About team comps and how to draft. I'll try to explain as simple as possible. Bad comps lack CC (crowd control - stuns, roots, etc). Guardians are the main source of CC so you need at least one in your team. But you also need to pour damage on stunned enemies, this will be done by mages and hunters. Assassins and warriors aren't so good in arena because they lack AoE and CC (with few exceptions like Odin which has both great CC and deadly AoE damage).
Standard team comp is: 2 mages + 1 hunter + 1 assassin/warrior + 1 guardian.
SS: Overpowered because of their CC/AoE, always welcome picks for arena. If you'll main these, you'll win a lot.
S+: Great kits, safe start and nice scaling into late. Combining them with gods from adjoining tiers usually results in a win.
S: Gods that win a lot and also annoy their enemies a lot. They're not as strong as SS tier, but can counter some gods from it (ex. Hel can cleanse Ares ulti, etc)
S-: Winners that have some serious vulnerabilities to CC or antiheal (or skillshots which are hard to land on open space) which doesn't makes them S tier.
A+: Part of these gods' kit are useless on any gamemode except conquest (ex. Athena ulti), yet another part is overpowered on arena (ex. Athena taunt). Situational but good overall.
A: Totally balanced gods, nothing special, part of their kit may not work properly on arena but they're still not bad.
A-: Losers with underpowered kit for arena. Unlike A they don't have advantages on arena compared to conquest.
B: These gods are hardly viable outside of conquest. If you wanna play them, try siege and clash gamemodes. You won't succeed with them on arena unless getting very good matchup.
C: Absolutely useless, they do nothing but hindering your overall team performance. Don't pick them.
D: These gods hardly ever work. They are simply not that good for Arena
Ah Muzen Cab
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