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Thresh Build Guide by LegendaryOstrich

Support [11.20] Ostrich's Thresh Guide

Support [11.20] Ostrich's Thresh Guide

Updated on October 6, 2021
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League of Legends Build Guide Author LegendaryOstrich Build Guide By LegendaryOstrich 142 9 508,257 Views 4 Comments
142 9 508,257 Views 4 Comments League of Legends Build Guide Author LegendaryOstrich Thresh Build Guide By LegendaryOstrich Updated on October 6, 2021
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Runes: Regular

1 2 3
Resolve
Aftershock
Demolish
Bone Plating
Unflinching

Inspiration
Perfect Timing
Cosmic Insight
Bonus:

+10% Attack Speed
+6 Armor
+6 Armor

Spells:

1 2
Standard Summoner Spells
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None
Hello Thresh players! My name is Sunjiv and this is my 2nd in-depth guide here on Mobafire. My first one is for Lucian here. I am a Grandmasters player for all of season 9 and I have been playing Thresh for a couple years now and I have 1M mastery points, and he's my 2nd most played champion so I thought I would create another guide since my Thresh has been popping off recently. Some stats to show that I'm not a boosted monkey:
Link 1
Link 2
Mastery Points
My main account
Join my Discord!




Pros


Very rewarding to land hooks and make plays
Lantern is very good at saving allies
Easy to carry your lead to other lanes
Wins most Lanes/ Lane Bully
Doesn't Fall off/ Still Relevant in later stages of games

Cons


High risk high reward
Rooted when throwing hook
Hard to Play Effectively
Not good into tanks
When behind extremely hard to come back into the game
FLASH: Taking flash on Thresh is essential in order to make plays like THIS or THIS happen.
IGNITE: Ignite should be taken into lanes that have healers and so you can deal damage and be able to cut the enemies heal in half. Having this up gives you so much kill potential once you land a hook.
EXHAUST: Take exhaust against assassins or if you're really just trying to keep your ADC alive and scale into the late game, exhaust is not effective early game because it does not offer as much as ignite does.


Damnation (Passive)
Thresh DOES NOT gain armor per level so you have to always try to collect as many souls as you can because it'll give you free armor and AP. You can use your W lantern to collect souls but I only recommend doing so if you are recalling or 100% don't need lantern for a teammate.

Death Sentence (Q)
Death Sentence is what makes Thresh scary. His ability to pull people in and still able to use his W during the cast because one of his hands is being used for the hook and one is holding the lantern so he can use both. This can effectively be shown here: Example 1 & Example 2



Dark Passage (W)
Thresh's W is a good spell to throw in bushes to check for people since it gives vision. You should use this as a gap closer for your carry whether they need to get away from someone or get closer to someone. Max this ability last because it's not used often for the shield only used as a gap closer.



Flay (E)
Flay can be used in 2 ways; to push an enemy away or to bring them closer to you. Usually you want to land your hook which pulls them closer first, then flay them closer to you. This can be used in order to stop many abilities that are used to reposition for example Tristana W, Alistar W, Leona E, Pyke E, etc.


The Box (R)
This ability is very strong in the jungle because it forces people to either go through it or wait for the box to run out. This can be used as engage once you land a hook on them or if you need to disengage since the slow is 99% and there's multiple walls the enemy can go through. Try to position your box around your carry to give them more peel.
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5 seconds. Then explode, dealing magic damage to nearby enemies.

Damage: 10-120 (+4% of your maximum health)
Cooldown: 35 seconds

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Always take this rune because it gives you so much armor and magic resistance whenever you land your Q or E it allows you to go in on your hook without dying immediately. Be careful when you fight and this is on cool down, you'll be very squishy.

Charge up a powerful attack against a tower over 3 seconds, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45 seconds
This season is all about getting plate gold so having this rune will effectively allow you to break down towers quickly.

After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.

Duration: 1.5 seconds
Cooldown: 45 seconds
This rune allows you not to get one shot if you happen to get hit by CC during lane.

After casting a Summoner Spell, gain 15% Tenacity and Slow Resistance for 10 seconds. Additionally, gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown.
Most games will have champions with some CC so having this rune will allow you to be able to get out of their CC quicker once you don't have your flash to escape.

Start the game with a Commencing Stopwatch that transforms into a Stopwatch at 10 minutes. Stopwatch has a one time use Stasis effect. This free Stopwatch contributes only 250 gold towards upgraded items and sells for 20 gold.
Personally I take this because of it's utility during those 5 man bot dives. It's a game changer because you can tank your whole HP of their abilities and then use stopwatch and let your team clean up while all of their spells are on cooldown. SELL IMMEDIATELY AFTER USE WE ARE NOT UPGRADING THIS ITEM.

+5% CDR.
+5% Max CDR.
+5% Summoner Spell CDR.
+5% Item CDR.
Everything that a support would need. the 5% on item cdr also effects trinkets and ALL active items (which we buy a lot of).

Guard allies within 175 units of you, and allies you target with spells for 2.5 seconds. While Guarding, if you or the ally take damage, both of you gain a shield and are hasted for 1.5 seconds.

Cooldown: 70-40 seconds
Shield: 70-150 (+ 25% AP) (+ 12% bonus health)
Haste: +20% Movement Speed
Situational rune, only take if you need to keep your carry alive against assassins. This can proc off your W shield and redemption.

After taking damage from an enemy champion, heal for 4% of your missing health over 10 seconds.
Second wind is a good rune to take into matchups that only have poke such as Ezreal and Soraka because this rune will help you regenerate your HP back whereas bone plating only helps you against burst champions.

Permanently gain 3 maximum health for every 8 monsters or enemy minions that die near you. At 120 minion and monster deaths, also gain an additional +3.5% max health.

Range: 1400
Another situational rune which should only be taken if you are going to be the frontline for your team so you need to be beefy.


+3 attack damage
+Gold 2 per 10 seconds
+30 health
+25% base health regeneration


UNIQUE – SPOILS OF WAR: Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions. Melee basic attacks execute minions below 50% of their maximum health and ranged basic attacks below 30% of their maximum health. Killing a minion by any means with a charge grants you and the nearest allied champion kill gold. These effects require an allied champion to be nearby. Receive diminishing gold from excessive minion kills.
UNIQUE – QUEST: Earn Gold 500 using this item to upgrade to Runesteel Spaulders, gaining the WARDING active with 3 wards in stock.

This item gives Thresh everything he needs and they changed it so it's easier to last hit minions now. Try to use this item in this order: Cannon > Melee > Caster because of the gold difference they will allow you to quickly upgrade your support item to get wards. Always switch to red trinket as soon as you get the upgrade.


+60 armor
+10% cooldown reduction
+30 magic resistance
+250 mana


UNIQUE: Casting your ultimate near your Conduit grant both of you bonus effects for 10 seconds. You are surrounded with a 300 range FROST storm which slows enemies within it by 20%, and your Conduit's basic attacks burn their target with FIRE dealing 30% bonus magic damage over 2 seconds (45 second cooldown).
UNIQUE – FROSTFIRE COVENANT: If an enemy is both struck by FROST and FIRE, your FROST storm ignites and becomes FROSTFIRE. A FROSTFIRE storm, deals 40 magic damage per second to nearby enemies and slows by 40% instead for 3 seconds.

You want to build this item on Thresh when you are playing with an aggressive ADC or if you are ahead and just want your carry to deal more damage during a team fight. Gives Thresh everything he's looking for; armor, CDR, magic resistance, and a bigger mana pool.


+40 armor
+10% cooldown reduction
+250 health


UNIQUE: If your Partner is nearby, gain 20 armor, and 15% bonus movement speed while moving toward them.
UNIQUE: While within 1000 range of your Partner, heal for 12% of the damage your Partner deals to champions and redirect 12% of the damage your Partner takes from champions (after reductions) to you as
true damage. Both effects are reduced to 6% if the item holder is ranged.
Active:
UNIQUE: Designate an allied champion within 1000 range as your Partner (90 second cooldown).

This item should be built as a first item if you are against a team that wants to dive onto your carry in order to give them a better chance of getting out by literally taking some of the damage the enemy deals to your carry to you. Gives you a good amount of HP and CDR which is what Thresh needs. Good item if they are all AD too.


+10% cooldown reduction
UNIQUE: +10% heal and shield power
+200 health
+50% base health regeneration
+150% base mana regeneration

Active:
UNIQUE: You reveal the target area for 3 seconds. After a 2.5 second delay, a beam of light strikes the ground. Allies within the area are healed for 30 − 370 (based on target's level), which is increased by 3 × your heal Power, while enemy champions take 10% of target's maximum health true damage and enemy minions take 250 true damage (120 second cooldown). Can be used while dead.

This is a good item when you need to heal up your team so this is good into champions such as Vladimir, Soraka, Kindred, or just very useful in a big team fight. Think of this as a Soraka R since it can be used at a long range and heal people. It also increases your W shield by 10%. If 2 people use redemption, it's only half the healing for the second one until 12s passes by the first. Even if you die during the fight you can still use this item!


+30 armor
+60 magic resistance

Active:
UNIQUE: Grants a decaying shield to nearby allied champions and yourself for up to 2.5 seconds, absorbing up to 130 − 300 (based on highest level between target and caster) (+ 20% of caster's bonus health) damage (120 second cooldown). Shielded targets are ECLIPSED for 20 seconds.
Buy this item if you are against a team with a lot of AP champions. Some good examples of times to get this is into Karthus, Ziggs, Fizz, or anything that has a lot of burst and you need to save people. I would not recommend getting this as a first item unless they are heavy AP and you're laning against AP. Usually should be a 3rd-4th item.


Situational Items




+10% cooldown reduction
UNIQUE: +20% heal and shield power
+40 magic resistance
+100% base mana regeneration


UNIQUE – HARMONY: Gain +25% base health regeneration for every additional 25% base mana regeneration.
Active:
UNIQUE: Instantly removes all stuns, roots, taunts, fears, charms, silences and slows on an allied champion, as well as granting 2 seconds of slow immunity. Successfully cleansing an effect will also grant the target 40% bonus movement speed for 2 seconds (120 second cooldown).

This is an item that should only be built if they have a team with lots of crowd control such as Leona, Ashe arrow, Rakan Charm, Morgana/Lux binding, Varus R, etc. This item CANNOT be used on suppresses like Warwick and Malzahar. This item delays your other item power spikes so this is a very defensive item so be aware that you gain NO tank stats from Mikaels.


+30 armor
+10% cooldown reduction
+400 health
+100% base health regeneration
+300 mana


UNIQUE: For 4 seconds, grants 75% bonus movement speed when moving towards enemies. After the duration or when an enemy champion is within 225 range, you emit a shockwave, slowing enemy champions within Range center 450 range by 75% for 2 seconds (90 second cooldown).
This is a good item on Thresh when they have a squishy team and you just want to run at them and flay without dying. It is a good item because of all the stats it gives you. CDR, lots of HP, health regen and some mana to toss some more hooks and lanterns. It's a good setup for your team since the item itself slows and then you can flay which is another slow and you should be in range to use your R which will also slow them! Very good utility item.


+100 armor
+20% cooldown reduction
+400 mana


UNIQUE: Cripples nearby enemies' attack speed by 15% (700 range).
Frozen heart is an item that should only be built against teams that have more than 1 AD carry. This is very effective into ADC's and other champions that rely on attack speed such as Kayle, Jax, Tryndamere etc.


+80 armor
+250 health


UNIQUE – THORNS: Upon being hit by a basic attack, reflects 25 (+ 10% bonus armor) magic damage, while also inflicting Grievous Wounds on the attacker for 3 seconds.
UNIQUE – COLD STEEL: When hit by basic attacks, cripples source's attack speed by 15% for 1 second.

Thornmail is a particularly effective defensive option when facing down opponents whose damage is dealt primarily through basic attacks, or against opponents that utilize on-hit Heal power healing to survive fights (such as life steal). Build this item against people such as Tryndamere, Master Yi, or if they have lots of ADC's.


+40 ability power
UNIQUE: +10% cooldown reduction
+200 health
+100% base mana regeneration


UNIQUE: +5% movement speed.
Active:
UNIQUE: Grants you and nearby allies 40% bonus movement speed for 3 seconds (90 second cooldown).

This is a very niche item on Thresh; it's mostly used as a quick engage or disengage since it's a short speed buff. It gives Thresh some stats that he needs like HP, CDR and a bit of mana regeneration. Good pickup if you need to make your team more mobile.


Gold 1 per 10 seconds
+50 health


UNIQUE – SPOILS OF WAR: Grants a charge every 40 seconds, up to 2 charges. Melee basic attacks can consume one charge to execute minions below 200 − 285 (based on level) (+ 100% AD) health. Killing a minion by any means with a charge heals you and the nearest allied champion for 5 − 30 (based on missing health) health and grants them kill gold. Healing is halved if the owner is ranged. These effects require an allied champion to be nearby.
UNIQUE – QUEST: Earn Gold 500 using this item and upgrade to item Targon's Brace. REWARD: Permanently upgrades Targon's Brace to Celestial Eye and Remnant of the Aspect to Eye of the Aspect, giving them the WARDING active with respectively 3 and 4 wards in stock.

Not a usual start for Thresh because he is classified as a ranged champion so it's harder to proc your relic shield stacks on minions. You have to last hit minions but it's easier to do with your E charged up. Mid-late game it's very hard to get these stacks off because the tempo of the game won't allow you to get much last hits. Only get this item if you need to be tanky into matchups such as Alistar, Braum, Leona etc.



-OR-



-OR-

Boots of Mobility > ROAMING
These are the cheapest boots you can get which give you +115 movement speed outside of combat so this helps you a lot when you're roaming, clearing wards and trying to have lots of map pressure. (These are the recommended boots)
Mercury's Treads > TENACITY
There are games when you are being caught out by CC or if you're getting destroyed by ability power damage. Grab these boots instead of Mobility Boots for the tenacity and magic resist. Mercury's Treads should ONLY be built only if they have a strong source of AP damage or have a lot of CC such as Leona.

Ninja Tabi > ARMOR
Build Ninja Tabis if you are against a strong auto attack based team or just need some armor to keep you alive.

EXTREME


These lanes have little to no counter play and you have to play perfectly in order to get out of the lane unscratched.


Braum
His shield ability allows him to block the damage from the hook and save his allies so we have to force him to use his shield for our hook and then walk up to flay for some poke. There's not very much you can do against him other than play a bit more passive than usual because if you get in range of his Q or auto attacks then he can easily burst you down. I recommend taking guardian in this matchup to match his guardian and to save your ADC by giving them a shield.

Leona
You can flay Leona's E so you can stand on your ADC in case she ever tries to go in always be prepared to flay. Lantern your ADC to safety if she tries to use her ult. Try to get poke down on her as much as possible since you are slightly ranged you can auto her.

Tahm Kench
Like..just dodge if you go against him LOL!
If you land a hook on anyone other than him he will eat them and save them. You CAN go in on the hook if you want to follow but usually not smart. This is an easy lane if you guys are focusing Tahm in small trades but not if you try to burst him first.


MAJOR


These champions make the lane for Thresh quite a challenge but have room for counter play and things you can do to take advantage of in order to win.


Alistar
It's possible to cancel his W with your Flay. Try to lantern your ADC before/after Alistar gets his WQ off so he's unable to proc his stun. DO NOT STAND ON YOUR ADC OR YOU WILL BOTH GET COMBO'D.

Morgana
Is able to spell shield all of your abilities so against a Morgana with good reaction time can completely counter your kit. A level 1 spell shield will be a very high cooldown so max Q and slowly you will be able to land a hook while it's on CD. If she is always spell shielding her carry try to switch it up and go for her.

Zilean
Has long range autos + bombs so I highly recommend taking biscuits in this lane to be safe. Zilean can easily speed himself or his ally up so it can be hard for you to land your hook on them. After 6 you ALWAYS have to be careful of tower diving if Zilean has his ultimate up. Look to capitalize on him once he uses his bombs because all he has left are his speed-ups/slows.

Fiddlesticks
Fiddlesticks with aftershock makes it very difficult for Thresh to be able to do much in lane. You can look for hooks on him but he is very mobile once he gets his mobility boots + his passive which gives him movement speed. Try to lantern your ADC to safety if he ults to you. ALWAYS keep flanks warded + lane bushes warded to avoid getting spooked by his ultimate.

Yasuo
Blocks your Q in this matchup EVERY TIME so max E in order to maximize your damage in this lane. You can also try to wait until he uses his windwall before fighting too.

Karma
Karma with bone plating is not so squishy & she has a snare that can be easily used if you miss your hook. Be careful of her early game poke with Mantra Q. Avoid standing close to minions since her Q can hit you both easily. Try to sit in bush and look for hooks on their bot. You can look to trade once she uses her shield or mantra.

Pyke
Pyke's hook can be thrown out faster than yours so if you channel your Q, he can easily land his hook on you since you're stuck in cast animation. You can flay him during his E dash. Lantern your ADC if they do end up getting hooked; sometimes it's best to throw your lantern if you think he'll land the hook. Pyke's Q can be stopped with your Q or Flay.

Neeko
Can stop your hook with her W clone. has a lot of burst against you so take bone plating and MR runes against her. Try to avoid standing behind minions so she can't land her root on everything. Stay away from low HP minions because her Q will proc 3 times instead of 1. After level 6 look to lantern your ADC out of her ulti since she has to stand still in order to cast it & it gives her a shield so it's hard to burst her when she's casting her ult.

Nautilus
Basically a walking CC machine. Try to look for hooks only on their ADC. Be sure to play behind minions as if he is a Blitzcrank or Pyke. He has HIGH burst damage and can be very hard to stop once he hits level 6. Lantern your ADC as quick as possible once he he is walking up.

Sivir
Can spell shield your hook so try to avoid throwing them because you're just giving her mana. Look to max E in this lane and look for flays to engage instead.

Rakan
Just try to flay his W knockup since it's his main form of engage early game. Stand behind minions in order to dodge his Q which heals the ADC and himself and deals a decent amount of magic damage. BE VERY CAREFUL LEVEL 1 AND LEVEL 6+.


EVEN


These supports are ones you should not have too big a problem facing but the matchup is still pretty even.


Zyra
Her plants can block your hook and she deals a lot of damage early game with her plants and comet as well. If you manage to land a hook on her she is very squishy but be aware that she may ult you and knock you up allowing her ADC to finish you off. You should take magic resistance + biscuits to play against her so you don't get poked down.

Brand
Very squishy but has a TON of damage so try to go in on him early game pre-6 in order to capitalize on his squishyness. You can stand near minion waves in order to force him to push the wave but don't be close with your ADC that he is able to hit both of you.

Blitzcrank
Play behind minions and throw a lantern to your ADC if he is running towards your ADC to throw a hook or if your ADC does get hooked, you can throw a lantern to save them. Play more aggressive once Blitzcrank uses his hook. SOMETIMES it's OK for you to get hooked and flay once you are beside their ADC and lantern your ADC in to get the kill.

Janna
She is very mobile and has ranged autos and combined with her W you will get poked down a lot. After 6 if you land a hook on her or the ADC she can R you away so it basically denies your kill. Try to fight once her Q or E are on cooldown in order to maximize your win potential. Can be hard to land hooks on her because of her mobility.

Taric
Taric is strong if he is able to land his auto attacks but that should only happen if he lands his E stun. Avoid getting in melee range of him to let him auto attack. Flay is your best friend here. Lantern your ADC to safety if he is looking for a stun on them. After 6 try to burst their ADC before Taric can get his ultimate off, making them both invincible, if not then re-engage once it wears off.

Gragas
Gragas is able to poke you down with Q and has a strong power spike at 6 with his R knockback. Look to flay him if he starts walking up to you or your carry. It's very easy to spot his engage so just avoid standing near your carry so he has to pick who to poke down.

Shaco
You can take magic resistance in your runes & start with the red sweeper trinket in order to clear his boxes as much as possible. Always try to have bush priority in this lane since his boxes are his main source of damage. Look to capitalize on him once you know there's no boxes around and he's used his Q.

Volibear
Can be a very hard to play against since if you go in on your Q on the ADC he can E to Fear + knock you back. Look to lantern your ADC if he starts running up & you can flay him back without getting flipped back. Try to look for fights when you have ignite since it cuts his passive healing in half.

Ornn
A good Ornn can use his W to become unstoppable and stop your hook from pulling him however you CAN go in on the hook and flay him, it works similar to how you can hook onto morgana's black shield and still go in. His dash can be flayed or hooked. Lantern people to safety once he gets 6 and uses his ultimate. Do not stack on top of your team once Ornn ults. Ornn is very tanky and can soak up a lot of damage for his carry so only try to fight if you can hook the carry.


MINOR


These supports are ones who don't really do much against Thresh so just land a Q and win.


Senna
Just wait for her to use her root and you're able to walk up to flay or look for hooks since it's down. She's only there to poke you so try to avoid standing in minion waves so her Q misses you. Take biscuits if you are in a poke heavy lane.

Vel'Koz
I put this as minor since I feel like Vel'Koz is just a long range poke champion that's very squishy. Try to play inside your minion wave in order to dodge his Q's. If you are able to bait out his E knockup then you can easily fight him since he has no other form of disengage.

Veigar
Watch out for Veigar's E cage since it's a large area that can stun you. You cannot lantern people through it. Try to lantern your ADC if he starts walking up to cast his E. Very squishy, just have bush control and look for hooks on him since he will easily take advantage of you for being close range to him.

Bard
Don't let bard poke you down early game. Look for hooks on him since he is a very squishy champion, but if you miss then play more passive. Try to follow his roams and signal mia when he is not in lane. You can play very aggro once he uses his Q (his main source of damage and CC)

Yuumi
To play against Yuumi she is forced to tank the hook for her ADC or if you land your hook on the ADC you get both of them. Stand inside the minion wave to avoid her Q poke. You can flay + hook Yuumi while she tries to get inside a champion for safety.

Lux
You can take biscuits against Lux if you feel she pokes you down a lot but early game she should not have any pressure to kill you since she deals no damage early. Look to fight once she uses her Q or W.

Lulu
You win if you land hook on her or the ADC in this matchup. Be careful of her long range Q and E poke combined with her autos; recommend taking biscuits into this lane so you can sustain HP and MANA more. You only lose this matchup if you allow yourself to get poked down or miss too many hooks.

Nami
You want to avoid taking small trades. All ins will result in you winning the fights. Early game Nami will try to poke you down with her autos and W, sometimes you can W her W and negate it but usually if she walks up to W you then you should look to flay/hook her.


TINY


You should have no problem laning against these champions because of their lack of damage amplifiers and mobility.


Soraka
Soraka will poke you down a lot early game. Try to avoid her Q as much as possible. Look to fight once her E silence is on cooldown since it's the only way to stop you. Soraka players sometimes take barrier but always take ignite in this matchup to cut her healing down. If behind, look for fights only when ignite is up. Recommend taking biscuits into this lane.

Sona
LMAOO Sona players. Just land a hook fam.

Xerath
Wait until he uses E, and just walk at him since it's his only hard cc; he is very squishy

IDEAL


These champions are ones that allow Thresh to dominate lane with EASE.


Xayah
Xayah is a very lane dominant champion with her Q E burst and her consistent W auto attack empower. She will always be able to burst and follow up on your hooks.

Lucian
Lucian has a very strong kit that allows him to burst people very quickly. He has a gap closer which allows him to dash to your lantern or to whatever you hook. Even though Thresh stole his wife, Lucian is still very compatible with Thresh.

Draven
Probably one of the most ideal ADC's to pair up with thresh because of how aggressive his playstyle is. You can land a hook and be confident that you'll have enough damage to back it up. One of the strongest ADC's in the game.

Kalista
Almost a dead champion but still synergizes well with Thresh because of her W passive & her ultimate ability. You guys 100% win the laning phase unless they have a Braum or something to negate Kalista's attacks. Very high burst and lane pressure.

Tristana
Amazing all in potential because of her PTA + E bomb damage and has a W gap closer so you don't even have to lantern them sometimes.


STRONG


These champions are ones that I think work well with Thresh but have some faults in synergy.


Kai'Sa
Kai'sa has pretty good burst potential but is also very squishy. Kai'sa can only burst people once she has her W off cooldown so be very aware of when you can all in and when you cannot.

Jhin
Can land his W root with your hook but make sure not to flay the enemy out of his W. Jhin has strong burst with his Q damage and his 4th shot.

Caitlyn
A good Caitlyn will work very well with Thresh because she can place her traps below the enemies once you land your hook which should end up in a kill. Even if you guys aren't looking for an all in, using your hook with her Q is very strong for poke.
Example of trap on hook

Swain
Swain can use his E pull with your hook so you guys have a decent burst together.Can be very strong if you guys are able to get a gank to lock down the enemy for a long time. Very easy to make picks late game.

Yasuo
Yasuo is able to use his R on your hook or your flay. Your lantern allows him to close gaps quickly and his all-in potential is very high with ignite and exhaust together.

Aphelios
Aphelios is a very strong carry that has potential to burst enemies down and has a root for you to easily land your hooks. Allow Apehlios to poke down enemies with his ranged weapon and then go in for trades when he has his RED gun for the most optimal burst damage.


OK


These champions are alright with Thresh but ones above are ones that allow Thresh to become a lane bully.


Vayne
I put this as OK even though deep down I think it's a strong lane, Vayne players are just trying to survive lane and sometimes it can be hard to help her lane incase you do end up missing a hook. She has a lot of burst with her condemn and silver bolts + PTA proc.

Ashe
Ashe is more of a poke ADC during the laning phase but after she hits 6 she can arrow someone far away and you can hook them & lantern her to easily pick up some kills.

Miss Fortune
No real synergy until level 6 to set her up for her ultimate or until you poke them down early because MF does not want to be close range since Q is her only extra source of damage.

Jinx
Jinx is a champion that doesn't really want to be close range to anyone so she is mostly trying to poke people down early game. You can still look for hooks so she can land an auto attack + W zap for a good chunk. Always look to see if Jinx needs a lantern since she is very immobile but if you help her get through lane she is a strong hypercarry.

Varus
Has burst with his Q E but it's more like poke so you want to try not to always go in on your Q and try to let him get some damage off first. After Varus hits 6 it's an easy engage; let him R first then go for a hook since they can't move.

Senna
Senna does not really have a lot of burst and is more of a poke champion but together you guys can make plays still because of her root. Her Q will heal you during lane which is nice and you can keep her safe with flay and lantern if people are coming to chase her down.


LOW


These champions should not be picked with Lucian because they are very weak in relation to Lucian's power inside and outside of lane.


Sivir
Sivir does not have a lot of burst so the most you can do when you land a hook is let her Q in order to get a good chunk of their HP. Sivir is only strong after 2-3 items.

Quinn
Rarely played botlane but when you do have one she's not too bad if you're able to land a hook she has decent burst potential with her Q and E combo. After she hits 6 to roam you're not going to be as effective with her so it's best to try to roam as well.


NONE


These champions should not be picked with Thresh because they are very weak early game and don't have a lot of burst or trading potential.


Corki
No burst, no poke just farming.

Ezreal
You are looking to all in. Ezreal is looking to poke. Unless he's 6 he won't have enough burst potential to follow up on your hooks.
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League of Legends Build Guide Author LegendaryOstrich
LegendaryOstrich Thresh Guide
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[11.20] Ostrich's Thresh Guide

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