Smite Update 12.08 Patch Notes (Smite 9.3) – March 22, 2022

Smite update 12.08 (Smite 9.3 Bonus Update) is now available to download on PS4, PC, and Xbox One. According to the official Smite 12.08 patch notes, the latest update brings balancing, changes, adjustments to the game. Apart from this, Smite version 12.08 also includes various changes, fixes, and improvements

Previously, a big season update added Shiva – The Destroyer to the game. Unfortunately, since the last major patch, players are experiencing several issues with the game. Today’s Smite patch 12.08 will fix a few of these issues.

Read more details below.

Smite 12.08 Patch Notes (Smite 9.3 Bonus Update)? – March 22, 2022

  • All items in the Viewer Store will now rotate every 2 weeks
    • Once at Main Update Release time
    • Once at Bonus Update Release time
    • One more time on any 6 Week Updates
Custom Matches
  • Creating Custom Games
    • Pre-Saved Defaults
      • Players can now choose these options as a starting point to more quickly create custom games in common configurations:
        • Competitive Conquest (SPL and Scrim format)
          • Play Conquest with drafting to practice, coordinate, and compete in competitive games!
        • Ranked (All-Ban draft format)
          • Play Conquest with bans to mimic a true ranked experience!
        • Infinite Assault
          • Cast abilities to your heart’s content in Asgard as all of the costs have been removed!
        • Omnipotence
          • Sling spells freely and frequently in this battle for ultimate control over Olympus!
        • Grab Bag
          • Spend your way to victory in this fast-paced Conquest match before the enemy can adapt!
        • Cup Runneth Over
          • Wealth and resources abound in an endgame battle in the Arena!
        • Joust the Two of Us
          • Join up with a friend and defend the Joust lane in this close-quarter combat!
    • Player Pick Setting has new options
      • All-Pick
        • Players on the same team can lock in duplicate gods
      • Enemy Pick
        • Players pick the team that their opponents will play
    • New Advanced Options that players can now modify
      • Mana Costs
      • Base Cooldown Reduction
      • Max Cooldown Reduction
      • Gold Spooling
      • XP Spooling
      • Starting Arena Ticket Count
  • Browsing Custom Matches
    • You will now be able to see Map and pick/ban type on the list while browsing to join custom games
  • Home Screen
    • The background environment art has been updated for Season 9
  • Order and Chaos Lobbies
    • The background environment art has been updated for Season 9
  • Item Shop
    • Selecting a bought relic in your inventory will now route you to that Relic’s tree, as opposed to the all Relic view
New Tier 5 Skin – Queen of Cards Izanami
  • General
    • This tier 5 skin has 4 forms – Hearts, Spades, Diamonds, Clubs
    • Izanami changes forms when she uses her “Fade Away” ability, it always cycles in the order described above
    • This skin has a special emote or VXG – it does not cause her to change forms
    • This skins special emote has a built in quest system and upgrade system
  • Emote Upgrade Quest
    • Every time Izanami gets a kill or assist she will draw 4 cards.
    • These will appear behind her god model facing the player camera
    • If the cards are a 4 of a kind match, she will unlock an upgraded special emote for the form she is currently in
    • The upgraded special emote will be an entirely different animation
    • The upgrades special emote will also toggle on or off additional material and particle FX on that form each time that it is used
    • Players will need to complete this quest 4 times, one for each form
    • All progress is permanent and tracked across any number of normal or ranked matches, once you unlock a form’s special emote, you will have access to it forever.
    • If you toggle on a form’s special FX, it will remain on that form forever across multiple matches until toggled off by using that emote again.
With Update 9.3 we are also super excited to be hosting an amazing SMITE Birthday Art Event! There will be a wide variety of prizes for participating in the event each day, including Boosters, Gems, and some amazing Community art Cosmetics!
Community Avatars
  • An Animated Nox Avatar by BupiDiBup
  • A  Cthulhu Avatar by hemily279
Community Jump Stamps
  • A Cliodhna Jump Stamp by UltravioletReya
  • A Danzaburou Jump Stamp by Loxinen
Community Global Emotes
  • A Achilles Global Emote by FunkieDealer
  • A Khepri Global Emote by CheselthC
  • Fixed an issue where players could get stuck in the end of match lobby new acquisitions screen  (fix already live)
  • Fixed an issue where PC version of the new end of match lobby acquisition screen would sometimes show controller button prompts  (fix already live)
  • Fixed an issue where Ranked leaderboards would display the wrong player at the number one spot (fix already live)
  • Fixed an issue where players names in Streamer Mode would be shown in the system text and notifications when getting kills or being killed.
General Gameplay
  • Fixed an issue when picking up an Offering in Conquest would grant enemies mana regeneration
  • Jungle Camp Vision Rules
    • These are being restated to clarify the intended mechanics and how they relate to bug fixes in this update
    • A player should gain complete timer information of the Jungle Camps when:
      • For enemy-side camps on the map:
        • the player, one of their teammates, or a friendly ward gained vision of the camp location at the exact moment the camp dies (the last remaining monster is killed)
      • For neutral camps and friendly-side camps:
        • the player, one of their teammates, or a friendly ward gained vision of the camp location anytime after the camp was completely cleared (all monsters are dead and preparing to respawn)
          • This is includes Boss camps (Gold Furies, Pyromancer, Fire Giant)
    • A player will gain partial information where they see no timer but will see the icon appear on the map at the time it respawns when:
      • For enemy-side camps
        • the player, one of their teammates, or a friendly ward gained vision of the camp location anytime after the camp was completely cleared.
  • Jungle Buff Vision Bug Fixes
    • Fixed an issue where players could get full timers for camps even though they didn’t see them cleared (fix in hotfix already live)
    • Fixed an issue where players would not get full timers on jungle bosses even though their allies could (fixed in 9.3 main)
  • Mulan
    • Fixed an issue where her Grapple targeter would indicate it could pull to walls but would not hit. This targeter should be much more accurate now.
  • Terra
    • Fixed an issue where some invisible collision could linger after collapsing her Crushing Earth
  • Eset
    • Fixed an issue where her Ultimate would auto detonate on death. This ability won’t refire until the end of the duration or re-activate manually, which can be done even while dead
  • Charybdis
    • Fixed an issue where Magi’s Cloak would not trigger or immune the knockback from her ultimate
  • Tiamat Issues
    • Updated text on her Passive and Ruination Ability to match actual in game values
  • Cliodhna
    • Fixed the text on Flickering Visions to describe the right mana costs
    • Updated text on her Ultimate, Tear the Veil, to make the various damage amounts dealt by the ability more clearly described
  • Shiva
    • Hotfixed Friday 2/25:
      • Emblazoned Sweep
        • Fixed an issue with fire ring dealing persistent damage
        • Fixed Shiva sometimes becoming invisible
      • Damaru’s Tempo
        • Fixed double damage issue from knocked up targets
      • Pillar of Dawn
        • Fixed instance crash related to Shiva dying at a particular time.
    • Will be fixed in main 9.3 patch:
      • Pillar of Dawn
        • Fixed an issue where this ability could sometimes not allow Shiva to use the 2nd dash of this ability
        • Fixed an issue where Shiva could get into a bad state if interrupted out of the 2nd dash of this ability
  • Calamitous Rod of Tahuti
    • Fixed an issue where the text of this item still stated 1.5s delay on the meteor even though it was buffed to be 1s
  • Magic Shell Relic (All forms)
    • Fixed an issue where both Shell icons would appear on the buff bar even though the 2nd one used would have no effect. Multiple Shells cannot stack and are not intended to stack
  • Meditation Cloak Relic (All forms)
    • Fixed an issue where this item would appear to be activating but not actually apply its healing effects until it was reactivated at a later time
  • Nimble Rod of Tahuti
    • Fixed an issue where this item would not provide the correct attack speed conversion if bought while dead
  • Seer of the jungle
    • Fixed an issue where this item’s passive was not triggering on camps marked by the obelisk to provide offerings
Game Modes


  • Conquest Towers
    • Tier 1 and 2 Towers
      • Increased Base Damage Dealt to Enemy Gods by 10%
        • Damage dealt to minions is unchanged
    • Obelisk
      • Decreased The Sight Radius that the Obelisk provides from 30 units to 20 units
      • Increased the amount of time it takes to steal an offering from 3s to 4s
    • Nagas
      • These no longer provide team gold
      • Fixed an issue where these monsters level scaling was not capping appropriately
      • These will now be marked on the Mini Map and have the proper visual FX to convey that drop Offerings


  • Decrease Gold and XP spooling from 12 to 11


Glyphs have had a big impact on SMITE across all modes and gods. These new special items seem to be generating a lot of excitement and people are eager to see more released. As we plan Glyphs for the future, most likely Mid-Season, we wanted to go ahead and implement this balance safety measure early. Each god will only be able to own one item in its Glyphed form at a time.
  • Each player can now only buy 1 Glyph total

This Glyph boasted a powerful effect, but was often hard to apply. With this change it should be much more useful, ensuring that it silences an enemy god much more consistently.
  • This item will now only trigger and consume the cooldown if it successfully applies to an enemy god

We are always careful with Thorns Relics, possibly in Season 9 we were a bit too careful and both versions seem to be on the lower end in both popularity and performance. We are boosting the radius of Thorns of Overgrowth to make increase the chances the additional effects are applied, while also increasing the duration of Thorns of Sapping Strength to give them both a much needed buff.
  • Increased the radius of the bonus buffs from 40 units to 55 units

  • Increased the duration from 2s to 3s

Well we already used the “Wards Win Games” line, but it can’t hurt to say it again right? This Relic provides a very unique ward that can potentially gather a lot more vision than normal, but it does come at the cost of a Relic slot, so we are increasing its vision gaining abilities to help it compete.
  • Decreased Cooldown from 100s to 90s
  • Increased the Range on the Patrolling Ward from 60 to 80
  • Increased the Speed by 15% from its current speed

A major feature of this SMITE update comes in the form of Berserker’s Shield being reworked, as well as a series of other Warrior Item balance changes. This shield is single handedly driving the meta in both the Jungle and the Solo lane. It has given life to a lot of new gods in solo, which is great, but it’s also keeping a lot of the same gods OP in the jungle and encouraging them to build tankier than we would like. Our goal with this rework is to move the item specifically toward the Solo Lane. It’s losing a lot of its aggressive states, specifically % Penetration and its passive, and instead picking up more elements of survivability.
Warriors and Assassins often benefit from the same items, but we are trying to make a more specific stat set between Jungle items and Solo items, with this patch focusing on a series of buffs toward the Solo Lane specifically. We will continue to keep a close eye on Junglers and we will continue to make changes to items and gods to encourage Assassins to play in that role, and to build into higher Power and Penetration builds when they do.
  • 2400 gold
  • +30 Physical Power
  • +60 Physical Protection
  • +25% Attack Speed
  • +15 HP5
  • PASSIVE – If you drop below 40% Health you become Berserk for 5s. Berserk provides 7% Damage Mitigation. Can only occur once every 15 seconds.
  • Can Now be built by all physical gods

  • Updated text to clarify how it functions differently than Berserker’s Shield
    • Asi will reactivate immediately upon taking or dealing a hit while at low HP once it comes off cooldown, Berserkers only triggers at the time you cross into low HP, and will not reactivate unless you heal up and drop below again.
  • While below 35% Health, you gain an additional 30% Physical Lifesteal for 5 seconds. Can only occur once every 15 seconds.

  • Increased Physical Power from 25 to 30

  • Decreased Cost from 1600 to 1400
  • Add 50 Health
  • Void Shield still costs 2600

  • Increased Health from 200 to 250

Hunters are seeing a few small buffs, first with an increase in power to Leather Cowl. This item has become overshadowed by other starter options and it feels reasonable to match its power to them. It provides a very different effect than Death’s Toll, so even at comparable power the two should create different builds and be better on different gods.
  • Increased Physical Power from 15 to 20

  • Increased Physical Power from from 40 to 50

This one is always a bit scary to buff, but we want to give Hunters a small edge toward tank shredding, and this is the primary item for that goal. We will start small with this item and then see where we need to go in future patches after the nerfs to Mages and shifts to Warriors hit the battleground.
  • Decreased Cost from 2700 to 2600

Of the two Glyphs on this tree, Vigor has shown itself to be the more powerful. Ferocity can provide some impressive stats but it’s also significantly harder to apply, so we are decreasing the cooldown considerably to ensure that
  • Decreased this item’s internal cooldown from 60s to 30s

Assassins get another buff through cost decreases across the Katana tree. The Tier 1 item has an especially hard time competing with Tier 1 Mace, so we are buffing its cost to help that. That cost increase will translate up the tree to the Tier 2 and a selection of Tier 3 items. Golden Blade is avoiding the cost buff because it is so cheap already, and Serrated edge is going unbuffed because of how strong and popular it already is. But the other Katanas will enjoy their new discounts.
  • Decreased Cost from 650 to 600

  • Decreased Cost from 1300 to 1250

  • Decreased Cost from 2250 to 2200

  • Decreased Cost from 2500 2450

  • Will remain at the current total cost by increasing the gold it takes to upgrade them from T2 to T3

  • Will remain at the current total cost by increasing the gold it takes to upgrade them from T2 to T3

This item was quickly and heavily changed in PTS to prevent Guardians from taking over the Solo Lane. This was successful, but the item seems to be left in a weaker spot than intended. We are buffing its Health and Passive to give it an extra boost in Support builds or specific counter-build scenarios.
  • Increased Health from 300 to 350
  • Increased Power Debuff from 10% to 15%

This item provides a strong effect for getting into the fray with multiple opponents, but its base stats are a little lackluster. We are increasing the base health on this item to give it a nice little boost even when facing only 1 opponent.
  • Increased Health from 100 to 200
His lower body is made of water, so there’s no reason why He Bo couldn’t be more fluid in his movements. For years this god had been heavily limited by a self root which is pretty punishing for a high risk high reward god like He Bo. This should give him a lot more flexibility to poke and gank without actually upping his damage numbers.

  • Removed the self root on He Bo while firing this ability
We have seen this god make a splash in a few different roles, with even attack speed and jungle Poseidon looking strong in Season 9. We are going very light on buffs with him and targeting only a few exceedingly high mana costs.

  • Mana cost reduced from 65/70/75/80/85 to 55/60/65/70/75

  • Mana cost reduced from 100/110/120/130/140 to 100 at all ranks
Similar to He Bo, Baron puts a lot of restrictions on himself. Especially during this Ultimate where he moves much slower. We are speeding him up as well as adding more damage per tick to make sure Baron can get the most out of his Ultimate.

  • Decreased Self Slow from 60% to 40%
  • Increased Tick damage scaling from 6% of your Magical Power to 8%
We are trying something totally new with Serqet – a “Rebalance”! This Goddess is an Assassin, but has been played at the top levels of SMITE mostly as a Support (or as a full tank even in the Jungle). She is also relatively low in popularity and performance in all other skill levels. We wanted to do something big to her balance position, without changing the kit too much with the goal of making her a worse tank and a better burst Assassin. The result has been changes to damage across the entire kit, losing base damage on every ability and increasing scaling. There are also a few key targeted shifts in the kit, such as decreasing her leap range back to the game-wide standard, and giving her mitigations while ulting to make it less risky. We are looking forward to player feedback and the gameplay data on this unique initiative. Hopefully we can see Serqet be a potent Assassin in the Jungle again!

  • Shifted damage on a basic attack that consumes 2 poisons from 10% Max HP to 5% Max HP + 70% of your physical power
  • Shifted damage on a basic attack that consumes 3 poisons from 20% Max HP to 10% Max HP + 100% of your physical power

  • Decreased Base Damage from 50/70/90/110/130 to 50/65/80/95/110
  • Increased Physical Power Scaling from 45% to 50% of your Physical Power per hit

  • Decreased Base Damage from 50/75/100/125/150 to 40/55/70/85/100 per shot
  • Increased Physical Power Scaling from 50% to 70% per shot

  • Decreased Leap Range from 65 to 55
  • Decreased Base Damage from 80/140/200/260/320 to 80/125/170/215/260
  • Increase Physical Power Scaling from 70% to 90%

  • Decreased Base Damage from 100/175/250/325/400 to 102/150/198/252/300
    • (new damage per tick across 6 ticks is 17/25/33/42/50)
  • Increased Physical Power Scaling from 80% to 120%
    • (new scaling per tick across 6 ticks is 20%)
  • While firing this ability Serqet will now gain 35% damage mitigation
The God of Thunder has been especially quiet lately. A while back we introduced a new mechanic to his Ultimate where he becomes imbued with lightning and able to do more follow up and AoE damage after crashing down. We would like to see that mechanic become a more important part of his kit, so we are increasing the base damage and the range on these extra damage triggers. This should give Thor more ways to follow up after dunking down on his opponents.

  • Lightning Damage Increased from 15/25/35/45/55 to 20/30/40/50/60
  • Increased range on lightning arcs from 30 to 35
This cherubic little god has fallen off in favor of some new buffed hunters. He was a dominant force last season and received a few well needed nerfs, but in looking at his pressure and laning power it’s becoming clear that he could use some of that back. We are applying a small damage buff to Heart Bomb, reverting a nerf he had previously to make sure this core damaging ability can be effective

  • Increased Physical Power Scaling from 75% to 80% (10% increase total if hit by the initial and explosion)
The new explosive damage on Jing Wei’s stimmed basic attacks was an exciting idea, but we didn’t see very strong results from it. At least not yet. We still like the idea of these attacks being more powerful, and having better synergy with Crit, so we are buffing the same number yet again.

  • Increased Damage per Shot from 110% to 120% of Jing Wei’s Physical Power
Another non-traditional hunter gets a buff in this Update. Xbalanque, like Cupid and Jing Wei, focuses a lot on his basic attack damage. Poison Darts is his primary damaging ability but it has a lot of limitations, specifically being bodyblocked by minions. We are buffing its cooldown to give Xbalanque a better chance at hitting his opponents with a few darts.

  • Decreased cooldown from 18/17/16/15/14s to 16/15.5/15/14.5/14
Ymir buffs are best buffs for patch notes. So fun to write. Ymir fall off too hard after last nerfs, so time for buffs. Ymir focus on CC mostly, so buff that. Ymir be better Support now… YMIR!

  • Decreased Cooldown from 16s to 16/15.5/15/14.5/14s
The unstoppable god should live up to his name. Xing Tian likes to get into combat and stay there by sustaining himself through his HP5 passive, but another way he can boost his survivability is through hitting enemies with his leap to gain a protection buff. We want to draw more attention to this aspect of this ability, while also boosting Xing Tian’s tank stats.

  • Increased Protection buff from 10/15/20/25/30 to 20/25/30/35/40
  • Increased Duration of the Protection buff from 3s to 4s
The dreamer has returned to his slumber and we are doing our best to wake him up. We have been careful to not provide tanks with much more damage, but this ability from Cthulhu is especially close range and requires a lot of management on his passive to get the most out of it. This buff should help his lane phase considerably.

  • Increased Base Damage from 90/135/180/225/270 to 100/150/200/250/300
Last but not least is the Rage driven warrior himself, Cu Chulainn. Bluestone meta has returned with no appearances from this god, which proved he was safe to buff. We were careful to buff his survivability and mobility, and not his damage output which can be especially punishing at early levels.

  • Increased Health Shield from 10 +10 per level to 10 +15 per level

  • Decreased cooldown from 16s to 15s


These Nerfs should be a significant decrease in damage for Mages, and with the Berserkers Shield rework in the main patch we will see a significant damage reduction from them as well, the two biggest sources of frustration in SMITE right now.

Mages were struggling last season. The 9.1 Update brought some of the biggest buffs the class has seen in a while, with all the core penetration items getting a stat increase. Early flat pen is a huge damage boost, with every point being significantly stronger than Magical Power would be. For this reason we feel comfortable fine-tuning the numbers even more. These items won’t provide stats at a clear increment of 5, but this unique in-between should bring the class down in early damage without going all the way back to the problem areas of last year.
  • Decreased Magical Penetration from 15 to 12
  • Decreased Magical Penetration from 15 to 12
  • Decreased Magical Penetration from 15 to 12
Another nerf for Mages is coming through this hybrid item that gives them a better fight against Junglers, especially in the early game. We want Mages to have some opportunity to itemize into different directions based on the situation, but the recent Power buff to this item is proving to be slightly too much, so we are toning it back to a number in between the current and the previous state.
  • Decreased Magical Power from 90 to 80
Wards win games! Thus, being able to take out wards is an even more powerful way to win the game. This item has become the number one Jungle item, and for good reason. The passive has an internal cooldown which can lead to some clunky situations, so we are removing this while also nerfing that stats to keep other Jungle Starters in close competition with Seer.
  • Decrease Physical Power from 70 to 65
  • Decrease Magical Power from 105 to 95
  • Decreased Attack Speed from 30% to 25%
  • Remove internal cooldown of 15s
This Relic has seen a huge increase in purchase rate, especially at high skill tiers. Frenzy Relics have been quite powerful over the years even though they were mostly viewed as a more fringe strategy. Now that players have finally seen the light we are nerfing the more powerful of the two Relics in this tree.
  • Decreased Initial Damage Buff from 30% to 25%
  • Decreased Initial Attack Speed Buff from 50% to 40%


What year is it?! Zeus needs a nerf. His most recent buff to give him Attack Speed and Movement Speed had a huge impact on this god, skyrocketing him from meme god to an actual SPL first pick! We are very happy with the gameplay feel and well-rounded combat he received from this recent buff, so we will be nerfing other parts of his kit instead. Zeus has historically had huge burst damage, which he now relies on less. Detonates base damage is coming down at all ranks to tone down the god of gods.
  • Decreased Base Damage from 60/90/120/150/180 to 50/80/110/140/170
    • Through the 1.7 and 2.4x multiplier this has the following effects on Detonate at 2 and 3 stacks:
      • Decreased from 102/153/204/255/306 to 85/136/187/238/289 at 2 stacks
      • Decreased from 144/216/288/360/432 to 120/192/264/336/408 at 3 stacks
This Mage ADC continues to put up huge numbers in ranked win rate, while also being a top pick and ban. Sol can provide a huge amount of pressure through her basic attacks, which get a significant boost in damage through her passive. This passive ramps up but also provides a huge bonus when maxed out, and this is the aspect we have chosen to bring down. This will smooth out her power curve and bring down her top end damage, especially against towers and jungle bosses.


  • Unstable Manifestation
    • Decreased the buff on Sol’s basic attacks while at max Heat from +20% Damage to +15% Damage
The insta clear hunter is certainly performing well in this new season with new early game objectives. Izanami is seeing more pro play than ever, with a focus on the early pressure she can provide. To nerf this from level 1 we are decreasing her base Power and Attack Speed, which will have a subtle effect but should slow her down.
  • Decreased Base Physical Power from 36 to 34
  • Decreased Base Attack Speed from 0.95 to 0.92
There have been enough destroyer jokes on social media to write 100 patch notes with, but the sentiment is accurate and Shiva is destroying the competition. Shiva has a huge amount of flexibility that makes him potentially viable in multiple different roles. We are hitting both his survivability as well as his scaling damage to keep him flexible while bringing him down in overall potency.
  • Decreased Physical Power Scaling from 60% to 55% on the initial hit
  • Decreased Physical Power Scaling from 50% to 45% to the Destruction Dance per hit
    • Which also decreases scaling from 25% to 22.5% on the Amplification Dance per hit
  • Decreased Damage Mitigation from 40% to 30%
The King is far from dead. Gilgamesh continues to be a top Jungler, and is receiving damage scaling nerfs to address it. We are starting to see the possibility of this god back in the Solo Lane, which is very exciting. Hopefully pushing him out of the jungle through damage nerfs will let his utility still shine from other roles.
  • Decreased Physical Power Scaling from 50% to 40%
  • Decreased Physical Power Scaling from 50% to 40%
How many lives are we on? Bastet has been nerfed a few times now, each time with noticeable results. Her new found utility is making her historically large burst damage feel clearly overtuned, much like Zeus. We are applying a significantly large damage nerf to this goddess which should put her in a better spot.
  • Decreased Base Damage from 80/145/210/275/340 to 80/135/190/245/300
  • Decrease Physical Power Scaling from 100% to 90%
The best Assassin Support continued to be a top pick in competitive play into the new season. His Ultimate provides a huge amount of survivability as well as a powerful and long form of crowd control. We are changing the protection boost from a multiplier to flat which will decrease the utility he gets from building full tank, and we are also decreasing the duration that he can be in his Ult form as well as the length of the CC. We will keep a close look at this god and potentially introduce more buffs in the future to move him back toward being a Jungler.
  • Decreased the duration of this ability from 5s to 4s
  • Decreased the time that Fenrir can hold an enemy after biting them from 2s to 1.75s
    • This applies for its full length after the initial duration, even if fenrir grabs someone at the last second
  • Now Gives 20/30/40/50/60 Magical and Physical Protections instead of 2x Protections

Download and play free Smite patch 12.08 on PlayStation 4, PC, and Xbox One.

Jack Johnson
Jack Johnson
Jack Johnson mainly writes about game-related news and updates. He is a passionate gamer, music lover, and traveler.