Data mining provides early insights into what Hi-Rez is developing. However, the data retrieved may not always be crystal clear, leading to potential misinterpretations or inaccuracies. It’s essential to acknowledge that this data is subject to change or may never make it into the final build. Therefore, while skin and content information is typically reliable, details regarding gods, items and game modes can occasionally be inaccurate.
Bacchus – Barbarian (Skin 3) –Unreleased in Smite 1
Hua Mulan – High Honor
Sobek – Classic Shark
Sol – Unknown (Skin 2) –Unreleased in Smite 1
Susano (Skin 1)
Zeus – Dark Heart (Skin 2)
Pink text highlights what’s new from this pts datamining vs what remains from previous datamining.
Aladdin Ninja Skin
Aladdin Ninja Skin
Sobek Classic Skin
Hua Mulan Cross-Gen Skin
Sol Skin 2
Sol Skin 2
Susano Skin 1
Susano Skin 1
Bacchus
Bacchus
Bacchus
Bacchus Objects
General
Wandering Market Event (Season Shop)
This is the first Wandering Market for SMITE 2! Welcome to the Bazaar!
Aspects
Ares
Aspect of Reverberation
Ability 1
Call To Arms no longer buffs allies. Instead, Ares’ next Basic Attack strikes with his Shield, stunning the target and reverberating bonus Basic Attack damage to nearby enemies.
Ability 2
You gain Magical and Physical Protections and Basic Attack Damage. Use your Shield for your next Basic Attack, Stunning the target and dealing bonus Magical Damage to nearby enemies. Damaging enemy gods increases the duration and the effects of this buff.
Bonus damage can Critically Strike and apply Basic Attack Item Effects.
Hun Batz
Aspect of Disruption
Passive
After using an ability, Hun Batz’s next Basic Attack will deal damage and Slow the target.
Ability 1
Overhand Smash Stuns gods hit by it, but deals reduced damage. Sacred Monkey repeatedly hits the first target, applies a STR and INT debuff, but deals reduced damage.
Sobek
Aspect of Prey
Ability 1
Dash forward. Enemies hit take Magical Damage. Sobek displaces enemies hit forward.
You are Displacement Immune while dashing
Ability 3
Strike in front of you. This strike deals Magical Damage in a cone and applies Disease, reducing healing received for 5s.
Enemies diseased take Bonus Magical Damage, take Reduced Healing, and can spread the disease for 2.5s
Each enemy god or Jungle Monster hit by the cone reduces this ability’s cooldown by 1s and Heals you, up to 4
Yemoja
Aspect 1
Works with Passive
Ability 1 Debuff, has 4 stacks, not sure what it does.
Vulcan
Aspect of Fortification
Ability 1
Being near one of your turrets grants you and the turrent increase protections and health regen. Backfire and Magma Bomb have lower Intelligence Scaling.
Ability 3
Lob a projectile that explodes on impact with the ground, dealing Magical Damage and Displacing enemies in the area. Enemies are displaced up and away from the explosion
Deity 135 – Hastur
Hastur is the next deity after Princess Bari
At this moment there’s no more info
Deity 134 – Princess Bari
Bari is the next deity after Aladdin.
Princess Bari, also known as Bari Gongju, is a significant deity in Korean shamanism and folklore. She is often referred to as the “Abandoned Princess” or “Baridegi,” a name that underscores her origins and story. According to the myth, she was the seventh daughter of a king and queen who abandoned her at birth because they desired a son. However, she was later revealed to possess extraordinary spiritual powers.
As she grew up, Princess Bari undertook a perilous journey to the underworld to retrieve the elixir of life to save her dying parents. Her story symbolizes themes of filial piety, perseverance, and redemption. In Korean shamanic rituals, she is revered as a goddess who guides the dead to the afterlife, providing solace and spiritual guidance. Her narrative is an essential part of Korean cultural heritage, reflecting deep-rooted values and the significance of female deities in Korean spirituality.
Korean Pantheon now confirmed
Bari is named Princess Bari
Pasive
Pasive works with something called Spirit
Gains spirit with with Ability 4
Stimulates/Buffs Bari (Attack speed when active)
Basic Attack
Physical Damage
Projectile Basic Attack
Range: 8.8 m
Has an explosion Hit
Ability 1 – Spirit Bell
Deployable Bell
The Bell can have 3 states: Rising, Traveling and Exploded
The bell does physical damage, can be refired (probably to make it explode) and makes damage in a ring area.
While it’s in movement it also modified the alpha, so it’s probably semi-transparent or some kind of spirit/ghost effect
Slows enemies
Can provide Spirit to Passive
Bari bell FX
Bari bell
Ability 2
Area ability that can be charged during few seconds.
Damages and Knockbacks
Base Damage: 50/100/150/200/250
STR Scaling Damage: 50%
INT Scaling Damage: 50%
Fully Charged Damage: 100/200/300/400/500
Fully Charged Scaling: 100%
Knockback Distance: 400 (i think it’s 40m?)
Fully Charged Knockback Distance: 800
Max Charge Time: 2s
Ability 3
Dash
Has Stealth with increased movement speed
Affects to Basic Attack, but unknown for now
Ability 4
Buffs with Death Immunity
This ability seems to be a deployable that lasts for 5 seconds
Area ability
Magical Scaling: 85%
Heal Scaling: 10%
God Release Schedule & Smite 1 Gods
As we predicted, Hi-Rez has announced their plan to go from 25 gods to 50 in January, starting with faster and more gods release in CA6 (Around 8-12 weeks of work to get the new gods done).
Official 50 God list has been revealed. I will add them as 50% until abilities appear or they’re confirmed to be in the patch, since it’s subject to change.
If Datamining confirms they’re coming as expected, it wil go from 50 to 100%.
Open Beta 1 – 21th January
Cabrakan (100%)-> Abilities below
Open Beta 2 – 27th January -> 17th Feb
Achilles (100%) -> Abilities below
Hun Batz (100%) -> Abilities below
Rama (100%) -> Abilities below
Vulcan (100%) -> Abilities below
Order should be: Vulcan + Hun Batz -> Rama + Achilles
Open Beta 3 – 3rd March -> 24th March
Artemis
Awilix
Bari
After 50 Gods List
The following list are gods that are already in files but are expected to get into the game after January, once we hit 50+ gods.
Ah Puch
Apollo
Arachne
Arthur
Atlas
Cerberus
Chang’e
Charybdis
Cthulu
Discordia
Freya
Ganesha
Gilgamesh
Guan Yu
Heimdallr
Hel
Horus
Hou Yi
Ishtar
Ne Zha
Janus
Kali
Kuzenbo
Mercury
Merlin
Ratatoskr
Scylla
Skadi
Sylvanus
Sun Wukong
Surtr
Tsukuyomi
Tyr
Xbalanque
Achilles
Basic Attack
Passive
Choose to wear armor or forgo it. Wearing armor grants bonus Health and Protections, while forgoing it grants bonus Movement Speed and Strength.
Swap between armor states by using Basic Attacks while the Passive targeter is active inside the Fountain.
Ability 1
Punch forward with your shield, dealing Physical Damage and stunning enemies in a short cone. The force of the shield radiates further, dealing reduced damage.
The radiated force deals 70% Damage.
Non-God targets take 115% Damage.
Cooldown: 13 to 11s
Ability 2
You are blessed by the Gods, gaining bonus Strength, Protections, and Crowd Control Reduction for a short duration. Damaging enemies with abilities during this time heals you.
When armored, the Gods’ blessings also grant you a Physical Shield.
When unarmored, hitting an enemy god with your attacks from behind reduces their Protections.
Cooldown: 12 to 8s
Ability 3
Dodge in your current direction and ready your spear to strike enemies for Physical Damage. Hitting an enemy god with the strike allows you to recast the ability once before it goes on cooldown.
When armored, striking an enemy god with your spear slows them, stacking up to 2 times.
When unarmored, the speed of your dodge is doubled.
Cooldown: 13s
Ability 4
Prepare briefly, then dash forward, dealing Physical Damage to enemies and Executing gods that are low health. Killing a god allows you to recast this ability up to five times. Each kill exposes your heel, increasing your damage taken.
Hun Batz
Basic Attack
Deal 5 Physical Damage to an enemy in front of you.
NOTE 1: If multiple enemies are in the area, the enemy closest to the center of the area will be hit
NOTE 2: Has a 3 hit chain. Attacks in order of 1, 0.75, 1.25x damage and swing time.
Damage Scaling: 100% Strength or Inhand Power and 20% Intelligence
Range: 1.92m
Cone Angle: 120 degrees
Passive
After using an ability, Hun Batz’s next Basic Attack will deal 1.2x damage and grants Hun Batz a stacking Strength buff on successful hit. Stacks up to 4 times.
Cooldown: 0s
Cost: 0
Strength: 2 Per Stack
Strength: 0.25 Per Level
Buff Duration: 4s
Ability 1
Leap forward, dealing 65 [70% Strength] Physical Damage and Slowing enemies in the area where you take off and where you land. • Enemies hit by both areas take 25% damage from the 2nd hit.
Damage: 65/105/145/185/225
Damage Scaling: 70% Strength
Slow: 20%
Slow Duration: 2s
Range: 8.8m
Radius: 2.4m
Cooldown: 13s
Cost: 60
Ability 2
Channel for a short duration, and repeatedly apply Physical Protection debuff to enemies in front of you that stacks up to 4 times. At the end of the Channel, deal 85 [95% Strength] Physical Damage to enemies in front of you. • While channelling you are Displacement Immune and Immune to strafe and backpedal movement penalties.
Damage: 85/140/195/250/305
Damage Scaling: 95% Strength
Stun Duration: 0.85/0.9/0.95/1/1.05s
Physical Protection Decreased per Stack: 2/3/4/5/6
Debuff Duration: 2s
Range: 5.6m
Cone Angle: 110 degrees
Cooldown: 12/11/10/9/8s
Cost: 60
Ability 3
Throw a projectile monkey that deals 80 [70% Strength] Physical Damage to any enemies it hits. After hitting an enemy it will bounce to nearby ones, applying a Mark to only the most recently hit enemy. Reactivate this ability to Teleport to the Marked enemy.
Damage: 80/135/190/245/300
Damage Scaling: 70% Strength
Mark Duration: 2s
Range: 8.8m
Radius: 0m
Cooldown: 13s
Cost: 60/65/70/75/80
Ability 4
Create a Totem that repeatedly Fears and deals 50 [15% Strength] Physical Damage to all enemies around it. • HIts every 0.25s
Damage Per Tick: 50
Damage Scaling Per Tick: 15% Strength
Feared Duration: 0.5s
Lifetime: 1/1.25/1.5/1.75/2s
Range: 7.2m
Radius: 5.6 and 2.4m
Cooldown: 120/115/110/105/100s
Cost: 60
Rama
Passive
Your Astral Quiver generates an Astral Arrow every 12s.
Each Basic Attack hit reduces the time to generate an Astral Arrow by 2s.
The first time a fired Astral Arrow hits an enemy, it has a chance to drop to the ground.
Dropped Astral Arrows last for 10s, and picking one up restores 10 Mana.
Your third successful Basic Attack on an enemy god will generate an Astral Arrow
You can hold up to 5 Astral Arrows.
You always respawn with a full Astral Quiver.
Ability 1
Switch to a more powerful arrow that deals an additional Physical Damage, pierces, and Slows enemies. While this ability is active, each Basic Attack consumes 1 Astral Arrow and Mana.
This ability allows your Basic Attacks to pass through all enemies and walls.
This ability’s bonus damage is reduced by 20% to each target hit after the first.
You cannot toggle this ability if you have no Astral Arrows.
Ability 2
Focus your mind and gain increased Attack Speed.
When activating this ability, if there are any dropped Astral Arrows within 8.8m of you, automatically collect them.
While this buff is active, every third successful Basic Attack on an enemy god will immediately generate an Astral Arrow.
Ability 3
Roll in the direction you are currently traveling.
For the next 5s after rolling, your next Basic Attack will have Haste and consume an Astral Arrow, Crippling all enemies hit and dealing an additional Physical Damage.
Ability 4
Launch yourself into the air for up to 5s and shoot 3 powerful arrows at the ground, with each successive shot dealing increasing Physical Damage while decreasing in size.
Each time you pick up an Astral Arrow, the cooldown of this ability is reduced by 0.4s.
Vulcan
Passive – Master Craftsman
Vulcan has access to a variety of Mods in the item shop that affect his abilities. There are 3 sets of mods available at different levels. You can only have one Mod from each set.
Hitting an enemy god with an ability grants you increased Movement Speed and Mana Regen for 5s.
Set 1 – Can be built at level 1
Dual Mod – Gain access to the Thumper ability by alternating between an Inferno Cannon and Thumper each ability activation. Thumper’s Rank will match Inferno Cannon’s. Cooldown 12s.
Alternator Mod – Gain access to the Thumper ability in your first consumable slot. This will occupy this slot for the entire game. Thumper’s Rank will match Inferno Cannon’s. Cooldown 20s.
Efficiency Mod – Do not gain access to the Thumper ability, instead your passive grants 10 CDR in addition to the other effects when triggered.
Set 2 – Requires level 7
Resonator Mod – Thumper gains 150 increased HP and applies an 10/15/20/25/30% Attack Speed debuff for 3s on hit.
Shrapnel Mod – Inferno Cannon applies additional damage over time on hit. Hits 6 times over 3s for 3/6/9/12/15 + 2% INT per hit.
Thermal Mod – Increase the base damage by 20 and Intelligence scaling by 10% on Backfire and Magma Bomb.
Set 3 – Requires level 14
Surplus Mod – Thumper gains 300 increased HP and applies a 10/20/30/40/50 Physical and Magical Protection buff to allied gods hit for 3s.
Masterwork Mod – You can have 2 Inferno Cannons deployed at the same time.
Seismic Mod – Earthshaker Trembles enemies it hits for 2s.
Ability 1 – Backfire
Fire a projectile that causes you to Dash back and deal 90 to 250 [70% Scaling] Magical Damage to all enemies it hits, marking the first god that is hit.
Inferno Cannons will prioritize hitting the marked god and deal {Mark %}% more damage to them.
Thermal Mod Damage: 110 to 270 [80% Scaling)
Cooldown: 9 to 7s
Cost: 40 to 60
Ability 2 – Inferno Cannon
Create an Inferno Cannon that shoots projectiles every 1s at an enemy in front of it, dealing 45 to 145 [40% INT Scaling] Magical Damage.
It lasts until destroyed or another is placed .
Inherits Vulcan’s penetrations but in addition to having 25% base Penetration.
Does not trigger item effects
Shrapnel Mod Base Damage: 3 to 15
Shrapnel Mod INT Scaling: 2%
Shrapnel Mod Duration: 3s
Cooldown:
Cost: 50 to 70
Ability 3 – Magma Bomb
Lob a projectile that explodes on impact with the ground, dealing 80 to 280 [80% INT Scaling] Magical Damage and Displacing enemies in the area.
Enemies are displaced up and away from the explosion
Thermal Mod Damage: 100 to 300
Thermal Mod Damage Scaling: 90%
Cooldown: 10s
Cost: 50 to 70
Ability 4 – Earthshaker
Launch a projectile that explodes on impact with the ground, dealing 300 to 700 [130% Scaling] Magical Damage enemies in the area.
Deals more damage the further it travels.
Seismic Mod Tremble Duration: 2s
Cooldown: 90 to 70s
Cost: 80 to 120
Ability 5 – Thumper XXV
Create a Thumper that pulses out an attack around it every 1s that deals Magical Damage to all enemies in the area.
Thumper has a base HP from 220 to 540
About FAERayo
Datamining Smite since 2013 and Paladins since 2015.
Game dev
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