Overview
Loki is a genuinely polarising pick and it is worth being direct about why: his kit is designed to delete one isolated squishy target, and he contributes almost nothing to a fight where that target is protected. He has no crowd control that helps his team, no area damage, and no way to affect an objective fight he is not already winning. Against uncoordinated opposition he looks unstoppable; against a team that groups and wards, he is effectively a 4v5. He is documented here as a reference point rather than a recommendation.
Power spike
Early. Loki is most dangerous between levels 5 and 12 and becomes progressively less relevant as the enemy builds protections and groups up.
Skill ceiling
Low. The combo is easy and the decision-making is narrow — the honest ceiling on Loki is limited by the kit rather than by the player.
Strengths and weaknesses
Every god guide here lists the weaknesses as prominently as the strengths, because the weaknesses are what tell you which games this pick will not rescue — and that is usually the more actionable half.
What Loki is genuinely good at
- Invisibility lets him bypass wards and position for an assassination no other jungler can attempt.
- Very high single-target burst against a target with no escape.
- Excellent split-push threat — his decoy clears waves instantly and forces a response.
- Low mechanical difficulty, so the kit is accessible immediately.
Where Loki falls short
- Close to zero teamfight contribution — no area damage, no team-relevant crowd control.
- Fully countered by grouping, vision, and any guardian willing to body-block.
- If the target survives the opening burst he has no second act and usually dies.
- Falls off sharply once the enemy carry can afford a single defensive item.
Build and reasoning
Loki's damage is a single front-loaded combo, so flat penetration and raw power scale him better than attack speed. The uncomfortable truth about his build is that no item solves his real problem — he must reach an isolated target, and no amount of damage helps if he cannot.
Core build path
These are item roles rather than fixed product names, because specific items are rebalanced every patch and the reasoning behind a slot is not. Match each role to whatever currently fills it best.
- 1 Jungle starter
- 2 Cooldown and power item
- 3 Flat penetration item
- 4 Power and sustain item
- 5 Penetration item
- 6 Late-game penetration
Situational purchases
- Crowd-control reduction
- Worth considering by the third item regardless, since any single stun ends both his combo and his life.
- Defensive hybrid
- You need to survive the moment after your burst, which is when most Loki deaths happen.
For the reasoning behind these stats — why penetration outperforms power against a built target, why anti-heal has to be bought before it feels necessary — see the item and stat reference and build fundamentals.
Counters and synergies
What beats Loki
- Vision-heavy comps
- Wards and reveal abilities remove the only advantage his kit has.
- Body-blocking guardians
- A guardian standing on the carry means the isolated target never exists.
- Health-reflect items
- His burst lands in a tight window, so reflected damage returns all of it at once.
What Loki works with
- Lockdown supports
- A stunned target cannot escape the combo, which is the only way to make Loki work at a competent level.
- Global-pressure teammates
- Split-pushing is his best use and it only works if the rest of the team can hold a 4v5.
Practical tips
- Split-push while objectives are contested. Forcing a response is a more reliable use of Loki than trying to win a 5v5 he cannot contribute to.
- Use your ultimate to escape as often as to engage — the teleport component is one of the few outs the kit has.
- Practise the animation cancel in your burst combo; the difference between a clean and a sloppy one is the difference between a kill and a death.
- If the enemy is grouped and warded, accept that this is not a game Loki wins. Play for farm and side pressure rather than forcing picks.
Frequently asked questions
Is Loki good in SMITE 2?
A stealth assassin built entirely around single-target burst, with little teamfight contribution and no comeback mechanism. We place Loki in C tier. Invisibility lets him bypass wards and position for an assassination no other jungler can attempt. The trade-off: close to zero teamfight contribution — no area damage, no team-relevant crowd control.
What should I build on Loki?
Loki's damage is a single front-loaded combo, so flat penetration and raw power scale him better than attack speed. The uncomfortable truth about his build is that no item solves his real problem — he must reach an isolated target, and no amount of damage helps if he cannot.
Who counters Loki?
Vision-heavy comps: Wards and reveal abilities remove the only advantage his kit has. Body-blocking guardians: A guardian standing on the carry means the isolated target never exists. Health-reflect items: His burst lands in a tight window, so reflected damage returns all of it at once.
Is Loki good for beginners?
Loki is rated low difficulty. Low. The combo is easy and the decision-making is narrow — the honest ceiling on Loki is limited by the kit rather than by the player.
When does Loki power spike?
Early. Loki is most dangerous between levels 5 and 12 and becomes progressively less relevant as the enemy builds protections and groups up.