SMITE Mechanics Guide

SMITE Mechanics Guide by Flareb00t



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. The additional damage is equivalent to 20% of the first hit, which is added on each successive hit.

This can be shown through the formula:

0.2D (T + 4) x 100/(100 + x)

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

0.2 (170)(1 + 4) x 100 / (100 + x)

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 Protections along with 150 Magical Protections. Unlike a normal in-hand attack, physical inhands on towers will only deal 85% of your physical power. This means that at 300 physical power and zero pen, you would be dealing 255 * 100/250 = 102 damage, with 153 damage being mitigated.

Magical inhand damage appears to be regular inhand damage with a 1.2x damage coefficient.

If there are no minions within range of the tower (and this extends slightly outwards of the tower’s
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


First shot has 300 base damage and is subject to the same scaling as towers, and have 2500 HP. However, the Phoenix 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. Phoenixes have the same logic for minion presence and damage reduction as towers do. Killing a Phoenix will grant your entire team 150 gold.


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.

This scaling is based on a formula of x(2p+t), 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. However, it seems impossible to be able to work out X at this time.

Health: If all 3 phoenixes are alive, then the Titan is immune to damage. The only exception to this is if you are still attacking the Titan when a third Phoenix revives. In this case, it will remain damageable until the Titan has reset to its standing 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 30 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 Titan’s damage would be as so:

250 + 30(2p+t) Where p is number of phoenixes alive and t is number of towers alive.

The Titan will regenerate 15% of its maximum HP if it is brought to its maximum leash range by a god.


All minions are subject to a percentage mitigation formula as the game progresses, to help reduce efficacy of the increase in how strong players are as the game progresses. This is a percentage reduction of the damage dealt to them by 10+X%, where X is the minutes that have passed in the match. This caps at 40 minutes, resulting in a total possible mitigation of 50% damage.


Normal Melee: Base damage: 12. Protections: 1 + Damage Mitigation. Health: 375 HP.
Normal Ranged: Base damage: 25 Protections: 1 + Damage Mitigation. Health: 270 HP
Normal Brute: Base damage: 50. Protections: 16 + Damage Mitigation. Health: 720 HP
Fire Ranged: Base damage: 50. Protections: Unknown. Health: 475 HP
Fire Melee: Base damage: 24. Protections: Unknown. Health: 585 HP
Fire Brute: Base Damage: 100. Protections: Unknown. Health: 940 HP


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

Note: All of these are divided by the number of gods on that team present(given rounding).


Fire Giant

The Fire Giant is the toughest non-god enemy in the Conquest map, and should be treated with extreme caution when fighting, but the reward is well worth the effort.

The Fire Giant has 3 attacks, each with varying effects and damage.

The first is his ‘basic attack’, Flaming Boulder. This deals 155 Physical Damage, and applies the
‘Flaming Boulder’ debuff. This reduces healing and regeneration of the target by 40%, and reduces the damage of the target by 20%.

The second is Magma Slam. This is where the Fire Giant slams his weapon to the floor. This attack deals 250 Magical Damage, and knocks the target upwards. It does not apply the Flaming Boulder debuff.

The third attack is called Lava Flow. This attack is where the Fire Giant holds his weapon up and summons a lava pool into the lair. This lava pool will deal 100 Magical Damage per second to everyone standing inside.

Attack Pattern:
1. Flaming Boulder
2. Flaming Boulder
3. Magma Slam
4. Flaming Boulder
5. Flaming Boulder
6. Magma Slam
7. Flaming Boulder
8. Flaming Boulder
9. Lava Flow
10. Repeat from 1.

Health: The Fire Giant spawns at 10 minutes into the game with 8300 health. This escalates for every minute of the match that passes by 130. This is not reset by the death of the Fire Giant. He has 100 Physical and 50 Magical Protection.

Killing the Fire Giant will give you the ‘Fire Giant’s Might’ buff, which gives you 50 Physical Power, 70 Magical Power, along with regenerating 2% of your mana per 5 seconds, and 4% of your health every 5 seconds. Along with this, anyone who has the Fire Giant’s Might will deal 20% bonus damage to towers and phoenixes. Dying will cleanse you of the buff, and it lasts for 240 seconds, or 4 minutes. He will respawn after 5 minutes, or precisely 1 minute after the buff wears off naturally. Along with this, you gain 200 exp and 150 gold.

Gold Fury

The Gold Fury deals 140 damage per ‘Fury Swipe’, and spawns in 0:10 after minions spawn, the same time as the jungle buffs.

Health: The Gold Fury spawns in with 2700 HP.For every minute of the game that passes, the Gold
Fury’s health increases by 216. At 10 minutes into the game, when the Fire Giant spawns, the Gold Fury will have 4860 health. This escalation does not reset when she is killed, as the scaling is based purely on how long the game has gone on for.

Killing the Gold Fury will result in the entire team getting 200 exp and 300 gold, for a total of 1000 exp and 1500 gold. Like the Fire Giant, she will respawn after 5 minutes.

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 Hope’s passive activated and Mark of the Vanguard, the calculation would go as follows:

Damage * 100/ (100+X) * 0.35 – 5

Penetration and Armour Reduction

Penetration and Armour Reduction are two completely separate stats. Penetration treats your attacks as if the enemy has less armour than they actually do. For example, if your opponent has 100 Physical Protection, and you have 15 Physical Penetration, YOUR physical auto 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 tangibly reduces the opponent’s 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.

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. % Armour Reduction
2. Flat Armour Reduction
3. % Armour Penetration
4. 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, Warrior Tabi and Titan’s

After 3 stacks, the enemy armour would be (300 x 0.76) – 18 = 210

From this, Penetration is then applied. 210 x 0.67 (1 – 0.33) = 140.7

After taking off flat Penetration, we are left with 140.7 – 15 = 125.7

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. This would return to 300 armour for the ally once the Executioner passive wears off.

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, as you know, heals you for a percentage of the damage done. Within this, there are two types. Physical Lifesteal and Magical Lifesteal.

First, the common ground, though. 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 deal X% of 100, where X is your lifesteal %(For example, a Bloodforge gives 20% Physical Lifesteal before passive). 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 Minotaur.

Physical Lifesteal

Physical Lifesteal applies only to physical basic attacks. It does NOT apply to physical abilities. 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 inhand attacks or physical abilities. AoE abilities are subject to a coefficient of 0.33. So 30% Magical Lifesteal on Ao Kuang’s tornado 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 Agni’s Rain Fire that does 300 damage will heal for
0.33(300 * 0.3) = 30. A magical autoattack that deals 300 damage with 30% lifesteal would heal for 90 damage.

Jungle Camps

There are 5 main jungle camps in Smite. Firstly, there are the two harpy camps. These are generally
known as ‘mid harpies’ and ‘back harpies’. The mid harpies are 2 large harpies, while the back camps are 2 small harpies and one large harpy. These offer EXP and Gold. 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.

Next, are the buff camps. Damage, Speed and Mana/Cooldown – More affectionately known as 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. 4 minutes after the camp was killed, it will respawn. The buffs will stay on the floor for 30 seconds.

The Damage Buff increases your physical power by 5 and magical power by 10, but will also increase both by a fixed 20%.

The Speed Buff increases your movement speed by 20% and your attack speed by 10%.

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%.

Small Harpies: 22xp, 13 gold.
Large Harpies: 140exp, 45 gold.
Small Cyclops: 22xp, 13 gold.
Large Cyclops: 185xp, 45 gold.

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 Qin’s Blade at Rank 3 offers 25% att
ack speed. That 25% is not equal to a boost of 0.25 to your attacks per second, but rather an extra 25% of your base attack speed. Each god has their individual base attack speed.

For example, Artemis has 0.9 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*0.9) = 0.225, or 0.23. 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.

The simplified formula for this is as follows:

Base Attack Speed x (1 + (0.01 x AS Increase) – (0.01 x AS Decrease))

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 200 x 1.15 = 230.

However, if you have a Weakening Curse Active, but still have the Asclepius, it would be 200 x (1+0.2-1) as there is a 20% boost, but 100% reduction.

Simplified Formula:

Base Heal x (1 + (0.01 x Heal Increase) – (0.01 x Heal Reduction))

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. Ao Kuang 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, Poseidon’s Trident, Ao Kuang’s Slither etc.

Simplified Formulae where N is movement speed before DR

Below 457: N x 1

For between 457 and 540.5: 457 + 0.8( N – 457 )

For above 540.5: 523.8 + 0.5 (N – 540.5)

Slows – Diminishing Returns

Like movement speed, slows are subject to diminishing returns. A slow of 40% or under isn’t
subjected to these returns.

After 40%, slows are subjected to this formula:

(Slow x 100) / (Slow + 60)

This means that for a 50% slow, such as Ao’s Squall at Rank 5: 100*50 = 5000/(50+60) = 5000/110 = 45.45%

Ao’s Squall with Gem of Isolation: 100 * 75 = 7500/135 = 55.56%.

However, there is a floor to Movement Speed, as your MS cannot drop below 150. So a 99% slow would still only drop you to 150 movement speed.

For a video explanation of this mechanic, here is a guide created by Capslockfury:

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 information I have on this is that hard CC is not the list you may think of it. The rule of thumb is any form of CC with a white timer bar on the screen when afflicted by it is hard CC.

The current list is as follows: Stuns, Fears, Taunts, Mesmerises, Silences, Knockup/Knockbacks, Intoxicates and Banishes.

Note: Knockups are not affected by DR, but they do contribute to it. You will always be knocked up/back 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 first has been applied. Think of it like
having a CC applied will apply an internal ‘tag’ for that CC for 15s which adds one to a counter for
how much consecutive CCs will be reduced by.

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 the 2.25s original duration. 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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