Gameplay
Positioning & Timing
Thana's main ability,
Death Scythe is easily avoidable if used in bad positioning or timing. Generally a good player will try to stay behind minions or jungle creeps to block your
Death Scythe, and once down the enemy can easily turn on you or escape.
Because of that, try to time your ganks when there are little or no minions in lane, and if there are then the enemy is far away from them. Be patient and don't throw your abilities, as using them at bad timing and positioning might be your death. If you can't land the ability you're better off waiting or running away if needed.
Important: One of the most common mistakes I see is people trying to Ult someone that's in between the minions wave. This will most likely fail, as hitting your
Death Scythe after that will be very hard.
Another good strategy against Thana is juking hard, making him miss his
Death Scythe. When playing against a good juker try predicting his jukes and not just casting straight forward. If possible wait and be patient, enemy mistake and/or team mate help could secure the kill. Sometimes going away from a low health enemy is the better choice, as chasing too far, getting out of position and sometimes even getting baited are things that do happen.
Important: Don't forget that especially early game, you want to be as time efficient as possible, as wasting time on failed ganks will lead you to be under-leveled and unfarmed. Because of that (and the previous reason), Don't commit to hard if not necessary.
Generally when ganking, try to position yourself between the enemy and the tower, and if possible
Body Block him. This way he'll have a hard time trying to run back to tower, giving you (and your team mates) precious time for more damage (one or two basic attacks might just make the difference).
Ganking
When Ganking, Thana uses 2 advantages mostly:
Burst Damage and the
Element of Surprise, meaning that people that are aware of you and know that you're on your way to gank them, will stay back, save their dash/jump/blink/etc, and try juke your
Hovering Death or
Death Scythe. Only if you catch them offguard you can one shot them. That's why playing Thana against good players is difficult: they know this is your strength, and will try to stay aware of your position, their positioning, and their escapes. Because of that, try to be unexpected and use your high speed to rotate a lot.
Cordinate your ganks with your team mates, Ult from a safe distance out of sight (I like going from the big objectives), and if they spot you try to wait and burn their escape/aegis from anxiety. Ganking a lot and successfully is the key for being an effective Thana.
On the other hand, a failed gank, where you missed your abilities and the enemy got away is not a fight you want to force. know when it's time for you to give up. It is much better for you to give up early and go back to the jungle and search for other opportunities, than go in a fight when you don't have your
Death Scythe or
Hovering Death.
Remember: A good gank doesn't always mean getting the kill. Burning the enemy's actives or ult, pressuring a lane, making the enemy recall and lose farm and/or tower health, and forcing other laners or the jungler to rotate and lose their farm - can also mean a good gank
Early Ganking
Thana is very strong early game, but if you read this guide so far you understand that his strength lies in his initiation burst combo (
Hovering Death +
Death Scythe). Even so, Thana can gank early (before level 5) very well, if used right.
At this stage of the game, without your
Hovering Death, you will look for enemies that are over extended, have around 60% health or less, and preferably are between waves. In order to gank this way, get in lane from the middle or their side of the map, and try to hit
Death Scythe immediately followed by an
Auto-Cancel, as the enemy probably won't have his escape yet, and this will also slow him. When ganking this way you will want to coordinate with your team mates so they'll save their ability, and will be ready to attack and help you. This early on, you will not have much else other than your
Death Scythe, and things might go bad fast, so you will have to rely on one-shotting the enemy, or team mates help. Sometimes it will be possible for you to kill alone with
Death Scythe and auto-cancel, but you will always prefer that the team will help, this way some people will also get assist, and the gank will go smoother and will be more secured.
I usually take
Blink Rune as my first active, as it helps with early game ganks and also gives you another way to engage/escape later in the game.
Tower Diving
Thana has one of the highest diving potentials, especially early game, as his passive
Harvester of Souls gives him both a heal and CDR. Even so, diving is dangerous, and you should consider a few things before diving:
Way In, Way Out: The best possible dive is when you can get in quickly, with
Blink Rune or
Hovering Death for example, burst down the enemy, and walk out (with
Scent of Death if needed). Sadly, sometimes things will not go so smooth - you might miss
Death Scythe and/or
Hovering Death, or maybe you got CC'ed or got hit harder than you expected. In this case you might want to get out quick, and for that you have to make sure you have a way out.
Scent of Death or an active like
Purification Beads/
Aegis Amulet/
Blink Rune are good options (note that
Scent of Death will not help with hard CC, and
Blink Rune will not help if hit or CC'ed at all).
Target: When diving you have to consider your target, diving a tank without execution might not be a good idea, as you deal a lot less damage to him. Also consider what the target could do. Does this god have an escape? Did he use it? Can he CC you under tower or counter burst you?
Game Stage: Diving early is a lot more dangerous than diving later in the game. Thana can dive insanely well even at early game, but in order to pull it off he must play very well and never commit. Either you get in (probably using
Blink Rune), hit
Death Scythe, get the kill and get out quickly, or you will probably die to tower (or get out with little health and lost farm time).
As you can see, those are not decisive conclusions, as it really depends on the player's skills and the situation. However, as you gain experience your judgment will get better and your tower diving will be better calculated and executed. One last tip is do not get too committed to a dive, know to accept when it's failed, and you have to get out, even if that means leaving the enemy under threshold.
Camp Clearing
Always try finishing off the camp with full health. That means that low level, try to use
Death Scythe closer to the camp's end rather than as a first hit - this way you'll get your health back.
When I fight the camps early game, I usually use a basic attack on one of the small creeps, then another basic attack on the big creep, and the hit the AoE basic attack on all three. Then I repeat the same thing, but I start with the other small creep. After that I quickly use an ability and auto-cancel to hit the big creep again. I try to time the ability to the death of the small creeps from the big basic attack. Also try attacking the camp as early as possible, giving the first attack even on the way to position yourself for the AoE.
Also know that
Death Scythe is great for stealing/securing camps, and your ult can be used to steal objectives (though it will be hard escaping 5 people on FG after burning your ult).
Boxing
Thana is a very bad boxer overall, but he has one ace up his sleeve.
Death Scythe along with his passive
Harvester of Souls, can help him very much when in boxing situations.
When boxing, use
Scent of Death if you have it - either to escape if you think it's a fight you don't want to take, or as a booster for the fight. Try using basic attacks as much as possible, sticking to the enemy, going around him, and trying to juke his attacks. When either you or the enemy are getting low use
Death Scythe or the boxing combo (more on that in Combos) to burst the enemy and heal yourself.
Important: Try saving
Death Scythe as much as you can, you will want to maximize its healing and burst. A good rule of thumb is only use it when either you're going to kill with it, or you are going to die if you won't use it. Also, if you find yourself completely hopeless, use your ult as a turn or an escape.
Late Game
Thana's effectiveness drops in late game, as it becomes a lot harder to gank on team fights. At this stage of the game, try to stay behind or away, and wait for the moment to strike. You will want to attack for at least one of these goals:
- Ganking or Chasing one god that's away from his team
- Executing one or more key targets (preferably when you think you can also get out)
- When you can land a big 4 or 5 people stun and help your team, use this situation to also hit hard on one of the squishies.
- If you can poke with your 1 and 3 (
Death Scythe & Soul Reap) and get out safely
|
When your team attacks an objective or structures, stay with them and help. Thana shreds those.
Generally speaking, yes - I think
Another option is always
Now about
Definitely one of my most recommended defensive options, that being said, you have to take into account each item's strengths and weaknesses. In Magi's case, the instant cleanse is far better than
Also, don't underestimate the value of mitigation, 15% can make a decent change.
I agree that usually this case doesn't apply, so in most situations
In the this situation you will want to wait safely for a chance to go all out on
Earlier in the game, when you are more relevant, you will have to analyze your threats. If you feel like Scylla is your bigger problem rather than ***bha I will opt for Magi's or Mantle (Or rather even Ancile or Ruinic Shield if she is truly the only threat in the enemy team). If I feel like ***bha's CC is the greater danger in the current game, going Spirit Robe over Mantle of Discord is just a question of gold. Sometimes in this stage of the game 40 prots + 15% mitigations + CCR are enough to get you out, without paying extra 400 gold.
About the builds, there is no "main" build, they are all examples of the same concepts. You mean the first build, which shows an example for a full build (including a blessing and a 7th item). I understand your confusion with this build being the first one and disconnected from the others, I will update the builds to make them easier to understand in context.
Try it in conquest, I feel like thana's advantages onyl really play out well when he can use the jungle.
I actually think I should literally go over the entire item list and add everything that's relevant...that shouldn't take long right? I'll do it when I have some free time
Also I would add shifters as an option
Also add Magi's Cloak as a defense alternative as well.
And added, thanks again :)