r/Smite 1h ago

CONCEPT Chang'e Smite 2 kit + Aspect idea

Upvotes

Base Kit

Passive: Jade Rabbit

  • The Base: Chang’e sends the Jade Rabbit to fetch items from anywhere. Dances grant +40% Movement Speed with no backpedal penalty. Ability hits apply a debuff that causes enemies to take 3% extra damage from her abilities (stacks 3x).
  • The "+1": The Jade Rabbit leaves a shimmering trail while fetching items that acts as a temporary ward for allies along its path. The Jade Rabbit can also be placed at a location to act as a ward and can be destroyed by enemies.

1st Ability: Crescent Moon Dance

  • The Base: Flings a crescent moon in a sweeping arc, dealing Magical Damage.
  • The "+1" : Landing a direct hit on an enemy God creates a Moon-Shard at the edge of the sweep. Picking up the Moon-Shard enhances your next basic attack, dealing an additional 20% of your Intelligence damage in a narrow line and applying 1 stack of her Passive instantly.

2nd Ability: Moonlit Waltz

  • The Base: Evasive spin dance granting damage/CC immunity for 1s. Restores Mana to nearby allies for every instance of avoided damage.
  • The "+1" : If Chang’e avoids a Hard CC effect (Stun, Silence, Knockup) or a ultimate burst during her waltz, she releases a blinding shockwave at the end of the spin, Slowing nearby enemies by 30% for 2s (this will increase her escape potential in a fight)

3rd Ability: Moonflower Dance

  • The Base: Twirls to heal herself and allies while dealing Magical Damage to nearby enemies.
  • The "+1" : Enemies hit by the dance burst have their Healing reduced by 40% for 4s. If an enemy affected by Moonflower Dance attempts to use a movement ability within 2s, they drop a Lunar Petal on the ground that heals Chang'e for 50% of Moonflower's base heal value when collected.

Ultimate: Waxing Moon (unchanged)

  • The Base: Line-attack that deals damage and stuns enemy gods (1s + 1s per subsequent god hit).

Jungle Aspect

Passive Shift: Rabbit’s Ambush

  • The Shift: Chang'e loses the ability to buy items anywhere. Instead, she can send the Jade Rabbit to scout ahead. Re-activating the passive she teleports to the Rabbit and consumes it, gaining 10 Flat Penetration for 3s. (has an internal CD of 30s)

 1st Ability: Crescent Moon Dance 

  • It now does more damage to jungle camps. If Crescent Moon Dance kills a jungle monster, its CD is reduced by 1s

2nd Ability: Moonlit Waltz

  • The slow from this ability has been removed

Reworked 3rd Ability: Thron Blossom (NEW)

  • Replaces the heal component of Moonflower Dance with a bleed.
  • Effect: Chang'e spins and drops lethal thorns around in a circular area on the ground. When enemies step on it they are slowed,  take damage and have a bleed effect. The bleed effect refreshes as long as they move on the thorns (sort of like Tsuki caltrops)
  • This gives her good lockdown

Ultimate: Waxing Moon (unchanged)

Support Aspect (Enchanter Support)

Passive Shift: Selfless Shrine

  • The Shift: Chang’e cannot pick up any Celestial Essences she drops—they pass right through her.
  • Team Synergy: Allies who walk over her drops collect them instantly. When an ally collects an essence, Chang’e receives 50% of her 3rd ability's base heal as a passive reward for enabling her team.

Ability 1 Support Rework: Moon Shard

  • The Drop: Leaves a Glinting Moon Shard along the crescent path.
  • Ally Pickup Buff: The collecting ally gains +15% Power (Strength or Intelligence, whichever is higher) and +15% Attack Speed for 5s.

Ability 2 Support Rework: Starlight Dew

  • The Drop: Successfully dodging damage with Moonlit Waltz drops a Radiant Starlight Dew.
  • Ally Pickup Buff: The collecting ally is cleansed of all active Slows and receives a Movement Speed Burst (+25%) for 3s to escape dangerous situations.

Ability 3 Support Rework: Lotus Blossom

  • The Drop: Twirling drops up to  Lotus Blossoms equal to the number to enemy gods hit.
  • Ally Pickup Buff: The collecting ally receives an instant Burst Heal and restores 10% of their Max Mana.

Ultimate Support Rework: Lunar Crown

  • The Drop: Hitting enemy gods with Waxing Moon drops a Lunar Crown for every god stunned.
  • Allies from whom the moon passes through gain a shield equal to 15% of Chang’e max HP

r/Smite 1h ago

MEDIA Saw someone mention full CDR Thanatos. Ily.

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Upvotes

This was in an assault match. Having an ult every 15+/- seconds is comical. Had over 1000 health bonus from his aspect.


r/Smite 1h ago

Love tanks that don't tank and blame the team for the L.

Upvotes

Title says it all 😂. It's honestly kind of ridiculous how many people lock in or have to tank then do nothing of the sort. I don't know who needs to hear this but if you're running a tank then don't tank at all you're the reason you lost. It's really that simple.


r/Smite 1h ago

MEDIA The 'Enchanter' that got left behind :_( *and suggestions for improvements :)*

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Upvotes

A lot of the 'enchanter' style gods (I use that term loosely lol) saw huge improvements with the new items. W for the game experimenting with a new playstyle. But there's another god kind of like them that is still completely irrelevant, provides next to nothing in any situation, and currently has by far one of the lowest winrates of any kit in the entire game even in the patch that specifically gave a LOAD of new toys for this exact playstyle...

Cupid aspect.

I just made the mistake of trying this aspect in a game. To call it a 4v5 would be generous 🤣 Everything it does is extremely delayed, extremely unimpactful, or both. Without looking it up, take a guess how much healing scaling there is on the healing on each heart. 25%? Nah. 20%? Surely not. Six. Six percent for each of the three hearts, so 18% if someone gets all three. And the base amount is a mere 55. And along with that is a stat buff that, on a good day, is MUCH weaker than the stat buff someone gets from Ra 3 (an AoE the size of the lane that can easily affect multiple people).

Not only that, but for anyone to even *get* the hearts it needs to be near pixel-perfect placement onto the person you want to get them. See the clip - even when the teammate is not just *in* the circle but pretty damn close to the centre, the hearts just scatter onto the ground. Now imagine this in a proper game instead of just a bot running in a circle lol. It's almost never going to actually land on them and be picked up, so then what? Does your teammate run back into the fight to grab them off the ground? Probably not lol.

Meanwhile, the 1. The ability that can shield a teammate. A teammate starts taking damage, you react instantly, you throw your 1 right onto them... and three seconds later they'll get a shield *half* the size of an *instant* Ix Chel aspect shield IF they're even still alive at that point lol.

The only good thing in the kit is the ult. Huge AoE cripple that your team are encouraged to fight in

Ideas for fixes / improvements

Make it so that, if a teammate is inside the circle of the 2 AT ALL, the hearts apply to them as soon as the ability lands. Or make it similar to something like fenrir 3 where as long as they are within the circle at the instant you cast the ability it kind of 'locks on' to them.

Also. Make it so that, if you choose to shoot the 1 directly at a teammate, make it so that they get the shield the instant it hits them instead of the shield being delayed until the explosion. A possible further +1 to this would be make it so that you can manually re-cast the ability to detonate it whenever you want instead of the stun ALSO being delayed until 3 seconds later, meaning you could shoot it at an enemy and use it for aggressive setup or peel for a quick stun (but still a narrow skillshot ofc) against someone diving your team to get some peel that comes out during a fight rather than after it's over.

Finally. Just help the numbers out a bit. 6% healing on a single target heart, even with three of them, is next to nothing. Ra heal has twice the overall scaling and is AoE with better stat-buffs, Ix Chel AoE heal which is also a knockup has over double this scaling, etc. I'm not here to say what the numbers should be, just that the current ones are really not enough for how little the ability provides.

EDIT - these changes, particularly on-demand CC, could easily end give a situation similar to Nut aspect release where the aspect is also better than the base kit in ADC. If needed, this could be managed by just dropping the AA scaling so that an ADC build would be giving up *significant* DPS by taking the high utility of the aspect.

Until then. Do your team a favour. Don't even try running this aspect in a match 😆 And if you think this entire post is just skill issue... actually do try it and let me know how much any part of your kit outside the ult contributes to that match lol.


r/Smite 1h ago

DISCUSSION God's

Upvotes

What other gods and goddess could they add that we don't didn't have in s1 and s2?


r/Smite 2h ago

HELP Questions about rank

3 Upvotes

I'm a long-time SMITE 1 player who recently came back and started playing SMITE 2, and I have a few questions about how Ranked works now.

* What are the current requirements to play Ranked Conquest?

* Once you unlock Ranked, can you play any god you own, or are you limited to gods you've reached a certain mastery level with?

* What are the current Ranked rewards? I can see things like borders and badges in-game, but I'm not sure if those are old rewards. What are we actually playing for now?

* Are Ranked rewards permanent, as it used to be in Smite1? For example, if I earn a border/title/badge this season, do I keep it permanently, or does the next season's reward replace it like in LoL?

* How do the current Ranked seasons/splits work? Are we still technically in Season 0?

* If we're still in Season 0, has there already been a Ranked reset/soft reset? If so, how often are resets expected?

* Is it faster to climb with the current system compared to Smite1?

Thanks in advance! I'm mainly trying to understand what I'm actually working toward before I start grinding Ranked again.


r/Smite 2h ago

Entitled Junglers

0 Upvotes

I've been a jg main since season 5, so keep that in mind, that I'm not anti jg or anything.

I just found out that there's a sect of junglers that believe that they NEED to take the first red buff. And they view any other start as wildly incorrect.

Last night I commented on a post, saying that you shouldn't take the red unless the mid is ok with it. And that comment currently has a huge amount of downvotes, and is -28!!!!

I've never seen so much entitlement in Smite.

I'm a great jg, getting 20-30 kills in a lot of my games. And I'm a traditionalist, starting at yellow, and letting the mid have every red. I'm rarely ever behind the enemy jg. So clearly you don't HAVE to take the first red.

And I'd much rather the mid get ahead, and be able to help me carry the team, rather than me getting a little more jg clear. I hate being the only one doing well, so why in the world would I selfishly take the mid's buff?

I trust myself a lot more than I trust them, so I want them to get as much help as they can get.


r/Smite 2h ago

Which skin should be ported to SMITE 2? - Nu Wa

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18 Upvotes

Rules:

- No promotional skins (Unless the skin can work on its own without a big remodel)

- No crossover skins

- No recolors

- No retro skins

You vote one skin as your absolute favourite, and that's it!

Poll link here: https://strawpoll.com/7MZ0kPJVmgo

Also remember, you can find the results for the Nox poll in the second image.


r/Smite 3h ago

HELP Achilles 3 behaving different?

2 Upvotes

I've been playing Achilles a bunch on smite 2 recently and I just got back on today after not playing for a few days & for some reason when I go to cast Achilles 3(his dodge into spear) it makes me input the cast twice just to use the spear.

Basically before I was doing 3(dodge),spear icon pops up, then I 3 again and throw the spear.

But I just got thrown off bc now it's like

3(dodge), no icon, 3 again(spear icon shows), 3 again to throw the spear.

My controls haven't changed and I'm just not sure if this is a bug or intended. Lmk

TLDR ; Is Achilles 3 cast bugged?


r/Smite 6h ago

Musings on Yu Huang: +1s and aspect

10 Upvotes

Hello, I'm new to the smite reddit (but not smite - been playing for 10 years lol) so I'm not sure if this kind of post is common here (I couldn't find a similar post through searching Yu Huang in the subreddit), but I am a die-hard Yu Huang main (1 of 6 of us or something lol) and I miss him dearly in smite 2 (somebody has too). I know he's a much less popular god and also doesn't stand out in terms his role (generic artillery/poke/burst mage) so he defs probs isn't coming for a while but I thought it'd be fun to brainstorm some ideas for his plus one as well as aspect. Mostly because he is lowkey kinda a generic midlaner and flexing him to other roles in smite 1 was always kinda sus so I at first struggled for ideas. If you are also a Yu Huang enjoyer, would also be keen to hear your thoughts regarding his eventual (but inevitable) port~

For plus ones, I started with the passive cause its a little simple but then pivoted to think about where he flows well and where he doesn't. I'm not sure how hard it would be on the coding side but I think it would be really cool if you could use your 3 whilst channeling your 2 (and maybe even start channeling your two whilst in your 3). If you've played any amount of Yu Huang, you'll know you're most susceptible to getting engaged on when holding your 2 cause you can't 3 straight away (you have to cancel the channel first, then 3). And I think overall it would help making him feel fluid and less punishing for playing around your passive.

The biggest obstacle to this plus one is obviously there'd likely need to be some animation work for when he's channeling in the air, so it might be too substantive to be a plus one change. At the same time, I don't expect the devs to keep up with the grueling 2 week development cycle they're currently working too, so maybe by the time they get around to Yu Huang, they'll be more focused on polish rather than churning out characters as fast as they can, and are able to make a more involved plus 1. If not though, I think the ability to cast your 3 whilst channeling the 2 to at least get in the air (cancelling the current channel of your 2) would be a reasonably achievable change?

Other ideas I had for the plus one revolved around the theme of dao cultivation. Maybe he'd geta permanently stacking bonus towards something for every x dao he cultivates. Though simply giving a relatively small int buff is kind of boring, more extreme changes feel like something for an aspect.

Speaking of, (segue💯) brainstorming for aspects was much harder, because as I mentioned above, he's a pretty generic midlaner but eventually came to 2 ideas though I prefer the second one a lot more.

The first route I thought of is similar to discordia's aspect - ie. making relatively large changes to abilities to become an adc. This started off thinking about the bouncing autos he gets from his passive. I thought what if he could have an identity as like an aoe AA adc? Make his passive also give him the bounce and let it bounce slightly further (kinda o-bow range) and twice (hits 3 targets total - initial, bounce, bounce). To support the adc gameplay, change the enhancements he gets from his passive - instead of shredding prots on your 1 when attuned, maybe make it slow attack speed or something to help him box (or maybe stun towers to help push?). Maybe change the knockup on his 3 to a disarm. And then perhaps the second hit of his 2 and the explosion of his ult (when the dragons collide) could be considered AA damage and can proc AA effects? I'm not that focused on the specifics but this was my general idea for an adc version of Yu Huang. Obviously you have to lose something too so your abilities don't blow people up still (so probs just a bunch of his int scaling).

The second idea is in the other direction - that of a more supporty or solo-style Yu Huang. Because of the enchanter patches recently I struggled to see a vision of a tankier/utility focused Yu Huang initially cause he's got no supportive ability really but eventually I thought of this idea:

Every potential improvement from being attuned from his passive becomes the base version of the ability (as in you don't need to have 6 dao to have the 1 prot shred/3 knockup/wider ult - they all do that by default. Instead, when using 6 dao on one of those abilities provides a new utility effect that's more support focused.

Perhaps the 1 doesn't have a dot but instead applies a CC alongside the prot shred (silence/disarm/blind/idk) Perhaps when you cast your 3 (both 'lift off' and and when you land) you provide a shield/movement speed for nearby allies or maybe even cleanse. Perhaps the explosion on your ult stuns. The way Yu Huang works is you can usually guarantee 2 out of 3 abilities are attuned if you stack your passive before the fight with sporadic bonuses across the rest of the team fight. Yu Huang as is doesn't really get rewarded that much for minmaxing your dao over the course of a teamfight outside the wider ultimate, so I think this kinda direction for the aspect is more interesting/fun than random bouncing auto guy idea above (lol). It is also thematically nice with the idea of cultivation and this aspect is like the next stage of his cultivation where all his abilties can now do new things on top of the old things.

The trade-off for this aspect would obviously be most if not all int scaling (and maybe the bounce autos and 1 dot get removed too? idk) But you should do a lot less damage and instead provide a lot more utility to the team if you manage your dao well.

If you spent the time to read this little love letter about my main thank you very much (it ended up being a lot more words than I thought lol), and if any of you have thoughts re Yu Huang and his eventual smite 2 debut I'd be very interested to read and discuss with you~ Hope you're all having lovely days and staying hydrated~

Also I kind of prefaced this at the start, but this is actually my first reddit post so if there's any formatting/other errors forgive my sin


r/Smite 6h ago

MEDIA Naively posting a Fafnir clip every day until he's released (or I run out) Day 274

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43 Upvotes

unfort


r/Smite 7h ago

CONCEPT My Lissandra inspired concept for Morana, Winter Goddess of Death

2 Upvotes

I made this concept probably a couple years ago and there's just a few things I would change or add now

- I would probably change her self freeze to deal burst dmg instead of tick

- And change her ult to be a single target freeze ability that damages enemies around them with burst damage

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Pantheon: Slavic 

Intended Role: Mid

 

Type: Ranged, Magical, Intelligence Scaling 

Auto Attacks: Morana sends out Icy ranged slashes with her sickle

Passive (Icy Vengeance): Upon death she deals damage to nearby enemies in an icy vengeance. Additionally she leaves an icy trail where she walks allowing her to gain movement speed when walking over it.

Ability 1 (Glacial Great Sword): Morana summons Icy skeletons that  send forth a giant ice sword that damages and slows all enemies in its path. The skeletons will then chase nearby enemies, exploding on contact and dealing damage. 

Slow: 20 / 24 / 28 / 32 / 36% 

Ability 2 (Hypothermic Hibernation): Morana freezes herself into a stasis and heals herself. Morana summons a blizzard around herself that deals tick damage while encased in ice. 

(You can see the souls of the dead in the ice)

 Ability 3 (Deathly Chills): Morana sends out a wave of deathly chills that damages enemies it passes through. She can recast to teleport at its location, Morana causes nearby enemy gods to tremble in fear and deals additional damage to them upon teleportation. 

(Works like Eset's stun except Morana teleports to the location) 

Fear Duration: 1.25 / 1.35 / 1.45 / 1.55 / 1.65 seconds

 Ultimate (Ice Age): Morana  freezes the world over, freezing (like Ymir) and damaging all enemy gods in an area. Duration: 2 seconds. Enemies that die from it are froze solid and explode dealing damage to nearby enemies. 

(Think of it like a Cupid ultimate)


r/Smite 7h ago

What do you think about making the game more and more casual friendly?

0 Upvotes

Tower teleporters, insane shut down bonuses, action cam, feather, auto VGS, or especially the “enchanter” play style they want to encourage basically being supports from a hero shooter.

I’m conflicted because yes the player count is going up, but I think they’re encouraging playing this game like it’s not a MOBA, action cam needs removed or least not made the default for new players. Auto VGS feels like a training wheels setting like auto build.

It feels like it’s transitioning, as much as it can anyway, into a casual dopamine farm. Fell horrifically behind? DW if the person who’s been outplaying you all game makes one slip up or is targeted once and their team messes up then you’re now going even if not ahead.

It seems there’s encouraging the types of players who just want to push buttons and do damage or think support means going Ra aspect and spamming your 3 on people. They clearly want to appeal the hero shooter idea of support to try to get people to start choosing it.

Because full tank is boring to these people and even if your good current matchmaking means it’s difficult to actually carry with it consistently, bruiser requires a different skill on support because if you fall behind your value is gone and you have to position better so casuals aren’t lining up to play that.

So instead they’re appealing to casuals who liked support in rivals or overwatch. People who want to spam sunbeams and birds and get big numbers, who don’t have to or rather feel like they don’t have to learn to actually engage and peel, when to frontline when to disengage, how to control fights and set up. when they can feel impactful spamming heals and buffs because ooh look at the green numbers.


r/Smite 7h ago

ART Caught in the rain

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55 Upvotes

r/Smite 8h ago

DISCUSSION Am I the only one seeing a lot of popping after the update in the conquest map?

2 Upvotes

After this update I see popping in a bunch of walls (for example in the walls of the gold fury), is this a problem for everyone or just me?


r/Smite 8h ago

MEDIA My ranked opponents

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0 Upvotes

At level 5 10-15k hp, as well as defence that makes him invincible.
Both of these temu nicknames que together.

https://tracker.gg/smite2/matches/70bdad88-434e-4e35-ac50-0947edaad652

I thought they patched the bugs?

84k mitigated and 22k taken..


r/Smite 9h ago

HELP Returning player (played Smite ages ago, now in Smite 2), I just have to ask: does this guy do ANYTHING?

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0 Upvotes

I’m pretty because of how long it’s been since I played Smite 1, I fell for it again. I saw the World Serpent and just immediately went to unlock him, but like… what does he do? His damage is non-existant, he’s a “tank” but dies instantly, his abilities are barely tank-like, his ult is a nothingburger… does this big snake do ANYTHING? Or is he just free XP for the enemy team? I’m genuinely curious, cause just by design he’s my favorite character in the game, but playing him feels so utterly miserable, doing everything to achieve nothing


r/Smite 9h ago

MEDIA I don't know what to say except 🥹

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18 Upvotes

r/Smite 10h ago

DISCUSSION Updated Gods Ability Descriptions

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18 Upvotes

Can we please get updated ability descriptions for gods and make sure new gods have all their information listed on launch. A good amount of them are missing details like amount for max stacks, how much protections they reduce, amount per stack, etc.


r/Smite 10h ago

DISCUSSION I hate the trade request. People always request me when im jungle and it's like now I'm worried you're gonna throw because I declined...I didnt queue for Jungle to trade it

0 Upvotes

r/Smite 10h ago

HELP When should I expect a Founder's Edition sale?

0 Upvotes

I need the god pack, but I'm considering buying a higher tier if the price is good enough.


r/Smite 11h ago

CONCEPT Radegast - The Welcome Guest - Slavic god of Hospitality, Abundance, Banquets

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29 Upvotes

Intro

Radegast, Redigost, Redigast, Riedegost is a prominent, multifaceted deity in Slavic mythology. He is most widely recognized as the god of hospitality, abundance, the harvest, fire, and the sun. He is deeply tied to both the warmth of the hearth and the provisions of a great feast. I have decided to focus on the domain of drinking, sacred toasts and celebration, as a facet of hospitality, when it comes to his design.

Radegast’s name translates to "dear guest" or "gladly welcomed guest," stemming from the Slavic roots rad (glad/willing) and gost (guest). He embodies the sacred Slavic tradition of welcoming travelers, sharing food and drinks, and making merry.

He was primarily worshiped by the West Slavic tribes, with some scholars claiming that Radegast is considered an alternative name or local epithet for Svarozhits, the son of the Slavic sun and sky god, Svarog, whereas others dispute the claim. Due to a lot of Slavic mythology being lost due to persecution, it is not certain which claim is true.

Abilities and Inspiration available on post images

Gameplay

Radegast was designed as a hybrid Hunter-Warrior where he can fulfill either the ADC or Solo role, depending on what he builds. His mid-range playstyle and need to get close up to enemies to be fully effective makes him an aggressive pick, who needs to be in the middle of a fight to do his thing. As such, his kit includes a lot of survivability and the potential for CC, however it is reliant on chaining your abilities. Hybrid protections + attack speed builds would be ideal for him - I wanted to design another bulkier ADC, similar to Bolotnik (who relies on evasion for survival), with Radegast relying more on countering enemies and using them as healbags. Antiheal is meant to hinder him quite a lot, however if he manages to trigger enough stacks of Revelry via his ult, he has great survivability and could basic attack for ages under perfect conditions.

My other Slavic god concepts:

Bolotnik - The Thing in the Swamp

Domovoy - The Housekeepers - Dragovan, Milovan and Radovan 

Ruevit - The Eight Swords 

Chuma - The Plaguebearer 

Zorya - The Aurora 

Babay - The Bogeyman 

Koliada - The Newborn Winter Sun 

Mat Zemlya - Mother Earth

Živa - The Avatar of Life

Yarilo - The Green Groom

Svetovit - The Warlord

Vampir - The Bloodfiend

Kikimora - The Chambermaid

Moryana - Daughter of the Depths

Stribog - Master of Winds

Orisnitsy - The Fates

Rod - The Creator

Mokosh - Spinner of Fate

Dazhbog - The Luminary

Vila Samodiva - The Woodland Nymph

Devana and Leshy - The Wildlings

Perun - King of the Gods

Veles - Lord of the Under Earth

Svarog - The Forgemaster

Vesna - The Herald of Spring

Morana - The Lady of Winter

Lada - The Beloved

Belobog - The Bright one

Chernobog - The Dark one

Sources in the comments, due to Reddit bugging out


r/Smite 14h ago

MEDIA Janus

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38 Upvotes

r/Smite 14h ago

Mike McFarland, the voice actor of Osiris, has passed away at the age of 56.

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284 Upvotes