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Acquire Elo With Thoth - An In Depth Guide to Thoth - Build, Matchups, Tips and Tricks - Updated for Season 5!

February 16, 2018 by XenoChief
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Acquire Elo With Thoth

Smite God: Thoth

Item Purchase Order

Build 1 - Guideline Thoth S5 Build (Read items section)

Build Item Shoes of the Magi
Build Item Book of Thoth
Build Item Spear of Desolation
Build Item Chronos' Pendant
Build Item Soul Reaver
Build Item Ethereal Staff

Build 2 - Double Lifesteal Build (Raw Power)

Build Item Shoes of the Magi Build Item Bancroft's Talon Build Item Book of Thoth Build Item Spear of Desolation Build Item Typhon's Fang Build Item Chronos' Pendant

Build 3 - Warlock's Sash Build (More Survivability)

Build Item Shoes of the Magi Build Item Warlock's Staff Build Item Spear of Desolation Build Item Chronos' Pendant Build Item Soul Reaver Build Item Book of the Dead

Other Items You Could Use

Build Item Doom Orb Build Item Gem of Isolation Build Item Pythagorem's Piece Build Item Soul Gem

Situational Items

Build Item Divine Ruin Build Item Dynasty Plate Helm Build Item Obsidian Shard Build Item Rod of Asclepius Build Item Shaman's Ring Build Item Spear of the Magus Build Item Stone of Fal

Garbage

Build Item Telkhines Ring Build Item Demonic Grip Build Item Polynomicon Build Item Shoes of Focus Build Item Rod of Tahuti

BUILD THESE RELICS, NO EXCEPTIONS

Build Item Purification Beads Build Item Aegis Amulet

BUY THESE AT EVERY OPPORTUNITY

Build Item Ward Build Item Sentry Ward

Hyper Late Game Pots

Build Item Potion of Magical Might Build Item Elixir of Power


God Skill Order

Hieroglyphic Assault

Hieroglyphic Assault 1 4 6 7 10 key bind

Evade and Punish

Evade and Punish 2 8 11 12 14 key bind

Glyph of Pain

Glyph of Pain 3 15 16 18 19 key bind

Final Judgement

Final Judgement 5 9 13 17 20 key bind


Acquire Elo With Thoth - An In Depth Guide to Thoth - Build, Matchups, Tips and Tricks - Updated for Season 5!

XenoChief
February 16, 2018


Introduction to Thoth

Hi! I am XenoChief, a mid lane main, and welcome to my Thoth Guide! Be it DOTA, LOL or Smite, I have always been a massive fan of high damage magical mid laners in MOBAs, be it Invoker, LeBlanc or Scylla; and the moment Thoth came out I fell in love - a mobile high damage, high skill cap, versatile mage focused on dealing massive damage with stupidly long ranged skillshots.

Chances are if you are reading this guide, you have seen Thoth's insane kit and like me thought 'this is a ****ing awesome character, I should learn him so I too can acquire ELO by oneshotting people from 130 units away'. Well look no further! Thoth is not an easy character to play by any means; he's hard to learn and even harder to master, but once you've got past his steep learning curve, he can carry games by himself, do insane damage, set up picks; everything you want in a mage. With that being said let's get in to the guide!

Edit 20/11/17 - Am updating build for what will probably become meta on Patch 4.22. Will also update item section. Doom Orb buffs are too good to ignore.


Edit 30/12/17 - Will update this guide in Season 5. Edited the Discordia matchup section a bit. I would like to clarify that I still stand by Doom Orb being very strong.

Edit - 30/01/18 - Updating for Season 5! :D Updated the item section (and boy are there some changes!) and matchups where appropriate. Bear in mind, these are early days for Season 5, and this is based mainly on quite limited experience, since Thoth was so bugged on PTS! Things are bound to change, and I will update the guide as such.

2nd Edit 30/01/18 - Some of this is WIP since Chrome decided to seize up, luckily I saved! Will be finished today, but if you are reading this, now that the Item section is still being updated - refresh at about 8:30pm GMT and it will be done.

3rd Edit 30/01/18 - Updated for Season 5.

1/2/18 - Did a quick proofread. Will also say that Thoth is finally enabled again, so go wild, he's a beast in S5.

16/2/18 - Updated Item Section since S5 has settled a bit.

Thoth's Pros and Cons

Pros:

- One of the highest damage characters in the game
- One of the best late game mages
- Unrivaled poke
- One good ult can win a game
- Can apply his damage from miles away
- Can impact teamfights through walls
- 75 Unit Dash that goes in 8 directions: incredibly safe
- Very long ranged stun: can set up picks and peel for himself
- Can snowball very well
- Awesome walking animation
- Disrespectful laugh (be sure to spam this as much as possible)



Cons:
- Worst Level 1 and 2 in the game
- Bad early game
- Item Dependent
- Mana hungry in early game
- Struggles with characters that can stick to him - only has one dash to get away with
- Entirely line skillshot based - lacks the AoE of other mages
- Squishy: one CC and he is dead
- Reliant on kiting
- Hard to learn
- Harder to master


Thoth's Abilities Part 1: A summary


Passive: Dead Reckoning



Thoth pens the names of his fallen opponents in his book, recording their weaknesses. After killing 30 Enemies, Thoth gains a stack of 4 Magical Penetration, and killing an Enemy God will complete the current stack. He unlocks a new stack every 4 levels, up to a maximum of 5 stacks at level 17.

A suprisingly strong passive. Since on Thoth you generally farm quite a lot to get your items online anyway, this actually ties in quite well with that making it so not only you get gold, but you also get pen for free as well, one of THE most valuable stats in the entire game (it goes movement speed > pen > CDR > power for a mage generally speaking). Late game is really where this shines, with Spear of Desolation, Pen Boots and Obsidian Shard, you're dealing true damage to anything below like 75 protection, which, hint hint, is most mid laners, healers and ADCs, aka the people you want to be blowing up. Considering how Thoth's ult can hit for 1200, his 2 for 600 and his 1 for 300 a shot.. yeah.

This is also what makes him so snowbally; upon killing a God, Thoth not only gets the gold from the kill, but also instantly gets 4 Penetration from his passive without needing to stack it, meaning he gets a lot more leverage from his kills than other mid laners.

All in all, it's one of the better passives for a mage, even if it is a more underrated part of his kit.


Ability 1: Hieroglyphic Assault



Thoth begins to gather magic from the air, ignoring the Basic Attack Movement penalty and conjuring 3 Hieroglyphs. His next 3 Basic Attacks pass through enemies and do Ability Damage instead. If these attacks pass through the Glyph of Pain, their range is increased.

Damage (per shot) 40/60/80/100/120 (+25% Magical Power)
Cost: 60/65/70/75/80.
Cooldown: 8s.


Thoth's main damage spell. Similar to Scylla's Crush, Ra's Celestial Beam or Janus' Unstable Vortex, this is where the bulk of Thoth's non-ultimate damage comes from. When fired through his Glyph of Pain, it will deal up to 175 (+35%) PER SHOT (for a total of 510 (+105%) damage) from up to 85 units away (more on the Glyph later). This is what makes Thoth the long ranged poke/artillery sieging monster that he is, getting hit by these shots hurt.

As of Patch 5.1, this spell got a 15 damage overall buff at all ranks. While not that impactful at later levels, at Level 1 and 2 this is huge. It makes his early levels slightly less painful, especially with the extra damage from Mage's Blessing.

One of the most crucial skills a Thoth player needs is to be able to consistently hit these shots from long distances through his Glyph. You need to able to hit 2/3 shots every time to really get use out of this character, but if you can pull this off consistently, you can, in conjunction with his other skills, delete people before they even get in auto range of you. These shots pass through EVERYTHING so they can't hide behind creeps or their tank(s). If you aim this well, they will die.

It's on an 8s base cooldown as well, which in conjunction with his 5s CD on his 3, makes him incredible at sieging with the barrage of poke he can output.


Ability 2: Evade and Punish



Thoth dashes in the direction he is currently traveling. After dashing, for 5s Thoth's next basic attack instead fires a magical projectile at the target which passes through minions, stuns, and deals ability damage. If either the Dash or Attack passes through the Glyph of Pain, their respective range is increased by 30.

Cost: 70/75/80/85/90
Cooldown: 16/15/14/13/12s
Damage: 70/110/150/190/230 (+60% of your Magical Power)
Stun Duration: 1s

Boy oh boy, where do I begin with this one? Possibly the most controversial spell in all of Smite, this thing is a gift from the gods and is what makes Thoth the S+ tier mage you see today. You see, on Thoth's release, this spell was the same 70 Unit Dash, but the projectile afterwards was smaller, slowed for 20-40% and the cooldown was a flat 18s. First, they made the cooldown 16-12s per rank, then they made the projectile bigger, then they changed the slow to a flat 1s stun.

This is the best standard mage ability in the game. Straight up. No other mage has a tool as good as this expect maybe Janus. This spell, as dmbrandon so elegantly put it is 'longer range Anubis wrap with a 70 Unit, 8 direction dash attached to it'.

This spell has so many uses. It does heavy damage, it can be used to make picks, set up his other abilities, makes him impossible to catch or lock down, allows him to juke other mages, it's unpredictable, it does heavy damage, secures kills, makes tea and cooks toast. This is also the spell that makes Glyph placement so important, to ensure you can get off those long range dashes and stuns, since otherwise, like the rest of Thoth's kit, it's short ranged and not the best ability.

You max this second. Having access to a shorter cooldown on this spell is crucial for Thoth, allowing more dashes, more stuns, and more opportunities to use this spell aggressively without being severely punished. A lower cooldown on this spell also allows him to keep his distance much more efficiently.


Ability 3: Glyph of Pain



From his book, Thoth conjures forth a Hieroglyph in front of him. Thoth's ability projectile passing through the glyph receive increased damage, and a range increase of 30.

Thoth and allies Basic Attack projectiles receive a reduced damage bonus, but no range increase.
Ability Bonus Damage: 15/25/35/45/55 (+10% of your magical power)
Basic Attack Damage: 10/15/20/25/30 (+10% of your magical power)
Cooldown: 5 seconds
Cost: 25/30/35/40/45 mana


The glue that holds Thoth's kit together. A lot of mastering Thoth's kit is mastering the placement of this window. Without this ability, Thoth is low range and low damage, but with this ability, he's the ranged nuke monster we all know and love. This ability is low cooldown and low mana cost, so you can use it often.

The downside is, it completely telegraphs where you will attack from, making it really easy to dodge Thoth's attacks. The way to work around this is to play around walls as much as possible; and fire your 1 and ult through them; even your stun goes through the wall (although the dash itself of course doesn't, though its range is augmented by the glyph).

Because everything is augmented by it, you need to fire everything, including your dash, through the glyph. Thoth's 1 especially is incredibly reliant on this. The glyph adds 30% scaling in total (that's a lot!).

In addition, this really helps with objective push. Place this in front of a tower or a Gold Fury and this adds so much extra damage to the damage you and your hunter can pump out. Although it doesn't increase your basic attack's range, the damage increase is very significant. Not much more to say, a lot of mastering this ability comes with practice.


Ultimate: Final Judgement



Thoth conjures a large glyph from his book, and then inscribes three more at its corners. When all four have been summoned, he sends them forward damaging all Enemies in their path.
Thoth may activate this ability again to fire the ability early, doing a reduced amount of damage based on the number of glyphs currently summoned. Alternately he may cancel this ability at a cost of 30 mana.

Damage (fully charged): 360/430/500/570/640 (+100% of your magical power)
Cooldown: 90 seconds
Mana: 100


Thoth's big money ult. This thing is the simplest ability on Thoth's kit, he charges it up, fires it forward, and it does **** tons of damage to everything it hits. Simple. In early this will deal hefty damage, in late game, this is a legitimate oneshot on many squishies. Three things to keep in mind:

1. FIRE THIS THROUGH THE GLYPH. It adds range, damage and scaling to the ultimate. It doesn't say it in the tooltip but this ult if firing through the glyph will hit way harder and from much further away. So use your 3 then charge the ult.

2. This is a charge up move. You can cancel this before you fire. This can be used to create a lot of mind games with opponents and bait out relics and escapes. The downside of this is that it's super telegraphed and the charge up can be interrupted by CC, so you want to be as far away as possible while charging this. The best case scenario is to fire it through a wall so the ult is hard to predict, but this isn't always possible.

3. Try to co-ordinate this with your team's CC moves - it's one of the hardest moves to hit on its own due to the long charge up time. This comes with practice and experience, but communicate with your team, try to predict when your jungler will use CC moves on the opponent and gank. It's crucial since this is the lynchpin of Thoth's kit and the best move in his arsenal.

This is also incredibly powerful at securing and stealing objectives. I can't count the amount of times I have stolen an objective as Thoth and snowballed the game from there. This comes with practice but learn the damage of the move and then try to last hit objectives with it in casuals. It's a massive part of Thoth and a big reason he's such a good mid laner.

One last thing - this was very recently buffed to do more damage when uncharged (although the overall scaling was nerfed, uncharged it does more damage now). Although you will want to charge this up in teamfights, behind walls or to secure objectives, a quick ult can actually be quite a powerful finisher, making Thoth's Level 5 suprisingly potent for such a late game focused god. Just be mindful when doing this.

Thoth's Items

Start



Mage's Blessing

No brainer. Adds a ton of bonus damage to your abilities, gives early CDR and gives mana sustain. These are all AMAZING for the laning phase. The bonus damage is disgusting on Thoth. You can proc this twice with your 3+1, and even three times if you time your glyphs. This substantially improves Thoth's Level 3-7 clear, along with the base damage buff, which will make him a power pick in Season 5. Just another reason to play Thoth!

The T1 Item - Depends on the build you are going (More on this later):


Build 1 - Spellbook

A no brainer going into the new season. Gives early mana and a good whack of power, both of which Thoth loves - you get less potions but with proper resource management and if you don't let yourself take free poke in lane, this shouldn't be too much of an issue. Also builds straight into Book of Thoth, which is your most important item with this build(more on that later)

Build 2 - Tiny Trinket

Not as good as Spellbook, but builds straight into Bancrofts and a good chunk of power, making it an ideal starter for the double lifesteal build, as you want rush Bancrofts since it is such a good power spike. The lifesteal is also decent, although a bit redundant

Build 3 - Uncommon Staff

The worst of the options here - it gives no mana sustain and gives only 15 power - the advantage of this is that it builds into Warlock's, allowing you to get access to it earlier.

Potions

If you have an odd number of potions, go one more health potion than mana, if it's an even number, go an equal amount of both. Your mana sustain from Mage's Blessing is beastly, so it's better to get more health to survive poke damage better, allowing you to stay in lane longer, giving you more gold on your first back, and allowing you to hit your mid game spike sooner.

The 3 Builds for Thoth:



OK, this is the part this guide has been leading up to. For Season 5, you have 3 generic builds to choose from. The first is my personal favourite - it's basically a solo queue build - you start Spellbook, then get big power spike items, emphasising power, penetration and CDR - you then go into % health damage with raw power so you can at least deal with tanks - the disadvantage of this build is that you give up survivability and raw power. The second is a Bancrofts+Typhons' build - what it lacks in useful item passive it makes up for in raw power to abuse with Thoth's scaling
- however, this is a cheap power build - that's all it really provides. The third is a Warlock's build - probably my least preferred build since it takes much longer to come online, but you get a great balance of power and survivability. So let's get into it!


Build 1 - Power, Pen, CDR



Start with Spellbook as your T1 item. After your Shoes of The Magi (Pen Boots are a essential purchase in any Thoth build, don't go CDR Boots if you want to be relevant in the early game), build into Book of Thoth - this item is made for Thoth, since it offers the single most power of any item in the game even without stacking it up due it's passive, as well as offering more mana to spam spells with. After this, build Spear of Desolation. Spear of Desolation is a wet dream for Thoth, offering a big whack of power, decent CDR and a nice passive to synergise with this, and penetration that allows you to abuse your passive to deal near true damage to squishy characters. Then build into Chronos Pendant - it offers great power along with even more CDR for more big juicy ultimates and 1s to annihilate squishies with. After this you want Soul Reaver - the passive helps in not only damaging tanks, but also the disgusting 120 power is great to abuse as well. Finish off on an Ethereal Staff - the health gives you a small bit of survivability, it still gives a solid amount of power, and the % health damage helps at both bursting squishies and tanks - with E-Staff and Soul Reaver you can oneshot a squishy with a full charged ult, for instance.

This is my personal favourite build, because it gives strong power spikes which help you to end games fast and hard in solo queue, great magical power to abuse with your high scaling kit, while still giving decent tank-busting with the % health damage on E-Staff and Soul Reaver. It also doesn't take a long time to come online unlike the Warlock's build, nor does it just give raw power unlike the double lifesteal build (Thoth doesn't use lifesteal that well). This prioritises the best stats for Thoth - CDR, Power and Pen, without sacrificing tank busting. The survivability on this build isn't as good, but then again, if your entering enemy threat ranges as Thoth, you're just positioning badly anyway, so you shouldn't need the health if you're good.

Build 2 - Double Lifesteal - Raw Power



Start Tiny Trinket. Build Shoes of the Magi, then straight into Bancroft's Talon, since it provides a very good early power spike from all of the power you are getting for only 2400 gold. Go then into Book of Thoth, for even more power to abuse with your kit as well as mana to spam abilities. From there, you want Spear of Desolation, which gives you more power, penetration to abuse with all the power you are getting and your passive, along with early CDR to spam spells with. Then go into Typhon's Fang, which will provide a massive power spike from not only the 100 power it comes with but the interaction with your Bancroft's. From there, go into Chronos' Pendant, for more CDR along with great power.

Double lifesteal builds have been running around everywhere recently, and although they are utterly broken on select gods like Freya and Anubis who abuse not only the power, but also the lifesteal, on someone like Thoth, you're only abusing the power - Thoth doesn't make use of lifesteal that well since if he takes damage, he's generally going to die before he can heal it back up anyway. However, the viability from this build comes from the fact that it by far gives the most power of any build for the best price. There is still the consideration that since you are giving up two item slots to have just raw power, you're going to have to give up on something - be it the CDR from Chronos Pendant, the % health damage from Soul Reaver, or the power + mana from Book of Thoth - which is why I personally don't think it's what it's cracked out to be (at least on Thoth) - but this build can certainly work, and I would at least give it a shot.

Build 3 - Warlock's Sash - Damage + Survivability



Start Uncommon Staff. Build your Shoes of the Magi, then go straight into Warlock's Staff, so you can start stacking it up, to get the insane power and health this thing provides online as soon as possible. After this, you want Spear of Desolation for power, penetration and early CDR, then you want Chronos Pendant for even more CDR. You'll then want Soul Reaver, since the power it provides along with the amazing passive for the price is an excellent pickup. Finally, pick up a Book of The Dead - it gives a good whack of power, along with even more survivability to abuse with Warlock's Staff with the health it provides - also, with all the mana you'll get with this build, the shield will be quite large, giving even more durability!

Now Warlock's Staff has certainly been getting a lot of attention recently, and has seen a lot of play. However, I'm not the biggest fan of it. Firstly, building specifically for survivability is kind of redundant on Thoth - I said this before, but if you are entering enemy threat range as Thoth, the longest ranged god in the game, you're just positioning badly! If they have globals or lots of gods that can stick to you, I can see it, but otherwise it's a bit redundant, you're better off just going raw power. Ah, you say, but Warlock's gives 135 power... after 10 minutes of stacking where you can't roam or exert pressure over the map since you need to stack. Whereas I could go Book of Thoth and get 110 of the bat without stacking, and then could abuse my mid game strength and burst as Thoth! While in competitive it's maybe a bit better since your team will play around the fact you can't roam because you have Warlocks, in solo queue (which is where most people who read this guide will be playing!), you want to end games fast and hard - my first build, and the double lifesteal build, are much better for this. Sure your enemy mid may get a fully stacked stat stick at 25 minutes, but from your roams and strongest mid game burst, you'll probably be ahead enough to the point where it won't matter. But if you really like Warlock's Staff, it certainly is a viable build - it's down to you.

Other Power Items You Can Use



Pythagorem's Piece

On well co-ordinated high end teams, you should pick this up every game. Second or third item. The extra power for your team wins games.

However, chances are you're not in these kind of games if you are reading this guide. This is a matter of preference in lower end, solo queue games because there is no guarantee that your teammates will not abuse the power from this item, and this only gives 70 power in comparison to Book of Thoth which gives you like 110 power off the bat including the passive. If you don't have a good team just go for the bigboy power and penetration items, and delete the ADCs, assassins and mids before they get to duel your questionable team. Even boosted monkeys can win a 4v5 or 3v5 teamfight.

If you know you have a great jungler, ADC or solo laner, pick this up by all means, you're boosting what they can do. If not, it's up to you whether you build this, but then again, chances are you're best off just going as much burst as humanly possible.

Gem of Isolation

This one's interesting. This actually has a lot of viability on Thoth because on top of your stun you'll get 85-unit slows from your 1. This sounds broken. So why is this situational? Because in 99% of situations you're better just getting some of the power items listed above, because chances are if a mid laner gets hit by a full Thoth combo they die anyway, which makes the slow irrelevant. And 90 power+slow isn't as good as 100+Soul Reaver passive, or 80+20 pen. With that being said if your team lacks some CC this is certainly an option, and is a worthwhile purchase. Other items are just better.

Doom Orb

It's a great bridge item. I mean it's just cheap power that gives more power if you happen to be in a laning enviroment, but whatever, for 1700 gold, it could be worse. The issue with is, for near the same gold, you could upgrade Spellbook to Book of Thoth which is an objectively much better item. However, if you want to start Mage's Blessing + Lost Artifact instead of Spellbook for more MP5, you could do worse than Doom Orb. The issue is you're delaying Book of Thoth if you do this, or even giving it up in certain scenarios.

Soul Gem

It's a great bridge item, giving lots of good stats and a great passive, but once again, the issue is that you're delaying Book of Thoth! Book of Thoth is the god mage power item going into Season 5, it builds off an amazing Tier 1, is unparalleled in terms of cost efficiency giving the best mana sustain and the best power, and is good across all of the game. There's no reason to bother with bridge items when you get Book of Thoth and you're good to go. But if you do want this, start Mage's Blessing + Tiny Trinket, and you should be good to go. But why do that when Mage's Blessing + Spellbook is so good?

Situational Items



Divine Ruin

Swap for Spear of Desolation if they have healing that justifies picking this up (Hel, Aphrodite, Ra and the like). This is the only exception to my item priority build. If you are still reading, well done, you know something that other people who didn't read this far won't. :)

Dynasty Plate Helm

A good bridge item if their physical damage is starting to snowball. This can actually stop them in their tracks. Pick up second always, and sell if you get to 6 items.

Obsidian Shard


Obsidian Shard got a big whack with the nerf bat this season. Why? Because Hirez hates % pen. It's now much worse against squishies. So why pick this up when it only gives 60 power? Well, it's simple. If you want to even touch tankier team comps, you will buy this item. Yes, you're already doing true damage to squishy targets with Pen Boots, Spear of Desolation and your passive. But if someone builds one magic defense item and you don't have Obsidian Shard, you won't damage them. It's as simple as that. While you ideally want to prioritise squishy characters, this isn't possible in all situations. In a teamfight, you need to identify and eliminate the biggest threat, and sadly, because base damage is busted in Smite and Hirez have stated that this intentional (sigh), that's often the tank in the middle of your team. Yes, they won't do as much damage as a hunter or mage, but they are still going to hurt (*cough* Artio *cough* - one day that god will get nerfed... I hope).

Yes, I know, Obsidian Shard is garbage. But if they have a tanky solo laner, support and jungler, it's a necessary evil.

Stone of Fal

The Banshee's Veil of Smite. If their Ra, Scylla, mirrored Thoth or any nuke mage is getting fed, feel free to pick this up. 2500 gold for 70 power isn't the best in the world, but hey, this is a great **** you to a fed Scylla who ults you only to realise '**** Thoth has Stone of Fal', only for you to kill her with a nice 800 damage ult to the face. This only works into specific mages from behind but since the 200 gold buff, it can be a very nice pick up.

Shaman's Ring

99% of games you won't pick this up. Thoth isn't the best at stacking it until late game. However, if you have huge amounts of setup, you can pick this up and laugh hysterically as your 1 does as much as your ult in the late game. It also suprisingly is very good against Scylla should you risk picking this up, since she has a hard time dodging Thoth due to her low movement speed, allowing you to stack this easily so that late game she dies before her ult goes off, not to mention that the extra movement speed allows you to walk straight out of Crush. However you are sacrificing other better damage items to do this.

Rod of Asclepius

If you have a really healing-heavy comp, Rod of Asclepius actually has some viability as 75 power isn't too bad, and the healing you get from this will really compliment your team, however, this a niche situation. Hence, it's situational.

Spear of the Magus

There's not much room to fit this in, but now buying won't actively hurt your tower push, upping it's viability a bit. Then again you need Obsidian Shard to actually scratch tanks and Obsidian Shard only gives 5 less power.

Garbage Items



Shoes of Focus - You're just gagging to lose the early game by going this. Simple as that. There is a reason all of my builds have Pen Boots, and that's because Pen Boots are crucial for the early game. CDR is much outweighed by penetration early game meaning that Pen Boots are pretty much a mandatory purchase if you want to keep up in damage.

Demonic Grip - Attack Speed Thoth is garbage. Also none of his abilities proc this.

Polynomicon - Thoth's abilities don't proc this, and you don't ever want to be in auto attack range after Level 3.

Telkhines Ring - Attack speed Thoth is terrible. I just need to reiterate that. No, the Glyph interaction doesn't make it viable.

Rod of Tahuti - Ohhh, the big one. The one I have been looking forward to writing about! Rod of Tahuti. Previously the very best mage item in the game, Hirez have decided to entirely rework and buff mage itemisation as a whole (despite the fact old Rod was my favourite item in the game I actually like this, I will add, new mage items feel so good, there is a lot more choice and decision making now) so that they could nerf this damned thing. I've decided to put this garbage section after much consideration. You may be thinking - 'Xeno. WTF?' when I say this - hear me out! This is basically a 'win harder' item. When I say this I mean, this isn't the item that is going to win you the game when you pick this up, unlike Book of Thoth, Chronos' Pendant, or Spear of Desolation. Because the passive was nerfed so hard, it's basically 'if you already have enough damage to get people to half health with one spell, or have enough gold to afford this outside of your 5th or 6th item, then ta-da pick this up and snowball the game even harder'. But why would I do this when I could buy one of the other aforementioned items for a cheaper and better power spike? It's the same problem that Spear of Desolation had in Season 3. As much as I hate Warlock's for being a stat stick, I can see the viability. With this, it's just a trash item that hinders your build. Avoid this.

Thoth's Abilities Part 2: Tips and Tricks

Thoth isn't really a combo character. He's less about combos and much more about augmenting his abilities with his 3. The main combo you will doing is stunning with your 2 through your 3 then following up with shots of your 1. Thoth is much more about generally playing safe in the early game (we'll have a whole section on this later), predicting enemy movement and removing key targets. He's not really a character who requires much in the way of matchup knowledge. With that being said, I think it's important to have another more advanced section on Thoth's abilities here, since using these is what gives Thoth such a high skill cap. So here's a list of tips for using Thoth's abilities.

Passive: Dead Reckoning


Not much to say here, other than to ensure that this is stacked as much as possible. If you can't get kills, still make sure you get the stacks for this passive. The Penetration is a big damage boost.

Ability 1: Hieroglyphic Assault


Quite a self-explanatory ability honestly, it's Thoth's main damage (this makes up like 50% of his damage). Some of these tips will seem quite obvious as a result. But these are some tips I can give.

- Always fire these shots through your 3 ALWAYS. It adds 30% scaling throughout the ability, a lot of base damage (165 at max rank) and significantly boosts the range.
- Learn to predict enemy movements. This is vital to ensure you are dealing the damage on these shots. Once someone gets hit by this they will panic and put juke shoes on; the good news is these projectiles are HUGE and travel pretty quickly. Put them in the centre of the shots and it will be quite hard for them to dodge without significantly hindering what they are doing.
- Fire these shots through walls (I mean actual walls, as well your 3). They go a very long distance and do a **** ton of damage. As with the rest of Thoth's abilities, they allow you to take advantage of the map itself, particularly, and win teamfights without even being there.
- Learn the range of this ability! You want to landing max range shots of this, it will net you a lot of kills.
- When you use this ability, you have a decision - unload on one target or spread these shots out to multiple people for less damage. My personal inclination in fights is to unload this onto priority targets but the damage you can spread in teamfights with this can swing fights. A lot of this comes down to the situation at hand and your personal playstyle and will come to you as you play Thoth, but it's worth keeping in mind.
- This ability comes with the Fatalis effect, so you can juke and move around while firing these shots. This throws people off a lot more than you would think.

Ability 2: Evade and Punish



This ability is what separates good Thoths from great ones. It's a super powerful tool but has a ton of uses and a lot of decision making involved.

- First off, the biggest decision in Thoth's kit. Do you want a short dash but a long ranged stun, or a long dash with a short stun? In general, for an escape, placing the Glyph then dashing is the way to go, but sometimes that 85 unit stun is more useful (this would of course mean placing the Glyph after dashing). Of course, as we will get to later, with good Glyph management, you can get both the long dash and the long stun!
- This is a very powerful juking tool, even without the glyph. This goes in 8 directions making it very hard to predict. This gives Thoth beastly matchups against gods like Scylla and Ra. He can easily dodge their key skillshots then punish with an 85 unit stun nuke to the face.
- Despite the first part being a dash, this skill works wonderfully through walls. If you feel safe enough, you can use a short dash into a wall, and send an 85 unit stun through the wall. This takes practice, but once you've got it down, a good stun can straight up win a game. 285+70% is a lot of damage in the late game.
- This skill can be a powerful tool for getting picks with your jungler. Thoth's insanely long ranged stun gives him some of the best jungler interaction in the game; Thoth stun sets up junglers like Thanatos, Thor and Ne Zha insanely well. There is not a single jungler that doesn't pair well with Thoth.
- This skill is great for ganking side lanes - Skadi will be minding her own business, being an OP piece of garbage as usual, when suddenly she takes a stun to the face followed up by Rama shots, Thoth shots, a Bacchus Belly Flop and a double tap from Thor - not even Kaldr can save Skadi there.
_ With a bit of CDR, Thoth can dash through a glyph, hold onto the stun, place another glyph then fire the stun.
- You will often use this spell for damage, however doing so comes at the cost of using your escape, making it quite high risk. It's up to you to choose whether you want to play more aggressively, using your 2 to rack up the kills and deal more damage in fights, or passively, using your dash defensively so you can play more around poking enemies as opposed to securing kills.
- This spell gives Thoth some of the best chase potential of any mage. A long ranged dash followed by a long stun can cover a total of 160 UNITS. This is insanely strong, and combined with his ult, Thoth can really punish enemies who decide in stay in lane at low health.

Ability 3: Glyph of Pain



This is what makes Thoth Thoth. With this spell, Thoth turns from a mage with average damage and a weak escape mechanic to a mobile ranged powerhouse of a mage. The vast majority of what makes Thoth such a high skill mage comes from this spell so let's get into it.

- This is obvious and I've said it a lot but always fire your abilities through this dash wherever you can. This boosts the damage and range of them significantly. The good news is that if any part of your ability at all touches the glyph it will gain the damage and range increase, so it's easy to do.
- Related to the last tip above, dashing in any direction and touching the glyph, no matter how little of the glyph you touch with any of the dash, will cause you to dash 75 units in that direction, meaning keeping track of your glyphs can make for very quick and easy escapes.
- Your glyph tells your enemy roughly where you will attack from, and that you are looking to attack. While this can be a disadvantage, this can be used to your advantage as well! You can put your glyph down activate your 1, wait a bit and get an idea of their movements allowing to aim your abilities better. Bear in mind your abilities have massive range so getting out of range will be difficult.
- Glyphs actually cover a small AoE, meaning you can place one at your feet while walking forward, then suddenly dash backwards 75 units. This little trick is insanely useful for escaping and is part of what makes good Thoths so hard to kill.
- Glyphs can be placed in walls, making them difficult to see for enemies, and ensuring they will not expect your abilities. This is part of what makes Thoth so good in the jungle and at ganking - his incredible interactions with terrain and walls make him unpredictable and hard to get to.
- Glyph management is key to playing Thoth. Glyph's have a base cooldown of 5s and a duration of 8s, meaning you can have 2 o the battlefield at any one time, with a potential of 3 with max CDR. Managing and keeping track of these glyphs is crucial. If you keep track of your glyphs, you can get very easy escapes and long range ults. Part of this is keeping track of where you place your glyphs. If you place them in walls, you won't get any dashes unless you placed the glyph in such a way that a dash could touch it.
- Related to the above, keeping track of when you placed your glyphs is crucial. As time goes on, similarly to Thoth's ranges, you will get used to the 8s duration of the glyph. Keeping track of when you placed glyphs is important because if you don't, it can lead to some rather embarrassing moments. Like firing your ult as the glyph disappears, leading to it not hitting anything.
- Last one, I promise! But don't ever underestimate how good Glyph of Pain is at shredding objective. Every auto attack that fires through it (including your teammates' tanged auto attacks) gains decent extra base damage + 10% scaling - which also applies to towers. This makes Thoth one of the best mages at taking objectives out there. Whenever you're attacking a tower with your team, put a glyph in front of that tower whenever you have it available and watch it fall.

Ultimate: Final Judgement



A rather powerful ultimate. It may just be damage, but boy does it do a lot of it! The fact that's it a charge up move means that this has a lot of depth to it but when used properly this is such a rewarding move.

- Fire this through the glyph! This ability is notorious for going really, really far but when not fired through the glyph it's about the same range as any other mage ultimate. The extra 10% scaling also makes this move a lot better.
- Related to this, fire this through walls! When you don't fire this through a wall, despite the length it goes, it is a really, really obvious move (this does, however, have advantages that we will get to later). Thoth's ult noise is basically a meme by this point, he has to put the glyph down before charging it (telling enemies that 'HEY I'M GOING TO ATTACK') and he charges the ult for three whole seconds. Firing through a wall will mean the enemy team are much less prepared for it.
- Because of the sheer distance this thing travels, and the damage it deals, this is an amazing move for stealing objectives. At higher levels, enemy teams straight up will not do an objective until Thoth is dead, because Final Judgement is probably the best move in the game for stealing objectives (apart from maybe Janus ult). It goes really far (further than even Ra's ult), is an instant hit of damage, and unlike a Kukulkan or Vulcan ult there isn't a targeter saying where it will land. If there is an objective that can be stolen, try to steal it! A lot of this comes with practice but there is no better feeling in the game than taking that Fire Giant.
- This move is also decent for securing objectives as well. Not as good as an Isis, Raijin or Anubis ult since Final Judgement is much more about the range and the instant hit than the raw damage numbers, but this is still a key move for ensuring your team gets the objective.
- This is a charge-up move. Like I mentioned earlier, this make Final Judgement an incredibly obvious move, however, this also means that you can cancel it! This allows you to play mind games with your opponents. Something that you will get used to when playing Thoth is suddenly cancelling this at the last second (I say this as a figure of speech). This allows you to bait out escapes, Aegis, and untargetable spells. Bear in mind this does cost 30 mana however.
- As this is a charge-up move, anticipating not just what your enemies will do, but what your allies will do, is crucial. A fully charged Final Judgement is a devastating follow-up to say, a Ymir freeze or Athena taunt. A lot of this comes with practice but always be mindful of this.
- While in late game and at objectives charging this move up all the way is imperative, in early game or when looking to just secure a kill, you can fire this early. The uncharged damage at 60 or 80% (depending on how long you charged it) is a lot higher than you would initially think. Whether you want to do this or not, is up to you). Remember that the Glpyh damage is the same no matter how far you charge the ult.
- Try to hit this on as many people as possible in late game, even if it doesn't net you a kill. Hitting a Thoth ult on 2 or 3 people can straight up win you a game since your team (and you for that matter) can clean up before they can retaliate.

Phases of the Game

Disclaimer: This is for Conquest!



Early Game



Levels 1-2: Just survive. It's that simple. Don't try to make fancy plays, invade or anything like that unless the enemy really ****s up, and I mean really ****s up. At Level 1 you're like the worst god in the game for very obvious reasons, you have no range, no control, no AoE, no instant damage. At Level 2 you'll either only have 55 range or you won't have an escape depending on which spell you took.

Levels 3-6: You're in a better position now, but you still have to play quite passively. With that being said, you'll have a decent amount of poke, a good escape and at Level 5 there's actually some kill potential to be had. However, you are nowhere near the best god at this point, and should still be cautious.

Mid Game



Levels 7-9: Your first big power spike! Congratulations! At this point you should have 4 points in your 1 and your first item. You're not as aggressive as a Poseidon or Raijin or something would be at this point but you now can full clear a wave from very long distances and your poke is now something to be feared. While you're nowhere near at your full power levels, you now should have a pretty easy ride to late game. Typically junglers will be looking to gank your lane or fight at this point, because Thoth's Level 7 and 9 are really good should you play your cards right. Try to pick up a couple kills at this point, get some passive stacks, and get the snowball rolling.

Levels 10-12: This is where Thoth becomes really scary. At this point, you should have Book of Thoth and Pen Boots or nearly be there. While your lane kill potential is a bit smeh (you don't have an instantaneous burst combo like a Poseidon, Zeus or Nox), your gank potential is TERRIFYING. You have insanely high ranged abilities, can fire everything through walls and insane poke - if ever the ADC overextends, go to that lane and punish them for it. Thoth's roams at this point in the game are ****ing disgusting, and his objective potential is second to none - this what you should be taking advantage of, and this is what's going to transition into that signature Thoth late game.

Levels 13-15: Thoth's Level 13-15 are really good. This the mid-late game, and is where the transition happens. At this point you'll have maxed out your 2 and your 1 and have three points in your ultimate, and will be at 2 1/2 or 3 items. At this point in the game you hit really hard. Your poke is a lot to deal with honestly, since you'll now have the items to really start abusing those scalings. Your roams are still fantastic but now is the point where the teamfighting starts to begin, and this is where Thoth really shines. In my opinion, this late-mid game point is Thoth's strongest point in the game. Basically, Thoth gets to his god phase sooner than the late game AoE monster mages (Scylla, Discordia, etc.), and while his god phase isn't quite as good as theirs, he more than makes up for it by the fact he gets to his strongest point sooner, allowing him to exert more pressure in things like early Fire Giant fights. Plus he's no slouch in late either.

Late Game:


Levels 16-20: Teamfighting! Thoth's goal in teamfights is apply constant pressure and as much damage to squishy targets as possible. Honestly it's quite simple and there's not really much to explain, prioritise either squishy targets or people who overextends, try to hit big ults, use your ult to try and steal Fire Giants and the like, use your Glyph for objective push, stay safe and set up picks with your 2. That's it, Thoth is one of those gods where it's much more about the execution than anything else, what he's meant to do is honestly really simple, it's pulling it off. By this point, you'll have a lot of items and points in your abilities so your damage will be nuts. Thoth's range is such a massive boon in the late game. The downside here is that what Thoth has in range, he sacrifices in AoE, so gods like Scylla will be a bit stronger at this phase of the game in teamfights. You have to play intelligently to have an impact as Thoth in teamfights, aiming your abilities well and from a max distance - the reward for this is that if you land your ****, you can instantly delete someone from the fight, making it a 5v4, which you can snowball into a straight-up win. No other mage has this pick potential, bar like Ao Kuang, but he needs to get close - Thoth has the best range in the game!

Mid Lane Matchups!

Agni - Hard



Difficulty: 8/10

This matchup is in Agni's favour. In order to win against Agni you really need to play around his ranges. He is another artillery mage, he has more area of effect damage than you but slightly less range. He has better waveclear, and comes online earlier than you. He's also safe, just like you. The idea is to stay unpredictable in your movements and ensure you always have your dash should you need to dodge his bombs. You're never going to be able to kill a good Agni, unless your jungler can really punish Agni's terrible Levels 1-4. However if you can survive until Level 7, he doesn't have much kill potential on you either, but you need to respect his burst combos. If you get hit by a stun this matchup can turn nasty very quickly against a good Agni.

Ah Puch - Easy



Difficulty: 1/10

Another of my favourite gods, Thoth hard counters Ah Puch. He doesn't have any mobility to dodge your spells, an auto attack through your glyph oneshots corpses before Ah Puch can eat or blow them up, and your dash allows you to avoid his Corpse Explosion really easily. The only thing to be careful of is that in the early game an Ah Puch combo has a 6s lower cooldown that your dash, so be sure to stay at max range. Then again that combo blows half of his mana and won't be oneshotting you until the late game anyway. A very easy matchup.

Anubis - Easy/Medium



Difficulty: 6/10 if inexperienced on Thoth, 2/10 otherwise

This is a matchup that really tests your ability to survive Levels 1-2, abuse your 85 range, and dodge skillshots with your 2. In other words, it tests how good you are at Thoth. If you know how to pilot Thoth well, there's absolutely nothing Anubis can do against you unless you really **** up or he has a really on point jungler. If you're not used to Thoth's kit, this matchup becomes a lot more difficult since Anubis will really punish your mistakes.

Basically Thoth can stay out of range of Anubis' kit really easily, Anubis has no mobility to dodge your damage, and even if Anubis gets in range Thoth has the mobility to get away. The only difficult part about this matchup will be that Anubis SHOVES you under turret in the early game because of his incredible waveclear, but if you can survive to the point where you have serviceable long ranged clear you'll be good to go.

Aphrodite - Easy



(As someone who used to play a lot of Aphro this is the superior card art)

Difficulty: 1/10

She has no kill potential on you whatsoever. You have little on her as well, but every jungler, even if you don't tell them to, will focus the ever living **** out of an Aphrodite, making her a really easy matchup.

Her clear is a bit better than yours and her ult can **** you over at times but that's it, it's not like she can use any of this to her advantage in lane, since her kill potential is non-existent, she's slow and she's squishy.

Chang'e - Easy



Difficulty: 3/10

Same as Aphrodite. No kill potential, but every jungler will focus her to hell and back. A bit harder than Aphrodite since her spells can't be dodged and she's hard to hit but her range is terrible, so if you play well you won't have an issue here.

Chronos - Easy



Difficulty: 4/10

An interesting matchup. He has more early clear than you but it blows through his mana pool. His poke is decent with his 1 but you can dodge his 3 really easily, meaning that he doesn't have much kill potential on you. Snowballing on him is quite hard because of his ult making him hard to kill, and his Quadrant 1 heal is actually pretty good at countering your poke.

Overall this is quite an easy lane. What gives this the 4/10 rating, making it nearly a skill matchup is that Chronos WANTS a farm lane because he's the hardest carry in the game arguably, he's a very safe laner and wants to get to late game. You really want to force him behind honestly, and that's going to take ganks onto Chronos, using your CC and damage in an optimal manner so he can't get his ultimate off. Late game you can do your thing against him, poke him out with your 3+1 so he can be killed, but his insane AA damage, high ability scalings, crazy ult and bonkers objective push make him quite hard to deal with, so you really need co-ordination to specifically put him behind.

Discordia - Easy



Difficulty - 3/10


Right so Discordia is pretty broken right now (I used to think she was quite bad but as time has gone on and people have learnt to use her. more this character is disgusting), but as Thoth, you counter her! Hooray!

The main thing is you outrange her hard. You out-poke her, you can avoid the second part of the 1 easily, you can dodge her spells with your dash even when rooted (since Strife doesn't cripple, and unless you're clumped out she won't ever get Madness on you). It's hard for Discordia to hit a 2-1 combo onto you just because you have an instant dash. Don't bother to put the glyph down in this matchup, dash out of the 2 then stun her and unload as much as humanly possible onto her. Ask for ganks since your 2 will always bait out Discordia stealth, making her a hilariously easy gank and giving you outrageously easy kills onto her.

What makes this a 3/10 matchup is that if she does catch in any of her kit, you WILL die, so you need to be very conservative with your dash, but if you are then congrats you've won. Also her stealth can be annoying but it's the only mobility she has, making her a really easy gank on top of her complete lack of pressure onto you. The late game will be hard since she blow your whole team up with 2-1-4, but if you got ahead she won't ever get to that point anyway since you'll blow her up again and again. If you play this matchup well it's a hard counter.

Freya - Easy



Difficulty: 1/10

On the off chance that you go against a Freya mid (it's coming back recently.. somewhat. And for it's worth I think she works better in mid than ADC since she doesn't need to box before she gets three items in mid), you honestly counter her pretty hard. She has no kill potential on you at all in the early game, and miraculously, you outclear her!

If your jungler is halfway decent, you'll be able to put her decently behind. You must make sure you put her behind, since 3-item Freya is still 3-item Freya and will still shred through everything if she isn't put sufficiently behind (and she only gets stronger from there.

Hades - Medium



Difficulty: 5/10

Harder than you would expect actually! He doesn't have much kill potential on you at all if you play your cards right, since he's so close range. This matchup is really about abusing your 75-unit dash to avoid anything Hades can do damage-wise.

Why is this not a 1/10 matchup then? Well first, really good Hades players might buy Blink, Blink on you to bait out a short dash, then leap onto you and use his combo. Ensure you are always dashing through a glyph, and that you using that dash at necessary moments only. Secondly, Hades' early clear is really good. Like really good. You will get shoved under tower and get your jungle stolen when against a good Hades, it's just going to happen. What's worse is that this clear comes with amazing sustain, meaning you can't poke him down since he's close range. You just have to ensure your jungler takes advantage of the fact Hades has to blow his escape to full clear a wave before Level 6. After this, you'll have your wave clear online anyway so can somewhat cope with his crazy push, but by this point he'll only need his 3 to clear so will have his leap up pretty much all of the time. The third thing is that Hades is tanky for a mage, meaning you can't really kill him on your own unless the Hades ****s up. You'll really need help from your team to kill him. Hades will typically build like a bruiser and take actives appropriate to this like Bracer and Thorns which completely **** you over.

Apart from this three very big considerations, this is a simple matchup but honestly not respecting Hades can lead to you losing a game, hence why's he's Medium.

He Bo - Medium



Difficulty: 5/10

Ah, the god of three ultimates. Your advantage is your insane range. His advantage is his burst and very easy poke. This would be an easy matchup if it weren't for the fact that if you slightly overextend you will lose like a quarter of your health and potentially get knocked into two more of He Bo's ultimates, and there's nothing you can do about it.

You really need to take advantage of your ridiculous range in this matchup, and position well. Preventing a He Bo snowball is honestly just as good as snowballing this matchup, since He Bo is so reliant on getting fed. With that being said, He Bo can punish you for playing too aggressively very hard, so you're going to need ganks in this matchup. If you get to late game without feeding He Bo you can just poke him down to like 20% health before he can even combo anyone.

Hel - Hard



Difficulty: 8/10

It's hard to die to Hel early game, but honestly her free poke, lane clear, CC cleanse ****blocks, minion heals and sustain preventing you from doing anything will make you want to smash your head into a wall. That's not even mentioning her late game where she will draw out every fight to ridiculous lengths and stop anything from dying.

Buy Divine Ruin, and ask your jungler to camp the ever living **** out of Hel (he probably will anyway). If you can put Hel behind enough she will be useless but putting her there will require a lot of babysitting.

Isis - Hard



Difficulty: 9/10

Isis is THE early game mid laner, and as such is a pain in the ***. She will either ABUSE YOU Level 1-3 or take all of your farm. After the brutal Level 1-3, assuming you don't get an Isis snowball rolling, this matchup becomes somewhat easier, not that you should get complacent.

The key to this matchup is dodging that Spirit Ball, so she can't follow up with your 3 to slow you and high damage Wing Gust shots to do a huge chunk of health. Against a good Isis this is nigh on impossible without using your escape at the 55 unit distance (before you get your Glyph) since you wont have boots if you're not using your Glyph to clear. This is why the Level 1-2 against Isis is so hard, along with the fact that she outclears you hard. Once you have your glyph, play at max range, so you have plenty of time to dodge the Spirit Ball.

If you survive the early game against Isis, then congratulations, you've won! Isis is super reliant on getting ahead early as every other mage offers more range or confirmable damage than her. That however is assuming you play very well in early game.

This matchup gets easier as the game goes on, hence why this a 9/10 as opposed to a 10/10 matchup. In late, if you can dodge max range Spirit Balls, Isis doesn't do anything at all. Words cannot describe how hard you outscale her. It's just the brutal early game that makes this matchup so hard.

Janus - Medium



Difficulty: 5/10

Standard farm lane skill matchup. There are a few things to keep in mind (as a Janus player myself, these are kind of things I will be looking to do against Thoth):

1. WATCH OUT FOR PORTALS FROM BEHIND! Your dash may be quick but it isn't CC immune! A good Janus will place a portal behind you, then place a Threshold on your feet to try and trick you into dashing directly backwards. If you do, you're going to take Threshold scaling damage plus the full brunt of a Janus 1+2 combo which leads to a dead Ibis (you), and probably a dead ADC since that guarantees a roam for Janus.

2. Janus has a lot of mobility but only when near a wall. If he's not near a wall, Janus is really easy to hit, he only has a speed boost. If Janus gets too cocky he's really easy to kill.

3. Janus will outroam you. This is a fact. When he ults, first off, call 'VBA' and 'VF2' in chat so they have a bit of warning. You're then going to need to make a decision as to whether you want to counter-gank, or whether you want to farm and push the lane. Now I'm not going to tell you what to do, since it's entirely dependent on the situation, but be aware that this is what will inevitably happen when against Janus.

Kukulkan - Easy



Difficulty: 2/10

This God is honestly so bad. He has no control to speak of, you won't ever get hit by his 3 unless you really **** up since it has a really long cast time, and his ult is like the most telegraphed move in the game. His 2 is a decent escape, but you have so much range that you can just hit him anyway.

The only thing making this a 2/10 matchup is that Kukulkan's early clear is really good, especially at Level 1, it's better than Isis' clear. But he can't do anything with that gold since all of his spells are just so easy to avoid.

Nox - Medium



Difficulty: 5/10

Nox is a really cool character with a lot of strengths but also exploitable weaknesses that you can play around. She has a bad early game like you, so you don't need to worry about getting shoved under turret. Your advantage in this matchup comes from your range. If you play around the maximum ranges of your abilities it's going to be really hard for her to get a combo onto you. Her advantages come from her control and her instantaneous burst. If you get caught in Nox's silence, you can't rely on your 2 to dodge the root, you have to move in such a way that it's not easy for Nox to read you then hit the root, while at the same time you need to ensure you're not just juking inside of the silence until it blows up for ultimate level damage! This is why you need to play around your maximum range, if she hits a silence on you and you're in the edge, you can just walk out and even if she hits the root you've just avoided 60% of her damage about.

Always take Purification Beads in this matchup first. It allows to you get out of a burst combo once every 2.6 minutes approximately, which is HUGE, since Nox's combo isn't the easiest thing to land in the world. Granted, if she hits more than one combo every 2.6 minutes, you're trouble, which is why you need to play around her ranges. And her cooldowns. Nox is the most ability reliant character in the game, she can't even auto attack when she's comboing you.

Fun fact, if she silences you, you can still fire your 1 and 2, and these will go through the glyph so up until late, if she gets you in a combo and your beads are down, punish her! Bear in mind that you can't activate the abilities inside the silence, and these will be harder to hit since Nox has no strafe penalty while you are rooted, but you can just about return the trade, since it doesn't disarm you!

Nox is a very safe character, so really this will mostly be a farm lane, you just need to ensure that you are always on your toes so she can't **** you up with her 2+1 combo. If she can't root you inside the silence, then you'll be fine, since her ult isn't like yours where it hits for bonkers damage, it's much more about the utility, and her dash-pop out combo only works when she has a jungler to do it with.


Nu Wa - Easy



Difficulty: 2/10

She won't ever get a minion stun on you unless you really **** up. You outdamage her throughout all phases of the game. The only difficult things about this matchup are her stealth juking (which you can wait out) and her strong wave clear. If she does get a minion stun on you this matchup can turn around in a heartbeat but you have so much range and strong mobility so that's not going to happen.

Poseidon - Hard



Difficulty: 10/10

Ok, this is our counter. Everything about him ****s Thoth over. His early clear is notoriously good, making it easy for him to shove you behind from the get go, and unlike Kukulkan, if he catches you in that Whirlpool (which is easy since Whirlpool has a much shorter cast time than Tornadoes), prepare to use your active or get blown the **** up before you can even do anything. He has a lot of movement speed meaning he can juke you out well and out roam you 10/10 times. I mean that's it but those three things just completely **** Thoth over as a character.

To win this, you need to use your actives wisely. Take Aegis at Level 1 to avoid the inevitable Level 5 Kraken. Take Beads at Level 12 so you can get out of the Whirlpool with Evade and Punish before the Kraken connects. Poseidon gets wrecked by actives and you need to take advantage of this.

Apart from this, you need to position flawlessly and take advantage of your range, making it as difficult for him to catch you in that Whirlpool. You have more range than him but the movement speed means he can catch you by suprise, so always be wary. Rotate when he does, and try to counter-gank him - Poseidon has one combo and that's it. After he uses that, he's actually really easy to punish.

Other than this - ASK FOR GANKS. Poseidon has no leap, dash, teleport, or stealth, he literally only has a speed boost, making him easy pickings for strong gankers like Thor or Serqet. His Whirlpool is his clear but it's also his only proper self-peel since the Kraken stun or Tidal Surge when not used with Whirlpool is easy to dodge, so he opens himself up to ganks all of the time.

This is a pretty rough matchup but it's not completely impossible.

Ra - Easy



Difficulty: 4/10

You can't kill him, he can't kill you in early. His early game clear and his sustain will be quite hard for you to deal with, but late game you deal way more damage than him and from better range, so it evens out. Unless you mess up he doesn't have kill potential on you, his abilities are all very telegraphed and easy to dodge.

He will be looking to gank you, since while in a 1v1 situation Ra's damage is hard to get off, Ra's follow up to CC heavy junglers is beastly, every Thor or Susano loves ganking for a Ra, and not just for the damage, but Solar Blessing gives healing and protections, so these strong early game assassins are able to commit even harder to you. However, your Thor will also love ganking Ra, since he's immobile, squishy and has little control, giving Thoth the slight edge in this matchup. Just be sure to not open yourself up to ganks.

Raijin - Medium



Difficulty: 5/10 (since the nerfs)

Raijin finally got nerfed! PRAISE BE TO THOTH!

This matchup got a lot easier since the nerfs. He's no longer the mage that completely dominates early game only to oneshot everything in late. He has been significantly nerfed, but you still need to be careful.

I will give a disclaimer - Raijin is still a complete lane bully. He will kick your **** in Levels 1-7. His clear is weaker now but still strong - however, Levels 1-3, which used to be where Raijin would go 'lol I win', it is substantially weaker - meaning if you don't **** up, you won't be at a huge deficit like you would be before, especially since Thoth's clear was buffed significantly at the same point that Raijin's was nerfed. His abilities are still easy to hit. He still punishes bad positioning hard since Raiju is impossible to dodge and his 1 is easy to hit, and he can always leap to gapclose after your dash then follow up with an ult. However, as long as you don't mess up, you will survive. The key is not ever to get in Raiju range (which should be easy, since you're Thoth and have the best range in the game). This is because Raiju bounces are now significantly weaker, meaning if Raiju bounces onto you from a minion, you won't just die like you would before the nerfs, since it does significantly less damage. His ult is still a threat, but he will have it up less often. 10s actually makes a world of difference, before it felt like he had this stupidly powerful ultimate up all of the time, but now the window where you can punish him for messing up an ult is much higher.

Raijin's late game was significantly nerfed from what it was. The Raiju change was a massive nerf for the character, you can now just hide behind a tank and Raijin will be a non-factor in teamfights. Raijin lost a lot of his teamfight prowess with this change. Sure, there's his ult, but that will be up a lot less now. Play safe, and you will outscale him. He's pretty much just a lane bully now, and a worse lane bully than he was. With that being said, he's still a lane bully, so you need to still be careful.

Scylla - Medium



Difficulty: 5/10

Skill matchup. I have 4k worshippers on Scylla so I know this matchup pretty well. Scylla has less range but better AoE and CC and a slightly better early game than you. However you have more range and dodge her spells better than she can you (provided you use your dash well).

You both have pretty much the same powerspikes and both have great escapes making it hard for either of you to die honestly. If she hits a root on you, she can very easily snowball this matchup since that will guarantee a Crush, so always be on the lookout to dodge that spell and hide behind your minions. If she has a CC-heavy jungler, do all in your power not to get ganked so that you won't get CCed into her damage.

On your side, should she look to fight and you use your dash to dodge one of her spells, hitting a stun on her will really ruin your day, and similarly, you should look to get ganks from your jungler so you can snowball this matchup instead.

Sol - Hard



Difficulty: 7/10

This character is broken and has a really stupid kit, hence why she's on hard. Because you're Thoth she won't have much kill potential on you, but that won't matter with the sheer amount of clear, tower push and poke she has, which will force you behind anyway. God forbid she manages to get more than just her impossible to miss 2 on you.

You also have no kill potential on her at all unless she's bad, because of her 3, which allows for some of the most ******** escapes you will ever see. If you can't ban this character, just try to survive and not lose your tower (easier said than done). Don't ever try to fight her head on if you want to live, just abuse the fact that you outrange her and have a good escape.

An important side note - never roam unless you know Sol is roaming too. You probably know why, but in case you don't, Sol is capable of taking a tower in the mid game from one wave, you NEVER want to leave her alone with a tower, especially after Level 12, where she can press 1 and get 80% of her passive straight off of the bat.

Bear in mind that her 3 takes 3s to go into her 'get out of jail free' form, so try and get some nice ganks from your jungler and burst her before she goes into that form. Just don't ever expect to get a well-charged ult off on a Sol with half of a brain cell.

The Morrigan - Medium



Difficulty: 6/10

OK so Morrigan herself is quite easy to beat. Her clear isn't the best out there, so you'll have a pretty safe early game. Her stun is very obvious when not used with her stealth, and she doesn't have a dash or anything so she's easy to poke down. You need to be wary of her suddenly popping out of stealth and comboing you, but this usually doesn't do enough to kill you until quite late so you should be okay, and is easily anticipated by keeping a track of her movement in the lane in the early game.

What makes this relatively hard is the ult. Basically Thoth gets hard countered by gods that can stick to him past his dash - think Thor, Susano, Serqet, those kind of characters. Morrigan can turn into these characters and completely destroy you if you're not careful. The key to beating Morrigan is ensuring you're making it hard for her to all-in you with that ult. You need to poke her down and be conservative with your escapes. Also take advantage of that stun of yours when she decides to get too frisky, it can be a very powerful disengage mechanic. Also bear in mind that Morrigan's ult is the longest cooldown move in the game until late game - if you know that move is down, punish her for it, take her jungle, roam to side lanes etc. Morrigan's base kit is really **** until like four items where a 2-1 combo will do a massive whack of your health, but before then it's quite bad.

Thoth - Free



Difficulty: 0/10

LOL. You read my guide, now go **** him up. For maximum chances of victory, get a VEL macro.

In all seriousness, the better Thoth will probably win, this is the epitome of a skill matchup.

Vulcan - Easy



Difficulty - 2/10

You have range advantage, which is huge against Vulcan. Vulcan excels when enemies engage upon him because of his turret, knockback and Backfire, however as Thoth you won't ever be doing that, making his attacks really predictable. He deals less damage than you so even if he gets poke off on you, you will hit much harder. Your dash makes his ult very easy to avoid.

He has better wave clear than you, which can be hard in the early game, and he can punish your mistakes quite hard, which is why he is a 2/10 instead of 1/10 matchup.

Zeus - Easy/Medium



Difficulty: 4/10

This really depends on your jungler honestly, Zeus is known for his strong early game - his 2 clears the wave fully at Level 1, he has a ton of poke and his camp clear is disgusting. Level 1-2 will be pretty rough due to his insane wave clear compared to yours, which is terrible at early levels. However literally all he brings to the table is damage. From Level 3-5 a good Jungler will be able to abuse Zeus because of his lack of any safety or control, with some follow up you can actually kill him.

If you're caught in a lane against Zeus on your own, and you don't have a jungler with a ult that instantly puts him on top of Zeus from across the map (read: Thor or Ratatoskr), you will need to play passively, don't go aggressive on Zeus because if you over extend the slightest bit he will bounce his lightning off his shield, probably ult, and you'll get hit by a 300 nuke to the face with Detonate. Because you are Thoth, this is quite easy, but bear in mind this all of the time when against a Zeus. 99% of Zeus snowballs are the enemy ****ing up and trying to kill Zeus without a gameplan, Zeus is designed to punish mistakes. However, a lot of the time, because Zeus has such strong waveclear, but sucks at farming under tower, he will end up 'ganking himself' by shoving in the wave so hard as Zeus. You won't even to need to ask for ganks most of the time against a Zeus since even the most braindead jungler will focus the **** out of him. Just play around ganks and snowball off of them.

Late game - you hard counter Zeus. Zeus does rather a lot of damage, so he will typically be hiding behind his team, throwing out Chain Lightning, ults, and looking for big disgusting Detonates. However, since Zeus has no mobility, if he ever gets within 85 range of you, you can just hit him with your full 1 and force a back, and if not an ult to face should equal a dead Zeus.

Zhong Kui - Easy



Difficulty: 1/10

As Poseidon is to you, you are to Zhong Kui.

First off, his early clear is just as bad as yours, and just like yours, becomes good at Level 7! So he can't punish you in the early game at all. Second, he is a close range mage who excels at sustained damage output and sustain - just like Hades, except unlike Hades, Zhong Kui has no mobility at all, meaning he won't be able to deal any meaningful damage on you. If you ever find yourself in a Zhong Kui ultimate, you can literally just put your Glyph down, dash away, and you're fine. There's no way he'll ever hit a stun on you if you have a working keyboard and mouse.

You won't be able to kill him because he's tanky and has great sustain but that doesn't even matter, you will have the easiest laning phase of your life against a Zhong Kui.

Summary

So that's Thoth! A really cool mage with an amazing kit, who when you learn him, will win you a **** ton of games! His damage and ranges are off the charts, he's pretty damn safe and he even has control now.

Before I leave you, here's a very quick list of counters and gods that work with Thoth, that aren't mages:

Counters:

    - Artio
    - Thor
    - Susano
    - Ratatoskr
    - Serqet
    - Hun Batz
    - Cu Chulainn
    - Geb
    - Hou Yi


Works well with:
    - Ganesha
    - Artio
    - Ne Zha
    - Thor
    - Fenrir
    - Erlang Shen
    - Athena
    - Rama
    - Artemis
    - Izanami


And with that, the guide is over. Hope you enjoyed, and if you have any questions or anything like that, drop a comment below. I didn't put hunters in the matchup section since I have a feeling you won't be seeing much of them outside of ADC come Season 5, but if you want tips against a certain hunter (or other mid laner that isn't a mid lane mage), drop a comment below and I'll try to explain the matchup for you.

Cheers,
XenoChief

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