AoV Thane - SUMMARY
Thane, the Protector. The Wall of Steel. The Bulldozer is a more accurate description. You just don't get around this guy.
Talent: Flicker, Heal
LVL priority: Avalon's Fury is a priority because of the nice amount of damage.
Play: Thane is tanky support with the very simple job, push the enemies away and knock them up. Once the HP of some enemies is lower than 50% use King's Glory to devastating results.
Attack Range: Melee
Movement Speed: 380
|Thane||HP||HP/5 sec||Armor||Magic Defense||Attack Damage||Mana||Mana /5 sec|
|Level 15||8857||121||494 (45.1%)||169/21.9%||306||1694||36|
(Heal) Royal Power
When Thane’s HP falls below 30%, he reduces damage taken by 25% for 4 seconds and regenerates 24% of his maximum HP over 4 seconds. 75-second cooldown.
-Whenever you engage a fight, make sure to check if this ability is ready.
(Physical, Movement) Valiant Charge
Mana Cost: 60
Thane charges forward, knocking enemies back and dealing 60/75/90/105/120/135 (+35% of AD) physical damage each hit. Valiant Charge’s final hit will also knock enemies into the air.
-Only walls or towers can stop this charge.
-Valiant Charge can often push targets outside of your teams' abilities range and basically prevent damage to the enemy, don't let that happen.
(Physical, Control) Avalon’s Fury
Mana Cost: 75
Thane strikes the ground, dealing 200/260/320/380/440/500 (+58% of AD) physical damage to enemies within range. He also knocks enemies into the air and slows their movement speed by 90% for 2 seconds.
-It is a 360° effect with a certain amount of delay before it applies.
(True, Area DMG) King’s Glory
Mana Cost: 150
Thane charges for a short time, then unleash a powerful blow in a frontal cone, dealing 500/750/100 (+90% of AD) true damage to enemies in the area. The blow also deals 15% of the targets’ lost HP as physical damage. Thane gains 20% damage reduction and cannot be interrupted while charging this ability.
-There is a delay in the cast time and being a cone ability it is important to take into account enemy movement and predict where they are going to be. This is especially important when the enemy is moving sideways compared to you.
PROS AND CONS
-Exceptionally tanky character. Thane's passive provides a massive amount of regen just when you need it, below 30% hp. This can fool people into thinking you are almost dead and will lead them to try finishing you off. It is an excellent tool for baiting.
-Disruption. Displacing multiple enemy champions is a great way to make an impact in the game.
-AoE damage. Thane has an ungodly amount of AoE damage, if well placed and multiple targets get hit, it can catch the enemy team off guard.
-Disruption. Displacing enemies can have both a positive and a negative (pushing enemies outside of your team skillshots) impact on team fights. This puts pressure on your decision making, timing, and positioning.
-Mana sustain issues. If played well you will be returning to base mostly to replenish mana, not so much health.
120-second cooldown: Teleports your hero a short distance.
120-second cooldown: You and nearby teammates instantly recover 15% HP and gain 15% movement speed for 2 seconds.
Attack Speed +1% - Max HP +33.7 - Armor +2.3
Max HP +75
Max HP + 37.5 - Cooldown Speed +0.6%
TIPS FOR PLAYING
Leveling skills: Prioritize Avalon's Fury as it deals a good amount of AoE damage, knocking the enemy up and slowing them. Take the Ultimate whenever you can.
Laning: As soon as you gain level 2 start skirmishes, either in your lane or by ganking another lane. Engage combo is straightforward, Valiant Charge into Avalon's Fury and finish it off with King's Glory. Pay attention to heroes with high mobility such as Tulen, Aluriel, or those with Flicker talent in general, since they can blink to the side and avoid being hit by your ultimate. If you are ganking usually it is a good idea to come from behind your opponent and push them toward your ally. This is not a great idea if said opponent is much stronger than your companion and can take him out in one combo. In that case, make sure he dies while under crowd control. It is advisable to flank an enemy when charging. The negative side of flanking is, you must pay special attention to allies' important abilities that deal damage in a line, like Natalya's ultimate, or an area like Azzen'Ka's ultimate. Basically always take into consideration who your partner is.
Team fights: It is important to know your strength compared to the enemies. If you are behind in farm and levels, your job excludes straight up tanking. Instead, you try to pick out targets for single target burst and protect allies by controlling the enemy team. Options are limited because when Valiant Charge ends, you cannot afford to be in the middle of an enemy team. If, however, you are not behind and your items are properly adapted to the enemy team, things are dramatically different. Other than controlling enemies by Pushing people away, you get the option to soak up damage, slowing them down with Avalon's Fury, then walking past them and Valiant Charge them toward your team. If done properly this can split up the enemy team for the price of you taking some damage in the process.
Note: If someone on the enemy team builds Curse of Death, consider swapping Gaia's Standard for something different, like Frost Cape, or Mail of Pain. Having Gaia's Standard combined with Thane's passive has great value but Curse of Death diminishes that value by a large margin.