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All Guides Thresh Guides [Patch 7.17] Thresh - King of Playmaking
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10 months ago
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Thresh Statistics for Aureliano

Author's performance with Thresh compared to the ranked average.

Value
Average
Games Played
61
12
Win %
56
41
Kills
2.0
2.0
Assists
15.1
13.0
Deaths
5.1
6.2
KA:D Ratio
3.3
2.4
Gold Earned
8.8K
9.1K
Creep Score
32.3
33.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Flash.png

Flash is the summoner spell you want to pick up every time, every game. This summoner opens up a world of possibilities - escaping from harm, getting closer to secure a kill, out-position the enemy, etc. There is really no reason not to take it.

ignite.png

Ignite is a more aggressive summoner spell. Ignite burns an enemy champion, dealing damage while also applying Grievous Wounds, an effect that reduces all healing by 40%, for 4 seconds. This summoner is mostly used for kill potential and   lane pressure. It also does have some snowball potential, and definitely helps counter high health regeneration sources. It is an effective summoner when supporting a lane bully such as 119.png Draven, 236.png Lucian, or 21.png Miss Fortune as this supports their playstyle of looking for kills. Ignite can hep you to get a lead in the laning phase, and continue off that lead as the laning phase continues. Due to Ignite's application of Grievous Wounds, it can stunt the effectiveness of certain champions such as 122.png Darius, 36.png Dr. Mundo , or 8.png Vladimir.

Exhaust.png

Exhaust is a more defensive summoner spell. Exhaust both slows a champion's movement speed by 30% and reduces the damage dealt of an enemy champion by 40%; these effects last for 2.5 seconds. This summoner works as a great counter against burst and as a safeguard for your ADC. Exhaust also has the advantage over Ignite of having a lower cooldown. You want to grab Exhaust if you are supporting a more late-game oriented, hyper-carry ADC such as 96.png Kog'Maw, 29.png Twitch, or 67.png Vayne as it helps make sure they do not die and have the time they need to scale.  Exhaust can also prevent assassins from doing their job of obliterating squishies, such as 105.png Fizz, 55.png Katarina, or 238.png Zed. Overall, this summoner allows your carries to keep on outputting damage and can win a fight if applied correctly.

New Runes Back to Top

Masteries Back to Top

The above mastery page is the most common by far. The deep involvement in the Resolve tree provides the necessary survivability when fighting. The Cunning Tree points are standard and really have no reason to be changed. The Resolve Tree is also fairly static, though the Keystone of either Courage of the Colossus or Stoneborn Pact are used in different scenarios. Courage of the Colossus is recommended as you will constantly use it to a high effectiveness, but Stoneborn Pact can support a less aggressive, sustain focused lane.


Cunning Tree
  • Wanderer: faster ward placement, better roaming capability
  • Secret Stash: excellent sustain in lane
  • Meditation: mana regeneration, more ability use
  • Bandit: necessary gold generation
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Resolve Tree
  • Recovery: slightly extra sustain
  • Explorer: good for roaming and making plays
  • Tough Skin: provides some defensive stats
  • Veteran's Scars: better stat for tankiness, effective at the very beginning of game
  • Insight: allows for more plays, more pressure
  • Swiftness: better fighting mobility, prevents being stuck down by crowd control
  • Courage of the Colossus: excellent enemy trade negation, live longer in fights
  • Stoneborn Pact: great sustain, supports a passive lane

Abilities Back to Top

E
Q
W
E
E
R
Q
Q
Q
Q
R
E
E
W
W
R
W
W
Passive
Q
2
7
8
9
10
W
3
14
15
17
18
E
1
4
5
12
13
R
6
11
16

The above is the standard skill-order. This is the path you should normally use unless other situations are called into question. Note that threshE.png Flay is not maxed first, but has three points invested into it; the three-point investment in Flay allows for greater lane pressure, which is crucial for success. threshQ.png Death Sentence is maxed first and foremost. This is to allow greater pick potential and constant hook pressure as the cooldown goes down dramatically. threshR.png The Box is maxed next as it is Thresh's ultimate ability - doing so will lower the cooldown and can be up more in teamfights. Then, threshE.png Flay has two remaining points put into it, to finish maxing the ability. Finally, threshW.png Dark Passage is maxed last as it tends to not need the cooldown reduction - the only thing gained from leveling it  - compared to Thresh's other abilities. 


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c.png

This is a rather similar skill order, but an extra point is invested in threshQ.png Death Sentence after two levels of threshE.png Flay instead of three pre-6. Use this skill order if you feel you can confidently and consistently land more hooks than normal.

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b.png

The skill path above has the two extra points invested in threshQ.png Death Sentence rather than threshE.png Flay. You want to run this order if you are landing lots of hooks, and you want to constantly be making plays and picks. Of course, you should always be looking for openings to gain a lead, but this is 'more greedy' compared to other skill orders.

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d.png

Finally, this one is similar to our standard skill path, but notice threshE.png Flay is maxed first. This should be done only when you are having an excessively long laning phase and/or you keep missing hooks. Maxing threshE.png Flay means you can exert heavier lane pressure via auto attack damage at the sacrifice of less hooks being able to be used. It also means you sacrifice a bit of your pick capabilities in the mid-game.

Items Back to Top

Starting Items

    This is the best in current meta
    More tanky but sub-optimal in current meta
    Get all | Coin Route
    Get all | Relic Route
    Finish gold item, see details

Core Items

    Need MR, Teamfighting
    CC removal, Need MR
    Need armor, Teamfighting
    Need armor, Reduce crits

Situational Items

    Need to boost ADC
    Need more engage
    AP-stacked enemy team
    Armor-stacked team, No sources of AP
    See details below

EARLY ITEMS

  • The 3301.png Ancient Coin item line is the best in the current meta as you can get ridiculous amounts more gold by simply picking up the coins that drop. The mana regains are also pretty nice.
  • 3096.png Nomad's Medallion should be bought relatively early as it accelerates your gold generation, but make sure to grab your all-essential 2049.png Sightstone before the purchase of 3069.png Talisman of Ascension.
  • Thresh does not use the execute passive on 3302.png Relic Shield, which means he cannot execute a minion instantly below 200 health. You can still trigger the gold sharing/health regain when you kill a minion while a relic stack is active. Be careful to time your auto attacks so that it triggers the passive for both you and your ADC. This can make gold generation for both you and your ADC harder to manage, but it can be worth the excess effort required.
  • You don't need to rush an item, but there are situations that call for rushing an item.
  • You should look to rush 3097.png Targon's Brace if you cannot roam, you need more lane sustain from harass, and you went the relic route. It gives quite an impressive amount of sustain to both you and your ADC, and can provide the gold needed to purchase more items.
  • You should look to rush 2049.png Sightstone if you fear\expect enemy jungler ganks. The slight health boost is nice, but look to rush this item mostly for the active of continuous ward placement. 2049.png Sightstone is godly with constant use - you can protect yourself and your ADC from almost any harm if used properly and consistently along with ward coordination with your ADC. This item can counter gank-heavy junglers such as, 60.png  Elise,  64.png Lee Sin, and 76.png Nidalee as it gives you vision of their ganks, and prevents them from getting a lead from your lane.
  • Remember to get 3341.png Sweeping Lens when you purchase 2049.png Sightstone, and remember to upgrade it to 3364.png Oracle Alteration.

BOOT OPTIONS

  • 3117.png Boots of Mobility are excellent roaming tools, but aren't as good as 3009.png Boots of Swiftness or 3158.png Ionian Boots of Lucidity in teamfights and skirmishes. This item is sometimes rushed as you can roam mid and can place deep wards much faster. However, their value falls off in teamfights as they provide no other benefits, and lose the high movement speed bonus. Look to purchase 3117.png Boots of Mobility only when you need the extra movement speed out of combat to roam and secure ward placements.
  • 3009.png Boots of Swiftness are decent with some roaming capabilities and are great against enemy slows. Buy these boots if you need to get rid of slows. These are excellent against teams with minimal hard crowd control but many slows, and can counter both 3092.png Frost Queen's Claim and 3116.png Rylai's Crystal Scepter very well.
  • 3158.png Ionian Boots of Lucidity are great at giving you continuous crowd control and constant hooks, but have lower roaming potential. Look to buy them if you are getting involved in fights frequently, and you need the cooldown reduction; their reduction of summoner spell cooldowns is not to be overlooked, and can lend to many more plays. With the high prevalence of cooldown reduction from support items, 3158.png Ionian Boots of Lucidity might be unnecessary and overcap your cooldown reduction, so plan ahead accordingly.
  • 3047.png Ninja Tabi are an excellent option to get some armor and to counter enemy basic attacks. They should be looked at when the enemy team has at least a few strong basic attack users, such as 24.png Jax, 11.png Master Yi,  or 157.png Yasuo.
  • 3111.png Mercury's Treads are fantastic when you need to get out of a variety of enemy crowd control and a bit of magic resist. They help to make sure that you can get out of stuns, roots, slows, and the like, and to keep you going in fights. Look to get this item if the enemy team has a ton of crowd control.

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MID-GAME ITEMS

  • All four final gold generation items provide 10% cooldown reduction, which means it can lead to 40% cooldown reduction with your final build.
  • 3069.png Talisman of Ascension is a fantastic item to get picks and engage. This is great to surprise enemies by quickly closing distances and setting up favorable situations. Look to get this item if you are ahead.
  • 2302.png Eye of the Oasis is quite good for slot efficiency purposes. It does not have the movement speed boost of 3069.png Talisman of Ascension, and is not as useful as that item. Look to get 2302.png Eye of the Oasis if you are behind.
  • Pick 3401.png Face of the Mountain if you need to protect more heavily against burst (enemy 7.png Leblanc, 134.png Syndra, 238.png Zed, etc) and your carries are getting blown up each fight. The active is not the greatest, but it does offer at least some protection for your carries. 
  • Pick 2303.png Eye of the Equinox if you want to rush another item, want more slot efficiency, and/or can get away without needing the active on 3401.png Face of the Mountain. Keep in mind that this path does provide the 10% cooldown reduction 3401.png Face of the Mountain also provides. Since Thresh preforms very well in teamfights, 2303.png Eye of the Equinox should be the option to go for as you can purchase another item earlier such as 3110.png Frozen Heart or 3190.png Locket of the Iron Solari to provide your team with their respective capabilities.
  • Buy 2045.png Ruby Sightstone if you opt out of either 3069.png Talisman of Ascension or 3401.png Face of the Mountain somewhere in the midgame - this is usually done after purchase of two core items.
  • Get 3190.png Locket of the Iron Solari if the enemy has sources of ability power, and you want to give your team a boost in fights. Buy 3222.png Mikael's Crucible if you are in need of removing crowd control effects for your team; be careful as the active does not remove all types of crowd control. It is fine to buy both, but you usually want to get 3190.png Locket of the Iron Solari first.
  • 3110.png Frozen Heart should be purchased if you need armor. It is one of the best items to buy on Thresh due to all the complimentary stats. 

  • 3143.png Randuin's Omen is great if you are against an auto-attack stacked team (such as a multi-ADC composition). You can purchase in place of or after buying 3110.png Frozen Heart depending on your game.
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SITUATIONAL ITEMS

  • It is important to communicate with your team to effectively build. Making sure all core items are on your team is crucial. You can ask if your allies will buy an item you plan to purchase yourself, and you can build accordingly. This is so that you can make sure the powerful effects of 3190.png Locket of the Iron Solari and 3110.png Frozen Heart are provided to your team while maintaining gold efficiency.
  • 3050.png Zeke's Convergence is an excellent item to boost the capability of your ADC (or even an ally ability power user). Boosting your carry's capabilities in combat allows more damage output, which means dead enemies, which leads to objectives. Look to purchase this item if your ADC needs some help with damage and\or you want to provide your team with a bit more slows. It is important to note that you also need to stick near your bonded ally constantly to make much use of this item.
  • 3800.png Righteous Glory is an item meant for engaging. If your team lacks engage, and you need to engage on the enemy team, Righteous Glory might be a good pick-up. It should be looked to be bought generally after first purchasing core items such as 3190.png Locket of the Iron Solari and 3110.png Frozen Heart.
  • 3065.png Spirit Visage is a late-game tank item that counteracts a stacked ability power team. You should look into buying this item in a game if the enemy team is ability power heavy, you have already purchased your core mid-game items, and you have no need for any sort of utility item such as 3050.png Zeke's Convergence or 3800.png Righteous Glory.

OTHER

  • Keep on making use of 2049.png Sightstone, 3340.png Warding Totem, and 3341.png Sweeping Lens to control vision in your game. One of your primary responsibilities as a support is to make use of these items.
  • 2055.png Control Wards should be bought constantly all game, every game. Buy some each time you can afford them.
  • Remember to buy 2138.png Elixir of Iron after you have completed your final build.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
    Medium
  • Annie
    Easy
  • Bard
    Medium
  • Blitzcrank
    Medium
  • Brand
    Easy
  • Braum
    Medium
  • Fiddlesticks
    Easy
  • Janna
    Medium
  • Karma
    Medium
  • Leona
    Easy
  • Lulu
    Medium
  • Morgana
    Hard
  • Nami
    Medium
  • Nautilus
    Hard
  • Shen
    Easy
  • Sona
    Hard
  • Soraka
    Medium
  • Tahm Kench
    Easy
  • Vel'Koz
    Easy
  • Zilean
    Medium
  • Zyra
    Hard

VS

Alistar

Medium

Alistar's passive alistarpassive.png Trample outputs a small amount of area of effect damage as well as making Alistar ghosted - that is, able to walk through minions. This should be noted whenever Alistar does an ability as he can escape easier without being blocked by minions. Alistar will also be able to dive with less difficulty due to this passive as well.


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pulverize.png Pulverize will knock you up into the air for quite a while. This is an excellent tool for peeling and for making picks. Alistar will be able to negate you if you try to engage while pulverize.png Pulverize is up. If you successfully land threshQ.png Death Sentence on the enemy ADC, Alistar will simply wait for you to use leap.jpg Death Leap and use pulverize.png Pulverize. When Alistar moves towards you aggressively, he will try to headbutt.png Headbutt and pulverize.png Pulverize combo you or vice versa. In either case, use threshE.png Flay to get Alistar off of you; after successfully peeling him, you can control the shots. Be wary of Alistar using 4.png Flash and pulverize.png Pulverize as he can make plays of his own.

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headbutt.png Headbutt can be used to negate your plays and to create picks, much like pulverize.png Pulverize. threshE.png Flay can be used to avoid headbutt.png Headbutt and his combo with it, but it is a more difficult gapcloser to cancel as it is rapid. Alistar can also turn a play sour by using headbutt.png Headbutt and throwing you under his turret if you are pushed up. You might want to ask your ADC to freeze lane to prevent this.

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triumphantroar.png Triumphant Roar will heal all allies around him, which can nullify a lot of poke. As a ranged champion, Thresh can harass and whittle away at Alistar, but triumphantroar.png Triumphant Roar protects against this. Alisar can drain quickly of mana if he continuously has to heal up using triumphantroar.png Triumphant Roar; keep poking and abusing his melee range, and you can gain a lead when Alistar is out of mana.

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Alistar's ultimate ferocioushowl.png Unbreakable Will is a godlike stat boost with dangerous implications. Alistar can successfully tower dive you with ease once he acquires this ability. Alistar will also be able to escape from you as ferocioushowl.png Unbreakable Will removes all disables, meaning threshQ.png Death Sentence, threshE.png Flay, and threshR.png The Box will be rendered null. If Alistar is tower diving, you need to save your crowd control so that he has to use his ultimate first, and you might snag a kill. When Alistar uses ferocioushowl.png Unbreakable Will to escape, you can't follow-up much; you will need to wait for an opening a little bit later to engage once more.

VS

Annie

Easy

Annie's passive anniepassive.png Pyromania is really the only thing that makes Annie support viable. She stuns you after casting four abilities, which when ready is indicated by the tell-tale swirl around her. You need to let Annie burn it away by either waiting for her to use it on a minion or on yourself. When this happens, you and your ADC should engage on Annie hard; Annie has no escapes and she just blew her one source of crowd control. 


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disintegrate.png Disintegrate is a good poking device and useful stun activator. She will wear you down by using it repeatingly until she has her stun up, which means she can then kill you. When you know that disintegrate.png Disintegrate will stun and Annie throws one at you, try to fall back as far as possible to delay the impact. If she tries to follow-up on the impact via incinerate.png Incinerate, you might be able to engage on her with the classic threshE.png Flay and threshQ.png Death Sentence.

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incinerate.png Incinerate is used either for activating anniepassive.png Pyromania or dishing out some damage after disintegrate.png Disintegrate. If you use threshE.png Flay and back up just a little bit, incinerate.png Incinerate could successfully be dodged.

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moltenshield.png Molten Shield is pretty much just a anniepassive.png Pyromania stacker. If you see Annie pop this ability, it is most likely that she intends to engage. Be aware of this and simply back off.

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Annie's ultimate infernalguardian.png Summon: Tibbers is used for a quick, hard engage with a fully-stacked anniepassive.png Pyromania or to tank tower. Her most potent combo is using 4.png Flash and then using infernalguardian.png Summon: Tibbers. If your ADC gets caught out with this, use threshW.png Dark Passage to lantern them to safety; make sure to throw it away from both the enemy champions and Tibber himself.

VS

Bard

Medium

Bard's passive bardpassive.png Traveler's Call means he has to roam to collect chimes, and become more powerful. Use these absences to your advantage, and pick off the enemy ADC. Laning against a Bard can swing either way. When you try to harass Bard, he uses his empowered autos via bardpassive.png Traveler's Call. Bard can win an auto trade easily with this, so try to do a hit-and-run on Bard with a fully-charged auto.


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bardQ.png Cosmic Binding can really mess you up if you try to make a play, or he gets you caught out. Dodge this and make him burn it; his primary crowd control ability pre-6 is burned, and he can't retaliate all that well. Care when Bard roams - it is absolutely essential to warn whenever he leaves lane. While Bard is away getting chimes and looking for plays, harass the enemy ADC and either zone them from minions or simply kill them.

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bardW.png Caretaker's Shrine should be destroyed as soon as possible, but do not overextend to step on them. Since they give movement speed, Bard can place these under his ADC or himself, and successfully dodge your threshQ.png Death Sentence or threshE.png Flay.

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Warding over the enemy wall is also key for success as Bard can use bardE.png Magical Journey to bring himself and even allies to kill you. You can use threshE.png Flay or threshQ.png Death Sentence on Bard when he enters his portal to drag him out of it. It is usually useful to hold on to your crowd control when he tries to escape via bardE.png Magical Journey; as he tries to flee, use your abilities to deny him his life.

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Bard's ultimate bardR.png Tempered Fate means Bard can tower dive to quite an extent. However, his window to do so is constrained to a very short time. If he does attempt to tower dive, save your own crowd control until you can use it at the right time, and wait for their opportunity to crumble as you keep them under your tower.

VS

Blitzcrank

Medium
Blitzcrank's passive blitzcrankpassive.png Mana Barrier is useful for baiting unsuspecting enemies. Be wary of engaging on Blitzcrank as he can pull this passive out and might push you into an uncertain situation. Try to pop this passive earlier, and re-engage on him when blitzcrankpassive.png Mana Barrier is on cooldown. However, if you do successfully activate Blitzcrank's passive, he is most likely trying to back as he is low health. Do not tower dive him as he can simply negate you by using rocketgrab.png Rocket Grab and killing you.

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The crux of Blitzcrank, the infamous rocketgrab.png Rocket Grab is a menace to your well-being and your ADC's. It will immediately displace you, and can put you in grave danger. This very powerful ability is not without counter; it is easily blocked if you pay attention to Blitzcrank. Stay behind your minions as it will be stopped by them. rocketgrab.png Rocket Grab also can be simply dodged as it has quite a wind-up animation, and you can anticipate if he's about to grab you. Do not underestimate this range as it can travel surprisingly long distances. Blitzcrank will always start with this ability. You need to push your wave, hit level 2 first, and keep some lane pressure. Blitzcrank will only be able to forcefully displace you, but it won't cost you your life this early. To assert some pressure, zone Blitzcrank, but do not push against him. Blitzcrank might be able to grab you under his tower, which means game over for you. Instead, try to freeze lane, and ward constantly. This makes the bot lane a delicate balance between your aggression and his. Make one wrong move, and Blitzcrank will use rocketgrab.png Rocket Grab and make you lose lane. Keep calm and collected, and pay attention to Blitzcrank.

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overdrive.png Overcharge is rather binary, in that the movement speed he recieves can go to one of two causes. If Blitzcrank uses this ability and moves towards you, it means he wants to engage and grab you. You need to prevent this by using threshE.png Flay and walking away. This window of opportunity lasts only a short time, and you might be able to engage on Blitzcrank as his self-slow kicks in. The other result Blitzcrank is looking to achieve when he activates overdrive.png Overdrive is to escape you. You can use threshE.png Flay and threshQ.png Death Sentence to bring him back to you and possibly net you a kill. Be careful to not overextend chasing him as he might try to use rocketgrab.png Rocket Grab to pull you when you look to bring him back.

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powerfist.png Power Fist will knock-up you briefly. Blitzcrank can use this ability over minions as it has an increases range for his auto attack, which means he can prevent you from moving long enough for him to position himself so that he can use rocketgrab.png Rocket Grab and pull you to your doom. This is an ability that is mostly for making you unable to respond to rocketgrab.png Rocket Grab or from moving after a successful grab. It is important to note that powerfist.png Power Fist can disrupt an ally taking threshW.png Dark Passage, which means that the ally in question will in all likelihood die.

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Blitzcrank's ultimate staticfield.png Static Field provides some fair amounts of area of effect damage as well as a mass silence. This can mess you up as it disables the use of 4.png Flash, and you are unable to escape Blitzcrank. If Blizcrank is confident and using this ability on you to secure your death, there's not a whole lot you can do. Do not burn 4.png Flash if you are going to die.

VS

Brand

Easy

Brand is easy to lane against so long as you constantly are able to dodge his abilities, particularly brandfissure.png Pillar of Flame. As is the case with pseudo-mage supports, Brand has no escape, and he only has a singular crowd control ability that requires a prerequisite ability via brandblaze.png Sear. This stun from brandblaze.png Sear is triggered when Brand hits you with any of his abilities, then uses brandblaze.png Sear. brandblaze.png Sear is a skillshot that is blocked by minions, and has surprising range - do not underestimate the range of brandblaze.png Sear. Since brandblaze.png Sear is blocked by minions, you can hide behind your own minions.


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It is important to note that a common Brand maneuver is to use brandfissure.png Pillar of Flame on minions that do not hit you. You move closer as you believe he cannot touch you now. Instead, Brand will use brandconflagration.png Conflagration to spread his fire around, killing the minions. He now has destroyed your minion shield against him and has set you brandpassive.png Ablaze; Brand can use brandblaze.png Sear to now stun you.

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To gain an early lead on Brand, push the minions hard. When you hit level 2 first, you can hard engage on Brand, and he won't be able to retaliate at level 1 as he only has a damaging spell.

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You need to harass Brand and whittle him down. If he burns away brandfissure.png Pillar of Flame, his main damage ability is gone. Engage on him hard, and he'll melt. Be wary of Brand's ultimate brandwildfire.png Pyroclasm and step away from your ADC to prevent it from bouncing and killing you. Finally, make sure you use threshW.png Dark Passage at the right moments to shield against Brand's health burn.

VS

Braum

Medium

Braum can be a tough nut to crack sometimes, but by poking him down and out-positioning him, you can find success. Braum and his ADC can poke you down and win trades easily by using Braum's braumpassive.png Concussive Blows. This passive will punish you heavily if you allow Braum to get close you. If you fear he is going to engage on you, use threshE.png Flay to knock him back.


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Braum's braumQ.png Winter's Bite is a fairly potent slow with a surprising range. This skillshot is easy to avoid due to how slow it moves, and can be blocked by your minions; stay behind minions, and you will have a much easier time. It is important to note that braumQ.png Winter's Bite can add a stack to his passive, and can trigger a series of events where you can end up stunned.

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braumW.png Stand Beside Me makes Braum leap to an ally. With this ability, he can avoid confrontation and escape, perform a rapid engage, or protect his ADC with the added benefit of increased defenses. If you continuously harass him enough so that he tries to back off using braumW.png Stand Beside Me, you can threshE.png Flay his jump and kill him. 

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Braum is suppose to be a very much literal shield for his ADC, and he accomplishes this goal with the help of braumE.png Unbreakable. He can block threshQ.png Death Sentence from hitting his ADC with this, and when combined with braumW.png Stand Beside Me, Braum makes hooking the enemy ADC that much harder. You need to play around Braum's shield so that braumE.png Unbreakable is wasted and on cooldown, and you can then engage on your opponents. Since Thresh's autos do not count as projectiles, you can still harass Braum to the fullest extent.

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braumR.png Glacial Fissure is a strong ultimate that can mean the end of you and your ADC. If you have little vision control, Braum is running towards you aggressively, and he is 6 or above, back off. He mostly likely has a jungler with him, and can destroy you. Braum will also look to use braumR.png Glacial Fissure if he feels he can successfully engage and create a favorable fight. You will want to back off when he uses his ultimate. If you ADC is caught out, you will want to use threshW.png Dark Passage to bring him to safety.

VS

Fiddlesticks

Easy

You will likely not see Fiddlesticks as a support at any time. However, in the case that you do, know that he works similarly to other pseudo-mage supports. He has a singular crowd control ability that is potent, terrify.png Terrify.


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Engage on Fiddlesticks hard, and he won't be able to do much at all besides fearing you. This lasts for much shorter durations at lower levels. If you can gain a lead early, his increased duration on terrify.png Terrify won't matter much if he can't get close to you without dying. To gain an early lead on Fiddlesticks, communicate with your ADC to push the minions hard. When you hit level 2 first, you can hard engage on him, and Fiddlesticks won't be able to retaliate at level 1.

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Fiddlesticks does come with built-in sustain with drain.png Drain, which can be stopped with either threshQ.png Death Sentence or threshE.png Flay. When Fiddlesticks is prepping his ult (ward over his walls), use threshW.png Dark Passage to lantern your ADC to safety, and re-engage at your pleasure.

VS

Janna

Medium

Janna is very much a bother for Thresh in that she can consistently deny Thresh getting any leads. Her passive jannapassive.png Tailwind makes landing threshQ.png Death Sentence and threshE.png Flay harder as Janna's ADC has a little bit more maneuverability. It also makes both chasing and escaping them somewhat more difficult. This can be played around if you take into account the excess movement speed.


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Janna's Q howlinggale.png Howling Gale can shut-down almost all engages and picks. She simply pushes you back and prevents you from getting close to her or her ADC. This ability quite simply rejects your advances, and makes you unable to make plays. However, this is not without counter. You should wait until she blows it, then you can engage with more confidence and ease.

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sowthewind.png Zephyr is also used in her peel. It slows your positioning for plays, which allows her to escape. When uses sowthewind.png Zephyr to slow you, note that Janna loses her passive part of this ability, in which she loses extra movement speed. She may slow you, but she also slows herself. The range of Zephyr allows you to threshE.png Flay Janna towards you, threshQ.png Death Sentence, and hopefully win a trade or even result in a kill. This technique also applies when Janna uses sowthewind.png Zephyr to poke you down. You probably won't be able to kill her if this occurs after she pokes as Janna might have howlinggale.png Howling Gale available.

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eyeofthestorm.png Eye of the Storm is a powerful ability that shields herself, an ally, or even a turret. This means Janna can use eyeofthestorm.png Eye of the Storm, throw-out an auto and perhaps sowthewind.png Zephyr, and win a significant trade. She can also block your poking by shielding when you try to auto.

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Janna's ultimate reapthewhirlwind.png Monsoon can both create and deny plays. She can push you into turret or back onto her allies for a kill. Janna can also stop you in your tracks from an engage - even knocking you out of leap.jpg Death Leap.

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Overall, Janna can be challenging to play against, but once you exhaust her abilities, she becomes easy prey. Make her use her abilities, put them on their long cooldowns, and drain her mana. Be patient and persistent. To gain an early lead on Janna, communicate with your ADC to push the minions hard if she got either sowthewind.png Zephyr or eyeofthestorm.png Eye of the Storm first (this is the most likely scenario). When you hit level 2 first, you can hard engage on Jana, and she might not be able to retaliate at level 1. With sowthewind.png Zephyr, Janna can only slow you; With eyeofthestorm.png Eye of the Storm, she can only negate a relatively small amount of damage. However, if Janna starts howlinggale.png Howling Gale, engaging hard might unravel as she has stronger peel with it.

VS

Karma

Medium

Laning against Karma is a poke battle. Her goal is to whittle you down, engage when you are low, and provide enough crowd control that her ADC can come and clean-up. With her passive karmapassive.png Gathering Fire, the more she attacks, the cooldown on her abilities go down. That means the more Karma can successfully poke you, the more she can spam spells, and poke even more. She is very much a bully, and punishes fairly hard for mispositioning. It is worth to note that Karma is unusual in that her ultimate karmachakra.png Mantra empowers her other abilities rather than being a separate ability of its own right.


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Karma's Q karmaheavenlywave.png Inner Flame does a fair amount of damage while slowing on impact. If empowered however, the slow doubles and on impact or at the end of its range, the ability creates an area that detonates after a bit. This is her main poking device in and out of lane. Karma will be constantly trying to hit you with this. This is not the hardest to dodge, but if you happen to be hit, try to walk away. It is likely Karma will try to follow-up with her root karmaspiritbond.png Focused Resolve. Do not underestimate the denotation damage.

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karmaspiritbond.png Focused Resolve is a point-and-click ability that tethers a champion. If the tether is not broken, Karma will root you. karmachakra.png Mantra's bonus increases the root duration and heals Karma. It is important that you break this tether. If Karma attempts to use karmaspiritbond.png Focused Resolve on you as you back off, Karma will follow, root you, and hopefully will lose the trade if your ADC follows. She will be overextended, and you can tear her apart as she is squishy. If you become rooted, you can still cast you abilities such as threshQ.png Death Sentence. The other end scenario if she uses karmaspiritbond.png Focused Resolve on you when walking away is that Karma will be forced to back off herself, and nullify her attempt. This would be a decent time to strike as she no longer has a root to peel.

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karmasoulshield.png Inspire grants a shield and movement speed to a target champion. This is the beginning of her basic combo: speed up, tether via karmaspiritbond.png Focused Resolve, and finish off with karmaheavenlywave.png Inner Flame. When Karma uses karmasoulshield.png Inspire on herself or an ally, back off and wait for their aggression to subside. Make sure they can't trade like they wanted, and you can counterattack them much easier now. If the enemy laners haven't shown much aggression and suddenly use karmasoulshield.png Inspire, that's a red light to back off as their jungler is likely coming to gank. karmasoulshield.png Inspire can make landing threshQ.png Death Sentence and threshE.png Flay much harder to land with the movement speed boost.

VS

Leona

Easy

Leona's main strength comes from her rapidly engaging on a target, stunning them, and waiting for her allies to kill her helpless enemies. However, Thresh's threshE.png Flay completely takes this aspect away from Leona. threshE.png Flay can interrupt leonazenithblade.png Zenith Blade and ruin Leona's engages.


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Leona's passive leonapassive.png Sunlight makes poking you down much easier for her. She can mark you with any of her abilities, her ADC can auto you, and deal quite a bit of damage. Try to avoid the area of effect marking from leonasolarbarrier.png Eclipse. Leona herself is quite tanky, which means your poke will have to be drawn out to have much effect on Leona. Just continuously poke her down, deny her advances, and then kill her when she's been battered enough.

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Leona's ultimate leonasolarflare.png Solar Eclipse is really the only way Leona will be able to engage on you. It is true that if you get caught in it, you will get stunned with dire consequences. However, you can tell if Leona is about to use leonasolarflare.png Solar Eclipse. If Leona is running towards you rapidly, you need to back up right away, and get to a safe spot. If your ADC lags behind, be sure to throw threshW.png Death Sentence before leonasolarflare.png Solar Eclipse actually hits. If your ADC was unable to grab the lantern to safety fast enough, you'd better get close to your ADC and threshE.png Flay away Leona's leonazenithblade.png Zenith Blade.

VS

Lulu

Medium

Lulu's passive lulupassive.png Pix, Faerie Companion makes activating 3303.png Spellthief's Edge and poking you down easier. She is meant to wear you down and poke you out of lane. This passive gives her autos a bit more kick to do just that.


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luluq.png Glitterlance is Lulu's main source of poking. It fires not one, but two bolts that slow as well as damage. This ability is rather predictable however, so learn to dodge it. Lulu might use lulue.png Help, Pix! to extend her potential range of luluq.png Glitterlance.

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Lulu's luluw.png Whimsy is central to Lulu's ability to prevent escape. It will give movement speed to an ally, which makes landing threshQ.png Death Sentence or threshE.png Flay harder. Lulu can also choose to use luluw.png Whimsy on you, slowing you and disabling the use of any ability. This makes escaping her much harder and leaves you fairly defenseless. Take care when engaging as Lulu can simply polymorph you and nullify your ability to kill.

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lulue.png Help, Pix! can provide one of two things like most of Lulu's abilities. This one can shield an ally and give them some extra firepower in their auto attacks, which can prevent death via 14.png Ignite, protect against your poke, or aid in your death. lulue.png Help, Pix! can also damage you slightly while revealing. Using luluq.png Glitterlance while Pix is on you means she has the potential to slow both you and your ADC. Lulu can also combo off of a minion and use luluq.png Glitterlance to slow you down. When Lulu uses lulue.png Help, Pix!, be sure to back off a fair distance from the target to prevent damage and a slow. If Pix is on you, keep some distance away from your ADC if you can help it. Pay attention to where Lulu uses lulue.png Help, Pix!, and act accordingly.

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FInally, Lulu's ultimate lulur.png Wild Growth can be used in several ways. She can prevent herself or her ADC from dying with this as it gives health, and both knocks up and slows enemies. It can throw off an engage, and deny a pick from occurring. Lulu can also use lulur.png Wild Growth to disable your movement long enough for you to die.

VS

Morgana

Hard

Morgana's darkbindingmissile.png Dark Binding is a powerful rooting ability. This skillshot has a fairly large hitbox, and will last quite a while. However, it moves slowly, and can be dodged easily with assistance of its wind-up animation. It will be stopped if a minion is in its path, so staying behind your minions is a useful strategy. You also can use your abilities when rooted, making a surprise threshQ.png Death Sentence a good way to net a possible kill. One indicator to when Morgana will use darkbindingmissile.png Dark Binding is when she simply walks up to you, and acts aggressive. You should also throw out threshW.png Dark Passage if it looks like an enemy is about to be hit by darkbindingmissile.png Dark Binding.


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tormentedsoil.png Tormented Soil can wear you down a little, and is an easy way to zone you away. Try to prevent thunderlords-decree.png Thunderlord's Decree from procing by walking out of the affected area as soon as possible.

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The main reason why Morgana is a hard matchup is due to blackshield.png Black Shield. This ability will negate some magic damage and prevents disables for a duration. Both threshQ.png Death Sentence and threshE.png Flay do magic damage, so the small amount of damage you can do to your target will be nullified. It also means the crowd control from threshQ.png Death Sentence and threshE.png Flay will not work. You can therefore not make a pick, and Morgana is able to block you from making plays.

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Morgana's ultimate soulshackles.png Soul Shackles can be dangerous to go against. It does considerable damage throughout as well as disabling you. When Morgana wants to make a pick, she will either use darkbindingmissile.png Dark Binding to disable you and follow-up with soulshackles.png Soul Shackles, or first use soulshackles.png Soul Shackles and finish off with darkbindingmissile.png Dark Binding. The end result is the same; you are stuck while the enemy ADC pounds on you, and you might die. If Morgana is post-6 and tries to use darkbindingmissile.png Dark Binding first, you need to dodge this. If Morgana first usessoulshackles.png Soul Shackles, you need to use threshE.png Flay to push her back far enough to break the tether of said ultimate. Finally, as a last resort, if both you and your ADC are caught in her soulshackles.png Soul Shackles and using threshE.pngFlay doesn't break the tether, you could use threshQ.png Death Sentence on Morgana to drag her to yourself. This means you will be stunned, but your ADC will be free, and could re-engage on Morgana to get a kill.

VS

Nami

Medium

Nami's passive namipassive.png Surging Tides means that she can prevent engages and can engage herself fairly well. By increasing movement speed, she can make it hard to land threshQ.png Death Sentence or threshE.png Flay; Nami can also speed herself and allies to position close to you, and can kill you as a result. You should learn to back off when Nami applies buffs to herself or allies so that you can avoid an engage. Using threshE.png Flay against Nami while sped up still means you can follow-up threshQ.png Death Sentence quite easily as the slow cuts through the bonus movement speed, and prevents her from moving in general.


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namiQ.png Aqua Prison can be hard to dodge if you are slowed, but it is still manageable. It is incredibally slow, and indicates where it will hit. Avoid this ability, and laning will go much smoother. If your ADC is trapped by namiQ.png Aqua Prison, you should try and lantern them to safety via threshW.png Dark Passage. You can tell when Nami wants to use namiQ.png Aqua Prison when she plays aggressive and runs to you, usually after speeding up with namiE.png Tidecaller's Blessing. Notice this, use threshE.png Flay, and prepare to dodge namiQ.png Aqua Prison or counter-engage by a follow-up threshQ.png Death Sentence.

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namiW.png Ebb and Flow offers great sustain with its heal, and can also do some damage. Do not let it bounce as the damage and heals stack up quickly. This ability is also commonly used to speed herself up to create an engage. Due to the heal of this ability, you will have to poke Nami down to neutralize namiW.png Ebb and Flow.

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namiE.png Tidecaller's Blessing really hurts you and can make escaping difficult with its built-in slow. If Nami buffs her ADC, wait out the duration of it before approaching again. If Nami buffs herself, back off a bit, and use threshE.png Flay to prevent her engage.

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namiR.png Tidal Wave is a great tool for skirmishes and engaging. Nami can use this ability to keep you from moving long enough for a hard engage, potentially with her jungler in tow. You need to learn how to dodge this ability, and to recognize the animation Nami does when summoning it. If your ADC is caught out with namiR.png Tidal Wave or it is incoming and they are cornered, use threshW.png Dark Passage to bring them to safety.

VS

Nautilus

Hard

Nautilus' passive nautiluspassive.png Staggering Blow will root you every so often when he basic attacks you. This means Nautilus can lock you down, which is not a good situation to be in. However, being rooted means you can still cast abilities such as threshQ.png Death Sentence or threshE.png Flay. nautiluspassive.png Staggering Blows is troublesome, but can be avoided if you keep your distance from Nautilus, and don't underestimate his auto attack range.


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nautilusanchordrag.png Dredge Line is similar to your own threshQ.png Death Sentence in that Nautilus throws out a linear skillshot to grab you. Thus, you need to treat it similarly in that it can cause a situation you don't want to be on the receiving end. Give nautilusanchordrag.png Dredge Line some respect and play around it. It can potentially mean the end for you, and can also be used to escape. This ability is an incredibly strong engage and pick tool. However, you can cancel nautilusanchordrag.png Dredge Line with threshE.png Flay; use this to your advantage, and stop Nautilus in his tracks.

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nautiluspiercinggaze.png Titan's Wrath

VS

Shen

Easy

VS

Sona

Hard

VS

Soraka

Medium
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VS

Tahm Kench

Easy

Tahm Kench's passive tahmkenchpassive.png An Acquired Taste is a simple stacking ability. Tahm Kench will most likely use tahmkenchQ.png Tongue Lash and two basic attacks to get his full three stacks on you, and he will follow-up with tahmkenchW.png Devour. Since Tahm Kench is melee and he needs to stack his passive through basic attacks, try to keep your distance from him. You should also look to abuse his short range by constantly using basic attacks to wear him down.


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tahmkenchQ.png Tongue Lash is a medium ranged skillshot which will slow you upon first impact, or stun you if you have three stacks of tahmkenchpassive.png An Acquired Taste. This ability can be rendered fairly unusable if you keep minions between yourself and Tahm Kench. Using tahmkenchQ.png Tongue Lash is a common way to set-up a trade or kill, but can be also used to prevent escape.

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tahmkenchW.png Devour is an ability in which Tahm Kench eats a minion, an ally, or an enemy. Eating a minion will give Tahm Kench the ability to spit the minion out in a target location, and will slow, damage, and add a stack of tahmkenchpassive.png An Acquired Taste on enemies. In this way, tahmkenchW.png Devour's minion projectile is easily dodged if you pay attention. Eating an ally will prevent you from targeting them, and Tahm Kench will gain movement speed if you moves towards you. This will negate your picks, and can prevent a kill for you. If Tahm Kench eats an ally; wait for him to spit his ADC out if you feel confident in a kill, or even just wait a minute for another opportunity to rise. Finally, Tahm Kench can eat you if you already have three stacks of tahmkenchpassive.png An Acquired Taste. This may slow him quite a bit, but you will be unable to cast spells or see really anything. Tahm Kench will try to activate tahmkenchW.png Devour on you or your ADC after he initiates, and he'll get try to drag you or your ADC back towards his ADC. You will simply have to get Tahm Kench away and peel, to which threshE.png Flay is incredibly useful for this. If your ally gets caught out, prepare a lantern with threshW.png Dark Passage for when he is able to escape; you may also have to use threshQ.png Death Sentence to drag Tahm Kench off the lantern.

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Tahm Kench's ultimatetahmkenchR.png Abyssal Voyage will teleport himself alone or with an ally to a target location. This won't be used much in lane, but there are two instances were that is the case. He can use tahmkenchR.png Abyssal Voyage to escape with his ADC, and Tahm Kench can also use it to bring his jungler. You can interrupt this with threshQ.png Death Sentence, threshE.png Flay, or even just a basic attack. It might be a good idea to use threshQ.png Death Sentence right when Tahm Kench reaches the end of tahmkenchR.png Abyssal Voyage if you got some distance between him, or to alternatively use threshE.png Flay if he will end up near you.

VS

Vel'Koz

Easy

Vel'Koz's velkozpassive.png Organic Deconstruction is a very potent tank melting tool and poking device. This passive will proc after three ability impacts on you, which will detonate into true damage. You will need to avoid being hit by Vel'Koz's abilities, and to evade his maneuvers. Doing this will make velkozpassive.png Organic Deconstruction useless, and make his strong point in lane much weaker. He will continuously try to spam you with his abilities, but continue to dodge and wait for an opening when he blows his abilities. Use threshE.png Flay and threshQ.png Death Sentence, and you'll either get Vel'Koz's Summoner Spells down or kill him.


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velkozQ.png Plasma Fission is the key to Vel'Koz's massive poke. It already does damage as well as apply a slow, which can lead to a chain reaction of damage. But Vel'Koz can also angle it and bend around minions. This is the main ability Vel'Koz will use to weather you down. He will start with this ability, so once it is dodged you can try to engage on him. velkozQ.png Plasma Fission is also a good peeling ability, and can keep you at bay.

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velkozW.png Void Rift will mostly be used for the very occasional poke, but is mostly used after velkozE.png Tectonic Disruption to melt you via activating velkozpassive.png Organic Deconstruction. You need to avoid the second detonation of velkozW.png Void Rift if you are able to.

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velkozE.png Tectonic Disruption is the ability which can set-up Vel'Koz's combo, and can really ruin your day. It is a slow projectile that can be dodged fairly easily. If you happen to mess up and get caught out with velkozE.png Tectonic Disruption, you'll need to use threshE.png Flay and threshQ.png Death Sentence to drag Vel'Koz back. His range of velkozE.png Tectonic Disruption is a little less than your range of threshQ.png Death Sentence. Take this into account, and you can bait Vel'Koz hard.

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Vel'Koz's ultimate velkozR.png  Life Form Disintegration Ray will both slow you and rip you apart. This is usually a way for Vel'Koz to execute and finish you off. You can cancel this ability's channel by either using threshQ.png Death Sentence or threshE.png Flay. This will offset Vel'Koz, and might save your life - or cost him his.

VS

Zilean

Medium

VS

Zyra

Hard

Zyra is unique among the pseudo-mage supports. Like the others, you can gain an early lead against Zyra by communicating with your ADC to push the minions hard. When you hit level 2 first, you can hard engage on Zyra. However, she can counter this as she could have gotten zyraE.png Grasping Roots as a first ability. Zyra is a very dangerous opponent as she has ridiculous amounts of damage, and can shred you before you get the chance to purchase any tank items. She can zone hard, and prevent you from even getting close enough to auto. Zyra's zyraE.png Grasping Roots and zyraE.png Vine Lasher can peel heavily for both herself and her ADC. zyraR.png Stranglethorn, Zyra's ultimate, can screw you over and can result in a kill. This is especially true when her ADC and jungler come to help her. Finally, a good Zyra can absolutely block your threshQ.png Death Sentence with her plants. The strength you have against her is that you have threshW.png Dark Passage for ally saving, good peel, and Zyra is pathetically squishy.

Strengths and Weaknesses Back to Top

STRENGTHS

  1. Extremely versatile, has tools for most situations
  2. Good pick potential, playmaker
  3. Amazing ability to save lives / escape
  4. Decent peel / decent kiting
  5. Can play aggressive and defensive playstyles
  6. Excellent roaming potential
  7. Can become tanky later in the game
  8. Really good engage

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WEAKNESSES

  1. Not naturally tanky
  2. Somewhat mechanically complex
  3. Needs experience to play well
  4. Not best in any one field / outshined by other supports in certain circumstances - "jack of all trades, but master of none"
  5. Needs follow-up, reliant on team
  6. Relatively high cooldowns - especially early
  7. No innate sustain in lane
  8. May not be as reliable as other supports

Ability Analysis Back to Top

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Thresh does not gain armor per level, rather he gains armor through collecting souls in his passive Damnation. He gains 0.75 bonus armor and ability power through souls. Thresh can collect souls either by walking next to them or picking them up with his lantern. Large creatures and champions always drop a soul, while smaller monsters and minions drop souls only occasionally. These souls drop a certain distance near Thresh, and disappear after 8 seconds. Enemies cannot see Thresh's souls so long as they have no vision of him. 

Souls should be collected at every given opportunity so long as it does not risk your own life or an ally's life. You can often be caught out if you position yourself too far to gather a soul. Sometimes in the late-game, the souls are not worth to try and get as mispositioning can cause a huge mistake.

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With Thresh's Q ability Death Sentence, Thresh throws out a hook after 0.5 second that stuns whatever target it first hits for 1.5 seconds. If Death Sentence connects with an enemy target, the cooldown of Death Sentence is reduced by 3.0 seconds. As Death Sentence's tether connects with an enemy target, Thresh pulls the target to him in small, short bursts. He cannot attack during this time. When 0.5 second has passed after Thresh hooks an enemy target or hits a minion or monster, Thresh can pull himself towards the target in the second activation of Death Sentence called Death Leap. This removes the stun effect on the target, but allows Thresh to attack once more. 

It is worth noting that you can use your abilities while mid-flight towards the target. You can hook an enemy, leap towards it, use Dark Passage while in the air or even when you reach the end, and bring an ally with you to the target in question. This is very useful for ganks and picks as it allows your ally to get much closer to the opponent rapidly. You can also use Flay while using Death Leap to push or pull enemies accordingly.

Abilities that prevent other abilities' effects from working such as 25.png Morgana's blackshield.png Black Shield or 14.png Sion's cannibalism.png Unstoppable Onslaught prevent the stun and pulling of Death Sentence, but you can still dash to the champion in mind. This means that even if the enemy champion tries to negate your hook, you can travel to them and potentially pick them out. Spell shields such as 15.png Sivir's spellshield.png Spell Shield consumes Death Sentence, applies no stun, and puts it on cooldown.

Death Sentence is thrown by Thresh's right hand, which means it is slightly oriented to Thresh's right side. This helps you hook enemies around minions and abuse hitboxes. Death Sentence can also be thrown in a direction you are not facing. If you need to peel for an ally, in some situations he can use Death Sentence, and use Flay on the enemy at the very end of Flay. Landing Death Sentence does not mean you should automatically go in; going in at the right times comes with experience mostly, so learn when to go in and when not to.

You can also use Death Sentence right at an enemy minion when the minion is about to die. This tricks the enemies into a false sense of security, and you can land your hook on them as a result of their carelessness. The maneuver can be risky as it (usually) requires coordination so that your ADC can kill the minion in time - if you hit the minion, you can be abused with Death Sentence on cooldown.

One of the most innovative possibilities with Death Sentence is the so-called 'Madlife' named after the professional player who pioneered it. This tactic is to throw Death Sentence not directly at the enemy, but a calculated distance away from them so that Death Sentence connects with the opponent after the enemy used a gapcloser or dash. This includes but is not limited to 236.png Lucian's lucianE.png Relentless Pursuit, 67.png Vayne's vaynetumble.png Tumble, or 81.png Ezreal's ezrealarcaneshift.png Arcane Shift.

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Thresh's W ability Dark Passage throws a lantern to a target location, lasting for 8 seconds and revealing a small area around it. During this time, an ally of Thresh can click on it and dash to Thresh. Dark Passage has a fixed tether range in which if Thresh leaves this range, Dark Passage is nullified and disappears. The first ally to touch the lantern or Thresh when he leaves the tether range is shielded for a small amount which lasts 4 seconds.

You should not place Dark Passage directly on top of allies, but just in front of them. This allows allies to recognize the lantern and use it without fear of enemies disrupting it or blocking it. Using Dark Passage when an ally jungler is ganking gives a much better rate of success as well as adding a factor of surprise. Dark Passage has a small hitbox on it, which means it can prevent enemy movement, block off certain areas, and allies might still be able to click on it even when blocked by enemies.

Dark Passage can be used to gather souls; be careful when you use this as you  place Dark Passage on a long cooldown with no escape available to your allies. Finally, Dark Passage can be used to trick opponents by placing the lantern out of enemy vision; this can fool the enemies into thinking your jungler is coming to gank. It can be used to alleviate pressure and provide you with some pressure of your own.

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With Thresh's E ability Flay, Thresh has two parts - a passive and an active. With Thresh's passive part, Thresh gains increased magic damage on his next auto attack based on the last time Thresh hit an auto attack. This recharges every 10 seconds, and scales off souls gathered and attack damage. The passive does not reset on ward, tower, inhibitor, or nexus hits. When this passive is fully charged, a sound effect will play, and Thresh's scythe will glow with light. Flay's active part is a point-blank area of effect ability that knocks enemies in the direction that Flay was thrown. After they are knocked in the respective direction, enemies are slowed for 1 second, starting at a 20% slow, gaining 5% per level invested in Flay, and ending at a 40% slow.

Using Flay and following up with Death Sentence will make picks much easier. It is the most basic combo, the bread-and-butter combo of Thresh - walk up to the enemy in question, Flay, and finish off with Death Sentence. Flay can also be used to cancel enemy dashes and gapclosers - for a list, refer to the section 'Flay Interactions'. Flay's passive allows you to harass and poke opponents in lane, which can give tremendous lane pressure. As a final note, make sure you level up Flay at 1:30 at the latest so you can have a more effective leash for your jungler.

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Thresh's ultimate ability The Box summons 5 walls in a pentagon around Thresh after a 0.75 second delay. When an enemy champion comes into contact with one of the walls, they are slowed for 99% for 2 seconds and are dealt damage. All subsequent collisions result in a slow for only 1 second, and no damage is applied.

The Box can be used to prevent enemy escape when making a pick. The Box can block an entire enemy team if placed within a narrow passageway. Try to use The Box right after you land a hook so that you can apply its affects before your pull has ended and that the spawn animation does not inhibit a kill.

Game Flow Back to Top

STARTING ABILITY

Almost always you will want to get threshE.png Flay first. Flay has a passive where, based on how long Thresh has waited between auto attacks, his next auto attack will do bonus attack damage. This exerts a ton of lane pressure via auto attacking and harassing. It's also really good for helping a jungler leash, and stopping the leashed jungle monster's attack animation. However, there are a few cases where you would want to get Death Sentence or threshW.png Dark Passage first. Get Death Sentence first if you are planning a serious invade. The pick potential is awesome, and can almost guarantee a kill if you and your team is committing on doing an invade. Finally, get threshW.png Dark Passage only if the enemy is doing an invade, and an ally is in immediate need for rescuing. You can generally avoid having to level the less advantageous threshW.png Dark Passage if you ward and scout out the river prior to minions spawning. At the very lastest, make sure you get threshE.png Flay at 1:30 to let threshE.png Flay's passive charge up for a more effective leash.

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LANE BEGINNINGS

Soon™
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