Passive – Berserk
Cu Chulainn does not have a Mana Bar, instead having a Rage Bar. His Rage is capped at 100 and only regenerates up to 25 Rage. Hitting Abilities, Basic Attacks, or allies and himself taking damage cause Cu Chulainn to gain Rage. After being above 85 Rage for 3 seconds, he goes Berserk. While Berserk, Cu Chulainn gains Power and Maximum Health and his Abilities change.
Cu Chulainn thrusts his spear forward, damaging all enemies in front of him and stunning less powerful minions. Successfully hitting an enemy with this ability restores 6 Rage (to a max of 18). Barbs from his spear stick in opponents and reduce their Healing taken for 4s. In his Berserk Form, Cu Chulainn instead slams his massive arms down, damaging and rooting all Enemies in front of him
Cu Chulainn vents his anger as superheated steam, increasing his Movement Speed and draining his Rage. Every .5s while in this state, all enemies within range are damaged by the heat.
Cu Chulainn vaults over his spear, leaping to a target location and slamming it down to damage enemies around and in front of him. Successfully hitting an enemy with this Ability restores 6 Rage (to a max of 18). In his Berserk Form, Cu Chulainn instead charges forward, damaging and driving all enemies back with him.
Cu Chulainn swings his spear in a circle around him, Damaging and knocking up all enemies. Successfully hitting an enemy with this Ability restores 12 Rage (to a max of 36).
Cu Chulainn Clap
cu chulainn Wave
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“Dreamhack Valencia is approaching and 4.11 will be the Patch that both the SMITE Pro League and SMITE Console League will be played on. In 4.10, we made targeted adjustments to Cleave characters, Sundering Spear, and minor God and Item balance which were causing problems at high levels of play. We are continuing this level of focused change for 4.11 and are excited to see how the meta continues to evolve in the time leading up to Dreamhack with these changes in place.”
“Aura items have long been staples of Support builds for some time, and with Season 4’s introduction of Gauntlet of Thebes, that build become even more prevalent. Gauntlet Of Thebes was very cost efficient in terms of raw survivability, providing both forms of Protections with a high amount of Health, while also sharing those defenses to allies. We are reducing the Health and total amount of Protections provided to bring it more into line with other non-aura options.”
Decreased Health from
350 → 300
Decreased Magical and Physical Protections on Aura from
Sovereignty is also another aura item which provided a large amount of Protections both to the Support and their team. We are reducing the amount of Protections shared to allies, but moving some of the Protections onto the base Item. Supports should feel a similar amount of tankiness, but they won’t be sharing nearly as much as they were previously.
Heartward Amulet is normally paired with Sovereignty, but as a Magical Protection item, it was already more situational than Sovereignty and saw replacements in items like Shogun’s Kusari. We are going to watch the strength of other aura and defensive items before making other adjustments.”
Increase Physical Protection from
30 → 40
Decreased Physical Protection Aura from
30 → 15
“In a previous patch, we adjusted this item to be more weighted on the Passive, allowing for higher Power with less Protections, or vica-versa. This has allowed for players to cheaply gain a large chunk of Power with the utility of Protections in clutch early and mid engagements. We are increasing its cost to better reflect its new strength.”
Increase Cost from
2350 → 2500
Landing targeter should now immediately appear upon manually cancelling this Ability early
After firing all three chains, Daji will begin shifting to dismount the Pao Lao rather than waiting for her Ability to time out
“Cursed Strength is Fafnir’s golden ticket Ability, giving him strong Crowd Control, a powerful Slow and Protection Shred in Dragon-form. We are reducing the Slow from a maximum of 40% to 20% at all ranks. This should lessen his ability to control the enemy team during the later stages of the game, instead relying on his other late game team-oriented tools like Coerce to get the job done.”
Changed Slow from
20/25/30/35/40% → 20% at all ranks
“Ganesha’s Abilities all provide powerful utility to his team, making him a great Support pick across all skill levels of play. One consistent piece of feedback we received, however, was Dharmic Pillars didn’t feel as impactful as it could during most stages of the game. Rather than have the Slow component of this scale to 40% from 20%, it is now 35% at all ranks. Ganesha players can now choose to cage and enemy team and force them into a tough decision or drop the edge on a player, granting a powerful Shred and Slow very early into the game.”
Changed Slow from
20/25/30/35/40% → 35% at all ranks
“Nemesis has been a popular pick during this Season in the competitive scene, fulfilling the role of a tank shredder to great effect. However, many who experience Nemesis see her largely as an ultimate bot that doesn’t feel counterable. We have plans to look at her a bit more in-depth during the Mid-Season Patch (4.13) but wanted to make a minor adjustment before Dreamhack.
Scales Of Fate is seeing a reduction in the Power gained and stolen, lowering the maximum swing in Power that can occur when fighting Nemesis. This allows her to continue her role as a tank shredder, but reduces her strength as a duelist.”
Scales Of Fate is seeing a reduction in the power gained and stolen, lowering the maximum swing in power that can occur when fighting Nemesis. This allows her to continue her role as a tank shredder, but reduces her strength as a duelist.”
Reduced Power Gained and Power Lost from
6% → 5%