First to close + trinket swap
Items to close the build (you chose this based on
alternative items (offensive read note please)
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Thresh with this build
|Annie||Probably the easiest lane for thresh as she is really squishy and only has a stun that in reality isn't too great unless she ults. Just hook her and get your ADC fed.|
|Sona||Super easy lane. 1 form of CC, a really bad heal and you will find if you can land a hook your ADC will be super fed late game. Just don't be stupid and you will win the game (most likely)|
Hey guys I'm Stefano1923 in game and on mobafire. I am support main from EU. I play LoL for a year and yes i'm not rank 30 but i "study" a lot of build by myself and i try them in game and i see if they are good or pure s°°t. I was thinking about this build for almast 3 days and thinking about the items you want to use.
Let's talk about thresh.
|BASIC ATTACKS: Thresh's basic attacks do not utilize projectiles, and his basic attack wind-up is only reduced by 0.25% per 1% bonus attack speed, rather than the standard 1%.
DAMNATION: Thresh collects the souls of dead enemies by approaching them or by placing Dark Passage's lantern nearby. Each soul permanently grants 0.75 ability power and bonus armor. Champions and large enemies always drop a soul, whereas small minions and monsters only sometimes drop a soul.
Only enemies within a certain distance of Thresh drop souls upon death. Souls are visible to allies, and only become visible to enemies if their team has vision of him. Souls disappear if not picked up after 8 seconds.
|ACTIVE: After a 0.5-second delay, Thresh throws out his scythe in a line and tethers himself to the first enemy hit, dealing them magic damage and stunning them for 1.5 seconds. Upon hitting an enemy, Death Sentence's cooldown is reduced by 3 seconds.
While the tether persists, Thresh cannot attack and periodically tugs on the tether, each time Airborne icon pulling the target a short distance toward himself. After 0.5 seconds, or instantly if he hits a minion or monster, Thresh can reactivate the ability to use Death Leap while the tether holds.
ACTIVE: Thresh dashes to the bound enemy, removing the stun but allowing him to attack again.
|ACTIVE: Thresh throws his lantern to the target location where it remains for up to 6 seconds, revealing its immediate surroundings and shielding the first ally to come near it for up to 4 seconds.
If an ally right-clicks the lantern, they pick it up and dash to Thresh's location. If Thresh moves a certain distance away, the lantern automatically returns to him.
|PASSIVE: Thresh's basic attacks deal bonus magic damage, increased with the time he spent since his last basic attack.
ACTIVE: Thresh sweeps his chain in a broad line towards a target direction. Enemies hit take magic damage, are knocked in the direction of the chains, and are slowed afterwards for 1 second.
|ACTIVE: After a 0.75-second delay, Thresh summons 5 spectral walls around him that last up to 5 seconds. Each wall breaks upon contact with an enemy champion, dealing them magic damage and slowing them by 99% for 2 seconds.
Once a wall is broken, the remaining walls deal no damage and slow for only 1 second.
I take those runes so that I can become very tanky in all stages in the game. I belive that taking Health yellows is better than armor ones because you are able to become more immune to all damages. I also take armor quints so that I can negate a lot of damage from ADC's early game.
I always take 0/12/18 on all tanky supports as it gives me the most utility on my items whilst also making me very tanky in the resolve tree giving my ADC damage reduction
if you exclude Zz'Rot Portal the other items are standard tank/support used in every game. The reason you want to build Thresh like this is to push the bot lane as fast as you can. You also need CDR so that you can cast your hooks more often which is less punishing if you miss one.
I always start E just in case the enemy tries to invade so I can disengage them and negate a possible lost first blood. I max Q first so that is does more damage and I am able to cast it more frequently. I max W over E because, it gives W a longer range and lower cooldown and E is really used for utility. Use your ultimate after you hook then E so that you can peel more and slow them for a very long time.
Flash and Heal is what I take about 90% of the time unless my ADC is running Heal in which I will take Exhaust my self. If I am going against a support with a lot of healing ( Sona, Soraka etc..) I'll take Ignite.
Pros / Cons
1. He gives your team a lot of kill potential early game with your Q
2. He is really good against mobile targets with his Q,E,R combo
3. Can become really tanky
4. Can peel really good
1.Spell shields can make you useless.
2. Can be shut down by CC
Last things to say
thanks a lot for reading this guide and sorry for my bad english cause i'm italian :)
Have fun with this build