Professional Documents
Culture Documents
By Flareb00t
Contents
1 Basic Mechanics 1
1.1 Protections, Damage Mitigation and Penetration . . . . . . . . 1
1.2 Total Effective Health/ ‘eHP’ . . . . . . . . . . . . . . . . . . 4
1.3 Lifesteal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.4 Attack Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.5 Healing Increase and Reduction . . . . . . . . . . . . . . . . . 6
1.6 Movement Speed: Diminishing Returns . . . . . . . . . . . . . 7
1.7 Movement Speed Penalties . . . . . . . . . . . . . . . . . . . . 8
1.8 Movement Speed – Diminishing Returns on Slows . . . . . . . 9
1.9 Crowd Control and Diminishing Returns . . . . . . . . . . . . 9
1.10 Kill and Assist Bounty . . . . . . . . . . . . . . . . . . . . . . 11
1.11 XP and Gold Spooling . . . . . . . . . . . . . . . . . . . . . . 13
1.12 Conquest Support Bonus . . . . . . . . . . . . . . . . . . . . . 13
1.13 XP to Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1.14 Prestige and Account Levels . . . . . . . . . . . . . . . . . . . 13
3 The Jungle 20
3.1 XP Camps - Conquest . . . . . . . . . . . . . . . . . . . . . . 20
3.2 Buff Camps - Conquest . . . . . . . . . . . . . . . . . . . . . . 21
3.3 Jungle Objectives and Bosses - Conquest . . . . . . . . . . . . 22
3.3.1 The Totem of Ku . . . . . . . . . . . . . . . . . . . . . 23
3.3.2 The Furies . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.3.3 Pyromancer . . . . . . . . . . . . . . . . . . . . . . . . 24
3.3.4 Fire Giant . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.4 Jungle Bosses - Other Modes . . . . . . . . . . . . . . . . . . . 27
3.4.1 Bull Demon King – Joust, Duel . . . . . . . . . . . . . 27
3.4.2 Apophis - Clash . . . . . . . . . . . . . . . . . . . . . . 27
4 Tables of Values 30
4.1 Magical Penetration Scaling . . . . . . . . . . . . . . . . . . . 30
4.2 Physical Penetration Scaling . . . . . . . . . . . . . . . . . . . 31
4.3 XP to Level in Match . . . . . . . . . . . . . . . . . . . . . . . 32
4.4 Titan Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . 33
4.5 Jungle Camp Statistics by Level . . . . . . . . . . . . . . . . . 34
2
The Word of Thoth is designed to be an advanced and thorough look into all
of the hidden mechanics and formulae within Smite. MOBAs are a complex
genre and it is easy to get confused about how things work, but at the same
time it is possible that some things don’t need to be understood immediately
to grasp the game. I’ve tried to simplify the concepts in here as much as I
possibly can, with examples where relevant.
Even if you think you’re pretty knowledgeable, there’s always more to dis-
cover! Special thanks to HiRez and various community members for their
co-operation in putting this together.
If you ever have any suggestions for what you would like to see in the guide,
or have some feedback about the game you’d like me to pass on as one of the
Season 6 Olympians, feel free to find me @Flareb00t on Twitter.
-Flare
1 Basic Mechanics
1.1 Protections, Damage Mitigation and Penetration
In Smite there are a few different ways to reduce the amount of damage you
take from the enemy. The first one is not getting hit in the first place, but
there’s not much mathematics behind not getting hit.
Protections are your main form of reducing enemy damage, and are applied
to you through the following formula:
100
Damage Taken × (1)
100 + Armour
Where Armour is the number of physical or magical protections you have.
However, this will only work to stop physical or magical damage respectively.
There is also a third type of damage known as True Damage. An example
of true damage would be Serqet’s Last Breath, Bakasura’s Butcher Blades
or standing in the enemy fountain, which will deal 7% of your maximum HP
every 0.2s as true damage whilst standing in it and for 1 second afterwards.
In order to reduce the amount of true damage that you take alongside another
way of reducing physical and magical damage, you need Damage Mitigation.
These come in two forms: % Mitigation and flat mitigation.
An example of % Mitigation would be Chaac’s ultimate, Storm Call, which
provides 50% damage mitigation to himself during the cast time, or Isis’ Cir-
cle of Protection which provides 15 scaling up to 20% damage mitigation to
allies within the radius.
The only source of flat Damage Mitigation in the game currently is the starter
item Warrior’s Blessing, which reduces the damage of any hit you take by 3.
The order in which all forms of damage mitigation are applied are slightly
complicated in terms of the underlying code (and a couple of tiny edge cases
where this doesn’t entirely hold), but for the purposes of simplicity can be
explained as follows:
1. % Damage Mitigation
2. Armour
3. Flat Damage Mitigation
To show how this works, imagine you were about to be hit with an attack
that did 1000 ‘raw’ (pre-mitigation) Magical damage. If you had 100 Magical
1
Protections, you would be hit for
100
1000 × = 500 damage.
100 + 100
However, if you were to be hit by 1000 raw magical damage whilst having the
same amount of Magical Protections but with Warrior’s Blessing and whilst
Athena is channeling her Defender of Olympus ultimate onto you for 20%
Mitigation, you would take
100
(1000 × 0.8 × ( )) − 3 = 397 damage.
100 + 100
Of the 3 damage types, True damage just ignores enemy armour but is re-
duced by both forms of Damage Mitigation.
In order to counter this, there are ways to ignore and reduce an enemy’s
protection and by extension their damage mitigation. The first way is ar-
mour penetration. Penetration ignores a certain number of the enemy’s
armour when calculating damage. For example, if I was attacking a target
with 150 physical protection when I had 25 physical penetration, then the
damage calculations would be as if they only had 125 physical protections.
These are applied in a very specific order which is easy to get wrong:
1. % Armour Reduction
3. % Penetration
4. Flat Penetration
2
The most common source of % penetration are from two different items,
Titan’s Bane and Obsidian Shard. These both give you % Penetration based
on enemy gods based on their Physical or Magical Protections respectively,
up to a cap. To make the maths easy to follow, let’s assume 200 physical
protections, and you have 40% Physical Penetration, with 50 Flat Physical
Penetration, we have
(200 × (1 − 0.4)) − 50
= (200 × 0.6) − 50
= 120 − 50
= 70
Now, if we were to take the same amount of Penetration, but also have 3
stacks of the Executioner debuff, which reduces armour by a total of 36%,
we are left with
Here, the 40% penetration is only ignoring 40% of the 128 armour left af-
ter the 3 stacks of Executioner on the target. Whilst armour reduction and
penetration work slightly against each other it does not mean you should
avoid having both at all costs - the aim is to do as much damage as possible,
so some situations against especially tanky targets having both is useful. It
should be noted that getting this 40% armour penetration whilst debuffing
them with Executioner is very difficult to achieve due to the scaling penetra-
tion on Titan’s Bane.
3
damage taken increase from Sundering Spear, we are left with taking the
regular 100% damage as the pair cancel each other out. Separate from mit-
igation and damage taken effects, there are increased and reduced damage
dealt effects. The best example of these would be Rangda’s Mask for in-
creased damage dealt by 20%, whilst the upgraded Horrific Emblem reduces
damage dealt by 15%.
Lastly, we need to consider a few other ’increased damage taken’ effects,
as these are conditionals they are applied multiplicatively outside of the oth-
ers. Artemis’ passive Still Target, Runeforged Hammer and Shaman’s Ring
are the most common examples of this.
To give an example of damage that has all of these effects in, take a 200
damage basic from an Artemis whose build includes Runeforged Hammer af-
fected by Aphrodite’s Rank 5 Jealousy buff from her Kiss for 20% increased
damage dealt, but also suffering from upgraded Horrific Emblem’s 15% dam-
age dealt decrease. At the same time, the target is slowed for the purposes of
Still Target/Runeforged, has Rangda’s Mask’s and Oni Hunter’s Garb with
3 stacks.
Going through this part by part - Damage Dealt Increase/Decrease, En-
emy Mitigation/Damage Taken Increase, Conditional Checks:
200 × (1 + 0.2 − 0.15) × (1 + 0.25 − 0.09) × (1 + 0.15 + 0.15)
= 200 × 1.05 × 1.16 × 1.3
= 303.03
Without taking into account flat true armour, the formula for Total Effective
Health or eHP is
Health Points
(2)
Damage Mitigation Multipliers
As before, if you have 1000 health and after all % mitigation multipliers are
applied you take 40% damage, your effective HP would be:
1000
= 2500 HP
0.4
4
Lots of people say that there are diminishing returns on buying protections
. Whilst it may look like it as the first 100 protections will only reduce 50%
of the damage you take, whilst the next 200 will reduce it by 75%, if you
look at it carefully you will see at 1000 HP and 100 protections, you have
2000 eHP, whilst at 200 protections you have 3000 eHP and finally at 300
protections you have 4000 eHP.
1.3 Lifesteal
Lifesteal is pretty simple for the most part. It returns a percentage of the
damage you deal to a target as health for you.
Both lifesteal types work based on the damage you deal, rather than the
damage you are expected to deal before mitigation.
If the damage you deal is more than the remaining health on the target
you are attacking, it will only heal for the % of the remaining health. If
you deal 300 damage to a target with 150 health left, you will only steal a
percentage of the 150 rather than the 300 damage.
Magical Lifesteal applies to both magical basic attacks and abilities. How-
ever, if the ability is considered an area of effect ability (very few single
target abilities exist), then it has a 0.33× coefficient applied to it. If you
had 30% lifesteal on an ability such as Flame Wave, you would only heal for
30×0.33 = 9.9% of the damage done on each target. This can be modified by
certain passives or abilities, such as Anubis’ Sorrow or Typhon’s Fang, which
both increase healing you get from lifesteal. These two effects will apply
multiplicatively, so with 3 stacks of Sorrow for a 99% increase and Typhon’s
Fang’s 40% increase with 30% Lifesteal on an AoE ability you would have
Physical Lifesteal only applies to physical basic attacks, not physical abilities.
The only exceptions are Mercury’s Made You Look, which is treated as a basic
attack and scales from your physical basic attack power, and is subjected to
the AoE coefficient. The other exception to this is if you have Evolved Soul
Eater, where your abilities heal for 15% of the damage dealt. In some cases
where a character has cleaving basic attacks, such as Bellona’s hammer basic
attacks, they will also be subject to the AoE coefficient.
5
1.4 Attack Speed
Attack Speed is a little bit confusing If you have an attack speed increase
it states it as a % increase i.e. +15% attack speed. That 15% isn’t just a
flat 0.15, but a 15% increase on your Level 0 attack speed. For example,
Cernunnos has 1.00 attack speed at level 0, but Artemis has 0.95. A 25%
attack speed increase on Cernunnos would give him an additional 0.25 AS,
but the same 25% would only give Artemis 0.25 ∗ 0.95 = 0.2375 AS.
Reduction works in the same way, except in reverse. A 30% attack speed
slow on a god with 0.9 base attack speed will have their attack speed reduced
by 0.27, even if they have 2.5 AS at the moment.
Attack Speed can be said to be Cooldown Reduction for your basic attack.
If you have 0.4 AS, the lowest it can be brought to, you have a ‘refire time’ of
2.5s, which is determined when you fire the attack. These are then modified
by attack chain multipliers, so Ne Zha with 2.0 attack speed would take 0.5,
0.5, 0.66 and 1 second respectively to initiate each attack.
There are a few items that have attack speed reduction on them, such as
Horrific Emblem, Midgardian Mail, Witchblade, Ichiaval and Frostbound
Hammer.
Attack Speed decreases will ’generally’ look for the most powerful one, so
Witchblade and Frostbound won’t stack together for 30% AS reduction, but
this rule is broken by any item that has a stacking attack speed slow,such
as Ichiaval or Midgardian, which will work in tandem. The same applies for
god attack speed slows: only the highest one will apply.
Increases and Reduction work on the base heal, so a 250 heal with 20%
increased healing, you would be healed for 250 ∗ 1.2 = 300 HP.
However, if someone then applies 40% healing reduction whilst you have
6
that heal increase on you, that 250 HP heal would be
Hel’s passive healing increase is applied before any heal reduction or increase,
so cannot be used to mitigate healing reduction additively.
The exception to this rule is during any ultimate designed to reduce healing
by 100 %( current examples of this are Odin’s Ring of Spears, Serqet’s Last
Breath and Osiris’ Lord of the Afterlife). This will completely shut down
any healing or regeneration to the target.(Fun fact - they just apply -1000%
healing.) The only exception to this rule is the Fountain heal, which restores
4% of your health and mana per 0.2s(or 20% per second) whilst standing in
it and for 1 second afterwards and is not affected by any antiheal. Antiheal
from items does stack unlike attack speed reductions.
Between 0 and 457 MS, and increase you have is normal, or 1x effective-
ness. After this, between 457 and 540.5, any increases have 20% diminishing
returns, or 0.8x effectiveness. Beyond 540.5 any MS increases have 50% di-
minishing returns, or 0.5x effectiveness.
The undiminished cap for MS is 1000. Substituting 1000 into the appro-
priate DR values would get us:
From this we can take there are 3 equations for MS thresholds, taking D(N)
7
as the diminished speed of speed N:
N for N ≤ 457
D(N ) = 457 + 0.8(N − 457) for 457 < N ≤ 540.5 (4)
523.8 + 0.5(N − 540.5) for N ≥ 540.5
In certain cases you can get past the ‘soft’ cap of MS of 753.55, but they
are very extreme and for short duration. Certain abilities have a constant
multiplier outside of movement speed to them such as Cavalry Charge, and
others have a variable speed multiplier during animations like Amaterasu’s
Dazzling Offensive.
Generally, the strafing penalty will be a 20% penalty, however there are
certain cases i.e. Medusa, who can move at 100% speed whilst strafing and
80% movement speed whilst backpedalling, Sol’s Disapparate which removes
the backpedal and strafing penalty, and Awilix who suffers an increased straf-
ing penalty of 50%. The basic attack movement penalty can be ignored by
the Haste effect, which can be granted by certain god abilities, relics or items
such as Hastened Katana or Heavenly Wings Upgrade.The full list of penal-
ties can be found here.
Only the highest of the penalties will be active at any one time, and are
calculated after diminishing returns(see below): A Neith with 480 movement
speed would have an effective 240 movement speed whilst basic attacking,
even if backpedalling or strafing. This penalty can go past the movement
speed floor which is set at 150; so if you are at 200 movement speed and
start backpedalling, you will be moving at 120 speed.
8
1.8 Movement Speed – Diminishing Returns on Slows
Just as Movement Speed is subject to diminishing returns, slows are also
subject to them to stop them turning multiple slows into a root.
For any slow below or equal to 40%, no DR is applied to them. After this,
any slows are subject to the following formula:
100 ∗ Slow
(5)
Slow + 60
For example, if you have a 50% slow, substituting Slow=50:
(100 ∗ 50) 1000
= = 45.45%
(50 + 60) 110
If you have slows from multiple sources, then to work out the pre-DR value
you add the slow% together then calculate with the formula as normal.
Another example: an 80% slow or two 40% slows stacked or 4 20% slows
stacked, before diminishing returns. Substituting Slow=80:
8000
= 57.142%
140
Slows cannot take you below the MS floor of 150 and are calculated off of the
maximum ground speed of the target at the time (without any slows, after
diminishing returns).
Item slows follow a slow stacking rule in which only the strongest slow is
applied to a target. So if you have a Poisoned Star and Frostbound Ham-
mer, only the Frostbound Hammer slow would be applied. Item slows can
stack with Relic and god ability slows, but Relic slows cannot stack with
themselves.
From this, we can establish how to correctly calculate your movement
speed. First, you take the initial ground speed of the character, then apply
MS DR if the value is above the initial threshold for DR(from above, 457).
After that, then apply any slows the character is suffering from, making sure
that if the total slow % is above 40, to make use of the Slow DR formula.
Then, after all this, if the character’s ground speed is now below 150, push
it back up to 150, unless the character is rooted.
9
time.
If a target has 2 DR stacks, then any hard CC applied to them has their
duration reduced by two thirds. This means if I stunned someone for 3s
whilst they had 2 DR stacks they would only be stunned for 1s.
NB: Grabs/Carries include Khepri Abduct, Fenrir’s Ragnarok and the first
section of Tyr’s Assault Fearless. Push includes Kuzenbo’s Sumo Slam
An ability can only apply one stack of diminishing returns, and the dura-
tion of a crowd control cannot be reduced below 0.5s by diminishing returns,
meaning that Hun Batz’s Fear No Evil will not immediately apply both stacks
of DR onto a target.
The order in which reductions to crowd control durations apply are as follows:
To explain how this would work, if you have a 2.25s Ymir Frost Breath ap-
plied to Tyr, it would be reduced by Unyielding down to 1s duration. Then
reduced by up to 40%( or down to a minimum of 0.6s) by Crowd Control
Reduction, and finally diminishing returns would take effect, dropping it by
10
0, 33% or 66%. Then if that final value is lower than 0.5s due to the dimin-
ishing returns, it is raised back up to 0.5s.
DR stacks will wear off a target 15 seconds after they were last effected
by a hard CC. If a CC is applied whilst there is 2 stacks on already, the
duration of the stacks will be refreshed.
There are two formulae for both XP bounty and kill bounty: one applies if
the killer is a higher level than the victim, the other if the victim is a higher
level than the killer. If the killer is a higher level than the victim, such as
if you’re a 12/0 jungler and brutally slaying gods across the battlefield, the
formula is as follows:
Where L is the Victim’s Level, and ∆ is Victim’s Level - Killer’s Level. Put
simply, if you are more than 10 levels ahead of who you are killing, you will
receive zero XP for the kill.
On the other hand, if you are a lower level than your victim, the formula is
more extreme:
(50 + 30 × L) × (1 + (0.25 × ∆)) (7)
Where L is Victim Level and ∆ is Victim Level - Killer Level. For example,
if I am a level 12 god that kills a level 20 god, the XP received is
For the Clash mode, the formula is slightly tweaked, with 20% increased
or decreased XP per ∆. For example, for a level 15 killing a level 18
Killing a god 5 levels lower than you in Clash will grant you no XP.
For gold bounties, as with XP there are two formulae. If the victim is a
higher level than you:
11
Where B is the mode base value, G is the total gold earned during the
game by the victim, ∆ is Victim’s Level - Killer’s Level as with the XP
formula, and S is the number of kills the victim has earned since he last died.
If the victim is a lower level than you:
Arena’s formula works slightly differently but the exact workings are cur-
rently unknown.
With regards to assists, the formula is slightly similar, except you change
the value of ∆ from (Victim’s Level - Killer’s Level) to (Victim’s Level -
Assister’s Level).Then, take 50% of this value, then divide that value by the
number of people assisting Taking from the previous example, if you have
3 gods assisting on a level 12 god killing a level 20 enemy and one of the
assisting gods was level 14, they would receive.
0.5 × 1950
= 325XP
3
When looking at kills on minions and jungle camps, the gold is split up
evenly between those who were in assist range, with a 50% bonus afterwards
if a minion(not a jungle camp) is last-hit correctly. However, the XP values
12
are slightly different. If only one person kills a minion camp, then they get
100% of the base value in XP. If more than 1 person gets a reward for a
minion or jungle camp, 120% of the XP value is shared equally between
those in assist range or who have tagged a creep with a damaging ability in
the last 5 seconds.
1.13 XP to Level
The formula for how much XP it takes in a match to get from one level to
the next is relatively simple, and is given by
Where L is the level you are trying to reach. For example, getting to level
2 requires 308 XP, 3 needs 363. See the Tables of Values in Section 4 of the
guide for a full list of XP to Level and Total XP required.
13
it will take increasing amounts of playtime to get the account XP you need
to level up. 3 seconds in a match is equal to 1 XP gained. Due to the table
containing 160 levels, a link to the full table, which also shows what each
level is as a percentage of the total XP required for level 160, can be found
here.
Shown below are also two graphs, showing the XP needed to get from one
level to the next, and a comparison of cumulative XP required and XP to
next level.
14
Figure 2: Cumulative XP to Level and XP to next level
There are three main defensive structures in the game: Towers, Phoenixes
and the Titan. This section will over the stats and any other special me-
chanics, and then go over minion stats and other relevant information.
2.1 Towers
Towers are the first lines of defence for the Titan in Conquest, and share a
variety of characteristics.
Towers, Phoenixes and Titans all have a damage escalation with each shot
fired on the same target. Every shot after the first until aggro is reset will
deal 20% additional base damage when targeting enemy gods, which can be
expressed with the formula
0.2D(T + 4) (11)
15
Where D is the base damage of the structure and T is the shot number. Once
a tower/phoenix has fired a shot, it cannot be dodged, but if untargetable
it will follow a god’s path until they are targetable or until the shot times
out (a good example of this happening would be Kaldr in his untargetable
form).
There are two types of tower, the Tier 1 and Tier 2, however in Joust and
Clash only the Tier 1 towers are present.
Tier 1 Towers have 2000 HP, 125 physical and magical protections, with
Tier 2 Towers having 2500 HP alongside 125 physical and magical protec-
tions. However, it is important to note any physical damage to a tower is also
reduced by an additional 15%, whilst magical damage on a tower is increased
by 20%.
Tier 1 towers have 215 base damage, whilst Tier 2 towers have 260, with
both towers and Phoenixes firing once per second. Substituting this into the
previous formula tells us that the damage increases by 43 and 46 respectively
per shot. Towers and Phoenixes deal 15% additional damage to minions.
Killing a Tier 1 tower grants every player on that team 100 xp and 100
gold, whilst killing a Tier 2 will give each player on the team 200xp and 300
gold.
Whilst there are no enemy minions within 70 units of the tower, all damage
taken by a tower or phoenix is reduced by 50%, applied multiplicatively after
the initial damage calculation. Allied pets do not count as backdoor break-
ers.If this is applied it will last until the tower loses aggro, and is displayed
by a glowing ring around the base of the tower
For example, if I have a basic attack that deals 265 physical damage with no
backdoor protections onto a Tier 1 tower, with no penetration against the
tower I would deal
100
265 × 0.85 × = 100 damage (12)
100 + 125
With backdoor protections online, I would only be dealing 50 damage.
For the most part, Towers are immune to debuffs from things such as Spear
16
of the Magus unless they are applied via a basic attack modifier such as Mer-
lin’s Overcharge, Athena’s Reach or by using Fafnir’s Coerce. The Emperor’s
Armour item can be used to increase or decrease allied or enemy structures
respectively.
2.2 Phoenixes
Phoenixes are the last line of defence before you reach an enemy Titan, and
are similar to towers. For the most part they function identically to a tower
with increased stats in some, with a base HP of 3000, 320 base damage on
shots and 125 protections, with the same damage coefficients for physical and
magical damage. (1500 HP in Joust,2000 HP in Assault/Siege) and back-
door protections work identically. However, phoenixes will also constantly
regenerate their health by 8 per second in Conquest, Siege and Assault, and
by 2 in Joust.
Killing a Phoenix will grant each player on your team 150 gold, and will
then spawn in more powerful fire minions in that lane. After 4 minutes, the
phoenix respawns with 25% of its maximum HP and will only deal 50% of its
previous damage(not applicable in Joust), and will only regenerate health in
the same way as before up until it reaches 70% of its maximum HP (or over
by one tick of regeneration. Note: Joust Phoenixes do not become weakened.
2.3 Titans
Titans are the final and most important objective in all game modes apart
from Arena, and are unique in that their power depends on how many re-
maining defensive structures there are on the map. This works on a formula
of
B + S(3P + T ) (13)
Where B is the stat’s base value, S is the stat increment, P is the number of
remaining phoenixes, and T is the number of remaining towers. Put simply,
killing a phoenix is worth 3 times as much as killing a tower for weakening
the Titan.
17
magical protections, increasing by 5 physical and 2 magical per tower, or 15
physical and 6 magical per phoenix. However, the Titan is only vulnerable to
damage if at least one of the phoenixes is destroyed. If all 3 are alive, it will
regenerate 0.4% of their max HP per second. However, if the last Phoenix
respawns the Titan will not regain its immunity until it has been leashed
to it’s spawn point and nothing else is attacking it. Leashing the Titan will
cause it to immediately regenerate 15% of it’s maximum HP.
The Titan’s weapon swing is also subject to the same base formula as towers,
increasing by 20% of the first hit per hit, and additionally have 30% physical
penetration to make it tougher for gods to tank hits. Titans will attack once
per second like towers.
A few important things to note are that Titans are completely immune to all
forms of crowd control, critical hits and lifesteal, although heal on hit abilities
like Ravana’s 10-Hand Shadow Fist will heal him. Titans will immediately
destroy any player deployable wall they come into contact to(i.e. Odin cage),
and immune to attack speed slows, though their protections can be shredded.
The Titan’s basic attack power cannot be reduced by god abilities or items.
The Table of Values section contains a list of all possible strengths of the
titan - HP values in bold indicate the Titan is immune to damage.
2.4 Minions
Minions are the most common enemy you’ll probably be fighting in the lanes,
and are all subject to a % damage mitigation as the game progresses. This
% damage mitigation is 10% + 1% for every minute of game time, stacking
to 50% damage mitigation at 40 minutes. This only applies to damage from
gods/pets, not structures/other minions.However, it is important to note that
lane minions will deal 40% less damage than stated in the table towards gods.
The first minion wave on the long or duo lane of the Conquest map will
also have what is known as a Spirit Minion spawn with it. This is an archer
minion that has 50 HP, 5 physical power and gives 34 kill XP. This is just
enough for 2 players sharing 2 full minion waves to hit level 2.
As the game progresses, minion waves will slowly improve in quality. Between
0 and 10 minutes, one Brute minion will spawn every 3rd wave. Between 10
and 20 minutes, this increases to 1 Brute minion every wave. Between 20
and 30 minutes this goes up to 2 Brutes per wave, then after 30 minutes,
every minion wave will be comprised of 3 Brutes and 3 archers.
18
Damage EXP Gold
Minion Phys Magical
Damage Health vs Reward Reward
Type Protection Protection
Towers (Solo) (Solo)
Melee 12 420 1.5 0 5 50 17.5
Ranged 25 305 0 1.5 11 30 12.5
Brute 50 805 15 0 22 50 17.5
Fire
24 565 30 30 11 60 17
Melee
Fire
50 465 30 30 31 40 12
Ranged
Fire
100 900 45 30 45 60 17
Brute
Here are the stats of each minion type for Conquest. As an addition to
this, it should be noted that the XP and Gold rewards for killing any minion
increase by an additional 5 EXP and 1 Gold every 3 minutes. This will
happen 7 times, capping at 21 minutes after minions spawn.
Any XP and gold you gain is rounded down, so at level 1 you would get 17
gold for killing a melee or brute minion, not 17 and then 18. The minion
rewards are determined by when the minions are SPAWNED, not when they
are killed. A wave that you kill at 3:15 that was spawned at 2:30 will still
give level 1 rewards, not level 2.
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3 The Jungle
Smite has a diverse jungle with multiple different camp types of varying
difficulty.
Before going into detail, the most important thing to note with jungle camps
is that each of their stats has a ‘base’ or Level 0 value, and jungle camps
will level as the match progresses, gaining additional stats, alongside an
additional 9 XP and 1.5 Gold per level. For standard jungle camps this is
once every 3 minutes, so when they first spawn in 35 seconds after minions
spawn they will be level 1, then at 3:00, 6:00 they will level up. For jungle
camps, this will happen 7 times whilst in game, capping camps at level 8 at 21
minutes after minions spawn. For any of the Jungle Bosses, this escalation
happens every minute, beginning when minions spawn and capping at 34
minutes after minions spawn at Level 35 with individual increases to XP and
Gold rewards.
To make this easy for you, any numbers in this guide will include Level 1
values and how much a camp gains per level.
A jungle camp will not level up if it is in combat when the timer is passed:
If you start fighting a Gold Fury at 10:56, it will not increase its HP at 11:00
until you have reset it.
If a jungle camp has no target for it to aggro to when damaged, they will
simply be immune to damage. Leashing a camp will cause it to begin to
reset to their original position and begin rapidly regenerating 5% of their HP
every 0.5 seconds.
Most of the basic jungle camps will first spawn at around 0:34 after minions
spawn, with the exception of one camp mentioned later on.
In order to reduce the impact of invades on snowballing games, there is a
map wide rule that any jungle creep on your opponent’s side of the map
gives you reduced XP. This is a linear reduction that starts at 33% XP and
degrades to 0% 15 minutes after minions spawn.
The next is the ‘back harpies’. There are two of these camps, one closer
to the duo lane and one closer to the solo lane on each side of the map.
These back harpy camps consist of 2 Harpies and 1 Elder Harpy, respawning
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60 seconds after the camp has been cleared.
The next buff camp is the purple or Void buff camp, which is defended
by two Chimeras and an Alpha Chimera. When the larger Chimera is killed,
it will drop a buff that reduces enemy gods physical and magical protections
by 5% plus an additional 10 flat protections in a 55 unit radius, plus an
additional 2 flat protection reduction for each enemy god within 55 units of
the buff holder. This buff lasts for 120 seconds or until the holder is killed
killed. Multiple Void debuffs can stack onto an enemy.
Next, the blue or Mana buff camp is guarded by a Elder Satyr and 2
smaller Satyrs, which will attack from range with magical damage. The El-
der Satyr will drop a buff granting you 10% Cooldown Reduction, 3 mana
regeneration per second and restores 2% of your missing mana when you
land an ability on an enemy god. This buff lasts for 120 seconds or until the
holder is killed.
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buff is slightly different in that it spawns and becomes damageable around
0:24 after minions spawn.
Alongside these 4 buff-wielding camps, there are also a camp located near
the Gold Fury pit known as the Oracles. If a team manages to kill both of
the Oracles, they will be granted vision of the Gold Fury pit that cannot be
counterwarded for 90 seconds. This vision will not reveal enemy wards or
stealthed units.
If both teams take one of the Oracles each, neither will get the vision.
Shown below is a table of the Level 1 and per-level stats of the jungle camps.
All of the 4 buff wielding camps have the exact same stats, so they are noted
by the camp type and small or large minions only. Note: These stats are
PURELY accurate for the Season 5 Conquest map. Other modes have jungle
camps with different stats and in some cases different buffs.
XP Gold
Physical Magical
Camp Type Health Damage Reward Reward
Protection Protection
(Solo) (Solo)
Buff Camp
585(+145) 26(+2) Physical 10(+2) 6(+1) 125(+9) 49.5(+1.5)
Buff Holder
Buff Camp
187(+72) 7(+2) Physical 7(+2) 1(+1) 29(+9) 17.5(+1.5)
Small Minion
Elder
455(+75) 13(+2) Physical 10(+2) 6(+1) 43(+9) 31.5(+1.5)
Harpy
Small
200(+70) 10(+2) Physical 7(+2) 6(+1) 31(+9) 23.5(+1.5)
Harpy
Oracle 600(+100) 30(+2) Physical 14(+2) 6(+1) 49(+9) 34.5(+1.5)
22
level alongside the increased reward as the game progresses. As mentioned
before, each boss will cap out at 34 minutes at Level 35.
There are three different Furies: The Gold Fury, Primal Fury and the Oni
Fury. Each Fury has identical stats when it comes to fighting them: at the
start of the game, they have 3000 base health plus 250 per Level, 20 base
Physical and Magical Protection, scaling by 1.5 and 1 per Level respectively.
As with all jungle bosses, they are immune to Attack Speed reduction and
have 50% lifesteal resistance the Gold Fury will spawn in 5 minutes after
minions spawn. Their Fury Swipe attack will deal 120+2/Level physical
damage once per second. As a jungle boss they also have 50% resistance to
all forms of lifesteal, and are immune to attack speed debuffs and all forms
of crowd control. Like the Titan, the Gold Fury will instantly destroy any
player deployable walls they touch.
Now, to the Furies themselves. The Gold Fury is pretty self explanatory
- she provides a larger Gold reward than the other two Furies, giving 50 +
5/Level XP and 150 + 6/Level Gold to each member of the teamm that killed
her. The Gold Fury is always the first to spawn on the Conquest map. After
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she has been killed, one of the Primal or Oni Furies will randomly spawn 5
minutes after defeated.
The Oni Fury is the first of the more tactical Furies. Killing him will give you
the same 50+5/Level XP, but only 115 + 5/Level Gold. However, he will
also empower each lane’s next minion wave into Oni minions. Oni-infused
minions have 75% increased damage, 30% increased health and an additional
50 and 60 physical and magical protection respectively. This Oni buff can
also apply to Fire minions. When the Oni Fury is killed, 5 minutes later one
of either the Gold Fury or Primal Fury will randomly spawn.
The last Fury is the Primal Fury, which is also fairly straightforward. As
with the Oni Fury, killing him will give you 50 +5/Level XP and 115 +
5/Level Gold, but you will also get a permanent Primal buff that gives you
7% increased damage against Jungle Camps and Bosses. This buff stacks up
to 3 times for 21% increased damage.
3.3.3 Pyromancer
The Pyromancer is the second jungle objective most teams will face in a
Conquest game, and can be found directly opposite where the Fire Giant
spawns, spawning in at 10:00 after minions spawn. Killing the Pyromancer
will buff that team’s fountain for 90s.
When buffed, the fountain will give Blazing Haste, a 40% movement speed
buff to any god when they leave the fountain, lasting for 15 seconds. This
movement speed increase will be immediately removed upon entering com-
bat. He has 3000 base health and 250 per level health scaling, with 2/Level
Physical Protection and 1/Level Magical Protection scaling.
When he first spawns in at 10 minutes into the game,meaning at 10 minutes
he will be level 11 with 5750 HP, . The Pyromancer also grants the killing
team a base 50 XP and 100 gold, increasing by 5 and 3 respectively per level,
to the killing team. This means his capped rewards are 225 XP and 205
Gold. The Pyromancer will respawn 5 minutes after being slain.
The Pyromancer has two different attacks. Infernal Swipe is almost identical
to the Gold Fury, dealing 140 + 1/Level physical damage. After 4 Infernal
Swipes, the Pyromancer will then use Withering Blast, which deals 125% of
Infernal Swipe’s damage in a 25 unit AoE.
Note: The Pyromancer will remember where in the attack chain it was if you
leash it.
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3.3.4 Fire Giant
The Fire Giant is arguably the toughest NPC in the game, even more than
a Titan in some situations and should be attempted as a team not as a solo.
He has 6000 base health and 275 health scaling per level, 110 physical and 70
magical protection, meaning when he spawns in at 10 minutes and level 11,
he will have 9025 HP. He has 5 different attacks, used in a specific rotation.
He has two identical basic attacks with the exception of range: Mighty Swing
and Boulder Toss. He will use Mighty Swing if his target is in melee range,
and Boulder Toss if not. Both of these will deal 130 +2/Level physical
damage and applies a debuff that reduces damage by 20% and healing/re-
generation by 40% for 3 seconds. You should note that if you go in or out
of melee range during this part of the attack he will attack cancel with the
other basic - try to stay in one range unless you’re dodging one of his specials.
The next attack he has is Ragnarok’s Rift. He will slam his weapon on
the ground, creating a line of lava towards his target which slows anyone in
it by 80% before diminishing returns (see: Slow DR section). It will shortly
explode, dealing 500 magical damage and knocking up anyone hit by it. You
can still use ranged basic attacks and sidestep it to dodge the explosion.
The next attack in the Fire Giant’s rotation is Ragnarok’s Fury. The Fire
Giant will summon 5 meteors above him, then quickly fire them off at anyone
who is in combat with him. These meteors deal 80 + 1/Level magical dam-
age each. The targeting is based on whoever is closest to him, then checks
for whoever is next closest. If everyone has been hit he will continue until
there are no meteors left. For example, if there are two people fighting the
Fire Giant, the person standing closest to the Fire Giant will take the 1st,
3rd and 5th meteor, whilst the other god would take the 2nd and 4th meteors.
Long enough into his attack rotation, the Fire Giant will summon the Flames
of Ragnarok around his lair. Anything that crosses the line will take 25+1/Level
damage every 0.5s for 3s. Standing on the flames will refresh the DoT effect.
Finally, the Fire Giant has his Magma Pools attack. He will summon a pool
of damaging magma around every god within his lair. After a 1 second delay,
they will deal 225 magical damage every second. Each pool lasts for 5 sec-
onds. The Fire Giant has two set attack rotations that are used depending
on how far into the fight with him you are. The first part is this:
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2. Ragnarok’s Rift
4. Ragnarok’s Fury
6. Flames of Ragnarok
Which happens once. After this, he begins to continuously his second rota-
tion of:
1. Basic Attack
2. Magma Pools
3. Basic Attack
4. Ragnarok’s Rift
5. Basic Attack
6. Ragnarok’s Fury
Once the FG de-aggros from all targets, attacking him again will start back
at the first rotation.
Killing the Fire Giant will grant every member of the team that is alive the
Fire Giant’s Might buff. This gives you 50 physical power, 70 magical power,
regenerates 0.8% of your maximum HP and 0.4% Mana per second and in-
creasing your damage against Towers and Phoenixes by 25% for 4 minutes
or until killed. He will spawn 5 minutes after he has been killed. He will
also award a base 200xp and 150 gold to the entire team for killing him,
plus an additional 5 XP and 6 gold per level. From this his final rewards
are 375 team XP and 360 team gold. At 25 minutes after minions spawn,
the Fire Giant gains a purple aura around him to signify he is the Enhanced
Fire Giant. Enhanced FG is tankier and more powerful, the buff given for
defeating him is much stronger. He will gain this aura regardless of if he is
in combat or not.
His base HP increases to 8000, Protections increase to 125 and 85 Physical/-
Magical respectively, and his Physical/Magical Power increases to 150/20
from 130/0, which increases the damage of his basics, Flames of Ragnarok
and Ragnarok’s Fury - Fire Giant’s Rage offers the same regeneration bonus
of 0.8/0.4 % health/mana per second, increases the power bonuses from 50/70
26
to 65/100 Phys/Magical Power,the structure damage bonus against struc-
tures from 20% to 30%, and offers an additional bonus that allow you to
ignore 50% of enemy structures’ backdoor protections, mmeaning they will
take 75% damage with no minions there as opposed to 50%.
As with every other Jungle Boss, he will respawn 5 minutes after he has been
slain. If you look closely in the sky, shortly before he spawns a meteor will
appear flying in from the Order side of the map.
The BDK has 1750 base HP and gains 310 HP per level, meaning that
when the BDK spawns at 4 minutes at level 5, he has 3200 HP. He also has
25 physical and magical protections. However, if in any 1v1 game (Duel or
Custom), he has 600 less health and only 18 physical/magical protection.
Unlike the other bosses, he actually has 75% lifesteal resistance, not 50%,
meaning your lifesteal is only a quarter as effective as normal.
He has a set rotation for his attacks, which is 4x Slam, dealing 140 phys-
ical damage followed by his Fissure attack which is similar to the Fire Giant,
creating a line that will explode shortly after, dealing 400 magical damage.
Killing it will give the Bull Demon King’s Might buff, giving you 0.8% HP and
Mana Regeneration per second and disabling the enemy’s tower or phoenix,
depending on which is left, for 95 seconds. He also rewards the killing team
with 100 XP and 150 gold.
He spawns in first at 10 minutes after minions spawn and with a base health
of 5600 and a level scaling of 145 health. He has 40 base Physical and
Magical protections, but gains 2 physical and 1 magical protection per level,
27
so spawns in with 7195 HP, 62 Physical Protection and 51 magical protection.
Apophis does have a nasty trick up his sleeve. Just before any time he
spawns or respawns, a large sound effect will play as a warning to anyone
in the sand area he spawns in, and when he arrives he will knock up any-
one in that area, dealing 1500 magical damage to them and eliminating the
damage buff that is in place in the centre of the map if it has not been cleared.
He has three different attacks. The first of which is Apophis’s basic, which
will deal 200 physical damage to the target and any targets in a small area
around it. Then, there is the Apophis Strike attack. He will create a target
area on the ground based on where his target is, then after a short delay deal
a powerful attack that does 400 magical damage.
Finally, there is his Acid Spray attack. He will paint a line of acid simi-
lar to Ah Muzen Cab’s Honey ability where his target is, which will leave
anyone who touches it an Acid debuff that reduces healing by 40%, and deals
26 physical damage every 0.25s for 3 seconds.
Similar to the Fire Giant and Bull Demon King, he attacks in a set pat-
tern:
1. 3× Apophis Basic
2. Apophis Strike
3. 3 × Apophis Basic
4. Apophis Strike
5. 3× Apophis Basic
6. Acid Spray
7. Return to Step 1
However, if you reset Apophis, he will remember where in his attack rotation
he was, unlike the Fire Giant and the Bull Demon King. Killing Apophis will
grant the team 50 XP and 100 gold, and grant them the Shadow of Apophis
Buff. This gives the entire team 30 physical power, 50 magical power and
allows your damaging abilities to apply a DoT to enemy gods that does 2%
of their maximum health as physical damage over 4 seconds, whilst also pro-
viding the 0.8% HP and 0.4% Mana regeneration every second that the Fire
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Giant’s buff does. This buff lasts for 120 seconds, and Apophis will respawn
after 5 minutes.
Finally, like the Fire Giant, Apophis has an enhanced version, offering a
stronger teamwide buff upon defeat. However, unlike the Fire Giant, Apophis’
enhanced version is actually stronger than the normal one.
Enhanced Apophis has the same base health and same protection scaling
per level but has 175 health per level and has 45 base protections instead
of 40. His basic will now also deal 300 physical damage instead of 200, and
killing him will now give your team 100 XP and 150 gold, whilst granting all
alive teammates the Veil of Apophis buff: This gives 50 physical power, 70
magical power and all your damaging abilities will apply a DoT effect that
deals 4% of their maximum HP over 4 seconds as physical damage.
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4 Tables of Values
4.1 Magical Penetration Scaling
Solid line shows % Pen given by Obsidian Shard. Dotted line represents
protections after Obsidian ONLY is taken into account. Interactive Copy
Here.
30
4.2 Physical Penetration Scaling
Solid line shows % Pen given by Titan’s Bane. Dotted line represents protec-
tions after Titan’s ONLY is taken into account. Interactive Copy Here.
31
4.3 XP to Level in Match
32
4.4 Titan Statistics
33
4.5 Jungle Camp Statistics by Level
Buff Holder
Buff Minor
34
Elder Harpy
Harpy
Oracles
35
Furies
36
Pyromancer
37
Fire Giant
38
‘You have learned all I possess, mortal. Now throw the book at
them!’
39