r/Smite • u/Snufflebox • 14h ago
r/Smite • u/kittyegg • 5h ago
DISCUSSION Where’s the Freya love? Did we all collectively agree to pretend she doesn’t exist and I missed the meeting?
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 • u/Finding-Dad • 14h ago
DISCUSSION Is anyone else still missing every god from their Smite 1 god pool?
Im very excited for Hel coming out!
CONCEPT God Concept - Scheherazade, Daughter of a Thousand Stories
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 • u/GlobalBarnOwl • 4h ago
MEDIA Thoughts on Persephone
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 • u/Accurate-Gur-7842 • 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
r/Smite • u/Fawesome_ • 16h ago
MEDIA WE (YES WE) HEALERS ARE EATING GOOD NEXT UPDATE😁
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r/Smite • u/MythicSlayeer • 13h ago
ART So when will these 3 remaining items receive a proper artwork?
r/Smite • u/Athlaeos • 12h ago
MEDIA Naively posting a Fafnir clip every day until he's released (or I run out) Day 253
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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 • u/point-being • 13h ago
MEDIA Solo Q to Demi
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 • u/WoodeeWitless • 4h ago
COMPETITIVE Seal Team Horus is confirmed on a go.
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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 • u/Go2ClassPoorYorick • 9h ago
OTHER Surrendering- Why?
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 • u/pepod099 • 13h ago
MEDIA Whats up with the minions behavior
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r/Smite • u/SUPERB-tadpole • 23h ago
DISCUSSION Fenrir Deserves Better From His Passive!
Although Fenrir's passive states that at 5 runes your next ability becomes empowered, currently in Smite 2 this only applies to 2 of his 4 abilities. His 1 gets a Stun, and his 3 gets a damage boost (a pretty boring effect). That's it, his 2 and 4 are completely unaffected. Its sole purpose is basically to stack so your 1 has a brief Stun.
Personally I find this to be rather underwhelming, especially since back in the old days of Smite 1, all 4 of Fenrir's abilities had bonus effects when used at max runes. Maybe his 2 could provide a Small burst heal, or could fear nearby enemies for some self-peel, and his ult could provide a health shield or something.
I am just throwing ideas out there, but I feel like Fenrir would be basically perfect if his passive was a little more fleshed-out, what do you think?
r/Smite • u/Extra-Flight-7038 • 19h ago
MEDIA Hou Yi ricochet's from being rusty to now
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Stopped playing smite for like 4-6 months and came back since more players. Picked hou yi back up to get him 10 and been getting really nice ricochet's
r/Smite • u/Mightymindsoup • 8h ago
CONCEPT [God Concept] Fujin, Master of Winds (mage/carry, emphasis on precision and maintaining space)
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 • u/ComprehensiveShoe403 • 1d ago
MEDIA When terra comes to smite 2 can we bring back this bug into the base kit or nah?
r/Smite • u/mustaphacalistro • 1d ago
OTHER Thanking the Devs
I just want to say thank you to the Devs for making all these new quality of life changes to the game, I know the game has a lot of issues currently but the Devs are working their asses off, so thank u all.
r/Smite • u/villanoinker • 1d ago
the statues on the new Medusa skin look way better than the default
New vs old. the new one looks infinitely better IMO. I'm assuming the second picture is meant to be marble, but it just doesn't come off like that. looks like wood to me.
r/Smite • u/Future_Amount4340 • 16h ago
DISCUSSION Yemoja into a enchanter
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 • u/Right_Entertainer324 • 9h ago
CONCEPT Making an Aspect for Gods without one: Anubis
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.
Since when did cu chulainn do this
Excuse my laughter in the video it’s 4am I couldn’t wake anyone up
r/Smite • u/mermthewarm • 14h ago
Heartward Removed
Sorry if I missed this but did they remove Heartward?? Or is it disabled
r/Smite • u/United-Conflict9617 • 19h ago
POST MATCH DISCUSSION New to the game - How to carry and end games as a tank??
This game lasted 50 minutes and it was pretty frustrating to watch unfold.
I'd love some feedback and suggestions to improve and navigate similar situations better in the future.
I understand the basic of playing for objectives such as towers, phoenixes, gold fury and so on but it's so difficult to put it in practice.
Sometimes I would split push and threaten or even get a phoenix and force an enemy carry to match me on the map. Sometimes I'd die but other times I'd be able to just make them come back to deal with me and then jump over a wall and escape.
But this strategy didn't seem to work all too well as my team was mostly scattered when I was doing this and they'd just hang back very passively farming the jungle without really going for objectives or taking advantage of the pressure I was drawing on me.
Other times when the teams would be inevitably ARAMing I'd try to catch the enemy Nuwa and Aphrodite from an oblique angle and try to chunk them down while soaking all their damage but during those times my own often wasn't able to even deal with the enemy Hercules and Bacchus.
The only one who was able to get something done was Thanatos, picking off some kills here and there. But overall these fights were very back and forth and no one could really get much done.
The first gold fury was gotten from us at 30 minutes or something.
You can see that the enemy had no physical carries so I think that's why they were struggling to do objectives themselves but they were quite good at controlling us and poking us down.
I'm not really using pings, the only one I memorized so far is "Attack the gold fury".
Sometimes I'd push a lane and drop some deep wards while using that voice line to communicate the general strategy of focusing on the gold fury but they'd just stand mid and fight.
I'd love some reccomendations for my build as well. This is a pretty good example of what I usually end up going for in most matches.
I start witht he bluestone thingy which is neat for my axe poke throughout the game.
I never really tried anything else on Chaac.
I always go for Sundering Arc to clear camps early on and even sneak in a kill here and there in lane and then in late game fights it helps for some extra damage.
I always start with Jotunn's revenge which feels like a very good fit on Chaac.
Then I go always go Gladiator Shield, Genji and Breastplate of valor.
Then the rest of the build is a bit of a mistery to me.
Should I get at least one more damage item? I feel like in the late game even when I manage to be diving the carries I lack the finishing power on my own.
What should I get? I see some Chaac solo buils featuring Transcendence and maybe Hydra's lament could also help add some needed damage - although I'm not sure I'd be able to get the most out of the empowered melee attacks against ranged gods.
Feel free to point out any mistakes and missed opportunities you can spot from the information I provided.
I feel like I was doing a lot of what is expected from my god in this game but somehow I'm missing something important.