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The Word of Thoth: A Smite Mechanics and Formulae Guide Season 6 Edition

Update 6.3: Darkness Falls

By Flareb00t

Contents

1 Basic Mechanics

 

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1.1 Protections, Damage Mitigation and Penetration .

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1.2 Total Effective Health/ ‘eHP’

 

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1.3 Lifesteal

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1.4 Attack Speed

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1.5 Healing Increase and Reduction

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1.6 Movement Speed: Diminishing Returns .

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1.7 Movement Speed Penalties .

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1.8 Movement Speed – Diminishing Returns on Slows

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1.9 Crowd Control and Diminishing Returns

 

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1.10 Kill and Assist Bounty

 

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1.11 XP and Gold Spooling

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1.12 Conquest Support Bonus

 

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1.13 XP to Level

 

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1.14 Prestige and Account Levels

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2 Structures and Minions

 

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2.1 Towers

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2.2 Phoenixes

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2.3 Titans

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2.4 Minions

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3 The Jungle

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3.1 XP Camps - Conquest

 

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3.2 Buff Camps - Conquest

 

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3.3 Jungle Objectives and Bosses - Conquest

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3.3.1 The Totem of Ku

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3.3.2 The Furies .

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3.3.3 Pyromancer

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3.3.4 Fire Giant .

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3.4 Jungle Bosses - Other Modes .

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3.4.1 Bull Demon King – Joust, Duel

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3.4.2 Apophis - Clash .

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4 Tables of Values

 

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4.1 Magical Penetration Scaling

 

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4.2 Physical Penetration Scaling

 

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4.3 XP to Level in Match .

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4.4 Titan Statistics

 

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4.5 Jungle Camp Statistics by Level .

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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:

Damage Taken ×

100

100 + Armour

(1)

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

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Protections, you would be hit for

1000 ×

100 100 + 100 = 500 damage.

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

(1000 × 0.8 × (

100

100 )) 3 = 397 damage.

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.

Penetration comes in both flat and % types. A common mistake is think- ing that % Penetration just increases your flat Penetration by a percentage, when it actually just ignores a percentage of the enemy’s Protections.

The other form of armour penetration available is armour reduction, which tangibly reduces the enemy target’s armour value, meaning that any dam- age dealt to them by your teammates or other sources will be calculated on that value instead of what they usually have. There are flat and % types of Armour Reduction: Spear of the Magus reduces enemy magical protection when landing a damaging ability, or Nemesis’ ultimate Divine Judgement reduces enemy protections by 30%.

These are applied in a very specific order which is easy to get wrong:

1. % Armour Reduction

2. Flat Armour Reduction

3. % Penetration

4. Flat Penetration

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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

(200 × (1 0.36)) × 0.6 50 = (200 × 0.64) × 0.6 50 = 128 0.6 50

= 28

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.

Tables of penetration values can be found in Section 4 of the guide.

Similarly to % Damage Mitigation, there are also a few sources of % Dam-

age increase taken. A good example of this would be the Sundering Spear relic, which deals true damage then applies a debuff increasing the target god’s damage taken by 20% if upgraded.

A quick way to demonstrate this would be to look at the item Lono’s Mask,

which applies 20% damage mitigation to the user. When looking at ’increased damage taken’ effects, you should treat them as negative % mitigations. So, with the 20% mitigation we have from Lono’s Mask, added onto the 20%

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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

1.2 Total Effective Health/ ‘eHP’

Effective HP is how much damage you would need to kill you in terms of raw damage before any mitigation, and a measurement of how useful your armour and extra health is to you. A common example of how this works would be that if you have 1000 HP, but 100 armour after mitigation, it would take the same number of 100 damage attacks to kill you as if you had 2000 HP but 0 armour.

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

0.4

= 2500 HP

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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

Damage × 0.3 × 0.33 × (1.4 × 1.99) = 27.58% Lifesteal

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.

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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.

The formula for attack speed can be written as

Base Attack Speed × (1 + (AS Increase% AS Decrease%)

(3)

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.

1.5 Healing Increase and Reduction

The way increases to healing and heal reduction calculate is similar to how attack speed increases and reduction works.

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

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that heal increase on you, that 250 HP heal would be

250 × (1 + (0.2 0.4)) = 200.

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.

1.6 Movement Speed: Diminishing Returns

As your movement speed increases, the amount of movement speed (MS) you will get from additional movement speed will decrease due to diminishing re- turns (not the same as diminishing efficiency which every stat suffers from).

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:

457 + 0.8 × (540.5 457) + 0.5 × (1000 540.5) = 457 + 66.8 + 229.75 = 753.55

From this we can take there are 3 equations for MS thresholds, taking D(N)

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as the diminished speed of speed N:

D(N) =

N

457 + 0.8(N

457)

523.8 + 0.5(N 540.5)

for N 457 for 457 < N 540.5

for N

540.5

(4)

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.

1.7 Movement Speed Penalties

There are 3 universal actions ingame that will apply a movement speed penalty: strafing, backpedalling and using basic attacks.

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.

Action

Movement Speed Penalty

Melee Basic Attack

35%

Ranged Basic Attack

50%

Backpedal

40%

Strafing

20%

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.

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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) (50 + 60)

= 1000

110

= 45.45%

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

140

= 57.142%

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.

1.9 Crowd Control and Diminishing Returns

Crowd Control is another mechanic which has diminishing returns applied, to prevent people from being chain stunned for extremely long periods of

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time.

Whenever a hard CC is applied to a target, they gain a DR ‘stack’. If a target has 1 stack of DR on them, the next hard CC applied to them will have its duration reduced by a third, meaning that if I stunned someone for 2.25s when they had one DR stack, it would only actually last for 1.5s.

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.

The list of CC that applies DR is as follows:

Stun, Fear, Taunt, Mesmerise, Silence, Knockup, Knockback, In- toxicate, Banish, Madness, Pull/Push, Grab, Carry, Disarm, Dis- orient, Polymorph, Tremble, Permafrost.

It should be noted that although Knockup/Knockback, Banish, Pulls, Pushes, Grabs, Carry, Polymorph and Permafrost apply a stack of diminishing re- turns, they will not be impacted by it.

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:

1. Initial Crowd Control Duration

2. Unyielding passive(if applicable)

3. Crowd Control Reduction

4. Crowd Control Diminishing Returns

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

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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.

1.10 Kill and Assist Bounty

The formulae used to determine kill bounty for an enemy god is relatively simple for XP, and slightly more complicated for gold.

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:

(50 + 30 × L) × (1 + (0.1 × ∆))

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.

(6)

On the other hand, if you are a lower level than your victim, the formula is more extreme:

(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

(50 + 30 × 20) × (1 + 0.25 × (20 12)) = 1950XP

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

(50 + (30 × 18)) (1 + 0.2 × (18 15))) = 944XP

Killing a god 5 levels lower than you in Clash will grant you no XP.

(50 + 30 × L) × (1 + (0.25 × ∆))

For gold bounties, as with XP there are two formulae. If the victim is a higher level than you:

(B + (0.01 × G)) × (1 + 0.2(∆)) × (1 + 0.15 × (S))

(8)

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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:

(B + (0.01 × G)) × (1 + 0.1(∆)) × (1 + 0.15 × (S))

(9)

This formula is limited between a minimum value of 50 gold and a max-

imum value of 750 gold. An extra 200 gold is given to the First Blood in

a match which can go over the original formula cap, then any other player

adjustments are applied i.e. Kali’s passive on her marked target, Fafnir’s bonus gold.

Mode

Base Value

Conquest

150

Joust

300

Assault

150

Clash

300

Siege

150

Base Gold Bounty Values by Mode

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

3

= 325XP

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.

1.11 XP and Gold Spooling

For every game mode in Smite, there is a set amount of gold you gain per second, tied to the mode you are playing. For example, you get 3 gold per second in Conquest, with an additional 4 gold per 5 seconds if you have the Guardian’s Blessing with the Role Quest completed. This is known as gold spooling or gold spool. For some modes, you also gain passive XP per second, or XP spooling. Arena gives you 10 XP/second, Clash 4 XP/second, and Siege 5 XP/second.

1.12 Conquest Support Bonus

After the game clock reaches 2 minutes after minions spawn in Conquest, the Support Bonus turns on. This is granted to the player on each team with the least XP, and grants 25% bonus xp gain to any XP they gain that is shared. For example, if there are two players splitting for 120% XP total, the lowest level player would receive 60% × 1.25 = 75% XP and the other player receiving the normal 60%. If the lowest XP player on the team is disconnected, the bonus will move to the 2nd lowest XP player and so on.

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

198 + 55 × Level

(10)

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.

1.14 Prestige and Account Levels

As you play Smite, your account level will increase. As of the 4.13 patch, the maximum possible level in Smite is account level 160. As you level up,

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.

the next, and a comparison of cumulative XP required and XP to next level. Figure 1:

Figure 1: XP required to get to next level

14

Figure 2: Cumulative XP to Level and XP to next level 2 Structures and Minions

Figure 2: Cumulative XP to Level and XP to next level

2 Structures and Minions

Note: The following sections will be predominantly about Conquest with some small mentions to other gamemodes. Most stats will be inaccurate when re- lated to other modes.

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

265 × 0.85 ×

100 100 + 125 = 100 damage

(12)

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.

They have a base HP of 8000(6000 in Joust), increasing by 500 per tower, and hence 1500 per phoenix standing. They have a base power of 250, in- creasing by 20 per tower and 60 per phoenix, with 60 physical and 45 base

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

Minion

Type

Damage

Health

Phys

Protection

Magical

Protection

Damage

vs

EXP

Reward

Gold

Reward

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

             

Melee

24

565

30

30

11

60

17

Fire

             

Ranged

50

465

30

30

31

40

12

Fire

             

Brute

100

900

45

30

45

60

17

Minion Stats at Level 1

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.

3.1 XP Camps - Conquest

There are 2 types of jungle creep in the game that can be killed purely to give yourself gold and experience. There are the mid camps, which are located on either side of the middle lane. These contain 2 Elder Harpies, and will respawn 90 seconds after the last harpy in the camp is cleared.

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

20

60 seconds after the camp has been cleared.

3.2 Buff Camps - Conquest

Alongside the XP camps, there are also 4 different buff-wielding camps: The Damage, Speed, Mana and Void camps. Killing the large minion in any of these camps will drop a buff pickup on the floor for 30s that can be picked up by anyone on the killing team, provided they are not already wielding a non-boss jungle buff. All 4 buff camps respawn 120s after the last minion in the camp is cleared. Firstly, the red or Damage buff camp has an Alpha Manticore and 2 smaller Manticores. Killing the Alpha Manticore drops a buff that will in- crease your physical power by 5, magical power by 10 and increasing physical and magical power by an additional 10%, or 15% vs enemy gods for 120 sec- onds or until the holder is killed. The % power buff from this stacks additively with other % power increases such as Elixirs of Power(the 3000 gold offensive potion).

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.

Finally we have the orange or Speed buff as it is more commonly known, is defended by one Chief Centaur and 2 smaller Centaurs. When the Chief Centaur is defeated, it will drop a buff that increases the holder’s movement speed by 5%, with an additional 2% movement speed buff that lasts for 15 seconds whenever you kill or assist on a jungle camp, stacking up to 3 times. The speed buff lasts for 120 seconds or until the holder is killed. The speed

21

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.

Camp Type

Health

Damage

Physical

Protection

Magical

Protection

XP

Reward

Gold

Reward

(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

           

Harpy

455(+75)

13(+2) Physical

10(+2)

6(+1)

43(+9)

31.5(+1.5)

Small

           

Harpy

200(+70)

10(+2) Physical

7(+2)

6(+1)

31(+9)

23.5(+1.5)

Oracle

600(+100)

30(+2) Physical

14(+2)

6(+1)

49(+9)

34.5(+1.5)

Level 1 Jungle Camp Values (+Level Gains)

3.3 Jungle Objectives and Bosses - Conquest

Beyond the jungle camps, there are also a few objectives placed around the Jungle to assist your team or hinder the enemy. Even stronger than the jungle camps you can find some of the very difficult Jungle Bosses. These creatures can offer powerful benefits to your team. Each of these bosses has 30% Physical(and Magical where relevant) penetration to make it harder for your tanks to deal with their damage, similar to the Titan. With the Season 5 Conquest changes, the Jungle Bosses gain more additional stats as they

22

level alongside the increased reward as the game progresses. As mentioned before, each boss will cap out at 34 minutes at Level 35.

3.3.1 The Totem of Ku

The first Jungle Objective to have an impact on the game is generally the Totem of Ku. This objective spawns near the entrance to the jungle in the

middle of the solo lane after 1 minute. Both teams can attack this totem, and after one team reaches the damage requirement, it will disappear and grant

25 gold plus a buff to the ’winning’ team for 10s, whilst also empowering

that team’s tower areas for 1 minute.

Whilst empowered by the Totem, allied gods gain 5% movement speed and

25 MP5. This buff lasts for 10 seconds when you leave a tower area.

The Totem starts with 300 health, 15 Physical Protection and 10 Magical Protection, and increases by 200 Health every time it is taken. It respawns 1 minute after it is successfully taken, but the Totem will permanently leave the map 15 minutes after minions spawn.

3.3.2 The Furies

With the introduction of Season 6, the once simplest Jungle Boss in the game got slightly more complicated. Located in the long side jungle, just opposite the Oracle Harpies, the Furies provide either a gold boost to your team or a strategical advantage.

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

23

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.

24

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:

1. 2× Mighty Swing/Boulder Toss

25

2. Ragnarok’s Rift

3. 2× Mighty Swing/Boulder Toss

4. Ragnarok’s Fury

5. 2× Mighty Swing/Boulder Toss

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.

3.4 Jungle Bosses - Other Modes

3.4.1 Bull Demon King – Joust, Duel

The Bull Demon King is the main jungle objective in the Joust and Duel game modes. It is similar to the Fire Giant, giving you a powerful regenera- tion buff when killing it.

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.

3.4.2 Apophis - Clash

Apophis, the embodiment of Chaos, is the resident boss of the Clash map. Like the other bosses, he is immune to all forms of crowd control, cannot have his attack speed slowed and has 50% lifesteal resist, and also regenerates 6 health per second whilst in combat.

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

28

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.

29

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.

Obsidian ONLY is taken into account. Interactive Copy Here. Graph showing Protections and relative % Penetration

Graph showing Protections and relative % Penetration given by Obisidan Shard

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.

ONLY is taken into account. Interactive Copy Here. Graph showing Protections and relative % Penetration given

Graph showing Protections and relative % Penetration given by Titan’s Bane

31

4.3 XP to Level in Match

Level

XP to Next Level

Total XP

1

308

0

2

363

308

3

418

671

4

473

1089

5

528

1562

6

583

2090

7

638

2673

8

693

3311

9

748

4004

10

803

4752

11

858

5555

12

913

6413

13

968

7326

14

1023

8294

15

1078

9317

16

1133

10395

17

1188

11528

18

1243

12716

19

1298

13959

20

-

15257

Table of XP per level requirements

32

4.4 Titan Statistics

Phoenixes

Towers

Health

Prots

Physical Power

0

0

8000

60

45

250

1

0

9500

75

51

310

1

1

10000

80

53

330

1

2

10500

85

55

350

2

0

11000

90

57

370

2

1

11500

95

59

390

2

2

12000

100

61

410

2

3

12500

105

63

430

2

4

13000

110

65

450

3

0

12500

105

63

430

3

1

13000

110

65

450

3

2

13500

115

67

470

3

3

14000

120

69

490

3

4

14500

125

71

510

3

5

15000

130

73

530

3

6

15500

135

75

550

Note: Yellow indicates Titan is immune

33

4.5 Jungle Camp Statistics by Level

Buff Holder

Mins

Level

HP

EXP

Gold

Damage

Phys Prot

Mag Prot

 

0

1

585

125

49

26

10

6

3

2

730

134

51

28

12

 

7

6

3

875

143

52

30

14

8

9

4

1020

152

54

32

16

9

12

5

1165

161

55

34

18

10

15

6

1310

170

57

36

20

11

18

7

1455

179

58

38

22

12

21

8

1600

188

60

40

24

13

 

Buff Minor

 

Mins

Level

HP

EXP

Gold

Damage

Phys Prot

Mag Prot

0

1

187

29

17

7

7

1

3

2

259

38

19

9

9

2

6

3

331

47

20

11

11

3

9

4

403

56

22

13

13

4

12

5

475

65

23

15

15

5

15

6

547

74

25

17

17

6

18

7

619

83

26

19

19

7

21

8

691

92

28

21

21

8

34

Elder Harpy

Mins

Level

HP

EXP

Gold

Damage

Phys Prot

Mag Prot

0

1

455

43

31

13

10

6

3

2

530

52

33

15

12

7

6

3

605

61

34

17

14

8

9

4

680

70

36

19

16

9

12

5

755

79

37

21

18

10

15

6

830

88

39

23

20

11

18

7

905

97

40

25

22

12

21

8

980

106

42

27

24

13

 

Harpy

 

Mins

Level

HP

EXP

Gold

Damage

Phys Prot

Mag Prot

0

1

200

31

23

10

7

6

3

2

270

40

25

12

9

7

6

3

340

49

26

14

11

8

9

4

410

58

28

16

13

9

12

5

480

67

29

18

15

10

15

6

550

76

31

20

17

11

18

7

620

85

32

22

19

12

21

8

690

94

34

24

21

13

 

Oracles

 

Mins

Level

HP

EXP

Gold

Damage

Phys Prot

Mag Prot

0

1

600

49

34.5

30

14

6

3

2

960

58

36

32

16

7

6

3

1060

67

37.5

34

18

8

9

4

1160

76

39

36

20

9

12

5

1260

85

40.5

38

22

10

15

6

1360

94

42

40

24

11