
Thamuz hero-page overview.
Thamuz is a Fighter with Chase and Damage specialties. Molten Scythes controls space, Chasm Trample reconnects him to the target, and Cauterant Inferno supplies the HP and attack speed needed to outlast a brawl.
Choose Thamuz when the opposing EXP laner and frontline must remain near the wave or objective. He is especially comfortable against sustained melee heroes that cannot repeatedly reset his contact.
Bench Thamuz when Cici, Karrie, Irithel, Valir, or another mobile ranged threat can kite him while applying anti-heal. He is also a poor substitute when the team still needs first engage or back-line peel.
Make the enemy fail to leave your damage area. Slow with the scythes, jump into their return path, activate the ultimate after commitment, and keep using Basic Attacks while defensive items extend the contact window.

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.
When / why / do not: Keep attacking to build Lava's Rage and trigger Lava Energy. The empowered Basic Attack after retrieving the scythes slows and guarantees the passive burst. Do not waste the retrieval hit on a minion when a hero trade is about to begin.

Grand Lord Lava demonstration.

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.
When / why / do not: Throw the scythes through the target's intended route, then either walk toward them or recast to retrieve. The slow and repeated damage make escape awkward. Do not retrieve immediately when the spinning scythes are still zoning a useful area.

Molten Scythes demonstration.

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.
When / why / do not: Jump after Molten Scythes so the return resets Skill 1 and keeps Thamuz attached. Use it across short terrain or to punish a committed dash. Do not spend it before the enemy reveals the movement tool you must follow.

Chasm Trample demonstration.

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.
When / why / do not: Activate after the enemy accepts the fight. The extra Max HP, immediate heal, attack speed, and on-hit recovery turn a close brawl in Thamuz's favor. Do not cast while opponents can simply disengage and wait out the zone.

Cauterant Inferno demonstration.
Molten Scythes → Chasm Trample → Cauterant Inferno → Basic Attack → retrieve → Basic Attacks. 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. The practical rule is to make the scythe return and empowered Basic Attack happen while the target still lacks space. Do not activate the ultimate before you know the fight will remain close.
Molten Scythes → Chasm Trample → Basic Attack → retrieve → 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. The practical rule is to make the scythe return and empowered Basic Attack happen while the target still lacks space. Do not activate the ultimate before you know the fight will remain close.
Use Molten Scythes to clear and pressure at the same time, but keep the wave on a side where the enemy cannot kite into safety. At level 2, the Skill 1 and Skill 2 reset gives Thamuz a strong extended trade. Respect jungle information; his sustain does not make a blind two-versus-one correct.
Arrive early to Turtle and take a side entrance. Thamuz is more threatening after another ally starts contact, because Chasm Trample then follows a target instead of serving as the first and only engage. Hold Vengeance for the real damage window.
Do not walk through the full enemy team toward a mobile marksman. Pressure the frontline, control the objective zone, and switch only when a carry has spent movement. One uninterrupted Cauterant Inferno is worth more than a desperate chase through open space.
The spinning scythes provide slow, damage, and space control. Recall them when the empowered hit or reposition matters, not by habit.
Chasm Trample is the follow tool. If it is spent first, a dash or knockback can end the trade with no second contact.
Cauterant Inferno is strongest when opponents must fight inside it. Cast after they enter or spend escape, not while they can walk away.
Corrosion Scythe supplies enough access to repeated attacks. War Axe, Oracle, Queen's Wings, and defense create the time needed for those attacks to matter.
Thamuz is a second-wave bruiser, not a universal initiator. Follow control, pressure the nearest useful target, and keep the team close enough to convert the brawl.
Use Firmness, Festival of Blood, and Brave Smite. Firmness improves early durability, Festival of Blood increases Spell Vamp through takedowns, and Brave Smite restores HP when skills damage heroes. Vengeance is the default into concentrated damage and repeated Basic Attacks. Activate after commitment; pressing it during a disengage wastes the reduction and reflection window.
Keep the same sustain route when the draft requires an extra gap-close or emergency reposition. Flicker can repair an approach that would otherwise end outside Basic Attack range. Do not choose it merely for comfort when the enemy composition demands Vengeance to survive the main damage cycle. Jungle Thamuz instead needs Retribution and an appropriate jungle talent route.
Emblem and Battle Spell recommendations.
The table is a current in-game build sample observed on August 6, 2026. All five use Corrosion Scythe and War Axe; four EXP rows use Vengeance, while one jungle row uses Retribution and Ice Hunter's Tough Boots. Copy the contact-and-survival logic, not the leaderboard position.
| Rank | Player shown | WR / matches / power | Six-item order | Spell | Snapshot | When to copy | When not to copy |
|---|---|---|---|---|---|---|---|
| 1 | HimaI | 68% / 646 / 11325 | Tough Boots → Corrosion Scythe → War Axe → Oracle → Queen's Wings → Guardian Helmet | Vengeance | ![]() | Copy this core when Thamuz can keep contact and the listed defenses match the main damage source. | Change the boot or final defense when kiting, burst magic, true damage, or anti-heal is the immediate problem. |
| 2 | iGotMilk | 77% / 561 / 10905 | Ice Hunter's Tough Boots → Corrosion Scythe → War Axe → Oracle → Queen's Wings → Guardian Helmet | Retribution | ![]() | Copy this core when Thamuz can keep contact and the listed defenses match the main damage source. | Change the boot or final defense when kiting, burst magic, true damage, or anti-heal is the immediate problem. |
| 3 | ŁØS ÇÅRT€Ł | 64% / 643 / 10409 | Tough Boots → Corrosion Scythe → War Axe → Oracle → Queen's Wings → Guardian Helmet | Vengeance | ![]() | Copy this core when Thamuz can keep contact and the listed defenses match the main damage source. | Change the boot or final defense when kiting, burst magic, true damage, or anti-heal is the immediate problem. |
| 4 | vivian. | 70% / 299 / 9857 | Corrosion Scythe → Tough Boots → War Axe → Queen's Wings → Brute Force Breastplate → Oracle | Vengeance | ![]() | Copy this core when Thamuz can keep contact and the listed defenses match the main damage source. | Change the boot or final defense when kiting, burst magic, true damage, or anti-heal is the immediate problem. |
| 5 | Kil'Jaeđen. | 76% / 421 / 9650 | Corrosion Scythe → Tough Boots → War Axe → Oracle → Queen's Wings → Guardian Helmet | Vengeance | ![]() | Copy this core when Thamuz can keep contact and the listed defenses match the main damage source. | Change the boot or final defense when kiting, burst magic, true damage, or anti-heal is the immediate problem. |
Five ranked build snapshots.
| Item | Why it appears | Buy when | Do not buy when | Ranks |
|---|---|---|---|---|
Tough Boots | Movement, Magic Defense, and shorter control or slow duration help Thamuz remain attached. Ice Hunter's blessing marks the jungle variant. | magic damage or removable control blocks the approach | physical Basic Attacks are the only serious threat | 1, 2, 3, 4, 5 |
Corrosion Scythe | Physical Attack, movement, attack speed, on-hit damage, slow, and stacking speed directly support repeated Basic Attacks. | targets must be slowed to keep contact | Thamuz cannot safely stand in Basic Attack range | 1, 2, 3, 4, 5 |
War Axe | Attack, HP, cooldown reduction, Hybrid Lifesteal, stacking attack, and full-stack True Damage reward an extended fight. | the brawl lasts long enough to reach full stacks | an immediate anti-burst answer must come first | 1, 2, 3, 4, 5 |
Oracle | HP, hybrid defense, cooldown reduction, and stronger received shield or HP regeneration amplify ultimate sustain. | healing value and mixed defense both matter | anti-heal and true damage make raw sustain unreliable | 1, 2, 3, 4, 5 |
Queen's Wings | HP, Adaptive Attack, cooldown reduction, Spell Vamp, low-HP damage reduction, and rising damage bridge the dangerous part of a brawl. | burst arrives after Thamuz commits | the fight ends before the passive window matters | 1, 2, 3, 4, 5 |
Guardian Helmet | Very high HP and recovery support repeated map pressure and the ultimate's Max HP interaction. | Thamuz can leave combat and recover before the next objective | percentage HP damage or anti-heal dominates | 1, 2, 3, 5 |
Brute Force Breastplate | HP, Physical Defense, cooldown reduction, movement, Adaptive Attack, and control-duration reduction build through continued damage. | physical damage and repeated contact dominate | burst magic or true damage is the actual failure point | 4 |
Effects checked from 30 long-press tooltips.
Angela and Rafaela add movement, sustain, or control that keeps Thamuz beside the target. Yu Zhong can start the disruption so Thamuz enters as the second wave. Follow their timing instead of exposing yourself first in open ground.
Cici, Karrie, and Irithel can move while dealing damage or punish high HP with spacing. Approach from fog, wait for movement to be spent, and do not extend the chase when the scythes no longer control a useful route.
Zilong, Sun, and Alice often need to remain near Thamuz to produce value. Corrosion Scythe and War Axe make that extended contact favorable, while Cauterant Inferno supplies the sustain to keep trading.
Edith can overlap with Thamuz as a durable frontliner without solving first engage or ranged access. Confirm that the remaining lineup has reliable initiation, wave clear, and damage before pairing them.
| HP | 2580 | HP Regen | 7.4 | Physical ATK | 107 |
|---|---|---|---|---|---|
| Physical DEF | 17 | Attack Speed | 1.05 | Attack Speed Ratio | 100% |
| Mana | 0 | Mana Regen | 0 | Magic DEF | 15 |
| Magic Power | 0 | Movement SPD | 250 | Role | Fighter |
Level-one stats without equipment, Emblem, skin, or match modifiers.
Six exact Thamuz Shop cards were accepted. Diamond prices appear only where Purchase was visible. Limited-time Event, collaboration, and Starlight labels describe the observed Shop state, not a permanent availability promise.
| Preview | Skin | Tag | Observed availability |
|---|---|---|---|
![]() | Liquid Fire | Elite | 599 Diamonds; Purchase shown |
![]() | Lord of Wraith | — | 269 Diamonds; Purchase shown |
![]() | Abyssal Reaper | Special | Limited-time Event |
![]() | General Kai | Kung Fu Panda | Limited-time Event |
![]() | Sanctified Flame | Starlight | 06/2023 Starlight Member |
![]() | The Annihilator | Nexus Sea | Limited-time Event |
Six Shop cards in displayed order.
Thamuz comes from the molten depths of the Abyss, where the strongest Fire Demon rules. His power and violent temperament raised him above the others and gave him an iron grip over his people. When corruption threatens to erase the Fire Demons, Thamuz does not seek compromise. He aims to ascend to godhood, crush fate with his own hands, and lead a campaign that burns every obstacle to ash.
Use Tough Boots, Corrosion Scythe, War Axe, Oracle, Queen's Wings, then Guardian Helmet or Brute Force Breastplate. Change defense for the match rather than copying the last slot blindly.
Fighter Emblem with Firmness, Festival of Blood, and Brave Smite is the EXP default for durability and sustain.
Use Vengeance in EXP Lane when committed damage must be survived. Flicker is the chase or escape alternative. Jungle Thamuz requires Retribution.
Take and prioritize Molten Scythes, use Chasm Trample as the backup upgrade, and level Cauterant Inferno whenever available.
Cici, Karrie, Irithel, and other mobile ranged heroes can kite him. Knockback, anti-heal, and true damage also reduce his long-fight advantage.
Pick him when the enemy frontline must stand near the wave or objective and your team already has initiation. Avoid him when every priority target can reset the fight.
Thamuz is strongest when the enemy cannot end contact. Molten Scythes shapes the route, Chasm Trample forces the return, and Cauterant Inferno turns the committed brawl. The observed setup sample consistently valued Corrosion Scythe, War Axe, Oracle, and Queen's Wings, while defensive choices decided whether the contact lasted. For related EXP decisions, compare the Uranus guide, Sun guide, and Martis guide.
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