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SMITE 2

SMITE 2
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I’d love for every god to be playable in the support role. The new Eros’ Bow got me thinking about which gods could work with it, and I can’t stop imagining Arachne—my favorite jungler—as a support, weaving her web to heal and buff her team.

God: Arachne

Aspect Name: Broodmother's Embrace

Aspect Description:
Arachne’s abilities now apply a venomous silk to enemies and allies alike. When hitting an enemy, the silk reduces their damage dealt to Arachne and her allies by 10% for 4 seconds. When hitting an ally, the silk grants them 15% Lifesteal and 5% Movement Speed for 4 seconds. Cocoon (2) can now be cast on allies, granting them a shield equal to 8% of Arachne’s max health. Arachne’s own damage output is reduced by 15% while this aspect is equipped.

Aspect Justification:
This aspect transforms Arachne from a self-sufficient, aggressive jungler into a hybrid support/assassin, offering a more team-oriented playstyle. The ability to empower allies rather than just hunt enemies makes her viable in different roles, such as a support, jungler, or even a solo lane sustain fighter.

  • New Playstyle: Encourages protective peeling and support-focused gameplay rather than just assassinating carries.

  • Team Utility: Allows Arachne to be more engaged in teamfights, buffing allies while still debuffing enemies.

  • Balanced Power: The self-nerf on raw damage output is counteracted by stronger teamfight presence, making her useful beyond the early-game.

This aspect would make Arachne more viable in non-jungle roles while still maintaining her identity as a deadly predator, just one that also nurtures her brood! 🕷️

P

Aphrodite: Aspect of Lust
Aphrodite can now be linked to two allied gods at the same time. The ability Loving Bird no longer deals damage; instead, it applies a debuff to enemy gods, reducing their damage dealt by 15% and their healing received by 50%. Additionally, Aphrodite loses 1% of her current health per second while linked to two allies. She also can no longer reactivate her ultimate to teleport to her ally.
I think it could be interesting to play an Aphrodite who can link to more than one ally.

Izanami: Aspect of Corrosion
Izanami no longer uses mana to cast her abilities; instead, they consume health when used. The ability Sickle Storm no longer has a cooldown—it can now be toggled on or off to enhance her basic attacks. However, this ability no longer grants attack speed. She steals 10% of the strength and intelligence of enemy gods hit, up to a maximum of 30%. The ability Dark Portal no longer silences enemies.

Nu Wa: Aspect of Creation
Nu Wa's passive now charges as the match progresses, and the elemental strength buffs provided by her abilities have been removed. A maximum of two clay soldiers can exist at the same time. The ability Fire Shards now only affects revealed gods.

  • Wood Strength: Gained after destroying three enemy towers. Every 30 seconds, you gain a wooden shield that protects you from the next crowd control effect applied to you.

  • Water Strength: Gained after staying invisible in your mist for 60 seconds. The ability Mysterious Fog heals Nu Wa for 50 HP per skill level upon casting.

  • Clay Strength: Gained after creating 50 clay soldiers. This strength is enhanced with every additional 50 soldiers created. Grants magical penetration—5 per level, up to a maximum of 25.

  • Metal Strength: Gained after stunning 30 enemy gods with the explosion of clay soldiers. Your basic attacks and those of your clay soldiers deal extra damage to enemy Phoenixes and towers.

  • Fire Strength: Gained after hitting 30 enemies with your ultimate. Your basic attacks apply a burn effect to hit enemies.

Inpunktion's avatar

This is a wacky one for sure so bare with me. It's possible I burnt the food when I simply meant to cook. Kukulkan is known as "the bringer of wind and rebirth" however currently there is no part of his kit that embodies rebirth just wind... lots of wind. So here is my take on a support aspect for the slithery wind serpent.

Kukulkan: Aspect of Rebirth

  • Power of the Wind Jewel: Kukulkan passive remains the same but instead of gaining bonus intelligence, Kukulkan gains bonus protections based on maximum mana.

  • Zephyr: This ability no longer scales off of intelligence instead only dealing its base damage and slowing the enemy as normal. Firing this ability within his Whirlwind results in a more powerful slow.

  • Slipstream: this ability now provides its slow immunity and movement speed buff to nearby allies as well. If used inside of Whirlwind instead of dashing Kukulkan flies around inside of the tornado giving slow immunity and further increasing movement speed to allies in a wider radius this also grants them a strength, and intelligence buff.

  • Whirlwind: This ability functions as normal but provides a protection buff to allies within the tornado. This buff persists while allies are inside and dissipates after they leave the tornado for 2.5 seconds.

  • Spirit of the Nine Winds: This ability no longer scales off of intelligence and deals reduced damage to enemies hit. Any ally hit by the Spirit of the Nine Winds are healed for a flat amount.

Justification

Kukulkan has always been known as a powerful burst mage and he certainly embodies the power of wind but in his lore Kukulkan is again known as the bringer of wind AND rebirth. The kit I designed allows Kukulkan to function as a buffer backline support with a protection scaling passive and an ultimate that allows him to bring rebirth to his allies.

M

ULLR: Aspect of Patience

Weapon Master(P) no longer reduces cooldowns but grants increased physical damage to the opposite stance

Expose Weakness(Invigorate)(2) gains greatly increased duration when used with a stack of weapon master

I love the idea of an ULLR which doesn't just spam abilities but when you do get hit by one or hit one you know its gonna hurt.

As for the balancing of the aspect I was thinking around 10-20% increased damage on the next ability used, with an internal cooldown of about 5-7 secs so the buff isn't constantly active

As for the ability 2 portion of the aspect, I thought doubling the buff duration from 5 to 10 seconds would be a decent trade-off seeing as its the only ability which doesn't gain a damage increase.

Obviously I'm no balancing expert however and I've likely not thought about some specific scenario in which this is busted but i like it nonetheless and i hope you do too!

C

Izanami: Aspect of Pain

Spectral projection/2: No longer slows and has a slightly reduced base damage(-10 per level) but now applies a maximum stack bleed(same scaling from her ability 1), this will also remove the slow from her ultimate and slightly boost the bleed on her ultimate (+10 total damage at all levels)

Fade away/3: after dashing your next basic attack applies an enhancing bleed (doing 10/20/30/40/50 + 10% int scaling) hitting this attack will also reset the timer of all other bleeds currently ticking on all targets.

definitely a simple aspect and fits into her new kit easily and can make her fit more into the mid lane/ability damage playstyle yet not just burst but a tick damage machine.

Sol: Aspect of Burst

Stellar Burst/2: Stellar burst no longer slows, has reduced damage and scaling (40/60/80/100/120 +35% intelligence and 20% strength scaling ) but can proc basic attack effects and can crit for up to 50% bonus damage and procs crit item bonuses and effects.

Sol is already played in both carry and mid and this can be a throwback to when this ability used to proc poly and can give it a renewed life and be a fun addition to her kit while not being too crazy.

S

Amaterasu Aspect: Aspect of Reflection

The idea for this aspect would be to make Amaterasu Support a more viable pick, the idea would be to take away some of her damage and replace it with utility. Amaterasu currently serves an interesting niche with her aura buffs and giving her an extra piece of utility could really make her more support oriented play style viable.

The way Amaterasu 2 currently works:

Press 2 to begin charging your mirror and decrease all damage taken while charging. Reactivate the ability to fire a projectile that deals Physical Damage to enemies hit, increased by the amount the mirror was charged.

The way I propose this aspect changes Amaterasu 2:

Press 2 to begin charging your mirror. While the mirror is charging, reflect abilities and basic attacks for 1.25/1.5/1.75/2/2.25 seconds. If during this time, Amaterasu's mirror gains full charge, deal a percentage of reflected damage (10%, 20%, 30%, 40%, 50%) around Amaterasu after the duration has ended.

How this aspect changes Amaterasu's playstyle:

Currently Amaterasu is played mainly as a Solo Laner. However, with her aura from her 1, and her passive - Amaterasu has some supportive capabilities. With the addition of an aspect like the one suggested, Amaterasu could have an easier time in the support role with the addition of an extra piece of utility. This utility would enable skill expression in the form of correctly timing and reflecting key abilities that could be the difference between winning and losing a fight. Currently Amaterasu 2 does not serve much purpose for Support as it is mainly a wave clear and damage ability which overall takes away from her potential support capabilities. I think that in SMITE 2, role variation between classes should be increased and this aspect serves that well.

U

Jing Wei aspects:

Aspect of Ambition:

This is an augment to Jing Wei's passive. Upon respawn, or initial spawn, Jing Wei can choose any structure or jungle boss as a target. she gains additional movement speed while traveling towards her target, and addition damage when attacking it, Jing Wei cannot change her target until it is destroyed and gains lower damage to all other structures and jungle bosses.

This aspect highlights the cautionary message of her legend, warning of becoming too obsessive with a task. This augment seeks to change jing wei from a bursty pvp play style to a more objective focused playstyle.

Aspect of Pebbles:

This is an Augment to her second ability, removing the increased damage and crit chance, and adding a passive that sets her first attack against an enemy god, jungle monster, or structure to deal 10% of her normal damage, but increases exponentially with each subsequent attack.

This aspect would mirror her legend, and provide a significant change in gameplay, moving away from a bursty, pvp focused playstyle, to a more objective focused playstyle. Jing would still retain danger in a pvp scenario, as with a protective team, jing wei can quickly become dangerous if she is allowed to persist.

Aspect of Perseverance:
This is an augment to Jing's passive ability, Rapid Rebirth. After a death, when Jing Wei leaves the fountain, her passive instead grants her a stacking bonus which grants her bonus strength and movement speed, gaining one stack per sequential death, stacks are lost on a kill.

This is inspired by Jing's legend, where she faces an impossible task and continues despite the odds. The gameplay of this augment would be to negate snowballing effects felt by being killed repeatedly by higher level opponents, and reward Jing Wei if she seeks to continue pushing her lane and farming, sticking to her goal. This augment would change jing wei from her current playstyle by adding a slight discouragement to early game ganking, in favor of maintaining increased lane pressure via the additional power and movement speed. The additional speed would also allow her to more effectively rotate through camps, adding to the theme of 'little by little' from her legend.

Aspect of Very Large 'Pebbles':

This aspect changes jing wei's ultimate ability, instead of firing three bombs in a line, jing wei instead fires three bombs at targeted gods. After ascending, Jing Wei dashes a short distance, with her ability targeter snapping to the god nearest to the crosshair. she can cast this up to three times before choosing a landing spot. These bombs deal less damage than her vanilla ult but also provide a slow. The area is about the same as her persistent gust, allowing multi hits when used in conjunction with grouping abilities, or poor enemy positioning.

This ability isn't necessarily inspired by her legend but is more of a fun gameplay change.
It will also encourage the use of her ult for team fights as opposed to as a panic ult, escape button, alleviating some qualms regarding her playstyle by detractors.

Aspect of Drive-bys:

This is an Aspect that changes Jing Wei's third ability, agility. Instead of providing a buff to her stats upon landing, Jing Wei can now fire a single further enhanced basic attack while dashing that does not consume a charge of her 2. When activated while knocked up, this is an area attack instead of a projectile and deals increased damage.

Another fun aspect, not inspired by her legend. This would create a fun gameplay of dashing about the enemy team to deal damage, being annoying and distracting.

Aspect of Really Persistent Gusts:

This is an augment to Jing Wei's 1, Persistent Gust. After a persistent gust expires, it will leave a smaller gust behind which will only knock up jing wei, and no longer deals damage. The cooldown of persistent gust is increased by a large amount. This new, small gust is semitransparent and has a long lifetime. When Jing Wei dashes into this gust with Agility, she is knocked up again and has her cooldown on Agility refreshed.

This is another fun aspect. The gameplay here would change the use of jing wei's 1 from a solely reactively used ability to an ability that can be used in preparation. An adequately enthusiastic player might even be able to create a robust highway of gusts across the entire map if they choose to only use their gust in this manner!

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Kukulkan: carried by the wind

  • The movement slowdown due to kukulkan's basic attack is reduced by 5% for 6 seconds when an ability is used. (5 stack max)

  • Movement slowdown only affects kukulkan up to 50% of the original value of this slowdown.

  • Using an ability grant 10% attack speed for 4 seconds. (3 stack max).

  • Kukulkan's ability only recieve 50% of penetration that they are supposed to recieve.

  • Kukulkan's ability damage are reduced by 15%.

With the new system of strenght and intelligence, mage and guardians (has they were called in smite 1) can use their basic attack in a brand new way. Here, kukulkan would be the first mage in smite 2 to be able to base is gameplay around is basic attack.

Nu Wa: blessing from heaven

  • Mysterious fog now do 50% less damage

  • Mysterious fod grants 1% reduced damage every 0,2 second to allies when they are in the fog. last 4 seconds when exiting the fog. (20 stack max)

  • Fire shard deals 20% less damage.

  • Fire shard new effect: when casting fire shard, healing shard also appears and heal each teammates. healing shard heals double to the amount of damage done by fire shard.

Nu Wa will be, with this new aspect, more of a support character, using her ability to keep all of her teammates alive, if used in the right way.

L

god Anubis

Aspect name: Aspect Of Judgment.

when Anubis plays with this aspect he will lose lifesteal, damage, and slow on his ability 3 (Grasping Hands) but gets a root instead.

When Aspect of Judgment is active, Anubis becomes more predictable because his abilities take slightly longer to cast.

The root duration could scale with ability rank, eg ( 0.8/1/1.2/1.4/1.6 seconds).

Grasping Hands deals instant damage instead of stacking damage.

He will get a cc reduction of up to 10% of the cc apply

With this aspect, Anubis will cost more mana when active his 3

This will enable him to fight the 1 vs. 1 gods because he cannot escape.

K

-Aphrodite aspect-

Aspect of Heartbreak:

instead of Aphrodites first ability called "kiss" kissing allies, she can now kiss enemies and stay linked to them, her third ability now drains the enemies healthbar slowly and heals aphrodite by stealing their lost hp.

Aphrodites ult now excutes the linked enemy below 25% hp, ripping out their heart.

When aphrodite links to a new enemy god with this aspect on the passive of the Jaleousy buff will now be a Heartbroken debuff and will instead cause the unkissed enemy to take 15% increased damage for the duration of the original jaleousy buff.

Her 2 called backoff will now pull enemies in towards aphrodite and when linked to an enemy the enemy will also pull other enemies in range into the linked god this ability will be called "Come Here".

This aspect would be a really fun considering the idea what if aphrodite would break the hearts of her enemies by "cheating on them" and kissing other people.

This aspect would be cool cause it makes aphrodite a bit more viable in mid or solo lane since she now feels more like a damage dealing mage who steals health from enemies by draining them then instead being a backline orientated healer mage and i think this could be really powerfull and fun to see implemented into smite 2.

M

Hades :

Aspect Name: Soulbound Despair

Soulbound Despair transforms Hades ultimate into a delayed explosion mechanic. Instead of pulling enemies in and dealing damage over time, Hades marks all enemies in the radius with a Soulbound Despair debuff and if the enemies are marked by hades passive they get slowed , After 3 seconds the marks explode dealing massive damage in an area around each marked enemy , enemies can cleanse the mark by moving a certain distance away from Hades before the explosion triggers.

This Aspect shifts Hades from a sustained damage and control mage to a burst mage with setup potential.

It also creates opportunities for wombo-combo setups, where Hades can follow up on a teammate's initiation with devastating burst damage.

S

Ymir: Aspect of the Blizzard

This aspect would focus on turning Ymir into a more jungle or solo lane oriented god by giving him more AoE damage at the cost of losing hard CC like his Frost Breath. Ymir would become a beast to modify the battlefield thanks to the storms he would generate with his new passive, applying damage over time and slows in areas around the enemies

  • Passive: Blizzard King

In addition to his original passive, Ymir can now apply Frostbite multiple times up to a maximum of 3 stacks on the same god, upon reaching the maximum stacks the enemy god will generate an area around him that will slow the movement and attack speed of all enemies that are in the area in addition to doing magic damage per second

  • 2nd ability: Glacial Strike

At base it will do less damage than its original version, but it will do more damage if the enemy has 3 charges of Frostbite

  • 3rd ability: Frost Breath

Frost Breath no longer freezes enemies but when used against enemies with 3 charges of Frostbite, it will pull them towards Ymir and deal additional magic damage.

  • Ultimate: Shards of Ice

Shards of ice no longer makes Ymir immune to CC nor can it be channeled until it explodes, but Ymir can move while generating the area around him, dealing continuous magic damage and slowing enemies by applying Frostbite every second

I

I'm currently working on a document with Aspects for every God but I'll share a few of my favorites early here!

Cabrakan: Aspect of the Berserker

  • Shadow Zone (P) no longer affects allies but can gain up to 5 stacks of the increased damage dealt to enemies.

  • Seismic Crush (1) no longer stuns but can critically hit and has its cooldown reduced by 1s for every 300 damage Cabrakan deals to Gods.

This Aspects aims to shift Cabrakan into more of a bruiser or full damage role with his passive no longer protecting allies but increasing damage against enemies substantially. Seismic Crush loses the stun but can critically hit and can be cast repeatedly as long as Cabrakan keeps dealing damage to Gods.

Ullr: Aspect of Mastery

  • Ullr loses access to his Axe stance, but his Axe abilities are folded into his Bow stance.

  • Bladed Arrow (1) now stuns the first God hit

  • Expose Weakness (2) now provides Attack Speed AND Movement Speed while increasing the potency of both effects.

  • Hail of Arrows (3) now leaps to a location and fires the arrow shot at the original location

  • Wield Axes (4) now provides both Strength AND Lifesteal passively at all times while increasing the potency of both effects.

This aspect is a crazy one as it literally turns a stance switcher in a regular kit. I think this would turn Ullr into a more traditional attack speed Hunter as he loses access to the burst damage from his combo but gains a very powerful steroid ability from his 2 which gives both attack speed AND movement speed at higher values than regular Ullr. Similarly, his Ultimate grants passive Strength AND Lifesteal at all times at higher values than regular Ullr. This could make him much more scary with attack speed and crit at the cost of his burst damage.

The Morrigan: Aspect of the Changeling

  • The Morrigan no longer has abilities and remains in the base for the entire match.

  • She may select any allied God at any time to spawn and control an exact copy of them for 1 minute.

  • Recalling to base will cancel the effect early, allowing her to select a new target after a cooldown of 10s. This cooldown increases to the current target's respawn timer if The Morrigan dies while controlling a clone.

Ok so this Aspect is mostly just me going crazy and something like this would probably never be added to the game, but I like the concept. The Morrigan basically doesn't participate directly in the match, instead spawning temporary clones of allies with their exact level and build to fight for 1 minute. This would be balanced by the cooldown when recalling and longer cooldown if Morrigan dies while controlling a clone so that she can't just spawn one, die, and immediately spawn another.

But that's just a few of the aspects I have noted down in my document! I might reveal all of them at some point in a video or post but I'm still missing designs for some Gods.

M

I love the idea for the Ullr aspect but feel like having the 4 do nothing would feel strange in game (mainly because I like to spam the stance swap while waiting) maybe have it swap between 2 different really strong buffs e.g.

stance 1: 2/5/10/15/20% Attack speed, 5/ */10/ */15% Crit chance and */5/*/10/*% penetration

The reason left some blank is having too much of a buff in early game would be ridiculous

stance 2: 10/20/30/40/50 Strength, 3/5/10/15/20% Lifesteal and 5/10/15/20/25% Bonus damage to jungle monsters and bosses.

Ullr being a huntsman with no bonus damage to monsters has always upset me and I feel this fits

Giving this ability some kind of cooldown or mana cost might be necessary as reading through these buffs I've made them a bit too strong to be constantly active and instantly swappable

let me know what you think

I

Having it on a cooldown and rotating between 2 buffs could be interesting for sure!

Could also just give him a real ultimate with a normal long cooldown, lots to explore there really!

L

God: Zeus

Aspect name: Jupiter's Thunder

Description:
Have you ever wondered what a mirrored version of Zeus would be like? what if he was far more basic attack focussed instead? well do i have the idea for you!
To get the first change out of the way: Zeus's Basic Attack Scaling is now 80% strength+40% inteligence+100% Basic Attack Power.
Chain Lightning is replaced by Chain Thunber, When you activate it, for the next 6 seconds, Zeus's basics bounce, dealing 60% of basic attack damage and an additional 5 per level.

Aspect Justification:
Zeus currently feels like he can't decide if he wants to be a Mage or an ADC, but with this change, his normal form can be changed to be more mage like, and this aspect would give him a seperate yet familiar feeling for the ADC role, and this would also be one of the first few LARGE aspects, other than Cernunos that is, not to mention, it's a way to "Add Jupiter" without filling a slot with a duplicate, using the aspects to actually represent an aspect for a god and shake things up is great.

L

I love Serqet so I will be theory crafting an aspect that I think will suit her just perfect.
Everyone knows Serqet's comp history, switching between Support role and Jungle role is certainly one of her strong suits. It has led to many interesting draft strategies but sadly it has led her to get hit really hard with base damage nerfs.

So i will now try to stir back up the fire of the hottest most poienous Godess in SMITE.

Aspect of Togetherness:

Serqet 3: Lock into and enemy or ally and attach to their body dealing damage or healing minimal ammounts.

If connected to an ally, have the ability to be thrown out dealing damage and infect every ally hit in a circle with her mark and dealing damage. The attachment also provides them a STR and INT bonus like they are doped with good poison.
If connected to an enemy have them move randomly according to a mix of your and the enemy's movement key inputs. Crippling them for the duration. After a while detach yourself and gain a STR bonus for 5 seconds.

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