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Thoth - Throwing the Book at them

1 0 20,609
by Sodsboy updated April 22, 2017

Smite God: Thoth

Build Guide Discussion 0 More Guides
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Thoth Build

Starter

Build Item Sands of Time Sands of Time
Build Item Spellbook Spellbook
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Core

Build Item Shoes of the Magi Shoes of the Magi
Build Item Book of Thoth Book of Thoth
Build Item Gem of Isolation Gem of Isolation
Build Item Obsidian Shard Obsidian Shard
Build Item Rod of Tahuti Rod of Tahuti
Build Item Chronos' Pendant Chronos' Pendant

Alternative Damage

Build Item Spear of the Magus Spear of the Magus
Build Item Spear of Desolation Spear of Desolation
Build Item Ethereal Staff Ethereal Staff
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Bancroft's Talon Bancroft's Talon

Defence (Only get if needed!)

Build Item Stone of Fal Stone of Fal
Build Item Bulwark of Hope Bulwark of Hope
Build Item Dynasty Plate Helm Dynasty Plate Helm
Build Item Breastplate of Valor Breastplate of Valor

Relics

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Phantom Veil Phantom Veil
Build Item Heavenly Wings Heavenly Wings

Thoth's Skill Order

Hieroglyphic Assault

1 X Y
Hieroglyphic Assault
1 4 6 7 10

Evade and Punish

2 A B
Evade and Punish
3 8 11 12 14

Glyph of Pain

3 B A
Glyph of Pain
2 15 16 18 19

Final Judgement

4 Y X
Final Judgement
5 9 13 17 20
Hieroglyphic Assault
1 4 6 7 10

Hieroglyphic Assault

1 X
Thoth conjures three Hieroglyphs around him, ignoring the Basic Attack Movement penalty. His next 3 Basic Attacks pass through Enemies and apply Ability Damage instead. Additionally, these Basic Attacks deal an additional 25% damage to jungle minions. If these attacks pass through the Glyph of Pain, their range is increased by 30. Hitting an enemy with this ability increases the damage they take from each subsequent shot by 10% and reduces the cooldown by 0.5s (this can only occur once per shot).

Ability Type: Line, Damage
Damage Per Shot: 50 / 70 / 90 / 110 / 130 (+25% of your Magical Power)
Glyphs Spawned: 3
Range: 55/85
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 10s
Evade and Punish
3 8 11 12 14

Evade and Punish

2 A
Thoth dashes in the direction he is currently traveling. After dashing, for 5s Thoth's next basic attack is enhanced.

This projectile roots the first Enemy god hit while slowing all other enemies, and also deals Ability Damage.

If either the Dash or Attack passes through the Glyph of Pain, their respective range is increased by 30.

Ability Type: Dash, Root, Damage
Damage: 70 / 110 / 150 / 190 / 230 (+60% of your Magical Power)
Root and Slow Duration: 1.5s
Slow: 30%
Dash Range: 45
Attack Range: 55/75
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Glyph of Pain
2 15 16 18 19

Glyph of Pain

3 B
From his book, Thoth conjures forth a Hieroglyph in front of him. Thoth's ability projectile passing through the glyph receive increased damage, and a range increase of 30. This damage does not trigger item effects.

Thoth and allies' Basic Attack projectiles also receive a lesser damage bonus, but no range increase.

Ability Type: Area, Buff, Damage
Ability Bonus Damage: 10 / 20 / 30 / 40 / 50 (+5% of your Magical Power)
Basic Attack Damage: 30 / 35 / 40 / 45 / 50 (+5% of your Magical Power)
Range: 55
Cost: 25 / 30 / 35 / 40 / 45
Cooldown: 5s
Final Judgement
5 9 13 17 20

Final Judgement

4 Y
Thoth begins summoning pages from his book, up to a maximum of four. When all four have been summoned, he sends them forward damaging all Enemies in their path.

Thoth may activate this ability again to fire the ability early, doing a reduced amount of damage based on the number of glyphs currently summoned. Alternately he may cancel this ability at a cost of 30 Mana.

Ability Type: Line, Damage
Damage: 420 / 480 / 540 / 600 / 660 (+120% of your Magical Power)
Range: 100/130
Cost: 100
Cooldown: 90s

Introduction

Finding it hard to study? Just gotta use more books...-sigh- I'm running out of jokes. Here's my Thoth Guide

Pros and Cons

PROS
Omni-Directional dash allows for great escapes
Reliable damage
Hard hitting ultimate
Passive penetration keeps him relevant
CONS
Relies on Glyph of Pain for his damage
Short range dash and abilities without Glyph
Fairly immobile with Dash on cooldown

Abilities


Passive: Dead Reckoning


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

Kills for one Stack: 30
Penetration: 4 per Stack
Max Penetration: 20 (5 Stacks)

The passive for Thoth allows him to get early penetration and allows him to be a major threat to tanks throughout all stages of the game since of the damage he can pump out. I make sure you get these stacks as quickly as possible either by killing enemies or hard-farming the lane.

Ability 1: Hieroglyphic Assault


Thoth raises into the air, ignoring the Basic Attack Movement penalty and conjuring 3 Hieroglyphs. His next 3 Basic Attacks pass through Enemies and apply Ability Damage instead.

If these attacks pass through the Glyph of Pain, their range is increased by 30.

Ability Type: Buff
Damage Per Shot: 35 / 55 / 75 / 95 / 115 (+25% of your Magical Power)
Glyphs Spawned: 3
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 8s

Thoth's main damaging ability is through this. The 3 glyphs do alright damage on their own but when combined with his Glyph of Pain the damage can really stack up.

Ability 2: Evade and Punish


Thoth dashes in the direction he is currently traveling. After dashing, for 5s Thoth's next basic attack instead fires a magical projectile at the target which stuns and deals ability damage, stopping at the first enemy god hit.

If either the Dash or Attack passes through the Glyph of Pain, their respective range is increased by 30.

Ability Type: Dash Special
Damage: 70 / 110 / 150 / 190 / 230 (+60% of your Magical Power)
Stun Duration: 1s
Range: 55
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 16 / 15 / 14 / 13 / 12s

This ability is basically a version of Rama's Rolling Assault (Go check my guide on him as well :D)But anyway, with this you're gonna want this on quick or instant casting so you're easily able to dodge abilities or auto attacks if needed. The damage is practically the burst that Thoth has and I always would recommend shooting this through Glyph of Pain when possible.

Ability 3: Glyph of Pain


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

Thoth and allies Basic Attack projectiles receive a reduced damage bonus, but no range increase.

Ability Type: Ground Target
Ability Bonus Damage: 15 / 25 / 35 / 45 / 55 (+10% of your Magical Power)
Basic Attack Damage: 10 / 15 / 20 / 25 / 30 (+10% of your Magical Power)
Range: 55
Cost: 25 / 30 / 35 / 40 / 45
Cooldown: 5s

So imagine you're the enemy just chilling in lane and then you see the wall get brought up. At first you question the decision of him raising the glyph only to realise seconds late he's cleared the wave and chunked you for about half your health. Now the damage this adds onto your basic and abilities allow you to easily chunk plenty of enemies health bars.

Ultimate: Final Judgment


Thoth begins summoning pages from his book, up to a maximum of four. When all four have been summoned, he sends them forward damaging all Enemies in their path.

Thoth may activate this ability again to fire the ability early, doing a reduced amount of damage based on the number of pages currently summoned.

This ability can be canceled for a cost of 30 Mana.

Ability Type: Line
Damage: 360 / 430 / 500 / 570 / 640 (+120% of your Magical Power)
Range: 100
Cost: 100
Cooldown: 90s

Now with this ult is practically the snipe of snipe abilities. Sure Ra's Searing Pain is an instant 700-900 damage but with this you can 1 shot any mage that is missing at least a quarter of their health. Now you must know that you're gonna be screaming "AHHHHHHH!" as you charge it up so people are going to know that you're charging your ultimate move. Also the 30 mana cancel cost is nothing when it comes to late game so just don't worry about it.

Items

When you ever play a mage that doesn't really need cooldown till later on in the game. The 10 penetration is always a benefit to have. If you do need the mana and CD then do consider picking up Shoes of Focus
This is basically a no-brainer, I mean the mana and power given from this item simply allows you to chunk the enemy mid laner down. Plus with our extra items granting a little bit of mana you're really taking advantage of that 3% mana conversion to power.
To be fair this is just what I prefer to build on him as a "survival" option, however you can really substitute this for one of the optional items listed below. The gem however allows for the ability to aim all 3 of your glyphs on a high mobility target such as an assassin.
I prefer going straight for the percent pen rather than the 65 flat pen removal from Spear of the Magus that and Thoth doesn't really have the ability to get all 5 stacks off. However you can pick what you fancy in place of this from the penetration items.
I tend to get this before Chronos' Pendant as the extra 25% power gives him the power spike he needs late game. If you desperately need the CDR then pick up the pendant.
CDR is a lovely thing to have and this item just rounds the build up. giving the 20% and the extra second off every 10 seconds really allows you to get more of those ults up when they are needed most.

Alternative Items

The spear is pretty decent when you're wanting to rip through tanks, though I don't really recommend it as Obsidian Shard deals more consistent damage overall.
Spear of Deso is pretty much your "I'm carrying the game so why not" item as it honestly gives you a fair decent amount of stats: CDR, Pen and power which are all pretty nice to have.
Now when you think you couldn't be giving tanks a hard time this item shows them that not even building health will make them unkillable. This item deals a portion of their health as bonus magical damage. If you think this still isn't enough, swap it out for a Soul Reaver to pack that extra punch.
Lifesteal isn't as important but with this item you can't really pass it up as it gives such a huge benefit to all of your team members, granting extra power and extra lifesteal towards them.
Bancroft's Talon is one of those weird picks, sure it isn't the most viable choice but when it comes to power sustain throughout a team fight this really can't make or break. I'd consider replacing gem with this if you do intend to go down one of the lifesteal item routes.
DEFENSE
IN the new Druid stone tree comes this which basically allows you to survive some pretty hefty burst damage from maybe a Poseidon or a Scylla. Now it does provide a nice chunk of magical protections and power so it is a pretty worthy pick up onto Thoth.
Now I know what you're thinking..."BULWARK! WHAT THE ****!?" But listen, if you really feel like the enemy Ra is giving you a tough time managing to burst your health in a matter of seconds then this is a pretty worthy pick up as the shield can provide some great survivabillity.
Pick this up as your starter if you're doing this. Get Sands of Time into Imperial Helmet and then finish it after your boots. Grants you a hefty amount along with your boots.
Cooldown, Mana and MP5. Lovely stats along with the protections this item already gives. If you're building Book of Thoth then you're kinda boosting the effectiveness of the 3% increase in power based off your mana.

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League of Legends Build Guide Author Sodsboy
Thoth - Throwing the Book at them
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