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The Word of Thoth: A Smite Mechanics and Formulae Guide

Season 2 Edition
Version: 2.02573.5

The Word of Thoth offers an insight to the internal mechanisms and formulae responsible for the
gears underneath the shiny, polished and god-filled surface that is Smite. With Season 2 there have
been a lot of changes, so it may be a good idea to read even if you think you know everything!
Special thanks to HiRezPonPon for being extremely co-operative in letting me get some of this info,
along with all of the other contributors to some of the more difficult formulae.

Towers
Tier 1 Towers have 2000 HP and the first shot will deal 170 damage. Killing a Tier 1 Tower will grant
the entire team 100 exp and 100 gold.
Tier 2 Towers also have 2000 HP, but their first shot will deal 230 damage. Along with this, they will
be immune to all forms of damage until the Tier 1 tower in that lane has been destroyed. Killing one
will grant the entire team 200 exp and 300 gold.
After the first shot, towers become progressively more damaging towards enemy gods. For each hit,
you add on 20% of the first hit.
This can be shown through the formula:

where D is the tower damage, T is how many shots the tower has fired, and

X is armour.
So for the first shot on a Tier 1 tower, it would be

)(

where X is armour.

Tower/Phoenix shots cannot be dodged once it has been fired, and once it has been fired the
damage it will deal is locked.
Towers have 150 Physical and Magical Protections. Unlike a normal basic attack, physical basic
attacks on towers will only deal 85% of your physical power. This means that at 300 physical power
and zero pen, you would be dealing (300*0.85) * (100/100+150) = 102 damage, with 153 damage
being mitigated. They cant be affected by debuffs such as Executioner, only penetration will work
on them.
Magical basic attack damage on towers has a 1.2x damage coefficient on it, so if your basic attacks
are dealing 100 damage with zero pen, youll deal (100*1.2) * (100/100+150) = 48 damage.
If there are no minions within range of the tower (and this extends slightly outwards of the towers
maximum firing range) then the tower will take 50% damage. Once the final minion has been killed
and there are none left in the range to make the tower take 100% damage and someone is still
attacking the tower, then there is a roughly 2-3 second gap in which there will be no minions but you
are hitting for 100% damage. You can also use pets to break the backdoor coefficient.

Phoenixes
Phoenixes are quite similar to towers, with a couple of small but noticeable differences.
Phoenixes deal 300 base damage as physical, with the same damage scaling formula as towers have.
This damage number also applies to the gryphons in Arena. Their base HP is 2500, although Joust
Phoenixes have 1500 HP.
Phoenixes will be immune until both the Tier 1 and Tier 2 towers on that lane have been destroyed.
Phoenixes have the same physical and magical protections as a tower, and are hit by basic attacks in
the same manner. 4 minutes after a Phoenix has been killed, it will respawn with 25% HP. Phoenixes
that have been destroyed previously have 50% max HP and 50% damage on their shots, so base is
150, with 1250 max HP(750 in Joust).
Phoenixes take the same damage that towers would, including the damage reduction if a minion is
not in range. Killing a Phoenix will grant your entire team 150 gold. Once a phoenix has been killed in
a lane, fire minions will begin to spawn in that lane.

Titans: The Titans of Order and Chaos are the most varied case in terms of stats, as their strength is
determined by the number of structures presently up and alive. This means, for every tower and
Phoenix that is alive, the Titan will be stronger. The less towers and phoenixes alive, the less HP,
damage and protections the Titan has. Alongside this, Titans cannot be damaged by something
outside of their leash range, so if you want to damage it you need to stay and fight.
This scaling is based on a formula of (
) where x is the increase in stats, and p is equal to the
number of phoenixes up, and t is equal to the number of towers up. At the moment, x is an unknown
constant for Health and Protections.
Health: If all 3 phoenixes are alive, then the Titan is immune to damage, unless you are attacking it
when the last phoenix comes back up. Then, it will only be immune when you reset it to the Titans
starting position. With 0 Phoenixes and Towers up, the Titan has 5500 HP.
Protections: Magical Protection: 45 at 0 Structures. Physical Protection: 61-64(Precise number yet to
be calculated).
Damage: The Titan has a base damage of 250 on the first hit, but this is increased by 20 for every
tower left standing, and 60 for every Phoenix left standing. He is subject to the same scaling damage
formula as towers, where 20% of the first hit is added every successive hit. Another way of putting
the Titans damage would be as so:

) Where p is phoenixes alive and t is towers alive.

The Titan will regenerate 15% of its maximum HP if it leashes to its starting position and a god has
attacked it.

Minions:

All minions are subject to a percentage mitigation formula as the game progresses. At the start of a
match, minions will mitigate 10% of damage dealt, increasing by 1% every minute up until 40, at
which point they have 50% damage mitigation. This does not apply to damage from NPCs such as
Towers and other minions, although damage from player pets will still be reduced.
Stats
Normal Melee: Base damage: 12. Protections: 1 physical, 0 magical + Damage Mitigation. Health:
375 HP.
Normal Ranged: Base damage: 25 Protections: 1 magical, 0 physical + Damage Mitigation. Health:
265 HP
Normal Brute: Base damage: 50. Protections: 16 physical, 0 magical + Damage Mitigation. Health:
720 HP
Fire Ranged: Base damage: 50. Protections: Unknown + Damage Mitigation. HP: 465 HP
Fire Melee: Base damage: 24. Protections: Unknown + Damage Mitigation. HP: 750 HP
Fire Brute: Base Damage: 100. Protections: Unknown + Damage Mitigation. Health: 900 HP

Rewards
Melee: 65xp, 17 gold without a last hit, 25 gold with last hit.
Brute: 65xp, 17 gold without last hit, 25 gold with last hit
Archer: 45xp, 12 gold without last hit, 18 gold with last hit

Objectives
Fire Giant: The Fire Giant is the toughest non-god enemy in the game, and you should only be
fighting him if you feel you have the strength to take him down.
The Fire Giant has 4 main attacks. The first two are similar, with the exception of range. This is his
Mighty Swing and Boulder Toss. He will use these depending on if the person who is the target for
the FGs aggro is in melee range or not. Both of these will deal 155 physical damage.
Next, is the deadliest move the FG has, Magma Blast. He will slam his weapon into the ground,
creating a line of lava into the floor towards his target. Anyone standing on the lava line will be
slowed by 80 %(before diminishing returns). After 1.5s, the line will detonate, knocking up anyone
who is still standing on it, dealing 500 magical damage to all targets there.
Lastly is the Molten Pools. The Fire Giant will summon pools of magma around where each player in
range of his attacks is, dealing 225 magical damage upon spawn, then again once every second for 5
seconds. If you are standing over multiple pools, the damage is applied for each pool.
All of the Fire Giants attacks will apply a debuff that causes you to take 40% less healing and
regeneration, and deal 20% less damage. Boulder Toss applies Flaming Boulder, whilst Mighty Swing
applies Cleave, but they have the same effect.
Attack Pattern:

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.

Boulder Toss/Mighty Swing


Boulder Toss/Mighty Swing
Magma Blast
Boulder Toss/Mighty Swing
Boulder Toss/Mighty Swing
Magma Blast
Boulder Toss/Mighty Swing
Boulder Toss/Mighty Swing
Boulder Toss/Mighty Swing
Boulder Toss/Mighty Swing
Molten Pools.

Health: The Fire Giant spawns at 10 minutes into the game with 8430 health and has a 130 health
escalation every minute, meaning at 20 minutes into the game he has 9730 HP. This is not reset by
the death of the Fire Giant. Health adjustments do not take place whilst the Fire Giant is in combat.

Simple formula = 7130 + 130*Minutes Passed HP


He has 100 Physical and 50 Magical Protection.
Killing the Fire Giant will give you 200xp, 150 gold and the Fire Giants Might buff, which gives you
50 Physical Power, 70 Magical Power, while regenerating 4% of your maximum health and mana per
5 seconds, along with 20% bonus damage towards Phoenixes and Towers.

Gold Fury:
The Gold Fury deals 140 damage per attack, and spawns in 0:10 after minions spawn, the same time
as the jungle buffs.
Health: The Gold Fury spawns in with 2916 HP.For every minute of the game that passes, the Gold
Furys health increases by 216. At 10 minutes into the game, when the Fire Giant spawns, the Gold
Fury will have 5076 health. Health adjustments do not occur whilst the Gold Fury is in combat.

Simple formula: 2916 + 216*Minutes Passed


Protections: 35 physical and magical protections.
Killing the Gold Fury gives everyone on the team 200xp and 300gold. She respawns after 5 minutes
of being killed.

Armour and Penetration


Damage Mitigation Formula
As a multiplier of damage, the damage formula is this:
Damage *100/100+X, where X is your armour.

After this, percentage reduction takes place: Shell of Absorption would be *0.85 and Bulwark of
Hope *0.5.This adds up to 65% damage mitigation, so you do Damage*100/(100+X) * 0.35 After this,
flat reduction takes place as -5. There are other forms of true armour or straight damage mitigation
like Mark of the Vanguard in the game. So if you had Shell of Absorption active, Bulwark of Hopes
passive activated and Mark of the Vanguard, the calculation would go as follows:

Damage * 100/ (100+X) * 0.35 5


It is important to remember that even true damage will be mitigated by damage reduction, which is
why % and flat damage reduction is a relatively rare stat.

Penetration and Armour Reduction


Penetration and Armour Reduction are two completely separate stats. Penetration means that you
ignore some of the enemys protections. For example, if your opponent has 100 Physical Protection,
and you have 15 Physical Penetration, YOUR physical basic attacks and abilities will deal damage to
the enemy as if they had 85 armour. The same applies to magical auto-attacks and magical abilities if
you have Magical Penetration.
Armour Reduction actually reduces the opponents armour. If you have Void Shield or Void Stone, if
the enemy is being affected by the Tier 3 Passive Aura of this item, their Physical and Magical
Protection will be reduced by 15.
This means that all Physical/Magical attacks will be dealing damage vs a lower armour target,
depending on what protection is being reduced. If an enemy is being affected by a -15 reduction
aura, then if they originally had 100 protections, their armour stat would be reduced to 85.
Percentage Penetration DOES NOT increase your penetration by that amount, and it is a common
misconception. If you have 33% penetration and 15 flat, you wont just have 20 flat pen.
There is also a stat known as damage reduction. This comes from items such as Spirit Robe and is
also attached to some gods abilities. Damage reduction is more effectively known as true armour.
Basically, it reduces the damage you take by that amount, regardless of the amount of protections
you have, and this damage reduction cant be penetrated.
This type of damage reduction comes in % and flat(Mark of the Vanguard). The flat reduction is
applied post-mitigation.
The order of Penetration and Reduction is important, as changing the order can result in quite
different armour numbers.
The order in which they are applied is:

1.
2.
3.
4.

% Armour Reduction
Flat Armour Reduction
% Armour Penetration
Flat Penetration

An example of this would be as follows. An enemy has 300 Physical Protection, with no additional
damage mitigation modifiers (Bulwark etc.). You have The Executioner, Brawlers Beatstick and
Titans Bane.

After 3 stacks, the enemy armour would be (

)
(

From this, Percentage Penetration is then applied.


After taking off flat Penetration, we are left with

)
.

Your attacks would be dealing damage as if the enemy had 125.7 armour; while an ally who does not
have any Physical Penetration would be dealing damage as if the enemy had 210 armour. After the
Executioner debuff wears off the armour value would go back to 300.
Reduction applies before Penetration, so be aware that Reduction will make % Pen less valuable, as
you are then negating a % of a smaller amount. 50% of 30 is a lot smaller than 50% of 325.

Total Effective Health:


There are two ways of measuring how useful your armour is to you. There is the mitigation
multiplier, which is shown above. The other way is by working out your EFFECTIVE Health.
A common example is this. You have 1000 health, and 100 physical armour. If an enemy were to deal
100 true damage, it would take 10 hits in order to kill you. However, if they were to deal 100
physical damage, with 100 armour they would be dealing 50 damage to you. 1000/50 = 20 hits to kill
you.
The formula for Effective Health is HP/Damage Mitigation Multiplier. 100 armour is a 0.5x multiplier
to damage, so 1000/0.5 = 2000. At 100 armour have 2000 EFFECTIVE health.
Take into account that you have different effective health values for physical and magical damage. If
you build fully into physical defence, your effective health against Physical damage will be extremely
high. But your effective health against magical damage would be completely different as you have
less magical defences.
A good way of thinking about Total Effective health is as a square. The length indicates your health,
and the height is your armour value. You begin both at 1cm assuming 1 HP and 0 protections.
Increasing your protection by one increases your height by 0.01cm, and increasing your HP by 1
increases your length by 1cm. Total Effective Health is the surface area of the square(rectangle).

Lifesteal
Lifesteal, as you know, heals you for a percentage of the damage done. Within this, there are two
types, Physical and Magical Lifesteal.
Both lifesteal types work based on the damage DEALT. So if you have a target with 0 armour, and
you deal 100 damage, you would heal for X% of 100, where X is your lifesteal %(For example, a fully
stacked Devourers Gauntlet gives 25% Physical Lifesteal). However, if your target has 100 armour,
and therefore you deal 50 damage because you have 0 Penetration, you will heal for X% of 50.
Another thing is that you can overheal. If your target has 100 hp, and you deal 600 damage, you
will steal a percentage of the 600, rather than the 100 you dealt.
Neither form of Lifesteal works on Towers, Phoenixes and the Titan.

Physical Lifesteal
Physical Lifesteal applies only to physical basic attacks. It does NOT apply to physical abilities, with
the exception of Mercurys Made You Look which is treated as a Basic Attack, but an AoE(see
Magical Lifesteal). You will heal for Lifesteal% of the damage you deal on your basic attacks. If you
have 300 physical power, and have 20% lifesteal, your auto-attacks would heal for 60. A critical hit
without Deathbringer would deal 300*2 = 600 damage and heal for 120. With Deathbringer, this is
turned to 300 * 2.5 = 750, which means you would heal for 150.

Magical Lifesteal
Magical Lifesteal will work both on your magical inhand attacks and on magical abilities. It will not
proc on physical basic attacks or physical abilities. AoE abilities are subject to a coefficient of 0.33. So
30% Magical Lifesteal on Kukulkans Whirlwind would mean he would steal 10% of the damage he
deals to each target. 10% would mean 3.33% of the damage.
This coefficient is not applied to basic attacks, which work like Physical Lifesteal does. So 30%
Magical Lifesteal on an AoE attack like Agnis Rain Fire that does 150 damage will heal for
0.33(150 * 0.3) = 15. A magical basic attack that deals 150 damage with 30% lifesteal would heal for
45 health.

Jungle Camps
There are 6 main jungle camps in Smite. All of these camps gain health and protections over the
course of the game, however it is not known this health/protection escalation. It is important to
note that in Season 2, if you leash a minion by leaving it nobody in its aggro range to attack, it will
go back to its original position, regenerating 10% of its HP per second. This also applies to the Gold
Fury and the Fire Giant.
Firstly, there are the two harpy camps. These are generally known as mid harpies and back
harpies.
The back harpy camps will respawn 100 seconds(1 minute 40 seconds) after they are killed, while
the mid harpies spawn every 180 seconds, or 3 minutes. This camp is made up of 2 small harpies and
one Elder Harpy.
The mid harpies spawn in at 3 minutes after minions spawn, and consist of 2 Elder Harpies. These
will respawn 3 minutes after the camp is cleared.
Next, are the buff camps, affectionately known as the Purple, Red, Orange and Blue buffs. These
camps hold 1 large Cyclops and 2 smaller Cyclopes. All of these buffs last for 120 seconds, or 2
minutes.
These camps will respawn 4 minutes after the entire camp has been cleared. Once the buff wielding
minion has been killed, the buff will stay on the floor for 30 seconds for a god to pick it up. Gods can
only wield one buff at a time and there is no buff swapping. Picking up a buff that you already have
will refresh the timer to 120 seconds.
The Damage Buff increases your physical power by 5 and magical power by 10, but will also increase
both by a fixed 20% afterwards. This stacks additively with other forms of % power increase i.e.

Tahuti, Elixir of Power. (Quick note: Kukulkan and Vamanas passive are not affected by the 20%
power buff or any other form of % power increase)
The Speed Buff increases your movement speed by 20%.
The Mana/Cooldown Buff gives you 25 MP5, or 5 mana per second, along with 10% Cooldown
Reduction. This will not exceed the Cooldown Reduction cap of 40%. The Cyclopes in these camps
are ranged(melee in non-Conquest gamemodes) and deal magic damage instead of physical.
The Attack Speed Buff will give you +15% attack speed, along with +12 basic attack power for
physical gods and 15 basic attack power for magical gods.

Small Harpies: 22xp, 13 gold. Damage: 8 physical.


Elder Harpies: 140exp, 45 gold. Damage: 22 physical.
Small Cyclops: 22xp, 13 gold. Damage: 9 physical (Attack Speed/Damage/Speed)/ 9 magical (Mana)
Large Cyclops: 185xp, 45 gold. Damage: 32 physical(Attack Speed/Damage/Speed)/ 32
magical(Mana).

Attack Speed
Attack Speed is a simple stat in all honesty, yet can be incredibly difficult to understand. When you
buy an attack speed item, it will show a percentage. I.E Light Blade offers 15% attack speed. That
15% is not equal to a boost of 0.15 to your attacks per second, but rather an extra 15% of your base
attack speed. Each god has their individual base attack speed.
For example, Artemis has 0.95 base attack speed and Bastet has 1.0 base attack speed. Buying 25%
attack speed on Artemis would give her a boost of (0.25*0.95) = 0.2375, or 0.24. Whereas Bastet
getting 25% Attack Speed would give you (0.25*1) = 0.25 to your attack speed.
Reduction works in the same way, except in reverse. A 30% attack speed slow on a god with a 0.9
base attack speed will have their attack speed reduced by 0.27, regardless of if they have 0.95 or 2.5
current Attack Speed.
Attack Speed is effectively the Cooldown reduction on your basic attack: If you have 0.4 attack
speed, which is the AS floor, it will take 2.5s for your next basic attack to be ready, regardless of if
your attack speed increases between that time i.e. an attack speed debuff wearing out. This also
determines how long youre slowed for when you use your basic attacks.

The simplified formula for attack speed is as follows:


(

Healing Increase/Reduction

))

Healing Increases/Reductions work in an identical fashion to how Attack Speed works. Both increase
and decrease work on the base heal, so if you have a heal of 200 with Rod of Asclepius that grants
you 15% increased healing, you would heal for
.
However, if you have a Weakening Curse Active, but still have the Asclepius, it would be 200 *
(1+0.15-1) as there is a 15% boost from Asclepius, but 100% reduction, leaving you with 15% total
healing. Hels passive is applied before this, and does not count as a boost to healing like Asclepius.

Simplified Formula:
(

))

Movement Speed Penalties


There are a few penalties that need to be taken into account when thinking about movement speed.
These are the basic attack penalty, the strafing penalty and the backpedal penalty. Each of these
stack, but multiplicatively. They are not affected by the movement speed floor(see next section)
Ranged Basic Attack Penalty: 50%
Melee Basic Attack Penalty: 35%
Strafing Penalty: 20%
Backpedal Penalty: 40%
Example: Neith has base movement speed of 360. While using her basics and walking forward, she
gets a 50% penalty for 360 * 0.5 = 180 MS. If she is moving backwards while using her basics, her
movement speed is 360 * 0.5 * 0.6 = 109.5.

Movement Speed Diminishing Returns


Movement Speed is a stat that is subjected to direct diminishing returns, as opposed to diminishing
EFFICIENCY you get by buying any other stat(with the exception of penetration and Cooldown
Reduction). At any speed between 0 and 457, any Movement Speed increase is normal or 1x.
Between 457 and 540.5, any extra Movement Speed you have is subject to a 20% diminishing return,
or 0.8x its actual value. After 540.5, the DR is 0.5x
The undiminished cap for Movement Speed is 1000. After adding diminishing returns, it looks like
this:
457 + (0.8*(540.5-457)) + (0.5*(1000-540.5)) OR
457 + (0.8 * 83.5) + (0.5*459.5) OR
457 + 66.8 + 229.75 = 753.55.
An example of this. Kukulkan has 350 base movement speed. If you buy 50% of movement speed
items, that will be another (350 * 0.5) = 175 Movement Speed. Before diminishing returns, this
should equal 350 + 175 = 525

However, when you add diminishing returns: 457 is the first threshold. To get to 457 from 350, you
have to multiply it by (457/350). Subtract that as a percentage from 50%, and you get 19.4%. That
19.4% is subject to the first set of diminishing returns, so that is multiplied by 0.8. 19.4% of 350 = 68.
Multiply that by 0.8 and you get 54.4.
457 + 54.32 = 511.4.
To put it into the DR formula: 457 + 0.8(525-457) = 511.4.
This is the cap that can be reached with items. Any ability that a god has will break this movement
speed cap, such as Chronos Accelerate, Poseidons Trident, Kukulkans Slipstream etc.

Simplified Formulae where N is movement speed before DR


Below 457:
(

For between 457 and 540.5:


For above 540.5:

)
)

Slows Diminishing Returns


Like movement speed, slows are subject to diminishing returns. A slow of 40% or under isnt
subjected to these returns.
After 40%, slows are subjected to this formula:

(
(

)
)

This means that for a 50% slow, such as Kukulkans Zephyrl at Rank 5: 100*50 = 5000/(50+60) =
5000/110 = 45.45%
Kukulkans Zephyr at Rank 5 with Gem of Isolation: 100 * 75 = 7500/135 = 55.56%.
However, your movement speed cant be reduced below 150, with the exception of roots which
reduce movement speed to 0.
For a video explanation of this mechanic, here is a guide created by Capslockfury:
https://www.youtube.com/watch?v=J_2YsG4E10s&hd=1

Crowd Control Diminishing Returns


Crowd control is the other mechanic for which diminishing returns are applied. This is to prevent
people from being stun locked to death.
The current list is as follows: Stuns, Fears, Taunts, Mesmerises, Silences, Knock-up/Knockbacks,
Intoxicates, Banishes, Madness, Pulls, Carries and Tremors.

Note: Knock-ups, Pulls, Carries and Banishes are not affected by DR, but they do contribute to it. You
will always be knocked up/back or banished for the full duration, but subsequent stuns etc would be
hit by DR coefficients.
The first set of hard crowd control will apply normally. So a 2s stun will be a 2s stun, 1s fear a 1s fear
etc.
The second hard crowd control applied will be subject to a 33% reduction in the duration. So an Ymir
stun at Rank 5, which usually lasts for 2.25s, will only last for 1.5s.
The third and ANY CROWD CONTROL AFTER THIS will have a 66% reduction in the duration. So the
same Ymir stun if used 3rd in a chain of hard CC will only last 0.75s.
The falloff for diminishing returns is 15 seconds after the last hard CC was applied.
In the case of Tyr, any DR coefficients are taken from the post-Unyielding value. To better explain it,
if Ymir was to stun Tyr for the second in a CC chain, it would be the 1 second duration reduced by
33%, not 2.25s. Hard crowd control cannot be made to be reduced to less than 0.5s.
The order for CC calculations goes as follows.
1: Crowd Control Duration
2: Unyielding
3: Crowd Control Reduction
4: Crowd Control Diminishing Returns

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