Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Introduction
This is my first guide on so any constructive criticism will be welcomed!
Have fun, and enjoy!
PROS
+ Very hard CC
+ Great at securing First Bloods on bottom lane
+ Flay's passive (alongside its AD-to-magic-damage ratio) and his massive range makes him one of the most "hybrid" champions of the League (especially if leveled up first), and Damnation makes him one of the most late bloomers too.
+ Is both a great life saver as he is a great initiator
+GUIDE Extremely tanky early game, able to easily take harass and/or be focused while your ADC gets many kills. And, most importantly, negates the early handicap that the lack of additive passive armor gives Thresh.
+GUIDE Your Dark Passage, while commonly used only for the utility, will now be ideally used for its shield, literally doubling its usefulness and making sure your lane is gank and damage-proof.
CONS- Dark Passage's shield is pretty much useless if not focused first. (To the point where a 100 AP Nida's trap can pass through it)
- Extremely mana hungry, a trait Thresh shares with many other tanks, unless you play a more passive Thresh.
- Starts with little to no armor and very squishy thanks to Damnation, unless starting out tanky (That's why you're reading this, most likely).
- The Box is easily flashed over / tanked through.
-GUIDE You might suffer a bit with Marksmen that prefer a more passive support.
+ Very hard CC
+ Great at securing First Bloods on bottom lane
+ Flay's passive (alongside its AD-to-magic-damage ratio) and his massive range makes him one of the most "hybrid" champions of the League (especially if leveled up first), and Damnation makes him one of the most late bloomers too.
+ Is both a great life saver as he is a great initiator
+GUIDE Extremely tanky early game, able to easily take harass and/or be focused while your ADC gets many kills. And, most importantly, negates the early handicap that the lack of additive passive armor gives Thresh.
+GUIDE Your Dark Passage, while commonly used only for the utility, will now be ideally used for its shield, literally doubling its usefulness and making sure your lane is gank and damage-proof.
CONS- Dark Passage's shield is pretty much useless if not focused first. (To the point where a 100 AP Nida's trap can pass through it)
- Extremely mana hungry, a trait Thresh shares with many other tanks, unless you play a more passive Thresh.
- Starts with little to no armor and very squishy thanks to Damnation, unless starting out tanky (That's why you're reading this, most likely).
- The Box is easily flashed over / tanked through.
-GUIDE You might suffer a bit with Marksmen that prefer a more passive support.
It'll help you kill many times, and usually it negates (If combining the slow of Flay) the enemy's flash, as you and your ad carry can usually catch up to him even after he flashed. It also helps control teamfights (Throwing at the most dangerous AD champion) and chases. It's just overall a perfect spell for an agressive support.
The reason Flash works so well with Thresh is because, as any Blitzcrank or Amumu, or even Lee Sin player will attest, a well-timed and well-aimed Flash, followed by their respective gap-closer ( Death Sentence, on our case) is daring, unexpected and, therefore, when mastered, easy to land. It can make you get kills you usually wouldn't, and, after all of that, it's also a great excape option if used after The Box and Flay in a sticky situation.
The reason Flash works so well with Thresh is because, as any Blitzcrank or Amumu, or even Lee Sin player will attest, a well-timed and well-aimed Flash, followed by their respective gap-closer ( Death Sentence, on our case) is daring, unexpected and, therefore, when mastered, easy to land. It can make you get kills you usually wouldn't, and, after all of that, it's also a great excape option if used after The Box and Flay in a sticky situation.
You have four main mindsets to have when supporting: You should NOT kill creeps when your AD carry is in lane (unless utilizing Runic Shield); You should ALWAYS protect him, even if it means giving your life away for him (As long as it isn't a wasted effort); You should NEVER steal a kill from your carry purposefully; And, lastly, you should ALWAYS ward the map.
It's no mystery that a well-placed ward can literally be what stands between life and death. But sometimes it's not clear what's the best place to position a ward. This part of the guide might be able to help you with that.
It's no mystery that a well-placed ward can literally be what stands between life and death. But sometimes it's not clear what's the best place to position a ward. This part of the guide might be able to help you with that.
You must be logged in to comment. Please login or register.