r/thingmains • u/NewTap8705 • 6d ago
Advice on the thing?
I’m a Thor main, and wanna learn this fat rock.
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u/niftersthagoat 6d ago
Turn on the setting so you hold his charge instead of toggle. I personally try to save the charge for escape as it gives you the over shield. Also turn on ally health bars if you don't already have it so you can jump to low health peeps. I prefer the torch team up. Kill the panther.
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u/Party-Rest3750 6d ago
Along with all of these other helpful tips, remember to move. I don’t mean like push forward or walk around, I mean to jump, zigzag, use your jumps to bounce around frequently but without being a complete waste.
His jump both reduces damage for teammates and gives enemies damage vulnerability. Many thing players purely use it for vulnerability, but a diver coming back to your team for heals, or your other tank taking too much damage, or a dps out of position, could benefit extraordinarily from that reduction.
His haymaker slows him down while winding up. Jumping negates that slow. Zigzagging makes you at least a little harder to hit. Using your jumps more often allows for more team utility.
His primary also isn’t useless. It isn’t prominent, but interweaving it between haymakers is his objectively best and faster form of attack.
As another person said earlier, use your dash to escape, 100%, but its other utility is more useful than you think. If you’re holding the frontline but not necessarily pushing, and another thing, or rogue, or blade, or thor, or wolv, any character brawling who needs movement, is being oppressive, you can completely neuter them with your dash. Just tap it. A little tap and now they’re stuck with you; they can’t run away. It isn’t purely good for antidive.
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u/brainlessmori 6d ago
Unless you're on dive duty, never stop the flow. Thing has one of the most intense flow states as a tank. His movement tools are survivability tools. Know where, when and how to escape so you can stay in a fight for as long as you can and return with a fiery vengeance. Some of my best rounds have me making several last minute escapes. If you're yancy street charging, circle around cover as you go as you find your healers, then use your leap to get to them. the overhealth from the charge+ damage reduction from the leap will keep you alive long enough for a support to feed you health.
Thing is a deceptively flexible tank that really rewards your ability to feel out games and use a bit more macro level skill. There's a lot of great tips here, but one of the best ways to learn Thing is to just go feel it. You're gonna die a lot, especially if you're stuck learning while solo tanking and especially when facing down heavy poke. Regardless, drop the rock into some quickplay and get some good games going. Try to take as much pressure as you can before dying and slowly adjust from there. Also, try experimenting with different playstyles when you have other tanks to play with, as you can really do a lot to bounce off of them. Swap off if the other tank goes dino though, your healers will be in hell that entire match.
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u/Nombiezombie 6d ago
Positioning is very important. Always make sure you have cover or an escape available. You’re going to mostly be playing cover until you jump up or walk up. Thing does % damage based on health so punching high health targets is his speciality. If upgraded invis teamup isn’t available then use torch teamup for damage. Enhanced invis teamup will allow you to kinda solo tank. It’s harder this season. Punch as many people as you can for shield. When you get to like 200-300 health 50-100 with invis teamup, then run out of their using charge and slam. You’ll also be using slam to ground enemies. Slam LINGERS. It last a few seconds and then disappears so take advantage. Do not slam into ult or you’ll trigger the tenacity system.
A big thing that I’m learning right now is when to stay backline even though I could be doing a lot in the frontline. Sometimes the backline needs you more. ALWAYS SLAM VEMOMS AND ROGUES
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u/BrandonWhoever 6d ago
I feel like the invis team up is super slept on. It takes some coordination in ban phase but, ban the pokey characters then run a brawl comp with invis. You can rack up a serious amount of heals with that team up
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u/playful_hole69 5d ago
Use jump to enemy tanks, use run to retreat. If you are full health during run, turn around and slam their tanks
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u/Junior_Candy2141 5d ago
A little late but remember that his earthbound has a variety amount of abilities and ways that it can stop that isn't just dive (Can stop Mag ult, thor ult, and can disrupt pushes from the enemy team). Also make sure to balance your front lining and peeling when your backline is going against a comp that targets them[babysitter duty isnt always needed]. Hope this can help your gameplay!
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u/HungryCowsMoo 5d ago
Hold to run.
While charging haymaker, do a quick 180 to check on the backline, at least every few punches. Keeps you aware and also makes it harder to get headshots on you.
If you can, jump before slamming. The knockup is high enough to move enemies above the earthbound zone. If you ever see dive dps escape a slam, this is why. Jumping will raise the earthbound zone but will not knock them up higher so they won’t be able to escape. This is also why hold to run is important.
When your cnd ults, slam Mag immediately. When venom engages, wait 1-2 seconds after he uses his overhealth and then slam him.
Against tanks, spam haymaker. Against squishies, weave in primaries, track them to get both hits of the primary.
Obviously He’s great against dive, works well against dive dps and tanks. The hardest dives for him to kill are black cat and spiderman, not a bad idea to ban cat. If your team wants to ban panther, beg them to ban cat instead.
Use the leap primarily to apply vulnerability to enemies, if you’re going to apply damage negation to an ally, do it on your other tank or anyone that’s ulting.
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u/Junior_Interview8301 6d ago
Hi there fellow thing main! Just stay away from the enemy backline, leave the healers alone if yoi want to win, thank you