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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
I. Introduction
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*Image credit to Peterbaumann*
I thought I would make a quick, small section before I get into the guide on
Thresh. This is because someone whom is reading this may be new to the support role and might be a bit confused on what exactly you need to do. Here I'm going to break down the basics on support, and what exactly you need to be doing while playing a support character.
Basically as a support, you are going to be keeping your teammates alive when in team fights, and you're going to be responsible for 90% of the vision on the map. As a support, it is expected of you to be constantly keeping vision on important objectives, such as Baron and Dragon. You really can't expect most of your teammates to ward, as they are going to be in the mentality that "they're the support, they should be warding". Even as stupid as it seems that they would think that, some players really do.
Being the support, you're going to want to try to keep your AD carry alive while in lane phase. To do this, you're going to have to ward around your lane to prevent the enemy jungle from ganking you. You will also have to try and protect your AD carry while in trades, meaning that if you have a heal spell you will most likely have to use it on them, while CCing the enemies.
Even though support can be difficult to learn and to play at first, I honestly believe that learning it is really worth it. There's no feeling better than making sure your team wins and that your carry gets fed. A support is such a big help to their team, and the satisfaction of picking off lone enemies who happened to walk over your ward really makes you feel accomplished. Good luck and have fun on learning to support! :)
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What is a support?
Basically as a support, you are going to be keeping your teammates alive when in team fights, and you're going to be responsible for 90% of the vision on the map. As a support, it is expected of you to be constantly keeping vision on important objectives, such as Baron and Dragon. You really can't expect most of your teammates to ward, as they are going to be in the mentality that "they're the support, they should be warding". Even as stupid as it seems that they would think that, some players really do.
Being the support, you're going to want to try to keep your AD carry alive while in lane phase. To do this, you're going to have to ward around your lane to prevent the enemy jungle from ganking you. You will also have to try and protect your AD carry while in trades, meaning that if you have a heal spell you will most likely have to use it on them, while CCing the enemies.
Even though support can be difficult to learn and to play at first, I honestly believe that learning it is really worth it. There's no feeling better than making sure your team wins and that your carry gets fed. A support is such a big help to their team, and the satisfaction of picking off lone enemies who happened to walk over your ward really makes you feel accomplished. Good luck and have fun on learning to support! :)
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Which build should I pick?
As
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What type of team composition do they have?
Keep in mind to look at the enemy team composition as well.
If they have a high damage based team, with people such as
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If they have a poke composition, such as
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What type of team composition do we have?
Your team composition also comes into play here, and trying to decide on what exactly to go that matches with your team composition can be difficult.
If your team has a very strong tank, such as
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If your team has a strong poke based composition and no tank, you would probably be better off going for the tank build and avoid the utility build. If your team is poke based and you need to all in the enemies after poking them down, you should try to tank the damage for your squishy team.
Your runes honestly does make your character, and I find that using tank with a bit of damage runes work wonders on any support that is tanky. I'm going to explain my rune choices, why exactly I chose these runes, and how they affect your gameplay.
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Precision
Fleet Footwork
Phase Rush
Quintessences: I really find this to be the best of the Quintessences that you can use, this is because it really just adds that extra health for early game which will make you tankier than your opponent, allowing you to not have to back as early.
Glyphs: These are amazing for lane phase and just overall, that extra magic resist, even if it is just a bit, really does help you out a lot while playing. This makes you more tanky in the sense that you can take more hits from AP champions without taking as much damage. Once you have a few items, the bonus Magic Resist from these runes really do help.
Seals: These give you extra armor while in lane phase and in the overall game. The extra armor makes it harder for their AD carry to poke you down while in lane phase, which allows you to not have to back as early, as well as take the damage for your AD carry.
Marks: The AD from your runes will allow you to poke the enemies in lane with your Auto Attack and take out a good amount of their health. This, along with your flay passive will make you hurt, and will even allow you to poke them down low enough for your AD carry to finish them off.
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Precision
Fleet Footwork
Phase Rush
Quintessences: I still use the health quints on passive support, just because when you're passive you're going to need the health if they try to poke you down or have a lot of damage in bot lane. This really does help in lane phase, and I think you should take it no matter what. You can substitute it for something else though if you don't like going Health Quints.
Glyphs: Again, If you're a passive support against an aggressive lane, you're going to want defensive runes. Which is why I went magic resist runes, you want to use these if you're against one of the popular ap supports such as
Annie or
Morgana.
Seals: Seals of gold gain really do help if you're passive, just because you're not really going to gain much gold when you go passive, and these will help you with that gold gain so that you can keep up with items.
Marks: I like to go armor marks if I'm on a passive support, because you still are going to need the armor. If you're going full defensive, you will need the resist and the armor because your enemy lane might just go full aggressive. You can always grab the scaling magic resist instead of armor if you prefer to go full magic resist runes on a passive support.
Tank Support Runes
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Runes
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Quintessences: I really find this to be the best of the Quintessences that you can use, this is because it really just adds that extra health for early game which will make you tankier than your opponent, allowing you to not have to back as early.
Glyphs: These are amazing for lane phase and just overall, that extra magic resist, even if it is just a bit, really does help you out a lot while playing. This makes you more tanky in the sense that you can take more hits from AP champions without taking as much damage. Once you have a few items, the bonus Magic Resist from these runes really do help.
Seals: These give you extra armor while in lane phase and in the overall game. The extra armor makes it harder for their AD carry to poke you down while in lane phase, which allows you to not have to back as early, as well as take the damage for your AD carry.
Marks: The AD from your runes will allow you to poke the enemies in lane with your Auto Attack and take out a good amount of their health. This, along with your flay passive will make you hurt, and will even allow you to poke them down low enough for your AD carry to finish them off.
Passive Support Runes
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Runes
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Quintessences: I still use the health quints on passive support, just because when you're passive you're going to need the health if they try to poke you down or have a lot of damage in bot lane. This really does help in lane phase, and I think you should take it no matter what. You can substitute it for something else though if you don't like going Health Quints.
Glyphs: Again, If you're a passive support against an aggressive lane, you're going to want defensive runes. Which is why I went magic resist runes, you want to use these if you're against one of the popular ap supports such as
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Seals: Seals of gold gain really do help if you're passive, just because you're not really going to gain much gold when you go passive, and these will help you with that gold gain so that you can keep up with items.
Marks: I like to go armor marks if I'm on a passive support, because you still are going to need the armor. If you're going full defensive, you will need the resist and the armor because your enemy lane might just go full aggressive. You can always grab the scaling magic resist instead of armor if you prefer to go full magic resist runes on a passive support.
Standard tank support Masteries. 9/21/0
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These are mostly the standard support tank masteries, with no utility, the purpose of these masteries are to keep you as tanky as possible, even if it doesnt give you the utility that the utility tree gives you, I think that if you're aiming for a really tanky support, you should follow these masteries.
Offensive Masteries
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This gives you Cooldown Reduction without even buying anything, it's helpful for ![]() |
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I took this just because of what it does. It basically means that if you damage an enemy with your ![]() ![]() ![]() ![]() |
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I chose to go with this because when you have this mastery along with your ![]() ![]() |
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This really does just give you bonus AD, which is really helpful early on, even if it is just a small amount. Like I said for the mastery above this, the extra AD helps ![]() |
Defensive Masteries
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This is just small damage reduction but it does make a difference when you're still pre-level ten. Along with your armor and magic resist, this allows you to be pretty tanky early on and avoid being squishy. This also allows you to duel the enemy support if they're squishy like ![]() ![]() |
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This gives you 3% damage reduction from enemies with movement impairing effects on them. I find this really useful because your ![]() ![]() |
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This regenerates your health, when combo'd with
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I find this to be extremely good on ![]() |
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Reducing crowd control effects by 15%? This is really useful on ![]() |
Passive Support Masteries 4/4/22
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If you want to go a more passive support, you would probably prefer using the following masteries, as they provide much more utility, while still keeping cool down reduction and armor.
Offensive Masteries
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As previously stated, you want to get this for the cool down reduction, as thresh has generally long cool downs when you really dont have anything maxed out. |
Defensive Masteries
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The passive health regeneration is amazing if you're playing passive, just because you want to avoid being chunked down since you wont really have as much tankiness as the other mastery path. |
Utility Masteries
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I think this is pretty useful since it reduces your recall time, it can be helpful if you need to quickly back or are trying to get out of a sticky situation. |
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This allows you to move quicker around the map, and this'll allow you to quickly save an ally, or if you're running from the enemies it gives you a better chance to escape. |
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I like to take this because of the cool downs on summoner spells it gives you. This is really useful if you take a spell such as ![]() ![]() |
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Alchemist is a really good mastery to put in if you're going support, even if you're not playing ![]() |
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This goes paired really well with your gold runes if you're playing the passive ![]() |
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You get an extra one gold each time your AD carry kills a lane minion, thus improving your gold gain even more throughout the game. |
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This gives you an extra 40 starting gold, allowing you to buy an extra potion. I find this useful because it just gives you even more starting sustain while at early levels in the game. |
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This is a very useful mastery as it gives you 5% cool down reduction, along with 10% cool down reduction on activatable items. If you're going full utility ![]() |
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This adds movement speed when out of combat. I find it really helpful on ![]() |
You can of course change these up for anything you would rather prefer, although these are my two main builds for
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I prefer exhaust over heal on ![]() |
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Heal is another option you can get on ![]() |
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Ignite is also another option for ![]() ![]() |
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This is ![]() |
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This is ![]() |
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Flay is probably my favorite of ![]() |
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I'm going to explain what ways you can max out his abilities, when you should max it like that, and why
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This is what I generally use on thresh, probably just because I like having the short cooldown on your
Flay which can generally get you or your teammates out of sticky situations by pushing the enemies away. At max level, it should be on around a 4 second cooldown if you have CDR, which can be helpful for teamfights. You want to use this ability build if you're going to rely on your
Flay a lot.
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If you're really good at landing hooks with thresh, I would suggest using this ability order instead of the general ability order. This order allows you to have amazing cool down on your hooks, and it can be really useful if you're against one of your counters such as
Morgana because her
Black Shield will be on a higher cool down than
Death Sentence if you max it first. Allowing you to land more hooks.
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On a utility
Thresh, you would probably want to max out your
Dark Passage first, this is because it provides the most utility out of all his abilities. I would generally go this ability order if you want to be a more team player type support and help out the team rather than being a full on tank.
Standard aggressive Thresh
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This is what I generally use on thresh, probably just because I like having the short cooldown on your
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Hook Landing Thresh
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If you're really good at landing hooks with thresh, I would suggest using this ability order instead of the general ability order. This order allows you to have amazing cool down on your hooks, and it can be really useful if you're against one of your counters such as
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You generally would want to max out your lantern next, however you can swap this out for ![]() |
Utility Thresh
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On a utility
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You want to max this second when you go utility thresh, this is because it brings more utility on this build rather than ![]() |
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I really think you should max this last if you're going full on utility ![]() ![]() |
As
Thresh his
Death Sentence is probably one of the most useful abilities. This is because you can preform a good amount of tricks with his hooks. Basically, if you're being chased by the enemy and you need to get away or you'll die, you're going to be able to hook to a creep over the wall and get away. I'll provide a screenshot with the places you can hook over walls, and how to pull it off.
Hooking over walls, as difficult as it may sound, isn't really too difficult at all and can be really useful in escaping from enemies. There are multiple spots on the map to which you can hook to and then "jump" over walls as you tap your hook again to go to the enemy. Here is a visual guide on the spots you can hook over the wall to enemies. Generally it is around these areas, just make sure you know the range of your hook before you cast it!
Spoiler: Click to view
Here I demonstrate an example hook over the wall on the blue side red buff. It really doesn't take too much effort and can make the enemies confused and impressed by your hook plays!
Spoiler: Click to view
As
Thresh you can pull off a number of wombo combos in team fights. I'm going to list a few of my favorite ones and tell you how to pull them off! These combos will make your teammates see you as a godlike support.
This is one of the classic and potentially amazing combos that
Thresh can pull off. I like to use this for engaging in fights on the enemy team. You want to start by throwing
Dark Passage into the enemy team, immediately after you
Death Sentence onto one of them and press it again to get into the middle of them. Following up your
Death Sentence you use
The Box to prevent them from escaping, use your
Flay to pull them close to you if they're running, and throw them into your teammates. After you finish this combo, your team should have killed most of them.
This is a simple combo you can do to disengage the fight if you're losing or you can't fight them and they engage on you. You want to immediately cast
The Box to slow anyone trying to get to you and your teammates. Afterwards you turn to them for a second and use
Flay to push them back from you. Put down
Dark Passage in front of your team if you're all together, or if someone is getting caught put it by them so they can lantern to you. By now your team should be fully disengaged, however if you're not, you're going to have to make a very important play here. What you do if you've done all this and they're still on your tail and your team has no hopes of getting out alive, you turn on your enemies and you walk into them, serving as a distraction while your teammates get away.
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How do I hook over walls?
Hooking over walls, as difficult as it may sound, isn't really too difficult at all and can be really useful in escaping from enemies. There are multiple spots on the map to which you can hook to and then "jump" over walls as you tap your hook again to go to the enemy. Here is a visual guide on the spots you can hook over the wall to enemies. Generally it is around these areas, just make sure you know the range of your hook before you cast it!
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Here I demonstrate an example hook over the wall on the blue side red buff. It really doesn't take too much effort and can make the enemies confused and impressed by your hook plays!
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Wombo Combos as Thresh!
As
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The classic teamfight combo.
This is one of the classic and potentially amazing combos that
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The disengage combo
This is a simple combo you can do to disengage the fight if you're losing or you can't fight them and they engage on you. You want to immediately cast
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On
Thresh, the items you buy really does depend on what exactly you're looking for. He can be played as a tank support or as a utility support. Overall it depends on what you're more comfortable with.
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This is my general build for tank
Thresh. I try to go for mainly tanky items, but also items that can benefit the team as well as allow you to soak up all the damage. Listed below are the core items you must have on tank
Thresh, along with optional items and which circumstances you should pick them in.
Spoiler: Click to view
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Tank Thresh
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This is my general build for tank
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Core Items
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Face of the Mountain |
This is the best possible gold income item on Thresh. It provides tankiness, a shield for you or one of your teammates, and just overall does help you in becoming more tanky, which should be your goal for ![]() |
Optional Items
Zeke's Herald |
This item gives nice stats for you and your teammates. The life steal and AD that it gives your team really does help if you have at least two AD champions on your team. The Cooldown Reduction is also really helpful for ![]() |
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You want this if you're the only one who will engage team fights on your team. This allows you to stay in the middle of the fight as well as deal damage and stay alive. |
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You should only buy this if you need the Magic resist and the Health. The passive is really the only good thing about this, I would generally only buy this if the enemy has an AP carry who can chunk your health really quickly (For example: ![]() ![]() ![]() |
Utility Thresh
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Core items
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You will need this no matter what build you're going with thresh. ![]() |
Talisman of Ascension | You want to buy this if you don't go the relic shield path. Although I personally prefer relic shield over this item, it is completely up to you. The active on this is good for engaging team fights, fleeing team fights, or catching up to enemies getting away. |
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I find this still really useful on utility ![]() ![]() |
Optional Items
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These really are the most useful boots on ![]() |
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This is a really useful item if you plan on going full utility. It allows you to heal your teammates, and I find that this goes paired really well with ![]() |
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I like this item on ![]() |
Zeke's Herald |
When you buy this, it provides your team with extra AD and lifesteal, making it another really good item to buy on ![]() |
In lane phase as
Thresh you want to make sure you're doing three things.
1. Protecting your carry.
2. Collecting souls.
3. Engaging and making plays.
I'm going to go in-depth on how you can do these three things.
To protect your carry, you want to be using
Dark Passage to get them out of sticky situations where they would die. To be able to do this, you have to make sure you don't stand too close to them while you have
Dark Passage up. You want to use
Flay forwards on the enemies if they try to engage and you or your carry are low on health.
If the enemy jungler ganks, you want to be sure to hug tower and
Flay them off your tower if they start attacking it. You should have wards up in the river constantly to prevent ganks though, because playing safe is better than the enemy AD carry getting a double kills.
Collecting souls off your passive
Damnation is one of the most important things you can do as
Thresh. The souls really will help you out in lane, giving you extra armor and ap. You want to try to collect as many of these as you can. You want to use your
Dark Passage to collect them if it's too risky.
To make plays in lane as
Thresh you need to make sure you land a
Death Sentence on the enemy, once you do, go in on it and
Flay them into your AD carry. You want to use
Exhaust if they're low and getting away so your carry can finish them off. If you have your ult, using
The Box would be useful in trades too. You want to generally go in if you know you can get the kill or if your jungler is there to gank for you.
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1. Protecting your carry.
2. Collecting souls.
3. Engaging and making plays.
I'm going to go in-depth on how you can do these three things.
Protecting your carry
To protect your carry, you want to be using
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If the enemy jungler ganks, you want to be sure to hug tower and
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Collecting souls
Collecting souls off your passive
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Engaging and making plays
To make plays in lane as
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As a mid or late game
Thresh you want to be doing basically the same things as lane phase, just a bit different. This time you're going to be doing the following.
1. Warding objectives.
2. Protecting your team.
3. Engaging and making plays in teamfights.
You want to constantly have wards on objectives such as Baron and Dragon. This is to prevent the enemy team from taking them. You're going to want to make sure to be using
Sightstone all the time in this phase, if dragon is gone you swap your wards to baron. You will also be using
Sweeping Lens to get rid of any enemy wards if you're going to be taking said objectives.
As
Thresh your main priority is to protect your team, you can do this by using the disengage method I mentioned earlier in my guide. This is where your
Dark Passage and
Locket of the Iron Solari will shine, these will provide a double shield for your teammates if they need it. You're going to also want to use
Flay to keep enemies from locking down anyone on your team.
You should also be running around the map at this point and making plays. If you see your mid lane in a bad 3v1 situation, you need to run in there and
Flay them away from your mid lane, or engage on them if you know you two can kill them all. If they're already dying, you want to use your
Dark Passage to allow them to lantern to you and to safety.
This is going to be basically
Thresh's time to shine in the game. You're going to want to use my engage combo from my wombo combos section to engage on the enemy team. If you need to, pop your
Locket of the Iron Solari along with
Dark Passage and your face of the mountain or talisman of ascension active, depending on which one you picked. You're going to be the tank in team fights, and you're going to be the one to soak up all the damage and allow the carries and damage dealers to live. If you die in a team fight, as long as your team's carries live, you shouldn't be upset, because it means you're doing your job, you want the enemy team to focus you so that they can't kill your carries.
Along with tanking in team fights, you want to peel for your carries, using
Flay and
The Box to keep enemies off of them.
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1. Warding objectives.
2. Protecting your team.
3. Engaging and making plays in teamfights.
Warding objectives
You want to constantly have wards on objectives such as Baron and Dragon. This is to prevent the enemy team from taking them. You're going to want to make sure to be using
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Protecting your team
As
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You should also be running around the map at this point and making plays. If you see your mid lane in a bad 3v1 situation, you need to run in there and
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Engaging and making plays in team fights
This is going to be basically
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Along with tanking in team fights, you want to peel for your carries, using
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Just as any other role in the game, you can be countered when you're a support. I'm going to give three of
Thresh's counters, and how exactly you can deal with them. Honestly, you can't really get countered too hard if you know your champion well, even though these counters may be difficult to deal with, if you know how to fight them, you will win.
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Morgana is one of
Thresh's biggest counters. This is because her
Black Shield counters his
Death Sentence. It is really annoying when you cast your hook on her and she just cancels it out with her shield. Another annoying thing about lane with a
Morgana is her
Dark Binding+
Tormented Shadow combo which will chunk out some of your or your AD carry's health.
To deal with
Morgana as
Thresh, you can either wait until her
Black Shield is on cooldown before casting
Death Sentence or you can cast it one the one who doesn't have her shield on. If you do land a hook while she has her
Black Shield up, you can still press q again to go to her, so if you're trying to engage you can do that and use
Flay to push them towards your AD carry.
If
Morgana gets her
Dark Binding+
Tormented Shadow combo off, you should use
Dark Passage on whoever got hit by it so they don't have to deal with the damage that it deals. Try to get out of her
Soul Shackles if she uses them, if you get caught there's no need to worry, try not to die in the time you're snared and you should be fine.
You should be pretty safe in this lane and should win it if you keep your lane warded, and use these tips I provided.
Leona is another one of
Thresh's big counters. She is pretty tanky and this makes it difficult for
Thresh as he will do amazing against squishy supports such as
Sona or
Janna. I believe that
Leona is more difficult for
Thresh to fight against for multiple reasons.
Leona has two stuns which are major cc.
Shield of Daybreak is her first stun, and when she combos it with
Zenith Blade it will pretty much be a snare and a stun at the same time, making it difficult to get out of, but not impossible. If
Leona uses her
Shield of Daybreak+
Zenith Blade combo, you can easily avoid it by using your
Flay, although it does take some timing, it will still get her off of whomever she used her combo on.
Leona excels in team fights with her
Solar Flare+
Eclipse. To prevent her from doing too much damage to your team in team fights, you want to make sure you're always using your
Flay to prevent her from using
Zenith Blade to get back into your team. If your team can lock
Leona down long enough, you should be able to win the fight.
Against her in lane, you should generally play safe and stop her from using her combo on you or your AD carry, because if she does her AD carry will get a kill around 85% of the time.
Annie is one of the supports that I personally use to counter
Thresh, she is just so good against him that it is one of his harder counters, and she will pretty much win lane unless she is bad at supporting with
Annie.
Annie just dominates in lane with her passive which allows her to aoe stun you and your AD carry with
Incinerate. She has strong single target focus with her
Disintegrate and can use that to single stun your AD carry while the enemy AD carry wipes them out. At level six, she gets her ultimate,
Summon: Tibbers which can be used as a massive damage aoe stun on you and your AD carry.
To win lane against an
Annie as
Thresh you really do have to play safe, and I would suggest really only going in if you know you can get the kill or if your jungle is ganking to help your lane out. When you engage, you want to try and CC
Annie as much as possible, or she will stun you and your carry and have her carry burst you guys down. You want to be using
Dark Passage whenever you feel like she's going to engage, this will prevent some of the damage or get your AD carry out of her range so she cant engage on you.
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Nidalee can be somewhat difficult for
Thresh to fight. This is because of her
Javelin Toss which can be used to poke you for a good chunk of your health. With her new passive
Prowl, you will get punished if you get hit with her
Javelin Toss as she will most likely go full in once you're hit by it and marked with
Prowl's debuff.
Nidalee's
Primal Surge can also make your lane against her annoying, as it will allow her AD carry to take your tower down fast and will heal her or her AD carry.
When in lane against a
Nidalee, you want to try and avoid her
Javelin Toss as much as possible. If you can't avoid it and are going to get hit, you want to throw down
Dark Passage so you don't get damaged too much by it. If your AD carry keeps getting damaged by her
Javelin Toss you want to try and take the hits for them, as they're much more squishy than you are. You want to try and engage on her or her carry once she has used her
Primal Surge, as she wont be able to heal the damage you deal.Try to save your
Flay to cc her
Takedown] if she has her
Prowl debuff on you or your carry, as it will deal a lot of damage.
Nami goes pretty even with
Thresh, however she does have the possibility to win lane if you don't know how to go against her.
Nami just has so much more sustain while in lane, due to her
Ebb and Flow and her
Aqua Prison.
Nami's ultimate,
Tidal Wave can be really annoying when you're playing against her, as it will prevent you from going all in.
To lane against a
Nami as
Thresh, you're going to want to wait until she wastes her
Aqua Prison and then you're going to want to engage with
Death Sentence. You should also try to avoid going all in on her and her AD carry when you out number them because of her
Ebb and Flow which will bounce between you and them, allowing her to heal herself and her carry while damaging you. You want to avoid her
Tidal Wave, which can be easily avoided as it moves slowly.
Lulu can be anywhere from even to easy when you play against one as
Thresh. Unless the
Lulu player mains her and only plays her, you shouldn't have too much difficulty against her as
Thresh. Lane phase against a
Lulu can be somewhat annoying, due to her
Whimsy and
Help, Pix!, as those are her two main utility abilities. Her
Glitterlance and
Wild Growth also make this lane somewhat difficult.
To lane against a
Lulu as
Thresh, you want to avoid her
Glitterlance as much as possible, as it will deal some damage and slow you, allowing her AD carry to poke you down. If she casts
Whimsy on your AD carry, be sure to use your
Dark Passage on them to avoid any damage that might be dealt to them while they're crowd controlled. Once she's level 6, try to poke her down and force her to use
Wild Growth, once she's wasted it is when you want to go all in on her or her AD carry and kill them.
Overall, this lane should be fairly easy if you avoid her
Glitterlance and try to make her waste her
Wild Growth.
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Sona is a pretty easy match up for
Thresh due to her squishy nature and
Thresh just has overall better utility. When in lane against a
Sona you want to be sure to put as much harass on her as you can, even when playing passive. You want to try and force her out of lane early so she cant get off her
Aria of Perseverance on her or her AD carry. Try to land
Death Sentence on her as much as possible, as it will CC her and allow your AD carry to burst her down easily due to her squishy nature.
As
Thresh you pretty much out play everything that
Sona does. You have slows to counter act her
Song of Celerity and if she tries to use
Hymn of Valor on you or your AD carry, you can just easily shield the damage with your
Dark Passage. Overall, this lane should be fairly easy as long as you keep harassing her and her AD carry.
Janna should be a fairly easy match up for
Thresh. It can be a bit difficult though if you're not sure what to do. To lane against a
Janna as
Thresh, you have to know how to deal with her. You want to try and avoid her
Howling Gale as it will knock you and your AD carry up. If she casts
Eye of the Storm on her or her AD carry, change your focus to whomever doesn't have
Eye of the Storm on them.
You want to try and punish her for missing her
Howling Gale by harassing her with either your AA damage from
Flay or with your
Death Sentence. Her ultimate
Monsoon can be a bit annoying to deal with. You should go in after she uses her ultimate to get the most effect in team fights or in lane, as she wont be able to knock you back or heal.
Janna has a lot of CC, she should be an easy lane, but you might have to play safe if she's playing super aggressive with her
Howling Gale.
Soraka is a fairly easy lane match for
Thresh, although her
Astral Blessing,
Infuse, and her ultimate
Wish can be just a bit annoying when fighting against one.
Soraka doesn't deal as much damage in lane anymore, due to her
Starcall nerfs, and that will make the lane more in your favour, as she really only has her heals and silence now.
When in lane against a
Soraka, try to make her waste her mana early by getting off a lot of poke on the enemy carry and her, as this will force her to use
Astral Blessing a lot, which costs her a hefty amount of mana. Try to make her use her
Infuse on you or your carry, to make her end up wasting even more mana. You really shouldn't worry about her
Starcall damage, as it can easily be soaked up by your
Dark Passage.
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Difficult Matchups
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To deal with
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If
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You should be pretty safe in this lane and should win it if you keep your lane warded, and use these tips I provided.
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Against her in lane, you should generally play safe and stop her from using her combo on you or your AD carry, because if she does her AD carry will get a kill around 85% of the time.
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To win lane against an
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Even Matchups
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When in lane against a
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To lane against a
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To lane against a
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Overall, this lane should be fairly easy if you avoid her
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Easy Matchups
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As
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You want to try and punish her for missing her
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When in lane against a
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Like all supports, with
Thresh you have AD carries who do bad paired with him, and AD carries who do good. In this section I'm going to point out which AD carries go best with
Thresh and why, listing their pros and cons when paired with
Thresh, as well as which AD carries don't do so well with
Thresh.
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I have come to notice that these carries go the best with
Thresh, from my experience of supporting them, along with my experience playing them with a
Thresh support. After a lot of experimenting around on just what carries go well with
Thresh, these are the possible best that you can pair with him, which will almost guarantee a won lane.
Let's start off with
Lucian, he is one of my favorite AD carries overall, he's just so good, it doesn't matter if you're playing him or supporting him. Despite the lore between the two, this is probably the ultimate duo in bot lane. They just have so much damage between them along with CC and range.
When in a lane with
Lucian as your AD carry, you want to lock down your enemies with
Death Sentence so he can get damage off on them with either his double auto attack from his passive
Lightslinger, or he can get damage off with his
Piercing Light. This will allow him to poke down his enemies. This lane is generally a safe lane for your side, due to your
Dark Passage and
Lucian's
Relentless Pursuit, which will allow you two to avoid a lot of damage and escape easier.
At level 6, you guys can pull off a wombo combo with your two ultimate abilities. You'll engage with
Death Sentence while
Lucian follows up on it. Throw down your ultimate,
The Box and trap them momentarily while
Lucian damages them even more. When they try to escape, use
Flay to pull them closer to you guys while lucian finishes them off with
The Culling.
Just the overall safety and damage output of this lane is what makes it one of the top tier duo bot lane combinations. This will allow you to get your
Lucian fed, as you will win this lane most of the time.
Corki is probably my second favorite AD carry just because of his all in potential, escape potential, and poke potential, making it really easy to lane as him and difficult for his opponents. When combined with
Thresh, there's just so much potential no matter what build you're going.
Corki is another great lane partner for
Thresh, this is because of his poke range along with his all in potential.
Corki's
Valkyrie combined with his
Gatling Gun allows him to follow up on you going in with
Death Sentence. His
Valkyrie also allows him to easily escape any ganks on your lane, making you able to save you
Dark Passage for if you really need it.
Corki's
Phosphorus Bomb allows him to damage them from afar, once they're damaged you can engage and secure a kill.
At level 6, your ultimate
The Box allows you to trap them for
Corki to use
Phosphorus Bomb, and then all in with his other abilities.
Corki can also secure far away kills with his ultimate,
Missile Barrage, allowing him to pick up kills that would otherwise be impossible.
This lane combination has pretty good synergy because of the ability to easily all in and escape if you need to. It is probably one of the strongest combinations for bot lane, as
Corki deals mixed damage, meaning he'll be able to easily whittle down opponents in lane if they only have armor and not magic resist.
Caitlyn is a pretty safe pick for whenever you AD carry, she relies mostly on Auto Attacks due to her passive
Headshot. This is why she goes good in lane with
Thresh, you have so much lockdown potential and that allows her to get her Auto Attacks off.
When it comes to having
Caitlyn as your duo in bot lane, you really just want to make sure to keep peeling for her and preventing her from dying so she can get fed. To do this you want to use your
Flay to get enemies off of her, and use your
Dark Passage to ensure that she doesn't take much damage in lane which would force her to back.
You want to use your
Death Sentence to lock down your targets so she can get her Auto Attacks off, allowing her passive
Headshot to go off, or for her to use
Piltover Peacemaker. Basically, you want to lock down your enemies with
Death Sentence and
Flay so she can get her main source of damage off on them.
Overall,
Caitlyn works well with
Thresh. She has her
90 Caliber Net which allows her to escape sticky situations without having to use your
Dark Passage to save her, and just the overall lockdown of this lane with your spells and her
Yordle Snap Trap make it a good lane.
Draven is like
Caitlyn, a mostly Auto Attack based champion, although he does still have some abilities which will be useful. He is the type of AD carry who'll burst down targets with his Auto Attacks and if he doesn't kill them, he'll chase them down and finish it.
I find that
Draven is a good pick to pair with
Thresh because of the lockdowns that
Thresh can provide with his
Death Sentence and
Flay. This allows
Draven to get Auto Attacks off on his enemies, allowing him to gain more of his passive,
League of Draven, which'll eventually allow you to snowball lane if he gets a kill or two.
Draven doesn't really have any escape, unless you count his
Blood Rush, however he'll usually use that to chase and get a kill. This is why
Thresh is important for him, as
Thresh's
Dark Passage allows
Draven to easily escape.
I find that once you're level 6 in lane,
Draven and
Thresh become a really good combo for the lane. Once your ultimate,
The Box is up,
Draven can take advantage of them being trapped and use his
Stand Aside to knock them into your ultimate.
Draven can then take advantage of them being slowed and easily kill them with his Auto Attacks, if he doesn't kill them, he can finish them off with
Whirling Death.
These carries go good with
Thresh, however I find that they rely on the skills of your players rather than just mindlessly comboing the enemy until they're dead. These actually require you and your carry to think about your decisions, and that's why I put them in tier 2, because they still can work really good when played correctly.
*Still in progress*
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Tier 1 AD carries
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I have come to notice that these carries go the best with
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Let's start off with
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When in a lane with
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At level 6, you guys can pull off a wombo combo with your two ultimate abilities. You'll engage with
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Just the overall safety and damage output of this lane is what makes it one of the top tier duo bot lane combinations. This will allow you to get your
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At level 6, your ultimate
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This lane combination has pretty good synergy because of the ability to easily all in and escape if you need to. It is probably one of the strongest combinations for bot lane, as
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When it comes to having
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You want to use your
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Overall,
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I find that
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I find that once you're level 6 in lane,
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Tier 2 AD carries
These carries go good with
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*Still in progress*
Overall,
Thresh is a very good support, if not one of the best. By now, you should be able to do pretty well off with him. I tried to provide most of the basic, yet in-depth information on
Thresh into this guide by giving nifty tips and tricks. This was my first guide, so I would appreciate some feed back on it, and maybe tips on what I should change or improve. If you have any questions on
Thresh feel free to message me on league, my summoner name is Deathshandx and I play on the NA server.
Good luck and have fun playing thresh! :)
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Good luck and have fun playing thresh! :)
June 26 2014
Added
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June 22 2014
Added Lane Synergy section.
June 21 2014
Added
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Added
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Added dividers to matchups section.
June 20 2014
Added "when should i pick thresh" section.
Added
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Added line dividers to sections.
Compressed the images into "spoiler" sections to make it seem less long.
June 19 2014
Updated guide, adding different masteries, runes, skill orders, and option paths based on what you want to play.
Added change log.
Added
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June 18th 2014
Guide added.
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