SMITE Update 11.44 – Patch Notes vom 16. Juni

Smite Update 1.44

Die Entwickler der Hi-Rez Studios haben heute ein neues SMITE Hotfix Update veröffentlicht. Unten findet ihr alle Informationen zum „The Great Dreamer“ Update 7.6 vom 16. Juni.

Das SMITE Update 11.44 kann ab sofort heruntergeladen werden, für alle Plattformen.


SMITE Update 11.44 Patch Notes


  • Cthulhu breaks down the mental fortitude of enemy gods, applying stacks of Torment with abilities and the final hit of his basic attack chain. On reaching 4 stacks of Torment, enemies are afflicted by Insanity. Additionally, Cthulhu gains Magical Power per nearby enemy god with Insanity
    • Insanity Duration: 20s
    • Magical Power: 25 per stack


  • Cthulhu sends out a terrifying blast of energy, dealing damage to all enemies hit and reducing their Attack Speed. Enemies hit by this ability also do reduced damage to Cthulhu for 6s. This ability applies 1 stack of Torment, 2 if the enemy hit is facing Cthulhu or Fears them instead if they are afflicted with Insanity. Successfully consuming Insanity permanently increases the base mitigation of this ability.
    • Damage: 90/135/180/225/270 (+40% of your magical power)
    • Attack Speed Slow: 10/15/20/25/30%
    • Fear Duration: 1.5s
    • Damage Mitigation: 20%
    • Cooldown: 10
    • Cost: 60


  • Cthulhu summons a portal creating a slowing field of eldritch mire at the target location. While Cthulhu channels, The Mire continues to grow as the portal fires out two masses of corruption that hit and damage all enemies in the field. The first shot also Slows enemies while the second Roots them, both hits applying 1 stack of Torment. Cancelling the ability early stops The Mire from growing or the portal from firing additional shots.
    • Damage per shot:: 50/95/140/185/230 (+30% of your magical power)
    • Slow: 10%
    • Corruption Slow: 35%
    • Corruption Slow/Root Duration: 1s
    • Mire Duration: 3s after ability cancel/end
    • Cooldown: 18/17/16/15/14
    • Cost: 50/55/60/65/70


  • Cthulhu creates two twisting projectiles at his sides as he unfurls his wings and charges forwards, damaging, stunning and knocking away enemies hit. The projectiles follow at a slightly slower pace but travel further, damaging enemies as well. Enemies hit by Cthulhu or the projectiles gain 1 stack of Torment.
    • Damage: 80/120/160/200/240 (+40% of your magical power)
    • Stun Duration: 0.4s
    • Projectile Damage: 50/80/110/140/170 (+20% of your magical power)
    • Cooldown: 16
    • Cost: 60/65/70/75/80


  • Cthulhu reveals his true form as he plunges the battlefield into R’lyeh while any enemies caught nearby are damaged. In this form Cthulhu gains access to new abilities. Enemies near Cthulhu gain stacks of Torment, increasing in pace if they are facing him. Enemies also suffer the debuff effects of Sanity Break, causing them to deal less damage to Cthulhu.
  • Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.
    • Damage: 160/205/250/295/340 (+50% of your magical power)
    • Max Health: 30%
    • Duration: 12/13/14/15/16s
    • Debuff Radius: 50
    • Damage Mitigation during Intro: 80%
    • Cooldown: 100
    • Cost: 100


  • Cthulhu swipes down at the ground beneath him, creating 3 large projectiles. These projectiles damage enemies and apply a stacking Protection Reduction debuff. This ability does not proc item effects.
    • Damage: 130/185/240/295/350 (+30% of your magical power)
    • Protection Reduction: 3% stacking up to 5 times
    • Debuff Duration: 5s
    • Cooldown: 1s
    • Cost: 0


  • Cthulhu fires a devastating blast of psychic energy that damages and knocks up enemies.
    • Damage: 140/175/210/245/280 (+20% of your magical power)
    • Cooldown: 5s
    • Cost: 60/65/70/75/80


  • Cthulhu transfuses his own life force into the area around him giving Allies Health, Movement Speed and Power. Enemies are also hit, taking more damage the closer they are to Cthulhu. This ability damages Cthulhu for 6% of his Maximum Health. If Cthulhu is below 20% Health, this ability does not damage Cthulhu but all Ally effects are reduced by 50%.
    • Damage: 120/140/160/180/200 (+20% of your magical power)
    • Ally Healing: 10/11/12/13/14% Max Health
    • Power: 20/25/30/35/40
    • Movement Speed: 20%
    • Duration: 3s
    • Cooldown: 6s
    • Cost: 70



  • Sin of Greed Fafnir

  • Fun-Pocalypse Hachiman

  • Miss Senshi Bellona

  • Striking Machina Ymir

  • Nautical Legionnaire Achilles

  • Freedom Retriever Anubis

  • Presidential Punisher Janus

  • Cosmic Horror Cthulhu

  • Ascended Cthulhu

  • Cthulhu


  • Fixed an issue where Match History was unable to be opened on console. It is still a known issue that players with hidden profiles will not be able to view their worshipers or history
  • Fixed an issue where opening item store and clicking search field would stop movement
  • Fixed an issue where players could not teleport to their friendly Tier 2 Tower
  • Heimdallr
    • Fixed an issue where Heimdallr would be granted permanent vision of his opponents
  • Nike
    • Fixed an issue where Nike was not knockback immune while channeling Barrier Formation
  • Baba Yaga
    • Fixed Elder Djinn Baba Yaga using base FX on basic attacks
    • Fixed an issue where she would T-pose while titans were dying



Game Modes

ARENAAlong with the arrival of Cthulhu comes the arrival of his signature map. The Arena map is receiving an art update to match this deep-sea god. The map itself will now be plunged into an underwater abyss. Additionally, there will be one change to the mode’s mechanics. Minions will now provide tickets as long as they were damaged recently by a god, instead of last hits. Applying such weight to last hitting in this mode often led to confusion about ticket leads caused by minions randomly dying to other minions even when under fire from multiple god abilities. The experience should feel more consistent now.

  • Assists on enemy minion deaths now deduct tickets from the opposing team. (Previously, a last hit was required to deduct a ticket).
  • Visual Changes – Environment and NPC Art Update
    • All environment art updated to the new underwater theme
    • Buff Camps
    • Order – Abyssal Minions and Minotaurs
    • Chaos – Cosmic Minions and Minotaurs

DUELDuel is focused around outplaying an individual opponent and pushing that advantage. Getting a level lead could however result in situations where a single death could create a long respawn time that allowed for a behind enemy to suddenly win. Losing with a lead should give your opponent momentum, but not fully negate winning for 10+ minutes. We are adjusting the respawn rules to reduce the punishment while still letting a player who won a fight from behind to have opportunities.

  • Reduced level factor in respawn times by 50%.
  • Increased Match Time factor by 30%.
  • Capped Maximum Respawn time at 45s.

CONQUESTIn conjunction with some big changes to Solo Lane itemization, we are increasing the impact that the Totem of Ku has. This update, and likely more updates in the future, will continue to incentivize aggression in the Solo Lane, and Totem is a key way of rewarding that type of play.

  • Totem of Ku
    • Increased team-wide gold bonus from 20 to 25.


WARRIOR’S BLESSINGThe Solo Lane has received quite a bit of feedback lately. The main thing we hear from players is that there are not enough ways to leverage advantages over your opponents. This lane is defined by one on one combat, but in a world where no one really wins, the lane feels stale. We are starting to address this through shifts to Warrior’s blessing, heavily decreasing its sustain and mitigation features, and replacing that with god-only bonus damage. We have significantly more changes planned for Solo Lane in future updates, but we felt no need to hold this one back when players so clearly crave it. We will be watching the impacts of this change closely and intend to use lessons learned to guide future decisions regarding this role.

  • No longer provides 3 flat damage reduction.
  • Now provides +10 Magical and Physical Protections
  • Decreased Health and Mana heal from 40 to 25.
  • When the health and mana heal trigger, the target hit will take 25 true damage.
    • This damage occurs only one per ability.
  • Evolved Warrior’s Blessing
    • Has been adjusted to match the changes made to Warrior’s Blessing.

BARON’S BREWHealth and Mana Chalices underwent a change allowing their duration to stack, with some fail safes built into the fountain to prevent abuse. Baron’s Brew functions similarly to these items but works on the old system. Baron’s Brew will now match Health and Mana Chalices.

  • Baron’s Brew now stacks in duration, but is cleansed upon entering the fountain.
    • This behavior matches Health and Mana Chalices.

KATANAJunglers often come in two varieties. Those focused on rushing early penetration and power while the others want to rush Basic Attack focused items. We want to make sure there is a 650 cost choice for both. Katana builds into core Basic Attack focused items like Hastened Katana and the next item below, Golden Blade.

  • Decreased from 700 to 650
    • Tier 2 and Tier 3 item costs are unchanged.

GOLDEN BLADEGolden Blade serves as a way to give cleaving damage to Basic Attack gods. While it has a long history the limitation to Melee only with our past balance has left it underwhelming. A lower cost and a small boost to Attack Speed should make it more attractive and allow for some creativity for gods that can use it.

  • Decreased Cost from 2200 to 2000
  • Increased Attack Speed from 15% to 20%

Movement Speed

Movement Speed can be a fun but very powerful stat. When it becomes too easy to stack and build it can disrupt the pacing of not only rotating around the map but combat pacing. We began seeing a rise in builds utilizing these items together, pushing the boundary on what an always on movement speed boost should be. We are taking the edge off a select few items to keep these builds from falling into the “meme” or “frustration” stages.



  • Decreased Movement Speed from 25% to 22%


  • Decreased Movement Speed from 25% to 22%


  • Decreased Movement Speed from 10% to 7%


  • Decreased Movement Speed from 10% to 7%


  • Decreased Movement Speed from 10% to 7%


  • Decreased Movement Speed from 10% to 7%


  • Decreased Movement Speed from 10% to 7%.


AH MUZEN CABAh Muzen Cab often buzzes around meta consideration, flying into the spotlight off small shifts. Since his last round of nerfs however he has struggled to find that type of opportunity. Hive placement is key to a lot of his strength. In highly mobile fights he can often find himself outside his network. A reduced cooldown on Hive and a boost to Swarms overall scaling will give him a stronger sting while teamfighting.
NOTE: Bees! was nerfed to 5 base damage a few patches ago, but upon closer inspection it seems like that nerf was not implemented. Rather than implementing the change and nerfing him now, we plan to fix the text

  • Fixed a text issue that listed Bees as doing 5 base damage. It is actually doing 9.


  • Decreased Cooldown from 14s to 12s


  • Increase Scaling from 70% to 80%

BABA YAGAThis chaotic witch has been stirring up some trouble since her last round of buffs. While still underperforming she is much closer and we expect as players are able explore her kit without as many bugs we will see her rise some more. We do however want to further improve her usability to aid in this process.
Home Sweet Home has a minimum range to prevent throwing a witchfire bolt directly underneath her. We are decreasing this so players who are directly on Baba Yaga can still be threatened. She can also now move at full speed in all directions which can make her an equal threat while retreating as she is chasing. Finally, Blast Off could be interrupted and go on cooldown before providing any effect. It is being updated to provide benefits immediately, providing more reaction for Baba Yaga and preventing it from going on cooldown before it has done something.

  • Fixed an issue where players were not colliding with the Cabin.
    • This is intent. Player movement should be blocked to prevent “hiding” in the Cabin at all times, but projectiles should pass right through.


  • Decreased minimum firing range from 10 to 4.
  • Baba Yaga is now immune to backpedal and strafe penalties while inside her cabin


  • Now has knockback immunity and damage reduction during pre fire animation.

CHRONOSWhen Olorun was released his basic attack projectile speed was set to 110, matching Hunters. We are making the same change now to Chronos, Sol, and Freya. This should help their Basic Attacks feel more hunter like and create a consistent playstyle across the roll. Chronos has separately been underperforming, seeing a drop at a variety of skill levels. We wanted to highlight a strength of his, in-lane boxing. Accelerates immediate burst of speed gives Chronos flexibility when it comes to boxing, and with a small buff with become a stronger and more defining strength.

  • Increased basic attack projectile speed from 100 to 110


  • Increased initial Movement Speed from 15% to 20%

FENRIRThrough a few different metas, maps, and item changes we have not seen Fenrir really grab hold. It feels like this god really never will be released. Last time we really did see him was when he was played in the Support role! It was awesome, but not really his intent and not something he excels at anymore. To boost his presence as a jungler, we are decreasing the cooldown on Fenrir’s primary jungle clear ability. Ragnarok might be approaching yet again…

  • Decreased Cooldown from 14s to 12s

FREYAFreya is only receiving the Basic Attack projectile speed change and is not receiving an additional buff like Chronos or Sol. Since her full revert she has occupied a healthy spot. Strong in the right hands while not creating meta balance problems…for now at least. We expect this change to be minor overall and simply help with creating a consistent feel across ADC gods.

  • Increased basic attack projectile speed from 100 to 110

GANESHAGanesha focuses on removing barriers and uplifting his team. Turn of Fate provides a strong damage stim to his allies but is difficult to really apply without minions nearby to stack its effect. Turn of Fate will now provide 2 stacks when hitting a god which is a more common target when the teamfighting phase begins.

  • Hitting a god with Turn of Fate provides 2 stacks of the damage buff.

GUAN YUGuan Yu’s Passive encourages constant fighting once it has become active, but doesn’t convey the information needed to make smart combat decisions. Guan Yu will now slightly flash as this passive is going to fade to let Guan Yu players know if they are about to lose this effect.

  • When this passive is about to fade an additional FX will play.
  • Fixed an issue where some skins were missing the passive effect entirely.

ISISIsis’ update during last year’s Mid Season pushed her to the top. For some time afterwards we repeatedly nerfed her and today she struggles to have a strength that allows her to stand out among other mages. We are reverting a nerf to Wind Gust with the focus of her early pressure being her stand out strength.

  • Increased Damage from 30/50/70/90/110 to 35/55/75/95/115

NEMESISNemesis has certainly had the scales stacked against her lately. Even after recent buffs we failed to see much movement in her metrics, and player feedback was clearly unsatisfied with the changes. We are adding quite a bit of potency to her passive, making each single stack significantly more impactful.

  • Increased Power Gained and Power Lost from 5% to 7%
  • Decreased Max Stacks from 4 to 3.
    • Used to gain 20% in 4 hits, now gains 21% in 3 hits.

NU WAThe Clay Soldiers have taken notes from Artemis’ Tusky and are coming to the battleground with some smarter tactics. The increased Range is the only direct buff, allowing the soldiers to more reliably charge when Nu Wa marks someone at max range. Outside of this they will be more responsive to enemies entering combat range, won’t get stuck trying to attack, and can more quickly face and charge their enemies. Sticking closer to targets will also assist lining up the Shining Metal combo.

  • Increased charge range from 25 to 30.
  • Fixed an issue where Clay Soldiers wouldn’t recognize players entering their line of sight for a significant amount of time.
  • Fixed an issue where Clay Soldiers would attempt to Basic Attack rather than charge.
  • Fixed an issue where Clay Soldiers could be stuck attempting to Basic Attack when they should be charging.
  • Clay Soldiers now rotate much more quickly, allowing them to charge to their targets faster.
  • Clay Soldiers will now try to stay closer to their targets.

SOLSol is the final ADC mage receiving the basic attack projectile speed change. Similar to Chronos, she also needed an adjustment focused on bringing out her strengths. Unstable Manifestation will now more Magical Power, augments her mixed in-hand and ability damage playstyle.

  • Increased basic attack projectile speed from 100 to 110


  • Increased Magical Power bonus from 0.8% to 1% (20% to 25%)

TERRATerra has a large windup for her first Basic Attack which made utilizing her passive difficult. We want to make it a stronger option for players who are skilled at utilizing this passive to weave it into combat.

  • Decreased prefire time for the first Basic Attack in her chain from 0.5s to 0.3s.
    • Postfire has been increased from 0.5s to 0.7s to ensure the Basic Attack is still 1s.

ZHONG KUIZhong had a short period of complete meta dominance, which resulted in a rather heavy nerf to his passive and his tankiness. This has harmed Zhong Kui’s identity as a battlemage, and meta shifts since then have pushed his metrics even further down. We feel comfortable at this point to completely revert this change, hoping that this Mage can be more than just a ghost of the past.

  • Decreased Max Souls from 60 to 40.
  • Increased Magical and Physical Protection per stack from 0.5 to 1.
    • Total protections increased from 30 to 40.




  • Reduced Magical Power scaling from 40% to 30%


  • Reduced initial hit damage from 160/205/250/295/340 (+50% of your magical power) to 150/195/240/285/330 (+40% of your magical power)


Quelle: SMITE