Smite

{| class="fandom-table" !Update
| !Changes |
|---|
| Build 136 |
Added. Build 147 - Water boost effect increased (160% → 250% fire rate)
- Added minimum time before resetting wind-up (2 seconds)
- Wind up in advance if it spot an enemy at 52.5 tiles |}
Source: Fandom: Smite (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
{| class="article-table" |+ !Ammo
| !Stats |
|---|
| Surge Alloy |
- 187.5 damage
- -70.0% building damage (187.5 → 56.25)
- 4x pierce
- 20/sec interval bullets:
** 30 damage
** -75.0% building damage (30 → 7.5)
** Shocked
|}
{| class="mw-collapsible mw-collapsed article-table"
|+Expanded ammo details
!Ammo
!Stats Surge Alloy - Type: ''BasicBulletType''
- 187.5 damage
- -70% building damage (187.5 → 56.25)
- 4x pierce
- 20/sec interval bullets: ** Type: ''LightningBulletType'' ** 30 damage ** -75% building damage (30 → 7.5) ** Shocked ** 2.5-7.5 tiles length ** Bypasses point defense |}
Source: Fandom: Smite (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview
Smite is a powerful endgame energy turret that appears on Erekir. It is a 5x5 warmup-style turret that fires heavy burst projectiles (Surge Alloy shots) which spawn a stream of lightning.
Smite is intended as a high-damage, single-target and anti-elite defense solution that integrates with the game's cooling and power systems; it requires
Phase Fabric to build and benefits strongly from water cooling to maximize its fire rate.
The primary ammunition, listed as
Surge Alloy, deals 187.5 base damage per main shot with 4× pierce and spawns an interval lightning emission that fires 20 bolts per second. Each lightning bolt deals 30 damage; bolts bypass point-defense and apply the
Shocked status. Building damage for the main shot is reduced (main shot building damage is 56.25 after the -70% modifier, lightning bolts deal 7.5 to buildings after their -75% modifier). The lightning bolts have a length between 2.5–7.5 tiles and are treated as LightningBulletType, allowing them to arc through multiple targets and ignore point-defense systems.
Smite features a warmup (wind-up) mechanic before firing. It begins winding up in advance when it spots an enemy at 52.5 tiles. There is a minimum time of 2 seconds before the turret will reset its wind-up once started, preventing rapid canceling of its charge.
Shallow Water cooling via reinforced liquid containers dramatically increases its rate of fire; the water boost effect was increased in a later update (from 160% to 250% fire rate), making
Smite especially effective when actively cooled.
Practical usage and interactions:
Smite excels at killing high-health single targets (for example, top-tier enemies such as Quells and guardians) due to the large per-shot damage and pierce. A fully built
Smite can output an effective damage-per-shot total on the order of thousands when accounting for the main shot and lightning stream.- The low intrinsic fire rate means
Smite is best placed where it can focus on individual threats rather than relying on fast sustained DPS; cooling (water) is the primary method to increase its firing cadence. - Lightning bolts bypass point-defense, making
Smite effective against units protected by shields or PD installations that would otherwise stop standard bullets.
Smite’s pierce and chained lightning make it capable of dealing with groups of lower-tier units as well, though its design favors high-value single targets.- Because
Smite has a visible warmup and a fixed minimum wind-up time, it can be pre-wound by detecting distant enemies (52.5-tile detection) so it fires soon after they enter effective range; interrupting its charge (for example, by destroying it or altering targeting) will cause the warmup to reset only after the 2-second minimum.
Smite shares certain visual and mechanical traits with other Erekir turrets (Titan,
Scathe,
Malign), such as having a warmup period;
Smite and
Malign are the only 5x5 turrets and both produce a halo of light when firing.
Build and balance history notes:
Smite was added in Build 136. Subsequent changes (Build 147) increased the water boost effect to 250% fire rate, imposed the 2-second minimum before wind-up reset, and made the turret wind up in advance on spotting enemies at 52.5 tiles. These adjustments improved
Smite’s reliability against missile-type enemies that previously caused the turret to repeatedly cancel its charge.