I am really not a fan of the combat mechanics of Godbound. In theory, it is about divine entities hurling around a dazzling variety of flashy manifestations of cosmic power. In practice, optimal play looks something like this:

>"I use Loosening God's Teeth and miss with my ranged attack (because ranged combat is simply better than melee in most cases), but I make it automatically hit using Bolt of Invincible Skill."
>"I block with Nine Iron Walls."
>"I dispel your Nine Iron Walls with Purity of Brilliant Law."
>"I dispel your Purity of Brilliant Law with my own Purity of Brilliant Law."

This is before we bring in all the ways to gain extra actions (e.g. The Storm Breaks, Faster Than Thought, Avalanche of Moments, Red Jaws of Frenzy), which are important for landing strings of attacks.

This is before we bring in A Hand on the Balance, which breaks the action economy into little pieces: "And now my bag of pebbles with A Hand on the Balance on each of them goes off."

And this is before we bring in "Remember that army of 100,000 combat robots I crafted earlier?" That is certainly one way to trivialize combat.