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not only did my thresh gameplay become significantly better, so did my overall support knowledge. i still have much more to learn, considering i joined late august, so i look forward to your future guides.
Approach Velocity (1000) right? That renders it kinda useless for rescue purposes...
Im dumb at this game and i like to ask one thing:
Hextech Flash is good?Because i think that the principe of flash is to run away or chase,but since you have to canalise with that,in wich situation does i have to use it?
Also great guide,even for someone like me it's easy to learn and very powerful.
Thanks for explaining!
that's a really impressive guide you have there. Wow, really. :)
It's pretty amazing how well-organized you keep so many crucial information in your guide and it's still very clean and good-looking.
I really looove your tips and tricks section as well as the special synergy one.
Your whole guide's simply amazing. Awesome job. :3 Thumbs up.
EotE route: Lose 450 HP, 150% HP regen and 20% CDR on active items. Win an extra slot for*:
Redemption: AOE heal for your team. Yourself: Lose 100 HP and 75% HP regen. Win 10% CDR and 125% mana regen.
Locket of the Iron Solari: AOE shield for your team. Yourself: Lose 450 HP for 30 armor and 60 MR which makes up for the health.
Mikael's Blessing: Very situational. Avoid CC from a team member. Yourself: Lose 450 HP. Win 125% mana regen and 10% CDR.
Randuin's Omen: AOE slow after following Q. Yourself: only lose 100 HP. Win 60 armor and 20% reduced Critical Strikes.
...
You will most likely play either to land a Q in TF (teamfights) or peel in back lane with W. Anyways the tradeoff is worth taking, more tankiness for you (looking for Q engages) or utility (Thresh peel style).
*I do not take into acount the value of the AOE heal/shield, so you do not really lose health, you actually win it.
My play style tends to be a tanky initiator who jumps right in rather than a utility based support who hangs back. If I'm not teamfighting, I'm playing a Warden role where I'm defending for my carry, getting picks or peeling when we're outnumbered.
In terms of Face of the Mountain's shield capabilities, it's great for immobile champs or squishy casters. If your carry or mid-laner happens to be much more susceptible to assassins (people like Jhin for example), it's going to save their life. Assassins who do more damage the more health the enemy is missing (like Zed) are especially weak in that regard) as their initial burst is absorbed by the shield and they won't be able to do that extra damage.
In the guide I do state Eye of the Equinox should always be considered, but it needs to be in the right situation. If the team possesses an assassin or person who can do high single target damage, it can be a lifesaver (especially in conjunction with Locket of the Iron Solari). However, if their comp favors more sustained teamfights where there's no risk of someone getting 100-0'd, a Eye of the Equinox with a Redemption would be more favorable.
The build is always subject to change based on the enemy composition, but I've found this works well with how I play Thresh.