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Undying ULT makes spending CC abilties on him costly, and peeling him away since he has so much mobility is hard.
Ahri
Thresh can do a good job of interrupting Ahari when she goes in, easier said than done.
Akali
Good luck flaying her ULT
Alistar
thresh wins lane and can control Alistar at most stages of the game, alistar has the advantage of immediate engage with flash that's about it.
Amumu
You can save your allies from him with Lanturn fairly easily, so long that you aren't his Amumu's ULT, or aren't the one that was hit by his Q. Flaying his Q doesn't do much, probably save flay for one of his allies going in after he ULTs
Anivia
So long that you can flash onto anivia during fights it can be pretty easy to deal with her, since your flay will cancel her ult and set you up for an easy hook. In general anviaia is strong at wave clear, so put her in unconformable macro situations in which she has to move away from a lane into the river / jungle can you can catch her out.
Annie
Annie mid will likely have enough damage to 1 shot you and the ADC stand next to you. Don't get flashed on. Annie has bad wave clear early so you can maybe start fights in the enemy jungle after your mid pushes out the minion wave mid and annie won't be able to respond easily.
Ashe
Ashe's W poke is good in lane, and if you aren't careful it's damage will quickly add up, putting you at an uncomfortable amount of HP in which you can't threaten an engage without the enemy being able to easily kill you.
Ashe has low mobility to it is easy to catch her out or move onto her in lane and flay her setting you or your ally up .
Once Ashe is 6 in lane respect her ULT and be ready for it.
Ashe's damge is pretty combo based, if you disengage from her she will lose her Q stacks and maybe press the attack / lethal tempo proc, then rengage instantly before she can stack up again.
Aurelion Sol
Aurelion Sol makes playing aggresive bot a pain, like from minutes 0 - 12 he probably has the mid lane pushed and can threaten or actually roam bot, watch your mini map or pay the price. In late game fights flashing onto him with a jungler on your lanturn, flaying, and buffering hook has he ults you is the way to end him. In general getting onto him ruins him, playing neutral or defensive is too easy for Aurelion sol.
Azir
Azir's damage is very good against Thresh, AP DPS super lame. Getting onto him isn't very effective because of his ULT. So try to land a hook on him while he is focusing his DPS on someone. Early roams mid can hurt him.
Bard
Thresh has major advantage in this lane since Bard has no immediate CC and you do, any time he is in range for an auto attack or Q you an likely punish him. Out of lane you can save allies from his ULT with lanturn. Bard has the advantage on thresh if thresh moves to far forward in the lane and misses everything so don't do that.
Blitzcrank
It's fairly easy to avoid Blitzcrank's hook in lane so long that you stand in the minion wave. If you are higher level you will dodge his hook attempt then hook blitz.
Brand
Brand has a strong level 1 - 5 against thresh so basically the early laning phase. Thresh has the advantage of CC over brand, but brand has advantage of punishing thresh when he misses.
Braum
Thresh can punish braum in lane by landing hooks on him. If you move to far away from your ADC Braum can turn on you. Be ready to flash either his Q or ULT during fights.
Caitlyn
Cait has auto attack range on thresh, and she can attack you on neutral ground, forcing you more towards defensive ground. You can flay her E or hook where she is E'ing away too. She also has traps to follow up on her supports CC, so be ready to flash that.
Camille
Camille jungle has really strong ganks because of her E + flash, even if you flay she can ult and right click twice for a ton of damage, pretty lame. Ward you bush so you don't get level 2 ganked if she starts red on blue side. Be ready to hook her after she ULTs your ADC.
Cassiopeia
Cass's W is very strong, to catch out thresh as he moves forward. When you are hooking you will face cass and she can ULT you.
Cho'Gath
Cho'gath top will be very tanky, so spending hook or flay on him might not be very high value unless he is alone. The Box helps against Cho'gath rushing your AD more than anything.
Corki
Corki does mixed damage, but mostly magic damage, if corki gets farmed before the mid game he will deal tons of damage to you. Even if you complete an early locket you're going to feel his damage.
You can interrupt Corki's W with Flay.
Darius
Darius's damage is very good against Thresh, True damage execute can take you out from around 30% HP. To protect your AD you have to land a good ULT, The Box slow is very strong, but it's hard to land. Darius has no
Diana
Thresh dismantles Diana, you can flay her engage. Aim your ULT behind your ally to land a hook on Diana as she is ULTing.
Dr. Mundo
Land an ULT to slow him, ignite him to negate his ULT.
Draven
Darven has no gap closer which is nice, but he has a move quick ability which assist him in dodging non-flay hooks. Draven is a champion that can punish you when you miss too. Most will run conquer when proc'd it's true damage quickly melts Thresh.
Ekko
Watch for Mid Lane Ekko roams after his first recall. Be mindful of spending abilities on him, or where he can ULT back too.
Elise
Elise can gank early and often, burst Thresh very hard, and all of your abilties are almost worthless against Elise, you can save your ally with lanturn, but if she gets onto you flay hook barely helps. If you can read the fog of war or her early path you will be ganked out of the game.
Evelynn
Evelynn's only gap closer is her ULT so when caught out she has to spend that important long cool down, and you can buffer hook towards where she is ulting too. Guardian + lanturn shield negates a lot of her burst onto your ADC. Read the fog of war once she is 6 and invisible and expect her to show up to fights. Control ward in the bot lane bush helps spot her too.
Ezreal
Ezreal has basically the longest range of most bot lane ADCs because of his Q. But his auto attack is short range, you can punish him when he is auto attacking the wave because of this short range you can gain distance on him. When throwing a hook try to read where he is going to E towards. You can also body block his Q + W damage for your ally in fights. If you don't respect his poke in lane than you will be put at about 60% HP and be pretty useless.
Fiddlesticks
Fiddlesticks jungle is pretty easy to deal with if you engage onto him with an ally. But if he is engaging onto your allies, a lanturn probably doesn't help because of the fear duration. And hooking / flaying Fiddlesticks during his ult is also not that effective. The best tools you have against fiddlesticks is wards, and expect him to ULT say over dragon or baron wall.
Fiora
Fiora has good damage value's against Thresh. When trying to peel her you have to play around her Riposte, which will block your CC and stun any targets she targets with it. It's quite the game of chicken to hold or spend your hook / flay into this. Good luck.
Fizz
You get a lot of value by holding your abilties against fizz until he uses E. Try to block his ULT during crucial fights. You block a good amoutn of his damage with Guardian, and repositioning allies with lanturn negates him.
Galio
All your abilities suck against a Galio with aftershock running. Most likely don't spend abilities on him, rather avoid him and work around him, better to finish him off at the end of a fight rather than at the start.
Gangplank
Another Solo laner you don't get to touch until about 20 minutes into the game. He can cleanse hook, a flay box can disrupt him but it's hard to get onto and when you do you bait yourself and your allies into his barrels / ult.
Garen
Box + Flay slow Garen, making him pretty useless. Pay attention to his ULT target, if you can block it's damage with lanturn or guardian you can likely save them, also Garen can silence a target so they can't take a lanturn.
Gnar
Gnar's engage is pretty telegraphed. If you catch Gnar out while he is mini it's easier to kill him.
Gragas
Thresh beats Gragas Support hard, you negate his body slam with flay. If you catch him out with hook it's an easy kill since you get onto him and block his body slam away.
Graves
Aim hook towards his dash or ult location.
Hecarim
Be ready to lanturn your ally away from his engage. Flay hook doesn't stop his ULT
Heimerdinger
Can block your hook with turrets. When you get onto him he drops his big turret and stuns you. If you land a long range hook it's good, but easier said than done. You can feint an engage onto him and lanturn your ally away then rengage for the best outcome.
Illaoi
Thresh's CC is really strong aginst illoi since she needs to be casting abilities to get her tentacle damage off, but don't get hit by the tentacles. Ignite also negates her healing.
Irelia
So long that you dodge her stun you can peel Irelia fairly easily. Pay attention to her dashes and aim your hook to where she is going, not where she is. If you can flay a Q as well you are really good.
Ivern
Daisy blocks hooks, and ivern shields really extend fights which isn't good for thresh. If you can single him out it's ok, but make sure a carry isn't near him to turn on you and your carries when you spend CC on Ivern.
Janna
Janna will always be under threat of Thresh's CC. Janna's only advantage is turning onto thresh with his ADC. The laning phase is fairly easy, but if Janna doesn't get punished during the laning phase see gets stronger and stronger the later the game goes on.
Jarvan IV
Thresh can flay J4's E+Q. You can lanturn allies out of his ULT. Care for his E+Q Flash gank.
Jax
Peeling Jax is a pain late game. Since his cooldowns are low. Stay back to assist your carries rather than moving onto jax.
Jayce
Jax poke can be strong and unexpect mid game, when araming or fighting in a lane put your eyes further to see him and expect it. When Jayce jumps onto a champion his damage happens quickly, so if you are going to peel you have to do it quickly.
Jhin
Jhin has a strong laniing phase VS Thresh, although he has no gap closer he gains lot of movement speed, and can poke thresh out. Care for his Q bounce in lane. And expect his W follow up on his allies CC. You can maybe catch Jhin out when he is ULTing or casting W , those are about his only frame locks.
Jinx
Jinx can have good push on the minion wave, but does so slowly early. You have a lot of advantage against her levels 1-4 make use of it.
Kai'Sa
Kai'sa's damage is very lame for thresh. When you move forward in lane she can 1 auto to proc fleet of footwork to run away and get an isolated Q. She has tons of options of where to ULT so reading that with a hook is hard / a gamble. She is very weak on neutral ground in the laning phase so abuse that. Holding hook is strong against her.
Kalista
October/30/2018 Kalista is in an almost useless state she is very squishy and doesn't do much damage. Walk up flay ignite. Hook to where she's dashing too.
Karma
Karma has a strong levels 1-4 dodge her mantra Q or lose lane. Catch her out on vision she shouldn't be able to walk in the river.
Karthus
Refillable potion gains extra value since you can heal his ULTS throughout the match.
Kassadin
If you can get a gank off on Kass pre-6 it can break open the game. Other than that it's hard to impact that lane as Thresh. Once he is level 16 good luck lanturning your ally away during fights.
Katarina
Katarina is fairly easy to deal with. Flay her ult. aim hook behind your allies or where she is likely to E away too. If you waste CC during a fight you invite her in to kill your carries.
Kayle
Lock down stops her DPS. Expect her ULT on herself or an ally before all in'ing.
Kayn
Kayne has a slow early game, if you have any sort of competent jungler you can take over the early game with them before kayne can have an impact.
Kennen
Be very defensively positioned to lanturn an ally away from a Kennen flash ULT engage. Kennen is very small so really pay attention to his face when throwing hooks.
Kha'Zix
You can Flay Kha'zix out of his jump. Naturally standing next to your carry negates his isolation damage.
Kindred
Kindred's really lame, if you can lock her down and burst her before she can ULT that's nice, but most likely that won't be the case. Try and
Kled
Watch the top lane when he is level 6, after a reset he can have the option to gank bot lane with his ULT. Consider holding abilities for after kled dismounts.
Kog'Maw
Kog'Maw takes a long time to scale, and even if he does if you land a hook he's probably dead. In lane avoid his W damage, and look for trades when it's down.
LeBlanc
You can Flay Leblanc's W. Hook to where he is going to W back.
Lee Sin
You have the tools to interupt his engage, but it's hard to pull off. Practice. Practice. Practice. Flay blocks his Q damage.
Leona
Thresh has adavantage over a bad Leona, a good Leona has advantage over Thresh, her immediate flash stun is pretty unplayable. And you can't prod her like other supports wasting hook.
Lissandra
Hold abilities against Lissandra during her engage, most likely spend it on her allies trying to follow up. Watch for her roams early game.
Lucian
October/30/2018 , In lucian's current state his full combo kills you so easily. It's really lame, so don't miss you engage.
Lulu
Lulu has high good damage levels 1 - 4. Don't get poked out by her Q. Her W can interrupt you being able to cast abilities thwarting engages. Like all enchanters she is easily abused by the fog of war & threat.
Lux
A Good lux mid is actually almost unplayable for thresh. She out ranges you by a ton. If you can catch her out on vision or by baiting objectives it's the best way to take her out. But don't try for aggressive hooks in an aram situation against her or she will Q and her team / she will kill you.
Malphite
Don't spend CC on Malphite, be ready to lanturn a carry away from his ULT. Expect him during team fights or pay the price.
Malzahar
Malzahar can solo ULT you. QSS helps but is quite the expensive buy. His spell shield will block the CC from your hook, but you can take the hook onto him.
Maokai
Thresh's abilities don't stop him much. ULT helps against him like most tanks. But if Maokai is weak it's easy to solo him out and kill him.
Master Yi
Master Yi has low impact early, you are your jungler should be able to run the map against him. Late game even if Master yi is fed Hook and flay are really hard for him to deal with.
Miss Fortune
Miss Fortunes damage is pretty low in lane, and even if she lands her make it rain, she still has to respect your hook. So feint approaches until she missteps is a good way to play out the solo queue lane.
Mordekaiser
Slow and easy to lock down. Don't fight him in the minion wave early though, in a standard ADC matchup wait for Morde to spend his W, then maybe catch him out, but after first back you probably have advantage in an all in, in lane.
Morgana
Morg is considered a counter to Thresh, but thresh wins this matchup, you always have advantage of the target to hook she can only black shield one person so hook the other.Avoid her Q / flash past it in all ins.
Nami
A good nami beats thresh because she can play forwards early levels, then behind her ADC post 6, and any time you land anything she can send a wave. Try to single her or her ADC out, also roaming / control vision is an easy way to catch out any enchanter support.
Nasus
Use the box for slow and flay. Don't hook him into your team for peel if nasus is strong.
Nautilus
Thresh wins the lane against Nautilus Support early, but post 6 Nautilus has the advantage to start a fight with his UTL at any time, basically putting you on lanturn duty, and if you move forward and are the target he ults you probably die.
Nidalee
Nidalee can out pace a lot of junglers so be weary of unexpected ganks, especially if the enemy is a CC support that can set her up.
Nocturne
You can use the F keys , F1, F2, F3, etc. To hover over your allies, doing this allows you to see where nocturne is ULTing too from his Q animation. Lanturn away your ally if he gets onto them, be weary of his spell shield get close range and channel hook so he channels spell shield then flay to cancel the spell shield.
Nunu & Willump
Nunu can have some unquie Ganks, but unless he proc's aftershock or guardian he is pretty vulnerable. So landing a hook onto him can result in a kill since he has no escape.
Olaf
Olaf basically demotes you to a lanturn bot if he is ahead. Play accordingly. Don't spend CC on his ULT. Really be mindful of his gank timings.
Orianna
It's not usually a Thresh's job to single out an oriana, but if you can that's great during fights. But it's tricky to approach her she has very strong neutral play. So probably try to catch her in the fog of war rather than hand shaking an aram fight against her.
Ornn
Ornn's ability to interrupt fights with his ULT is very lame for Thresh, lantern can save 1 ally from his ULT but not all. Ornn isn't wildly tanky though, so if you single him out with a hook he can be brought down during a fight.
Pantheon
Flay negates pantehton's W stun and damage. Be mindful of his ULT and lanturn away allies who aren't / weren't .
Poppy
Poppy's W will block an ally from taking Lanturn and thresh traveling on his hook.
Pyke
Thresh beats Pyke very hard. You can cancel his hook with Flay or hook. You can interupt his E with Flay. If you catch him out with a hook and ignite he's probably dead. Pyke gains advantage in scattered fights and if Thresh loses control.
Quinn
Quin has good damage, but Thresh has the tools to dismantle her. Her roams can get her ahead, don't try to match them most likely. Push down your lane. Flay her jump or channel hook since she is locked in place with her jump.
Rakan
Rakan can poke you down with Q in lane avoid that. Flay his ULT W and W. When you hook rakan he will be able to E away to his ally.
Rammus
Flay to cancel his Q. Expect him to flash onto you or your ally during ganks.
Rek'Sai
Rek'sai knock up stops someone traveling on Thresh's lantern.
Renekton
Flay will interrupt renektons dash, and you can buffer hook or flay before his W stun. Ignite also helps against his ULT health gain and healing.
Rengar
Such a coin flip, if he is mega fed he kills you in 1 jump, if not he's barely a champion. You can flay his jump but you need mega reaction time. Don't spend hook on Rengar if he has max stacks and can cleanse it.
Riven
Buffering a hook before rivens flash engage is your best play. Other than that track her in fights to know how to control her.
Rumble
Don't play around objectives when rumble's ult is up.
Ryze
Ryze get's tons of speed if he gets to cast abilities on you, so when you land a hook hopefully your allies can burst him before he dumps abilities and speeds away
Sejuani
Lanturn is your best tool against sejuani, be on defensive ground and don't be the one to get engaged on by her, you can't save yourself.
Shaco
If fed like rengar he can Q 1 auto e and kill your AD so ya, if not he's pretty useless better jungle wins. Landing a Q when he stealths will reveal him.
Shen
Shen top respect his ULT during 2v2s bot lane, look at top lane an judge if you can go for a fight. Shen support has advantage to flash taunt you or your ADC when the enemy jungler is ganking or just during 2v2s so be mindful of that. You can flay Shen's taunt.
Shyvana
The box really shuts down a shyvana with no ULT flay doesn't cancel her ULT, you can hit a hook during shyvana ult then follow her and flay.
Singed
when singed is approaching for a guaranteed engage use ULT The box, but if it's a feint you can easily waste it. Spending abilities on Singed unless he is singled out is probably bad.
Sion
Work around Sion in team fights, don't focus him. You can cancel his Q with Flay or hook, but probably use flay since it's faster.
Sivir
Sivir will always have the push on the minion wave most likely and Spell shield means you can land neutral hooks. To land a hook on her get very close channel hook then flay to spend her spell shield and then the hook will connect.
Skarner
Lanturn an ally to safety after he ULTs them, and flay him away during his approach. If you get ULT'd yourself use ULT the box before you die.
Sona
Sona has very lose health early levels. Really try to focus her down during the lane, an hook + ignite and she's gone.
Soraka
Respect Soraka's level 1-4. Don't entertain trades or else you put yourself on the back foot of the entire laning phase. Later and later into the matchup she is still hard to kill when engaging onto her so take good fights not forced ones.
Swain
Avoid him during his ULT, single him out when it's down.
Syndra
Don't get hit by her stun, don't attempt neutral hooks because he stun is so strong and easy to hit. Try to catch her out in the fog of war
Tahm Kench
Single out Tahm, if you hook his ally he can eat them. But if you hook and box him he it's very bad for him.
Taliyah
If you can bring an ally on top of her with lanturn that's the best way to take her out. Care for her ganks at all stages of the match.
Talon
Watch for talon roams early game. ward in your jungle to spot him.
Taric
Taric is mega terriable in lane. If you land a hook his retaliation sucks so you can likely run him down. Even approaching with flay first as he channels E you can buffer hook as his E stuns you.
Teemo
Teemo is small, hard to hit, deals a lot of damage and litters the river with shrooms. Buy control wards and make good use of sweeper. When rotating from bot to top or when farming a side lane with your ADC expect him to pop up because of his passive.
Tristana
Tristana takes a lot of time to scale, you can flay her jump, she can buffer jump on your hook though. But a hook cancels her jump as well. Abuse her levels 1-2 then all in level 4.
Trundle
The Box ULT negates trundle, Trundles pillar can be very effective against thresh, but most likely not.
Tryndamere
Be ready to lanturn your ally away from him then hook him as he spins into your team, thresh's lock down gives your team enough time to out last his ULT.
Twisted Fate
Respect TF's ULT post level 6, be watching mid. It's better to lanturn away an ally that gets gold carded rather than you being the target so consider playing defensively
Twitch
Expect Twitch to stealth into bot lane often. You can hook him as he stealths or is in stealth to reveal him. Disengaging fights as Twitch is ULTing then rengage. Twitch has very short range so you can easily abuse him in lane.
Udyr
Udyr is barely a champion. You can buffer flay to Udyr's E stun.
Urgot
Avoid Urgot when he has his W up, then look to CC him.
Varus
Varus is short range, but has good combo damage. So long that you avoid his E during the lane you will have a lot of opportunities to punish him pre 6.
Vayne
It's hard to punish vayne early game because of her tumble. Condeem can thwart your forward movement and mess up your abilities. Vayne's true damage is very effective against Thresh. Once Vayne gets going in a fight too it's hard for Thresh to single handedly lock her down.
Veigar
Respect Veigar's neutral game and abuse him when his E is down. If you tank his ULT it should be good for your team.
Vel'Koz
Velkoz support has ok poke in lane, so respect it levels 1-4, then look for neutral hook punishes when velkoz is frame locked casting Q, or flash flay hook to force if their summoner spells are down.
Vi
Helping allies that are getting Vi ulted is very easy all Thresh's abilities work well. Flay cancel's Vi's Q channel / cast.
Viktor
Viktor is very quick, wait until he channels an auto attack to throw a hook.
Vladimir
Vlad gets max stacks, activates spell binder and cast E W flashes on top of your carry then ult ignites, what do you do lol. Gank him early, or be ready to lanturn your ally.
Volibear
Flay to cancel his charge. Ignite to negate voli passive.
Warwick
Flay or Hook cancel Warwick's ULT , warwick Q beats hook and flay though so respect that timing.
Wukong
Be behind your ally to lanturn, flaying wukong's e probably doesn't matter as he can still flash auto Q ult
Xayah
Xayah is short range but can push the minion wave early and fight early with her W active, so long that you take fights when her abilities are down you can win, but a straight up fight early is hard. Watch for her feather call back. After landing a hook post 6 expect her ULT and walk past her and then flay / box.
Xerath
Move well. Hook when Xerath is ULTing or channeling Q.
Xin Zhao
Xin Zhao has bad ganks against Thresh, flay really shuts him down.
Yasuo
Windwall blocks Thresh's Hook. You can interrupt Yasuo's ULT with flay.
Yorick
Yorick is actually very good against Thresh, his damage is very strong, his ghouls block hooks, and all Thresh can do is kite away from him.
Zac
Flay cancels Zac's jump.
Zed
Very easy to interrupt Zed if you are on your ADC when he goes in.
Ziggs
Don't aram against Ziggs, feint objectives and catch him out over walls with hooks.
Zilean
Zilean mid makes Thresh's job very hard, hold your abilities for a long time during fights until you can get very high value out of them. Zilean support makes the bot lane play out a big slower but you can open up the game if you kill him pre-6.
Zoe
If you hook zoe in her ult she will go back but you can follow her.
Zyra
Zyra beat's thresh in lane, if you move forward she can catch out thresh, and block hook with her plants. Thresh's only advantage is catching her out in the fog of war or out roaming her.
This guide was written by Sawyer Nelson on October/30th/2018 for free, with the purpose of educating those interested. If you want to show your appreciation you can do so by Donating via [PayPal] or following Sawyer's Social Media:
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Thresh
Thresh since his creation has been the mainstay of the Support role. Thresh can do a little of everything that a support wants to do (Engage, Control, Peel) compared to most support champions kits that all in one of these aspects. Making him the most well rounded Support.
Pros
+ Ability to Punish enemies with Hook + Great matchup into almost all Bot Lane Matchups + Very versatile + Rewarding to play and scales with skill
Cons
- Missing or miss-using abilities is highly punishable - Not very tanky if to far forward - Needs follow up to his CC - Difficult to play and learn
Thresh has the ability to engage, control, and disengage fights. Since Thresh has the ability to do everything how you do / can play out fights becomes much more complex making Thresh harder to play when you are first learning him, but when mastered Thresh is one of the most potent Support champions in the game.
Runes
Summary
This Rune setup helps Thresh with his neutral play, protecting his allies, and makes Thresh tankier. Guardian keystone allows Thresh to block a good amount of damage for his carry that they would otherwise just tank, and will make or break fights.
ResolveInspiration
GUARDIAN
Guardian on Thresh gives a lot to his ADC, Guardian can block a lot of damage throughout the laning phase, especially against poke lanes. It can come in clutch when saving allies with Dark Passage. It the movement speed gained can also help during approaches against the enemy.
It may seem odd to run Guardian instead of Aftershock but Thresh is not a full on engage champion, and can actually make use of Guardian during all stages of the game compared to other supports. Aftershock can help you win trades in lane, but that's not as important as the peel offered at all stages in the game by Guardian. Thresh also has the unique ability to have HP and AP scaling for Guardian
BONE PLATING
Bone Plating simply blocks damage for free, it's one of the simplest and best runes in the game. Bone Plating helps at all stages of the game, negages poke during the laning phase, helps you survive in fights, and lets you soak more damage in a late game team fight, and it happens automatically, super good Rune.
CHRYSALIS
+50HP Level 1, is the entire purpose of this rune. Basically every single Solo queue match will be determined off an early fight and having this extra HP can make all the difference. The bonus AD Thresh gets from Chrysalis isn't that impactful but it works.
UNFLINCHING
Unflinching assist Thresh from being negated during all in's. After using a Summoner Spell it reduces incoming CC and slows, and also gains value when your Summoner Spells are down, other runes in this row in Revitalize and Overgrowth do work on Thresh but Unflinching is more immediately useful at all stages in the game.
PERFECT TIMING
Perfect Timing active at 10 minutes in the game, lets you have a 1 time status in which you can't be targeted, but also can't move or cast abilities. This one time status gives Thresh play making potential that you otherwise wouldn't have. After using Stopwatch you can sell Broken Stopwatch since you won't be building it into anything.
You have to get used to using Stopwatch. Some good times to use Stopwatch is when diving the enemy to avoid tower damage, to dodge a key skill shot, or to stall during a fight.
COSMIC INSIGHT
Cosmic Insight gives you 5% CDR on Abilities, Summoner Spells, Items, and Max CDR. This rune is generally useful, and Thresh has long cooldowns so he makes good use of it.
Ignite is great for Thresh it adds a LOT of damage to Thresh's already pretty high amount of burst when he hooks a target and enables you to get kills and snowball games.
FLASH
Flash is standard on most champions, Thresh is no exception. So much of Thresh's play making potential comes from the threat of Flash.
ABILITIES
Abilities
Passive: Damnation
Thresh can harvest the souls of enemies that die near him, permanently granting him Armor and Ability Power.
You have to pick up these souls, don't go out of your way to get risky souls they aren't that important to risk for.
[Q]
Death Sentence Thresh throws a hook at an enemy, locking down the first target hit, reactivating this ability after the hook lands will send Thresh to the target hit.
This is Thresh's main ability, you have to get good at hitting it or else you won't get much value out of Thresh compared to other champions. You can make it easier to land hooks by using Flay to slow enemies and get them close to you then cast Death Sentence.
Dark Passage
Thresh throws out a lantern that shields nearby allied Champions from damage. Allies can click the lantern to dash to Thresh.
Use this ability to save allies that are mispositioned, or use it to bring one of your allies into the enemy. A common play is to Lanturn your jungler from the fog of war, Flash Flay the enemy bot lane for an easy 2v3.
When you cast Dark Passage it will proc Guardian if it is up, allowing you to block a lot of damage for your ally that is most likely in trouble. Dark Passage can be used just for the shield early game, but the longer the game goes on, the stronger Dark Passage's repositioning ability is rather than it's shield, if you can reposition your carry away from the enemy it's super strong.
Flay
Passive: Thresh's basic attacks deal bonus magic damage which builds up while not attacking.
Active: Enemies are pushed in a targeted direction then slowed, all targets hit are damaged.
Flay is a tricky ability, if you want to pull an enemy into you, you have to cast Flay behind you which can be odd if you aren't used to it.
Flay can be used as a offensive or defensive ability.
The Box Thresh creates a box around him, all enemies that hit the edges of The Box take magic damage and are slowed.
This ability has a brief cast time, but it's pretty hard to actually land it. The Box can be cast during Flay or Death Sentence, so when you land abilities cast The Box to land the damage.
Thresh's abilities can be used offensively or defensively. During fights you should consider if it would be better to spend your abilities offensively or defensively. It's most common to see Thresh players have no regard for this fact, and throw their hook wildly, it misses, then the enemies can move onto the ADC for free.
It does take a good amount of practice to be able to use Thresh's abilities, every ability is pretty unique and can are skill shots, not targeted abilities. So the better you get at casting them the better use you can get out of the abilities.
Basic combo:
It's a lot easier to hit Thresh's hook if you Flay first then cast Death Sentence. The enemy will be slowed and brought closer to Thresh, making them a lot easier to hit with Death Sentence. It's very easy to do, at is a lot better play than throwing super long range hooks expecting the enemy to not move or react at all.
You can all of Thresh's abilities during the animation of Death Sentence, allowing you to cast The Box immediately after landing a hook, so that you can get max damage.
Dark Passage is pretty straight forward when used defensively, to use lanturn offensively, you can give it to your jungler to instantly bring them into your lane to gank, or to your ADC when you are engaging in lane.
ITEMS
Starting Items
Starting Item for any champion is what you are going to be laning with, so those items need to help that champion early in the game , and hopefully be useful later in the match as well.
Ancient Coin is the best option of the 3 Support items for Thresh. It allows you to get gold easily, quickly, and consistently. The mana regen from Mana coins does help though since you would run out of mana other wise throwing hooks in lane. Later upgrades into Nomad's Medallion all stats offered help Thresh a lot for an item so cheap.
Relic Shield can be used on Thresh but it's very hard to pull of and the pay off vs skill required to use isn't worth, until you're in the LCS don't worry about it Ancient Coin is a great item.
Early Build Path
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If you are playing for Bot Lane and your ADC than Nomad's Medallion, Refillable Potion, and Control Wards are the best purchases. Even if you purchase Mobility Boots first roaming away from the Bot Lane early is very pricy. If you see a good roam take it, but return to the Bot Lane as quickly as possible so your ADC can CS safety.
If you recalled around level 4-5, and have enough gold for Nomad's Medallion + Refillable Potion, than you should consider the purchase. Refillable Potion gives you a lot of sustain in lane, and throughout the Early to Mid game, and can be sold later in the game.
CORE BUILD
After completing Mobility Boots you should look to complete Remnant of the Ascended it gives Thresh health, and an extra ward for vision control, which is the entirety of Mid Game play. Thresh doesn't have to rush other completed items either.
Gives lots of Armor and Magic resist, and adds extra damage to your binded ally (most likely your ADC) when you engage, and a small slow to all enemies around you after you ULT. Zeke's Convergencehas a good amount of utility, and is very cheap. For Thresh this item is mostly for the defensive stats as it's hard to make offensive use of it's passive.
Best 3rd item, during the Mid-Late game is the time you will likely be able to purchase Knight's Vow is the time in which the extra Armor it offers you and your binded ally will be most important, the healing / damage absorption it offers is whatever, it's mostly a good purchase for Thresh because it's cheap and gives Armor + Cooldown Reduction during the Mid - Late Game. If the enemy team comp isn't heavily AD consider skip building Knight's Vow for Redemption or Locket of the Iron Solari.
Gives lot of Magic Resist and some armor, and active gives team a shield based on the casters bonus health & allies level. You want to purchase Locket of the Iron Solari later in the game because it gains more value later in the game. Thresh doesn't benefit from early Magic Resist as much as he does early Armor in most matchups, and the shield from Locket is more impactful and bigger late game.
Stats and Bonuses offered are almost worthless for Thresh, but the active lets you cleanse your ally of CC, would only recommend it if the enemy has lots of layering unavoidable CC such as Malzahar + Skarner + Annie. 2200g is a lot for basically a lot of mana regen and CC cleanse.
Quicksilver Sash lets you instantly get rid of CC, it's very rare that you need to get this on Thresh, even against champions such as Malzahar, Thresh most likely doesn't need the personal cleanse since he is such a backline champion. But if the enemy has literally tons of CC you can pickup Quicksilver Sash.
Gargoyle Stoneplate is actually a great last item for Thresh. When completed the active not only makes you tankier, but when around 3 enemies and used it gives you tons of bonus health, making Locket of the Iron Solari's shield almost double, along with making you bigger and tankier. I didn't list it as the last item to build in this guide, because I figure worse players that simply look at the guide for the build will be able to use Redemption easier than Gargoyle Stoneplate.
It's very rare, but if you are against 4+ AP enemy champions, you can buy Adaptive Helm. It's expensive compared to a normal support item, you would build it 3rd item so after Eye of Ascension & Zeke's Convergence. It offers the most defense against AP champions and gives some cooldown reduction.
GAMEPLAY
Early Game
The Laning Phase for Thresh changes a lot depending on the matchup.
Against Enchanter Supports Lulu, Nami, Janna, etc. They have the advantage in early levels, if you take any poke levels 1 - 2 you will be at a huge disadvantage for the entirety of the lane. Unless they make huge errors just conceed the first 2 waves, the longer the game goes the better your CC is against them.
Thresh has a lot better level 1 than most Tank Supports Alistar, Leona, Braum, etc. You can get a single Flay + Auto attack without any retaliation. So long that you get level 2 at the same time you should have the HP advantage and if they engage you can Flay them, then hook. It's better to stay behind your ADC with lanturn for when a Tank Support looks to engage. If you get engaged on your ADC can't save you, but you can save your ADC.
Against Mage Supports Zyra, Brand, Vel'Koz, etc all have opportunities to poke Thresh throughout the laning phase, mage supports can also punish Thresh when he moves to far forward. Thresh's advantage against these type of champions is his immediate engage with a Flash + Flay + Death Sentence
So in general level 1 Thresh has the good option to Flay + 1 auto attack on the enemy ADC for a quick and effective trade. Only other options is to push the minion wave or to play passive.
The highest value level 1 is getting 2 Flay + auto attack trades without taking any damage.
Thresh has a very strong level 2 especially if you hit it before the enemy bot lane. If you walk forward and Flay + Death Sentence it can be a very easy early kill that can quickly open up a game.
Thresh has a power spike level 2, 4, and level 6. Look to fight during these levels so long that the lane is in a good state. The longer you stay in lane the faster you will level up, so any time you move away from lane or roam you are sacrificing EXP.
Any time you move forward in the lane the enemy will likely back off in fear of your hook, you can get a lot of value without much risk by throwing neutral hooks, meaning not moving too far forward and standing your ground.
Keep track of your Guardian cooldown you can actively use it to block damage from the enemy by standing next to your ADC. It's important to have it's cooldown in mind when going for all in or planning compounding trades. You can also put 2 points in Dark Passage before level 6, you will lose out on 40 damage on Death Sentence but block 40 more damage during the laning phase.
The only way you get gold on Thresh Support is through getting Kills, Assist, and Ancient Coin. When you are near a minion wave, and a minion dies that you didn't last hit, it has a chance to drop a coin that you can pick up. It's pretty basic all you have to do in walk up to the coin to get the gold, but if you aren't near the minion wave because you are roaming / not in lane you will be missing out on this gold. There are certain stages in the game in which it's best to simply stay on the minion wave with your ADC to get the Coins that will be dropped.
During the laning phase if a Coin is dropped and the minion wave is pushing into you, you should probably not go for that Coin since you would be walking into 2 champions and a minion wave for +25 ~ +45 Gold. You have to analyse the risk of picking up the Coins, which if there are any at all you probably shouldn't. Thresh does have the advantage of offering threat any time he moves forward, so if the dropped Coin is simply in the middle of the minion wave than you can likely walk forward to get it.
It's fine to play the early game slow on Thresh you don't have to be hard winning every lane, especially when you are just learning Thresh. Look to punish your enemies mistakes rather than forcing onto them, it's much easier for an enemy to move to far forward and present you with the opportunity to Flay them, than it is for you to move forward past the enemy minion wave, and actually land a hook on the enemy that is already moving away from you.
So play it slow until level 3-4 if you make a mistake levels 1 - 4 and die, it will break the game open completely, and you will be playing on the back foot for the entirety of the match.
ADC's ability to follow up.
Different ADCs will be able to follow up on Thresh's abilities to different degrees, understanding which champions are good and not good at different stages of the lane with Thresh will come with time or study.
What's more important for you to practice is not only watching the enemy bot laners and trying to punish their mispositioning with an engage, but also watch your Ally ADC to see if they will be near you to follow up on your hook / flay. It's very, very easy to get completely tunneled on the enemy's movement when trying to land a hook, take a second to look at the minimap or lower on your screen to see where you ADC is, that information will help you a lot.
With any CC champion, if you CC'd a target and got not follow up, you didn't CC them. If you got a 5 man Malphite ULT and your entire team was in another lane, what happens? Nobody dies and they all turn on you and you die.
The power of CC in League of Legends is that it enables your ally champions that otherwise don't have good options of dealing their damage to be given brief timing windows to deal their damage without any counter play from the enemy.
So simply put, don't Flay + Death Sentence when your ADC in a million miles away from you in lane or you will be wasting your time.
Mid Game
Mid game is when multiple towers go down on the map, or champions start moving around the map. Thresh is very strong at moving around the map, he offers safety for his allies and threat of Death Sentence against the enemies. Depending on the game state you should think about if it's best for you to play aggressively say moving into the enemy jungle then lanturning in your ally when you find someone, or defensively, looking to lanturn your ally away from danger while farming a lane, or neutrally, setting up for a pick on a Control Ward with your jungler / ally. Unlike most supports Thresh is good at doing all of these.
Mobility Boots allow Thresh to move around the map quicker, it's not so much for ganking or roaming, but to move to and from areas setting up vision or moving with an ally for a play.
When you are moving around the fog of war play mindfully, think about who can be where you are going, understand the risk, and don't take the risk when it is too high. Would you walk in the enemy jungle when you have no wards in the river, the entire enemy team is missing and your allies won't be behind you? Of course not.
Roaming
Roaming on any support is pretty simple, it's when you take a timing window in which your ADC is safe to have an impact somewhere else on the map. Thresh's roams are effective simply because he offers a lot of CC and damage and can save his allies if the fight is going poorly. Any time you roam from your ADC you are potentially costing them CS or their life.
So when should you roam is very, very easy don't over think it, and don't over do it.
When the Bot Lane wave is pushed into the enemy tower
When you have recalled and can move to any lane
When your ADC is dead / recalling and you would be alone bot lane
When the enemy laners are pushed up
These are all good times to roam, how effective that particular roam will be is affect by literally everything on the map, the minion wave positions in Bot lane & the lane you are ganking, the likelyhood of the gank, the HP, Mana, level values of your ally laner compared to the enemy laner. Moving with your Jungler also helps pull off a gank. Some ADC champions such as Ezreal have abilities to farm the minion wave from long range safely, others such as Kai'Sa will be zoned completely if you leave.
When you do get a roam off, look to either recall and reset bot, or to immediately walk back to the bot lane. Do NOT overstay doing pointless things like hitting a tower as Thresh or hitting objectives as Thresh your auto attacks do like 50 damage, VS giving your ADC around 20CS.
When you leave lane you will also be missing gold, and experience from the minion wave. Basically the longer you stay in Bot Lane / with your ADC the more levels and gold you will have.
All of these things should be running through your head when calculating a roam, if you are uncomfortable with roaming just look up pro Thresh replay on youtube [1][2][3], and you will likely see what a good roam looks like or atleast get an idea for it.
Warding
Defensive
Defensive warding is warding on your side of the map Neutral
Neutral Warding is in the river / lane bushes. Offensive
Offensive warding is warding into the enemies side of the map (past the river).
When you should or shouldn't ward depends on your allies location and the enemies location / potential location. Look at the map and think.
Control Ward, Control wards are to deny the enemy vision, not to give yourself extra vision. Especially on a champion such as Thresh you can abuse the fog of war to surprise the enemies and engage on them unexpectedly.
Throughout the Mid - Late game there will be moments of no action in which it is optimal for you to drop 3 wards around an objective, then recall to refresh the ward count on your Remnant of the Ascended and return to your team.
Late Game
If you have any other engage on your team such as Gragas, Lissandra, Kled, etc. Let them do the engaging, you don't have to go out of your way to make the montage Flash + hook play Late Game to start a fight. More often than not it's your job to stay on your ADC / carry to protect them as a fight starts.
Be mindful of how strong you and your allies are, you can or can't take fights depending on items. You don't have to start a fight every time you see the enemy, your allies may need time to farm, but when your team has the advantage you should be in position to force the fights. Once you get a good feel for this you will understand how polzerizing it can feel to play Support depending on the game state, you are doing a lot or nothing at all, waiting for your allies to scale and for the enemy to push in.
When engaging you really have to make sure that your entire team is on the same page, and the only way to do this is through pinging, and pinging a lot. Pings are loud, quick, and everyone understand them. You can't be pushing down Mid Lane then take 5-10 seconds to type out " Hey guys i'm going to go in here pls follow up". By that time the wave has hit the tower and you are way to far away. Instead be in position to punish the enemy, and ping on the way or for assistance as many times as you can as you are engaging.
Don't be ARAMing the entire late game either, if you aren't warding or playing around the fog of war you are just showing yourself to the enemy and hoping they walk into you. It's a lot more valuable to make the enemy miss position when trying to ward the area you would be in, than it is to move at them down the mid lane because they showed up on your screen.
So don't over think your job late game, put wards down, punish enemies when you can, and really try to play the map.
CONCLUSION
If you have any other question about Thresh leave a comment on the guide or message me on any of my Socials. Thresh is the king of support, he can do it all but you have to be mechanically and mental proficient on him to pull it off!
This guide was written by Sawyer Nelson on October/30th/2018 for free, with the purpose of educating those interested. If you want to show your appreciation you can do so by Donating via [PayPal] or following Sawyer's Social Media:
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