AP Support Thresh
Hi! I’m Aqua Dragon. I ended Season 4 at Master 1 with AD Jungle Malzahar, among others, and am also the co-creator of www.bestbans.com !
This build is part of a series of guides that is given a playstyle and then optimizes it. The guide does not give an opinion on whether the build is good/strong/viable/competitive, nor whether the playstyle is the optimal way to play a champion. Other guides will provide why you should play a champion that way, but this one will not.
The guide only answers: regardless of strength, if you are playing X, how should you do it?
This guide was brought to you by Davosh_Ehrin.
This is not meant to be an exhaustive guide. It is meant to outline the basic principle, items, runes, and playstyle. As such, I won't be delving into why certain customization choices were made. However, my hope is that I will have explained this build enough that my rationale will be a self-evident extension, and to also allow you to make personal customizations as well.
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Pros and Cons
- Extremely high base damages (Over 350 on Flay by Level 9)
- Death Sentence guarantees the entire Protobelt burst
- Potent laning burst; can nearly one-shot carries
- Great utility even when behind
- Thousands worth of gold in free soul armor and ability power
- Extremely fragile, but must go in for the burst
- Situational AOE damage; may need suicide-bombing.
- Must get within poke range to get money from spellthiefs
- More difficult to collect souls when less tanky
What is AP Support Thresh?
You Still Have to Warden
Support Thresh is known primarily for diving into the fray with a well-placed hook to set up CC for the rest of the team to obliterate the threat. AP Support Thresh does the same thing as Support Thresh, but removes the need for a team to follow up.
What AP Support Thresh lacks in tanky utility they make up for with sheer burst. A level 2 Flay-AA-Combo can be doing nearly a third of a carry's health during the laning phase, not even accounting for the damage from Death Sentence or Ignite. Flay enhances every autoattack, and combined with the 20 magic penetration, makes AP Thresh poke and counter-harass harder than most supports.
One of the biggest combos in AP Thresh's arsenal is Protobelt. Death Sentence and Flay give significant time to position an enemy for a perfectly-executed Belt hit, easily landing every rocket and doing immense burst, while optionally providing enhanced mobility to better land an upcoming hook.
Even when AP Thresh falls behind, the inherent utility of their kit allows for a fallback to being a generalized peel support. This versatility makes it difficult for AP Thresh to ever become useless during a match, especially given the amount of burst they can still output on assassins trying to aim down the carry.
Flay With a Belt
Continue by Getting
> > >
These form solid laning damage and set up for the upcoming situational choices.
If Ahead, Get (in Order):
Then Choose Between:
This set provides the absolute best effective gold/dmg. If going even in lane or it seems the enemy team is frequently grouped up for teamfighting, this is the ideal route.
If Behind, Get (in any Order):
These items provide a way to contribute through a little extra utility beyond raw damage. If you finish all three, continue down the "If Ahead" pathway noted above. It's not recommended to go for any raw utility items, as AP Thresh's relative squishiness makes it very difficult to utilize their effects practically. It's better to be a half-decent AP Burster rather than being mediocre at both burst and utility.
Stage of the Game
In the early game, your goals are to
- Bully with Flay=enhanced autoattacks
- Aim to hook and burst partially wounded ADC's
- Collect souls to gather additional AP
Don't be too concerned about spamming abilities to deal damage; AP Support Thresh lacks CDR and so is not mana hungry.
Lacking tankiness makes collecting souls a bit riskier than usual, but don't be too afraid to or you will very quickly start lagging behind in the extra Flay power each soul provides.
Just because you're an AP Support doesn't mean you should neglect wards. A Sightstone will still be necessary, even if a bit later than other more utility-focused supports.
While its damage is not as guaranteed as Hook and Flay, The Box makes up a significant portion of AP Thresh's damage. Be sure to use it only when you know the opponent will run into it, or if they can be flayed into it.
The burst begins to ramp up.
- Carry and place pinks to set up picks
- Stay in the backline when not actively fighting or hunting
- Suicide-bomb with The Box on clumped up enemies
Protobelt prevents any spellcasting for a short duration after its use. This means Protobelt is best used after one of the other spells, not before. Use Sentence-Belt-Flay, or Sentence-Flay-Belt. Thresh can easily land every single rocket, so be sure to position properly!
But don't be afraid to use Protobelt to get into position initially if needed. It can be the slight difference needed to catch an unwary enemy. Just remember that Protobelt cannot pass through standard terrain.
If the enemies have an especially fed assassin, consider simply peeling for the ADC. The combined burst of Flay and The Box alone will nearly fully-cripple incoming jerks.
Don't neglect your vision just because you're a semi-carry.
More of the Same
- Teamfight damage is now especially high
- Be deliberate, but not reckless with suicide bombs
- Continue placing pinks for picks
AP Thresh can be easily doing excess of 1,000 damage in a teamfight just with a well-placed Box. If possible, flank the backline and cut off their only escape with it, forcing them into a desperate choice.
Be mindful of the hook cooldown. There is almost no CDR in the build, meaning every missed hook leaves a lot of time for possible retaliation.
I hope you will have found this useful! If you have any questions, leave a comment or drop a line over at twitch.tv/aquadragon33 and reddit.com/r/AquaDragon! And be sure to check out www.bestbans.com !
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