Lord Lava
Updated Apr 20, 2026
Thamuz is an EXP bruiser who wins when the fight stays close enough for him to keep hitting. He is not a blind comfort pick and not a substitute for a real tank. Lock him when the enemy draft has to stand its ground, then build around one goal: keep contact long enough for the brawl to turn.
Win Rate
49.91%
Pick Rate
1.22%
Ban Rate
5.09%
Recommended Build
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, use Thamuz's 1st Skill to speed up and adjust positioning, then jump into the crowd using his 2nd Skill. Activate his Ultimate followed by a Basic Attack and his 1st Skill, and retrieve the Scythes before continuing with Basic Attacks.
Thamuz looks easy in draft because he survives lane and punishes sloppy melee heroes. The trap is assuming every EXP matchup is automatically his. He is strongest when the enemy front line wants to hold space instead of resetting it, and when your own team already has the first engage covered.
He is a real answer into Alice, Esmeralda, and other sustain frontliners who need to stand on the wave or the objective. He also gets much better when the enemy gold laner is low-mobility and your roam can start the fight for you, because once Thamuz reaches the second wave of the fight he can keep walking forward without giving the target room to breathe.
Bench him into Cici, Valir, Benedetta, Wanwan, or any draft that combines kiting with anti-heal. One problem is playable. Both together is miserable. Bench him again when your team needs the EXP lane to be the first engager or the main peel source, because Thamuz spends his value getting forward, not anchoring the back line.
Thamuz does not win by bursting someone from full. He wins by making one target fail the "can I leave this area right now?" test. The thrown scythes shape where the enemy can stand, the jump lets him rejoin his own damage path, and the empowered follow-up basic is what cashes the sequence.
That is why he feels unbeatable in some games and fake in others. If the opponent has to keep walking through him, every trade gets better the longer it lasts. If the opponent can step out, knock him back, or disengage after first contact, his threat drops much faster than players expect.
Think of him as a second-wave diver with sustain, not as a universal brawler. You want the fight after the engage, not the one before it.
The lane plan is simple to describe and easy to throw away if you get impatient.
If the lane is losing, last-hit with S1 and stop pretending every wave must be a duel. Thamuz still scales into the mid-game brawl as long as he reaches it on time.
This hero is farming toward Corrosion Scythe plus War Axe, usually around minute 8 to 11 in a normal EXP game. Until then you are mostly threatening lane control and small skirmishes. Once both items are online, the way fights feel changes immediately.
Corrosion Scythe is the contact item. Its slow and attack-speed ramp turn every successful touch into a chase instead of a trade. War Axe is the stay item. It rewards you for remaining in combat, gives health that makes later sustain purchases better, and lets you rotate buttons often enough to keep the target inside your zone.
That is the window where you stop asking, "Can I win lane?" and start asking, "Which river fight can I arrive at first?" If the second Turtle or the first outer-tower collapse happens while you are sitting on those two items, you should be there. If you are still split-pushing a dead side lane, you are skipping the part of the game Thamuz is actually drafted for.
The common wrong reflex is to hit the nearest tank from the first second of the fight and call it frontlining. That wastes the part of Thamuz that actually matters. He wants to enter once the first control spell is committed, then stay glued to the person who cannot afford to kite backward.
If you are playing with Angela or Mathilda, you can take the deeper route and cut toward the backline early. If your support is Estes, Rafaela, or a peel-first roam, play one screen shorter and fight front-to-back until the enemy carry shows.
Treat Corrosion Scythe and War Axe as the non-negotiable core. Everything after that is a matchup conversation, and Thamuz is much better when that conversation turns defensive earlier than players expect.
Boots come first. Tough Boots is the default because slows and control effects are what actually break his contact window. Warrior Boots is for physical lanes that win through repeated basic attacks instead of hard control. Swift Boots is the greed option for free lanes or snowball games, not the standard.
Dominance Ice is the third-slot answer when the enemy has sustain or fast repeated hits. Alice, Esmeralda, Cici, and attack-speed marksmen all become less comfortable once Lifebane is on them. Athena's Shield is the burst-magic answer when the real problem is getting chunked before you can stick, especially into Valir, Aurora, Zhuxin, or double-mage drafts. Radiant Armor is the better answer when the enemy mage wins through repeated ticks instead of one heavy entry.
Antique Cuirass is for skill-chain physical heroes who kill you through repeated casts, not through crits. Blade Armor is the sharper answer when the gold laner is a basic-attack carry and you need them to hurt themselves for touching you. Oracle is the fight-length purchase. Take it when you are already surviving first contact and want every later second of the brawl to favor you. Immortality is the panic button for games where you must dive first and know you will be traded out.
Demon Hunter Sword is the greedy damage slot when the enemy has two HP-stackers and your own team already provides enough front line. Most EXP Thamuz games are better served by getting harder to remove rather than slightly better at hitting whoever was already stuck in front of you.
Blind-picking him into kite comps. Thamuz can handle one annoying lane mechanic. He cannot handle a whole draft built around disengage. If the enemy can field Cici in EXP and pair her with Valir, Wanwan, or another peel-heavy backline, you are volunteering to do cardio instead of fighting.
Using Chasm Trample to begin every trade. The jump is strongest when it follows movement, not when it replaces it. Opening with it gives the enemy one clean retreat angle and leaves you walking while they reset.
Pushing early waves just because you can. Thamuz looks dominant on the first two waves, so players shove by default. Then the lane shortens, the enemy farms safely, and the first jungle visit becomes lethal. Keep the wave near your side until you actually have reason to move.
Buying attack-only extras because the old guide said more DPS fixes everything. Current Thamuz wants core damage first, then item slots that preserve contact. Even the niche temptation of Feather of Heaven is a trap: its Impulse effect overlaps with Corrosion Scythe instead of stacking, so the slot buys less than it looks.
Arriving late to the objective window that justifies the pick. If you finish Corrosion Scythe and War Axe, then stay parked in side lane while Turtle or a river collapse starts, you are missing the minutes where Thamuz is supposed to swing the map.
Tip
If the enemy EXP laner can leave your scythe path on reaction, stop forcing the all-in. Take the wave, hold the lane, and wait for the river fight instead. Thamuz loses more games from stubborn duels than from passive farming.
Note
Vengeance is the lane spell when you expect a long stand-up trade. Flicker is the draft spell when the real problem is reaching a backliner or escaping layered peel. Pick the spell for the game state, not habit.
Tip
Walk with your scythes away from your body for a moment before retrieving them when the enemy still has one dash left. The movement-speed gap often matters more than the instant pullback.
Note
Oracle is strongest when bought from even or ahead. If you are already dying before the fight settles, buy the first-contact defense item instead and come back to Oracle later.
Thamuz's Basic Attacks have a chance of 10%–60% (scaling with Lava's Rage) to conjure Lava Energy beneath the target that erupts after a brief delay, dealing 55 (+60% Total Physical Attack)(+8*Hero Level) True Damage. Basic Attacks that don't trigger Lava Energy increase Thamuz's Lava's Rage. While Thamuz is without his Scythes, he gains 25% Movement Speed. After retrieving his Scythes, his next Basic Attack slows the target by 30% and is guaranteed to trigger Lava Energy.
Thamuz tosses Scythes in the target direction. After traveling a set distance or hitting the first enemy hero, they deal 120 (+60% Total Physical Attack) Physical Damage. The Scythes will then slow nearby enemies by 30% and deal 45 (+20% Extra Physical Attack) Physical Damage every 0.5s. After leaving Thamuz for a short time or reaching a set distance, the Scythes return to him, dragging enemies along their path toward Thamuz. Thamuz can move toward the Scythes or cast the skill again to retrieve them.
Thamuz jumps to a designated area to deal 230 (+60% Extra Physical Attack) Physical Damage and slow the enemy units by 25% for 2s upon landing. If the Scythes are still travelling, they will return to Thamuz and Molten Scythes will reset its CD instantly.
Thamuz spouts the lava within, dealing 300 (+80% Total Physical Attack) Physical Damage to nearby enemies and creating a Cauterant Zone around himself. The Cauterant Zone lasts 9s and deals 30 (+10% Extra Physical Attack) Physical Damage every 0.5s to enemies in the area. Meanwhile, Thamuz gains 800 (+50% Extra Max HP) extra Max HP, immediately healing for the same amount, and gains 60% Attack Speed. Each time his Basic Attacks or Scythes deal damage, he recovers 1.5% Max HP.
In teamfights, use Thamuz's 1st Skill to speed up and adjust positioning, then jump into the crowd using his 2nd Skill. Activate his Ultimate followed by a Basic Attack and his 1st Skill, and retrieve the Scythes before continuing with Basic Attacks.
In the laning phase, use Thamuz's 1st Skill, then leap to enemy using his 2nd Skill, causing his Scythes to return and resetting the CD of his 1st Skill. Follow up with a Basic Attack and then his 1st Skill, and tap the skill again to retrieve the Scythes and end with Basic Attacks.
These heroes have the highest win rates against Thamuz in ranked matches. Pick any of them for a statistical advantage in draft.

Cici dominates Thamuz in the early game. Apply pressure before Thamuz can scale and become a threat.
52.2%
Thamuz performs well against these heroes. Consider picking Thamuz when you see them on the enemy team.
Thamuz struggles the most in the late game, where counters average a 49.4% win rate. Early game matchups are tighter at 45.2%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Thamuz in late team fights.
Thamuz is strong here
Even matchup phase
Even matchup phase
Flicker
Heroes that synergize well with Thamuz in team compositions.




Thamuz is the Lord Lava, a fearsome demon lord who reigns over the volcanic depths of the Abyss where molten rivers carve through eternal darkness. He wields twin scythes forged in the heart of a dying star, each strike igniting enemies with lava that burns through armor and flesh alike. Unlike other Abyssal beings driven by chaos, Thamuz rules with a brutal but deliberate authority, viewing himself as the rightful sovereign of all fire-born creatures. His emergence from the volcanic Abyss signals a new front in the war between darkness and light, one fought with searing flame rather than creeping shadow.
Famous quotes from Thamuz
“The Lord of Lava rises from the depths!”
- Thamuz
“My scythes burn hotter than the core of this world!”
- Thamuz
“You dare challenge the fire of the Abyss?”
- Thamuz
“Reduced to cinders beneath my flames!”
- Thamuz
“Cauterant Inferno - ERUPT!”
- Thamuz