Smite 2 God Roster & Roles

Smite 2 God Roster & Roles

Smite 2 is currently in an Early Access phase, which is referred to by the developers as Open Beta. The game first entered a series of limited Alpha weekend tests in Spring 2024, before transitioning to a 24/7 Closed Alpha in late August 2024. The Free-to-Play Open Beta officially launched in January 2025. A full release date has not yet been announced.

This page was last updated in November 2025.

This document serves as a landing page for the Smite 2 roster, consolidating my knowledge for the game. Instead of focusing on information can be outdated quickly. I will focus on broad based philosphy for building. Along with returning achtypes to help group gods together that use similar style of builds.  Aspect system changes how characters function. This sometimes radically changes how things work. Offering up new build paths or playstyle changes. 

God Scaling Role  Aspect/Notes
Achilles STR Jungle, Solo, Support Jungle
Agni INT Mid, Carry Carry use STR
Aladdin STR Jungle N/A
Amaterasu STR Solo, Jungle Jungle attack auto
Anhur STR Carry More attack speed
Anubis INT Mid N/A
Aphrodite INT Mid, Support Support is weak
Apollo STR Carry N/A
Ares INT Support, Jungle Jungle
Artemis STR Carry Trades CC for clear/heal
Artio INT Support, Solo  
Athena INT Support, Jungle  
Awilix STR Jungle  
Bachus INT Support, Jungle  
Baron Samedi INT Support, Solo Trades utility for damage
Bellona STR Solo, Jungle  
Cabrakan INT Solo, Support Uses STR IF using it
Cerberus INT Support, Solo  
Cernunos STR Carry, Jungle, Mid  
Chaac STR Solo Hybrid
Cupid STR Carry, Mid, Support Support Hybrid
Da ji STR Jungle, Solo Attack speed
Danzaburou STR Carry, Mid INT ability-based 
Eset INT Mid, Support Support
Fenrir STR Jungle  
Ganesha INT Support  
Geb INT Support  
Guan Yu STR Support, Solo  Support INT, Hybrid
Hades INT Mid  
Hecate INT Mid  
Hercules STR Jungle, Solo  
Hou Yi STR Carry  
Hua Mulan STR Solo, Jungle  
Hun Batz STR Jungle  
Izanmai STR Carry, Mid  
Janus INT Mid  
Jing Wei STR Carry  
Jormungandr STR Solo, Support Support Hybrid
Kali STR Jungle  
Khepri INT Support  
Kukulkan INT Mid  
Loki STR Jungle, Support, Solo  
Medusa STR Carry, Mid  
Mercury STR Jungle  
Merlin INT Mid  
Mordred INT/STR Solo, Jungle  
Neith INT/STR Mid, Carry Carry STR
Nemesis STR Jungle  
Nu Wa INT Mid  
Odin STR Jungle, Solo, Support  
Oriris STR/INT Solo INT
Pele STR Jungle  
Poseidon INT Mid, Carry STR if carry
Princess Bari STR Carry, Mid  
Ra INT Mid  
Rama STR Carry  
Scylla INT Mid  
Sobek INT Support  
Sol STR Carry Carry STR
Sun Wukong STR Solo, Mid Use INT
Susano STR Jungle  
Sylvanus INT Support  
Thanatos STR Jungle  
The Morrigan INT Mid, Solo  
Thor STR Jungle, Solo, Support  
Tsukuyomi STR Jungle, Solo  
Ullr STR Carry, Mid, Jungle  
Vulcan INT Mid  
Xbalanque STR Carry INT
Yemoja INT Support  
Ymir INT Support, Jungle, Solo  
Zesus INT Mid, Carry  

 

 

 

 

 

 


Aspects & Core Build Philosophy

First, it’s worth stating clearly that not all Aspects are equal. Some genuinely add utility, enhance a god’s kit, or meaningfully change how their abilities function, while others are far more situational or niche. As the table above shows, many gods are now capable of filling multiple roles, though some clearly perform better in certain positions than others.

Overall, itemisation in Smite 2 is similar to Smite 1, but there are crucial differences in the underlying mechanics. The single most important rule is this: a god’s Scaling Type (STR / INT) dictates which items provide maximum value, regardless of the role you’re playing.

As a general rule, you should fully commit to one scaling type, only dipping into the other for a specific utility item if it genuinely provides meaningful value. While a handful of gods can make hybrid styles work, typically bruisers, this is the exception, not the standard.

The reason is simple: stats don’t combine efficiently, and items from different scaling trees don’t synergise well enough to justify splitting your build. When your primary damage scales off STR, building INT usually offers poor returns, and vice versa. God design reinforces this too, making hybrid builds feel more like a compromise than a strength.

Personally, I’d love to see this system revised so hybridisation and utility choices became more impactful or transformative, but right now, that simply isn’t how the game functions.

Build Philosophy by Role

Overall, itemisation in Smite 2 is similar to Smite 1, but there are some crucial differences in the underlying mechanics. The most important rule is this: a god’s Scaling Type (STR / INT) dictates which items provide the most value, regardless of the role you’re playing.

As a general rule, you should fully commit to one scaling type, only dipping into the other for a specific utility item if it genuinely offers something valuable. While a handful of gods can make hybrid styles work typically bruisers this is the exception rather than the rule.

The main reason for this is simple: stats don’t combine efficiently, and items from different scaling trees don’t synergise well enough to justify splitting your build. When your primary damage scales off STR, building INT usually offers poor returns, and vice versa. God design reinforces this too, making hybrid builds feel more like a compromise than a strength.

Personally, I’d love to see this system revised so hybridisation and utility choices became more impactful or transformative but right now, that simply isn’t how the game functions.


Carry

There are two main archetypes here: ranged basic-attack focused and ability-based. In practice, the only true ability-based carry right now is Ullr, who weaves basics between abilities. Most other “ability-focused carries” just end up functioning better in mid. The role itself doesn’t support them.

Carries are about pressure in duo and sustained damage. Ability-focused builds can’t consistently provide this. Carries must output reliable DPS to clear waves, secure objectives (Phoenixes and Titans), and melt tanks. That’s the role. Basic attack builds enable this. Ability-based carry is, for the most part, a dead archetype.

Primary Stat Focus: STR (Strength)

STR provides a 100% boost to Basic Attack damage, making it vastly superior to INT for this role. INT basic attack items are weaker overall at the time of writing.

Build Paths

Raw Damage
Focus on pure STR, Attack Speed, Penetration, and Lifesteal. This is about consistent, reliable output – yellow numbers and item procs doing steady work. Favoured in the current meta due to faster power curves.

Critical Strike
Invest in Critical Hit Chance for higher but more random burst damage. This path still uses Attack Speed, Penetration, and Lifesteal, but trades consistency for spikes. Higher gold cost means you come online later. Jing Wei is the clear example of this style.

Item Goal:
Maximise Basic Attack STR damage combined with Attack Speed and Penetration. While there are two paths, item choices heavily overlap. Outside of exceptions like Ullr (ability-based) and Jing Wei (crit-focused), most carries build very similarly.

The trend is clear: early pressure matters. Faster power curves are prized. You want to come online quickly, control the lane, and remain relevant before the enemy does.


Support

Support is less about being a passive aura bot and more about control, disruption, and enabling others. You’re not here to carry – you’re here to make carrying easier. Archetype-wise, support sits in a hybrid zone of utility, crowd control, tankiness, and general annoyance. Most gods can play support, but that doesn’t mean they all should.

Primary Stat Focus: Hybrid, but Role-Driven

Support is the one role where pure STR or pure INT matters far less than item effects, utility, and survivability. Your value comes from what your kit and items do, not raw damage numbers.

In practice, this means prioritising:

  • Health

  • Protections

  • Cooldown Reduction

  • Utility items

You want stat-efficient items that provide maximum impact per gold spent.

Aspects really shine in support for certain gods. This is where experimentation can meaningfully change how a character plays and disrupt expectations in lane or teamfights.

However, duo lane reality still applies: pressure matters. The loop is simple farm first, then fight but both are intertwined. If you don’t control pressure, you lose space. If you lose space, you back up.


Jungle

Jungle offers the most flexibility in playstyle: hard carry assassin, teamfight disruptor, or hybrid bruiser. You must adapt to the match and your god’s kit. Broadly, there are two dominant paths: basic attack and ability burst, with a pocket hybrid bruiser style sitting on the edges. Magi cloak with blink rest being offensive items is something you can do. 

Kali leans into basic attacks, Mercury into critical strikes, and most others fall into the ability-burst category.

Primary Stat Focus: STR (typically), alongside Cooldown Reduction, Penetration, and impactful passives.

Item Goal:
Stack Cooldown Reduction and Penetration to enable high burst windows. Some junglers can succeed by building bruiser-style – blending offense with survivability – especially when their kit supports sustained fighting or disruption.

Why:
Junglers aim to eliminate high-priority targets (Mages and Carries) in short windows. This demands full commitment to the damage stat their abilities scale with, similar to mid but with far more positional and timing pressure.


Mid

Ability burst damage is the name of the game here. This is where ability-focused damage dealers actually belong welcome home. Gods like Neith and Ullr can function here more naturally than in carry. Your goal is to farm, control space, and rotate to influence side lanes and objectives.

Primary Stat Focus: INT (Intelligence), Cooldown Reduction, Penetration

Item Goal:
Maximise raw INT power alongside Penetration and Cooldown Reduction to keep abilities threatening and available.

Why:
Mid laners are the primary source of ranged AoE or high single-target ability damage. Their kits scale extremely well with INT, making pure ability builds the most efficient and effective approach.

You farm, you pressure, and when you’re ahead, you move. That’s the rhythm.


Solo

Solo is the land of bruisers and brawlers. You’re expected to trade, sustain, and survive while still being a credible threat. You bully, disrupt, and apply pressure while your jungle plays around you. You cause havoc, they clean up. Ideally, you bring either what your team lacks or double down on a strength. More crowd control means more opportunities. This is also the experimentation lane sometimes you’ll see hard carries here, sometimes full disruption builds, and sometimes complete nonsense that somehow works.

Primary Stat Focus: Cooldown Reduction and Health / Protections

Item Goal: Create a bruiser profile by balancing survivability with meaningful damage. Typically this means defensive core items followed by STR-focused damage that complements your kit. Self-sustain (healing, lifesteal, shields) is highly valued for prolonged fights. You won’t always see STR-only builds here either some INT builds can succeed depending on the god and aspect. Occasionally, a team will opt for a full damage solo, which completely changes how both you and your team must play around fights.

Why: Solo laners need enough damage to pressure their lane opponent and threaten backliners, but enough durability to survive extended teamfights and frontline for their team. It’s a constant balancing act between threat and staying power.


BUT WHY?

Pressure in solo lets you exploit your farming lead and punish other lanes by rotating and forcing fights they can’t answer. It’s one of the most flexible roles in the game alongside support but only if you understand how your pick interacts with the rest of the roster and what your team actually needs.

One of the most important takeaways here is understanding what builds actually do not just the items themselves, but the overall goal of the build. What it’s trying to achieve. What power it’s meant to give you and when.

One of the good things about this game is there’s way more variety in builds than people give it credit for. Yes, there’s always a meta and a “build these items first” trend, but there are still plenty of flex slots. It’s about understanding your power spikes, when you’re strong, and what the other person is trying to do.

Honestly, I can usually tell how good someone is just from their first item and whether they understand why they built it. Warrior’s Axe is a safe, solid option overall, and Bluestone is best on ability-based gods with lots of procs but you’re trading safety for clear and damage output. Tiny decisions like that have a much bigger impact on your game than people realise.