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All Guides Thresh Guides [Support] Thresh [S4 Updated] - Nobody escapes!
6 months ago

Thresh Statistics for Mljask

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

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score


  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Suggested summoner spells:

3.png Exhaust is still the single most powerful and safe support summoner spell. It is very versatile, can be used either aggressively or defensively, and scales very well into late game due to the percentage-based stat reductions (unlike 14.png or 7.png). In the past, Exhaust was the go-to support spell, and it looks as though it is becoming that again in s4. 

4.png Flash is acknowledged as the most powerful summoner spell, so I don't need to explain why you should take it. On the other hand, there are several reasons why you don't have to take this spell; one is that your Q can serve much the same purpose as 64_icon_64.png's Q, another is that all of your abilities interact slightly unfavorably with 4.png (all abilities work awkwardly if you flash into using them, especially E). You can read more about this in the Abilities section.

14.png vs. 3.png: With Season 4 changes, supports have again taken to Exhaust over Ignite. Exhaust is stronger than Ignite in a straight up 2 vs 2 bottom lane fight, which nowadays are far more common than 3 vs 2 fights, primarily due to trinkets and the easy safe laning through free vision. In later fights (midgame and later), Exhaust has lost some of its power due to the power of all team members being more balanced - in other words, the damage output of junglers and top lane bruisers is getting as high as mid laners and AD carries. This means that using Exhaust on an AD or mid laner will have much lower reductions in overall damage output, due to as much damage now coming from bruisers.

Using Exhaust on bruisers is less effective than it used to be, due to the over-abundance of gapclosers in just about every kit out there (which negates the movement reduction). Bruisers' damage is at least 50% ability-based (popular examples: 122_64.png59_64.png254_64.png58_64.png all rely on abilities for damage), which makes the attack speed reduction irrelevant. On the other hand, using exhaust on assassins is one of the main ways of protecting your most important team members from dying - a well timed exhaust on 238_64.png35_64.png39_64.png157_64.png64_64.png107_64.png can be the difference between your AD living or dying.

Runes Back to Top

  • 9x
    +0.91 armor Greater Mark of Armor
  • 9x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 9x
    +0.16 magic resist per level Greater Glyph of Scaling Magic Resist
  • 9x
    +8 health Greater Seal of Health
  • 1x
    +26 health Greater Quintessence of Health
  • 2x
    -2.5% cooldowns Greater Quintessence of Cooldown Reduction

Marks and Seals: 

Fairly standard on any support, armor Marks and flat health Seals give you the base resilience that you need to not get destroyed by enemy ADs early on and to be able to fight in the middle of several minions. This is very relevant on 412_icon_64.png, due mostly to his skill set and the way it requires him to position himself (more on this in the Abilities section). 

MR glyphs:

Although his passive is an excellent source of midgame armour, Thresh will often be receiving some collateral magic damage in large fights. As such, it is important for him to have a significant amount of resistance by the midgame fights. Per level glyphs break even with flat ones around level 9, which is just before big fights start breaking out. Since most bottom lanes do not have heavy magic damage (exceptions: 44_icon_64.png96_icon_64.png37_icon_64.png42_icon_64.png18_icon_64.png), you can usually get away with this. The exact split between per level and flat glyphs is up to you - I use 3x flat and 6x per level, but depending on how aggressive you play, how aggressive the enemy bottom lane is, and how much heavy magic damage they have later in the game, you can vary those numbers.


The flat health quintessences are something I've grown very fond of on all supports that go into melee range (i.e. 20_icon_64.png44_icon_64.png89_icon_64.png53_icon_64.png). These types of supports always want to buy some health at some point in the game, usually as a secondary stat on 3067_32.png3105_32.png2045_32.png types of items. Nevertheless, health is an important item for supports and the health quintessence is much more gold efficient early in the game if health is all you want (the 26 health it gives from level 1 would take your 1 gold per 10 quintessence about 11 minutes to make up for - so at 12:30 they start to make a profit. Source: here). 
With the recent buff to cooldown Quintessences, it is possible to get to 40% fairly easily without itemizing above 40% or getting stuck on 35%.
With the pre-season changes, GP10 quintessences are even less powerful than they were before; an early upgraded gold income item gives you so much more gold than these quints ever could, and that's without even counting the secondary stats or effect that comes with them. 

Offensive rune options

When people look at Thresh's E, they see a skill that goes "great" with both armor penetration and magic penetration. This is a trap. Enemies in bottom lane will nearly always have 15+ bonus armor at the start, for a total of 30+ from level 1 (after getting 4 souls from helping jungler at level 1, I had 50 armor before even coming to lane). In such cases, armor pen marks and/or quintessences barely make a scratch, since they only provide 7.8 and 6.75 armor respectively. 
Case in point: Imagine the enemy has 40 armor. Without any armor pen or AD, your basic attack would do 34 damage to them. Now imagine that you have 10 armor's worth of penetration (9 ArPen marks + 1 Quintessence). Your basic attacks now do 37 damage to that person. Your damage on a person with 40 armor (very standard bottom lane amount) has increased by 10% in the early levels (remember that people gain armor per level, so the effectiveness of ArPen decreases over time).
What do you lose in return? You lose 26 health and 9 armor. The armour you lose is about the same as the ArPen you gain, so you can assume it'll increase all damage you take by 10%, but this number gets much higher if the enemy AD has ArPen runes (ArPen is more effective the less armour your target has). As a support that commonly gets into melee range in fight, this is suicidal. The additional 26 health you lose is about half an auto attack. 
The maths behind MPen runes is much more complex, because it depends on what you max, how you play, etc., but based on what I showed above, any offensive runes you take result in slightly more damage taken than you put out, even in the best circumstances. 
Hybrid penetration runes are the worst of the lot, since they give you insufficient penetration to really accomplish anything in either respect. 

Masteries Back to Top


A note on the previous suggested masteries (1/15/14):

Running 1/15/14 is still fine (as is anything along those lines, like 0/16/14; 0,11,19; 4,15,11; or anything else that gives you a good amount of utility and at least some base tankiness), but due to the recent rune changes allowing you to have 5% CDR very easily, I've changed the masteries I take to more easily achieve 40%, without losing the defensive stats from runes.

Season 4 Masteries

For supports that were balancing tankiness and gold income in season 3, season 4 is not a huge change. The main differences are that armour in the defense tree is slightly further down, that useful gold masteries in utility tree are slightly higher up and that offense basically has no interesting masteries for you.

Offensive tree:

Double Edged Sword.pngDouble-Edged sword is the only mastery in the Offense tree that gives you a relatively large return without investing many points in the tree. Although the 1.5%/1.5% does not seem very appealing at first glance, it works fairly well with Thresh's role in fights. As Thresh, you're expected to be in the centre of the fight or protecting your AD, and you'll want to be contributing as much damage as possible while doing other things. This mastery gives you a tiny bit more damage, which adds up over a long, drawn-out fight, while not removing too much of your tankiness, as you'll likely not be the focus anyway.

Sorcery.pngSimilarly to what it was in Season 3, Sorcery is a small source of CDR. Unfortunately, it is still horribly inefficient (1.25% per mastery point) and so should not be taken. Despite the fact that Thresh benefits greatly from CDR, it is better to obtain it through items or runes than this mastery.

Expose Weakness.pngExpose Weakness is a very interesting mastery, but sadly there are 2 factors working against it: First, it does nothing if you're trying to zone an enemy or simply fighting them alone. Second, it's in the second row of the offense tree, meaning that although you'd want to have this mastery, you don't really want to take anything in the row above it. Although this is a better mastery than Double Edged Sword, it is not sufficiently better to take an extra 3 masteries for it.

Defensive tree:

Block+Unyielding.pngSimilar to its season 3 counterparts, Block and Unyielding are efficient and inexpensive masteries that greatly improve your early lane performance. In general, bottom lane consists of a large amount of poking before decisive fights can take place, and these masteries make sure that early skirmishes always go in your advantage (provided enemy doesn't have them, of course... which they always do). Although they fall off very hard in the late game, these masteries are essential early on.

recovery.pngRecovery is a fairly low impact mastery, but has a very similar role to Block/Unyielding: it makes early skirmishes more advantageous for you. Comparing it to a health potion, it takes over 6 minutes of healing to restore as much health as a single potion would, and that's assuming that you're not on full health during that whole time. Despite this, it's not a very strong mastery and is only taken because there are no better options available. If there's any mastery you can replace without too much of a problem, it's this one (see Hardiness and Resistance). It is very similar to Perseverance, which you could put 2 points in instead of Recovery, but I personally find it less rewarding. Both masteries are most impactful early in the game, and at that point you need to be missing slightly under 150 HP for the two to be equal; missing more makes Perseverance better, less makes Recovery better. In lane, I personally only lose HP to small poke, which is unlikely to take off more than 200 HP and often consists of just 1-2 AA (50-100 HP). As such, I find Recovery performing better in general.

enchanted-armor.pngEnhanced Armour is the only first-row mastery that scales very well into the late game. Although 5% does not seem like a very large number, it is only of the very few ways of getting extra value from items you buy; effectively, this mastery could say "All armour or magic resist items you buy are 5% cheaper", and just from that it is obvious exactly how much efficiency these two mastery points give you. Additionally, this mastery works extremely well with Thresh's passive, as the armour from souls also gets increased slightly.

Veteran+Juggernaut.pngVeteran Scars and Juggernaut give you the perfect combination of early game health (36 is about 1 AA's worth in the very early levels) and late game durability (3% in the mid late game is about 60-90 HP, which is... about 1 AA's worth!). Similarly to Enchanted Armour, Juggernaut seems like a very small bonus but ends up being extremely valuable in becoming a real tank. 

Hardiness and Resistance are the early game counterparts of Enchanted Armour. Since you'll be in the bottom lane for the vast majority of the early games, armour will be infinitely more valuable for you than magic resistance, which is why you put all 3 points into it over Resistance. The extra point goes into magic resistance because there are several supports (1_64.png412_64.png143_64.png etc.) that put out significant magic damage, and so you do want to have some protection from them. When facing one of these supports, it is probably better to take points out of Recovery and put them into Resistance.

Last2def.pngTenacious and Legendary Guardian are both very good masteries if your goal is to be a pure tank - however, as a support, it is very hard to justify dropping all the gold-generating masteries masteries in Utility just for a bit of extra tankiness. If your team is exceptionally squishy, and you have a teammate that you trust and desperately want to defend in fights (such as a 67_64.png or 119_64.png), then it is feasible to go all the way down to 21 in defence, but be aware that your gold income will suffer and you'll need to be careful not to fall behind; there is nothing worse than trying to tank when you're behind.

Utility tree: 

phasewalker.pngPhasewalker is the newest incarnation of Improved Recall. Although it's a fairly mediocre mastery, other options are not good either, and the slightly shorter recall can sometimes allow you to make a surprise getaway in an obscure bush before enemies find you. 

Although Meditation can be useful on supports that like to spam skills and easily run out of mana, Thresh sadly does not fit into this category. As such, this mastery is best skipped in favour of the other options.

fleet-of-foot.pngFleet of Foot is a far better version of Season 3's Wanderer. Since the bonus movement speed now works in combat too, this mastery is almost essential for coming out on top in all chase, escape or kiting situations. It allows you to stick to your target in a fight, and it allows you to keep up with the fight - since you only have one gapcloser, missing it can mean missing out on a large portion of the fight.

Summoner's Insight is just a rename of Season 3's Mastermind, so my comment is the same: it is the gleaming jewel amid the stinking pile that is the Utility tree tier 2. It's an extremely powerful Mastery since it gives you a huge advantage over the enemy bottom lane in the second fight. If the enemy support doesn't have this Mastery, they will usually be an 3.pngor14.png down compared to you, which sadly means that every support will have it. If possible, try to fight as your summoner spells are about to come off cooldown on the off chance that the enemy doesn't have it. Being able to time enemy summoners goes hand in hand with this spell and it is a skill every serious support needs to practice.

Alchemist is a fairly strange mastery; the bonus is minuscule and I have a hard time evaluating exactly how good it is. Try it out yourself and see if you find it worthwhile - if you do, then you definitely also want Culinary Master, but if you don't, then you can put the points in Meditation. 

Greed, Scavenger and Wealth are the main reasons why you put up with the bad early Masteries in this tree. They are very similar to Veteran's Scars and Juggernaut in that they give both an early and late benefit. Greed grants you an extra 1.5 gold per 10 seconds at 3 Mastery points (9 gold per minute), which means it catches up in value to Wealth in about 4 minutes. Though it seems far less powerful than the defensive Masteries, this gold can be spent any way you like, and this flexibility is part of what a good support needs. Scavenger gives you 1 gold per nearby enemy minion death, which means a maximum of 19 gold per 90 seconds for 1 lane in the first 35 minutes of the game (12.66 gold per minute). You will inevitably miss some minions, so if we estimate that you'll be there for 75% of minion deaths, this means 9.5 gold per minute. Together, these two masteries give you about 20 gold per minute.
Wealth allows you to start with an extra potion at level 1, which can be very effective if you aggressively poke a enemy support that doesn't have the bonus potion. 

bandit.pngBandit is a very simple and satisfying Mastery; as a ranged champion, you have the much better version of this mastery and while it won't work miracles by itself, it is just another welcome gold generation mastery. Attacking once every 10 seconds will net you the effect of 3 gold per 10 quintessences, which is not impossible to accomplish against melee supports, but only really happens very early in the game - it stops being realistic as soon as the 8-10 minute mark. It works well with Death Sentence, since both want you to occasionally attack an enemy, then wait a bit, then attack again, but sadly this is not enough to justify picking up such a situational mastery.

Wanderer is very easy to overrate just by looking at it. It gives you 5% movement speed outside combat, which means that you effectively gain 1 second's worth of movement every 20 seconds of running. Getting to lane takes about 30 seconds (give or take), which means that you save about 1.5 seconds when getting to lane, which is very comparable to Phasewalker reducing recall time by 1 second in the very first line of the tree. The fact that it does nothing in combat means its only other use is roaming, which you generally don't often do as Thresh. As such, I don't find this enough of an incentive to dive all the way to the bottom of the Utility tree over the defensive masteries.

Abilities Back to Top


Several general tips about Thresh's ability order : 

1. You will always start in the same way: Your first 3 skill points will go to Q W E. Regardless of what you plan on maxing later on, each of your abilities brings more than enough utility to justify taking at least one point in it before moving on to other skills. 

2. Maxing Q or W has an inherent advantage over maxing E: Cooldown reduction. You may not think it's important, but as a support, cooldown reduction is arguably THE most important stat. Altough it is in any character's interest to get as much damage as possible, or be as tanky as possible, reduced cooldowns indirectly help with both of these AND provide plenty of utility, especially on long-cooldown, high-impact abilities like Thresh's Q and W. 

3. If you're unsure what to max, go with E. Of course, abilities should be used to their maximum, but if you're unexperienced with the champion or slowly getting used to how he works, maxing E first will give your plenty of passive power that you don't have to pay too much attention to. This means that you will have more time to play around and test Thresh's other abilities while still having significant passive power from your E.

4. You can change which skill you're maxing at any time - previous points invested in a skill are no obligation that you need to keep maxing it! If at any point you think that another skill is more suited to how the game is going, there is nothing stopping you from switching to it. This may seem obvious, but very often people seem to think that they have to stick with a skill if they start putting points into it. In general, you do want to max a single skill in order to maximize its efficiency, but if you feel that a different skill would help you more right now than any other, go for it! The best way to learn is to experiment.

5. Even after the 3.10 changed to Thresh's abilities, the highest flat power still comes from his W. This was true before and it is still true now - in terms of fighting power, the AoE shield on a decreasing cooldown, combined with the utility of letting junglers jump into the lane from bushes is much stronger than either your Q or E. That said, the way to take advantage of this power is to force fights in favorable positions, since the skill is not very effective in defensive situations. At rank 5, the spell costs 70 mana, has a 16 sec cooldown and provides a 220 damage shield (+~10 from souls at lvl 9). Compared to Janna's E at rank 5, which gives a 240 shield, costs 110 mana and has a 10 sec cooldown - Thresh's shield seems far, far superior, but there's several downsides to the Thresh shield that you need to play around (see the ability section for details on these). The biggest downside, however, is the one that applies to all shields: unlike a heal, shields are only good if they're used up while they're on you. 
In short: The power of your W is directly proportional to your ability to force your enemy into fighting! Numbers-wise, it has the HIGHEST potential, but if you can't maneuver your enemies into bashing themselves into your shields, it can result in the LOWEST reward.

Detailed ability explanations

Damnation.jpgThresh's passive is unique in many ways and does a great job of teaching you how to be a good support. Since Thresh doesn't gain armor per level, you are forced to collect souls (little green balls) that occasionally drop from enemies on death. This in turn makes you want to stay near where minions are dying, which also gets you free experience and makes you stick to at least 1 of your teammates. Supports are almost always the lowest level role throughout the game and can easily die if solo warding, so a passive that subtly makes you play better is excellent in terms of both design and effect.
The passive also grants you some AP, which helps you stay relevant throughout the game despite long cooldowns.
The drop rate of souls is 100% from champions and large minions/jungle creeps, and 33% from small ones. The small creeps' drop rate adjust according to whether you have enough or too few souls for your level (this helps you catch up in case of bad lanes or disconnection issues). In general, if you're sticking close to your AD in the early and mid game, you'll have plenty of souls. The general amount you should aim for is around 40(±10) by the time you start helping elsewhere (levels 9-11). By the mid-late game (levels 14-16), you should have around 70(±15), which puts you on par in armor to other supports. Any souls after this point just put you further ahead.

DeathSentence.jpgPASSIVE: The passive component of Q has been moved to E in a recent patch to reduce the free power that Thresh gets.

ACTIVE (part 1): The active component of your Q is over misunderstood by people - it is NOT the same as 53_icon_64.png's or 111_icon_64.png's grabs. It is more like a combination of 60_icon_64.png's Cocoon and 72_icon_64.png's Ultimate. The cast has about a 0.5 second charge time, which takes some getting used to (think of 81_icon_64.png's Ultimate). However, once the chain lands, the enemy is stunned for 1.5 seconds. The hook length is also slightly larger than Blitzcrank's. Several Threshes I've seen instantly used the second part of the activation to jump to the enemy, which is a complete waste of a very strong cc. The enemy is pulled towards you at 0.5 and 1 seconds of duration, which is an excellent way of either pulling someone off your AD or engaging under an enemy tower.

ACTIVE (part 2): Your Q can be reactivated to jump to your enemy - in general, you never want to do this unless the 1.5 second stun is about to wear off, since it ends the effect. Abilities and items can be used while you're in the air (think of 18_icon_64.png's jump), so be careful not to activate your E where it doesn't hit the enemy. This ability can also be used to jump over walls (similar to 64_icon_64.png's Q), both for escaping or initiating. 

DarkPassage.jpgAlthough all of Thresh's abilities are unique in some way, his W is the most innovative one of them all. This ability has two components: the shield and the lantern.
SHIELD: The shield generated by this ability is both powerful (AoE and only 20 points weaker than 40_icon_64.png's shield, but scales with your passive AP) and efficient (EXTREMELY low mana cost: 50-70 mana). There are two downsides to it: its cooldown is fairly long at 22-16 seconds (as high as 53_icon_64.png's Q cooldown early on) and it has a slight cast time, since Thresh throws the lantern and it takes time for it to "land" (again, think of 81_icon_64.png's Ultimate). The distance you attempt to throw the lantern also has an effect, since the projectile has a fixed speed - in other words, throwing the lantern further takes significantly (up to a second) longer. Annoyingly enough, even throwing it at your feet has a slight cast time, as the lantern is thrown "up" and takes a fraction of a second to land, something that has resulted in my death more times than I'd like to admit.
LANTERN: As most people know, your allies can click on the lantern to dash to you (works through walls and up to a very long way). The lantern also picks up souls (the range of this effect very slightly longer than the shield range - it's shown in color), though it's generally best not to use mana on this for just 1 soul (2+ is fine). Going outside the range of your lantern will cause it to teleport to you (think of 61_icon_64.png's Ball), which also gives you the shield if you haven't yet received it. 
The applications of this skill are many and varied, but they're hard to explain. I'll be making a video section once I have enough footage to display them.

Flay.jpgPASSIVE: The passive component of your E is a damage boost that increases over time according to your AD and souls collected. The charge time on it works very well with Pickpocket for extra harassment and the little bit of extra damage is very helpful in small fights.

Thresh's E is very easy to pass over as a generic slow/soft cc ability, even though the only strong comparison for it is 131_icon_64.png's E (and 57_icon_64.png's Q to a lesser extent), and your E is much harder to use than hers. Firstly, the skill itself is quite hard to aim and the width isn't large enough to allow for too much displacement, so you'll probably be missing these the first few games of Thresh you play. But don't worry, since that is made up for by the deceptive strength of this ability; correctly positioned, you can wreck teamfights with it, in combination with your Q and Ultimate. Between this and your Q, you are also able to displace enemies significantly, which can either help your AD survive that annoying bruiser or lets you keep enemies in place while your team catches up.
It is also worth noting that this ability interrupts channeled abilities (such as 12.png98_icon_64.png20_icon_64.png9_icon_64.png).

TheBox.jpgThe Box packs all the raw power of a 59_icon_64.png ultimate with the added factor of people not wanting to go near the walls (similar to the way people avoid 45_icon_64.png's E). This ability is easily the least interesting one Thresh has to offer, but it does still have quite some power. In lane fights, your Ultimate is amazing at preventing ganks and letting your AD kite the enemy, but it can also be used to trap an enemy and force them to either fight or 4.png.
In team fights, the ability does the same thing with one important upside: it also protects you. Since Thresh is a support, and a ranged one at that, the fact that he needs to jump into the middle of the fight to prepare his ultimate can be suicidal. Fortunately, your Ultimate does a good job of making people run away from you - be it backwards or sideways, players have an instinct to avoid big, obvious AoE abilities and will often do too much to get away from them. This plays perfectly for you, as it means you will be relatively safe in the middle of a fight.

Items Back to Top

Starting Items

    Standard start (with Wealth)
    Relic start (with Wealth)
    Start without Wealth
    If you're afraid of enemy poke - remember that you can always just avoid it by not being aggressive.

Core Items

    Midgame core if you started with Relic Shield
    Utility midgame core if you started with Coin
    Tanky midgame core if you started with coin
    Mid-tier defensive items (if enemy team has heavy damage, pick the appropriate one of these up)
    Boots options

Situational Items

    Against heavy CC - See description
    If you're lacking a tank - See description
    Multiple ADs on the team - See description
    MR item of choice.

Starting items

3301_32.png  or 3302_32.png

Starting with the Ancient Coin or Relic Shield are both valid choices. They are both capable of generating very similar amounts of gold: 3301_32.png gives you 2 gold per minion death, which ends up being 13 times per minute, for 26 gold per minute. 3302_32.png is slightly harder to calculate, since it depends on which minions are killed with its passive, either 25 gold for a melee minion, 20 for a caster or 45 for a siege minion. These rewards also scale every 3 minutes. In general, the Relic Shield will give you slightly better rewards along with a free heal for your lane buddy, however that relies on two important factors: firstly, that you as a support with relatively low AA damage are able to kill minions efficiently, and two, that your lane partner is aware of your item and lets you take those last hits when you need them. Additionally, if you happen to miss a last hit that your partner was expecting you to take, the loss of gold is equal to 4+ procs of the item, making it a very costly occurance. As such, 3301_32.png ends up being the much safer option for inexperienced players and soloqueue games in general, as you cannot rely on having a competent laner. On the other hand, 3302_32.png is a much stronger item if you're going for min/maxing, so if you're confident in your lane partner and have had some experience with the item, it is a much better pickup.

Core items

There are two main items competing for Thresh's core build - 3190_32.png and 3069_32.png. Both of these items offer effects of a similar level of power: Locket has a strong passive and somewhat weaker active, while Talisman provides you with a large amount of CDR, but no real passive, and compensates for it with an extremely strong active. Both of their actives are on a very short cooldown, but they serve different purposes. 3190_32.png is a much more teamfight-oriented item, as it provides a slight boost to your team's magic resistance and regen, as welll as a shield which translates to (approximately) 200 bonus hp to everyone on the team that gets shielded and receives the aura. On the other hand, Locket doesn't really provide utility as such, so it is fairly useless outside of a fight. The Talisman is completely the opposite - it allows you to catch people outside fights and to escape traps when your enemy attempts to do the same. In a teamfight however, the Talisman is much less powerful and can at best be used for repositioning. The decision for which to get becomes dependant on the game situation: 
If your teams are relatively equal and you're not sure whether you can beat the enemy in a straight 5v5, then the 3190_32.png will be the better choice and should give you the edge to win a fair fight. 
If you are behind, or ahead but lacking a hard engage, then picking up a 3069_32.png will give you the element of surprise and, with proper warding, you should be able to catch one or two people off-guard, after which you should be able to fight the rest of the enemy team without a problem.

Boots choice

3047_32.png Ninja Tabi are the boots you want to grab if the enemy has a (AD) bruiser top and a jungler that can't put out too much damage. On the other hand, if neither of the enemy sololaners is physical-based (e.g. an AP and a magic-based tank such as 27_64.png36_64.png98_64.png) or if their jungler is magic-based (28_64.png60_64.png9_64.png), then Tabi are definitely NOT the way to go.
3111_32.png Mercury's Treads are the magic resist boots in this case, not the tenacity boots. If you need magic resist rather than armour, go for these. However, there's next to no point in buying them just for the tenacity, since Thresh, like many other supports, is fairly useless while his cooldowns are down, and because his cooldown are quite long, there's not much point in you being able to walk around and attack people in the middle of a fight.
3117_32.png Boots of Mobility are a relatively weak item compared to other two boots and they serve mostly to imitate what Talisman does - help you surprise engage on enemies that lack vision and underestimate your range. Thresh is one of the few supports that has enough CC by himself to hard-engage a fight if he can land his Q on an important target, so these boots are an option. Personally, I do not like buying them on Thresh, but if laning phase goes well enough and your team needs some help engaging fights, I can see why they would be an okay option.

Situational Items

3143_32.png3068_32.png Sunfire and Randuin do the same thing for you - they make you tankier. The essential difference between them is that Randuin has a huge effect on your teamfights, as the active slow can give your AD exactly the time they need to bring down the person chasing them down. Additionally, if any of the enemies hit you by mistake, the passive slow is a huge detriment for them, which can very easily happen given the confusion of teamfights. In terms of utility, Randuin is a MUCH better item, so it is the one I would always suggest picking up. However, if your team is over-saturated on CC and you are absolutely sure that your AD doesn't need more protection, it is possible to pick up the Sunfire for the extra damage. 

3222_32.png Crucible is an iffy item on Thresh, since the magic resist is fairly low and the mana regen is largely irrelevant. If you want the active ability for your AD, by all means buy this item, but be aware that it takes quite some practice to be able to use it and Thresh is not the best support for it. It's also worth noting that your E makes you point your mouse into weird directions, so an item that requires exact targeting can be annoying to manage. The actual effect is extremely strong - giving your strongest team member a free summoners spell is the most impactful contribution you can purchase. If you're able to communicate properly, picking this item up is one of the best things you can do to counter teams that rely on a single hard engage to start a fight. In other words, it is a good purchase if your enemy only has ONE of champions such as 110_64.png32_64.png33_64.png37_64.png72_64.png56_64.png113_64.png25_64.png, but it doesn't really work if the enemy has two or even more reliable stuns. 

3050_32.png Zeke's is an item is that many people ignore and as a result you barely ever see it in games. This is understandable, since it's not a very cost efficient item, it's relatively expensive with a useless component and only works with very specific team compositions. However, when it does work, it works wonders. What this item does is allow your AA-based teammates to deal with enemies fighting them face to face. It doesn't do much if the enemy has too much CC, since then the lifesteal will not benefit your team much, and it doesn't do anything if you're simply getting stomped. The situation where it does work is if your team has at least 2.5 AD-based champions; you will (almost) always have an AD on bottom lane and top lane will often be a bruiser (0.5 AD - tanky things like 58_64.png59_64.png102_64.png107_64.png or full damage things like 92_64.png121_64.png266_64.png238_64.png64_64.png62_64.png41_64.png24_64.png). If one of your other two champions (mid - 41_64.png238_64.png62_64.png126_64.png64_64.png59_64.png157_64.png) (jungle - 102_64.png59_64.png62_64.png41_64.png64_64.png48_64.png254_64.png266_64.png121_64.png) are AD-based, then this item will work. Additionally, if the other of your mid or jungle are champions that are not directly AD-reliant but do benefit somewhat from having bonus AD or lifesteal (such as 76_64.png4_64.png55_64.png60_64.png28_64.png106_64.png56_64.png etc.), and provided your enemy doesn't have a huge amount of hard CC, then you should try to build towards Zeke's Herald. 

3102_32.png Banshee's Veil is once again a strong MR item even for non-carries, primarily because of lack of better options. However, it's a sizeable investment and you should avoid getting it unless you desperately need the MR (against weaker magic damage enemies, getting a 3190_32.png is preferable). It is also possible, and often easier, to simply buy a 3211_32.png and leave it at that, as the item is much cheaper but of a similar power level.

Matchups Back to Top

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

  • Alistar
  • Ashe
  • Blitzcrank
  • Braum
  • Caitlyn
  • Corki
  • Draven
  • Ezreal
  • Fiddlesticks
  • Graves
  • Janna
  • Jinx
  • Kalista
  • Kog'Maw
  • Leona
  • Lucian
  • Lulu
  • Miss Fortune
  • Morgana
  • Nami
  • Nunu
  • Quinn
  • Sivir
  • Sona
  • Soraka
  • Taric
  • Thresh
  • Tristana
  • Twitch
  • Varus
  • Vayne
  • Vel'Koz
  • Zyra




Alistar is not a common support, but he can be fairly effective against Thresh in several ways. A smart player Alistar players should always beat Thresh, but I rated him as medium since there are very few good Alistars.

- His heal can shut down your harassment very effectively. It's probably best not to even try harassing him.
- What's worse, harassing him places you within range of his W-Q combo (your AA range is only 475). If you're trying to harass him aggressively, this can swiftly result in your death.
- On the plus side, your W undoes the damage from his Q/passive. Sadly, if you place W so that it affects both you and your AD, it's the perfect place for Alistar to Q both of you, which is an extremely strong initiation.
- After level 6, fighting him is a nightmare, as his ultimate allows him to push you/your AD around and take no damage. If his AD is even remotely competent, Alistar will always win a full-on fight after this point.




Ashe is a rare AD to come across, but she's very easy to beat as Thresh.

- While she can kite you, she needs vision to do so. Engaging from a bush evades a large part of her kit from having any effect.

- Once you get close to her, your cc is far stronger than hers (especially if you have your ultimate available). She'll generally panic and try to run away, letting you/your AD get free damage in, usually resulting in a kill.

- If Ashe is standing within the range of your Q, you should almost always try to grab her. She doesn't benefit from being closer to you, so it's basically a 1.5 stun (most other ADs have some sort of skillshot that's easier to hit closer up - Ashe doesn't)




Playing against Blitz as any support takes a fair bit of mechanical skill. Fortunately, Thresh does a fairly good job of beating Blitz in several ways (this does not mean that picking Thresh against Blitz is a free win - please make that distinction):

- If Blitz pulls your AD, it's the perfect time for you to Q him in response. This will prevent him from activating his E (and Ult at levels 6+), which will save your AD lots of damage and let them run away more easily. You can also toss your W to them if you think they need the trip to you.
- Your W also does a good job of preventing the AoE damage from Blitz's ultimate (both passive and active). If you're fighting Blitz at level 6+, always throw W down.
- If Blitz pulls you, your E will easily hit him, either pushing him away or forcing a fight if you're confident of winning. Your ultimate also goes a very long way towards forcing a fight.




Braum is a very hard support to go against, but much of that comes from the quality of the Braum player. A bad Braum is very easy to beat, while a good Braum is almost unbeatable in lane.
- If you jump on the enemy AD, Braum can jump there and place himself between you and your AD. This lets Braum's AD kill you while most/all of the damage from your AD is prevented. It is possible (but hard) to E him away as he's jumping towards you.
- Braum has a very low cost and low cooldown poke abilitiy in his Q, so even though he's melee and you're ranged, you have to be carefully when you poke him. It is very obvious when he is about to Q you, so you should try to dodge, otherwise poking him is pointless.
- After level 6, both you and Braum want to get close and fight. His stun is more reliable and more disruptive than yours, and both of your ults are mostly used for zoning. When you fight him, you have to do everything you can to prevent him from applying his passive to your AD for as long as possible.




Caitlyn has been picking up popularity lately and can be a real pain to deal with in the lane. However, it is doable and here are some tips to help:

- Keep in mind that Caitlyn is almost always in range to hit you. If she has a ranged support, it's pointless to harass them, as you'll always come out the worse.
- Caitlyn's E can allow her to dodge your Q if she expects it, but due to the 0.5 sec cast time on her side, it's possible that she mistimes it. If this happens, you're in an excellent position to engage and keep her in place with Q-(ult)-E.
- If you manage to get close to her and she still has E up, she's likely to cast it as soon as she can. If you manage to E at the same time, her cast will be cancelled, netting an easy kill.
- If your AD gets caught in a bad trap, your W does an amazing job of letting them get away. Your W also prevents her Ultimate from getting a kill, ever.




Corki is an extremely annoying AD to go against as Thresh. He is not as popular due to recent nerfs and a slightly weak late game, but he is still very strong in lane.

- Jumping into Corki can be dangerous, as it allow him to land his Q and E hits without a problem. If he has a strong support (89_icon_64.png44_icon_64.png143_icon_64.png), this can result in your death.
- Harassing Corki or his support is very dangerous, since his AA Q AA can do a huge amount of damage in lane.
- Be careful when you engage on Corki, since even if you Q onto him, his W allows him to escape your Ultimate and E, and unlike Caitlyn's, you can't interrupt it with E as easily.




Draven is generally beatable in lane, but there are some situation where his skills can flat out counters yours, which can put you in an uncomfortable position.

- If Draven is trying to harass you/your AD, he will usually activate his Q and run straight to you. This is generally a perfect time to get an easy hook on him, making him miss his Q (if he threw it already) and forcing him to fight in a bad position.
- Draven's W can make landing your Q very difficult, as the movement speed is very strong at the very start.
- If you jump onto Draven with your Q, his E will usually be able to hit both you and your AD, which is a considerable amount of disruption from an AD. This can make you lose a fight if you're not careful.
- While Draven can't escape your ultimate (only4.pngevades it completely), a smart Draven will stand still in the middle of the box and not get damaged by the walls.




Ezreal is very powerful and hard to beat, but it is possible. Ezreals generally feel invincible as long as their E is available, and Thresh does a good job of exploiting that.

- Ezreal can use his E to dodge your Q, but ONLY if he dodges it while it's flying towards him/before you cast it. If it hits him, he is not able to E out of it (unlike Blitz's Q).
- Once you jump onto Ezreal and if his E is still up, he usually panic-E as soon as he can. At this point 2 things can happen: You can activate your E or your Ultimate. Either way, the range is *just* long enough for either of those skills to hit him right after he uses E, which can easily result in a kill, even if he still has flash up. After an Ezreal gets hit by a skill even after using E, they tend to panic and play badly, which you can exploit by increasing pressure.
- Harassing Ezreal is fairly hard, but you can trick Ezreal into thinking you're going to AA him, when you actually Q him when he goes to damage you. Pulling this off takes practice, but it will greatly scare him, leading to better fights in the future.




Fiddlesticks support is very rare, but can be strong in the hands of an expert. As Thresh, you do a good job of preventing him from destroying you.

- Your Q and E can easily interrupt his Drain, leaving him useless for 5+ secs in lane.
- If your AD gets caught and silenced (which prevents them from using flash or skills to get away), they can still take your lantern and get out of there, so remember to toss them the W as soon as you can.
- Your W's shield does a perfect job of completely negating the damage from Fiddlesticks' E, which is otherwise very annoying in lane.
- It's best to avoid harassing him, since he can fear and force you to engage.




Graves is an extremely annoying AD to fightagainst as Thresh, since engaging on him will always give him a great positionto fight from.

- Harassing him is doable, since Graves will usually bereluctant to waste mana early on Q-ing you. His range is also not as large assome of the other ADs', which gives you time to get away.

- Jumping onto Graves with Q is extremely dangerous, as it playsperfectly into 3 of his skills + his passive. His passive will let him shrugoff most of your damage, his W can either blind you or prevent your AD fromgetting to you, his Q and Ultimate are in perfect position to burst you todeath.

- He can also play against your abilities; if you Box him in, hecan simply stand still and fight it out, his dash lets him negate your E byjust going in theoppositeway of wherever you want him to go. Your Wgoes a long way towards mitigating damage, but Graves can simply focus andburst one of you, at which point you can't do much.




Janna would be an easy matchup if not for one thing: her shield works against you in several ways, making lane very hard if you misplay at any point.

- Harassing Janna and her AD is flat out impossible, since a well timed shield will not only prevent your damage, but also return more.
- Thresh will generally not kill people in one engage (unlike89_icon_64.png53_icon_64.png44_icon_64.png), which gives Janna plenty of opportunities to spam shield, which eventually gets her ahead.
- Your Q (or even just the threat of it) will often make Janna interrupt her ult early; although she'll often use it for the knockback, the heal is quite strong if you let it channel.




Jinx is a relatively easy AD to force a fight against, due to her low mobility and tendency to harass you and your AD (which sometimes puts her in a bad position), however timing when to engage is very important.
- Jinx will almost never get Chompers before level 3, which means that lvl 2 engages against her are relatively safe. Lvl 3 (and later) engages are riskier, because if the fight goes bad, then it is very easy for her to turn it around.
- When Jinx is chasing or harassing you, she will try to get a clear shot at you to fire her Zap. When she does that, the small channel time allows you to turn around and fire a Q at her in response. If done soon enough, she will get hooked, and at worst she will have to dodge it, letting you get away.
- After level 6, Jinx has a very easy time stopping you from running away by killing with her ult, after which her speed boost will allow her to chase everyone else down too. As such, if you're about to die, it's better to stay next to her and slow her down as much as possible.




Kalista is about as annoying as ADs come - not only does she have infinite mobility, but her damage isn't bad at all.
- In the early levels, there is no point in harassing her, due to her Expunge-like E. Harassing her will always result in you taking more damage than her. Instead, focus on harassing her support where possible and keep your eyes open for engages.
- Once you have Q and E, it is possible to try and engage on Kalista when she goes to last hit. Be very careful not to overextend, as Kalista will hunt you down mercilessly if you try to run. If your Q misses her, turn around and run immediately, because you won't win.
- Kalista's ultimate is nasty with strong melee supports like Leona, Alista or Braum, but it also does some work with squishy supports. When possible, stay far enough away from your AD that it won't knock both of you up. Also, if Kalista is out of range, don't hesitate to focus the support that has conveniently been delivered to you - just remember to switch back to Kalista if she comes close enough.




Kog'Maw is an easy champion to bully, who has no easy way of evading your abilities, making it a fairly simple matchup for you.

- Harassing Kog is difficult and you should only try it if you can time when his W is down. However, you shouldn't need to harass to win this lane.
- Kog'Maw has no way of evading your Q, meaning you can fight whenever you want to.
- Once you jump on him with your Q, he has no way of evading your E or Ultimate without flashing. His Flash is likely to just put him within your E range or right on top of a wall.
- The only way Kog'Maw benefits from fighting up close is to make landing his E slightly easier. At the same time, it means you'll have an easier time escaping it (move forward).




A Leona lane is difficult to manage, since you have to always be aware of her burst potential. Whatever you're doing, keep in mind that she can nearly always engage in response to what you do.
- Be careful about pulling Leona towards you with Q, as she can easily E onto you or your AD after the stun ends. Jumping onto her is just as dangerous, since she can cc lock you.
- Your W does a good job of negating the AoE damage from Leona's W. Since hers takes 3 seconds to explode, you have plenty of time to place it down and apply the shield.
- If your AD gets caught away from you, throw them your W as soon as you can. The shield is significant enough to mitigate Leona's burst and clicking the lantern can help them get away if Leona doesn't chain her cc properly.




The newest addition to the annoying ADs list comes in the form of Lucian. He is very hard to lock down, can win short skirmishes and can both poke and push effectively.

- Lucian's E (his dash) is very quick and easily avoids your Q. Unlike Vayne (who does a similar thing with her Q), you can't walk up to him, E and then Q since his E also cleanses the slow applied by your E. This is your biggest problem vs Lucian, as it makes engaging on him nigh impossible if he doesn't want to be engaged on. 
- It's extremely hard to zone Lucian with your ultimate, since his ultimate gives him enough range to not have to pursue you through the Box. 




Lulu is the definition of annoyance. She's not very dangerous in terms of dying, but she will annoy you to death.
- Thanks to her passive, she's impossible to harass. If you try, she can also E-Q you, putting her far ahead of you.
- A good Lulu can W you while you're flying towards her/her AD with your Q. This lets her AD get away and exposes you to poke.
- The speed boost from Lulu's W can help her evade your Q, so grabbing from bush can make your life much easier.
- Once you engage, her Ultimate will mess up your combo and can allow her AD to just stand in your Ultimate and fight it out instead of running.


Miss Fortune


Another AD that has been picking up popularity lately. MF is extremely strong in lane if you just let her do her thing, which is why it's important to disrupt her.

- Try not to position yourself behind your minions, but rather to the sides. That way, her Q will only push the lane and not damage you.
- Harassing her is very dangerous, as she can AA Q AA you if she notices your intentions. If you insist on harassing her, do it from bushes.
- MF has a very hard time avoiding your cc once any part of it lands. In other words, once you successfully engage her, you should keep it up anddestroyher. More likely than not, she'll panic and try to frantically disengage.




In general, Morgana does not directly counter your abilities in the way that she does to53_64.png89_64.png. If Leona's or Blitz's engage attempt gets foiled by a shield, they are very much in trouble and exposed to either poke and a counter-engage in the next 10 seconds. With Thresh, your Q getting countered is merely annoying, as it is only one of your utility abilities. If you're very insistent, you can even still pull yourself to the shielded target (the Black Shield only prevents the disable, not your ability to pull yourself to the target).

- Jumping on Morgana is dangerous, as it puts you in direct line of sight for her Binding. If you're not ready to take heavy damage, don't try it.
- Morgana's shield is powerful in terms of disrupting your engagement, but it has a very long cooldown early on and can only be used sparingly. If she uses her shield to take less damage from your E poke or just randomly, do not hesitate to engage on her, as she is very weak without spells.
- After level 6, you should be very careful about when you ultimate with Morgana around. Your ultimate is generally a huge signal for your team to engage, which generally groups you up. If Morgana is in the area, she can simply stay inside your ultimate and channel hers, which can cause the fight to turn very sour if your team plays unwisely.




Nami is slightly underrated (probably getting further buffs in the near future due to Riot wanting her played), but not the strongest support around.

- The most dangerous thing Nami can do is catch your AD out with her Q, allowing 2 seconds of free harassment. You should immediately shield your AD and try to cc the enemy AD to minimize this damage.
- Harassing Nami can be quite difficult, since her E will do more damage in a short skirmish than your Q passive. Unless you know it isn't up (or she hasn't skilled it yet), you shouldn't try harassing her.
- Getting yourself close to her is dangerous for her, since she has no easy way of escaping. If you manage to land E or Ult before she Qs you, you will still be in a great position to fight once you get out of her bubble.




Nunu is a hard matchup, not because of his strength, but rather because he can simply not care about anything you do:

- Harassing him is quite pointless, since his Q and natural regen undoes any damage you manage to do. Later on in the lane, he can also E you and engage on you.
- Jumping onto him is pointless, since he is naturally tanky enough to withstand your damage. Focusing him will result in a lost fight, as his AD willdestroyyou.
- His W allows his AD to dodge your Q very easily. Even if you do land a grab, his W will go a long way towards negating your E slow and allowing his AD to escape.




Quinn is a relatively hard champion for Thresh to face, but there are opportunities for you to outplay her, which is what gives a good Thresh an edge.

- Quinn's Q can blind your AD which can very easily let her beat you in a straight 2v2. To counter this, wait until Quinn uses the skill to clear minions, then quickly engage before it's back up. 
- Quinn's E allows her to jump away from you if you manage to hook her. The way to beat this is similar to beating Vayne: try to walk up to her and E her. If she flips away, Q in the direction she jumped (directly behind from where she was standing) to force her to fight. If she allows you to E her, just harass her with AA and try not to take too much damage and back off.




Sivir has gotten much stronger with her rework and now requires you to be more careful with how you tackle her. Although she's objectively strong, Thresh is still one of the best champions for dealing with her.

- Her spellshield is relatively easy to bait out by just walking towards her, but it no longer drains her mana. It can even be worth throwing your Q in a wrong direction to get her to use her shield, but this is no longer realistic as she'll never run out of mana. If your AD pops the shield at any time (which happens often in lane), it's a great time to engage.
- Sivir's burst is very strong, but your damage will probably compensate for your AD being slightly weaker, so fighting her face to face is a realistic option. Your W can almost negate her Q early on, after which her damage is only spamming AA.
- A smart Sivir will save her spell shield to walk through your Ultimate's walls. After she does that, she's still vulnerable to being E'd back towards you. Try to make sure you don't hit her with multiple spells at the same time, as that can cause all of them to be blocked.




Sona is an extremely squishy support that literally any other support can beat in lane by playing correctly.

- Sona can very easily run out of mana early on. If she decides to harass you with Q and auto attack and heal herself with W, she'll be oom before level 4, at which point you can easily engage and kill her.
- Your W completely stops the damage from Q and an AA early on. You can use this to engage on her as she comes to attack you (she'll walk straight towards you to AA).
- Her Ultimate is very powerful in lane, but if you place your W in the same area, it'll place a significant shield on all people caught in it. The shield is as strong as her ultimate at levels 7+, which can let you counter-engage (if your AD doesn't panic).




Soraka is surprisingly difficult to play against as Thresh. Your burst isn't quite strong enough to destroy her in one engagement, so you have to play her game.

- Harassing her or her AD is obviously tricky due to her heal. Only do it if you can get away without taking damage (using a bush).
- Engaging on Soraka is pointless, since she can give herself a huge amount of resistances. Since your strategy generally revolves around engaging multiple times to wear down enemies, Soraka's W and E do a good job of countering you.
- Soraka still doesn't have a good way of escaping your engages, so after level 6 you should be able to engage on her and kill her or her AD before her heal is back up.




Taric is annoying, but quite manageable. He's very versatile, since he can counter both your harassing or fighting, but he's not amazing at either role.

- His heal can undo the damage from your auto attacks, but it's a fairly long cooldown and he'll go low on mana over time. If he engages on you when you try to harass him, your E and W allow you to disengage and not take too much damage.
- If you jump on him and try to fight, he can fight back very effectively, especially after 6. It's best not to fight him and his AD both, but rather wait for one of them to be out of position, then hook them and capitalize on them that way.
- If Taric's stun is flying towards you, you can throw your W for a quick shield or your Q to prevent him from following up on his stun (the duration is very similar).








Tristana is an underrated AD and although she's very powerful in the lategame, she only has two modes in the lane: hyperaggressive or passive. You can deal with both:

- If Tristana is being aggressive, your W is an amazing tool in fighting back. It negates the damage from her jump, while your E and Q can disable her from doing too much damage. If you are in a state to fight back, this is the perfect opportunity to.
- If she's being passive, your harassment isn't as effective as it would otherwise be, since her E damage will outweigh your AA damage. On other other hand, forcing her to fight is quite hard, since she can jump away from your attempts to fight.




Twitch seemed to become an accepted AD a few months ago but has since dropped back down in games picked. He's still a decent AD, but easy to deal with as Thresh.

- Twitch's skills have short casting animations, which makes him a very easy target for your Q if you time it right.
- Twitch's passive damage can be completely negated by your W; Your W can be up twice in a fight, which is useful when running away and trying desperately to survive.
- Twitch is extremely weak to cc, which you have plenty of. In other words, once you grab onto him, he is pretty much doomed.




Like other ADs without inbuilt escapes, Varus can be very easily destroyed by your Q-(ult)-E combo. Unlike other ADs, Varus' burst damage is significant enough that he can turn around and fight you as you do that (similar to Graves).

- Since he has no repositioning skills whatsoever, Varus makes for an extremely easy Q target. E and Ult then make sure he does not escape.
- Varus is an AD that likes to bully people out of lane, so it is very much possible to surprise engage on him when he's being too aggressive; just make sure that your AD knows what you're planning!
- Once you engage Varus, he can still dish out a fair amount of damage. If you force him to fight, be aware of how much damage you can take and when you should run/flash away.




Vayne is an AD that requires a huge amount of protection in order to be useful later on. As Thresh, your goal is to ignore that protection and force her into bad positions in lane.

- Vayne is fairly easy to grab with your Q, but a good Vayne will always keep her own Q up in case you try it. Your best bet is either a bush pull or to walk up to her and E-Q her.
- Like many other champions, Vayne has no easy way of escaping your Box. Tumble places her right into one of the walls, while Condemn can be countered by a well-timed E or simply by Q-ing back onto her.
- Vayne lanes are more determined by her supports rather than Vayne herself, so it's best to read what to do against her support.




Sometimes played as a support, Vel'Koz is very similar to Morgana, without the defensive benefits of Black Shield.
- His Q, which shoots and then splits into two, is a good poking ability, but does not do very much damage. The slow part of it is the more dangerous part, so it's important to try and dodge it if he's chasing you. The best method to do so is to step back right before the bolt splits, making it miss you.
- His E, a short knockup, is his must-dodge skill. If he lands this skill, he can chain all his other skills for quite a high amount of damage. It is similar to Cho'Gath's knockup, but slightly weaker, so if you can dodge one you can dodge the other.
- In close range, Vel'Koz is just another squishy with very few ways to distance himself from you. If you are equal or ahead in lane, he is a very easy kill. 




Zyra is an annoying support, but she really only has an aggressive stance. If you manage to harass her enough or otherwise scare her into not being too aggressive, you're in a good shape to win the lane.

- Zyra's cooldowns are MUCH shorter than yours, so when you do fight her, make sure not to keep at it too long, or she'll get to use her skills 3+ as many times as you.
- Due to the short charge time on your Q, it's possible for Zyra to spawn plants to block it.
- Once you get into melee range, Zyra can quite easily be ignored, since she'll first try to back as far away as possible. All of her seed will also likely be down, since Zyra tends to use those at the start of a fight, making her a non-threat.

Bottom Lane Synergy Back to Top

This section is dedicated to discussing how good certain ADs are with Thresh and the explanations why. It's hard to give a number to how well certain champions behave with others, since so much depends on playstyles. To take a well-known example, 20_icon_64.png interacts well with 96_icon_64.png67_icon_64.png51_icon_64.png, since they all scale better than other ADs with movement and attack speed. But that doesn't mean he's bad with other champions, since a 110_icon_64.png in the right hands can benefit just as much from those stats as Vayne/Kog/Cait. Similarly, Nunu's W works in a different way with 81_icon_64.png, as it makes him pretty much untouchable. So while it is fair to say that Nunu is in general amazing with those three particular champions, there is definitely potential for him to be just as good with a correctly played but different AD. This makes giving flat evaluations fairly difficult and I've stuck to vague terms such as "good" or "okay" - no specific champion is "bad", since pretty much everything can be made to work.

The currently overplayed ADs:

236_64.png Lucian: Very good

- Despite their lore backgrounds, Lucian and Thresh complement each other very well: both are capable of poking, both have decent disengage, and both can go all-in from a fairly long way away.
- Lucian's Q has a deceptively long range, which usually results in enemies playing very cautiously. You can use this to position yourself aggressively and zone enemies out of last hitting range, or you can observe their movement patterns and prepare to land a Q.
- Between your Q, E and Ultimate, you are able to keep enemies in a similar sort of area for a good 5+ seconds. This used to be great with MF and it works the same with Lucian: When you keep your enemies still for a while, Lucian can unload his burst and very quickly drop one of the enemies. At the very least, it should force some summoner spells out of them.

222_64.png Jinx: Good (has the potential to be Very good)

- Jinx in an extremely strong laner, because she has very long range poke, strong waveclear, and very strong all-in (especially after 6). This combines very well with the poke and all-in potential that Thresh provides. 
- Grabbing an enemy with Q very easily results in taking half their HP off, even at low levels. If Jinx has a clear shot, she can hit the enemy with her W and place an E in their escape path. Provided you are not in the middle of enemy creeps, this is a huge amount of free damage, possibly even a kill at levels 4+, from 100%.
- Jinx's one big weakness if lack of escape, which just so happens to be Thresh's speciality. Both in lane and in later fights, your W can save Jinx where literally nothing else would. Additionally, during teamfights, Thresh's utility in Q/E/R lets you peel enemies off Jinx to make up for her own lack of disengage. 
- The one big problem in this bot lane combo is that it depends on your ability to throw good Ws all game long and to keep Jinx safe as much as possible. An AD like Lucian is capable of protecting himself if you're slightly out of position, but a mistake on your part can result in a dead Jinx; but if your Jinx knows what she's doing, and you protect her as much as you can, this can be one of the strongest bottom lanes in the game.

51_icon_64.png Caitlyn: Good

- Caitlyn's early harass is very good and if you're able to follow up on it, you can look to engage at levels 3+ (remember to steer clear of minions, they pack a huge punch at those early levels).
- Caitlyn's traps keep people in them just long enough for you to throw your Q at them. This also works the other way around - if you hook someone and Caitlyn immediately places a trap behind them, they can get caught in it.
- All of Thresh's abilities combine to keep people away from Caitlyn, which is what she needs to be an effective carry. Unlike most AD carries that at least partially rely on their skills, Caitlyn is almost entirely about auto attacks, to strong peeling from you is a must.
- Caitlyn's kit and your own allow you to be very aggressive in lane, which generally puts you at risk of ganks. However, through correct use of W (to scout/pull teammates), E (to stop an enemy Lee/Rammus/Leona/etc. from jumping on you) and ultimate (when all else fails), you can both keep safe and make the enemy waste time on you, allowing your jungler to pressure other areas of the map.

15_icon_64.png Sivir: Almost good (has the potential to be Good)

- Sivir has changed a great deal with her rework, but she has retained most of her strengths and weaknesses from before. Despite having two abilities that suggest her burst should be very strong, it's still her sustained damage, utility and relative safety that make her a strong champion. 
- Her Q works extra well with your Q's stun, since it's almost guaranteed to hit the person twice. If Sivir positions herself well enough, those'll be the first 2 hits for massive damage. From that point, continuing the fight with Sivir's chase potential and your E should be very easy, but be careful not to overextend!
- Sivir has a fair amount of defensive abilities (spellshield and passive/ultimate movement boost), so protecting her is not as high a priority as with some other ADs, but definitely do not abandon her at the start of the fight. 

Other good combinations:

104_icon_64.png Graves: Good

- Graves' Q and Passive want enemies to be close to him, and Thresh is able to deliver. Between your Q and E, you're able to drag enemies to their death from very early on. W can also have the same result by dragging Graves into a fight.
- Although Graves' harass is fairly bad, you can play differently to still harass enemies in short bursts by yourself, and eventually surprise initiate on them.
- Graves' W is the perfect size to place in the middle of your Ultimate. Not only will the enemies be slowed to all hell, they will also be blinded and probably burning all possible cooldowns to get out of there.
- Graves' Q and Ultimate also work well with your cc that keep people in place, since it lets him land his spells between autoattacks.

81_icon_64.png Ezreal: Almost good

- Ezreal's harass is his strongest attribute in lane and is capable of zoning enemies if they get even slightly behind. Your job is to pressure them early and make sure they do fall behind.
- Ezreal already has an amazing escape tool in his E, but your slew of defensive options make your lane ungankable for the enemy jungler. The only time you have to worry is if enemy team is capable of 4-man diving you at level 6+ (98_icon_64.png35_icon_64.png4_icon_64.png are the main suspects here).
- Ezreal's Ultimate and W are much easier to aim when enemies are slowed by your E or Ultimate, which can get him 5 stacks of his passive right as a teamfight starts.
- Despite all of the synergy above, Ezreal is still a weak champion overall, which means that you'll have to work harder to set him up to be a strong carry. Because of that, Ezreal is unlikely to be as effective as the champions above him.

Can work, but mostly reliant on AD's skill

119_icon_64.png Draven: Almost good (has the potential to be Very good)

- Draven's passive encourages you to get as many kills onto Draven as possible. This means that even 1 for 1 trades are better for you than in other lanes, so you should actively try to fight whenever you feel able to.
- After the enemy takes some damage from Draven's Q, they will begin to avoid it at any cost, which usually means running as soon as he approaches. All players tend to run in a fairly similar pattern, which lets your predict where they will go and land hopefully land an easy Q, followed by a kill.
- Draven's Ultimate interacts with your E and Ultimate fairly well, resulting in a significant amount of free damage when enemies get caught by any of your spells post-6.
- Draven is a very strong champion when played well, but expert Draven players are hard to find. A Draven falling behind is a very sorry sight, and the risk of that happening is what gives him a low soloqueue rank. If you're able to queue with a good Draven player, then this can be a very easy lane to snowball.

18_icon_64.png Tristana: Almost good

- Tristana's E is a fairly good harass tool, especially against supports with heals that don't know how to wait for the healing debuff to wear off. The debuff also destroys bad ADs that don't time their 2003_32.png well enough.
- Tristana benefits a lot from you keeping enemies in place. Since auto attacks are her only steady source of damage, she wants enemies to be unable to attack back as long as possible. It also makes landing her W easier.
- Between the two of you, you should be able to harass people early on and kill the enemy lane at the latest at level 6, when both of you get a huge spike in burst power.
- Tristana doesn't need much protection thanks to her W, so the defensive aspect of your kit is less effective than it would otherwise be. The exception is your W, which is useful in every situation, and can let Tristana escape from a very, very long way away. Having Tristana in your team generally means you can focus on protecting your AP carry or other vulnerable people.

22_icon_64.png Ashe: Almost good (potential to be Very good)

- Ashe has a surprisingly good harass potential between her passive (which works similar to 51_icon_64.png, in that Ashe has to save her attack for a while and attack at the right moment) and her W. This works fine with your harass and prevents the enemy from being in a state where they can go full aggressive on you. If you pull this off successfully, Ashe can reach lategame easily and be the hybrid AD/support carry thing that she is.
- Ashe can have an amazing amount of burst at level 6, which takes most people by surprise, but it requires a good Ashe player, correct runes and taking advantage of the right situation. If you have an Ashe that you know is above average (i.e. NOT soloqueue), then Ashe ranks much higher up.
- Ashe does an amazing job of keep enemies at a steady distance. However, she has problems if enemies can rush to her (which pretty much everyone can these days), which Thresh does a good job of preventing.
- Ashe's utility in the mid/late game makes her an even better choice if the rest of your team are champions that have brute force but lack in utility (e.g. 121_64.png84_64.png23_64.png238_64.png), and properly chaining your CC with hers can lead to devastating results.

110_icon_64.png Varus: Okay

- Varus' harass and lane dominance can be godlike, but it does requires him to get into AA range, which smart enemies can take advantage of. It's your job to bring enemies into range for him to damage them, but certain ADs can shut down those attempts quite well and in turn counter your lane plan (21_icon_64.png81_icon_64.png51_icon_64.png spring to mind).
- If you do manage to catch people and force them to fight, Varus easily wins fights after level 3, a fact you should exploit as much as possible. 
- Your Ultimate lets Varus lands his Ultimate very easily and the slow makes sure that any nearby enemies stay in range for it to proc. If you get to this stage of the lane without being behind, force fights as often as you both have spells ready. 
- Later on in the game, Varus is extremely vulnerable to gapclosers and aggressive bruisers, so your duty is always to protect him over being aggressive yourself.

29_icon_64.png Twitch: Okay (potential to be Very good)

- Twitch has a very particular kind of harassment that ends up working similarly to Graves (see playstyles)
- Twitch is very vulnerable if enemies are allowed to get near him, so in lane it's your job to keep supports like 89_icon_64.png53_icon_64.png44_icon_64.png away from him; in teamfights, you should keep all bruisers as far away from him as possible.
- As long as you can keep people away from him, Twitch's ultimate lets him destroy people from very far away. In other words, you need to distract people while Twitch does the killing, which generally means jumping into the fight and trying to land your Ultimate on as many people as possible, without displacing yourself too far from Twitch. Your ultimate works in two ways here, since it keep people away and it keeps them clumped up so Twitch's shots hit multiple targets.

42_icon_64.png Corki: Okay

- Corki's kit is still good, but he's simply outclassed at the moment. He doesn't have crazy lategame (119_icon_64.png96_icon_64.png67_icon_64.png), or a very good AoE ult (21_icon_64.png110_icon_64.png29_icon_64.png), or long range that allows constant damage/scales very well with items (96_icon_64.png51_icon_64.png81_64.png), or all of the above (222_64.png236_64.png). He's unique in his own way, but the current meta doesn't reward ADs that can't either 1) instantly blow up people or 2) stay safe while putting out steady damage.
- Corki's harass is very short ranged, so he also relies on you to bring them into his AA range. Once you do, his AA Q AA will usually have people running in fear when they should actually stand and fight.

67_icon_64.png Vayne: Not quite there (potential to be Good)

- Vayne has the potential to be a spectacular AD carry, chasing people down and making plays all over the place. Unfortunately, she requires a huge amount of mechanical skill, awareness and of course practice. The reason she is so very far down the list is to discourage people from playing her with Thresh, not because it's a bad combination (quite the opposite), but because it's very rarely going to work. If you know that your AD is exceptionally good, feel free to try it out, but don't expect great results from this lane in soloqueue.

96_icon_64.png Kog'Maw: Not quite there

- Kog'Maw is similar to Vayne, but far more boring to play with. He has the potential to be amazing, but requires your whole team to work together and protect him. Trying to get that to work in soloqueue is suicidal.

Playstyles (Early Game) Back to Top

There are several distinct playstyles you can adapt as Thresh early on. I'll be talking about three in particular: AA Harassing, Aggressively Engaging and Disengaging and finally being Passive.

Note: This section of course requires video examples and they will be added once League Replays fixes a few things that get messed up with every new patch.

1. AA Harassing

This is probably the simplest playstyle to explain. All it really consists of is auto attacking your enemies and always making sure that you end up taking less damage than them. There are several ways of doing this:
- From a bush. Not literally from inside a bush, but standing in a bush until the right moment, stepping out for a quick auto attack and then stepping back. Things to watch out for are skillshots aimed at where you enter the bush and making sure the bush isn't warded (i.e. buy 2043_32.png, or multiples depending on stage of the game). This also works especially well against melee supports. Even supports such as Leona, who are usually considered too dangerous to go near, can be bullied via auto attacks early on. 
Here's one such example:

- Wait for the enemy to last hit. Just before the enemy AD goes to last hit a minion (which you'll be able to tell by minion hp), start moving towards them. If your position is good enough and they want the gold badly enough, they'll take the damage for getting the cs. Just remember to walk away before they're able to hit you back or before minions aggro on you. This works especially well on ADs that rely on AA to do damage early (119_icon_64.png51_icon_64.png104_icon_64.png18_icon_64.png). This method can also be a subset of the above one.
- Using spells. This method borders on number 2, but is slightly different. What you'll do here is look for an opportunity to grab an enemy with your Q (either when the support is off warding, or your lane is pushing and the enemy AD is about to grab the last minion kill s/he can, or one of them is out of mana and so doesn't want to fight, etc.) and DON'T jump on them, simply pull the to you and auto attack them once. Your AD will also more than likely be able to attack at least once. This method is slightly mana inefficient if you miss your Qs, but it will get the enemy out of the lane fast if it works.

2. Aggressively Engaging and Disengaging

This method is my personal favourite, but it is also the hardest of the three to explain without video. It consists of  using your abilities to put the enemy in a position where they can easily be harassed, beating on them for precisely as long as your abilities allow, then very rapidly backing off. The general aim is always the same, but the skill order you use can be varied (e.g. W can be used at the start, E can be used before Q if enemy is close enough to you):
- The setup is usually this: You're sitting at the very end of your bush at level 3, next to where the minion line is in the middle of the lane. The AD carries are running back and forth getting cs and generally being safe. You have a hunch the enemy support (say, 40_icon_64.png) is at the end of the enemy bush. You can't harass them with AA, since Janna counters that very well. Instead, what you do is wait for your AD to head in to last hit a minion, then you throw a blind Q into the enemy bush. It catches one of the enemies (AD or support, same thing follows), which prompts your AD to rush to you and attack them. After 1.4 seconds, you activate the jump and fly to the enemy. You AA them and then activate E to slow and damage. The enemy has likely used a summoner or some other spell and is frantically running away. Instead of chasing, you throw W down to prevent any further damage to you and back off. 
The result of this is that whichever enemy you grabbed has lost 30-70% hp (depending on level and how good your AD's reactions are) and has been forced to back off. At worst, you will have lost 20% hp. This method has its own downsides, but they are mostly to do with mistiming your skills or AD being unresponsive, both of which go away with practice. If you successfully pull this off more than once, the enemy HAS to back off, giving you a huge lead in the lane. 

3. Passive lanes

Occasionally you want to be passive, or perhaps you lose a key fight and are forced to become passive. Don't despair, Thresh is an alright passive support, though the lack of real sustain hurts him. Here are several tips to keep in mind when being passive:
- Thresh is impossible to dive. The amount of cc you have after level 6 means people will kill themselves on the tower before you actually go down (exception: 4_icon_64.png can still ruin your day). Smart kiting on both your and your AD's parts, along with clever use of spells and summoners, can mean that even a 4-man dive can turn in your favor. 
- You can hook the enemy AD when he's trying to harass you, do a minimal amount of damage and let him go. This won't force him out of the lane by any means, but it will make them far more careful and consequentially less aggressive, which can let you stay in the lane longer. 
- Your W can collect souls when they're in a too risky position for you to grab yourself, although it's generally not worth doing this for less than 2 souls. Once you collect them, you can break the range on your W to shield yourself and apply a shield to allies near you for the next few seconds.
- It's important to not be too afraid of your enemies. Depending on how far behind you are, there are almost always possibilities to pick a fight at the correct time and get back into the game. This is easier to do with your jungler and always requires good ward coverage. Obviously you should keep in mind that you are behind in some way, so only engage when it is a good idea to do so.

Role in Fights Back to Top

It's very hard to say exactly you should be doing in fights of 3-4 people, since it depends so much on which lanes are there and which aren't, as well as where exactly the fight happens. In many ways, full scale 5v5 fights are much easier for people to deal with, since their role is clearer than in smaller fights, where you may have to perform several different things rather than just focus on one. Even though visually 5v5s are much more intense and confusing, they are much easier to explain, at least at a basic level.

Video: A full replay

Here's a video of one of my most recent soloqueue games. It's not perfect, it starts out quite slow (our AD was having net problems) and my team is above average, but it's a good way to see some actual Thresh gameplay for those who don't like reading. I will make a more detailed explanation of fights and other events in the near future, but until then these are the essential things to watch:
0:45-1:00 Helping jungler and getting to lane (You should always do this - free souls!)
1:25-1:45 A good lane gank by Amumu, should've expected it
5:10-5:45 Fight around dragon
6:30-6:50 Small fight in bottom lane (AD has net issues + Note how well Taric and Ezreal avoid Thresh ultimate)
7:00-7:20 Bot lane gank by TF
7:35 Why Improved Recall is awesome
7:55-8:50 Bottom lane fight and dragon
9:05-9:50 Dragon area fight
10:40-11:20 Weird push and turn-around fight
13:00-13:35 Base tower fight
13:50-14:30 Baron area escape and fight
14:50~15:10 Stupid death on my part
15:40-15:45 Dragon (shows the power of passive armor and W shield - I don't lose any HP)
15:50-16:10 Bunch of failed skills on my part
17:00-17:15 Catching someone out (notice how Ultimate slow was instantly applied)

A standard team:

Let's go over what a "normal" looking team generally has:

A support: 412_icon_64.png (you!), an AD carry: 21_icon_64.png, an AP mid: 103_icon_64.png, a top lane bruiser: 39_icon_64.png, a tanky jungler: 5_icon_64.png

Obviously there's a huge amount of variation on what the team can be, but these are 4 fairly generic champions of each role; none give themselves to an especially specific playstyle (the closest is MF, who needs protection and for enemies not to get to her, but that's why you're Thresh).

In general, it'll be either Xin or Irelia that start the fight by jumping on an enemy out of position, but it's possible that you're the one that starts it with your Q. Usually, whoever gets engaged on, will burn some sort of cooldown, and the important then for you is NOT to chase, since you're needed elsewhere.
Once the fight starts, you'll want to sit somewhere halfway between your AD and the front line of the fight. That is also a good place to put down your ultimate, since it'll automatically slow down everyone that tries to go for your AD, as well as let your team retreat if needed. 
From that position you'll also be able to auto attack and reposition yourself as needed. If the fight is going badly and you're getting pushed back, you want to save E and Q for any enemies that catch up and try to jump on your AD. Remember, if it comes to you being able to sacrifice yourself to let them get away, saving the AD is always worth it. 
If the enemy is trying to go for your AP, and for some reason they don't have flash/other escape spells, you should help them as they are a significant source of damage. Unlike with an AD, your only need to knock people away from your AP for a short time. APs in general are quite capable of dealing with bruisers trying to kill them, but they require between 2 and 5 seconds for their spells to get off cooldown, which is about as much time as you can give them. After helping out an AP, you shouldn't stick around and wait for the kill; that is a waste of your potential. Instead, you should head back into the fight and see where you are needed most.
If the enemy isn't pressuring your AD too much, you can help your bruisers in killing people. Even more so than ADs, bruisers benefit from the enemies being kept in place. If you can grab the enemy's AP, AD or support (or even an underfed/farmed top laner), you can easily burst them with the help of your bruisers. While bruisers are quite durable, they aren't exactly tanks, so they can only endure tower shots for so long. To help, you can tank towers for them and use W on cooldown to prevent as much damage as possible from them.
Ultimately, you are just a support, and there is only so much you can do with your limited damage. Doing as much as you can and throwing yourself in front of a carry as a meatshield is sometimes the right call, since the value of you staying alive in a fight goes down over time, while your carries are the ones that make a difference even when only a few people are left alive.

Clip 1: Using your ultimate

Nothing really special here, just an example of how to position your ultimate. Things to note:
- Since I'm low on health at the start, I stay in the bush to avoid being taken out before I can do my stuff. It does mean that Ezreal gets hit at the start, but he has some health to spare; him being at 80% and me at 50% is better than him at 100% and me at 30%.
- I position myself (or try to) close to the ranged champions (Kayle and Ezreal), but not quite as far back as them. This means that I'm able to auto attack most targets and have good enough position for my spells. In particular, it lets me place my ultimate.
- The ultimate's width almost covers the whole river entrance. Since Ezreal is sufficiently far behind me, it means that anyone on the enemy team that tries to get to him will have to break through the walls. In the clip, a total of FOUR walls get triggered: First by Kassadin, then Shen, then Vladimir and finally Kassadin again. The huge amount of damage and CC provided by this keep our carries safe and help win the fight.

Clip 2: Using your E and how (not) to use W

Things to note in this clip:
- My initial E was meant to knock Jarvan away, but I was too far away - I should have moved closer before using it. It wouldn't have stopped him from jumping on MF, but it would have prevented 1-2 auto attacks.
- I threw the lantern to shield MF, but she could not use it to dash away because Jarvan blocked it with his model. There's no real reason to throw your lantern too far forward, so I should have thrown it slightly behind MF rather than next to her. This would have saved her flash.
- (Hard to see) I shot my Q at Jarvan, but instead of aiming it into the middle of his ultimate (highest chance of hitting him), I pointed it at the lower end where he was currently standing - this of course missed him. Always aim your Q such that it has the highest probability of hitting your target. 
- And finally the good play: it was obvious that Jarvan would try to E-Q onto us, so I had my E ready to interrupt his jump. Thresh's E works the same way as Janna's Q, as it allows you to interrupt dashes such as Jarvan's, Leona's E, Tristana's W, etc. Although we took damage from his Q, we would definitely have lost at least 1 person if I hadn't used my E there.

Bonus Ability Uses and Unusual Applications Back to Top

This sections contains all the misfit information about abilities that isn't quite essential (things you NEED to know about your abilities are in the abilities sections), but can still be useful in certain situations. This isn't so much aimed at someone who's just looking to pick up Thresh, but rather at people that are not new to the champion, but can still learn a thing here and there.

Damnation.jpg Passive:Damnation

Since the way souls worked was too hard for people to get, they now give a boring, flat number (0.75) of armour and AP each.

- How many?  In order to keep up with other non-Taric champions, you should aim for 30-40 Souls by level 9. You will often have more like 50 Souls by that point, and the more you get the better of course, but 30 is the bare minimum to keep up.

- In the midgame, you're likely to roam more and concentrate less on staying around minions. That's alright, but it means you won't be as far ahead. By level 14 or so, you should have 60 Souls to stay competitive,though you should be aiming for 80+. Collecting Souls at this point is very low priority. If you're defending, you should have no trouble collecting them off minions at your base, but if you're pushing you won't always be in a position to grab them. Staying with your team is almost always more important than collecting stray Souls.

- By the very late game (level 18+), you're aiming for 100. Anything beyond that are free excess stats. However, you should never abandon your team in order to collect Souls at this stage of the game, since getting caught can easily result in a game loss.

- An easy way to get 2-4 Souls at level 1 is to help your jungler. Big wolf/wraith and Lizard Elder/Ancient Golem will always drop one; small wraiths, wolves and lizards each have a 33% chance. Move out of exp range when the jungle kills the mobs,but stay in the Soul drop range. This will yield you an easy head start.


DeathSentence.jpg Q: Death Sentence

The active part of this skill has very many applications, as it can be a ranged stun, a gap closer or an escape tool.

Using it as simply a stun or gap closer is usually a waste you want to use it as a combination of both. To do this, you need to know how precisely the skill works:

(impact) 0:00-0:25 the target is stunned and pulled forwardslightly

0:25-0:75 the target is stunned in place

0:75-1:00 the target is again pulled a slight distance forward

1:00-1:50 the target is stunned in place

You can reactivate the skill to jump on the target at any point during the 1.5 seconds, but this ends the stun as soon as you collide (or when the timer runs out, whichever comes first). But it is a great waste to end the stun any time before ~1:25, so ideally you want to reactivate it shortly (not immediately) after the target gets pulled towards you for the 2nd time. The key to timing this is practice, practice and more practice. This is slightly similar to how Fizz can choose to stay up on his weapon for up to 0.75 seconds. While he can immediately jump off, it can be beneficial for Fizz to delay doing so for ~0.6 seconds, to get the most out of the skill, but nevertheless reactivate it before it goes on cooldown.

- Interaction with Tenacity: If an enemy has tenacity, they will be pulled towards you twice as normal, but the stun will then end. However, you will remain linked for the full 1.5 seconds, meaning you can jump on your target even after the stun has ended.

The only other thing you have to always keep in mind is its very long cooldown. Whenever you go to use it, ask yourself if your action is good enough to justify being without the skill for the next 20-odd seconds.


DarkPassage.jpg W: Dark Passage

- There is a slight delay between the lantern being tossed and it landing (~0.3 sec). This means that using it to avoid damage such as 14.png30_icon_64.png Requiem, 26_icon_64.png Time Bomb, 238_icon_64.png Death Mark and any DoT effects is tricky, since its possible for you to die while the lantern is in the air and about to land on you (has happened tome several times). If you have the luxury of doing so, always shield yourself as soon as you can, since the shield lasts a fairly long time (4 seconds, as opposed to a short shield like Barriers 2 seconds).

- The lantern acts as award in many ways:

It reveals the surrounding area (about of a wards radius)

Its placement range is larger than a wards, letting you scout baron/dragon/bushes more safely

The lantern can be targeted by the same spells that can target award24_icon_64.png's Q, 64_icon_64.png's W and 55_icon_64.png's E and also by 12.png TELEPORT!

- The lantern applies a shield in the area around it (shown by blue light). When its on the ground, champions can walk into the light to receive a shield. When an allied champion clicks on the lantern, they dash back to you and give it to you;similarly, when you walk out of its maximum radius, the lantern jumps to your hand. This is shown by the blue light surrounding you and it means that for the remainder of the duration, you can shield allied by walking close to them.

Flay.jpg E: Flay

The passive component of this skill is on a timer, which is displayed in 5 different icons: 
No icon: Next AA will do bonus damage equal to number of Souls
Blue: Next AA will do bonus damage equal to Souls +20/27.5/35/42.5/50% of your AD
Green: Next AA will do bonus damage equal to Souls +40/55/70/85/100% of your AD
Orange: Next AA will do bonus damage equal to Souls +60/82.5/105/127.5/150% of your AD
Red: Next AA will do bonus damage equal to Souls +80/110/140/170/200% of your AD

This doesn't have too many practical applications, but it gave me the chance to use pretty colors. Hey, at least you now know why the icon changes colour! 

Flay (aka Sweeping Scythe) can be used to cancel a huge number of gapclosers. The following are sorted by difficulty of doing so:


266_64.png Dark Flight (flies into the air before jumping)

32_icon_64.png Bandage Toss (if on someone/something near you; impossible if you're the target)

51_icon_64.png 90 Caliber Net (short charge time + medium speed projectile)

42_icon_64.png Valkyrie (slow projectile)

79_icon_64.png Body Slam (slow projectile)

104_icon_64.png Quickdraw (slow projectile, but very hard if he's at max range)

120_icon_64.png Devastating Charge (plenty of warning + large model = easy to hit)

59_icon_64.png Flag/Lance combo (slow projectile + warning)

24_icon_64.png Leap Strike (slow projectile; can usually be timed through Counterstrike)

126_icon_64.png To the Skies! (warning in stance change + walking close)

64_icon_64.png Resonating Strike (slow projectile + warning from Q landing)

89_icon_64.png Zenith Blade (slow projectile + warning)

76_icon_64.png Pounce (usually used every cooldown when chasing, so can be timed)

33_icon_64.png Powerball (plenty of warning)

107_icon_64.png Unseen Predator (if you know where he'll jump from, since he is forced to jump out of bushes)

92_icon_64.png Broken Wings + Valor (hard to cancel a specific one, but easy to cancel one at random if she's being aggressive)

113_icon_64.png Arctic Assault (slow projectile + large model)

98_icon_64.png Shadow Dash (slow projectile + usually used whenever energy allows, so can be timed)

102_icon_64.png Dragon's Descent (very obvious projectile + large model)

18_icon_64.png Rocket Dash Jump (it behaves like a dash. Slow projectile + short windup)

254_icon_64.png Vault Breaker (plenty of warning)

154_64.png Elastic Slingshot (charge time + slow projectile + large model)

121_64.png Leap (slow projectile)

157_64.png Sweeping Blade (slow projectile)



103_icon_64.png Spirit Rush (no warning)

84_icon_64.png Shadow Dance (no warning + fast projectile)

12_icon_64.png Headbutt (no warning + fast projectile)

131_icon_64.png Lunar Rush (can be made easy if she waits for Crescent Strike first)

114_icon_64.png Lunge (no warning + fast projectile)

105_icon_64.png Urchin Strike (fast projectile, possible to predict)

39_icon_64.png Bladesurge (no warning + fast projectile)

80_icon_64.png Aegis of Zeonia (no warning)

78_icon_64.png Heroic Charge (no warning)

133_64.png Vault (fast projectile)

58_icon_64.png Slice and Dice (no warning + fast projectile)

23_icon_64.png Spinning Slash (no warning + fast projectile)

67_icon_64.png Tumble (no warning + fast projectile)

62_icon_64.png Nimbus Strike (no warning + usually hidden with Decoy)

5_icon_64.png Audacious Charge (almost instantaneous)

236_64.png Relentless Pursuit (very quick dash)


The best way of using your E to cancel dashes is to predict when they are going to be cast. While I could give you some guidelines (i.e. if Xin, Jax,Irelia or Poppy are walking straight towards you, they are likely to have cast their gapcloser on you and are waiting for you to be in range), that knowledge still requires you to know what each of the respective ranges of those spells are (Spoiler: 600, 700, 650, 525 respectively) and for you to recognize whether the enemy is confident enough to do something like that. As always, the best way to get a sense of what people are planning and when is to practice, practice, practice. 

Your Q can also be used to interrupt people who are dashing/charging towards you, but due to the short windup is even harder to time than E. It is nevertheless doable and the results can be spectacular - keep this in mind!

My love for Thresh Back to Top

412_icon_64.png Thresh.

There is no champion like Thresh. He is unique in more ways than any one other champion is. 

The feature that impressed me the most about Thresh was the way his auto attack being ranged melds with his abilities to create a champion that is truly a hybrid melee/ranged. Here's what I wrote (on my level 5 NA forum account) in the @Ezreal thread over on the NA forums concerning Thresh:

"With the recent release of Thresh, I feel that designers have done an amazing job of blurring the line between what being melee and being ranged means - unlike champions like Kayle, Jayce or Elise, who have a very clear and defined border between their melee and ranged states. When playing Thresh, getting myself into melee range is often desired and is nowhere near as dangerous as it is on other supports, either melee or ranged. I feel this is partially due to his natural tankiness, but also due to how well his melee abilities (E and R) have a semi-ranged feeling, while his ranged abilities (Q and W) suffer no drawbacks for being closer to the enemy. For me, this places Thresh in a unique position of having a half ranged, half melee kit and being equally apt at fighting from far off and up close. The only other champion that comes close to this is AD Nidalee, who utilizes both of her forms during any given fight, according to circumstance."

And I still stand by that. Thresh is a success story in so many way, from having an amazing meld of melee and ranged, to having a passive that teaches people to be a better support (staying close to their AD carry and not losing out on too much exp - by giving free stats as an incentive), to having a truly unique ability in his W (you can think you know everything about it, but I bet there's a way to use it that you haven't thought of yet), to an ability with a surprisingly high skill requirement in his E (this is the least impressive, but still manages to be surprising - that is just how GOOD Thresh is!), to an ultimate that has just the right balance of simplicity (you read it once and you understand it) but also of versatility (there are a ton of ways to use his ultimate - aggressive, defensive, zoning, you name it!).

I've been playing League for about two years now, and Thresh is by far the most developed champion that I've seen released. I'm extremely happy that I am a support player, or I may have had to change my role just because of him. If Thresh is a sign of the direction LoL is taking in 2013, I'm glad to be here for the ride.

The End Back to Top

Disclaimer: This is a GUIDE, not a CHECKLIST. It tells you what you should do, how you should do it and why you should do it. It does not simply present a list of facts for you to tick off as you barely skim over it. As such it requires some time investment from your side to be worth anything. If it's any consolation, the 14,500 word count (excluding this section and work on pictures/video/graphs) took me almost two weeks to perfect, so I've had my share of tedium! 

Thank you for reading/skimming/glancing at my Thresh guide. I originally intended for the guide to be much smaller, but my love for Thresh kept growing and growing and so too did the guide, which is now longer and more detailed than my "detailed" Leona guide. If the guide has helped you in some way, if you found things you disagree or want clarification on, or if you simply scrolled down here and decided to read the end section, I'd appreciate you repaying the work I've put into it with a comment or up-vote. Likewise, if you feel that the guide has not lived up to your expectations, you should down-vote it, since that is the way these thing regulate themselves. 
Either way, thank you for battling through the guide and good luck dragging enemies to their doom!

Do you have a question? Ask and ye shall be answered.

Changes with the Patch 3.10 Back to Top

Taken from patch notes for 3.10:


Base Health reduced to 500 from 541

Base armor reduced to 12 from 18.

These nerfs aren't the biggest deal, but the lost tankiness (especially in armour) should not be underestimated. 
The health lost amounts to 9.2%.
Assuming the enemy AD is using 21 Offense masteries and has 8% ArPen as well as 6 ArPen, and is using ArPen marks for another 12 ArPen, totalling 8% and 18 ArPen. Using my Thresh runes and masteries, a level 1 Thresh will have 45 armour pre-nerf and 39 after the nerf. When attacked by the enemy AD at lvl 1 before the nerf, Thresh effectively had (45-3.6)-18 = 23.4 armour (81% damage goes through). After the nerf, Thresh's effective armour is (39-3.12)-18 = 17.9 (85% damage goes through). This means Thresh's resistance to physical damage was nerfed by 4% at lvl 1.
Putting these numbers together, we can see that Thresh's lvl 1 power has indeed been nerfed quite a bit, though not nearly to the point of being weak. To compensate for the health lost, I've started using 3x Health Quintessences rather than 1x Health and 2x GP10. See the Runes section for more info on this.

Souls now always grant 0.75 Armor and Ability Power instead of starting at 1.0 and granting diminishing returns per soul collected.

This, on the other hand, is worrysome. You now need more than 50 souls to be getting the same amount of armour and AP per souls, and you need 100 souls to equalize the total armour and AP you've gotten from souls.
For the first 11 souls, you will now receive a total of 8.25 armour, instead of 10.725.
For the first 31 souls, you will now receive a total of 23.25 armour, instead of 28.675.
For the first 71 souls, you will now receive a total of 53.25 armour, instead of 58.575.
For the first 101 souls, you now receive a total of 75.75 armour, identical to the 75.75 armour from before.

In other words, in the early game, mid game and even late game, you will have between 2 and 5 armour less than you would have before the nerf; only in the very late game do you receive the same amount of armour as before.

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