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. 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
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 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
Difficulty: 2/10
Thoth excels against
Anhur in the mid lane due to his range with
Glyph of Pain. Anhur's
Shifting Sands into
Impale 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.
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 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'
Mummify 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)
Difficulty: 1/10
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
Difficulty: 3/10
I love
Baron Samedi, but let me tell you, he struggles against
Thoth.
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 Gazes and
Consign Spirits for free in lane,
Baron Samedi won't have enough
Hysteria on
Thoth 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
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 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
Difficulty: 9/10
Chernobog 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
Difficulty: 1/10
Overall an incredibly easy matchup. Avoid getting hit by too many
Training Exercises 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
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
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
Difficulty: 4/10
New
Freya 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!
Freya 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
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 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
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 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
Difficulty: 8/10
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
Difficulty: 9/10
Eset 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
Eset 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
Eset 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
Eset, then congratulations, you've won!
Eset 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
Eset can use it to mitigate your damage, and also,
Eset 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
Wards and
Sentry Wards 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 Balls,
Eset 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
Difficulty: 2/10
Izanami 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
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 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.
4.
Janus 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
Difficulty: 2/10
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
Eset' clear. But he can't do anything with that gold since all of his spells are just so easy to avoid.
Medusa - Easy
Difficulty: 2/10
Medusa 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 uses
Lacerate 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
Difficulty: 1/10
This is just as easy as
Chiron. Her
Spirit Arrow and
Unravel 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.
Thoth generally excels against a lot of hunter mid lanes, and Neith is no exception.
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
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.
Nox 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
Difficulty: 2/10
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
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
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 or
Susano. 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 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 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, 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.
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
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
Difficulty: 7/10
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
Difficulty: 6/10
OK so
The Morrigan herself is quite easy to beat. Her clear from
Dark Omen and
Doomsayer 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,
Susano,
Serqet, 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
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.
Ullr- Hard
Difficulty: 7/10]
Ullr 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 Judgements 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 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
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
Difficulty: 4/10
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 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
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.
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. His
Expose Evil,
Exorcism 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.
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If you go into the writeup section of the items, Xeno talks about starting either Blessing + Spellbook, or just starting Book of Souls. Don't know why he/she presents it this way, as it IS confusing...but there you have it.
Then, take a look a bit further...Xeno talks about the builds, and shows the variations and which items are situational picks. For Build 1, the 6th item options are Soul Gem, Obsidian Shard, and Book of the Dead.
So yeah...just read more below and your questions will be answered.
Also not going high cdr is quite risky on him now.
Also none of these builds are 6 items they're more.
Lastly, tier 2 book start is quite bad on Thoth due to his early mana issues.
(Also, change "garbage" to "rubbish" to give your guide a British flair XD)
Doom Orb and Ethereal Staff both have their uses, they are outclassed by other items yes but they can be used and you will not feel bad about it. Doom Orb is a bridge item that can be used to facilitate early game aggression with select junglers, and the changed Ethereal Staff is a good middle-ground between damage and survivability, and if you really want an extra 200 health, you can go Ethereal Staff and not sacrifice too much in terms of damage. Rod of Asclepius, as I explain in my item section, is only really an item you want if your healer does not pick it up, since you aren't sacrificing too much (you get 90 power) to build it if your healer fails at itemisation. This is enough to make it situational in my eyes.
These builds are more than 6 items since, as explained in my item section, you have multiple options available to you.
Tier 2 Book Start can certainly work on Thoth so long as two mana potions are built. Probably not as good as Mage's Blessing, but it can work if you are being smart with your usage of abilities. It provides a good boost to early clear and early game aggression over Mage's Blessing, Level 2-3 especially it actually can boost early damage by a significant amount.
That being said, it feels to me like an awfully poor item for a god who performs no actual healing on their teammates. Yes, 90 power isn't bad (and neither is 200 health), but if you're getting this to make up for a healing teammate that didn't get it for some reason, it's just TOO situational.
Anytime you're not next to that healer, the item's passive goes completely to waste. And, if you have that healer on your team, it's fairly likely the enemy team will build anti-heal, lessening its already limited potential.
As the single strongest heal, let's say Aphrodite at level 20 with 500 power. 228 base health +75% scaling = a 603 heal. This will be boosted to 754 by Asclepius. Getting the item for < 200 extra health on the strongest teammate heal in the game (as long as you're not affected by anti-heal) just doesn't feel like it's enough to make up for the utility you might get from any other standard item (whether it's added damage or whatever).
Okay, so if it's Hel or Ra and they have bigger group-heal capabilities, it'll help all of your nearby teammates as well. But they'll still have to be in both your radius AND the radius of the healer. 70 units IS pretty generous, but still. You won't always be grouped in a bunch.
You say it's not sacrificing much, due to the power the item has...but what you're sacrificing by getting it isn't just a possible difference in power. It's the ability to add anti-heal ( Divine Ruin) or added burst damage (e.g. Soul Reaver) or any other range of stats that you might get from other items.
And if that healer on your team didn't get Asclepius and you feel it SHOULD have been built by them...how reliable are they, anyway?
Second build is good but riskier than the first one.
Third build and start look similar to builds i've seen built by Zyrhoes in SPL, with the Chronos' Pendant rush. A good build, I see you like Shaman's Ring on Thoth which is fine, I just usually see Ethereal Staff or Obsidian Shard built in it's place, the latter of which can be an important pickup if needing to deal with tanks.
I don't build Rod of Tahuti on Thoth but I don't feel the item is garbage like you claim it is on Thoth. I would prefer it to Book of the Dead for sure. It offers a good amount of power and it's passive applies to structures and objectives, and also works well against tanks.
Also when you talk about Gem of Isolation, you could mention that it helps against tanks with the slow, as they can't be bursted down as easily, instead you slow them and deal damage in increments, and it provides some decent survival stats (can help against tanky jungler).
I should probably update that for Gem of Isolation actually, though I don't want to give people the wrong idea - you should be aiming to avoid tanks unless they're an immediate threat as Thoth, your job is to shut down the enemy mid and ADC before they can even do anything.
On another note, do you know how well this build holds up in other game modes? Much as I love Conquest, I hate doing playing it with randoms and play a lot of the other modes when my buds aren't online.
Edit: My first few games with this build and guide have been pretty damn good; I'm often way ahead of both my allies and enemies. I have yet to have been against any of the hard mid-laner counters you have listed, though.
With regards to other modes, I would imagine the Book of Thoth build (particularly the double lifesteal) would work well, although I don't think the Warlock's build will work in other modes because delaying your build by 10 minutes is a death sentence particularly in stuff like Clash and Arena.
Glad I helped! He's quite a hard god to learn but once you've got the mechanics down and know what Thoth can do, he's amazing.
By the way, Awesome guide!
By the way thank you <3
EDIT: Nvm, forgot it doesn’t proc on his 2
You can try it. Build: Pen boots > Book of Thoth > Spear of Desolation > Rod > Poly > Reaver.
Firstly, mostly standard mage build in your guideline build, with items in the right order. Standard thing lacking is lifesteal, but I've been told that of all the mages, Thoth is the one that you might skip it on. I've always appreciated lifesteal for the health sustain, just so I can get myself up if I take damage in a fight but don't want to back. That said, I see no issues (but I'm also not a Thoth player.
I like your breakdown of optional preference items, situational items, and identifying what you consider "garbage," along with the no-stacking build for when you're behind. These are all important and helpful.
I really like your detailed writeups on the abilities. Shows how well you know him.
Good general use of color to emphasize and separate points.
Quick question on your preferred start. You state you like Soul Trap. You also talk about Magi, and your order at the top shows Magi first. Do you normally complete Book of Thoth first, or do you keep T2 and finish Magi first? Assume Book, but want to confirm.
Do you never replace Shoes of the Magi with Shoes of Focus late-game? The extra CDR once you've got the rest of your pen items (making the 10 pen Magi provides a bit less impactful overall especially against tankier gods) seems like it would be helpful. I know Thoth's ability CDs are all fairly short, but think extra wouldn't hurt late (along with his passive, which combined with Desolation means you're dealing true damage against squishy gods already).
Great info on matchups.
All in all, great guide. Thanks for contributing to the site! +1
With regards to lifesteal, there's certain mages which make really good use of it, and some that don't - Freya, Anubis and Ao Kuang use lifesteal the best (although Ao Kuang since his passive rework and the Poly nerf doesn't build it, it's still an amazing stat), followed up by Chronos and Sol who use it really well. Mages like Isis and Raijin also make decent use of lifesteal (though it's not essential) because typically as those characters, you're a bit more in the action, they have shorter ranges and are more like sustained damage battle mages. also don't really. The worst users of lifesteal are mages like Scylla, Janus and of course, Thoth. These characters are long range burst mages, and you don't ever want to be in fight as them (this is why these characters struggle in tank metas) - they look for an out of position mage, hunter or assassin, and dump their spells onto them, while looking for big, juicy ults to remove backlines from the fight - prime examples are Final Judgement and I'm a Monster. You don't need the sustain for this (though it can help) since you have no survivability and will die anyway unless you use your escapes well, lifesteal will not save you. You're generally going lifesteal items for other benefits, for instance, Bancroft's is a really early and cheap big power item, Pythag's is essential on any co-ordinated team.
With the Soul Trap start, it's honestly preference. I personally prefer Pen Boots because it allows you to get across the map more quickly, and 10 pen early game will do near equivalent damage to a first item Book of Thoth, especially if you get an early kill, that's 1/2 of a mage's defenses gone at like Level 5 which is nuts. Then again Book of Thoth is Book of Thoth, and the early power spike you get is tremendous, it's just that you have to survive for 1250g without anything going wrong, as a god with a really bad pre-Level 5 game (that's why with the new Doom Orb start, I would personally go Boots first as well). If you survive for 1250g (which is easier now since you get another mana potion to be fair), get the Book, but otherwise Boots -> Book, both are crazy good powerspikes.
Shoes of Focus would be like an 8th item. If the game goes long enough, you could replace your Pen Boots, and as much as Thoth is a late game god, you want to be ending games before you get to that point. Also, keeping the Pen Boots helps against junglers like Serqet or Susano who may go like full damage with an Urchin or Mantle or something, allowing you to do true damage through that one defence item (not that it ever happens anymore in this awful tank meta, mind you).
I thought I'd put in the matchup section because Thoth is very, very dependent on matchups. Learning Thoth is thinking ahead of the enemy, mastering him is knowing your ranges, power spikes and damages in relation to the enemy god. Thoth has really, really good matchups - Zeus, Discordia, Anubis - if he knows how to abuse his disgusting range and long range dash so they can't ever even hit him, but if not, you're just going to die in a fiery pit because Thoth is probably the squishiest character in the game, up there with Janus and Scylla.
I've never been able to fully get the hang of Anubis actually, laning always goes well but after that I just seem to fall off a cliff
Sorry for cluttering your comments, Xeno. I'll read and comment on your guide tomorrow to make up for it =)