Patch Notes

Smite Update Version 11.27 PS4 Patch Notes for Season 7


Smite update version 11.27 is now rolling out for PS4 players. According to the official Smite 11.27 patch notes, the latest Season 7 update added the quality of life improvements. Apart from this, Smite update 11.27 also includes stability and performance improvements.

Previously, a big update was released with a new Hunter and a long list of bug fixes. Unfortunately, since the last patch, many players were experiencing a number of issues when trying to play the game. Today’s Smite 11.27 is expected to fix all these issues.

Smite update 11.27 Patch Notes

  • A new event is launching along with Season 7 and the new Joust map: Jade Corruption
    • The event introduces a mysterious new character who will lead us through an all new story in the SMITE universe.
    • A strange occurrence is happening in China. Jade, the sacred gemstone, usually imbued with healing powers and divinity, has turned into something sinister.
    • Features 3 exclusive god skin bundles
    • Each bundle contains 2 skins, 2 additional cosmetic items, and an Imperial Coin
    • All players will be able to progress through the quest line for free rewards
    • Additional exclusive rewards can be unlocked with Imperial Coins at certain quest milestones
    • Buying all 3 Bundles will unlock an Unlimited Poseidon Skin


  • Fixed an issue in all modes where Swordsmen and Archers in lane would sometimes stand further apart than intended. They should always stand about 35 units away from each other now.
  • Fixed an issue in Arena where parts of music packs would not play
  • Fixed an issue where the Bull Demon King had much lower HP than intended in Duel
  • Fixed an issue where the Elixir of Speed was displaying a long string of numbers for its duration
User Interface
  • PC Mode UI Keybinds can now be bound to gamepads
  • Reverted Scoreboards to their previous art and layout
  • Commendations messages now specify what players were commended for
  • Fixed an issue where PC Controller layout would reset at unintended times
  • Fixed an issue where the “reset keybinds” button would not properly reset keybinds to default
  • Fixed an issue where PC Controller HUD would not show button prompts for ranking up abilities
  • Fixed an issue for console KB&M where mouse cursor can be used to highlight UI elements in all screens outside of game/settings menu
  • Fixed an issue where players could get stuck in the Item Builder
  • Fixed an issue where MMR would sometimes be displayed as “–” in the Ranked section
  • Fixed an Issue where End of Match Lobby Chat would not be visible to many players
  • Fixed an issue where match lobby UI could get into a bad state if you previously disconnected during a match lobby
  • Fixed an issue where selected skins in match lobby were not highlighting in the intended way
  • Fixed an issue where selecting an evolved item in the item menu would take you to a separate page with only the evolved item visible. Selecting an evolved item now will take you to the page and item tree with the base item.
  • Heimdallr
    • Fixed an issue where Heimdallr would turn invisible while basic attacking on his Mastery skins
    • Fixed an issue where his auto-level would not properly rank up abilities
    • Fixed an issue where basic attacks would not match his animation if used directly after firing his 2nd ability
    • Fixed an issue where his 3rd basic attack would not match his animation at max attack speed
    • Fixed an issue where Heimdallr mastery skins were missing hit FX
    • Fixed an issue where Heimdallr’s “Far Seeing Sight” achievement could not be unlocked
    • The Gjallarhon ability now costs the intended amount of mana at rank 5
    • Through the Realms (Ultimate)
      • The Audio gods hear when hit by Heimdallr’s ultimate will now be more consistent
      • Enemy gods will no longer fly across the minimap when hit by this ability
      • Fixed an issue where players could get stuck if hit by Heimdallr’s ultimate at specific times
      • Fixed an issue where Crusher could trigger multiple times
      • Fixed an issue where the environment would sometimes be invisible during this ability
  • The Morrigan
    • Fixed an issue where this god could not select a target for her ultimate when using PC Controller mode or Console KBM Mode
  • Kali
    • Fixed an issue where this god could not select a target for her passive when using PC Controller mode or Console KBM Mode
  • Yemoja (Hotfixed in live)
    • Fixed an issue where Yemoja could lose 2 Omi unintentionally
    • Fixed issues where her 3rd ability would cause strange movement interactions if players were affected by intoxicate or tremor
  • Ah Muzen Cab
    • Fixed an issue where his achievements were missing text
  • Persephone
    • Fixed an issue where her Ultimate would sometimes fail to “Bind” enemies even when they were in the affected radius
    • Fixed an issue where Death Recaps from some of Persephone’s abilities were showing unintended text
  • Xbalanque
    • Fixed an issue where his achievements text would not appear in the Steam UI
  • Fafnir
    • Fixed an issue where allies and enemies could not see Fafnir’s gold pouch glow FX
  • Achilles
    • Fixed an issue where his 3rd ability could be fired multiple times in certain situations
  • Sylvanus
    • Fixed an issue where his 3rd ability would not go through player made walls (it has always gone through map-based walls)
  • Da JI Senpai
    • Audio has been adjusted on ability 3 and 4 for better clarity
  • Anhur Royal Fury
    • Audio has been adjusted on ability 1 for better clarity
  • Artemis Recon Skin
    • Audio has been adjusted on ability 4 for better clarity
  • Isis Crystal Fae
    • Audio has been adjusted on all abilities for better clarity
  • Sol Sweet Tooth
    • Audio has been adjusted on basic attacks for better clarity
  • Thoth Geek Beak
    • Audio has been adjusted on ability 2 for better clarity
Daily Login Updates
  • Daily Logins will now be automatically claimed when players first arrive at the home screen.
  • Added a new UI element to the acquisitions screen that will show players which daily reward they claimed, and what day they are on.
  • Removed all information about daily logins from the Shop
  • Reward amounts and the days they are awarded on have not changed
“NEW” Tags on Home Screen
  • Certain elements on the home screen will now be tagged as “NEW” to highlight events and content that was turned on throughout the patch
  • “NEW” tags will go away after a section is visited for the first time
Engine Updates
  • Engineering changes have been made to our build process (how the game and its updates are packaged for distribution to players) to improve the installing, storing, and loading of game files.
    • Decreased update sizes. This will not be present in 7.1 as a full download is required on PC to pick up these changes. Consoles will not require a full download, but it this update will still be larger than usual to pick up these changes. Future updates in Season 7 should require smaller downloads than they did in Season 6, depending on how much content is changed in each update.
    • Decreased total install size on PC, cutting it down by almost 50%.
    • Decreased load times and start up times on PC. This could be a significantly large improvement (faster by up to 1-2 minutes!) depending on players PC specs and anti-virus software. Console should also see slight improvements from this, but not as intense as PC.
    • Graphical Improvements – the high quality texture pack will now be downloaded and installed by default in SMITE PC, which will improve the look of the game when at “high” settings. Maximum will also be improved (unless you already had the texture pack installed).
    • Future updates this year will include more changes like this. It will be an ongoing process.
Updates Surrender Vote Rules
  • In 5-player modes (where no players are disconnected), 1 or more players not voting will decrease the required surrender needed count by 1.
  • The makes games slightly easier to surrender.
  • 3 yes, 1 no, and 1 not voted: will now cause the game to be surrendered, when previously it would cause the game to continue being played.
  • Added “Attack the Minions” VGS line to all other modes, previously it was only accessible in Arena.
    • Use keys VAN or gamepad button tree “Attack – Attack Objective – Attack the Minions” to sound this line to your allies.
    • This new combination works in Arena as well, in addition to the original VAM
New Minimap Icons
  • Added new minimap icons to depict Oni buffed minions and Fire minions
    • These will also work in combination for Oni+Fire buffed minions
    • To better differentiate this, the basic minion icon has also changed so have a black border
Jungle Camp Timer Updates
  • Players will now get jungle camp timer mini map information immediately when they view an enemy kill the camp or they view the enemy dropped buff on the ground. Previously this information would not show up until the buff was picked up or faded. This affects all game modes.
New Skins Added to the Awesome, Godlike, and Battle Chests
  • Depths of Atlantis
  • Valkyrie’s Rage
  • Snuggly
  • Itsy Bitsy Chibi
  • Blood Axe
  • Oasis Djinn
  • Divine Beats
  • Cove Queen
  • Howler Demon
  • Unichrome
  • Luminous
  • Sashimi Neko
  • Pendragon
  • Fabled
  • Marrow Eater
  • Pop Punk
  • Blinky Chibi
  • Death Lotus
  • Tiger’s Fury
  • Plushie Jorm
  • Biohacker
  • Biohacker
  • Vigilante
  • Clockwork Chaos
  • Mothman
  • Seraph
  • Great Tengu
  • Zappy Chibi
  • Spirit Sun
  • Infantree
  • Molten Shogun
  • Snow Strix
  • Star Tyrant
  • Pillow Fight
  • Infinite Ruler
  • Gizmo
  • Calavera
  • Spooky Nightmares
  • Spooky Dreams
All Modes
  • Swordsman and Archers in lane will now stand slightly closer together
A new season of Conquest comes with many changes. We approached these changes with a problem and solution methodology. As always, our core goals with Conquest are to make sure all 5 Roles have a positive experience and feel impactful, with as many gods, items, and strategies being viable at one time. For more details on the specific goals of Season7 Conquest, see this more detailed writeup:
  • Added a new objective to the jungle for each team: the Jungle Shrine
    • The Shrine gains a stack for every 3 jungle camp monsters your team kills, up to 7 stacks
    • Attacking the Shrine consumes one stack and rewards each player on your team with 5 gold
    • 3 quick basic attacks will clear the Shrine of all stacks
    • Each team’s Shrine cannot be attacked by enemy players
    • Clearing camps in the enemy jungle will contribute towards your Shrine’s stacks, but at half the rate
  • Added two single Alpha Harpy camps next to duo lane
    • Base Health: 700
    • Base Physical Protection: 8
    • Base Magical Protection: 6
    • Base Physical Power: 24
    • Base Gold Reward: 35
    • Base XP Reward : 40
  • Split the mid XP camp near Oracles into two camps
    • Each camp contains two Small Harpies
  • Removed Gold Fury from the fury spawn pool after 20 minutes
  • XP split bonus increased from 20% to 25%
  • Adjusted initial jungle camp spawn delays
    • Speed – 00:20 (from 00:23.25)
    • Void – 00:20 (from 00:32.3)
    • Damage – 00:30 (from 00:34.12)
    • Mana  – 00:30 (from 00:33.64)
    • Back Harpies – 00:30 (from 00:32.237)
    • Mid Harpies – 00:35 (from 00:32.237)
  • Increased base health and protections of jungle monsters:
    • Elder Harpies
      • Base Health increased from 440 to 485
      • Base Physical Protection increased from 8 to 9
      • Base Magical Protection increased from 5 to 6
    • Small Harpies
      • Base Health increased from 130 to 155
      • Base Physical Protection increased from 5 to 6
      • Base Magical Protection increased from 5 to 6
    • Large Buff Camp Minions
      • Base Health increased from 380 to 420
      • Base Physical Protection increased from 8 to 9
      • Base Magical Protection increased from 5 to 6
    • Small Buff Camp Minions
      • Base Health increased from  100 to 120
      • Base Physical Protection increased from 6 to 7
      • Base Magical Protection increased from 5 to 6
With the addition of the Jungle Shrine and more jungle camps, we need to adjust the map elsewhere to prevent players from gaining gold and experience resources too quickly. Killing towers provides a huge positional advantage to a team, effectively reducing the enemy gods territory and allowing for more jungle control. This tactical effect is strong already, so this is an optimal spot to decrease team gold.


  • Decreased Team Gold reward of Tier 1 Towers from 100g to 75g
  • Decreased Team Gold reward of Tier 2 Towers from 300g to 250g
It feels great when your solo laner gets the totem for the team. This movement speed and MP5 helps all other laners stay strong through the early game, and also provides a nice morale boost. This effect felt overly important in the first few minutes of the game, which constrained solo lane picks to only gods who could secure this early. This is being shifted to provide weaker effects that ramp up over time. With these changes it should have an impact but not dictate the meta as much as it currently does.


  • Adjusted Totem of Ku rewards:
    • Decreased team gold reward from 25g to 20g
    • MP5 buff scales over time with 3 tiers:
      • Grants 10 MP5 from 0 to 5 minutes
      • Grants 20 MP5 from 5 to 10 minutes
      • Grants 30 MP5 from 10 to 15 minutes
  • Added assist cards for the Totem of Ku and the new jungle features
  • Decreased attack range of the Spirit Archer in duo lane
  • FX have been updated across the entire map
One of the key changes we did not go over in the Conquest post are the changes to Jungle Buffs. Each buff is being adjusted to solve problems and change up the gameplay for next season.


  • Jungle Buff Changes
First, Blue Buff is losing its flat mana regen and instead getting increased MP5 as mana gets lower. Solo lane is intended to have some tricky resource management, and in Season 7 we want to make mana management more important. This fits in line well with our changes to health management through items and consumable adjustments.


  • Mana(Blue)
    • Removed flat +20 MP5 increase
    • Now grants +2 MP5 per 10% of missing Mana
Next, Red Buff is seeing a simple damage nerf to make it less snowbally. This buff is already extremely coveted at all stages of the game, so we feel the nerf is necessary to allow players to implement more strategies across the map.


  • Damage(Red)
    • Removed 5% Power bonus vs. enemy Gods
Speed Buff (which is definitely yellow) is gaining a new stat of CCR to help make junglers harder to lock down. In this way we can improve the buff but with lower risk of creating high snowball situations.


  • Speed(Yellow)
    • Added 10% Crowd Control Reduction
Finally, the purple buff is being adjusted to provide less protection reduction, and instead provide a combination of attack speed with with protection reduction. This makes the buff more versatile and obviously, more attractive to hunters.


  • Void(Purple)
    • Removed +2 Protections Reduction per enemy God within the aura radius
    • Removed  5% additional Protections Reduction
    • Added 10% Attack Speed
  • New NPCs
    • Tree folk (Speed Camp and Demon King)
    • Jade Chaos minions
  • Art update for Tigers, Turtles, Structures, and Titans
  • Added two Speed Camps near each team’s Phoenix
  • Added two XP Camps that flank the Damage Camp
  • Delayed Damage Camp spawn to 02:00
  • Added global death alert for the Demon King
  • Added 33% XP Split Bonus
  • Added invasion penalties for camps
    • 50% Gold and XP reduction upon killing a jungle minion on the enemy’s side of the map
    • This penalty is slowly reduced over time, becoming 0% at 20 minutes
  • Reduced Team Gold reward of Towers from 150g to 75g
  • Reduced Team Gold reward of Phoenixes from 150g to 100g
  • Reduced base player kill Gold reward from 300g to 200g
  • Minion stat changes
    • Melee
      • XP reward decreased from 65 to 55
      • Gold reward increased from 17 to 18
    • Brute
      • XP reward decreased from 65 to 55
      • Gold reward increased from 17 to 18
    • Large Camp Minion
      • XP reward decreased from 185 to 135
    • Small Camp Minion
      • Gold reward increased from 13 to 15
    • Small XP Minion
      • XP reward decreased from 75 to 45
      • Gold reward increased from 13 to 20
  • Buff Changes
    • Damage (Red)
      • Increases Physical and Magical Power by 10%, plus an additional +10 Magical Power and +5 Physical Power
    • Mana (Blue)
      • Grants +20 MP5 and 10% Cooldown Reduction
    • Speed (Yellow)
      • Grants 10% Movement and Attack Speed
  • Added a 40% Movement Speed buff for 10 seconds upon leaving the fountain during the setup phase
  • Titans now have the same base Health value as they do in Joust (6000)
  • Added a 40% Movement Speed buff for 10 seconds upon leaving the fountain during the setup phase
  • Added a 40% Movement Speed buff for 15 seconds upon leaving the fountain during the setup phase
It is time for Season 7 Ranked! Through Season 6 we experimented with adjusting queue times, how and how often we reset, and how that impacted Matchmaking and the experience as a whole. We plan to use the knowledge learned from these experiments to really bring the best Ranked experience possible. The first major change is that when a new split begins, players MMR will not reset with it. Instead, we will be more heavily adjusting Variance. Variance is something that we have mentioned in blog posts of old, but we are making it a visible stat to give players a clear view of what is happening to their rank after each match.
Simply put, Variance is how well the system has narrowed down onto your skill level. The higher it is, the quicker you move up AND down through the ranks until the system has enough information about your skill to feel confident about your MMR. MMR is the absolute metric when it comes to matchmaking, but Variance controls how fast your can move to your true skill rating. Rather than resetting and losing out on the data gathered over hundreds of matches (resetting MMR) we will be increasing Variance at the start of each split. If you have improved as a player, this will allow you to climb and prove it. If you have not, no big deal. Variance should decrease as you stay at the same MMR. This should allow for healthier matching in the long term, and opportunities to prove a new level of skill rather than having to climb every 2 months.
The final large change is around the God Leaderboard. Resetting this leaderboard so frequently made it difficult for players to have enough time to really show their skill with a particular god and show off their fancy border in the lobby. We want to extend that window, giving more time for bragging rights as well as fiercer competition for the top slots.
  • A new player metric will be revealed to Ranked players: Variance
    • Variance will be visible in the same way that their MMR value is on the Ranked Profile page.
    • It will update every match, it can reach a cap of 5% after many games played
    • Higher variance results in larger MMR changes based on wins and losses
    • Variance decreases the more matches you play
  • MMR will no longer be reset at the start of each split
  • Instead, Variance will reset
  • This should provide a much more stable environment for ranked matchmaking
    • Players will be able to reach their more accurate MMR and stay there longer
    • Players will get a variance reset on a regular interval, giving them the power to break free of their current MMR
  • Changed each split gem rewards quest from win 50 games to play 50 games
  • God Leaderboards will now only reset at a new season and at mid-season

Specialist’s had some niche uses but was overall underwhelming compared to other choices. Early HP5 to stay out and fight will help it compete as a first item.
  • Now provides +10 HP5

Guardian’s Blessing is intended to empower support players who choose to assist an ally during the early game. Solo lane players found that using minions and towers to kill a target granted them an assist and when combined with a passive playstyle was safe and effective. The health and mana restored by this item will now require players to stand near an ally god to gain this benefit, making it more difficult to use outside of a supportive nature.
  • Removed MP5
  • Removed +7 HP and Mana Restore per Minion Assisted
  • Now Provides +7 HP5 & +7 MP5 while within 60ft of an ally god
    • Last for 10s. Refreshes duration when near an ally god.

The Jungle Monsters as a whole have become more difficult to defeat to ensure that they provide a challenge to non-junglers attempting to clear camps. This boost to Assassin’s Blessing should help offset this increased difficulty of camps.
  • Increased Damage vs. Jungle Monsters from +35% to 40%

We need wards! Vision is a key aspect of SMITE, providing insight that allows for smarter decision making. We want to provide an avenue for players to gain some additional vision that also teaches players the importance of warding and strong ward locations. Its duration and range are less than a normal ward to ensure there is still uncertainty that will allow for aggression and rotations. Starting at level 12 players will be able to hold onto it or replace it with a different relic, their choice.
  • This is a new Relic that players start with in their 2nd Relic slot. At level 12 you can replace this relic with any other relic for no cost.
    • Wards placed have a 1min duration
    • 120s Cooldown
  • These wards provide no gold reward
  • Players can teleport to these wards
  • Wards placed count towards the normal ward limit
  • Replacing Vision Shard while it is on cooldown will share the cooldown with the new Relic

A stated goal of Season 7 was to address the invade meta. While multiple changes really drive that goal home, a new consumable with a familiar name is one of the largest changes. Hand of the Gods will provide players with a way to deal a significant amount of damage to jungler monsters on their side of the jungle. If you think an invade may occur, or simply want some extra clear speed, this is the pickup for you. As an added benefit for Junglers, their Assassin’s blessing will further boost this damage making it difficult for anyone to steal from this burst.
  • 100g
  • This consumable deals 150 true damage around you.
    • This only affects Monsters on your side of the Jungle.
  • Can only carry one at a time.

Magical and Physical Power Potions are being reworked into a single potion. This is being done to streamline the effects of these potions. Previously we had added some bonus effects to them which made them more complicated but not necessarily more desirable. This also helps make it easier to find new consumables, like Hand of the Gods, in the shop UI.
  • 70 Magical Power
  • 40 Physical Power
  • 10% CDR
  • 5 min duration or until killed

Chalice of Healing and Healing Potions previously stacked, allowing for Solo Laners and invading Supports to gain access to a high amount of on demand sustain. This turned moments of tension and risk into safe moments with little risk. These potions (as well as their Mana equivalents) will no longer stack. Multi Potion will stack as they always have.
  • These effects no longer stack with each other
  • The fountain volume will now overwrite all heal potion effects

  • These effects no longer stack with each other
  • The fountain volume will now overwrite all mana potion effects
Neutral Items

Mystical Mail is difficult to purchase due to its high price, and it comes at a high price due to its effective defense combined with strong early offense. We are lowering the cost of Mystical Mail making it easier to rush and focusing on its unique aura as its major strength. This means its health is coming down to balance its new cost.
  • Decreased Cost from 2700 to 2450.
  • Decreased Health from 300 to 200.

This item can be a powerful situational counter, but tanky characters were usually opposed to buying it due to the aggressive stats such as Attack Speed. We are increasing the amount of Health on the item to help make it a more reasonable option for supports who happen to be facing a basic attack focused team.
  • Increased Health from 200 to 250.

Shogun’s Kusari is an effective way for a support player to help their team, especially when it comes to pushing objectives or just in extended team fights. We want to ensure this item competes compared to more traditional defensive choices.
  • Increased Attack Speed Aura from 20% to 25%.

Sovereignty and Heartward provides strong defenses, but also sustain that can be important when it comes to extended fights. Rather than boosting raw defense, we want to highlight this additional utility and are bringing up their HP5 and MP5 respectively.
  • Increased HP5 from 25 to 35.

  • Increased MP5 from 20 to 30.
Magical Items

Dynasty Plate Helm will now have a tier 3 counterpart, the Tyrannical Plate Helm! We have updated the cost and stats on this item to better match this new item.
  • Cost decreased from 1700 to 1400
  • Magical Power decreased from 50 to 40
  • Physical Protections remains at 30
  • Added +50 Health
  • Removed 10 Magical Penetration

A new item is being added to the helm tree! Tyrannical Plate Helm has high Magical Power and an interesting new passive. This item is intended for offensive supports, guardian solo laners, or even could be splashed on certain mages. Its passive explores a new effect that no other item provides: minion interactions! Wearing this helm will buff your minions HP, making them more effective at pushing structures or gaining you lane pressure. When they die they will disappoint you like the true tyrant you are, buffing you with additional Magical Power.
  • Costs 2400g
  • 85 Magical Power
  • 40 Physical Protections
  • 100 Health
  • 20% CCR
  • Passive
    • If there are ally minions around you they gain 20% Max hp and 20% attack speed
    • Whenever an ally minion dies around you, you gain 5 power per stack up to 6, lasts 15 seconds

Stone of Fal has been waiting for a rework for a while. The goal of creating an anti-burst item was a valid pursuit, but in game it felt weak and its description was confusing. This item is being pivoted toward a similar goal. This item is intended to be a Mage item that helps protect you from other Mages. This new passive will allow you to do that by providing a new type of effect: sharing Protections! Mages who buy this item will gain a large amount of additional Magical Protections as long as they are near their support.
  • Cost increased from 2300 to 2600
  • Increased Magical Power from 70 to 100
  • Magical Protection remains at 40
  • Cooldown Reduction remains at 10%
  • New passive
    • You gain 20% of the Magical protections of the nearby allied god with the highest Magical protections within 70ft

Mage ADCs have been asking for this item for a long time. A dedicated Magical Power item with Attack Speed and Lifesteal. This item will allow Mage ADCs to round out their stats nicely and should open up more build paths. With this item providing a strong start in all core stats, these gods should have more viable Magical Power options to fit in their builds.
  • Costs 2600
  • 80 Magical Power
  • 20% Attack Speed
  • 12% Lifesteal
  • Passive
    • Hitting enemy gods with basic attacks gives you 1 stack of 2% Lifesteal. Stacks up to 5 times, stacks last 5s.

Charon’s Coin is a 20% Magical Penetration item that focuses on long term investment and extended engagements rather than raw upfront burst. Once purchased, each kill and assist will provide a permanent stack of either Movement Speed or HP5, both allowing the holder an extended lifetime or strengthened rotation speed.
  • Costs 2700
  • 80 Magical Power
  • 20% Magical Penetration
  • 20 MP5
  • PASSIVE – On god kill or assist a coin is flipped. If heads, you gain a stack of 7 HP5. If tails, you gain a stack of 2% Movement Speed. Each effect can stack up to 4 times and at 8 stacks this item evolves. You also gain 1 gold.
  • Evolution – On god kill or assist a coin is flipped. If heads, you gain 150 Health over 6 seconds. If tails, you gain 5% Movement Speed for 6 seconds. You also gain 1 gold.

he Ring Tree was largely focused around go to items for Magical ADCs. Shaman’s Ring however felt like the odd item out, and when compared Mathematically to items like Spear of Desolation, filled the same role but less effectively. We are removing this item to make room for the Ring Of Hecate, but we do think the tech is interesting behind this item and will be looking at it for future items
  • This item has been removed from the game

The raw penetration provided by the Shoes of the Magi have allowed some mages, but often Guardians to spike their damage early. In adjusting Penetration these shoes needed to be adjusted as well. These shoes will now serve mages who have high scaling values, especially assisting on clearing the wave which have less than 10 Magical Protections. We are watching this carefully to ensure this early game strength allows it to compete with Shoes of Focus.
  • Decreased Cost from 1600 to 1550
  • Removed 10 Magical Penetration
  • Increased Magical Power from 55 to 75

Shoes of Focus provide a large spread of stats that are effective at different points of the game. With decent Magical Power, Mana for extra ability casts, and Cooldown Reduction made it a safe choice that scales well. We are increasing its cost to better reflect its strength.
  • Increased Cost from 1550 to 1600

  • Added 10% Magical Penetration
  • Removed Passive

Obsidian Shard makes the first item in our Magical Penetration changes for Season 7. We highly recommend if you are interested in learning more to check out our deep dive into these changes on our Magical Penetration Dev Insight. Obsidian Shard became the mandatory Mage Item, allowing for them to deal effective damage to tanks immediately and with little downside. While it is important for Mages to have a build path to deal with tanky threats, it is equally important for tanks to have opportunities to react to build decisions. % Magical Penetration is now a stat with a cap of 40%, with many mage items gaining either 10% Magical Penetration or in specific cases 20%. Obsidian Shard is one of the 20% items. Obsidian Shard is gaining a new passive to assist in these changes, providing an extra spike of Magical Penetration to a single ability. This helps it serve its older purpose of threatening tanks without it being too effective over a whole volley of abilities.
  • Increased Cost from 2300 to 2550
  • Added 20% Magical Penetration
  • Reworked passive
    • From
      • 15-45% Magical Penetration dependent on Magical Protections
    • To
      • Your first ability cast gains 10% Magical Penetration. This can only occur once every 10 seconds.

Spear of the Magus was the second main item regarding Magical Penetration. Mages who could utilize this item effectively were often the go to picks, simply due to how effective this item is. Many mages, even without true damage over time effects, could bring targets to 0 protections which causes damage to spike quite early into a match. We are adjusting its passive to focus more on boosting true Damage over time effects without shredding away a targets protection from larger bursts of damage.
  • Increased Magical Power from 65 to 75
  • Reworked passive
    • From
      • Your damaging abilities reduce your target’s Magical Protection by 10 for 5s (max. 5 Stacks).
    • To
      • Subsequent hits of the same ability deal 5% increased damage, stacking 6 times

Pythagorem’s Piece is a staple of bruiser solo laners or Magical ADCs who need a bit of bulk. This item was a natural choice to provide % Magical Penetration to these types of gods.
  • Added 10% Magical Penetration
  • Removed 10% Cooldown Reduction

Typhon’s Fang enables lifesteal builds to compete, assuming you heavily invest into that type of build. In our changes to Magical Penetration we wanted to make sure players who chose different build paths still had options for Magical Penetration or were rewarded for trying a different playstyle out.
  • Added 10% Magical Penetration
  • Decreased Magical Power from 80 to 70

Soul Reaver has traditionally been used to attack high health targets. If your goal is to deal damage to these targets this is a strong item that will also get through some protections. The cost and power adjustments make sure this item is a flex options for a specific purpose rather than a must build in nearly all cases.
  • Increased Cost from 2750 to 2850
  • Added 10% Magical Penetration
  • Decreased Magical Power from 130 to 110

This item caused quite a stir when it was first announced, but players quickly learned that utilizing the passive was more difficult than it sounded. This item, as mostly a true power option, is also being added to the pool of percent pen items.
  • Added 10% Magical Penetration
  • Decreased Magical Power from 120 to 110

  • Reduced Base Health from 175 to 100

Warlock’s Staff is one of the items gaining some % Magical Penetration. This item traditionally has been a high health option for Mages that often dictates the meta or is ignored. We are pivoting its focus from being a high defense choice with some offensive capability, to a high offense choice with some defensive capability. This should help it see more general use with lower risk of a tanky meta.
  • Added 10% Magical Penetration
  • Reduced Base health from 200 to 150
  • Adjusted passive
    • From
      • +3 Health and +.5 Magical Power per stack (100 stacks)
      • 300 Health and 50 Magical Power
    • To
      • +1 Health and +1 Magical Power per stack (75 stacks)
      • 75 Health and 75 Magical Power

  • Due to the changes to Warlock’s Staff, this item now provides
    • 140 Magical Power
    • 225 Health
    • 200 Mana
    • 10% Magical Penetration

Magical Penetration often overtook Magical Power when it came to being a primary damage stat. Along with the changes to Magical Penetration (especially % Magical Penetration) we are bringing up Magical Power to want to ensure Mages who build power feel effective. Key Magical Power items have their power increased to help with that goal. Spear of Desolation is such an item.
  • Increased Magical Power from 100 to 110

Rod of Tahuti is the premier power item, but it has struggled to make builds since its changed passive some time ago. We have seen success in these high power items (Doom Orb for example) and feel Rod of Tahuti just needs a small push. This also assists mages in hitting a higher Magical Power total when focusing on that stat.
  • Increased Magical Power from 150 to 160

Soul Gem scales well with a high power build but as an individual item didn’t bring much to the table to help itself. We want its consistent power to be more potent and allow gods to have a strong go to item to synergize with high power.
  • Increased Magical Power from 65 to 80

Polynomicon has a similar story to Soul Gem. It brings a strong proc but was a bit underwhelming in its Power, making it difficult to fully invest towards except for a few gods. This extra power should help it be more consistently strong.
  • Increased Magical Power from 75 to 85

Chronos’ Pendant was just underwhelming. The potential extra cooldown reduction is nice for some gods, but in general high penetration builds made it difficult for this item to make sense with other choices. We are making this item easier to build into a more rewarding when it is completed.
  • Decreased Cost from 2800 to 2700
  • Increased Magical Power from 90 to 100
  • The item icon has been updated

Magical ADCs are also affected by the penetration changes, also to a lesser degree due to some additional build considerations. Telkhines however focuses on rewarding Magical ADCs for building power, and just like Polynomicon and Soul Gem before this, a boost here pushes that type of build into a stronger position.
  • Increased Magical Power from 90 to 100

Restored Artifact is the gateway toward some of the highest power options, but was exceedingly difficult to build towards with not much power behind it. This change will help ease into these high cost and power options.
  • Decreased price from 1600 to 1400
    • The price of the Tier 3 items in this tree remain the same
  • Increased Magical Power from 50 to 60

The ring tree traditionally held the attack speed items for Magical ADCs but oddly enough this ring did not provide any attack speed. With Shaman’s Rings removal and the additional of Ring of Hecate, the full tree now provides Attack Speed allowing the Tier 2 item to do the same.
  • Added 10% Attack Speed
  • Decreased 5 Magical Power

This item is also being adjusted as part of the magical penetration pass. Demonic grip has some of the highest amount of penetration on a single item, so its only fitting that it sees a slight decrease to fit our current goals. Mage ADCs are not the exact same case as burst mages, as their damage generally takes longer to dish out, so slight nerfs are being applied instead of a larger redesign.
  • Decreased passive Magical Protection Reduction per stack from 12% to 10%

  • Reworked passive
    • From
      • Enemy gods within 55 units have their Magical Protection reduced by 8.
    • To
      • Enemy gods within 55 units have their Magical Protection reduced by 5%

Void Stone is core when it comes to high damage guardian builds. The flat penetration aura provides strong defense combined with even stronger offense, making guardians in modes like Arena and Joust powerhouses that had little counterplay. We have adjusted Void Stone to benefit higher scaling values more while bringing percentage penetration as its utility. This should make it rewarding to build in the right situation rather than a default choice.
  • Increased Magical Power from 20 to 40
  • Reworked passive
    • From
      • Enemy gods within 55 units have their Magical Protection reduced by 15
    • To
      • Enemy gods within 55 units have their Magical Protection reduced by 10%

Stone of Binding was an additional source of early guardian burst. The utility provided for a team bring a unique benefit, but it was too impactful when only the Guardian was dealing damage.
  • Decreased Physical and Magical reduction from 15 to 10
Physical Items

Contagion provided a long since requested mirror to Pestilence, allowing for flexibility in composition and counters. While Physical Healers are more niche, augmenting your teams healing can be quite potent. Caduceus Shield is intended to allow Physical gods to bring this utility previously only provided by Rod of Asclepius.
  • Branches off of Warded Shield
  • Costs 2500
  • 30 Physical Power
  • 35 Physical Protection
  • 35 Magical Protection
  • 100 Health
  • AURA – Allied gods within 70 units have their Healing increased by 10%. If you have taken or dealt damage in the last 5s, their Healing is increased by an additional 15%.

The Blade tree has two items that were defensive and utility oriented in nature, and two items that focused more on debuffing opponents and providing additional attack speed to the wielder. These two sets of items previous shared a common tier 2, but we are splitting that item up. Toxic Blade and Witchblade will now build off a Cursed Blade, allowing players to smoothly transition into these items with stats they are going for.
  • Costs 1250
  • 75 Health
  • 10% Attack Speed
  • 5% Movement Speed

Gladiator’s Shield has been a staple of the Solo lane since its introduction. Its power to sustain off aggressive play is positive when it comes to encouraging smart aggression, but the way it scales on specific gods with access to AoE abilities pushes its power too high in teamfights. We want to even the difference between these two scenarios, and bring gods who use it too effectively more into line. Now when an ability triggers this heal, subsequent heals from the ability will only heal for 50%, rather than the full amount an additional time.
  • Reworked passive from only triggering once per ability
  • To – Subsequent heals after the first from a single ability only heal for 50%.

Similar to Void Stone, this item provided strong defense with even stronger offense. Warriors and Assassins could rely on diving Physical Damage dealers with this item, making them difficult to effectively fight against. The shift to Percent Penetration will make it more applicable for high physical damage teams as a support option rather than a default choice.
  • Increased Physical Protection from 50 to 60
  • Reworked passive
    • From
      • Enemy gods within 55 units have their Physical Protection reduced by 20
    • To
      • Enemy gods within 55 units have their Physical Protection reduced by 15%

  • Reworked passive
    • From
      • Reduces the Physical Protection of enemies within 55 units by 8.
    • To
      • Reduces the Physical Protection of enemies within 55 units by 5%

Silverbranch Bow rewards theorycrafting and planning, giving gods who often break the attack speed cap a way to harness what would be lost power. We are increasing that reward to allow more gods and item combinations to see this as a viable build path.
  • Increased power provided from passive from 1 to 1.5 Physical Power

Executioner’s changes tie closely to Titan’s Bane and Demonic Grip. As we look at Season 7 we want to make sure all classes need to itemize more intentionally against tanks. Executioner is still likely to be a staple item of the hunter class, but hunters should have to be more mindful of the rest of their build depending on the targets they want to focus on killing.
  • Decreased passive Physical Protection Reduction per stack from 12% to 10%

  • Decreased Passive % Physical Protection reduction from 15% to 10%

Titan’s Bane highlights the difference between Physical Damage/Penetration and Magical Damage/Penetration. Physical Damage often is more consistent with less burst (Compare how Hunter’s deal damage vs. Scylla’s Sic’ Em + Crush Combo) as well as the amount of Physical Protection gods gain baseline by the end of the game. While Titan’s Bane is also a very effective single item, the level of effectiveness compared to Obsidian Shard is different, so we adjusted it accordingly. With a decreased minimum and maximum Titan’s Bane will retain its ability to shred tankier targets, but allow for tank defenses to matter more against this particular item.
  • Decreased base Physical Protection reduction from 15% to 10%
  • Decreased max. Physical Protection reduction from 40% to 35%

Hydra’s Lament makes Basic Attack weaving incredibly potent and difficult to counter. We are taking some of the edge off of its proc, allowing skilled players to still benefit from mixing abilities and Basic Attacks but provide more opportunities for enemies to react.
  • Decreased additional damage after Basic Attacks from 50% to 40%

Poisoned Star and Wind Demon are situational choices for Hunters, seeing some use but often being overlooked. We are bringing up the power of both of them, allowing for them to contribute more in Crit based builds.
  • Increased Physical Power from 20 to 30.

  • Increased Attack Speed from 10% to 15%.

Malice fulfills a narrow niche, a Critical Strike choice for ability based gods. While its proc has moments to shine, its consistent power felt underwhelming. A small boost in Cooldown Reduction will bring that consistent power.
  • Now provides 10% Cooldown Reduction.

Soul Eater is the sustain choice for Physical gods, but requires ability usage to really make use of it. Physical gods, even ability based ones, often fill in their damage with Basic Attacks. A small boost to the lifesteal when evolved should further cement this item as the sustain choice while helping it shine as an option.
  • When this Item Evolves, it now provides an additional 5% Physical Lifesteal in addition to the Physical Power and the Ability Lifesteal effect.

Lono’s Mask, like all masks, encourages a heavy shift in class and role identity. While most masks see some level of experimentation Lono’s Mask has seen almost none. The negative of this item has made it too restrictive. We are lowering the penalty to see if players can find applications for this Mask.
  • Decreased Damage Dealt from -25% to -20%
  • Decreased Healing Done from -25% to -20%

  • Removed 10 Penetration
  • Increased Physical Power from 20 to 30
  • Increased Magical Power from 50 to 60

Rangda’s provides a large spike in Penetration when combined with the percent damage increase really pushed a lot of the issues discussed in our Magical Penetration dev post. We are removing the Penetration from it and bringing up the Power by a significant portion to make up for the change. Rangdra’s will also synergize with many of the Season changes, so we will be keeping a close eye on this item in particular.
  • Removed 15 Penetration
  • Increased Physical Power from 35 to 50
  • Increased Magical Power from 70 to 85

Smite update 11.27 for PS4 is now available for download.