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スマイト
Summoner Spell

Smite

SMITE
MonstersTrue damage

Deal true damage to monsters and heal

Effect

Deal 600 true damage to a monster, epic monster or enemy minion. Consume Ecosystem Protection stacks to upgrade Smite (8 stacks total: 1,000 true damage; 20 stacks total: 1,400 true damage). While holding Smite: attacking monsters deals 30 – 225 (based on level) + 10% bonus Attack Damage + 12% Ability Power + 20% bonus Armor + 20% bonus Magic Resist + 3% bonus Health true damage, continuing for up to 2 more instances after you stop attacking. Restore 5 – 35 Health (based on level) per second while attacking monsters. Take 50% damage from non-epic monsters. Killing a large monster restores 100 – 260 Health (based on monster level, max at level 9). After the final upgrade: gain 1 Ecosystem Protection stack every 30 seconds, gain 5% Movement Speed in the jungle and river (10% out of combat), and earn 20 more gold from each jungle camp.

Gold Equivalent

Priced at item unit costs
794Gequivalent (match average)* estimate

Hunter's Funds gold makes up 50%

02505007501,000794
  • This spell
  • Other spells
  • Flash 971

#2 of 9 spells. Lowest: Exhaust 313G; highest: Flash 971G

BreakdownMatch average per effect
  • Heal while attacking monsters233G29%Lv1 104 → Lv15 307
  • Jungle move speed after upgrade75G9%Lv1 140 → Lv15 140
  • Survival factor87G11%Lv1 52 → Lv15 202
  • Hunter's Funds gold400G50%Lv1 400 → Lv15 400
By LevelThe headline is the mean of levels 1–15
  • Gold eq.
  • Match average 794
  • Flash 971
Lv1Lv5Lv10Lv15
Gold eq.5046069581,049
Assumptions Behind This ValueTap for details
Combat only: 50%

Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.

Survival factor

Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.

Move speed % as flat

Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.

Champion median

Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.

Full Calculation
Heal while attacking monsters 25–175104〜307G

BasisIn-game text (captured 2026-09-23): basic attacks on monsters restore 5–35 Health per second (by level); the extra from missing Health is left out. 5 seconds' worth (25–175) once per 45s charge is assumed

  1. 125–175 ÷ 45s interval × 5 = 2.78–19.44 per 5s. 2.78–19.44 ÷ median base regen 8–19 = 35–102%. 35–102 × 3G= 104–307G
Jungle move speed after upgrade192〜342G

BasisIn-game text (captured 2026-09-23): once fully upgraded (20 stacks), 5% move speed in the jungle and river (10% out of combat); only the in-combat 5% is counted. Assumed reached by level 10: 0 / 0 / 5 / 5%. Only in the jungle and river, so 50%

  1. 15% × 56G (1% of median base move speed 350 × 16G) × 50%= 140G
  2. 2Survival: +2.5% speed is counted as +2.5% effective health
  3. 3Median max health × 2.5% × health price= 52–202G
  4. 4Total 192–342G
Hunter's Funds gold: 40G each400G

BasisIn-game text (captured 2026-09-23): clearing a monster camp consumes one Hunter's Funds stack for +40 gold. Stacks build over time (the rate isn't shown in game). One camp every 45s, with a stack available each time, is assumed

  1. 140G × (900s match ÷ 45s interval)= 800G per match
  2. 2Half as the mid-match average= 400G
  • Total 504–1,049G (level 1–15)
  • Match average: mean of levels 1–15 = 794G

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