Build 1 and 2 - 2 Options
So you have 2 Options:
Option 1 - Book of Souls
The pro of this is that it provides a lot of power in lane for your abilities, giving a massive boost to your early clear with Hieroglyphic Assault
. It also builds very quickly into Book of Thoth
, allowing you to get stacking that Book ASAP.
The disadvantage of this is that you don't get the cooldown reduction from Mage's Blessing
nor do you get the mana sustain, meaning you have to go less Healing Potion
s, and more Mana Potion
s. This means that you can get poked out more easily, and you also can run out of mana more easily, both of which don't fare too well in the laning phase.
Option 2 - Mage's Blessing and Spellbook
The advantage of this is that you get the mana sustain and cooldown reduction provided to you by Mage's Blessing
, meaning you can stay in lane for longer, spam your abilities more and you'll feel less bad about your cooldowns early on. As a result of this, you also can go more Healing Potion
s than Mana Potion
s, meaning you are less vulnerable to poke.
The downside of this is that it provides less damage than Book of Souls
does early game, and it also delays how soon that you get your power spike from Book of Thoth
, meaning that you won't be able to stack it until later on.
If you have Mage's Blessing
, you want more Healing Potion
s than Mana Potion
s - this is because the mana sustain from Mage's Blessing
makes health sustain more valuable than mana sustain from potion.
If you are skipping Mage's Blessing
, you'll want one more Mana Potion
. This is because you don't have the mana sustain from Mage's Blessing
If you have a Baron Samedi
on your team, you're going to want to buy Baron's Brew
with Multi Potion
s. This is because Baron's Brew
is by far the best early game consumable in the game.
The 3 Builds for Thoth:
Okay, so as of now (18/08/18), you have 3 builds to choose from in general - first off, you have a Book of Thoth build that forgoes survivability for raw damage output. The next is a Book of Thoth build also, but with Book of the Dead earlier than Soul Reaver sacrificing in damage a bit, but making up for it with the survivability from Book of the Dead. The third build is a build that doesn't require stacking, prioritising an early Chronos' Pendant rush for a powerful mid game powerspike, in exchange for the sheer value that a Book of Thoth would provide. Unfortunately, a Warlock's Staff build isn't on here anymore, since it has been nerfed out of viability for Thoth, and Book of Thoth is a much better stacking item overall now - as proved by a sub-40% winrate With that being said, let's get right into it!
Build 1 - Raw Damage Book of Thoth
Start either Spellbook
with Mage's Blessing
, or Book of Souls
. Get Shoes of the Magi
first, since getting your boots first for the movement speed and indeed the penetration is very important. If you go Book of Thoth
before Shoes of the Magi
you are asking to get hit by random poke and ganked all of the time. Also don't bother with Shoes of Focus
, the early game prowess that Shoes of the Magi
gives is much more important. Then go Book of Thoth
straight after Shoes of the Magi
, and get that item stacked up as soon as possible - Book of Thoth
is incredibly powerful, giving by far the most power of any mage item in the game, synergising well with all of the mage items that give mana, and giving you a ton of mana so that you can use your abilities freely. It even provides a decent power spike in the early game, something which Warlock's Staff
does not provide. After this, you want Spear of Desolation
, the Patch 5.15 nerfs have made it so that now Spear of Desolation
provides more damage upfront than Spear of the Magus
since Glyph of Pain
no longer applies Spear of the Magus
, so you want Spear of Desolation
for the high power, good penetration, and the CDR it provides. Go Chronos' Pendant
afterwards, since the CDR it gives is absolutely amazing, and I mean 90 power is nothing to scoff at either - the mana regeneration it provides also does no harm. Then you're going to want Soul Reaver
, the 130 power is too good to pass up, and the damage-boosting passive is still very potent, boosting your already great poke and burst to even higher levels. Finally, you have a choice - Soul Gem
to cap out CDR and give you extra burst on Final Judgement
; Obsidian Shard
if you need to muscle through tankier targets; or Book of the Dead
if you want a bit of survivability. And the choice is entirely up to you.
Build 2 - Survivability Book of Thoth
Start either Spellbook
with Mage's Blessing
, or Book of Souls
. Build straight into Shoes of the Magi
then get your Book of Thoth
ready for stacking - Book of Thoth
gives the most power of any item in the game when stacked, along with plenty of mana to spam your abilities with - similar to the last build, Book of Thoth
is just a really good item as a whole so you want it. After this, it's Spear of Desolation
for penetration, power and CDR, similar to the last build. But then you're going to pick up Book of the Dead
- this build sacrifices a bit in damage over going Soul Reaver
fourth item, but it does make up for it by making you a bit more survivable against balanced assassins such as Serqet
or Ne Zha
. That powerful shield from Book of the Dead
can be the difference between you surviving a Wind Fire Wheels
and Searing Pain
combo, or you dying. The Book of Thoth
you build gives plenty of mana for that big, juicy shield, and Book of the Dead
provides mana for Book of Thoth
's power conversion passive - a fantastic combination. You then want Chronos' Pendant
for CDR and more power. Finally, you have three choices for your finishing item - Soul Gem
to cap out your CDR and for the amazing passive to add damage to your Final Judgement
s; Obsidian Shard
to beat down tankier opponents; or Soul Reaver
for raw power and for the passive. The call is entirely up to you, and it really depends on the match.
Both of these are fantastic builds, and the choice of what you will want to go is really down to you. They're quite similar, but the main difference is really whether you are prioritising either going just massive power and pen and blowing someone up, or whether you're okay with a slightly less potent fourth item power spike, in exchange for being able to survive against characters who can dive you a bit better. What you go is entirely your choice and both builds will work very well. The next build is really for if you don't want to stack and you just want to rush Chronos' Pendant - it also has by far the best start of any of the builds, but you are, as mentioned earlier, missing out on the raw value of Book of Thoth
Build 3 - No Stacks! Chronos Pendant
Probably the jankiest looking build on here, this doesn't use a stacking item. When I previously said Chronos' Pendant
was a late game pickup I was kind of lying - it is... if you are stacking - you just need over items more. Without a stacking item however, you are free to go this first and abuse the enemy mid laner, as while he's stacking his Book of Thoth
, you've got 90 power and 20% CDR off the bat, with a cooldown reducing passive and mana regen - you're good to go! This build is great from behind or in matches where you know stacking won't be feasible, or where you just want to hit 40% CDR asap and roam around the map ulting everyone. This gives you access to the best sustain in laning as well, since you can take a ton of potions and have great natural mana sustain, making it viable against tough matchups like Isis
where the enemy will just look to shove you in and poke you out.
Start Lost Artifact
and Mage's Blessing
. Build into Shoes of the Magi
for early pen. Rush Chronos' Pendant
for the power and CDR. Then build into Spear of Desolation
- at this point, you will have max CDR thanks to Mage's Blessing
, about 30 pen and 255 power! Not bad! You then will want Soul Reaver
for the raw power this thing gives (and the value of it), Soul Gem
for the burst and the fact that it means you can have 40% CDR without Mage's Blessing
, and you're going to want to finish on one of either three items - Shaman's Ring
, which gives great power, a damage amplification passive that stacks up quickly in late game and even movement speed; Obsidian Shard
to muscle through tankier targets; or a Book of the Dead
if you want survivability - even without Book of Thoth
, the shield is pretty decent, though it's definitely the most situational of these three.
Other Power Items You Can Use
Cheap and early power. That's it's use. You can also use it to go a double lifesteal build, but the issue is that it's not the best on Thoth
because lifesteal in general isn't the best stat on Thoth
- and while the power a double lifesteal provides is bonkers, the issue is that all it provides is lots of power, and by that point you're better off stacking. Even if you don't stack, for 300 gold more you can get Chronos' Pendant
which gives 100 power but also has CDR and MP5 on it. While yes, Bancroft's has a great passive on paper, in practice, it's a bit redundant since if you're on say, 50% HP as Thoth
you're probably going to die anyway, and that extra power isn't really much use then - you could have CDR from Chronos' Pendant
to have Evade and Punish
up more often, or a shield from Book of the Dead
to bail you out. Still though, it's something you can use.
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 Hieroglyphic Assault
. This sounds broken. It gives you easy shots of your 1, allowing you to burst squishies more easily, or even kite tanks in select situations. It even gives a bit of health for survivability! 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 130+Soul Reaver passive, or 100+15 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.
On well co-ordinated high end teams, you should pick, on paper, at least, 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 90 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.
Rod of Tahuti
I have to concede defeat on this one and put it as another item that can be used. I personally prefer going items that give more useful passive, or that give stats other than power - Spear of Desolation
or Soul Reaver
spring to mind, although you can get this and do fine. You can't argue with 150 power on a character that scales as well with power as Thoth
. And the passive isn't bad either, it shines as objective secure.
However, you really need to consider carefully what you are giving up to get this on your build - as a rule, if you're not hitting at least 25 flat penetration and 20% CDR on a build that goes Rod of Tahuti
, you need to be really hitting those magic numbers. Rod of Tahuti
can definitely work if you are getting good stats elsewhere on your build, but it's not core by any means.
Kinda cheating here because I did but this in a core build. Still, it's the most situational item there so I'm putting it in these 'Tier 2' kind of items. While I love this item, with the sheer power and movement speed it brings to the table for just 2400g, along with the fact that the passive once stacking is practically made for Hieroglyphic Assault
, the issue here is fitting it in. This can be a bit hard since while movement speed is an absolutely overpowered stat hence why everyone and their mother gets boots on every character in every game (get rid of boots Hirez and buff everyone's move speed by 15% and maybe we can see items like Shaman's Ring
and Atalanta's Bow
actually get play, but I digress), the issue is that it doesn't provide raw damage unlike say, Soul Gem
passive or Soul Reaver
, meaning you have to sacrifice something to go this. Still though, it's a great item and something you should at least give a try.
Swap for Spear of Desolation
if they have healing that justifies picking this up ( Hel
and the like). 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.
generally is worse for Thoth
than either Book of the Dead
(if you want health) or Soul Reaver
(for raw damage), but if you want a bit of survivability along with a nice bit of bonus damage on abilities, Ethereal Staff
can be a nice pickup. Bear in mind that the stats provided from this aren't realistically that good, but if you get behind, Ethereal Staff
can be a decent pick up since it gives both damage and a bit of tankiness, along with CC reduction, all very powerful things to have from behind. This definitely gets outshone by other items, I'd usually just suggest Book of the Dead
if you want health, or Soul Reaver
for raw damage, it's a bit of a niche situation, admittedly, where you want a middle ground between the two but the situation does exist, making this a situational item.
I know I put this in my core build, but this item is still situational. You only want this item if you want to muscle through tanky targets. If the enemy team doesn't have at least two tanks, don't buy this, straight up, Soul Gem
or just raw power or flat pen let you do more damage to squishier targets. Being able to damage the support only isn't worth it. However, if they have AT LEAST two tanks who are building magic defense, go ahead and pick this up, this really lets you punish the stupid Bellona
who's trying to dive you like an idiot.
I'd note, I'd only recommend building this before your 6th item if the enemy team are tanky enough to justify getting Obsidian Shard
early. The reason you see this picked up so much in SPL is because everyone and their mother builds tank items there, in solo queue, it's more common to see more damage-oriented items on solo laners and full damage builds on junglers. Outside of people just laying on the tank items, flat pen, CDR and power are more valuable than a tank-busting passive.
Shoes of Focus
You're just gagging to lose the early game by going this first item. Simple as that. There is a reason that all of my builds have Shoes of the Magi
, and that's because Pen Boots are crucial for the early game. Even with 55 power on cooldown boots, even with the penetration provided by Dead Reckoning
(which actually isn't even that strong until like Level 13), you really are sacrificing a lot of damage in the early to mid game by going these. CDR is outweighed by penetration early game meaning that Pen Boots are pretty much a mandatory purchase if you want to keep up in damage.
The reason that it's situational and not garbage is because in late game, if for some reason you don't have max CDR (even though with Chronos' Pendant
, Soul Gem
and Spear of Desolation
you should), you could sell Shoes of the Magi
to get these and potentially pick up an Obsidian Shard
, Spear of the Magus
or Divine Ruin
to make up for your missing pen.
Spear of the Magus
Since the Patch 5.15 nerfs, you're now only going to want to go Spear of the Magus
if you have someone like Ao Kuang
on your team who can do more magical damage than you, and by buying this you are helping them. However, now since a Hieroglyphic Assault
and Glyph of Pain
combo will not fully stack this on a target, you're better off just going Spear of Desolation
in most circumstances, since only your Hieroglyphic Assault
stacks this up. Evade and Punish
and Final Judgement
only hit once.
Fine, I'm putting it here. The more I think about this item, even though I have found myself liking it at times when I've played with junglers and just aimed to go HAM in early game with Doom Orb
, this is too situational to be considered useful. For 1100 more gold with a Lost Artifact
start, you could go Chronos' Pendant
which is actually useful in late game, or alternately if you want to go aggro, you can just go Book of Souls
, or hell Shoes of the Magi
since penetration outweighs power anyway, and you still get the movement speed. I think this item needs another buff to be a bit less situational.
Attack Speed Thoth
is garbage. Also none of his abilities proc this.
Thoth's abilities don't proc this, and you don't ever want to be in auto attack range after Level 3.
Rod of Asclepius
It's just too situational. As Branmuffin pointed out in my comments, if Hel
or whoever aren't picking this up, that's their shortcoming not yours. Although 90 power is okay, it probably would be better to go for items with more burst anyway, even though you can try to make up for your bad healers by going Rod of Asclepius
. Before the nerfs potentially, but now that it's been nerfed? Eh. Not the best option out there.
Stone of Fal
I mean, before it had a clear purpose as a counter to super high damage ults like He Bo
, as a very situational item that was good in those specific situations, now? Since its stupid rework, it won't actually save you. 10% damage reduction is a complete joke - if a Janus Unstable Vortex
would before nuke you for 800 damage, it's now only doing 720 YAY! Then you realise that Portal
does 600 damage, Threshold
boosts his damage by 200-300 and Through Space and Time
does 1000 and suddenly Stone of Fal
looks pretty useless. The stats are a joke, the protections just make you more vulnerable to Obsidian Shard
and mages get so much penetration nowadays that 40 magical protections don't matter whatsoever. The power and CDR is similarly garbage on this item. If you want to survive mage combos, go Book of the Dead
Attack speed Thoth
is terrible. I just need to reiterate that. No, the Glyph of Pain
interaction doesn't make it viable.
I don't know how I forgot to put this one in the garbage section. Since it's changes, and since Book of Thoth
got buffed, this isn't really a good item on Thoth
since double lifesteal in general is not good on Thoth
doesn't really use lifesteal, and if you REALLY want magical lifesteal in the late game, Soul Gem
exists, and while yes it gives less power than Typhon's Fang
, the health, the CDR and the passive of Soul Gem
make up for the marginal loss of power in spades.
And remember how I said 'double lifsteal is not the best on Thoth
'? This item necessitates that you build more lifesteal items than just Typhon's Fang
, AND it has the Rod of Tahuti
problem of just providing power, but worse! Since it requires you to invest not one but two item slots into getting dumb amounts of power. Yeah. I can't recommend this. If you want stupid power, Book of Thoth
This item has been nerfed out of viability for Thoth
. Book of Thoth
is a much superior stacking item to Warlock's Staff
now in pretty much every way; it builds out of better items, it takes less time to stack up and stacks aren't as crucial meaning you can actually fight in the early game, it provides more power off of the bat, and it provides lot of mana meaning you can use your abilities to clear and roam without OOMing all of the time. The nerf to Warlock's Staff
where it only gives 200 Mana now really killed the item for Thoth
, meaning you should go your own book instead. If you need health and survivability, go a Book of the Dead
, don't bother with this trash. It takes a long time to come online for less of a reward than Book of Thoth
offers. Don't believe me? Check out Thoth's stats
here, he has a 38.4% winrate with Warlock's Staff
(meaning Thoth loses 62% of all games where he takes Warlock's Staff
, as opposed to a 49.9% winrate with Book of Thoth
(meaning it's a pretty even winrate). I mean the stats speak for themselves, don't buy Warlock's Staff
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. There's a lot more to explain here than there would be for someone like Agni or Ra who generally have more simple abilities. 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 15% 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 Hastened Ring
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 Thoth players 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 of Pain
then dashing is the way to go, but sometimes that 85 unit stun is more useful (this would of course mean placing the Glyph pf Pain 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!
- You can place the Glyph of Pain
at your feet (casting it right over your model) then dash away for a quick escape - very obvious but this is how you will get your long range dashes off a lot of the time. This has the advantage of not telling your enemy where you will dash to, as once it is at your feet, you will get a maximum distance dash no matter which direction Evade and Punish
is casted in.
- You can also place a glyph about 25 units away in the direction you want to dash for an easy 85-unit stun as opposed to 55-units, however, this HEAVILY telegraphs where you will go, so keep that in mind.
- 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 Anubis
. 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+65% 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
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 annoying as usual, when suddenly she takes a stun to the face followed up by Rama
's Astral Strike
's Hieroglyphic Assault
, a Bacchus Belly Flop
and a Mjolnir's Attunement
double tap from Thor
- not even Kaldr can save Skadi
_ 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.
- With Patch 5.6, another decision comes into play in Thoth
's kit - do you want to hold on to the stun to potentially have time to aim it and set it up with a glyph? Or do you want to fire the stun straight away, as the cost of accuracy and potentially range, in exchange for having your dash up again sooner?
- A point I should add is that you can fire the stun through the same glyph you dashed through even if you do use the Glyph of Pain
at your feet as opposed to a bit in front of you, however doing this requires you to move forward 20 units assuming you placed the glyph at your feet before dashing away. This can be quite risky, especially as now Evade and Punish
will not go on cooldown until you have fired that stun.
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, including your 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 + 5% 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 Spirit of the Nine Winds
or Vulcan Earthshaker
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
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 like Path of Flames
, Aegis Amulet
, and untargetable spells like Divebomb
. 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 Frost Breath
or Athena Confound
. 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.
Mid Lane Matchups!
Agni - Hard
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. As soon as you see a Rain Fire
bomb on you, that's it, you're immediately going to need to Evade and Punish backwards
before the bomb lands, since Agni
can't physically stun with Noxious Fumes
you until it lands. You're never going to be able to kill a good Agni
, unless your jungler can really punish Agni
's terrible Levels 1-4. Something I like to do against Agni is take my [Glyph of Pain]] at Level 2. The reason for this is that Agni has very unsafe wave clear until he gets his Rain Fire
. He will either need to walk in melee range to use Flame Wave
, or will need to walk right up to you in order to clear the wave with Path of Flames
- during this time Agni is incredibly susceptible to being poked down by your Hieroglyphic Assault
, and gaining this range advantage as soon as possible helps in this matchup for that reason alone.
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 Rain Fire
this matchup can turn nasty very quickly against a good Agni.
Ah Puch - Easy
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 of Pain
oneshots corpses before Ah Puch can eat them with Hollow Ground
or blow them up, and your Evade and Punish
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 Undead Surge
has a 6s lower cooldown than your dash, so be sure to stay at max range until your 2 comes back up. Then again that combo blows half of his mana and won't be oneshotting you until the late game anyway. A very easy matchup.
Anhur - Easy
excels against Anhur
in the mid lane due to his range with Glyph of Pain
. Anhur's Shifting Sands
combo spells out death if you get hit by hit, but he's going to have a hard time hitting it onto you since Thoth
as a whole plays so far back. If you position far enough back against Anhur
, he will be forced to use Disperse
if he wants to kill you, heavily telegraphing what he's going to do. You can then use a quick Evade and Punish
(even without the Glyph of Pain
) backwards, and you're fine.
Play cautiously against Anhur
, and play intelligently at max range, and he will really struggle. Despite this being an easy matchup for Thoth
, be warned: you need to respect Anhur
's Level 5-9 - why? Because Desert Fury
hits insanely hard, so if you get Pillar Stunned, you're going to be a 560+240% ult to the face with 20 debuffed physical protections thanks to Enfeeble
, and he's CC immune at the same time - ouch.
But if you do play this well, this will be an easy mid lane for you.
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.
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 because his Plague of Locusts
will full clear a wave at Level 1 but if you can survive to the point where you have serviceable long ranged clear you'll be good to go. However, if you ever do get in range of Anubis
and you don't react fast enough with Evade and Punish, you're probably going to either have to use your Purification Beads
(always take these at Level 1 against Anubis), or you're going to die, since the damage from Grasping Hands
and Death Gaze
will be enough to melt you down, and you won't have time to go for a long dash once Anubis
has you. Remember that without your dash you are both squishy and slow. This is why kiting and familiarity with Thoth
is so crucial in this matchup. Also don't go for stupid plays, since Anubis
has great sustain with Sorrow
- just play cautiously until teamfights.
Aphrodite - Easy
(As someone who used to play a lot of Aphro this is the superior card art)
She has no kill potential on you whatsoever. You have little on her as well thanks to Love Birds
and Undying Love
, 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 with Love Birds
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.
Baron Samedi - Easy
I love Baron Samedi
, but let me tell you, he struggles against Thoth
pretty much has all of the tools needed to effectively deal with Baron Samedi
. I feel as though Baron Samedi
is more of a solo laner nowadays since his early clear with Vivid Gaze
is absolute, absolute garbage wave clear in early game since his nerfs, and that fares really badly for mid lane, but people still play him there. Thoth
's range is something than Baron Samedi
really struggles against, and Thoth
will outclear Baron Samedi
very easily since his Hierogylphic Assault does a lot of damage. His Consign Spirits
has a long windup time to it, and even though it's an unbelievably broken ability in teamfights, Thoth
can dash out it pretty easily. Wrap It Up
has a short range, so provided you position well, Baron Samedi
won't be able to use his main Hysteria
generator and his main burst combo on you. We all know why Life of the Party
is a broken move, but Thoth can deal with it well - since Glyph of Pain
extends the range of his dash, he can get out of the pull range really easily, and so long as Thoth
does not get hit with Vivid Gaze
s and Consign Spirits
for free in lane, Baron Samedi
won't have enough Hysteria
to get the empowered pull on him. Purification Beads
does nothing against the ult unless Thoth
is at 30 Hysteria or more, if he is, you'll need Purification Beads
to get out, but if he isn't, you won't need it, all you'll need to do is Evade and Punish
through a Glyph of Pain
. Remember not to try to damage Baron Samedi
during his ult, since he gains 35% Damage Reduction.
Really with this matchup you need to be conservative with your Evade and Punish
, and you need kite out Baron Samedi
by playing at max range, and by doing this, the matchup becomes easy. The moment it's down and you get in range of Life of the Party
or Wrap It Up
or whatever, Baron Samedi
can easily have his way with you, but if you play smartly, you are creating circumstances where Baron Samedi
will really struggle.
Chang'e - Easy
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 thanks to Jade Rabbit
and Moonlit Waltz
but her range is terrible, so if you play well you won't have an issue here.
Chernobog - Hard
is completely broken and honestly if you have to play against him I feel very sorry for you. The only saving grace in this matchup is that Crystallised Curses has bad range, meaning you will avoid a lot of poke he can put out in lane. His early clear is some of the best of any hunter between his AoE Heart of Cold
passive, Crystallised Curses and Vicious Barrage
, meaning that you will get shoved in, over and over again. At Level 2 you need to be very careful that you don't get hit by a Chernobog combo, since you do, you will either die, or be forced back to base. Honestly, you're going to have to settle for being shoved in at Level 2, and you're going to have to ensure that you're not standing near a wave, meaning you won't be able to use Hieroglyphic Assault
on all six minions until you get Glyph of Pain
. You could circumvent this by getting Glyph of Pain
instead of Evade and Punish
at Level 2, but this will leave you very vulnerable - so really you have to choose what you want. At Level 3-5, you're going to need to play very carefully and farm up from range. Don't bother trying to kill Chernobog
in lane, thanks to Into Darkness
, he has Aegis Amulet
pretty much on demand every 18s - your best bet is to try to bait out Into Darkness
which will require Evade and Punish
making it risky, and then work with your jungler to gank him in the 18s that it is down.
Level 5 and upwards this matchup gets really frustrating because of Living Nightmare
allowing him unrivalled global pressure. You will always get outroamed by a Chernobog
and thanks to his ludicrous damage, by the time you get to where he's roaming, it's probably already too late. You're going to need to try and take whatever objectives you can while he's roaming, be it the tower, the Gold Fury, Pyro, mid camps, the enemy red or blue, whatever you're just going to have to do something while he's roaming. What's worse, if you ever have to use Evade and Punish
to get away from anyone that isn't Chernobog
, he can very easily just ult in your face, and since his ult provides DAMAGE REDUCTION and REFRESHES ALL OF HIS COOLDOWNS, you can pretty much kiss your *** goodbye.
What's worse, he gets stronger as the game goes on thanks to his high attack speed from Vicious Barrage
and his damage reduction from Living Nightmare
reaching 40% at max rank.
Do yourself a favour and ban this god if you can honestly. The only counterplay that you have against this is trying to use Final Judgement
on him sneakily when he hasn't got damage reduction, and trying to poke him out so it's more risky for him to roam, but with both of these options, Into Darkness
gives him a very easy way to stop this.
Chiron - Easy
Overall an incredibly easy matchup. Avoid getting hit by too many Training Exercise
s by positioning well and using your Evade and Punish
to get out when necessary, and you will get some of the freest farm of your life. Chiron
's early all-ins with Giddyup!
can be a bit problematic at times, but luckily Evade and Punish
allows you to get out of them very easily. Giddyup is a great escape but his turning is usually quite bad, allowing for easy Evade and Punish
or Final Judgement
shots. His Centaurus
goes quite far, but you can dodge the shots, and he travels slowly during it, meaning you can once again, land really free damage onto him.
Chiron can deal with Hieroglyphic Assault
poke well thanks to Herbal Medicine
, but that's about all he has going for him in this matchup. He also falls off really hard late game, so yeah, overall, this is a free matchup, provided you don't get hit stupidly by Training Exercise
Chronos - Easy
An interesting matchup. He has more early clear than you but it blows through his mana pool. His poke is decent with his Time Rift
but you can dodge his Stop Time
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 from Accelerate
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 thanks to his insane power scalings and his Time Lord
free power. 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 Unruly Magic
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
's Erratic Behavior
, making her a hilariously easy gank and giving you outrageously easy kills onto her. While her Golden Apple of Discord
hits hard and can turn fights, it's a very easy move to dodge if you pay attention, with a very slow travel time.
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 - Medium
is pretty broken. Not going to put it lightly. She's strong in early game, and only gets stronger as the game goes on. Early game her clear is really strong with Aurora Blade
and Northern Lights
. Level 1 isn't too bad, Level 2 you need to be really careful that you're not standing in minion waves - even after the nerfs, getting hit by a Northern Lights
in a minion wave will absolutely chunk you, and what's worse it slows you, setting up more auto attacks. Getting hit by Banish
is pretty much a death sentence, since it sets up her burst combo perfectly, and Valkyrie's Discretion
even after the nerfs does dumb damage, especially considering that she's building full power and penetration, allowing her to really abuse the high damage numbers on that ability. It also removes her from her from the fight. As the game goes on, Freya's items will come more and more online, and by late game she becomes a monster with Polynomicon
What you have to take advantage of in this matchup is Thoth
's ridiculous range. Freya
can attack from a maximum of like 60-65 units away, whereas you can attack from up to 85 past Level 3. Level 2 will be hard, and you need to play very cautiously. Past Level 3 you can take advantage of that beast range. Freya
has absolutely stupid mana sustain, but in order to take advantage of this, she needs to walk up to the wave and melee attack the creeps - there is your window to punish her with Hieroglyphic Assault
struggles against long ranged poke mages like Thoth
pretty hard in lane, so if you play smart, the lane won't be hard. If you take advantage of your range, you won't be standing in waves, nor will you be in range of her Banish
or really anything that she can do. The late game will be hard, mind you.
Hades - Medium
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 Rune
, Blink Rune
on you to bait out a short dash, then leap onto you with Death From Below
and use his combo. Ensure you are always dashing through a glyph, and that you are using that dash at necessary moments only. Do not be baited by Hades using Blink Rune
, if he is good, he will use Death From Below
to catch up to you then catch you in his Pillar of Agony
which will either mean that you use Purification Beads
or you die, but he can only do this if you don't dash through the Glyph of Pain to get the extra range on your escape. Secondly, Hades' early clear with Devour Souls
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 instaclear 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 Devour Souls
to clear, meaning he will typically be using Shroud of Darkness
to clear, so he 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 of Undoing
or Shield of Thorns
which completely **** you over.
Apart from these 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
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 to Water Spout and potentially get knocked into two more of He Bo
's ultimates (which hurt by the way), 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, since his Water Cannon
and Crushing Wave
but requires him to get very close to his opponent as a super squishy mage. 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
It's hard to die to Hel
early game, but honestly her free poke with Decay
, lane clear with Repulse
, CC cleanse ****blocks with Cleanse
, minion heals with Inspire
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
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 Dispel Magic
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 of Pain
to clear. This is why the Level 1-2 against Isis is so hard, along with the fact that she outclears you hard with Wing Gust
, one of the highest damage Level 1 spells in the game. 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. Be wary of Circle of Protection
, since a good Isis
can use it to mitigate your damage, and also, Isis
will use this spell to take objectives early on since it is probably the best move in the game at securing objectives, ensure you ward up the area around the Gold Fury with both normal Ward
s and Sentry Ward
s as a team.
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 Ball
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.
Izanami - Easy
struggles into Thoth
since her auto attack boomerangs constantly slow her down and put her slap bang in the middle of the wave to clear, allowing you to poke her out with Hieroglyphic Assault
very easily from range. Her kit is generally out-ranged by Thoth
, Spectral Projection
has decent range and slows you, but it's easily dodged, and if you do get hit, an Evade and Punish
will stop her from landing too many shots of Sickle Storm
on you. Her Fade Away
can be a really annoying escape, so it's best to wait until it's down before using Final Judgement
. Fortunately, you can usually tell where she will go, allowing you to reveal her with a shot of Hieroglyphic Assault
and then you can swat her with Final Judgement
. Dark Portal
is annoying, but you can dash out of it with Evade and Punish
if you are fast enough. If not, Izanami
usually doesn't have enough burst to kill you before the silence ends, so you can usually just dash away after it runs out so long as you haven't taken a ton of free poke in lane.
The only hard thing about this matchup is that she really heavily outclears you at early levels, but all in all this isn't too hard.
Janus - Medium
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
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 has to get close to the wave to clear it with Unstable Vortex
until Level 7, when he only needs one side of the move to full clear a wave. If he goes to hit the wave with both balls of his 2, poke him with Hieroglyphic Assault
in order to punish him for it, while still clearing your own wave.
will outroam you thanks to Through Space and Time
. 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
This God is honestly so bad. He has no control to speak of, you won't ever get hit by his Whirlwind
unless you really **** up since it has a really long cast time, and his Spirit of the Winds is like the most telegraphed move in the game. His Slipstream
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.
Medusa - Easy
is a nice safe lane for Thoth
, simply because as a hunter, she doesn't really have the range to be able to deal with him that well. Viper Shot
is standard basic attack range, and Thoth can outrange that by 30 units thanks to Glyph of Pain
. Acid Spray
can poke you out if you position poorly, especially at Levels 1-2 before you get Glyph of Pain
, but if you position well and play around Acid Spray
's cooldown, it's usually nothing much to worry about, if you take Evade and Punish
at Level 2, she won't be able to all-in you anyway. Lacerate
makes it hard to kill Medusa
since it's a very good escape, and can lead to some nasty Level 2-3 kills, but it has a wind-up time, and with Evade and Punish
, if Medusa
aggressively, she'll usually end up dead since you can stun her and the jungler can kill the snake. Petrify
can be nasty, there's no reason that you should ever end up stunned by this move since you can easily turn away, but even when looking away the damage isn't bad and you still get slowed pretty heavily. Usually the play will be to turn away and then use Evade and Punish
through your Glyph of Pain
. You then should be out of harm's way, while being able to lay down some poke on the Medusa
All in all, quite an easy matchup.
Neith - Easy
This is just as easy as Chiron
. Her Spirit Arrow
are easily avoided and won't hit you if you play well from range - even if you get rooted, you can still use Evade and Punish
and get away from her. Her clear isn't that much better than yours realistically. Her Backflip is the single most telegraphed escape in the game, allowing really easy hits of Final Judgement
onto her. Her World Weaver
can be annoying, but stunning her out of it with Evade and Punish
is hardly a difficult play to make.
generally excels against a lot of hunter mid lanes, and Neith is no exception.
Nox - Medium
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 Siphon Darkness
, you can't rely on your 2 to dodge Shadow Lock
, 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 Shadow Lock
after you've escaped Siphon Darkness
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 in 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!
One thing to keep a note of is that Nox
's Night Terror
reduces your damage by 40%. If Nox
hits you with this, you won't be able to return the trade. Just wait out the 5s, or if you're low return to base. In order to juke this, ensure that you're not hugging walls (since Nox
's ult explodes upon contact with a wall), and that you're not going to be at max range of the ult (since Nox
's ult explodes upon reaching max distance), Nox
's ult is easily dodgeable unless one of those two conditions is met, so ensure you aren't playing into her hands before going for the kill.
is a very safe character thanks to Shadow Step
, 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
She won't ever get a minion stun with Shining Metal
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 with Mysterious Fog
(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
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 Whirlwind
), prepare to use your active or get blown the **** up before you can even do anything. He has a lot of movement speed thanks to Surging Tides and Trident
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 Amulet
at Level 1 to avoid the inevitable Level 5 Release The Kraken!
Take Purification 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
. 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
You can't kill him, he can't kill you in early. His early game clear from Celestial Beam
and his sustain from Solar Blessing
will be quite hard for you to deal with, but late game you deal 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. However, his speed boost from Speed of Light
ensures you won't be getting damage off on him either.
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
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, all he has is Divine Light
in the way of safety, giving Thoth
the slight edge in this matchup. Just be sure to not open yourself up to ganks.
Raijin - Medium
Difficulty: 6/10 (since the nerfs)
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 thanks to Percussive Storm
- 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 Percussive Storm
is easy to hit, and he can always leap with Thunder Crash
to gapclose after your dash then follow up with Taiko Drums
. 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.
'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
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 Sic 'Em
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 like Thor
or Ne Zha
, 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
This character is a nightmare for a roaming kill mage like Thoth
, 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.
You also have no kill potential on her at all unless she's bad, because of her Disapparate
, which allows for some of the most ******** escapes you will ever see. Against Sol
, you just need to 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 thanks to her Unstable Manifestation
, you NEVER want to leave her alone with a tower, especially after Level 12, where she can use Radiance
and get 80% of her passive straight off of the bat.
Bear in mind that her Disapparate
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 good thing about the Sol
matchup is that all of her damage is very to easy to avoid as Thoth
. You typically won't be in auto range of Sol
anyway, meaning her damage and boxing potential from Unstable Manifestation
won't matter much. Her Stellar Burst
, while impossible to avoid if you are within like 60-70 units of Sol
, is very easy to dash away from with Evade and Punish
and can be dodged very easily provided you aren't near a wall or at max range. Speaking of easy to dodge, Supernova
is one of the most easily avoided moves in the game, so if you're paying attention, Sol
can't kill you. You just need to very mindful of Sol
's disgusting split push, objective control and escape potential. In late game, so long as you kite well, you can just poke Sol
out to ensure that she can do is just throw out her 2 and ult, and won't be getting in-hands off, similar to Chronos
The Morrigan - Medium
OK so The Morrigan
herself is quite easy to beat. Her clear from Dark Omen
isn't the best out there, so you'll have a pretty safe early game. Her stun from Deadly Aspects
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 from Confusion
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 Changeling
. Basically Thoth
gets hard countered by gods that can stick to him past his dash - think Thor
, those kind of characters. The Morrigan
can turn into these characters and completely destroy you if you're not careful. The key to beating The 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 The 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. The 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
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.
can actually be really annoying in mid lane for you. Level 1, he has very easy clear with Bladed Arrow
and if you step one bit out of position, you will take a Thrown Axe
to the face, which is hard to dodge since the Ullr
buffs, along with probably a Bladed Arrow
and a few autos, chunking you down. Ullr
's Level 2 is brutal. Absolutely brutal. You need to be really careful to not get caught out here - if he hits you with a Thrown Axe
, it's game over if the Ullr
knows how to use his combo, and if Ullr
gets a kill, he is an absolute menace as we all know. And no, you cannot, and I repeat CANNOT, take Glyph of Pain
Level 2 against an Ullr, you need to be able to escape against that character. At Levels 3-5, he still has the same kill potential, but will a bit easier to deal with since generally you can sit back and abuse your long range with Glyph of Pain
, but you still need to be cautious. One Thrown Axe
and it's game over, same as ever. Levels 6-9, he becomes a bit easier to deal with still, until he gets his Transcendence
or Warrior Tabi
online - you need to be very cautious once Ullr
gets his first item online, since while you will at least have an amazing keep-away game, you still will get popped like a damn balloon if you get hit by an Ullr combo. Fortunately, Ullr
has a predictable escape, and no CC immunity nor an ultimate, so you can easily retaliate with Evade and Punish
, you can still play a good keep away game and poke with Hieroglyphic Assault
, and can still land Final Judgement
s on him.
The longer the game goes on, the more easy Ullr
becomes to deal with, provided he hasn't got kills under his belt. Ullr
blows in teamfights and basically falls off a cliff in late game, but Level 2-5, and even after that, you need to be really careful, otherwise Ullr
can very easily end a game before it gets to the point where he falls off.
Vulcan - Easy
Difficulty - 2/10
You have range advantage, which is huge against Vulcan
. Vulcan excels when enemies engage upon him because of his Inferno Cannon
, Magma Bomb
, 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 Earthshaker
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 thanks to his damage and CC, which is why he is a 2/10 instead of 1/10 matchup.
Zeus - Easy/Medium
This really depends on your jungler honestly, Zeus
is known for his strong early game - his Aegis Assault
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
), you will need to play passively, don't go aggressive on Zeus
because if you over extend the slightest bit he will bounce his Chain Lightning
off his shield, probably use Lightning Storm
, and you'll get hit by a 300 nuke to the face with Detonate Charge
. Speaking of Zeus
in lane, DO NOT EVER STAND NEAR A LONE MINION. He will use Chain Lightning
and guarantee 3 stacks of Detonate Charge
for insane poke damage. 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
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
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. His Expose Evil
and Book of Demons
are all close range so if you position properly he can't poke you. 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 Recall Demons
, you can literally just put your Glyph of Pain
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