So I felt like trying to make a "tier" list partly to test my knowledge (and how rong it can possibly be). So this Tier list is gonna classify the type of gods within their class/role at which point in the game (early, mid, late) and why I think that.
however first a small explanation of how I define the game states.
Early game:
So for a lot of people the end of this phase can be a bit hard to classify and everyone has different classifications for it. With early game I am of course talking about laning phase. Normally this phase ends around the time the first tower goes down. The thing in casuals is that this can happen really quickly sometimes and people keep laning. So to classify it somewhat easy normally this phase ends around the ~10 minute mark or in item language after finishing or starting your 3rd item (assuming if you got a blessing after boots and the item. So for people classifying early game as the lvls before your ultimate you're wrong in this ranking.
Mid game:
This game phase also known as the grouping phase, is quite variable as it can be dependent on snowballing and things. This normally start after the first tower drops and lanes start to rotate more towards neutral objectives and the other tier 1 towers and farm on the map. The end of this phase normally ends around the time most towers have fallen and people start knocking on your phoenix line. Fire giant fights kinda mark the beginning of late game. Giving it a time is harder, however in terms of items we're talking around 5 items (it can be 4 or 4,5 items)
late game:
Better known as the teamfight stages. The stage of the game where most people tend to be grouped and start fights as a 5v5 unit that can decide the game. Marked by fire giant attempts and attempts to break into the phoenix line. also the point around which builds and lvls start to finish.
we also have hyper late game or long game, I am not considering this phase that much as it can be best determined as the point you mostly get pots or swap out tier 3 items that could have been better. This whole phase will be counted towards late. In most games games won't reach this as quickly. (this is the point around which you get speed pot to swap boots and after. The point at which teams equalize and 1 teamfight wins the game. Pretty much marked by enhanched FG buff and the likes.
for people that don't fully understand it and can translate LoL to smite terms this mobafire guide can maybe give you a better insight in the Moba game phases.
So up to the tier list do keep in mind that I will classify gods only once as the lane does not matter much for a gods better power spikes. The "mage adc" are put under adc though.
hunter/adc
A harder to classify role as the role itself scales pretty well into late game. Therefore early game characters can shine all game long. the thing that makes these gods early game is how well they clear and their ability damage. Expect gods totally reliant on enhancing basics to end up as late game gods. mid game most of these gods contain ults which helps with the small skirmishers
Early game
Ah Muzen Cab, a bit of a harder choice as I also feel like he could scale well into mid game, however his fast clear and damage from Stinger gives him an edge against a lot of gods early. This edge allows him to scale well into mid game, but falls of late game.
Izanami, Her early game has strong clear giving her an edge on a lot of other hunters. however it hurts her sustain. late game she can do a lot because of thethe power of her "unblockable" auto's. This can make you thrive in teamfights, as the more targets you can hit the better. Mid game is decent however she is snowball reliant. Late game your basic don't hit as hard unless you hit multipel targets.
Sol, maybe a weird pick, however most of sol's power comes from her passive and ability to poke well early game. Sadly her passive is to weak to keep up with others, making her fall of during later stages in the game. this is the point she shines at the most tbh as she is able to burst people well with her 2.
Ullr, probably one of the easiest picks for this category. The cause of this is his stance switching. One axe hit at lvl 2 into a full combo can be most of your health. This can easily end in him snowballing out of control. Dominating every game stage, although he falls of late game.
mid game
Anhur, while strong early, I feel he shines more when mid game starts. This mostly coming from his ultimate and his basics ramping up as Shifting Sands reaches max lvl. Late game however this damage drops off again.
Cernunnos, although quite strong early because of his pressure with Bramble Blast, I feel mid game is where he shines as the stats from Shifter of Seasons ramps up. On top of that his ult is quite a big AoE. He also stays quite strong late game, mostly because of his ult. Overall a good adc to learn the role with once you get used to his Shifter of Seasons
Chernobog, really hard to classify if he is mid or late game. His combo gives him decent clear early game and damage mid game. His ult also gives him the opportunity join into a fight from anywhere on the map which is both strong mid and late, although late game he can't use it as well to split push as he can't use it like Apollo to get out unless the enemy team isn't grouped. His steroid makes sure he does not drop off as much. In both mid and late game he is good, I only feel he is slightly stronger mid.
Chiron, the reason Chiron is here is because of his ability damage being in this stage and the CC immunity. His abilities are to telegraphed early for reliable damage, but provide decent clear. Late game the ability damage falls off and since he lacks a steroid he does not scale that well into late game.
Chronos, while his early game is quite weak, his mid and late make up for it. I just feel he shines more mid game with his ability damage and he won't get bursted trying to ult (or in most cases end up in a bad spot). While hsi ability damage drops late game he still stays a powerhouse with the right use of his Accelerate.
Cupid, while he suffers early game with clearing, he makes up for it starting mid game. Like cern he has a great ult for teamfights. While he scales well into late game he is stronger in mid game because of his burst potential with heartbomb, which becomes less as the game continues.
Hachiman, like cern he is quite decent all stages of the game. Good early clear provided by his banner, which provides him with more attack speed for late game. The reason I place him for his strength here is that his playstyle is slightly more aggressive, rewarding you for going in. His steroids are only mediocre late game, however do allow him to deal damage from a safer range.
Heimdallr, another hard pick because of his current state. the Only thing I can say for sure is that his early game is the weakest, because he does not clear that well, which allows you to bully him a little bit if you outclear him. However starting mid game, when he got a bit more AS and power he is gonna hurt all the way till the end of the game. The reason I put him in mid is that he is more reliant on his abilities which damage peak harder mid game. His AA progression hurts him slightly if we look at traditional hunter builds. He is still strong late game though.
Hou Yi, not such a surprising pick to see him here. However he is quite strong in all game phases as Ricochet or his early ult damage should not be underestimated. getting one kill with this allows him to snowball. However he shines more mid game as his ult is great in teamfights. late game he falls off a bit but stays relevant with his mark
Medusa, While I could have classified her early game as she can like some of the others do a load of damage her kit sees more value mid game. Her kit does drop of a bit late game. I do think her mid and early game potential are quite close towards each other.
Neith, her early game is quite decent. On the ability based spectrum she scales really well and with the AoE potential makes her quite dangerous late. The reason I classify her as mid game is mostly, because abilities drop off compared to AA focused builds. The other reason is that her ultimate can make better picks mid game than late game. Neith strongest point is still after finishing boots and trans if you ask me.
Olorun, the reason olorun is here already is because of the huge impact his ult has and since he can start critting at this point. With his steroid he also attacks decently fast already, which continues into late game hitting even harder. His early game is also decent.
Skadi, a hard choice as I feel most of her damage depends on kalldr. her early game is decent and a point kalldr can be really dangerous if people are not careful, however I think mid game he becomes stronger and he isn't dealt with as quickly as in late game, because most people don;t have that much attack speed yet. However, late game if kalldr stays alive he can wreck people. It's a bit hard to determine but kalldr can die a lot easier which makes her shine more mid game.
Xbalanque,for some slightly weird to find him here already, well we know he suffers quite a bit early game, because of his clear. He starts to shine a bit more mid game as his branching bola's are lvled and his passive has some stacks. This passive allows him to scales well into late game, however the bonus damage from bola's does not scale up that much, especially as teamfights start to get a bit more disjointed. Hard to tell if he is stronger late game or mid game. I just feel maxed bola's is the power point for most of his damage in teamfights (as crits and stuff don't apply to multipel targets) the damage from it drops later in the game as people get more Hp, so he lacks the steroid the late game gods have.
late game
Apollo, with his mostly basic attack focused kit and passive steroid he needs the items to go online. this phase also allows him to split push and join a fight with his ult.
Artemis, while she starts to get strong around the later stages in mid game her kit favors late game more with her ultimate and passive. She kinda is the best example of an adc as she has weak early, decent mid game and becoming a monster late game.
Freya, her lack of AS steroid makes her atrocious to play early game and most of mid game, while her mid game becomes less atrocious she really shines late.
Jing Wei, her kit is like a lot of others really reliant on auto attacks. While an early rage makes her quite painful mid game, I feel she shines more late game. Her early game is probably one of the worst.
Rama, his early game suffers quite a lot. mid game he already becomes stronger, however it's a close call to his late game. Mid game he gains his arrows back quicker making him quite a force especially with snipes from his ult. However with a double AA steroid I feel he shines a lot more late.
Guardians
Well a class that is a bit harder to classify as damage wise they all fall into the early to mid category. Luckily guardians provide more than only damage. pretty much what you will be seeing is high kill pressure guardians ending up as early game characters and really disrupting guardians being the better late game characters.
early game
Ares, well this one should be not surprising as his Shackles give him the highest pressure from the start of the game and if people misjudge can give him a kill immediately. Sadly after early game he transitions towards more towards an ult bot and aura totem, needing another team member to do the peeling. his mid game can be decent, however he does have to be ahead for it.
Artio, It's kinda a stance switchers thing. This gives them a lot of pressure from the start. In Artio's case she can run in stun and swipe you and then change to druid to heal up. This makes it harder to punish her. I have to say that his early pressure is why I put her early but she can be a mid game character just as well as she has quite some control with all her CC. She does fall of a bit late game as anti heal will be more prevalent, however she can still provide a lot of disruption.
Bacchus, he is really dependent on not getting interrupted, however if he isn't interrupted his bellyfloping into belching in your face can provide a lot of pressure as you will be CCed twice. On top of that his early mitigation make him hard to punish for it. Include Intoxicate and he can pretty much one shot an adc or mage. This can continue into mid game if he snowballs a little bit. while he is not much of a damage threat late game compared to the other phases he can stil provide a decent disruption at the start of a teamfight.
Jormungandr, his combo and auto attacks provides a lot of pressure. Allowing him to bully his opponent in solo lane (and in support too altough it's harder to hit there) this only drops during the mid game in which he transitions into a tank for late game with decent disruption.
Ymir, an easy god to place here. While a competent Ymir can do a lot with his frost breath wall and ult to disrupt teamfight late game he is kinda like Ares that others will need to peel. the reason he is placed early is because of the insane damage output Frostbite provides with his kit. This gives him a lot of kill pressure early. the late the game goes the more the damage falls off and with his low hard peeling capabilities he loses value late game.
mid game
Athena, although she has good early pressure, with Shield Wall and Reach I feel Athena prefers the fighting during the grouping stage more. Mostly because this allows her to ult in and turn a 2v2 in a 3v2. Late game she can also do this, but since you are mostly grouped you would need to ult in the middle of a teamfight for it. On top of that her disruption is not that big as she has only her Confound for it.
Cabrakan, honestly a hard one to place. the only thing I would say is that he is not that much of an early game god. Both in solo and support he will run into mana issues quite easily (if his blue gets invaded). On top of that he is telegraphed if he is not standing next to you already. I feel like he needs some items to mitigate his mana. I think his best point is the mid game where he can provide disruption without getting focus fired like he can get in late game.
Cerberus, another one that I found quite difficult. He can provide good early pressure with his combo, however I think mid game he will shine more as the damage will still be there and his ult value will go up. On top of that he heals from enemy heals in fights so he also sees more use out of his passive in these smaller fights. This can even make him shine late game, although he provides less disruption than others. Just an all phase around decent god that I feel has the highest potential in the mid game.
Ganesha, his early game is quite decent, however I think he sees better use out of his kit mid game and late game. the reason I placed him in mid is even though he has quite some disruption this disruption sees bigger impact in smaller fights than in teamfights.
Khepri, it's pretty much how he changes late game to being valued for his ult. However I feel his CC is better mid game. During his pull he won't be able to act for a while and late game he can get a bit melted for this. Also the revive on his ult is not as strong as 45% hp on a squishy is gone super easily. His early game the pull also slightly hurts him as adc tend to do most of their damage AA you anyways and he stays reliant on his allies.
khumbakharna, honestly I am placing him here as in general he is pretty good in all stages of the game. Although he has not much damage early, his CC allows him to play quite aggressive. at mid game this reaches his peak as with his mez making him better late game and from there his CC stays a force. The amount of disruption he brings late game is huge, but in a teamfight his mez is more easily "accidently" broken. Therefore I place him at mid.
Sylvanus, although he has also a way to pick people off which is better when the whole team is there he isn't able to control the enemy that well. On top of that his heal has a lower relevance late game. His AoE auto attack helps his early game, but all his tools prefer mid game more.
Terra is a bit of a hard one to place. Mostly between mid and late game. The tools she has prefer more targets (her ult, AoE stun and root). the reason I put her here is mostly because antiheal being more prevalent here, which hits her kit a little bit. Overall she is quite good in both phases, but just a little bit more in mid.
Xing Tian, while his early game he can be quite aggressive, I feel his mid game is where he shines, with his double jump he can rotate quite quickly and his ultimate also like more targets. The reason I place him mid is mostly the rotation speed and damage potential late game.
Yemoja, So I could have placed her early game as her lack of mana gives her quite some pressure, however I feel that mid game she is stronger as she has not only more damage and more potent heals she also has more Omi (and regen) to play with. Late game is when she starts to fall off a bit as Omi can run out quite quickly in a teamfight, unless it's a prolonged poking contest (which happens more often mid game).
late game
Fafnir, while his passive is decent early game and some of his abilities he feels on the weaker side early. The pressure that he can give is only meh. Mid game he gains a bigger potential, However the reason I did place him here is because of his Coerce, which scales of other gods. His team fighting is pretty good too because of his dragon form, with protection debuffs and more stuns.
Geb, for me this was quite an easy pick. Geb's early game is nothing special. Mid game his potential rises a lot as rollout gives him quite some mobility. However IMO does his shield and initiating combo provide him the spot in late game.
Kuzenbo, while he is quite a menace early game with heavy poke from nene kapa and a good mid game, I feel his ult and Shell Spikes can easily place him here. his ult such a long disruption tool and his spikes scales up as the enemy scales up.
Sobek, although his pluck is dangerous at any stage of the game, late game being able to get the pick can swing things. Include his ult 50% inbuilt antiheal and Tail Whip's disruption gives him this spot. This is even noticeable that he wants to get there, as early game while he can't really kill he is also hard to kill with his passive's protection. the reason I placed him in late game over mid is that he likes to disrupt as many people as possible, which mid game (grouping phase) also allows, but teamfighting phase gives more targets and more teammates to kill that plucked enemy while you keep the other enemies off.
warriors
So warriors are a bit easier to classify compared to guardians as their early vs late game depends on their potential to bully in a 1v1 (with only glad shield and boots) and teamfights. Warriors in the mid game have elements of both.
Early game
belonna, well not the biggest surprise as she can be considered the queen of bullies with her fast clear (unless interrupted). If she is not snowballing mid game she becomes better to handle for most warrior's, however with good use of her stances she wins most of the 1v1s. Her late game is better then her mid game again as the block stacks become more vital in this stage and can make her really tanky.
Cu Chulainn, although I am not sure if I should change it to mid game I placed him here as his double kit and no mana gives him an advantage over most solo laners, which allows him to try and get a lead fast. I can be overvalueing his early 3 lvls over the full early game and his mid game stays pretty much as strong. Late game I think he falls of a little bit as he has to manage his rage so he got both forms during the teamfights there is usually less time to build it up.
Hercules, pretty much the moment he gets ult he is able to one shot you. This early aggro falls of the further the game goes having him transition into a decent tank.
King Arthur, while he has a rough start the moment you have all your abilities he gains a lot of pressure. Pretty much because he has 6 abilities and 2 ults. This keeps him strong mid game, late game he drops of as his ult might see only 1 use (because of the lack of stacks).
Odin, I don't know if the change pushed him more to mid lane, however I feel his early game still holds a lot of burst with which is even easier to confirm now that he has a stun.
Osiris, well the reason osiris is here is not that hard to imagine: Sickle Strike spam. Combined with his passive providing mitigation he has a lot of duel potential. The later the game goes the more he goes towards a tank to provide annoyance in the middle of the enemy team.
Tyr, well another stance switcher put into early game, it's a trend. Well having acces to more ability casts really helps. like most stance switchers he drops of during the game. He still remains a threat as he can still chunk and catch people with Fearless
Mid game
Achilles, while he has bully potential early game I feel it's a bit weaker then other bullies. He needs more than his boots and glad shield to really start the pressure. The extra items allow him to get people closer and he gains a lot of kill potential with it. This slightly drops late game but he still stays quite threat.
Chaac, better known as the god of stalemates. The reason I placed him here instead of early game has to do with his predictably. His axe will be doing all the damage and he wants to hit the wave with it. I feel he becomes tougher to handle when his 2 or 3 has more lvls and he can easily out trade you in wave. On top of that his slow and ult are great teamfight tools so his value he gained mid game doesn't drop that hard into late game.
Erlang Shen a bit of a hard one to place, His duel potential in an AA fight is great early, however I think most bullies will still have their way with him. I feel his duel potential won't really fall of until late (as adc start to outdamage him) and with some items I feel bullies won't be able to push him around as much.
Guan Yu, honestly it was a bit hard to place him. his Taolu Assault if not interrupted provides him with a pressure opportunity as it steals protections, however I feel mid and late game out shadow this advantage as his kit is more teamfight focused (with the ult and CDR in his abilities). I placed him mid game as late game he falls of damage and healing wise.
Horus, while in support he can go pretty aggressive early game I feel mid game he shines a bit more and well his ult sees better use in mid game. Late game he falls of a little as his heal drops and ulting for the shield takes quite some time.
Mulan, The reason I place her in mid game is that at this point she will have the upgraded abilities which boosts her damage. Her early game should not get underestimated though as she does a lot of damage already. Late game she can also have an impact, however I don't think it is as strong as mid game.
Sun Wukong, Slightly hard to place. The reason I placed him here is that early game he won;t really do much more then farm and I don't find his teamfighting skills that big compared to others. The thing I do think he excels at, is rotating which suits mid game more then other phases of the game.
Vamana, not sure if I would move him up to late. so his early game is not really much to write home about, however mid game with more people to hit and not much anti heal on the enemy team he is quite dangerous, late game it doesn't fully change apart from anti heal being more prevalent.
Late game
Amaterasu, Pretty much the teamfight power Divine Presence provides, is the reason she is here. She can't really bully early but is able to clear pretty fast. She pretty much want the game to go longer as the more people are affected by her aura's the happier she is.
Nike, well IMO most of her kit is surrounded around protecting her allies. her early game can be strong as Rend exists, however all other abilities shine better during teamfights.
assassins
Assassins often tend to be played in jungle. And you can pretty much see 2 different types. Farmers and gankers. Gankers tend to have more of an impact during the early and mid stages of a game, while farmers tend to have more impact during mid and late game. we also have some god that can be seen as good invaders that can go for a search and destroy in the enemy jungle
Early game
Bastet, although this was more true for old bastet I feel the moment she has ult she will kill you. This continuous into mid game and even a bit better. On top of that Pounce makes her hard to punish so I could consider moving her up to mid game, however she likes to pick off isolated targets. in teamfights she can be more easily controlled.
Fenrir, the reason fenrir is here is because of his high damage from Brutalize and the easy acces to a stun. If this allows him to snowball he stays strong during mid game, late game his tools fall off and if he did not build bruiser his ult wil put him at a risk of dying.
Loki, ah our soon to be reworked teemo. So this one is going to need some explaining. Putting him late game would have been a big no no as he sucks in teamfights. So his strong points are mid game and early. If we aren't talking lane loki (which needs to wait for late game to split split and split push. making him a bit weirder). The reason I placed him early game is because of the ganking potential his stealth brings and his reliance on a snowball into mid game. His stealth can be a great ganking tool and since laning phase gives you the most isolated targets allows you to make some fearful ganks. If you snowball he becomes dangerous mid game as he has 1 shot potential (which falls away late game).
Susano, with his dashes teleport and pull he has a lot of early damage and chase potential making ganks very dangerous. This stays relevant in the mid game. Late game he can be more easily controlled depending on the amount of CC your team has.
Thanatos, no suprise here his early damage and heal makes him the strongest jungle being able to invade most other jungles and hard to punish. late game he falls of and would need to focus more on auto attacks then burst.
Mid game
Awilix, the reason I place her here is that while a good combo can do a lot early game I feel like she needs some more items to hit the sweet spot. Also with her ult having teammates around helps a lot with picking someone off.
Camazotz, may have a better fit in early game because of his sustain, however I feel he spikes a bit harder mid game when he has more lvls in his Screech for the power. His sustain makes him hard to bully though so his early game is not bad. late game he will get a bit countered by anti heal so some of his power drops but he still stays strong.
Da Ji, she has an ult that can pull in enemies. This is great in grouping phase. I also feel she is more power here as she relies on tock damage which burst less hard early game. her ult keeps her strong during late game.
Hun Batz, so our monkey is quite a decent all around god. with his double movement he has great ganking potential early. the reason I place him mid is that his ult is great for teamfights. He scales through mid gaining his one shot potential that keeps him strong late game (and made it a harder pick to place him.
Ne Zha, so he is pretty strong ganker during the early stages of the game, I feel mid lane he is much more of a theath. on top of that his ult removes you for quite some times and can do most of a squishies damage. late game his auto's keep him relevant however his damage does drop off a bit.
Nemesis, she is a hard one as it is build dependant. Early game she has good ability damage, however this falls of late and late game she will start to rely more on auto's and her ult. I placed her in mid as this is the point she can do a better job of picking people up instead of getting bursted down. all in all she is a really all around god depending on how you build her.
Pele, while her early game power is strong I feel she gets more benefit in mid hitting multiple people. late game she falls of as anti heal will be more prevalent.
Ratatoskr, while also strong early game and able to get an advantage by not having to base for his acorn, I feel he has a little bit more potential in mid game with his semi global ult and AoE focus on abilities.
Ravana, I feel his lack of gap closer hurts his ganking potential a bit. Also his focus on basic attacks makes him focused later in the game. Still his hybrid playstyle gives him more power during mid game if you ask me.
Serqet, early she is quite squishy and her damage is lacking. mid game this picks up if she gets crit with more burst potential. this continuous into late game where she can one shot you.
Thor also here because of his semi global presence. this does help with ganking, however makes him a big threat if you are grouped up.
Late game
Arachne her reliance on her auto's put her here and since she requires blink or ult to get in well. her early game is pretty awfull as her clear suffers and her burst being low.
Bakasura, like arachne he is AA reliant, however he is better as he can nom in an AoE destroying teams easily late game. while his clear is better his ganks are mediocre as he can;t burst someone down.
Kali, like most others in here, most of her power comes from her basics. Her early game her damage is to low to be a threat. however, the more you move to late game the more monsterous she becomes.
Mercury, also reliant on his auto attacks in the end. He can gank pretty well as special delivery during a gank can help his ally to hit his burst. late game he can box anyone and his ult guarantees him to get in the backline while CC the front line.
Set, while he can poke well early he needs to have protection for his full potential. late game is where he can spawn enough clones to burst you while being hard to kill.
Mages
Mages come online quite quickly. However their game depends on their early wave clear and pressure on their opponent. Expect gods with good wave clear or high pressure to be in early game and late game the mages that focus on teamfighting again. mid game will focus on rotating mages.
Early game
Agni, Agni's biggest spike is getting his ult. From this point onward he gains pressure with his bomb, which allow him to safely poke. This continuous into mid and late game. since it;s AoE damage they stay relevant.
Anubis, his early clear and sustain during this phase makes this his best part of the game. The moment he gets his ult he has insane kill pressure. Mid game the sustain is usually even higher although it will start to get countered by more enemies instead of only your lane opponent. While he is still able to put out big damage late game the anti heal and high damage of other characters can burst him down to quickly.
Hades, his pressure during laning phase is super high, sadly the further the game goes the more he loses his pressure.
He Bo, his reason for being here instead of mid is his poke. His high damage and possibility to poke with water canon and water sprout gives him a lot of pressure while laning. this kinda continues through the game however his range makes him fall off in teamfights.
Hel, like other stance switchers this gives her a lot of pressure early on. mid game she feels a bit worse and late game she feels quite strong again with her heal despite anti heal.
Zhong Kui, well early protections, damage and healing. These factors allow him to pressure a lot. his mid and late aren;t bad however his pressure drops a bit as his healing gets countered.
Mid game
Aphrodite, compared to a lot of other healers she has strong healer, however it is only her and a single target. I feel this helps more in the grouping phase, also her damage late game is slightly harder to get off without going out of position.
Baron Samedi, early game his wave clear is meh and without help his hysteria stacks slower. Mid and late game however he can have quite the impact with his heal alone as it scales on missing health. Still he feels stronger mid as anti heal is not as prevelant.
Chang'e, while having a team heal I feel most of her power lies earlier in the game. early game she can outsustain because of her passive and with early cooldown her pressure can be quite high. Top this of with being able to heal the wave. still I feel her teamfighting is stronger then her 1 on 1 making grouping phase her preferred phase as late game her damage and pressure drops because of low damage and anti heal being build.
Discordia, her reliance on a 2 ability combo puts her here. early game wave clear is meh and you can;t poke to safely vs most mages. and late game she needs to rely on getting her 2 ability combo off so her damage will have dropped slightly compared to mid.
Hera, I feel most of her power depends on argus, while her clearing is decent argus is easy to kill early game. This goes up during grouping phase and falls of kinda in late game as he is easier to focus.
Eset, early game she is kidna risky as she needs her movement ability to clear the wave. looking at the rest of her kit it helps out her team making her better during grouping and late game. she is in mid as I feel it is more dangerous for your enemy if they get hit by Spirit Ball.
Janus, well his whole kit is around rotating quickly with the help of his portals. Therefore it shows he is strong during the mid game. His early is terrible as his clearing sucks and his 2 ability combo makes his damage late game also lackluster compared to mid.
Nox, she is quite a weird mage with her control. as her burst takes some seconds to come out I feel she is stronger mid where others can use the disruption from her silence and she is allowed to taxi more during this phase. late her burst drops a little bit but she can do the same control wise.
Nu Wa, a bit of a weird one to place, I feel her early is not strong enough as her combo is far from there and late her combo damage falls off. I feel her reliance on the combo makes her feel the strongest during this phase.
Persephone, well if you ask me she is all around quite strong, while I feel she has a good early game as she can poke well with plants I feel the rest of her kit favors mid a bit better. late I feel she is harder to play as the time to set up plants is not always around.
Ra, he is an all around good god, however his 3 favors grouping and teamfights more so mid late game is where he wants to be, preferably mid as 5 teamamtes in a Solar Blessing is quite impossible without getting demolished.
Raijin, another all around decent god. I feel he comes online around mid game were he can;t be punished as hard for using his mez aggressively.
Zeus, early on his wave clear is meh especially since he wants to focus detonate for the poke. if you ask me he likes to be in fights with multiple people so he can ult and 3 and let his lightning bounce around. this starts in mid and continues in late.
Late game
Ah Puch, early he does not do much since he needs 2 abilities to clear effectively and you can safely clear corpses he lays around. mid and late game it will pick up as the chaos of teamfights hits and his ult is a huge AoE with quite some damage.
Ao Kuang, While in mid game he starts to pick up I think he shines better late game being able to burst most gods with his quick attack speed and the execute on his ult. early game he can gank, however it is not as dangerous as early game.
Baba Yaga, honestly she is here as I haven't really seen her get a solid footing yet. I do know her early game is meh as her randomness will hurt her early. Mid her damage ramps up a little however I normally only start to notice her late game damage wise.
Kukulkan, he has good wave clear but that is everythign his early game is. mid he can poke decently, however late game with poly he becomes a threat as he can oneshot you in multiple ways.
Merlin, haven't played him a lot however I do know how hard he shreds late game. His damage does kinda start around mid game, however late game he can kill most squishies if they misstep compared to mid game.
[poseidon], kinda hard to place he has decent clear making his early good and his kraken is good all game. I feel his basic attack steroid is why he favors late game more as after his combo he can still dish out a lot of damage with the autos.
Scylla, no surprises here, while she can clear well and mid game her passive kicks in late game being able to ult multiple times is where she kills if she does not 2 tap you with her base kit.
The Morrigan, she wants to one shot someone and then use someone else kit to demolish the teamfight. bit of a rough early game because of her ability range. mid she becems dangeroud but not one shot territory.
Thoth, he is here for his safe and good ability to poke before teamfights, early game it;s terrible, however the longer the game goes the more he can spam and poke.
Vulcan, he is kinda weird to place as his damage is meh. I'm placing him here as I feel a lot of power is in his turret however it does not hit hard until late game, same for his ult.
I will be adding the other classes over the course of the coming weeks as I don;t want this to take my whole day today.
Izanami definitively is an early game god. Just like Ullr, she totally depends of a snowball to be really relevant late game. Although her basics can really hurt because well, she is an ADC, her only strong point against other adcs are the clear wave + tower push, both not so useful late game.
I also would say Chronos is late game. Everything on his kit is more deadly at late game rather mid. I, in my very few time I played with him, felt it's more like this:
EG - You do nothing
MG - You start to do damage and do something
LG - You easily carry the game
He would be a hyper late game if you'd have included it, IMO of course.
I think I understand Dev's idea about Iza late. I can agree with what he's mentioned, being the "unblockable" autos. I've been a recipient of that, trying to use my tank as a shield and getting nailed behind him. But that's also quite situational. I don't think her late-game is bad, though. Her steroid makes her just as dangerous as most other hunters (and doesn't carry the weird out-back mechanics), she's got a similar line ability to AMC, etc. But I also agree she's got the largest advantage early-game.
Gotta say for Iza that I may overvalue the AoE AA damage potential. Mostly because I have seen "AoE" adc being able to decide teamfights within 3 seconds in both Dota and LoL. Will probably shift her after playing her a bit more. And well her ult can be seen a bit like AMC it's also a small (pretty far range) AoE with pretty huge burst.
Still my reasoning stays that, altough she may have an advantage over others early in waveclear giving her more pressure over most adcs, she will pretty much be hitting one target after and unless she uses Sickle Storm her AA damage is slightly worse unless both hit. The waveclear advantage also drops of already after adcs finish there first item as most other adc own waveclear at this point clears decently fast. This is the exact reason her midgame is worse as at this point she becomes more reliant on the auto's and boxing isn't a strong point for her and fighting in a small group people tend to be better aware of their spacing.
Late game this awareness drops in a lot of games and your team will see more setup making AoE damage a lot stronger. put this on the dps part of a dps god and it can dominate fights ( Rama and Jing Wei have the same potential, Xbalanque too, however his AoE only hits for 30%)
It could be I remember Chronos his damage output wrong, however I believe that the moment he grabs Demonic Grip (which I assumed as 3rd pickup although it could be 4th if he makes use of thyphons) his potential skyrockets harder than during the other item grabs. After ~3 items his steroid provides him with around 80-100 AA damage (at full health). So I felt like chronos comes online mid game and "late game" started for him there. and well I see a bit less value in the risk of using his ult late game, since burst potential is high and you can be mispositioned by it.
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