For the most part, gods are quite consistent in their basic attacks except for two things. Animation timing, and the rage of ranged attacks.

Skins NEVER change the size, speed, timing or range of any basic attacks or abilities. They also never change the god’s collision area (hit box). The visuals will look slightly different but the actual hit areas and gameplay variables stay the same.

There are a few exceptions though. Any exceptions should be mentioned in the ability descriptions. After reading the recent Reddit thread I am having the design team update ALL god’s basic or passive descriptions to mention if they have unique basic attacks. This will be present in patch 4.18

Animation Timings

ALL gods have different animation timings. This slightly adjusts (by fractions of a second) when the hit actually occurs or the projectile actually fires during a basic attack animation. Gods with short pre fire and long post fire on their basics are good for basic attack cancelling. Gods like Thoth have longer pre fire before the basic projectile shoots. We did this because of an animation treatment we wanted to convey and because he has his wall buff. Also hit chains might include shorter or longer attacks with more or less damage respectively. This is all documented in the basic attack description already. Hunters that use bows have 0 pre fire. Hunters with other weapons can have different timings. Mages, Guardians, Assassins, and Warriors all have varying timings.

Range of Ranged Attacks

Some Ranged Gods have what we call an “offset” to make sure the projectile looks like it is shooting from the source of their weapon instead of directly out of their chest. This can move the projectile’s range slightly, like Aphrodite, but never usually more than a few units. It can also make them not fire directly down the center line, like AMC.

This changes where the projectile starts. It will still travel 55 units (see below), but since it has a head start it will indeed travel farther than projectiles with no offset. It also means that theoretically gods with big offsets can miss basic attacks on gods standing directly on top of them (osiris with passive active), although this is very unlikely.

Melee gods do NOT have an offset. They always hit enemies within 12 units from the center of their collision area (hit box).

All of these numbers exist because the attacks look REALLY bad when they dont match up with the weapon. This is not a feature we intend to change and I don’t want this to spur a huge balance discussion amongst these gods. Most have them have been adjusted for years without players worrying about this number being perfectly equal. I do think that it should be properly documented, and we will post it here and possibly try to get it into the in-game UI. This system was created long before I even worked on SMITE, and I am simply maintaining it. A god’s animation range offset is not a constraint when designing a god.

Note that numbers might be extremely precise as to match the animation. This is intended. Also remember that hitbox size plays a part in the “can these two gods hit each other” calculation.



Here are ALL of the range offsets for ranged gods in SMITE:



Anhur: +0.9375 units



Aphrodite: +2.77625 units



Apollo: +1.25 units



Artemis: +1.875 units



Hades: +0.75 units



He Bo: +0.9375 units



Hel: +0.9375 units



Jing Wei: +0.625 units



Kukulkan: +2.5 Units



Neith: +2 Units



Rama: +2.5 Units



Skadi: +0.9375 units



Zeus: +0.9375 units

All ranged gods are consistent with following variables

Line Range: 55 units



Circle Radius of Projectile: 3 units



Travel Speed of Projectile: 110 units/s for hunters, 100 units/s for mages



Exceptions are Raijin, Isis and Ah Puch/Hades/Chronos/Zeus with radius 5

All other Hunters and Mages use these variables.

YES Xbal and Rama, and everyone else, have the same width (radius) basics. Even though Xbals look wider.



YES Xbal’s basic and toggled-on basics are the exact same size.



Even though visuals can make you feel like one is easier to hit than the other, the real differences are: animation time, offset, and hitbox size.



Raijin was intended to have it and his projectiles are visibly larger. This was a bit of flavor we added to the god’s design because of his bulkiness and the nature of a sound wave projectile. Its purely an advantage of the god.

Isis radii were intended because she has a unique hit chain and she has no per level attack speed scaling. Her current basic attack progression has all three projectiles at 5 radius, even though the first two are quite smaller visually. As of writing this article the design team has decided to change the radii to 3,3,5 from 5,5,5. We will playtest this internally and if it feels ok it will be in the 4.18 patch notes.

Ah Puch/Hades/Chronos/Zeus are bugged to be 5 when their projectiles clearly look to be the 3 unit size. This was not intended and will be fixed in 4.18

All melee gods are consistent with following variables

Area Range: 12 units



Cone Angle: 120 Degrees



The exception is Awilix, CuChulainn, and Bellona’s Scourge with range of 16



All other Warriors, Assassins, and Guardians follow these numbers. (except Sylvanus, who is completely different)



There are a few more specifics to be aware of

Some melee gods have cleaves inserted into their hit chains. This is not documented in descriptions but we will try to do this soon, or possibly later in S5 with UI changes.

The collision area does not actually change the range of melee gods’ attacks, but it can feel like it does. If you measure from their faces, the range is shorter, but we measure from the center.

Normal Gods have a collision area of a 3.125 x 3.125 unit square.

This is true for most gods from Ratatoskr to Odin. No god is smaller than this.

Khepri is the largest at 6.25 x 6.25 units (double the normal). Ymir and Sylvanus and a few other gods are sizes in between, but a majority of gods in the game are the 3.125x3.125 size.

Both Rat and Khepri have 12 unit basic attack ranges. But Rat has about more units of open space in that area. If they were standing in the same spot they would both hit the same distance away, but Khepri would seem like he is closer because he is so large. His face is actually closer to the enemy gods than rat is. From center, rat has approx 1.5 units of space occupied by himself, then 10.5 open for hitting enemies. Khepri has 3 units occupied and only 9 open for hitting enemies.

I hope this clears up some confusion about these previously hidden numbers in SMITE. As we move forward with the design blog and future UI improvements we will try to expose more of these to the community.