Thresh Build Guide by lin00
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+10% Attack Speed
Ability Order Standard
Threats & Synergies
You can counter him with Flay when he tries to engage with headbutt. But he can also CC you if you engage onto him.
Bard is relatively squishy, landing a hook on him will/should force his sums and win the trade massively. Avoid being close to minions, ally champions or walls to avoid stunned.
Hooker showdown. Since Blitz's hook has no wind-up time. He can easily hand a hook on Thresh while Thresh is channelling his Q. If you do get hooked, use Flay for Aftershock for extra defensive stats.
Brand is one of the Mage support who wants to poke you to a point where you can't hard engage on them. He will take over the lane if he is ahead. However, he is really squishy with no escape abilities. 1 good hook should burn his sums or kill him.
Expect a really passive lane. He does not give much kill pressure in lane but he will make your lane phase hard. He can negate lot of damages with his shield and provides extra tanky stats early game which will make it hard to kill and does have decent CC. He is dangerous when paired with aggro ADC like Lucian which can proc his passive easily.
Not a popular support. You can interrupt most of his abilities making you not a bad counter to him but he does have some nice AoE CC chains.
It really depends on the player, good Janna players can be problematic to play against. Her ability to disengage is annoying to play against. Landing hooks on her can be hard due to her movement speed.
She would poke with her Q but if you can land a hook on her, she can be heavily punished.
Watch out for her engage with her E, counter her engage with your Flay and follow up with Death Sentence.
Very squishy, low movement speed and no escape but speed buff. Punish her before she gets Ardent.
Dodge her binding, easy kill. Low mobility, zero escape and squishy.
This match up is really annoying cause of the Black Shield will blocking your engage. To win this match up you would have to bait out the Black Shield before engaging or you can predict target Morgana going to Black Shield. PS: Morgana Q's root is very annoying.
Out sustain with healing. Will punish Thresh if Thresh missing hook. Easy bubble hit while Thresh is channelling the hook.
Nautilus packs heavy CC in his kit and his hook is far most faster that Thresh's hook. You can Flay as he Qs you to activate Aftershock if you took that to negate most of the damage from his combo.
Thresh can inturrpte him as he charged his Q up with Flay or Hook. Flay is more instant. He is extremely squishy and easy kill once locked down due to his inability to purchase more HP.
You can interrupt all his abilities, flaying his R, W engage or cancel his E. Thresh can punish him heavily if Rakan misses his W engages.
Senna needs time to scale up with her passive. She is really squishy which can be burst down.
Maintain vision in bushes so he can not hex-flash engage.
Sona is really squishy, no escape and low movement speed. Don't get poked too much so you can all in her.
Similar to Sona, Soraka is very squishy. Avoid her Q to deny her self sustain.
Avoid getting poked out with his Q. Tahm makes it very difficult to all in onto the ADC since he can cancel your hook by eating the ADC.
Provides early armour but his skills are high mana cost. Poke him out with Flay's passive and force Taric to spend mana on healing. Avoid getting stunned.
May the better hooker win :)
A good Zyra will make your game a living nightmare, she can root your during your hook wind up and block your hook with her plants making you a sitting duck and unable to get close to her. She also out damages you.
Very squishy, low mobility and no escape ability. Landing one hook is pretty much a kill.
Her poke is annoying to deal with. Stay near minions to avoid Yuumi's Q. Interrupt Yuumi's W and she becomes a free kill.
No escape, very week early on. Be careful of his weapons. Crescendum has the highest DPS combinded with Infernum allows him stack his Crescendum rapidly. His level one is extremely weak.
Ashe is another no escape champion but her built-in slow makes her extremely dangerous. She can punish Thresh you misses the hook by kiting with her slow.
Her extreme long range auto attacks makes her a real lane bully. While you walk up trying to engage Caitlyn would be able to land in free auto attacks. Her ability to zone with traps will make it hard to use bushes. Thresh can cancel Caitlyn's E if timed right.
Hardly anyone plays Corki bot due to his passive that converts his damage to magic damage by 80%.
Draven is a hyper aggro ADC that will out damage your ADC early. If Thresh misses the hook on him, Draven will punish Thresh hard.
A safe ADC pick that has flash in his skill set. Avoid getting poked out with Ezreal's Q. Try and fight after first back if Ezreal buys a tear as that is usually his weaker point in lane. Learn the range of Ezreal Es and predict those Arcane Shifts.
I mean... Hardly anyone would play Graves in ADC position. But his short range auto attacks makes it easy poke target with Thresh's Flay passive. Graves auto attack CAN be body blocked.
Champion that can block down turret and block your hooks makes it almost impossible to engage on him if Heimerdinger has decent reaction time. Avoid fighting inside his turrets and take out turrets before engaging in a fight. He stores up to 3 turrets, the flowing cog around him tells how many he is currently stored up.
Relatively weak early game, abuse Jhin's down time when he is reloading his gun.
No escape ADC but late game hyper carry. Shut her down before she gets the items she needs.
Has decent early damage, watch out for snipes from Kai'Sa's W and her ultimate allows her to reposition in fights. But early pre 6, she only has speed up as an escape.
This is most likely an guessing game, is she going to hop left or right. Guess wrong and you could find yourself becoming a pin cushion.
Be careful for the early damage Lucian can pull off. Guess if he's going to dash left, or right. Your Flay can cancel Lucian's ultimate.
Miss Fortune has built in movement speed making her hard to chase down and she can slow when Thresh tries to engage. Try save at least hook or Flay for Miss Fortune's ultimate after 6.
Not too big of a problem but Sivir is annoying to deal with cause of her Spell Shield. But due to Sivir's short range, Thresh can easily trade with Flay passive.
Thresh can keep Tristana well grounded with Flay and Hooks when Tristana tries to jump. Tristana's Rocket Jump can be used passively to get away or increase damage on the Bomb which Thresh can negate with Flay.
Does not have escape. Easily locked down.
Varus will poke at an extended range and will be hard trying to engage onto him. Avoid getting poked to maintain a high enough health bar for engage.
Vayne match up is usually easy if you can read her movement, one good hook and trade is won. She has no escape and needs items before she can do massive damage.
Thresh winding hook up can give Xayah free chance to land root on you. Xayah's ultimate makes her really hard to get on to.
Aphelios lack escape and weak early game. Use your lantern to save him from ganks. Aphelios's Gravitum is an excellent way to guarantee Thresh to chain CC enemy.
Ashe's built-in slow and stun from her Ultimate makes all in easy. With Thresh's CC, Ashe can easily stack up her slows.
Thresh can Hook or Flay target into Caitlyn traps making this duo a massive threat. However, this requires great timing and synergy from both players.
There isn't much of a synergy between these two. Corki no longer played as Marksman.
Hyper aggro early damage carry fits well with the play style of Thresh. This duo can really snowball the lane once is ahead. The damage and CC the pair provides makes it deadly to lane against.
Ezreal is one of the most safe ADC cause of his Arcane Shift and his ability to farm/poke from afar. Thresh can lock down enemy to make Ezreal's ultimate an easier hit.
Thresh can lock enemy in place enough for Heimerdinger to land his grenade to chain the CC even more and the extra damage from turret's laser is really high when connects.
Jhin lacks mobility and Thresh can compensate with lantern. The pair can chain CC really well for an extend period of root.
This is another strong but immobile ADC who is compensated with Thresh's ability to save team mates with lantern. Similar to Caitlyn's trap, Thresh can also Hook or Flay enemy into traps.
Thresh's CC with help Kai'Sa stack her 5 stack passive easier allowing a high burst damage.
Thresh can lock down enemy long enough to allow Kalista to stack up the Ren stacks for massive burst damage. After level 6 this duo is almost ungankable, Thresh can lantern Kalista out or Kalista can ult Thresh out.
Early aggro ADC that fits Thresh's play style. Lucian and pull out massive early damage making the kill pressure in lane really high.
Miss Fortune's Q bounces off first target and hits the target behind for extra damage, enemy will most likely avoid standing behind minions; use this to your advantages and land hooks to engage. After level 6, you can lock down enemy inside Miss Fortune ultimate.
Senna is squishy and lack escape. Protect Senna while she scale up with Soul.
Not much synergy here, lock down enemy to ensure Sivir's Q hit enemy twice and lantern Sivir out of danger cause of the short range Sivir has.
This duo has some high damage all in. Lock down enemy while Tristana stack up her bomb. Tristana is relatively safe due to her Rocket Jump ability.
Twitch lacks escape expect the invisibility, lantern him out during ganks. Lock down enemy while he stacks poison passive for maximum damage on Twitch's E.
Varus' ult and slow will help Thresh catching someone off. Varus is also lack escape which Thresh can compensate with lantern.
Locking down enemy making Vayne have an easier time procing her W and stunning enemy with her E into the wall.
Xayah does a lot of damage with feathers. Lock down enemy while she set up feathers to enable max damage output. Xayah can take lantern during her ultimate.
Yasuo can use his ultimate on your Flay but he needs to be ready for it.
Champion Build Guide
I have peaked in Diamond 2 and planned to reach higher in the future; so I have written this guide for all Thresh or non-Thresh players about what I think about Thresh and my experience on this champion and hopefully will help you out.If there are any questions; feel free to stop by at my stream. (Don't stream regularly)
Thresh's unique play style instantly hooked me and made him one of my main. Starting from season 3 all the way till now; he has become my number 1 champion with the most games played. Except for season 3 but he was still top 3.
Thresh to me is a really well rounded champion, you have tools to engage onto enemies, lock down with CC and provide ways to escape the most impossible situation for other champions thanks to his Dark Passage.
You can fit Thresh into any team composition, depending on what you are building and how you play the champion. If your team is lacking in frontlines, he can be your front line with 1 or 2 defensive items like Gargoyle Stoneplate. Thresh is also an excellent peel support for your carries, babysitting them while they are dishing out damage for the team.
- Great Engage
- Great Peel
- High Amount of CC
- Excellent Roamer
- Grate Immobile Champion Escape
- High Skill Ceiling
- Reliant on Skill Shots
- High Cooldown
- Reliant on ADC
- Less Effective When Behind
When Thresh is ahead in lane, he will control the flow of the lane enabling him to roam, obtain vision in river or in enemy jungle and zone enemy from minions which extends the lead further. However, when Thresh is behind. It becomes harder to make plays and harder to collect Damnation as minions dies.
Thresh does not gain armour per level and solely relies on Damnation passive to gain armour which will result in Thresh becoming less and less tanky over time.
Thresh does not gain additional armour per level like other champions, instead he needs to collect souls drops from minions, monsters and champions. Each soul increases 0.75 armour and ability power giving Thresh the ability to infinity stacking armour and ability power hence the later the game, the stronger he his. Make sure that you are actively collecting souls during the laning phase to maximise Thresh's passive. While collecting souls, do it while it is safe to do so. Your enemies can see the souls spawning too and will attempt to prevent you from collecting them, Thresh's Dark Passage can collect souls as well as Thresh himself but Dark Passage has a high cool down and using it to collect soul will make your immobile carries vulnerable to ganks.
Death Sentence (Q)
This is Thresh's main engage, gap closer and escape. When Death Sentence connects onto a target, you can pull yourself to the hooked target by reactivating the ability. Combine Death Sentence with Dark Passage to give one of your allies the easy gap closer, usually it would be for your Jungler who is coming in for a gank.
Keep in mind that Death Sentence requires 0.5 seconds wind up time before the ability is casted while channelling you are vulnerable. Make sure you don't over step in lane and give the enemy a chance to land skillshots likes Blitzcrank's Rocket Grab or Nami's Aqua Prison on you.
One thing to note is that Death Sentence can be used on jungle camps which means Thresh can navigate through the jungle by dashing to jungle camps with Death Sentence.
Dark passage (W)
Dark Passage is one of the most unique abilities in League. When ally uses the lantern it pulls then to Thresh, this can be used offensively or defensively. Offensively by throwing the lantern out for your jungler or carry offering gap close to the enemy or defensively by pulling your ally away from danger, this is usually done to prevent ganks. Lantern can be body blocked by wards, champions or minions; make sure to throw the lantern into an open area away from the minion wave to minus the chance of it getting blocked.
Dark Passage counts as terrain, you can use your lantern to block movement. Best example is the tiny gap between wall and tower. Your lantern can completely block it off and is impassable. Notable mentions of Dark Passage is that when you walk out of the zone, the lantern is instantly teleport to Thresh but if you go outside the zone because of re-active Death Sentence then the lantern will stay for another second before teleport to Thresh.
Flay has a passive ability that would empower your next auto attack after a brief moment of not attacking. Use this to perform short trades with the enemy by auto attacking them once it is fully charged. (Flay icon will show different colours to indicate how much it is charged from base colour, light green, yellow and red) This scales with the amount of souls collected and attack damage which scales more based on skill level.
The active from Flay provides a knock up and slows the enemy. Ally Yasuo can cast Last Breath from the knock up. A well timed Flay can interrupt movement abilities like Leona's Zenith Blade, Tristana's Rocket Jump and Alistar's Headbutt. As well as movement abilities, channelling abilities too can be cancelled, Katarina's Death Lotus and Fiddlesticks's Crowstorm.
To make Death Sentence easier to land, start off your engage with Flay. The slow will make it almost impossible to dodge the following up hook.
Trapping your enemy inside The Box forces them to either flash out or take the damage and slow as they try to escape. Offensively, you can box your enemy inside after reactivating Death Sentence or Flay enemy into the wall for damage and slow. Defensively, The Box is a great tool to use for zone off an area and disengage fights or ganks.
Primary Tree - Resolve
Thresh is really squishy compared to other engage champions, as mentioned he does not gain armour per level and aftershock enables him to sustain damage early engagements. Thresh will take most of the aggro when engaged as he wants to be right on top of the enemies usually tanking both enemy laner's damage output. After 2.5 seconds, it deals damage to surrounding enemies.
Demolish increases the siege capability throughout the game. During early game, each Demolish proc should grant you a tower plating gold which can help extend your gold lead.
When you take damage, Bone Plating blocks the next 3 auto attacks or abilities from the same champion. At level 1 Bone Plating blocks 30 damage per damage taken within 1.5 seconds from the same champion, effectively Thresh becomes 120 damage more healthy at level 1. I would not recommend taking this against a heavy poke lane since Bone Plating only blocks damage for the next 3 damage within 1.5 seconds so this wouldn't be too useful as it has a 40 seconds cool down. Champions like Yuumi who can poke you consistently with Prowling Projectile.
This rune provides extra health for Thresh as the lane phase goes on and once 120 minions dies near him; Thresh gains additional 3.5% maximum health added onto his health bar. More health is always nice and allows him to build armour/magic resistant. Extra health will increase the shield size of Locket of the Iron Solari and damage on Aftershock.
Secondary Tree - Inspiration
Thresh lacks self sustain and Biscuit Delivery will enable Thresh to sustain in lane longer. This is especially useful when against mage or poke lane.
Side note is that Thresh has high mana usage and Biscuit Delivery expands your mana cap by 50 per biscuit, you will get 150 extra mana. Even if you don't need it, selling them gives you the extra mana and 30 gold each.
This is a must take for me. The increase in cool down reduction capacity and starts off with 5% cool down extra will help out with Thresh's high cooldown on skills and since Thresh wants to build maximum cool down in the shortest possible time, this rune will do just that. With shorter summoner spells cool down, this enables more Flash + Flay engage and more flashy montages... Or fail... Either way, it is nice to have a short cool down.
Optional Runes - Resolve
While Aftershock makes Thresh himself tankier, Guardian will give shield to you and your carry. The only way to use this rune is by having an ally next to you, or ally that is shielded from your Dark Passage. The extra shielding allows the survivability for both you and your carry. Guardian is good to take when against hard engagements like Blitzcrank or major assassins like Zed where your carries will get heavily focused down.
Side note: The shield scales with bonus health built and from runes which makes Overgrowth worth while to take.
Font of Life
This is a good rune to take when against a heavy poke lane, it provides very little regeneration when your ally attacks champions that you slowed or immobilised. This rune will make trades more favourable for your carry as the rune will keep their health bar topped up a bit more in lane after each trade.
This rune is good against poke lanes where Bone Plating is useless since poke damage will keep Bone Plating on cool down most of the time. And Second Wind is like having Doran's Shield where it regains some health back after taking damage, this keeps Thresh more healthy for future engagements. Second Wind is really good against champions like Yuumi where the cool down between her Prowling Projectile will allow Thresh to regenerate the whole duration of Second Wind.
Unflinching provides slow resistance and tenacity when summoner spells are on cool down or within 10 seconds of using your summoner spells. The tenacity will stack with each other up to 32% when 1 is recently activated and the other is currently on cool down. This rune is useful when you flash engage and negate some of the CC effect from your enemy. And its especially powerful when against champions like Leona who is really CC heavy or Ashe who can slow you with her auto attacks.
Optional Runes - Inspiration
Perfect Timing is one of the most powerful runes for early tower dives and out plays. By having the ability to drop tower aggro makes tower diving a lot more forgiving. Most supports like Braum, Leona and Nautilus takes Perfect Timing because it builds into Gargoyle Stoneplate; it would be situational for Thresh to build Gargoyle Stoneplate like when the team is lacking front line.
Hex-Flash allows users to cast Flash even during cool down by channelling 2.5 seconds while out of combat. This creates opportunities for flash engagement even when Flash is on cool down. When using Hex-Flash, it is important to deny bush vision from the enemy. Element of surprise is what you need for Hex-Flash. You can use this to reposition by lantern over small walls like in the dragon pit.
Attack speed runes allows more auto attacks during trades or small skirmishes, in return; more auto attacks means you will utilize more Flay's passive damage with the amount of souls collected. This increases the output of your overall damage. Due to the lack of armour Thresh possess early armour runes compensates that issue and armour into physical damage is always a nice pick up, reduces enemy damage output and make Thresh more durable during lane. Usually double armour rune pick up if the lane is heavy AD based which most of the time is; however, there has been mages taken to botlane in the past or mage supports like Vel'Koz or Xerath where is useful.
Zeke's Convergence gives Thresh the ability to slow down nearby enemies after casting his ultimate, making it easier to kite the enemy for your team. While you slow nearby enemies, your binded ally gets on hit 30% magic damage over time. The slowing field becomes a fire storm, dealing 40 damage and slows around you when the enemy is slowed by you and damaged by your ally's fire. While the item gives Thresh the needed defensive stats and cool down reduction.
Knight's Vow provides armour and health which is nice against AD teams, especially AD Assassins like Talon and Zed. Passively, if you are near your binded ally you get additional 20 armour and movement speed towards them. However, this item gets half of its value because Thresh is a ranged champion. Upon binding your ally, they will take less damage but redirect 12% (6% in this case cause ranged champion) to you as true damage and you will heal when binded ally does damage. This allows Thresh to sustain in fights as he CC and locking down enemies while getting healed from the damage dealt by your binded ally.
locket of the iron solari
Good item when against mixed damage source as it provides both armour and magic resistant but the main reason for this item is the shield. The shield scales with level and bonus health so it is better to build as a mid game item when there's level and health to increase the size of the shield. Against a champion like Karthus who can ult your whole team. It is a great item to counter that and negate some of its damage. Shielding for each champion might seem very little but it can shield the whole team during team fights and the damage it can negate becomes very high value.
Thresh does not have healing abilities and redemption compensates that. The area healer can turn a fight around while dealing damage to enemies who stay inside the area. Redemption's health works on minions too, you can use Redemption to heal your minions up as you siege the enemy. It is especially strong when near objective fights and thanks for the cast range, you can cut off fleeing enemies by zoning with Redemption. Side note: This can be casted when you are dead.
Situational item when your team lacks front line and you need to take up the tank role for the team. Gargoyle Stoneplate allows Thresh sustain more damage while providing CC and slows in the front line. You can take Perfect Timing during the lobby too if you know your team needs a front line and make it easier to build Gargoyle Stoneplate.
Mikael's Crucible is useful when up against heavy CC match likes of Leona, Nautilus or Nami. This functions like Quicksilver Sash but it provides bonus speed if it cleanses CC on your ally, it is an excellent way to let your CC-ed ally reposition with the movement speed granted from Mikael's Crucible. This is usually a must get if you are against champions who can engage with CC like Leona's Solar Flare or Ashe's Enchanted Crystal Arrow. This item does give magic resistance and cool down reduction too which makes it decent against mages who have CC ability too likes of Cassiopeia's Petrifying Gaze.
A cheap movement speed item that will work like Righteous Glory but movement speed is granted for all allies near you. This can be built early due to the low cost and will allow you to quickly walk up to the enemy by yourself or with your jungler. This is also effective when roaming, out speed your enemy with 2050 gold. One downside to Shurelya's Reverie is that the item only provides 300 health as defensive stat and other regeneration stats which does not really work well with Thresh's squishy nature. But this only when you are ahead and do not need the armour or magic resistance early.
Frozen Heart is a nice pick up against heavy AD team compositions and it provides 20% cool down reduction which works well in what Thresh needs. The unique passive from Frozen Heart slows nearby enemies attack speed, this is really effective who relies on auto attacking like Tryndamere. Side note is that Frozen Heart offers the highest armour out of all armour items in League.
Another good item against AD composition but this reduces crit damage taken. This will help you survive longer against champions like Yasuo or Jhin. Provides a decent amount of armour while also offers health to make you more durable. The active from the item slows nearby enemies hindering the enemy's movement and provides a better kite for your team.
Boots of Mobility
Boots of Mobility enables faster back to lane time and combining with Dark Passage you can help your lane partner get back into lane faster too. This is also an excellent choice of boots if you want to roam around to another lane or gain vision in an enemy jungle or river. In lane, you will outrun anyone who doesn't have boots of mobility while out of combat. This makes it easier to walk up to the enemy for trades or help the jungler gap close with your movement speed and Dark Passage. Side note is that you will be slower than other tier 2 boots during combat which is the downside of Boots of Mobility.
Boots of Swiftness
Boots of Swiftness provides overall highest movement speed during combat and it reduces the effect of slowing spells. This is another great boot for roaming, not as fast as Boots of Mobility but the bonus movement speed does not get reduced during combat which makes Boots of Swiftness easier to chase down an enemy by out running them. Since patch 10.5, Boots of Mobility's price has increased by 100 gold making it cheaper to get Boots of Swiftness. Consider getting Boots of Swiftness if you do not have enough gold for Boots of Mobility or if you are against champions which slow effects like Ashe and Cassiopeia.
Perfect boot when against a heavy CC or AP team. Unique passive provides 30% tenacity which greatly reduces the duration of crowd control spells. While extra magic resistant if you are against mages in lane or overall enemy is AP heavy.
Contrast from Mercury's Treads, this boot will help you survive against heavy AD compositions while reducing 12% damage from auto attacks. It is a great boot to go for if the enemy is running a full AD team or the main threat is AD. Consider changing your boots from movement priorities to defensive.
Ionian Boots of Lucidity
This boot will speed up the progress of reaching maximum cooldown reduction cap. This also reduces the cooldown on your summoner spells like Flash which means more flashy plays for your highlight reels. By reducing the down time of your summoner spells, this allows you to be more aggressive and the advantage of having summoners back before the enemy does.
Typical start for Thresh is Steel Shoulderguards and Health Potion. The extra AD from Steel Shoulderguards works well with how Thresh trades during laning and the extra AD also scales with Flay's passive.
Depending on the match up, if you are against melee supports like Leona. You should look to auto her as much as you can when she is going up for minions and wear her down. Auto attack -> Flay -> Auto attack is your basic trade pattern. You should keep in mind that Flay can cancel most of engagement spells like Leona's Zenith Blade (Refer back to skill section of this guide]] so it would be wise to keep Flay to negate any chances of engagement while you attempt to poke them. When against less aggressive champions like Soraka then you can be more aggressive with your Flay usage.
Upon arriving into lane, make sure you make the full use of your early aggression by help your carry push for an early level 2 all in, catch enemy off guard with an early level 2 all in usually would result in summoners burnt for the enemy or early first blood. Level 2 for botlane is 6 melee minions and 3 caster minions. Make sure you keep an eyes on the amount of minions taken during lane, start walking up as the 6th melee minion die and engage with Flay follow up with Death Sentence. The amount of CC this combo provides enough time to kill or burn Flash and Heal easily. Make sure to Ignite early before enemy use Heal since this reduces the amount of heal they receive with grievous wounds. Ignite's cool down is short! Don't be scared to use it!
Always get your boots first, movement speed for support is essential and most valuable, this allows you to get back to lane quicker and roam potential unexpected ganks and vision for your team. Items to rush after boots are cool down reduction, health and early armour. Kindlegem and Glacial Shroud is my main focus since they are both component of the main item I need on Thresh Knight's Vow and Zeke's Convergence.
Always buy control wards. Make sure your Tri-bush(blue side)/river bush(red side) is warded to prevent ganks.
[28/05/2020] [10.10] - Guide content lost, rewriting guide.
[05/06/2020] [10.11] - Rune section finished.
[09/06/2020] [10.11] - Items section finished.
[25/06/2020] [10.13] - Early game section added.
[03/07/2020] [10.13] - Guardian Rune movement speed removed.