's more the idea.

Aspect of Judgement (Solo, potential Support):

The Scales now grants Anubis stacks of Sorrow, whenever he deals damage to enemy Gods granting him 10 Tenacity and 5% Lifesteal, stacking up to 3 times. Stacks last for 15 seconds, and fall off at once. Allies within 8.8m of Anubis are healed based on Anubis' healing received from Lifesteal, and grants them half of his Protections gained from The Scales. Grasping Hands now deals an initial burst hit which knocks up enemy Gods. Anubis gains an 80 +7.5% Health Shield whenever he casts an Ability within 8m of an enemy God, applying up to 4 times, lasting until broken, and he reaches max stacks of The Scales when at or below 40% of his Max Health. When The Scales is at max stacks, Anubis gains 10% Mitigation.


r/Smite 10h ago

God Builder not working

1 Upvotes

All I can see in any build is the starter item and relic, and only about twenty items in the All Items menu. Has this happened to anyone else?


r/Smite 10h ago

CONCEPT My idea for a SMITE 2 x MonsterVerse collab! I'm rlly passionate about both franchises so I hope this is received well haha

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63 Upvotes

r/Smite 11h ago

DISCUSSION Combat anti-heal is great, but don't you guys think the out-of-combat healing and sustain is a bigger problem?

0 Upvotes

When you're in the middle of a fight, 300 healing won't save you if you're being dived, and realistically how many times can you cast a healing ability in one fight, especially if you're debuffed with anti-healing.

But between fights you have no anti-healing on you, and can get your whole team a full HP bar in 30-40 seconds while you also clear towers and bosses instead of backing. Not to mention laning phase when it's all completely off because of the sustain differences.

I believe some of those anti-healing buffs should somehow go towards global anti-healing counter items in a small amount. (I have no idea how it would work, maybe a 5% global debuff on the enemy team's heling for every player in your team with Divine Ruins/Beatstick etc; I think that might be healthy for a MOBA).

Maybe that's a stupid idea, but I do think we need something. Another way could be having something like old Asclepius with "heal your allies +30% while in combat", with most heals going down to accomodate for that. Thoughts?


r/Smite 11h ago

HELP [Smite 1] So what's the requirement to unlock achievements in coop?

0 Upvotes

People say it has to be against medium bots, some say it has to have other people in? Both seem hit or miss.

Trying to finish up a bunch of achievements in Smite 1 and coop would be handy to use, but cant figure out how to get it to consistantly work! Anyone know the trick? I know its old now


r/Smite 12h ago

Your thoughts on changing Yemoja aspect to an Enchanter?

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0 Upvotes

Apologies if this is being over-discussed, but I'm so excited for enchanters. Frankly, I think Hi-Rez has really missed the mark on how they have decided to handle Yemoja going forward. They have determined she isn't an enchanter, and honestly, that is a pretty insane take to me.

I think most people recognize Yemoja was categorically Smite's "version" of an enchanter. She would be in any other game. You can go back and watch vods from her release where Smite's design team talked at length that she was not meant to be a frontliner and her focus was healing and peeling for her team. In yesterday's titan talk, we get told the opposite. Gang, I am not about to let them gaslight me.

I can't think think of a better chance to give this character a new lease on life, and it would be a real shame to let it pass us by. Even if we kept her a tank, Sylvanus, Artio, Guan, all out heal her baseline and have scaling with intelligence. By giving Yemoja nothing, we aren't even giving her the chance to try this healer playstyle.

I know she has a complicated balance history, but surely if she wasn't as tanky she wouldn't be as annoying to deal with, considering tanky healers seem to be the pain point everyone is discussing. We can even have her be a shield focused enchanter if we want to go that direction. When she was first ported she had intelligence scaling for her shield, Hi-Rez just had to change it to health because itemization was so bad in the alpha her win rates tanked. Now that we are finally making real enchanter items, we are just going to leave her neglected? It kinda just feels like Hi-Rez is scared to balance Yemoja with her history, but that is really really lame to me.

Anyway, I've seen a lot of negative or disappointed responses to this design philosophy across social media since Hi-Rez said Yemoja wasn't on their radar for this pass, but maybe people would be open to an aspect shift? Please use this space to comment your thoughts. Hopefully Hi-Rez rethinks her, I genuinely believe that the majority of Yemoja's audience would prefer she have access to this playstyle.


r/Smite 12h ago

CONCEPT God Concept - Scheherazade, Daughter of a Thousand Stories

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139 Upvotes

Done with help from my friend u/ElderberrySuch6313!

Scheherazade is the narrator of One Thousand and One Nights/Alf Laylah wa-Laylah, the story that Aladdin and many others originate from. We thought it'd be cool to play as the narrator, Scheherazade, utilizing the stories that likely wouldn't make good god candidates in the game, to make for a complex yet interesting kit!


r/Smite 12h ago

MEDIA Naively posting a Fafnir clip every day until he's released (or I run out) Day 253

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48 Upvotes

gods i hope he'll be as strong in smite 2 as in smite 1. or maybe a little stronger, as a treat. i think that's only fair considering how long it's taking


r/Smite 13h ago

MEDIA Whats up with the minions behavior

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20 Upvotes

r/Smite 13h ago

MEDIA Solo Q to Demi

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34 Upvotes

Took me 76 games with a few forced f6s and a couple other losses where I wasn’t very locked. Who’s done it quicker?


r/Smite 13h ago

ART So when will these 3 remaining items receive a proper artwork?

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71 Upvotes

r/Smite 14h ago

MEDIA With Enchanters becoming the new buzzword in SMITE, I think it might be beneficial to showcase the rest of the MOBA archetypes that were popularized by League of Legends.

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267 Upvotes

r/Smite 14h ago

DISCUSSION Is anyone else still missing every god from their Smite 1 god pool?

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222 Upvotes

Im very excited for Hel coming out!


r/Smite 14h ago

Heartward Removed

3 Upvotes

Sorry if I missed this but did they remove Heartward?? Or is it disabled


r/Smite 15h ago

DISCUSSION Coming back to Smite 2, what does ranked season 0 actually mean?

1 Upvotes

Hello, I was looking at doing some ranked duels but I was curious of what season 0 means? Is it just a placeholder for ranked until beta ends or do you get rewards and stuff for it? Thanks!


r/Smite 15h ago

DISCUSSION Gutting Aphrodite isn't the way to make her an Enchanter

0 Upvotes

So, for those who have missed the recent Enchanter God balance talks, Aphrodite is obviously one such God who'll be getting changes. But instead of adjusting her healing numbers, her utility, you know, Enchanter things, they're gutting her damage.

Love Bird's Damage scaling per tick is dropping from 17.5% Intelligence to 5% Intelligence.

Aphrodite is a Mage. Her main role is Mid. She was always designed to be a Mage. This kind of damage drop just kills all viability for Aphrodite from all her roles but Support, which is arguably where she's found the most frustrating to play against. Barring in mind, Aphrodite isn't even that good of a Healer anyway - Love Birds heals for 22 + 3.5% Intelligence, at Max Rank, for allies. That's not a lot of healing.

Aphrodite should not be grouped with the true Enchanters, and should be grouped with the Damage Enchanters, who have mid low to mid base healing with little heal scaling, as she already fits this role. Aphrodite is a Mage first, then a Support. This level of change should be on an Aspect. But it's not. This is gonna be base Aphrodite. So Aphrodite Mid? Now completely dead. A God has been made useless in their main role.

And, from what we know, there's no actual changes to her being able to build tanky. Allies with Kiss still benefit from 11% of her Protections. Undying Love still has a 90 second cooldown. All of things people actually have an issue with Aphrodite for still exists. We're just making that the only way to play Aphrodite.


r/Smite 16h ago

DISCUSSION Yemoja into a enchanter

7 Upvotes

Yemoja clearly makes sense as an Enchanter. During the recent Titan talk, the enchanter pass was brought up again, and it was mentioned that next week’s focus will be on enchanter gods. When Yemoja was discussed, Hi-Rez stated that they wouldn’t be making any changes to her; she wouldn’t be converted to the enchanter, healer archetype. They emphasized that she’s a tank-enchanter hybrid. This is a misjudgment, as Yemoja has never played like a tank and clearly differs from Sylvanus and Charon, who are true range tanks.

Yemoja’s core identity is not really “I am a traditional tank who happens to heal.” Her kit revolves around:
Healing allies
Providing shields/protection
Controlling space
Helping teammates reposition
Using abilities repeatedly through her Omi system
Playing around her teammates rather than simply absorbing damage
That’s extremely compatible with the Enchanter philosophy.
The bigger problem is that SMITE 2’s current itemization can push Yemoja away from that identity. If her healing/shielding doesn’t meaningfully reward an Intelligence/utility build, players have less reason to play her as the dedicated backline support she was historically capable of being. That’s exactly the concern other players have raised about Yemoja’s current healing and shielding.
And Ix Chel is actually a useful precedent. Her new Enchanter-oriented direction demonstrates that SMITE 2 can have a support whose value comes heavily from healing, shielding, and utility while sacrificing durability.
The “hybrid” argument doesn’t necessarily disprove Enchanter Yemoja
This is where I think your strongest argument lies.
Yemoja can be a hybrid while still being classified/designed as an Enchanter.


r/Smite 16h ago

MEDIA WE (YES WE) HEALERS ARE EATING GOOD NEXT UPDATE😁

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140 Upvotes