Tier List
A: Kayle, Evelynn, Ekko, Varus
B: Aurelion Sol, Soraka
C: Thresh
This tier list is based on how game warping or accelerating a space god’s offerings can be. The lower tiered gods will, on average, produce a lower power game.
How to pick your Space God in Set 17
Selecting the correct god is one of the most critical decisions in Set 17. Offerings should be selected with a game plan that incorporates your current board state in mind. For example, if you are win streaking, taking a weaker God that offers a component that completes an item could be correct because maintaining that win streak is likely to be more valuable than the stronger or higher tier God. If you are looking to loss streak, consider Gods that offer delayed value or more flexible resources such as free rerolls or gold to stack up interest.
Most boons are reasonably strong, and it is better to take offerings that synergize with a game plan as opposed to trying to pick the best boon. If you are loss streaking, it is more reasonable to greed for the better boon.
Set 17 Gods Guide
Ekko – God of Time
TLDR: Ekko’s offerings provide a lot of delayed value, prioritize them heavily when loss streaking to make spiking in the future easier. If you are win streaking, consider a different God’s offering. His 4-7 boon is great as it provides a well-stated item that can be used on any unit.
Stage 2
- Scuttle Party: Your next PVE round will be replaced with a Scuttle Crab round with bonus loot!
- After 8 rounds, gain a random Artifact.
- After 3 rounds, gain a 4 cost.
- After 4 rounds, gain a Spatula.
- Divine Intervention: After falling to 30 player HP, gain a special loot orb.
All of Ekko’s Stage 2 offerings offer delayed value, making them great options if you are loss streaking, especially Divine Intervention. If you are trying to complete a 5-winstreak consider taking a more tempo oriented god.
The strongest option on average will be Scuttle Party. Even if its delayed value it is one of the highest gold value offerings in the game.
Stage 3
- Blessing: Speed: Gain a consumable that permanently increases a champion’s Attack Speed by 20% and decreases their size by 20%.
- Scuttle Party: Your next PVE round will be replaced with a Scuttle Crab round with bonus loot!
- After 4 rounds, gain 2 5 cost.
- Component Anvil
Scuttle Party remains the strongest option on average from these and is worth taking most of the time unless you are protecting a win streak or desperately need the item from the other offering. Don’t be afraid to pop Blessing Speed for tempo.
Stage 4
- Blessing: Speed: Permanently increase a champion’s Attack Speed by 20% and decrease their size by 20%.
- After 5 rounds, gain a random Artifact.
- 5 cost shop in 3 rounds.
- Gain 2 gold each round.
- In 4 rounds, gain a Completed Item Anvil.
All of these offer delayed value in some way except for Blessing of Speed. Do not take them if you are low player HP. More often than not its recommended to skip any offering that has a long turn timer unless you are trying to guarantee the 4-7 boon.
2 gold a turn is very strong if you are high player HP.
Ekko’s 4-7 Boon
- Gain the Anomaly, an item that grants units a powerful evolution depending on their role. Gain 2 Magnetic Removers.
This boon is one of the most flexible in the game. It is best utilized on Specialists, Fighters, and Tanks as it provides the most raw stat value to those units.
Tips
- Avoid Ekko if you are win streaking, prioritize him if you are loss streaking.
- The boon is very flexible and can help build a secondary carry or provide a decent tank item.
- Scuttle Party guarantees a gold orb which is ~14g worth of value in stage 2, ~18 in stage 3, A bonus component and 3-5 extra gold. Click this whenever possible as it is incredibly strong.
- Pros:
- Higher on average offering Value
- Great Boon
- Cons:
- Delayed Value
- Overall Rating: A Tier
- Best Comps:
- Asol is one of the best holder of the boon.
- Any comp works, the boon is best used on a front liners, Specialists, and Magic Casters.
Evelynn – God of Temptation
TLDR: Evelynn offers above average loot, but often at a price. Prioritize her offerings when you have HP to spare or if you intend to use them to spike in the moment. Her 4-7 boon is risky but provides a great combat buff.
Stage 2
- Gain a 2 star 2 cost. Lose 1 player HP.
- Blood Pact: Gain 9 gold. For each other player that picks this, lose 2 player HP.
- Steamroll: Gain a random 2 cost now and after each player combat until you lose one.
- Gain a random 1 star 4 cost. Lose 4 player HP.
Evelynn in stage 2 tends to be insta picked due to the massive advantage some of these offerings provide. A 2 Star 2 cost provides great tempo, a 4 cost provides direction, and Steamroll can be an incredible econ engine in the right spots.
Blood Pact can be risky if you are committed to a loss streak strategy such as Timerbreakers and can backfire but tends to be worth it if you intend to spike during stage 3.
Stage 3
- Gain a random Emblem. Lose 3 player HP.
- Blood Pact+: Gain 11 gold. For each other player that picks this, lose 2 player HP.
- Steamroll+: Gain a random 3 cost now and after each player combat until you lose one.
- Gain a random 2 star 3 cost. Lose 3 player HP.
- Gain a random 3 star 1 cost. Lose 3 player HP.
- Gain 15 gold. Lose your shop for 2 rounds.
Evelynn’s offerings during stage 3 are among the highest gold values in the game. If you are poor it is very likely you will click one of these if you are presented with it.
The random emblem is great if you are loss streaking and still have your removers as 3 HP is a reasonable price to pay for a potentially much higher cap.
Steamroll+ can be very powerful if you are playing a 3 cost reroll comp that intends to spike at 3-5.
Blood Pact+ is risky at this point if you are low HP and should be avoided.
Losing shops on 3-5 and 3-6 can be completely fine if you have an in for level 7 as this influx of gold will likely allow you to level.
Stage 4
- Blood Pact++: Gain 16 gold. For each other player that picks this, lose 1 player HP.
- Gain a random 2 star 4 cost. Lose 3 player HP.
- Gain 18 gold. Lose your shop for 2 rounds.
- Gain a random completed item. Lose 5 player HP.
- Gain 2 random 1 star 5 cost. Lose 1 player HP.
A 2 star 4 cost, 18 gold or 2 random 5 cost are all very good for very little HP cost. A random item for 5 HP and Blood Pact can be risky.
Evelynn’s 4-7 Boon
- Your team gains 10% Durability. Lose an additional 1 player HP when you lose combat.
A great combat boon in a set with frail front lines. Incredibly strong in melee carry comps. However, it can be a bit scary to take if you are too low HP so plan ahead for this one.
Tips
- Prioritize Evelynn when you have HP to spare or need to spike immediately.
- Blood Pact offerings scale in gold value but remain risky — avoid when low HP.
- Steamroll offerings are incredible econ engines if you can maintain a win streak after taking them.
- Pros:
- Tempo
- Very high gold value
- Cons:
- Risky
- Overall Rating: A Tier
- Best Comps:
- 4 Cost lines reliant on 2 stars that spike hard on 4-2.
- Mecha, LB Karma, Nami, Corki Riven.
Kayle – God of Order
TLDR: Kayle gives items that help with consistency but has an inconsistent boon. All of Kayle’s offerings give extra components. Consider them if you are playing a comp that wants BIS, a duo carry set up or to slam an item to maintain a streak. Kayle offers no econ so she could be out placed by gods who accelerate the game.
Kayle’s 4-7 Boon
- Upgrade a random completed item to Radiant.
A coinflippy boon that can either enable a hyper carry or be potentially dead, making it mediocre compared to guaranteed combat boons.
Tips
- Kayle is best when you need specific components to complete BIS items.
- Consider her for duo carry comps that need many completed items.
- She offers no econ, so she can be outpaced by gods that accelerate the game.
- Pros:
- Enables BIS and duo carry comps
- Provides tempo in the form of items
- Cons:
- Inconsistent Boon
- Low econ
- Overall Rating: A Tier
- Best Comps:
- Duo Carry comps and BIS comps.
- Mecha Asol, LB Karma, Kai’Sa Fizz.
Thresh – God of Pacts
TLDR: Thresh offers randomness that’s slightly higher value on average, making him a great generic choice. This is in the form of mystery loot and random boons from other gods, with some extra gold.
Stages 2, 3, 4
- Mystery Loot
- Random Boon: Gain a random boon from ANY god, and 2-5 gold depending on stage.
Mystery loot’s table hasn’t been datamined yet. It will often be at least equal in value to the other offering.
Stage 4
- Roll the Bones: Roll 3 dice. Gain gold equal to the total.
Very solid if you need to rebuild your econ after rolling down on 4-2 so you can get to 9.
Thresh’s 4-7 Boon
- Each round, roll a die. Get a bonus based on that roll.
This can roll econ, components, or a few teamwide stats. It’s good only if you’re high HP and think you can get to around 6-1. Combat boons are more consistent.
Tips
- Thresh is a safe, generic pick that works with any comp.
- Mystery loot tends to be at least equal value to the alternative offering.
- Roll the Bones is great for rebuilding econ after a rolldown.
- Pros:
- Above average Value
- Fun
- Cons:
- Slow scaling boon
- Overall Rating: C Tier
- Best Comps:
- Any, Thresh can positively impact any comp.
Varus – God of Love
TLDR: Varus can enable some strong 3 star lines while offering tempo. His offerings are centered around duplicators, copies of units you already own and tailored shops greatly accelerating the tempo of lobbies. He also has a strong combat boon.
Stage 2
- Gain owned 3 cost and 2 gold. If you don’t own any 3 cost, gain a random one.
- Gain a 2 and 3 cost that share a trait.
- 2 Tiny Duplicators.
- Your next shop contains all 3 cost. The first one you buy is free.
All of these can offer great tempo.
Stage 3
- Gain a 4 cost and a 3 cost that share a trait.
- Your next shop contains all 4 cost units. The first one you buy is free.
- Gain a Lesser Duplicator and 3 gold.
Duplicators can be great for tempo. Consider rolling for the 4 cost shop.
Stage 4
- Gain a 4 and 5 cost that share a trait.
- 1% Increased 5 Cost Odds.
- Gain an owned 4 cost and 3 gold. If you don’t own any 4 cost, gain a random one.
- Gain a Lesser Duplicator and 5 gold.
- Gain 5 Tiny Duplicators and 1 Lesser Duplicator.
Generally weak but worth taking if you want to secure the boon. The duplicators can enable 1 Cost 3 stars.
Varus’s 4-7 Boon
- Your team gains 18 health for each total star level in your army.
This is a great combat boon that offers 240-300 HP teamwide HP if you make it to level 9. It has synergy with reroll but is strong as long as you have 14 star levels (6 2 stars at level 8) as this grants 252 HP.
Tips
- Varus is great for cheating out upgraded units earlier with duplicators.
- Tailored shops provide units that fit your board, accelerating tempo.
- The boon scales with star levels — reroll comps get the most value.
- Pros:
- Cheat out upgraded units earlier with dupes
- Units that fit your board
- Decent combat boon
- Cons:
- No econ
- Overall Rating: A Tier
- Best Comps:
- Reroll comps that benefit from duplicators and star level scaling.
- Any comp works — the boon is universally strong at 14+ star levels.
Yasuo – God of The Abyss
TLDR: Yasuo gives power hexes that offer different effects. These provide a lot of tempo and stats that scale nicely. Think of power hexes as 4th items, making for some very strong carries.
Stage 2
- Cosmic Hex: Place the hex on a champion. Allies in the hex gain 10% max Health and 30 permanent Health each round. Strong in reroll comps.
Stages 2, 3, and 4
- Solar Hex: Allies in the hex deal 18% bonus magic damage over 5 seconds and apply 1% Burn over the duration. Great synergy with units like Nami and Asol who do a lot of AoE damage.
- Cryogenic Hex: The first time an ally in the hex falls below 40% Health, they freeze for 1 second and heal 35% of their max Health. Units do not drop aggro when they freeze. This makes Mech absolutely unkillable as he heals from both his cast and the cryogenic hex proc during the freeze.
- Starlight Hex: Allies in the hex gain 3 Mana Regen. Very strong combat buff on a caster, especially conduits.
- Acceleration Hex: Allies in the hex gain 30% Attack Speed. Strong generic power that can help maintain a streak and scales decently later.
- Storm Hex: The first time an ally in the hex hits an enemy with an Ability, that enemy is Stunned for 2 seconds. Very annoying to deal with on Asol and is a great condition to play Mech.
Hex Tierlist
- S Tier: Cryogenic, Starlight
- A Tier: Acceleration, Solar, Storm
- B Tier: Cosmic
Yasuo’s 4-7 Boon
- Increase the power of Yasuo’s hexes by 50%. If you only have 2 hexes, gain 12 gold.
Buffing up some of these hexes provides insane stats for your units, enabling many hyper carries. Even if you only took 2 hexes, this boon is worth considering.
The mana hex goes from 3 to 5 mana, essentially giving a unit a blue buff’s worth of value without consuming an item slot, and Cryogenic can almost guarantee a tank like Nunu can cast twice.
Tips
- Think of power hexes as 4th items — they make carries significantly stronger.
- Cryogenic on Nunu is one of the strongest hex-unit combos in the game.
- The boon’s 50% buff makes already strong hexes game-warping.
- Pros:
- Enables hyper carries
- Decent Tempo
- Good Boon
- Cons:
- No econ
- Overall Rating: S Tier
- Best Comps:
- Asol comps benefit hugely from Solar and Storm hexes.
- Mech comps and any comp with a strong frontline for Cryogenic.
Soraka – God of Stars
TLDR: Soraka gives HP and is valuable if you are loss streaking. Otherwise, her offerings are mediocre, and so is her boon.
Stages 2, 3, 4
- Gain 6 player HP. If at least 5 players choose this, gain 3-4 gold based on stage.
- 12 Tactician Health.
- Gain a Giant’s Belt.
HP can be good, the rest are mediocre.
Stages 3, 4
- 12 Tactician Health.
- Blessing: Size: Permanently increase a champion’s Health by 350 and size by 20%.
Size can be strong on a 2 star 4 cost later in the game.
Soraka’s 4-7 Boon
- Your units gain 2 HP for each missing player HP. At the start of each player combat, gain an additional 1 player HP.
At 20 player HP, you only get 160 HP, making this much worse than Varus’ boon. Overall mediocre.
Tips
- Soraka is mainly useful when you need player HP to survive longer.
- Blessing: Size can be decent on a frontline 4 cost unit.
- Her boon is strictly worse than Varus’ in most scenarios.
- Pros:
- Player HP Gain
- Cons:
- Weak Boon
- Low power offerings
- Overall Rating: B Tier
- Best Comps:
- Any comp where you need to buy time to stabilize.
Ahri – God of Opulence
TLDR: Ahri gives gold, xp or rerolls. If you are looking to win streak, consider taking rolls and using them immediately. These offerings provide decent money and are generically good. Her boon is a lot of combat value.
Stage 2
- 6 gold.
- 8 XP.
- Gain 6 gold. If at least 5 players choose this, gain an additional 1 gold.
- 5 Rerolls.
Ahri’s stage 2 offerings are generic value and don’t really favor any composition except for the 5 free rerolls, helping reroll comps stabilize with less gold investment. Make sure to avoid XP if you are planning on playing 1 cost reroll, as it might ruin your shop odds.
Stage 3
- 8 gold.
- 7 Rerolls.
- Gain 8 gold. If at least 5 players choose this, gain an additional 2 gold.
- 10 XP.
Same as Stage 2, these offerings can be seen as a bonus and a spike of extra resources. The rerolls are by far the strongest as you can use them to stabilize whenever you need to, they also provide the highest gold value.
Stage 4
- 12 gold.
- Gain 12 gold. If at least 5 players choose this, gain an additional 3 gold.
- 8 Rerolls.
More generic value. Not much to say other than click these when you are in need of money. The rerolls offer the most value, but the other 2 options tend to be weaker on average compared to other gods with more transformative effects.
Ahri’s 4-7 Boon
- Your team gains 2% Attack Damage and Ability Power per level. Gain 2 XP each round for the rest of the game.
A generic combat boon that provides +18 AP/AD on average (given you end the game at level 9). If you are playing reroll, this tends to be weaker on average, as you will be lower level.
Tips
- Unless the other god’s offering is very weak, do not expect to proc the extra value from 5+ people clicking Ahri’s offering.
- These are all small econ buffs and offer no direction or immediate power in a lot of cases.
- Using the rerolls immediately on stage 3 and 4 can provide a significant tempo spike and will likely be the best cases to click on an Ahri Offering.
- Pros:
- Rerolls that provide stability
- Money/EXP
- Strong Combat Boon
- Cons:
- Not great for BIS comps
- Overall Rating: S Tier
- Best Comps:
- 3 Cost Rerolls such as Kai’Sa Fizz or MF if rerolls are offered.
- Fast 8 if no rerolls offered: Mecha, LB Karma.
Aurelion Sol – God of Wonders
TLDR: Before diving into Asol’s offerings, we have to talk about Quest. More often than not the easiest quest will be the most efficient one. A lot of these are delayed value and will be better from loss streak unless you can complete the quest immediately. Consider Trait Quest if you are loss streaking, as you will have access to reforgers.
Stage 2
- Wealth Quest: When you reach 50 gold, gain a component anvil and 4 gold. Delayed but decent value.
Stage 3
- Starry Quest: The next time you star up a champion, gain 10 gold.
Stages 2 and 3
- Trait Quest: After fielding 6 non-unique traits in a player combat, gain a random Emblem and a Reforger.
If you are loss streaking, prioritize the trait quest due to extra reforgers.
Stage 4
- Level Quest: When you reach level 9, gain 20 gold.
- Low Health Quest: The first time you fall to 30 health, gain 18 gold.
- Reroll Quest: After rolling the shop 15 times, gain 2 component anvils.
Take these if they are likely to be completed by 5-2 at the latest.
Aurelion Sol’s 4-7 Boon
- Choose 1 of 3 quests to prove yourself to Aurelion Sol.
- Quest 1: Grant your team 15 AP and AD.
- Quest 2: In 3 player combats, gain a completed item anvil and 22 gold.
- Quest 3: In 8 player combats, gain +1 to all active traits.
Your HP will decide how you pick your quest. If you have 2 or less lives, default to 1. If you have 3+ lives and need econ to go 9, take 2. Very rarely will you be able to take 3 as 8 player combats is too long.
Tips
- Always pick the easiest quest — efficiency matters more than max value.
- Trait Quest is especially good when loss streaking due to the reforger.
- Stage 4 quests should be completable by 5-2 or they aren’t worth taking.
- Pros:
- Above average value
- Emblems
- Cons:
- Delayed Value
- Overall Rating: A Tier
- Best Comps:
- Any comp benefits from quest rewards.
- Trait Quest is strongest in comps that naturally activate many traits.