Smite | |
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Overview | |
Effects | Deals 600 - 1200 true damage to target monster or enemy minion. Smite regains a charge every 90 seconds, up to a maximum of 2 charges. |
Cooldown | 15 |
Cast Range | 500 |
Breaks Stealth | Yes |
Level | 3 |
Related Mastery | Summoner's Resolve |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Are you looking for our SMITE wiki? Go here.
Overview[]
Smite is a targeted summoner spell that deals true damage to minions, player pets (e.g. Annie's Tibbers, Heimerdinger's turrets, or Malzahar's Voidlings) or neutral creeps.
It is required to buy Gustwalker Hatchling, Mosstomper Seedling or Scorchclaw Pup.
Upgrades[]
- Smite transforms into Unleashed Smite once a jungle pet is fed 20 treats
- Unleashed Smite: Deals 900 true damage to target monster or enemy minion. Can be cast on enemy champions or pets to deal 40 true damage and slow the target by 20% for 2 seconds. Transforms into Primal Smite once a jungle pet is fed 40 treats.
- Primal Smite: Deals 1200 true damage to target monster or enemy minion. Can be cast on enemy champions or pets to deal 40 true damage and slow the target by 20% for 2 seconds. For unique bonus effect see:
- (UNAVAILABLE) Challenging Smite: Smite can be cast on enemy champions, dealing 60-162 (based on level) true damage over 3 seconds, granting vision of them, and reducing their damage to you by 10%.
- (UNAVAILABLE) Chilling Smite: Smite can be cast on enemy champions, dealing 28-164 true damage and stealing 20% of their movement speed.
- (UNAVAILABLE) Blasting Smite: Smite deals half damage to all monsters and enemy minions near the target and stuns them for 1.5 seconds. Casting Smite on a monster restores 15% of missing Health and Mana.
- (UNAVAILABLE) Scavenging Smite: When you Smite and kill a large monster in the enemy jungle, the cooldown of Smite is halved, you gain +20 bonus gold, and you gain 175% increased Movement Speed decaying over 2 seconds.
Strategy[]
- It is generally used for jungling, quicker pushing, and/or a source of gold, usually in lower levels.
- It can be used to 'steal' jungle monsters from the opposing team's jungle by last hitting them and to have a secure method to last hit a high priority jungle target like Baron Nashor or Dragon. Make sure to look at how much damage your smite does and time the smite correctly.
- When using Smite for pushing, it's recommended to save Smite for cannon minions.
- Smite procs spell vamp. So it is a good strategy for junglers like Lee Sin and Olaf to use their spell vamp granting abilities (Lee Sin's Iron Will and Olaf's Vicious Strikes) before smiting to regain a chunk of health.
Patch History[]
We're updating Smite to make it more user-friendly. If your cursor is on top of a Large or Epic monster, minion, or champion, it will Smite that target, just as it always has. However, if your cursor isn't hovering over an allowed target, it will automatically target the closest Epic monster within a small radius. This means junglers can still Smite Dragons or Baron even with a massive Cho'Gath in the way simply by moving their cursor off to the side. We still think it's valuable for timing to matter, but requiring precise aiming for Smite is not something we want to subject junglers to. Otherwise, we're lowering Smite's overall damage output when aimed at enemy champions and pets. It's now primarily meant to be a slow with some minor damage attached, as opposed to an actual true damage nuke
- Damage to Champions/Pets: 20-160 (levels 1-18) ⇒ 40 at all levels
- Close Only Counts in Horseshoes, Hand Grenades, and Epic Smites: Smite now has 350 units of targeting forgiveness against Epic Monsters. This means if your cursor is near their model but not on top of another valid target it will act as though you are targeting them.
- Damage Type: Spell ⇒ Proc (Note: this means that Smite will no longer trigger on-spell effects like Demonic Embrace, similar to Ignite)
- Primal Smite AoE Damage when Smiting Monsters: 50% of Smite's damage ⇒ 100% of Smite's damage
- Damage to Non-Lane Minions: 600/900/1200 ⇒ 20-160 (based on level) (Note: Damage to jungle monsters and lane minions is unchanged, this should only affect minions spawned by another champion.)
- new 20% slow for 2 seconds: Unlocked on first upgrade to Unleashed Smite ⇒ Unlocked on second upgrade to Primal Smite
Updating Smite’s damage to correspond to the amount of stacks your jungle companion has accumulated throughout the game.
Base Stats
- Smite Damage: 450 (Base)/900 (Challenging/Chilling Smite) ⇒ 600/900/1200 (0/20/40 companion stacks)
- UPDATED New Smites New Names: Smite/Challenging Smite/Chilling Smite ⇒ Smite/Unleashed Smite/Primal Smite
Patch 12.14
Challenging Smite
With champions being more durable, the damage reduction aspect of Challenging Smite isn’t as necessary as it once was. Now that we’re giving junglers a bit more early game influence with the objective changes we’re looking to pull a bit of power out of this summoner spell.
Patch 11.20
Smite healing based on max health reduced. Gromp and Ancient Krug base AD decreased.
Smite has always been a powerful spell to heal your way out of death in the jungle, but it's doing this a little too well. We're partially reverting the 11.10 Smite changes to reign it in. To compensate, we’re reducing a couple of the stronger camps' base damage to help early game clear.
Alongside Gromp’s buff and the hit to Ravenous Hunter, we’re adding an extra healing bump by giving some base healing to make it less treacherous for the junglers who are less tanky and struggle to sustain themselves.
Patch 9.2
Challenging Smite
Damage decreased. No longer grants vision of the target.
We're reining in the kill pressure Challenging Smite grants junglers.
DAMAGE VS CHAMPIONS : | [60-162 over 3 seconds] | |
⇒ | 48-125 over 2.5 seconds |
Hot off the Nexus Blitz presses!
Pre-season’s changes have given junglers too much early-game power. We’ll continue investigating early clears as we move into the new year, but for the moment, Smite’s sustain is going down so junglers can’t convert their early advantage into lane pressure so efficiently.
Smite bonuses (the benefits you get from Smiting a camp) are a feature we actually think functions pretty well at giving junglers tools to contest objectives and control the map. However, we think we can do better, so we’re removing Smite bonuses to give us room to make improvements elsewhere. However, there is one important function of Smite bonuses that we haven’t reliably replicated elsewhere: sustain. Smite will continue to carry that burden whenever used on any camp.
v6.1
No longer triggers spell effects.
Smite's been through an interesting transformation. Once one of League's more 'vanilla' spells, it's turned into a multi-charge, multi-augmented ability that provides tons of utility. While Smite's slowly crept up in strength, it was the introduction of Runic Echoes interaction with Smite where we finally needed to draw the line. Having an instant high-damage nuke is probably not in anyone's best interests.
Smite charges 5 seconds faster. Pretty massive.
v5.4
Smite's range is shorter when used against champions, but isn't THAT much shorter against jungle monsters (and in a few cases, unchanged), due to the way hitboxes are designed.
- Time to be honest: the power of Chilling Smite is just too high. We love that it adds a new tool to the game, but it's shoring up champion weaknesses so well (that is, every champion who uses Chilling Smite extends their engagement range to ~675) that we know we'll need to do this range reduction sooner or later. Otherwise, Chilling Smite just becomes a necessary purchase in order for everyone to compete.
- RANGE :
750 (center of champion's hitbox to center of opponent's hitbox)⇒ 500 (edge of champion's hitbox to edge of opponent's hitbox) - BUT WAIT, THERE'S CONTEXT : The above change should roughly be a ~175 range loss against champions, with many monsters being unaffected (due to them being fat), although some might require you to be a little closer
Smite now stores charges up to a maximum of 2, but has an internal cooldown of 15 seconds so you can't do silly things like double Smite things.
- Right now, Smite's a pretty important ability for a lot of reasons (securing buffs, smiting other folks, farming the jungle), so we're seeing most junglers start to 'hoard' their smites as the game progresses. When you think about it, that's a pretty significant chunk of cool things a jungler misses out on (as long as Dragon or Baron are up), so we looked for potential solutions.
- Like Smite charges."
- [NEW] CHARGES : Has 'em. Smite now gains charges at a rate of
1 per 60 seconds with a maximum of 1 charge at any time⇒ 1 per 75 seconds, with a maximum of two Smite charges at any time. - [NEW] A COMPLICATED START : Smite starts with 1 charge and only begins to gain additional charges at 1:40
- [NEW] NO DOUBLE TAPPING : Smite now has a cooldown of 15 seconds
- Cooldown lowered to 40 seconds (from 60)
- Damage reduced to 390-1000 based on champion level (from 460 + (lvl x30))
- Smite damage increased to 490-1,000 from 445-870
- Now improved in the Defense tree instead of Offense
- Improved Smite no longer reduces cooldown but the gold gained on cast is increased to 10 from 5
- Cooldown reduced to 70 seconds from 75 seconds
- Fixed a bug where you could Smite Baron Nashor from behind his den
- Now deals true damage instead of magic damage
- Now removes stealth when used
- Damage per level reduced to 25 from 35
- Damage reduced from 575 +25 x level to 420 +35 x level (1,060 total down to 1,050)
- Fixed a bug with Consume, Smite, and other spells that would make them not castable for periods of time where they looked like they were castable
- Changed damage from 600 to 575 + 25 x your level
- Cooldown increased to 90 seconds from 75 seconds, and damage is now reduced by the target's magic resistance
- Plentiful Bounty talent bonus gold from Smite decreased to 5 from 10
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