Ranked Joust 4.12
Last updated 10 months ago
For starters, this is the tierlist that I maintain on a patch-by-patch basis. I had a tierlist running through S3 from 3.8 to 3.25 and it had generally positive reviews, so I hope the S4 incarnation goes over just as well. The patch updates to the list come from balance changes and my personal experience in ranked joust (Diamond on Console). It is my opinion that, in joust, only 10-20 gods are truly viable at any one time, and these gods show up at or above S- on my tierlist. The next 10-20 gods are situationally viable, and they make up my A+ tier.
If you are new to ranked joust, I will now lay out some comp basics and how you see them in my tierlist. The comp is one of the impactful parts of a joust game, and the better comp will win the majority of the games. Typically, your comp will be two carries, one magical and one physical, and a support. Your magical carry will be a Mage. The role of the magical carry is to clear waves and kill gods and your top tier Mages will have burst, CC, and wave clear (like Chronos, Anubis, He Bo, Zeus, Chang'e). Your physical carry will be a Hunter or Assassin. The physical carry clears waves and burns objectives. The Hunters are best suited to this task, and the top Hunters will have strong clear, CC, and some burst (Medusa, Hou Yi, Artemis). Some Assassins, typically AA based Assassins, function well as the physical carry, but they usually lack some of the things that make Hunters effective. Support has the most variety with Guardians, Warriors, and Assassins serving the role. Supports must disrupt, peel, and set up kills. Guardians are your typical supports, with top tier Guardians having CC and damage (Ares, Bacchus, Sylvanus, Cabrakan, Athena, Kumbhakharna). Warriors also make good supports, but usually miss out on some prime Guardian characteristics. Your top Warriors will have big AoE disruption (Chaac). Finally, ability based Assassins can serve as supports. Because damage is a given, support Assassins must have some tankiness and a lot of control.
SS tier - The holy shrine of Joust gods. I've never used the SS tier, I keep it reserved for some mythical being that is a must pick/ban and can win any game just by being on the map. These gods would be must pick/bans.
S+ tier - These gods are the upper crust of Joust meta. These gods can be effectively used in any comp and should be picked or banned in most Joust games.
S tier - The S tier makes up the Joust meta. The backbone of any comp should be centered around S tier (S+ when you can get them, S- when you need them). These gods are very strong and have very limited counter play.
S- tier - The "next best things," these gods are either more comp dependent than S tier gods or have more counterplay options.
A+ tier - These gods are fringe meta. With a good comp or an experienced player, these gods can be played reliably. Most A+ gods are either on their way into or out of the meta.
A tier - Baseline of god balance. These gods have nothing that hurts them in Joust, but also have no distinct advantages. These gods won't be banned and will rarely be picked.
A- tier - These gods are at a slight disadvantage in Joust compared to their role counterparts.
B tier - These gods need some love from HiRez before they should be played in ranked Joust.
C tier - C tier gods are at a strong disadvantage in Joust.
D tier- Spider tier.