Remember Joust is a joke, but if you want to improve your teams maybe consider below. Have a nice day :)
If i put a god here i would believe they could not be beaten and should at all times be banned or played because of how broken they are. No god is like that, every god and team, can be beaten.
These gods exceed all the rest in their adaptability in games or truly game changing and breaking ults and abilities. They are pure annoyance, can never be counted out of a fight, and combat anything you throw at them. They require a higher level of play and strategy to play against and offer abundance of support for their team.
*play these characters if you want to win, they fit perfectly in a good team into a good team in Season 7*
These gods are your joust originals, the ones you've seen for years, or have just recently popped up as to being very viable. If they need a specific god on the enemy team to complete their comp these are probably the ones you ban second phase. They are held high for their ults and cc that instantly change fights, as well as damage they catch you by surprise with. These gods have much more leeway in play-style, you can be much more aggressive with these characters and poke your opponents with great ease creating pressure on their tower, phoenix, wave, and buffs. However still counter-able they lack much fewer weaknesses than the former. These gods require a great deal less of skill to pull off and are all about opportunity and picking your opponents based on multiple factors E.g. class, health, lead, lack of lead, importance to opponents team fight, and pressure they relieve if killed.
*These gods are the meta and counter the meta, simply put: They are joust ATM*
The gods here are two things: Either gods constantly on the come up, continuously establishing themselves as respectable picks in Joust, or they are the fallen kings and queen of joust; whom either the recent patches and nerfs/ new joust map have not been kind to, or have fallen due to the shift in meta being more warrior oriented/ changes to mage items and builds.
These gods are far from bad, i mean look at all the gods in A+ they're above, but they require a different play-style than the characters that out-rank them in the Tierlist, you need patience and commitment to make them work, you need solid communication of what you're doing and cannot be out of position without your team unless you are immensely ahead.
What puts these gods ahead of A+ is their team-play in being able to completely change the fight with either their Ults, sustain, or cc they offer for their team and opponents respectively. They are still counter-able, nearly every god is, but they still go very smoothly into creating a very solid team that can create pressure, defend and siege. They only get better with the mind of an experienced player, there downfall most likely is that you must land your abilities with these gods or you will instantly lose pressure, and they revolve around your team so stay GROUPED!!!
*These gods do fit the meta*
These gods are practically an enhanced version of the A Tier, the differences are that they have a lot more going for them either in survivability, damage, or team play, they can fit the meta and do not require much skill and patience to perform well. They are probably more middle or late game than those that proceed them, however still they offer excellent play when the higher tiers of their class are banned.
You might not grind the leaderboards of ranked with these characters, but take them out to counter specific comps, E.g. Healer or dive comps, and specific joust terror's such as chu chulainn, hel, or aphro. A majority of gods will go here, you can win with these gods without getting lucky or being severely better than your opponents, however they are very reliant on build strategy, team coordination, and I hate to say it but some require the S word: Skill!
Not all of these characters are unstable powerhouses, you actually need to pick your fights and position yourself accordingly, scary I know. Remember: Any of these characters are good with a good 3 man team and strategy.
*They can combat the meta if performed properly*
These gods require a team to be built with them or around them, never should be banned unless you know the people you're playing against will play them. in Joust, team comp is everything, these are viable characters however unless you are prepared to support them, play around them, or are good with them, usually not optimal.
*They are still very counter-able, and do not really fit the meta ATM.*
Unless you are patient, a one trick with them, or are using them to counter, usually stay away from these characters since they need a good team and coordination to actually be used optimally. Just play your six star aphro and shut up about it. Very easy to counter, or do nothing unless used as a direct counter or team built around them completely.
gods that will probably lose you the game but have enough going for them in their kit to work as interesting counter-play
Have more disadvantages than advantages I.E. pick literally anyone else of the same class
Oblivion- She's really good for countering dive comps, but unless you ACTUALLY hit everything with her and don't just say you do, STAY AWAY from her- Side note: I have never won with this god on my team, PICK SOMEONE ELSE.