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2025 MLBB EXP Lane: Thamuz vs Dyrroth Item Curves & Spikes

Quick Overview: In the 2025 Mobile Legends meta, Thamuz thrives in the EXP lane by leaning into sustain through attack speed picks like Corrosion Scythe, while Dyrroth goes all-in on burst with penetration-focused builds such as Blade of the Heptaseas. We're talking timelines from those frantic 0-5 minute early farms all the way to 13+ minute late-game scaling. Nail these progressions—prioritize level 4 and Turtle grabs—and you'll see win rates climb to 48-50%.

Getting a Grip on Item Curves in the EXP Lane

What Exactly Are Item Curves, and Why Should You Care?

Ever wonder why some EXP laners feel unstoppable at certain points while others just... don't? Item curves are basically your roadmap to those power spikes, timing out item buys to supercharge heroes like Thamuz. Take his base level 1 stats: 2758 HP and 107 Physical Attack. By level 15, that's ramping up to 5740 HP and 222 Physical Attack. Thamuz's passive, Grand Lord Lava, dishes out true damage—55 + 8 × Hero Level + 60% Total Physical Attack—at a 10-60% chance, and attack speed items crank that reliability way up.

The process? Simple enough. Recall around 400-500 gold from those minion waves. Grab Magic Shoes if your hero's mana-hungry. And don't sleep on farming bushes for vision—keeps you at 350+ gold per minute without getting jumped.

How Gold Flow Ties into Those Game-Changing Spikes

Gold's the lifeblood here, right? Power spikes land at 2000 gold for boots and 4000 for your first real item. Tough Boots (1100 gold) let you rotate to the 2:00 Turtle without breaking a sweat. For Dyrroth, his passive Wrath of the Abyss regens 50 + 40% damage as HP every two attacks—but it's halved against minions, so you're looking at 300-400 GPM early on.

Push waves with Thamuz's Skill 1 (120-270 Physical Damage + 60% Total Physical Attack). Snag those 20-30 gold last hits. And once you hit level 4, rotate using Chasm Trample or Spectre Step to pocket that 250 gold Turtle bonus. It's all about stacking that economy without overextending.

How the 2025 Meta Shake-Ups Rewired Item Curve Plays

The meta's always evolving—feels like every patch throws a curveball. Thamuz's September 17 revamp? It tacks on +25% Movement Speed even without scythes in hand. Dyrroth's Skill 2 now shreds Physical Defense by 40-60%, screaming for Sea Halberd to counter heals. Thamuz's ultimate, Cauterant Inferno, pumps out 30-60 (+10% Extra Physical Attack) every 0.5 seconds for 9 seconds, and attack speed bumps that scaling by 20-30%.

Start by scouting the enemy comp pre-game. Slap on spell vamp emblems—like Festival of Blood for 10-15% lifesteal. And yeah, keep an eye on patch notes; late game, you're pushing 600 GPM if you're farming smart.

(Quick aside: As someone who's edited way too many MLBB guides, I love how these reworks force you to rethink basics—it's refreshing, not frustrating.)

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Breaking Down Thamuz's Rework: How It Flipped His Item Game

Big Ability Tweaks That Demand New Item Choices

This revamp's a game-changer—passive triggers are now guaranteed when you retrieve those scythes, slapping on a 30% slow with a 3.0 range dash. It synergizes beautifully with his 7.4-13.0 HP/sec regen. Molten Scythes? They're ticking 45-80 damage every 0.5 seconds for wave clear dominance.

Skill 2, Chasm Trample (230-355 +60% Extra Physical Attack), resets Skill 1 for those 100-150 true damage bursts. Max Skill 1 first—3.0s cooldown on retrieve is clutch. Build Corrosion Scythe for that 20% attack speed kick. And throw diagonally? Boom, +25% speed for rotations that catch enemies off guard.

Fresh Stat Growth and Item Pairings That Shine

The ultimate dishes out 600 +30-50% Extra HP and 60-100% Attack Speed, plus 1.5-2.5% Max HP recovery per attack with spell vamp. Demon Hunter Sword shuts down regen foes; Athena’s Shield bumps magic defense to 15-11.1%. Growth per level adds +213 HP, and a full build? 32,000 gold well spent.

Pair it with Fighter emblems—Firmness for that extra tankiness. Pop the ultimate pre-fight to own the zone. If you're snowballing, swap to Malefic Roar for 60% penetration. It's all about adapting on the fly.

Thamuz's Item Curve Timeline: From Early Hustle to Late Domination

Thamuz item curve timeline in Mobile Legends

Zero to three minutes: Tough Boots for 40 movement speed—get mobile quick.

Three to five: Corrosion Scythe hits at level 4, your first big spike.

Six to eight: Demon Hunter Sword to contest Turtles.

Ten plus: Immortality for those clutch revives. Full build—Tough Boots, Corrosion Scythe, Demon Hunter Sword, Dominance Ice, Athena’s Shield, Blade Armor—runs 15,000 gold and scales defense to 40%.

Farm to 1100 gold for boots. Recall at 2500 for the Scythe. And monitor that 2:00 Turtle with Skill 1 for vision—it's your early edge.

Digging into Dyrroth's Rework: Turning Spikes into Assassinations

Updated Skills and the Items They Crave

Dyrroth's kit got a bursty overhaul. Skill 2, Spectre Step, shreds 60% Physical Defense at 50 Rage; ultimate Abysm Strike slams 650-1250 +250% Extra Physical Attack +20% Lost HP. Passive builds Rage for 1s cooldown cuts per hero hit. Enhanced Skill 1, Burst Strike, tags five times (200-450 +60% Extra) with a 50% slow.

Max Skill 2—cooldown drops from 8-4s. Assassin emblem with Master Assassin amps your 1v1s. Flicker into ultimate? 0.8s of 55% slow to seal the deal.

How Damage Ramps Up as Items Stack

Rage unlocks 150% enhanced damage; Hunter Strike adds 20% movement speed after hits. Base stats start at 2758 HP and 117 Physical Attack, hitting 5768 HP and 266 Attack by level 15—with a sneaky +1% attack speed edge vs. Silvanna. Ultimate pairs perfectly with Sea Halberd's 50% anti-heal.

Farm using the passive (+160% Total Physical Attack every two attacks). Engage at full Rage for 40% defense shred. Toss in Sky Piercer for crits that pop heads.

What Makes Dyrroth's Item Curve Stand Out

Dyrroth's recommended item build in Mobile Legends

Mid-game spikes via that defense shred are his secret sauce. Build Tough Boots, Blade of Heptaseas, Hunter Strike, Sea Halberd, Blade of Despair, Immortality—and watch win rates hit 48.17%. Against tanks, War Axe keeps DPS flowing; 2025 pro builds sneak in Haas’s Claws for lifesteal. Skill order: 2 > 3 > 1 for mobility.

Combo it: Spectre Step into Burst Strike, finish with Abysm Strike. Counter CC with Winter Crown. He's B/C-tier viable against Kagura or Granger—solid pick if you play to his strengths.

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Early Game Item Curves (0-5 Minutes): Setting the Foundation

Best Starting Buys and What to Prioritize

Tough Boots (1100 gold) lead the pack for mobility—can't rotate if you're stuck. For Thamuz, grab Corrosion Scythe components to boost attack speed; Dyrroth wants Blade of Heptaseas for stack potential. Farm to level 4 by 4:00, using bushes to soak EXP without drawing heat. Thamuz's Skill 1 clears waves with a 30% slow, netting 200-300 gold per minute.

Start with basic attacks to build Rage or Lava stacks. Swift Boots if magic threats loom. Recall at 400 gold for a demon icon—keeps momentum.

When to Recall and Gold Targets to Hit

Aim for 2:30-3:00 recall with 2000-2500 gold, landing your first item by 5:00. Thamuz scythes poke safely; Dyrroth's passive regens 50 +40% damage as HP. Enhanced Skill 1 blankets minion waves three or five times over.

Clear to the turret line. Ping for ganks if the jungler's invading. Nail last hits for 70 gold efficiency—it's the difference between feeding or farming.

Thamuz vs. Dyrroth: Early Power Face-Off

Early game comparison of Thamuz and Dyrroth in Mobile Legends

Thamuz edges out with sustain from true damage procs and +25% speed sans scythes. Dyrroth counters with Rage-fueled slows and +1.14 base attack speed. Thamuz combo: Skill 1 into Skill 2 for double energy gain. Dyrroth: Spectre Step to close gaps.

Both sit C/D-tier early, but they shine in 1v1s against non-CC foes. Against mobile picks, Thamuz's diagonal throws shine. Squishies? Dyrroth's full Rage engage deletes them. Farm center for 350 GPM—steady wins.

Mid Game Power Spikes (6-12 Minutes): Where Fights Turn

When to Finish Core Items

Core by 8:00 is the standard—Thamuz grabs Demon Hunter Sword for anti-regen, Dyrroth Hunter Strike post-6:00 for chases. This lines up with 6:00 Turtle and 8:00 Lord grabs. Dyrroth's Skill 2 totals 345-570 damage +40% defense reduction.

Build Sea Halberd components (800 gold) against regen. Rotate at level 7. Flicker in for engages—timing is everything.

Breaking Down the Two-Item Spike

Two items? Thamuz jumps to 40% proc chance; Dyrroth hits 150% enhanced damage, correlating to a 5% win rate bump based on available data. Thamuz's ultimate floods the zone with 60-100% speed for 9 seconds.

Scout the comp for smart swaps. Combo from bushes. Secure Turtle for that 250 gold—it's your mid-game fuel.

How These Builds Shift Team Fights

Thamuz owns zones for control; Dyrroth dives mages and marksmen, especially paired with Mathilda for 20% more impact. His ultimate + Flicker stretches slows to 1.5 seconds.

Activate pre-fight. Flank with Skill 2. Lean on passive regen to stay in the scrap.

(Editor's take: Mid-game's where reworks like these really pop—feels like the game's rewarding smart risks more than ever.)

Late Game Scaling and Full Build Tweaks (13+ Minutes)

Strategies for Three to Six Items

Six items by 20:00: Thamuz eyes Immortality for revives, Dyrroth Dominance Ice for anti-heal, all while hitting 600 GPM. Thamuz pulls 2.5% Max HP per attack; full Dyrroth with Blade of Despair amps to +250% attack for one-shots.

Sell boots if space is tight. Athena’s against magic. Ultimate into wombo combos—devastating.

Swapping Items for Peak Performance

Blade Armor reflects Dyrroth burst; Winter Crown eats CC. Malefic Roar penetrates tanks. For Thamuz vs. mages: Athena’s for 100 magic defense.

Sea Halberd vs. sustain. Rose Gold Meteor for burst shields. Watch for economic comebacks before 10:00—adapt or die.

Who Carries Harder Late: Thamuz or Dyrroth?

Thamuz sustains through long brawls (C-tier, 540 damage every 0.5s in his zone); Dyrroth bursts squishies (B-tier). The 2025 meta leans hybrids over S-tier like Arlott's CC, per matchup data.

Split-push sans initiator. Dive backlines. Coordinate—solo carry's rare late.

Item Efficiency Showdown: Thamuz vs. Dyrroth vs. Other EXP Meta Picks

Crunching Gold Value Across Builds

Thamuz's Corrosion Scythe (20% speed, 2000 gold) sustains endless fights; Dyrroth's Heptaseas (penetration, 2050 gold) spikes mid against anti-dash like Phoveus. Thamuz gets 1.5% HP recovery; Dyrroth's ultimate taps 20% lost HP. Full builds? 40% physical defense for Thamuz, 38.5% for Dyrroth.

Calculate via 500+ GPM. Prioritize Hunter Strike (1950 gold). Test in practice—numbers don't lie, but feel does.

Damage Per Gold: Who's Getting More Bang?

Research shows Thamuz shines late with 60% true damage spell vamp; Dyrroth owns mid via 120% Skill 2 shred, holding 48% wins against Badang. Post-reworks, hybrids boost DPG by 15%; Dyrroth's Sky Piercer adds +35% crit for 10% more burst per 1000 gold.

Track damage after items. Tweak penetration vs. tanks. Emblems add +5 penetration—small edges add up.

How Timing Items Boosts Win Rates

Hit spikes right, and wins top 50%: Early boots +3% for Thamuz; mid Heptaseas +4% for Dyrroth (0.52% pick rate, 0.02% ban). Thamuz's C-tier duels improve post-revamp; lower ranks love Dyrroth's B-tier.

Nail the timing. Ditch rigid builds. Replay analysis spots your slips.

Pitfalls in Itemization and Dodging Them

Don't Go Full Tank Too Soon

Stacking defense before 5:00? It delays spikes—Thamuz skipping Corrosion for Brute Force loses 20% sustain without speed. Aim 60/40 damage/defense early.

Lead offensive core. Layer defense after first blood. Scout burst threats first.

Missing Those Spike Windows Hurts

Blow 6:00 rotations sans two items? You lose Turtles. Dyrroth's low-Rage engages flop 30% more. Key windows: 4:00 level-up, 8:00 core.

Farm to marks. Ping for team sync. Vengeance reflects pain back.

Sticking to One Build Against Bad Matchups

Fixed kits crumble vs. CC like Guinevere—adapt with Sea Halberd for regen. Chou? Winter Crown freezes his ultimate.

Pre-game scout. Pivot to Dominance Ice. Call ganks on counters.

Tailored Item Strategies for the Win

Building to Counter Specific Heroes

Thamuz countering specific heroes with items in Mobile Legends

Joy's mobility? Thamuz Blade Armor reflects it. Uranus tanks: Dyrroth Sea Halberd anti-heals. Mages get Athena’s Shield; Esmeralda, War Axe for DPS stacks.

ID threats early. Penetration first. Custom games for testing.

Adjusting for Team Style: Split vs. Fights

Split-push? Thamuz Golden Staff speeds him up. Team fights: Dyrroth Immortality for dives. No initiator? Tankier Thamuz. MPL pros love Flicker + Skill 2 for contests.

Chat needs. Swap for utility. Post-revamp, sidelanes demand focus.

Paths to Bounce Back Economically

Down? Endless Battle (2050 gold) lifesteals you back; farm to 400 GPM recovery. Thamuz scythes poke safe.

Hold waves at turret. Skip fights. Queen's Wings slows chasers.

Pro Tips: Item Curves from MPL Pros and Beyond

What Pros Are Building in Recent Tourneys

MPL vets hammer Thamuz Corrosion Scythe post-revamp; Dyrroth snowballs with Sky Piercer (Boots > Heptaseas > War Axe DPS). SEA's aggressive; NA plays defensive.

Master 2-3 heroes. Mimic pro emblems. Patch-adapt or get left behind.

How Regions Differ (SEA vs. NA vs. EU)

SEA digs Dyrroth bursts (B-tier); NA Thamuz sustain (C-tier); EU hybrids dodge CC. 2025 swings to assassins; MPL early kills +15% wins via reworked bursts.

Check server stats. Pair with Phoveus CC. Evolve or stagnate.

Hybrids enable wombo madness; pros abuse Thamuz diagonal Skill 1 rotations. Dyrroth full Rage pre-Turtle? +10% control. Monthly updates keep it fresh.

Follow tourneys. Seasoned Hunter vs. junglers. Dive smart.

Putting It into Play: Your Step-by-Step Progression Guide

Timeline Checklist for Nailing Items

0-5 min: Boots + components.

6-12: Core done.

13+: Full swaps, syncing 2:00 Turtle/8:00 Lord. Thamuz level 4 ultimate by 4:30; 2000+ gold by 5:00.

Benchmark it. Rotate early. Mid-adjust.

Farming Tricks to Land Spikes

Center clears, last hits—Thamuz scythes, Dyrroth passive for 350-500 GPM. His Skill 1: 10 Rage per hit speeds builds.

Retribution if jungling. Poke with slows. Secure objectives.

Decision Trees for Item Picks

Burst heavy? Defense leads. Sustain foes? Anti-heal. Tree: Comp > Core > Swap. Skip low-Rage engages; Thamuz vs. Dyrroth: Blade Armor reflects.

Branch on threats. Test paths. Efficiency review.

FAQ

What are item curves in Mobile Legends EXP lane?
Item curves map power via timed buys for level 4 first and objectives. Thamuz emphasizes attack speed for 10-60% passive procs; Dyrroth penetration for 50% defense reduction bursts. Farm 350 GPM early, complete cores by 8:00 for 5% win boosts.

How did Thamuz rework change his item build in 2025?
September 17 revamp adds scytheless animations and guaranteed passive triggers, shifting to Corrosion Scythe (20% speed) early and Demon Hunter Sword mid for anti-regen. Improves late 2.5% Max HP recovery in builds from Tough Boots to Immortality.

What is Dyrroth's optimal item progression after rework?
Start Tough Boots (0-3 min), Blade of Heptaseas (3-5 min) penetration, Hunter Strike (6-8 min) chase, Sea Halberd and Blade of Despair late. Amplifies 60% Skill 2 shred and 20% lost HP ultimate for 150% mid bursts, 48.17% ranked wins.

When should EXP laners complete their first core item?
By 5:00 at 2500-3000 gold: Thamuz Corrosion Scythe for clear, Dyrroth Heptaseas for kills. Hits level 4 spikes for 2:00 Turtle rotations with Chasm Trample, boosting control 15-20%.

How do power spikes differ between Thamuz and Dyrroth?
Thamuz sustains mid-late (ultimate zone: 60-100% speed, 1.5-2.5% HP recovery) for duels; Dyrroth bursts mid (full Rage: 40% reduction, ultimate one-shots). Thamuz C-tier prolonged; Dyrroth B/C-tier squishies, Thamuz late HP vs Dyrroth mid pen efficiency.

What are the best early game items for reworked EXP lane heroes?
Tough Boots (1100 gold, 40 speed) first, then Corrosion Scythe for Thamuz true damage procs or Blade of Heptaseas for Dyrroth Rage stacks. Enables 200-300 gold/min farming, level 4 by 4:00, counters early mobility weaknesses.


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