Editorial Rankings

SMITE 2 Tier List

Most tier lists present a ranking without saying where it came from. This one publishes its methodology first, because a tier list without a method is an opinion wearing a chart's clothing — and you should know which one you are reading before you act on it.

Last reviewed 16 September 2026

What this page covers

  • The exact criteria used to place every god
  • Why this list contains no win rate percentages
  • What a tier placement does and does not tell you
  • How to use a tier list without letting it make your decisions

How these rankings were decided

This tier list is an editorial assessment, not a statistical one. We do not operate a match-data pipeline, which means we cannot measure win rates — and rather than invent numbers that look authoritative, we have documented the reasoning instead. You can disagree with a placement and see exactly which judgement you are disagreeing with, which is not possible with an unexplained percentage.

The four criteria

  • Reliability — how often the god's kit does what it is supposed to do. A god whose value depends on landing a difficult skillshot against a mobile target is less reliable than one with point-and-click crowd control, regardless of the ceiling.
  • Counterplay cost — how much the enemy must give up to answer the god. A pick that forces the enemy to hold defensive cooldowns, buy a specific item, or change their positioning carries value even in the fights where it does nothing visible.
  • Failure tolerance — what happens when the god's primary plan does not work. Gods with a second act rank above gods whose kit offers nothing once the opening is answered.
  • Team dependency — how much the god needs specific teammates to function. A god who is excellent with the right support and useless without one is ranked on the average case rather than the best one.

What the tiers mean

S tier
Gods whose kits provide value that is difficult to answer without giving something up. They are reliable, they impose a real counterplay cost, and they remain useful when their primary plan is denied. Picking them is rarely a mistake.
A tier
Strong, dependable picks with a clear condition attached — a role they need, a teammate they want, or a matchup they want to avoid. In the right context they perform at S-tier level; the tier reflects that the context is required.
B tier
Situational picks with a genuine strength and a genuine cost. They are entirely viable and frequently correct, but they ask something of the player or the composition that A-tier picks do not.
C tier
Gods whose kits have a structural limitation that better opposition reliably exploits. Playable, occasionally dominant against unprepared opponents, and not something we would recommend building a ranked plan around.

What a tier placement does not tell you

Tier lists are most harmful when they are treated as instructions. A tier is a general statement about a god's kit, made without knowledge of the specific game you are about to play — and the specific game usually matters more.

  • It does not account for your comfort. A B-tier god you have two hundred games on will out-perform an S-tier god you have never played, in almost every case.
  • It does not account for the draft. A god's value changes enormously depending on what is already picked on both sides, and no static list can model that.
  • It does not account for rank. Kits that punish coordination errors are stronger where those errors are common, and kits that require coordination are stronger where it exists.
  • It does not account for patches. Any tier list is a snapshot, and this one is dated at the bottom of the page for exactly that reason.
  • It is not a measure of how fun a god is to play, which is a legitimate reason to pick one.

Using a tier list well

  1. Use it to expand your pool, not to replace it. The useful question is 'which strong god suits how I already like to play' rather than 'which god is highest'.
  2. Read the reasoning, not the placement. The explanation of why a god ranks where it does is the part that transfers to drafting decisions.
  3. Prefer comfort in ranked. Learn new gods in casual queues where a losing learning curve costs nothing.
  4. Check the date. A tier list from two patches ago is a historical document.
  5. Disagree freely. If you can articulate why a placement is wrong using the criteria above, you are doing the analysis the list is meant to prompt.

Frequently asked questions

Why does this tier list have no win rate percentages?

Because we do not have access to match data and would have to invent them. A fabricated percentage looks authoritative and is fiction, which makes it worse than no number at all. Instead the list publishes the reasoning behind every placement, so you can audit the judgement rather than trust an unexplained figure.

How often is this tier list updated?

It is reviewed when patches meaningfully change how gods function rather than on a fixed schedule, and the last review date is published at the bottom of the page. A tier list with no date is a tier list you cannot evaluate, so we always show ours.

Should I only play S-tier gods in ranked?

No. A B-tier god you have two hundred games on will out-perform an S-tier god you have never played in almost every case. Tier lists describe kits in the abstract; comfort, draft context and rank all matter more in the specific game you are about to play.

Why is a god I think is strong ranked low?

Most likely because of failure tolerance or team dependency — two of the four criteria. A god can be extremely strong when their plan works and still rank lower if they offer nothing once that plan is answered, or if they require specific teammates to function. The reasoning for each placement is published so you can see which judgement you disagree with.

Does tier placement change by rank?

Yes, meaningfully. Kits that punish coordination errors are stronger in brackets where those errors are common, and kits that require coordination are stronger where it exists. This list is written for the general ranked population and will not perfectly describe any individual bracket.