Smite 2 Aspects Worth Using (A–Z Guide)

Smite 2 Aspects Worth Using (A–Z Guide)

Which aspects are actually worth using, and when?
Below are all the aspects I consider worth using. Some are better than others, but they all bring something to the table. A few are basically on par with the base kit, others enhance the kit so you can flex into different roles, and some are purely situational or personal preference. Before diving in, quick rant: I really don’t like how the game doesn’t tell you what half these aspects do. The numbers are missing, the descriptions are vague, and even the wiki feels empty. So some of this is based on feel and actual use rather than clean data. Would love to see some older aspects get some much needed love along with redesigning them. Some of the better ones clearly had more work put into them. Simple ones are great too. I’d love to see more scaling-changing ones and more aspects that genuinely alter how things function.

Last updated Dec 2026

Achilles – Jungle Time You can play Achilles in solo, jungle or support (support being the weakest). You don’t need the aspect for jungle, but it helps smooth things out. Combat Dodge still functions on camp hits, so your clear feels better. The downside is losing some bonus stats from Armour Form — protections, CCR, tankiness and HP — so you trade durability for strength and movement speed. Makes him a better jungler overall, just depends if you value the tankiness more.

Agni – Offbrand Carry This shifts him from a traditional burst mage into a weirdly effective ranged carry. You trade down your ability burst and scaling in exchange for turning your basic attacks into sustained damage with a DoT. You still keep all his setup, routes and mobility, but you build STR instead of INT. Less poke, less “bomb-from-a-distance,” more consistent damage. It throws people off because most have never even seen it.

Anhur – Early Game Bully or Not Pure preference. You trade 20 flat prot reduction (insane early pressure) for attack speed and better carry scaling. Do you want to murder people early or scale harder later? That’s all it is. Both choices are valid and the aspect just opens extra build paths.

Artemis – Run-It-Down Mode You trade your root for better clear and a sustain tool, which shifts her from pure glass cannon to sustained bullying. It lets her flex into support or jungle with some early pressure. It doesn’t fix her immobility, nothing will, but it makes her less miserable in early fights. Better early game, weaker late game, and lets you run at people even harder.

Artio – Pick a Stat, Commit Fully Forces you to choose one stance and stick to it. Druid becomes full INT scaling, Bear becomes full STR scaling. You lose stance switching entirely, which is the huge trade-off, but gain improved numbers and clearer identity. Hybrid builds die instantly, you must commit. Very matchup-dependent but incredibly strong in the right spot. Even allows Bear-form jungle if you want to bully and brawl.

Baron Samedi – More Burst Base Baron is already flexible (support, solo, mid). This aspect shifts him toward more damage and lane pressure by trading healing and some CC for raw output. With his strong base numbers, the added damage works extremely well. Turns him into an annoying tanky frontliner who still hits hard. Miss your root and your whole plan dies, but it’s strong for a bruiser-Baron playstyle.

Bellona – Hit People Faster Gives her teamfight utility by letting her generate block stacks for allies and more sustain. She loses some personal damage but becomes a nightmare in extended fights. Because her base kit is already amazing, this aspect just makes her even more oppressive in certain matchups. Very popular at higher levels.

Cabrakan – Burst Cannon Mode Completely changes him into a full burst assassin — fat Loki. You turn your kit from bruiser trading into “one-shot combo someone and leave.” Works in jungle extremely well and still playable in solo or support. Hybrid scaling lets you build STR or go tanky INT for bruiser burst. Loses durability, gains huge kill threat. One of the best example-aspects in the game.

Chaac – Spam City Trades healing for reduced cooldowns and bigger AoE damage. Turns him into a high-pressure poke bully who can endlessly throw abilities. Great in lane, maybe makes jungle Chaac viable but still not sure. If you want damage Chaac instead of sustain Chaac, this is the pick.

Da Ji – Basic Attack Madness Shifts her from ability assassin to basic-attack menace. You lose a lot of safer burst and cooldown comfort, and instead commit fully to attack speed thresholds (1.5 and 2.5) to scale damage sharply. You can proc effects but struggle for item slots. Weird burst pattern but surprisingly high if you commit. CC shuts you down hard, anything that blocks basics ruins you. High skill ceiling because you must position perfectly. Somehow makes her viable in solo too. Great twist.

Danzaburou – Release the Clones Trades CC for a damage-dealing clone that can body block and apply pressure. Early loss of CC hurts, but the clone scaling is good and improves his damage over time. INT or STR both work but STR feels better for a carry style. Situational but fun and surprisingly effective.

Esset – Flexing into Support Queen of mid and support. Base kit already has silence, shield and stun. Aspect lets you shield allies and grant them movement speed. Ultimate becomes an even better zoning/heal tool. Very strong at high levels, less common at low. If you like supportive mages, this is her best version.

Hun Batz – Stunning Adds a slow and a stun while trading off damage. Minor numbers change but big impact on how you take fights. More CC means more setup but less early punch. Mostly preference depending on your comp and whether you need damage or control.

Jormungandr – Cleaner, Meaner, More Annoying Similar to Bellona’s “more teamfight” aspect. Gives allies damage reduction, gives you lower cooldowns, increases knockup height, and even lets allies gain INT/STR bonuses. Basically turns you into a supportive bruiser. Strong in solo and extremely irritating early. Pressure monster.

Loki – Support Loki (Yes Really) Shifts his scaling, gives mitigation, and adds a blind. Designed so support Loki isn’t just jungle Loki trolling in the wrong role. It actually works as a pocket pick and catches people off guard. Lets him be a real three-role god: jungle, solo, support.

Neith – More Damage, Less Waiting Makes carry Neith much better by giving her attack speed she normally lacks. Mid Neith plays like a mage (INT scaling), carry Neith plays like a hybrid archer with ability combos. This makes the carry version not feel terrible. Small change, big impact.

Osiris – From STR to INT Converts him into an INT bruiser. Still one of the strongest solo laners in both forms. You trade escape for a slow, and your passive becomes a resource. Early bullying stays intact and the INT version has some surprising punch. Both builds are genuinely viable.

Scylla – Burst Baby Mode Hard to judge since it shifts her into a weird supportive or hybrid role. On paper it nudges her away from pure mid and gives her better utility patterns. Doesn’t make her worse, just different. Still experimenting with this one.

Thor – Bruiser Assassin Hybrid Another three-role god. This aspect improves his bruiser builds and gives him more presence. Jungle is still his best role but solo and support become more viable because bruiser Thor still hits hard and rotates constantly. Not the best laner but the map pressure is huge.

Xbalanque – Ability Mage Hunter Turns him from basic-attack hunter into a poke/ability-focused caster. Weird but effective. Abilities hit surprisingly hard and you play further back, throwing abilities instead of relying on autos. Was nerfed but still decent. You build INT instead of STR. Could see a future patch making STR hybrid viable again, but right now INT is the intended use.