This split has been all about Osiris and Bellona in the Solo Lane, but when it comes down to it, Bell is the way to go. Her clear is insanity from the get go. Bludgeon allows her to clear the wave quickly at level 1, and deal a ton of damage to any god caught by the hammer. It works especially well when being ganked by multiple gods, and puts in work against them. Scourge, her 3, gives her a crazy amount of sustain when paired up with Death’s Toll, which keeps her in lane longer than most Solo laners. It also has a disarm that works well in this meta against gods like Osirs, Cernunnos, Sol, and Rama. These gods have been played a lot, and the 2.25 second disarm at max level from Scourge can create a hole for a team to attack.
She passes Osiris here because of her mobility. Shield Bash blocks incoming damage, as well as gives her a small escape, which can be enough to allow a player to turn a fight. Her Ultimate is another big factor. Eagle’s Rally can be used as an escape multiple different ways, and it’s incredible the amount of plays that can be made off of it. A leap that gives a boost in protections, as well as a stun and physical power can be absolutely lethal in late game team fights.
After seeing some time off, Susano has made his climb back to the top of the Jungle meta and for good reason. His mobility is the best in the game, with a possible exception to Serquet. His Storm Kata is a great way for noobs to be annoying. But when in the hands of a pro, can be used in many different ways. Allowing free poke, and then an escape from the one ability, and being able to chain it together with his other abilities and auto attacks make for a good start.
Wind Siphon has the ability to create displacement in team fights. One perfectly executed Wind Siphon could end a team fight as it begins by separating a team, especially the squishies. Pair those two abilities with Jet Stream, and not only is Susano tough to lock down, but he’s tough to get away from. And just when you think you’re out, in comes Typhoon to knock you up preventing what you thought was an escape.
The Mid Lane doesn’t really have a pick that just screams at you to ban it like Bellona, Osiris, and Susano. Not right now at least. With that being said, Thoth is the god most likely going to be cherished in the Mid Lane come DreamHack. Due to his third ability, Glyph of Pain, Thoth has insane clear potential from afar. It may take him a bit to get online, but once he does, he can start clearing the wave and poking the enemy team without being able to hit him back. He’s also very safe with Evade and Punish, which is a solid escape dash though the Glyph of Pain but then can be used as a stun.
What Thoth is really known for is Final Judgement. It is an ult not unlike others, packed with a high amount of damage for things like objective secure. What Final Judgement brings differently, however, is the charge up, and ability to cancel mid charge. It can be used as a fake out or distraction, opening a window, or creating separation from the enemy team. It can also be fired fairly quickly to do things like steal objectives or pick off an enemy god trying to escape.
The support role has turned into a place for hybrid gods. Guardians who can play both offensively and defensively. No god is better at that then Fafnir. He has great early wave clear that can also punish an enemy god standing too close to a wave with Cursed Strength. His stun can be used to both set up kills and prevent them. He also has one of the strongest abilities in the game with Coerce. This ability buffs the damage and attack speed of the player it’s used on, allowing hunters to shred towers late game.
This is enhanced with his Ultimate, Dragonic Corruption. When used, it can separate an enemy team in the middle of a team fight, and allow your team to lock down players caught in the wrong position. It adds a stun to his leap, Underhanded Tactics, as well as making his Coerce into an AoE ability, allowing him to buff the whole team. He’s also one of the few support gods that can secure kills on its own.
Most hunters can be played currently and are considered viable. Rama, however, stands out from the pack. His damage late game is disgusting, and is boosted by his two steroid abilities, Astral Strike and Pick Me Up. He has insane tower shred and an annoying escape in Rolling Assault, that can be turned into an offensive opportunity if played correctly.
What Rama is truly known for is his Ultimate, Astral Barrage. Rama gains complete immunity while being allowed to snipe players from a good distance away dealing a large amount of damage. SPL players don’t typically struggle with these shots and can play it perfectly as either a finishing move, objective stealer, or even initiator.
Feature Photo by Hi-Rez Studios