Released Nov 08, 2016
  • Passive - Dead Reckoning

  • Each Time Thoth kills an enemy, he adds their name to his book, learning more about their weaknesses. For every 30 names in his book, he gains a stack of 5 Magical Penetration. At level 1 he can gain a maximum of 1 stack, 2 at level 5, 3 at level 9, 4 at level 13, 5 at level 17.
  • Hieroglyphic Assault

  • Thoth begins to gather magic from the air, ignoring the Basic Attack Movement penalty and conjuring 3 Hieroglyphs. His next 3 Basic Attacks pass through enemies and do Ability Damage (35/55/75/95/115 +25% Magical Power) instead. Cost: 60/65/70/75/80. Cooldown: 8s. If these attacks pass through the Glyph of Pain, their range is increased.
  • Evade and Punish

  • Thoth dashes in the direction he is currently traveling. After dashing for 5s. Thoth's next basic attack instead fires a magical projectile at the target which slows (20/25/30/35/40%) and deals ability damage (70/110/150/190/230 +60% of your Magical Power). Cost: 70/75/80/85/90. Cooldown: 18s. Slow Duration: 2.5s.
  • Glyph of Pain

  • From his book, Thoth conjures forth a Hieroglyph in front of him. Thoth's ability projectile passing through the glyph receive increased damage (15/25/35/45/55 +10% Magical Power), and a range increase of 30. Cost: 60. Cooldown: 5s. Thoth and allies Basic attack projectiles receive a reduced damage bonus (5/10/15/20/25 +5% Magical Power), but no range increase.
  • Final Judgement

  • Thoth begins summoning pages from his book, up to a maximum of four. When all four have been summoned, he sends them forward damaging (360/440/520/600/680 + 140% Magical Power) all enemies in their path. Cost: 90. Cooldown: 75. Thoth may activate this ability again to fire the ability early, doing a reduced amount of damage based on the number of pages currently summoned.

General

  • Thoth's artillary mage nature makes him difficult to play against and play as. To make him fair he often needs unerwhelming damage for the majority of the game until he really comes online late. While some may describe this as late game carries there is a point where this is unhealthy for the god as a whole.

Hieroglyphic Assault Hieroglyphic Assault

  • Increased Base Damage 40/60/80/100/120 to 45/65/85/105/125 per shot.
  • Decrease Mana Cost from 60/65/70/75/80 to 50/55/60/65/70.

General

  • I think we have all learned a lot about balance from the God of Knowledge. Thoth had to be purposely undertuned to meet community perception expectations, and it has taken quite a while for that mindset to change. Players now seem to be open to the idea of buffing him, and we plan to do that by focusing on his core goal: rewarding skillshots. Thoth will now deal less damage per shot on his primary damage ability, but this damage will ramp up if he continues to successfully hit enemies. This should reduce his possibly frustrating poke potential, while also rewarding the Thoth players who commit to mastering the god. Olympians pathnotes.png

Hieroglyphic Assault Hieroglyphic Assault

  • Every time an enemy god is hit by this ability, the ability's cooldown is reduced (upon finishing) by 1s.
  • This can only proc once per ability fire (cannot proc from multiple gods hit in the same projectile).
  • Reduced Damage Per Shot from 45/65/85/105/125 (+25% of your magical power) to 40/60/80/100/120 (+20% of your magical power).
  • Hitting an enemy with this ability increases the damage they take from each subsequent shot by 20%.

General

  • Thoth has had an interesting history. On release, he struggled far below any other god release which resulted in some heavy changes from us. While these helped him overall statistically, some of his feel was lost and his frustration factor was high. Through more adjustments he ended up feeling underwhelming and falling out of favor, while still being frustrating. We are changing Thoth to work closer to how it did on his launch, focusing on his ranged artillery style of damage. Evade and Punish will no longer provide heavy hard CC, meaning players will be less safe and have less opportunity to lock down opponents, but should make up for that loss in damage.

Hieroglyphic Assault Hieroglyphic Assault

  • Increased damage from 40/60/80/100/120 to 45/65/85/105/125.

Evade and Punish Evade and Punish

  • No longer stuns but pierces through enemies and roots the first God hit and slows every other enemy hit.
  • Root and Slow lasts 1.5s at all ranks.
  • 30% slow at all ranks.

Final Judgement Final Judgement

  • Increased Scaling from 100% to 120%.

Glyph of Pain Glyph of Pain

  • This ability no longer triggers any item effects.

General

  • Fixed an issue where his ability targeters werent always highlighting enemies in the area over walls.

General

  • Thoth's Vizier Skin and Star Scribe Skin have had their Ultimate Ability audio adjusted to be more consistent in volume and hearing range.

General

  • Thoth is a god in an interesting position. His statistical performance is low at all levels of play, making him a character we would be unlikely to nerf. However, his pick and ban rate and performance in SPL matches is showing him to be a problematic god at that level and is limiting diversity. We are tackling his late game survivability due to Evade and Punish's cooldown rules.
  • Thoth can dash and then hold his CC shot for 5 seconds, allowing him to dash again quickly after using the stun when managed properly. In this patch if Thoth chooses to hold onto his stun Evade and Punish will not go on cooldown. Thoth players will now need to choose between using the stun quickly to try and get the cooldown up quickly, or saving the stun at the risk of losing mobility.

Evade and Punish Evade and Punish

  • This ability will no longer begin its cooldown until Thoth fires the stunning projectile.

General

  • Thoth is in a unique position with the current mage itemization. The bonus Penetration from his passive lets him ignore the fact that Mage Penetration item choices have been limited. With that bonus Penetration and the high scaling from his abilities shot through Glyph of Pain he becomes a powerhouse in the late stages of the game. Skilled Thoth players who play him especially safely and don't miss many abilities can control teamfights and poke out enemies constantly, making him difficult to counter. We are bringing down his top end potential by lowering the amount of Penetration his passive provides and decreasing the bonus Magical Power scaling from Glyph of Pain.

Dead Reckoning Dead Reckoning

  • Decrease Magical Penetration per Stack from 4 to 3 (total changed from 20 to 15).

Glyph of Pain Glyph of Pain

  • Decreased Magical Power Scaling Bonus on both the ability and basic attack trigger from 10% to 5%.
  • Adjusted description to better describe how this abilities bonus damage applies to Basic Attack projectiles.

General

  • Thoth, like Nike, has a rather complex balance situation. These two are polar opposites. For Nike, players largely thought of her as weak, while her stats skyrocketed. Thoth, on the other hand, was often thought of as OP, while his stats were absolutely dismal. In the late stages of Season 4 we finally saw the pro prioritization of Thoth dwindling. This helped spread the news that he maybe wasn't as strong as most players thought, so his Ranked prioritization dropped soon after. He can now finally get another slight buff which he surely needs. As one of the lowest damage mages we plan to increase his core damaging ability to help him clear and poke a little better.

Hieroglyphic Assault Hieroglyphic Assault

  • Increased Base Damage from 35/55/75/95/115 to 40/60/80/100/120.

General

  • Thoth is a difficult God to adjust, given his overall low performance at most levels of play but high success at the very top end. In this patch we want to make adjustments to bring these two skill levels closer together while helping players have better information when fighting against Thoth. Each of his damaging abilities are having updated visuals to better indicate their hitboxes. His Ultimate's audio cue will now be heard from a longer range, helping players know when it is coming from out of sight. Final Judgement will now be more powerful when quickly fired but will reach the same bonus damage it currently reaches when fully charged. The maximum damage it can do however is being reduced, lowering Thoth's ability to one shot opponents in later stages of the game.

Hieroglyphic Assault Hieroglyphic Assault

  • Updated FX and Visuals to better convey its hitbox.

Evade and Punish Evade and Punish

  • Updated FX and Visuals to better convey its hitbox.

Final Judgement Final Judgement

  • Decreased Scaling from from 120% to 100%.
  • Adjusted Charged-up Damage from 25/50/75/100% of total damage to 40/60/80/100% of total damage.
  • Updated Audio FX and Visuals to better convey its hitbox.

General

  • Baiting enemies to use their escapes and Cooldowns due to Final Judgement has become a staple for Thoth players, but a frustration point for his enemies. With no penalty, it was something that could be done with no downside that put a large amount of pressure on enemy players. We want to preserve the mind games this allows for, but not for free. Now, Thoth needs to spend Mana to cancel Final Judgement, limiting the times Thoth players can play with this skill before running out of Mana.

Final Judgement Final Judgement

  • Increased Mana Cost from 90 -> 100.
  • Cancelling this Ability now costs 30 Mana.

General

  • Thoth initially struggled at all levels of play but with the introduction of the Stun on Evade and Punish we saw Thoth see some success for players who really mastered this challenging god. To many players though, this Ability had the potential to be too punishing. The ability to Stun more than one target is generally reserved for Abilities with conditional trigger conditions or Ultimate Abilities. Evade and Punish's projectile will now stop at the first enemy god hit, removing the ability for him to stun multiple gods.

Evade and Punish Evade and Punish

  • Evade and Punish now stops on the first Enemy God hit.

General

  • Thoth is seeing a few adjustments to highlight his kits strength and move him slightly away from a late game ultimate bot. Evade and Punish now has a stun component, giving him an extra tool to survive or set up, and Glyph of Pain now provides even more to allies who shoot through it to better reward teams who use this unique ability. Final Judgement will now be on a longer cooldown and has reduced damage to accomodate the increased power in Thoth's base kit.

Evade and Punish Evade and Punish

  • No longer slows enemies hit by it, now Stuns enemies for 1s at all ranks.

Glyph of Pain Glyph of Pain

  • Increased Ally Basic Attack Bonus Base Damage from 5/10/15/20/25 -> 10/15/20/25/30.
  • Increased Ally Basic Attack Bonus Damage Scaling from 5% -> 10%.

Final Judgement Final Judgement

  • Decreased Base Damage from 360/440/520/600/680 -> 360/430/500/570/640.
  • Decreased Damage Scaling from 140% -> 120%.
  • Increased Cooldown from 75s -> 90s.

General

  • In the last patch, we gave Thoth additional positioning tools in the late game and then held on further changes to see how players learned to play the Arbiter of the Damned. After reviewing performance as more and more players learned him, the Final Judgement is that his is under-performing. We are making a few adjustments to allow for his damage to be more consistent while still leaving room for players to skillfully juke Thoth's attempts at dealing damage.

Hieroglyphic Assault Hieroglyphic Assault

  • Increased projectile speed by 20%.

Evade and Punish Evade and Punish

  • Increased radius from 3 -> 4s.

Glyph of Pain Glyph of Pain

  • Reduced Mana cost from 60 at all ranks -> 25/30/35/40/45s.

General

  • Thoth is a late game Mage who relies on solid positioning and accurate spellcasting to be effective. Evade and Punish are both receiving a late game buff to help Thoth players find chances to deal damage or escape in the end-game.

Evade and Punish Evade and Punish

  • Reduced Cooldown from 18s at all ranks -> 16/15/14/13/12s.

General

  • Released.