Thresh Build Guide by Takitsu
[11.2*] Masters Thresh Guide that actually works (*still updBy Takitsu | Updated on January 22, 2021
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++8 ability haste
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++8 ability haste
Ability Order Standard
Threats & Synergies
This is a skill matchup, but you are playing with a handicap since Alistar is a better tank than Thresh. If you can RELIABLY flay Alistar's engage, this matchup becomes easy. If you can't flay it, this matchup becomes extremely difficult with Alistar making you his bitch.
Very rare to see this as support, but when it does, PLAY EARLY GAME. This champ is a mid/late scaling champion, so abuse her early game and lack of an ultimate ability in lane. Hook and flay can prevent anivia from reactivating her Q stun. If you can put anivia behind early, this becomes easy game.
Barely see Annie support anymore but, still annoying champ to play against. Play around here passive ability that stuns. Stun is down? You can look to engage against her, if she has 2 or more stacks, hang back and wait. She will use her extra auto range and q to poke whenever she has stun. Beware of bush cheese.
Support Ashe: Pokes a lot with arcane comet, quite literally a Hook = Kill lane. If you cant hook her, look for bush cheese or roam.
Skill Matchup. Bard is a squishy champion, but is great at baiting fights. Always be aware of ways that bard can connect his Q stun. 1 or 2 Hooks should be enough to kill this guy. If he runs for a tunnel, you can flay/hook him out of the tunnel with a quick reaction.
Fellow Hook champion, only his hook is more devastating. If he hooks you, you can survive, your Carry can not. Bodyblock whenever possible because adc's cannot dodge blitz hook for some reason. Walking up and flaying blitz is optimal so you can hook the carry. Save Lantern for your helpless team mate when they misposition.
Hook = Kill With Brands new E this matchup became even harder. Focus on dodging his W then looking for an engage. Brand CD's are long enough for Thresh to punish a missed skillshot. Dont stack with minions or team mates post-6.
Braum Shield and Passive are the main things to worry about. Hooking the enemy carry will usually result in hooking Braum. Dont bother flaying him with his shield up, save your mana. Instead save your flay for when he tries to jump towards you or away to safety. This is a slow burn matchup, it will take 3 to 4 hooks before you can kill this guy.
Honestly Easy matchup for thresh with the ability to flay away galio charge and his taunt. But adc's seem to struggle in staying out of his range. Save flay for galio engage to peel your carry. Hook for enemy carry or additional peel on galio. Watch for galio Flash taunting.
Most Jannas play behind their adcs, so you can just go for their carry. If they are the aggro W max janna players, you can flay them instead and make them regret stepping up. Pre and post-6 Janna is a hook = Kill/Summoner spell burned. Dodge her tornados, and punish her being aggressive.
One of Thresh's worst matchups. Even hooking this champ doesnt guarantee a flash/kill. She pokes, she sustains, she shields. She will poke you out of lane, and if you try to punish her she has a Heal and Shield. You can only try to kill her pre 3 when her ult/q has just been used. Otherwise look to roam.
Somewhat similar matchup to Alistar. Are you able to flay her E? Good makes this matchup a lot easier. You basically never want to kill leona. Even before she gets her W this champ is tanky beyond belief. Just go for their carry or try poking her for 10 damage. Post-6 Avoid clumping with a carry or get smited by the sun.
Shields, Polymorphs, Slows. Lulu is a nightmare for everyone to play against. Play around her shield cooldown, her cooldowns are much lower than you think. Look for short fights with lulu. Hook+Flay and 2 autos are the extent of your trades, anything past that and lulu will start winning usually. Whoever you hook in this lane if who you focus. She will destroy Thresh late game.
Hook = Kill Lux is extremely squishy. Avoid her E and look for hooks. No escapes aside from Flash. Even if she binds you or your carry, a hook can still result in her dying. Post-6 she can 100-0 so beware of her binds.
Another niche tank pick. Maokai is a better tank than Thresh, so if he gets onto your carry, rather than look for the enemy carry you should focus on peeling maokai off. Save Flay for before he gets into range of your carry, or after he has landed on them. Maokai Saplings are your responsibility to drag out from the bushes. You can even lead them into the minion wave to help steal cs from enemy carry :D
Support MF: Annoying E slow spam with Arcane Comet. Usually builds AP, so just go the enemy carry before you get poked out of lane. Can essentially ignore MF auto attacks. If you do hook MF = Kill she has no escapes and is also squishy.
One of Thresh's harder matchups. Not impossible by any means and not a HARD thresh counter that so many people like to think. Spell Shield is annoying yes, but the Cooldown on it is long. Longer than your hook cooldown. Avoid her binds by playing in your minions, and look for hooks on the morgana since she will likely shield her carry instead of herself. If you cant land the hooks or Morgana is shielding whoever you hook everytime, look for roams.
Skill matchup, Nami has heavy sustain with her W healing. Hooks do not = kill in this matchup. Best time to fight is level 2, All-in before the nami has Q and E to secure an early lead. Once nami hits level 3 you will have to play towards your tower waiting for them to misplay/ misposition. Post-6 Thresh can hook ult flay combo to 100-0 Nami or the carry.
Rough hook champ with a broken hitbox that riot wont fix. Save your flay for Nautilus Q. Flay him off when he engages or flaying him towards you when he tries to Q away. Poke when you can against him, this champ is tankier than Thresh, so beware of long fights. Will take several hooks before being able to kill Nautilus. Never all-in Nautilus unless he is under 40% hp. Otherwise he will likely survive.
Used to be an easy matchup, but they made Pantheon stun lightspeed. Difficult to flay, one of the weird instances where it is better to flay towards yourself rather than towards the enemy. Focusing Pantheon in this lane is actually good since he has no escape and you can hook him rather easily during his shield. If you cant flay the stun, this matchup is extremely Pantheon favored. Try to roam before he does.
skill matchup, whoever hits enemy carry usually wins. However, it is REALLY easy to flay Pyke Q. Whenever Pyke walks up to throw his dagger, instead of running away like some headless chicken, walk close enough to flay him as soon as he starts charging his Q. Pyke has to E out, or E in. If Pyke goes in with no Q, you can focus the carry. Carry out of range? Kill the Pyke. Thresh can also hook Pyke out of Q. Flaying Pyke E is difficult but possible, can save your carry in most instances.
Always look to auto/poke his passive shield down, so he loses that advantage. Play around your minions to avoid his Q damage. Flaying his W+E are difficult but possible. Its usually a better play to dodge Rakan W, and saving your flay for when he tries to jump back with his E, or better yet, flaying the enemy carry. Unless the Rakan is running away, you NEVER flay him with all his abilities up. Hook first and keeping Rakan at a distance is much safer and lets you deal damage without losing health. Post-6 clumping on top of your carries is usually bad, but will also make rakan engage predictable. Making it much easier to flay his W.
Support Senna: Severely outranges Thresh. Has heavy poke and sustain. The shorter the fight you have with Senna the better. Avoid her snare and Q snipes as much as possible. Letting her stack her passive early is never a good idea. Look for early fights where Senna Q or W is on cooldown. If you dont 100-0 Senna she will eventually heal back up with her Q. So look for a repeat engage before that happens, otherwise go back to base. Post-6 Senna ult takes a bit of time to cast, so focusing her in lane pays off. Most Senna players wont use their ult early and end up never using it before they die.
Riot somehow made a champ more squishy than Sona. Early game is King against Seraphine. Fighting her level 1, 2, 3, 4, 5, is optimal. Once Seraphine hits 6 fights became a bit rough, but still possible to 100-0 before she does it. Hook or flay = Kill in lane.
Hexflash Phase rush Sett is a jump scare. Thresh can set Sett aside with a flay and go for the carry. Although Sett has no escape, focusing him is a nightmare. Deceptively tanky, and has a rather large shield with W. Keep Sett off of your carry and avoid getting sandwiched with your minions. Post-6 Always be on the lookout for hexflashes, and where you are in position to Sett. If Sett ults you, will it smack your whole team? Move so that is doesnt line up with your team.
Just annoying. Dont bother trying to kill Shaco or focus him unless he uses his Q to go in. Shaco will always have a trap to block Thresh Hook, so go for carry like usual. Thresh can Flay Shaco traps, so you can avoid the fear with a well-placed flay. Fighting Shaco early is purely dependent on whether you can get to the enemy carry. If you hook carry, fight it. Miss hook, peel back.
Similar to Seraphine matchup, super squishy target. Hook = Kill The longer you stay in lane with Sona alive the more poke she gets to do. Fight before she pokes you out, and before she heals up any damage you've done. Post-6 Doesnt change much, just dont clump on your carry.
Another Hook = Kill lane. Early game is where you punish soraka. always focus the soraka until you, or your carry gets grievous wounds. Soraka healing will make you question that you even did any damage. Just kill the banana user and make the enemy carry watch. Dodging her Q in lane helps massively in ensuring you are healthy enough to fight the 2v2. Post-6 She just has an additional heal, a hook will still kill.
Support Swain: Bit of a skillshot dodging game. Dodging Swain snare is essential in winning this matchup. Without his snare, Swain loses a large amount of damage. So whenever Swain misses the snare, look to fight immediately and punish his cooldowns. Still want to focus the carry in the 2v2, as Swain cant contribute as much pre-6 with no snare. Post-6 No Grievous wounds? No fight.
Similar to the Morgana matchup in the sense that he can make your hook useless. Tahm can save anyone you hook by eating them. Stay with your minions to avoid Tahm Q. Look for autos on Tahm to slowly whittle his HP down so you can all-in. Beware of his roaming potential post-6.
Straightforward matchup. Dodge Taric stun and avoid getting autoed by Taric. Taric has a lot of damage if allowed to auto attack with his passive. Fighting Taric with his stun down is optimal timing. If Taric does stun you or your carry, focus on disengaging. Post-6 Peel anytime he ults, and wait for it to expire.
This should only apply in normal blind pick or arams. Purely skill matchup. whoever hooks the enemy carry first wins.
Rare support pick, but one of the annoying ones to deal with. Avoid fighting this 2v2 straight up. Trundle will out damage you, and out tank you in lane. Focus on peeling, and poke when available with hook+auto. Post-6 This gap of tankiness and damage gets bigger.
Support AP HoB Twitch : Basically a weaker AD twitch, early game is still weak. Punish him for walking up to auto. Flay into hook will usually kill before he gets any real damage out. Beware for stealth whenever he leaves vision. Post-6 AP twitch ult isnt scary at all. Just walk away if Twitch is max range, or engage and kill Twitch if he walks too close.
Support Veigar: Engaging onto Veigar is not recommended. Veigar cage is too big and will stop Thresh Q follow-up as well as Thresh W to bring a team mate. Sit back and look for mispositions, wait for your jungler, or roam as soon as you get boots. You can fight while the cage is on cooldown but still would not recommend. Post-6 Veigar does a lot of damage, even if focused will likely get his ult off.
Lot of poke and damage to be careful about. Squishy target that usually dies from being hooked. Use minions to block Vel'koz Q, and make sure to dodge 2nd proc of Vel'koz W to avoid the passive true damage. Post-6 Hook and flay can stop vel'koz ult, but if you are not able avoid stacking on top of team mates.
Big range advantage, with lots of poke and damage potential. Get up in Xerath's face for flay/hook early laning. Pre-3 usually Xerath won't have stun yet, so walking up to flay or hook is easier. Avoid Xerath Q+W as much as possible to keep your HP up for engages. Look to fight Xerath before he pokes you or your carry out of lane. Post-6 Hook/Flay can stop Xerath ult as well as Q.
This is not a champion. This is not a cat. This is a rat. This is a 2v1 lane. Anytime Yuumi jumps off her carry, go for the flay, Hook will take too long to wind up. Don't look for poke damage in this lane unless you plan on farming for a while since Yuumi will heal all the damage over time. Depleting Yuumi's mana pool is another option if she never jumps off her carry. Post-6 Don't fight without grievous wounds. The healing is excessive.
Simple early game advantage. Go for engages anytime Zilean misses his bombs/stun. Post-6 Try to avoid doing all-ins when Zilean has ult up. All-ins can be used to force the ult and then back out for a reengage.
This is Thresh's worst matchup in the game imo. Not a fun matchup to play at all, would honestly recommend dodging. A Thresh can play this out of their mind and still lose to a zyra playing OSRS on a second screen. The only chance you have to win this game is killing Zyra before level 3. Flash Flays, hooks early levels are the only hope before Zyra gets enough damage to 1v2 the lane. Once that happens you have to roam and get top/jg/mid ahead. Pray your bot laner can farm under turret. Post-6 Thresh never wins this fight unless zyra is completely alone and out of position. Otherwise Zyra will kill someone before she dies.
Aphelios has a big range advantage with his sniper gun. Avoid his poke as much as possible. Never fight him with his Chakrams. Pre-6 and without his Gravity slowing gun, its pretty easy to walk up and flay this guy for damage or a kill.
ADC Ashe: A bit less annoying than support ashe since they actually have to cs. Stay behind minions to avoid her W poke. Look to fight when Ashe doesn't have her Q stacked and ready.
She will poke you, A LOT. Play around her greed for cannon minions, She will use her Q to secure the cannon so you can throw hook straight at her. Careful of staying with minions, since she will likely Q the wave.
This champ is irrelevant but someone might pick him. His range is short, you can trade autos with him and flay him out of dashing. Be aggressive and make him regret picking Corki.
Flay is your best friend in this matchup. Draven heavily relies on using his axes for damage, Thresh can flay Draven away from catching them :D Utilize this anytime Draven wants to fight. Can also throw your hook at Draven's axe indicators to make him drop the axe or get hooked.
Ezreal has horrible early game, especially when rushing tear. Flaying first is optimal when engaging, since Ezreal can E away from hooks rather easily. Bush cheesing is your friend.
Extremely boring farm lane. Never fight him with his turrets. Try to level 2 all-in otherwise, build Mobi boots and just roam ASAP.
For short trades, wait for Jhin to be reloading his gun, or basically whenever he does not have 4th shot. For all-ins look for Jhin to be on his 3rd shot, as this lowers his damage output since he can only shoot twice maybe once if you time it well.
Hypercarry with no escapes. Hook = Kill/Flash. Always focus the jinx in a 2v2, or she will get her passive from you or your team mate dying and just run away. Avoid clumping on minions to avoid her rocket form aoe.
Roam. You will not kill this champ in lane unless they seriously misposition. Try to get the rest of your team ahead before Ziggs takes your tower.
Despite Kai'sa having shorter auto range, she does rather well at close range. Avoid being isolated from minions to help reduce the damage from her Q and getting hit by her W. Save your Hook/Flay until she uses her E to minimize her auto attacks.
This can be an extremely easy matchup if you can hit your hooks. Kalista jumping around can make this difficult if you miss the hook. Flay also slows, which makes Kalista auto attack slower. Be aware of Kalista spears stacking on a minion, as she may use it to stack E.
Tough matchup, rare pick. Hitting hooks on this guy is easy enough, however going in on the hook will end up with you taking a ton of damage. Typically avoid fighting 2v2, avoid giving karthus a free early lead. With any skillshot reliant champion like Karthus, every Q you dodge is helpful in keeping this Karthus from pressing R and wiping your team.
Kog'maw gets all of his damage from his W. Only fight when this is on cooldown. Use minions to help block his Q from lowering your resistances. Pressuring Kog'maw into using his E is a great way to make him use up mana.
Despite the lore, Lucian is great at punishing Thresh for missing hooks. Usually better to wait for Lucian to use his dash before trying to hook. Short range means walking up to Flay is easier.
ADC MF: Moves fast from her W, but similar to Mobi boots, taking damage from champs will make her lose the movespeed. Avoid standing behind minions to dodge her Q. She has no escapes, so Hook/Flay will make her immobile.
Depending on your adc, fighting Samira level 1 can go pretty well, since she lacks her escape and damage. Samira does more damage in melee range. Flay and hook can stop her ult. Typically avoid fighting Samira without Ignite/Exhaust.
ADC Senna: Outranges Thresh easily. Avoid getting hit by her Q so she doesnt stack passive. Fight when her Q or W is on cooldown. Beware of Senna using E to bring in the jungler/support for a surprise attack.
Spell shield is very annoying to deal with. Sivir early levels is best time to fight her. Flay first then hold your hook until she uses spell shield. Can also just hook the support instead of Sivir refuses to use spell shield.
APC Swain: Has a surprising amount of damage and sustain. Avoid fighting swain with his snare or ult up. Grievous wounds is your friend in this matchup. If you or your carry dont have grievous wounds, dont all-in.
Easy to kill with a hook, but otherwise has a ton of damage that makes her scary. Rushing MR is a good idea. If you are going to fight, do it before Syndra hits level 6.
Tristana has great follow-up for CC'd targets, but her jump makes her predictable. Save your flay for whenever Tristana tries to use her jump. This will make Tristana miserable and unable to get anything.
ADC Twitch: Hook = Kill/Flash pretty much every time. Twitch has no escapes as a Hypercarry. Putting twitch behind early is optimal in keeping him from doing Twitch things. Use control wards to help keep his stealth in check.
Immobile ADC, but has quite a bit of Burst. Flay/Hook can stop Varus Q before its fired. Staying behind minions will help reduce the damage of his Q. Fight Varus before he pokes you and your carry down with Q+E.
Vayne has short range and a short tumble. Look to fight her early or pressure her out of lane. The less farm Vayne gets the better. Always focus Vayne in the 2v2.
APC Veigar: Extremely similar to Veigar support. His Cage prevents all types of engage. This is a farming lane. Roam or attempt to Brush cheese.
Bit of a skill matchup. This lane goes either way depending on how well Xayah and Thresh play around feathers. Hook/Flay can change/alter the course of feathers returning to Xayah, which can reduce the damage and even avoid the root. Avoid standing in front of more than 2 feathers so Xayah can't throw a 3rd for a quick root. Fight when her feather recall is down (E) and/or her W is down.
Abuse Yasuo before he hits level 3. He is Melee with his escape/engage completely reliant on minions being there. Auto Auto Auto. Break his passive shield whenever possible. Save Flay for when he starts dashing in/out. Post level 3 or first item, never fight Yasuo near a minion wave.
Similar to Yasuo bot, Yone doesnt become a real threat until level 3. So abuse him before that with autos and flays. Anytime Yone jumps in with E he leaves a ghost behind showing exactly where he will snap back to. This makes it rather easy to hook him once the E duration ends.
Ziggs will push the wave constantly. His objective is to take your tower and farm. Threshs' objective is to stall Ziggs from taking tower as long as possible while roaming to help his team. You will likely never kill Ziggs without a gank. Focus on roaming and letting your Bot laner farm.
Still a relatively new champ, so chances are your adc and your team have no idea how to play against her. Sadly Thresh loses this matchup extremely hard due to how tanky Rell gets, as well as the CC she provides when you go on the carry. Rell is essentially the Leona matchup but worse for Thresh. Look for poke or roams with your jungle. NEVER FIGHT THIS 2v2
Good synergy with Aphelios range and slows from his gravity gun. Great at setting up for his chakrams.
amazing combo, ashe autos slow making it easier to hook/flay targets. Ashe ult into hook, or vice versa makes for easy picks.
I would put this at Ideal synergy, but this depends on how good the Caitlyn is at using her traps. Hook into trap is difficult even for amazing Caitlyns. It ends up being the Thresh is responsible to flay the enemy onto traps, which is much easier than Caitlyn traps onto a hooked person.
No one plays this champ because hes bad, but corki burst is decent if you land hooks.
Strong synergy if both players are aggressive. Draven does exceptionally well at going all-in/running down enemies. Be careful of lanterning Draven as it may make him drop axes.
Ezreal is the go-to "I dont play ADC" ADC, so chances are they aren't that good at Ezreal. Ezreal relies entirely on landing his Q ability over and over while running away. Thresh doesn't really synergize with that playstyle of running away while poking. Better to roam ASAP than sit in lane farming with this champ.
Farming simulator until the enemy mispositions or tries to engage. Never try to engage with Heimerdinger, unless they are walking into Heimerdinger turrets. Thresh sits there with Heimer like another turret.
Jhin is a strong ad with great follow-up CC and damage to match it. Play around Jhin 4th shot for poke, or when he has all 4 shots for an all-in.
Hypercarry ADC, can follow-up CC with W slow or E traps. Great at 2v2 but lacks an escape. Pray they click on your lantern to save their life, or secure a kill.
Kai'sa has amazing follow-up with Thresh engage. Hook+flay can isolate targets for Kai'sa Q+W. 3-5 Kai'sa autos+Q+W during a hook+flay CC chain can provide a burst of damage. Kai'sa ult is amazing at getting into the fight when the lantern isn't clicked.
Kalista kit is actually Ideal for a Thresh, but many people that play Kalista don't actually push her lead properly. Kalista jump mechanic from her passive is great for follow-up on Thresh engages. Kalista can ult a Thresh in for a secured flay+Hook, or ult Thresh out for a quick lantern getaway.
zzzzzz Farm fest with Karthus. Pretty much never fight unless you are under your turret, or the enemy seriously mispositions. Thresh Hook+Flay can make Karthus miss Q which is more of an Anti-Synergy.
Hypercarry that does much better with enchanter type supports. Still a decent combo, but heavily relies on Kog'Maw having his W up for Thresh to engage. Otherwise, just farm.
Lucian has his own dash :O Which means Lucian can easily follow-up on Thresh Hooks and Flays without the use of a Lantern (not that they would click it anyways). Lucian burst is ideal for short trades, usually a hook+flay and 2 autos before disengaging.
Short trades and playing around the minion wave for Miss Fortune to bounce Q off of. Basically let MF poke the enemy with her Q before you go in. Hook+flay enemies to stay inside of MF ult.
Difficult to say exactly where Samira lands on this synergy as this champ was banned almost every game in 10.24. However, her kit is exceptional for getting into the fight and gunning people down with her sword? Passive knock-up is gone so Samira is pretty meh now.
This is another farm fest champion, but also farming for Senna passive. Never really have to kill anyone, can just hook people for Senna to get passive stacks.
There is not a worse ADC to play with Thresh. Sivir has 0 follow-up, 0 escape, and very little damage. All Sivir does is make people angry that spell shield exists, and pushes minion waves. Just dodge the game, you'll have more fun looking at your dodge timer than playing with Sivir.
Any hook or flay you hit Swain can pull off of. Get 2 CC for 1! Play around each others hard CC cooldowns. Swain should wait for Thresh to hit flay/Hook before snaring, or vice versa.
Tristana jump is amazing for Thresh. Hook someone? Trist can jump in. Flay someone? Trist can jump in. Ult slows someone? Trist can jump in. One of the best 100-0 ADC's to play with.
Twitch Thresh is bad combo. Twitch is a hypercarry similar to Kog'Maw in the sense that he does much better with enchanter supports. Just let the Twitch farm while you go roam.
Varus follow-up is decent with his E and Ult. Capable of popping a target off of 1 hook, but lacks auto range and an escape. Heavily reliant on Thresh to land Hooks and flay enemies away.
A Feed or get Fed Lane. Vayne laning is weak, always has been, BUT thresh can get vayne early kills. Early vayne is often underestimated and results in people focusing the support instead. Become a martyr for vayne in lane.
Can Hook and Flay enemies into Veigar cage, but other than that its a farm lane. Roaming is better.
Xayah does well to follow-up CC with her feathers, has good damage early game and can survive mid/late game with well timed ults. Flaying people into feathers is a big plus.
Yasuo ADC is an unusual pick, but it happens occasionally. Stall for Yasuo to atleast hit level 3, or get his boots/first back before fighting if possible. Hook+Flay can be used to help Yasuo use Ult. Lantern for when the Yasuo uses E too deep.
Roughly the same thing as Yasuo. Stall for level 3 or first back. Play around Yone E and make sure you dont get baited in too deep by Yone.
Ziggs is great bot laner for farming and pushing lane/towers. Hook+Flay is bad for Ziggs to hit his bombs as it moves the target around too much. Better to roam, or stay in lane and try to push for early tower.
Champion Build Guide
Every single game probably has someone that wants to invade the enemy jungle at the start. If someone on your team is AFK or busy shopping for items when they had all loading screen and champ select to think about it, you should forget about invading, or trying to defend against an invade. Fighting Level 1 with a numbers disadvantage is never a good idea. Thresh Level 1 Death Sentence is great for invading but only with team mates to back him up. Going through bot lane tri-bush, or mid lane into river are the usual invade paths. As Thresh you should be leading the invade, unless someone else on your team has a more reliable hard CC ability level 1, like Pantheon Shield Vault . Always go for your hooked target on invades, if they Flash away quickly, DO NOT CHASE. You just got a free flash, take your advantage and walk away before you lose it.
These usually only happen when you know the enemy team has a champion that has a good level 1 invade. Something like Blitzcrank , Nautilus , Pantheon , Swain . A hard CC ability that can put someone out of position. When this happens your team can stack in a bush waiting for the enemy team to invade, before killing whoever is leading the invade. In most cases this results in multiple people using summoner spells and/or recalling after the fight. Just make sure your team also has decent single target burst or "level 1 potential" before trying to counter invade.
The much safer and standard way of preventing any level 1 shenanigans from happening.
Top lane goes to topside river, usually their tribush or just outside of it in river, Or inside the top lane river bush.
Jungle goes top side of midlane inside the dot brush or towards the ramp leading to raptors/red buff depending on which side they are on.
Mid lane goes to sit mid lane.
ADC/Bot Laners will go to the bottom side of the river basically mirroring what top laners do. Standing in tribush or just outside of it, Or in the river bush on the opposite side.
Supports will go to the bot side of midlane in river dot brush, Or standing by the ramp leading to Raptors/Red buff. Basically mirroring what Junglers do topside.
DO NOT AFK OR ALT TAB OR WHATEVER DURING THIS, YOU WILL DIE AND YOUR TEAMS MENTAL WILL PLUMMET
Hurray you know how to deal with invades, invading, and 5 point!
The first one is when both the enemy Bot and Support are Ranged champions. Level 1 is usually pretty rough for Thresh in these matchups due to poke and just being outranged in general. Instead of trading level 1, Thresh should be focused on keeping the minion wave in the middle of the lane or towards Thresh's tower. This allows Thresh to have more room to pressure the enemy laners, while being less likely to die from any jungle ganks. Simply having the minions closer to your own tower will apply pressure on the enemy bot lane since they have a farther distance to run back to their own tower. This also makes it much easier for your teams jungler to gank. Focus on avoiding the poke from the enemy while looking for opportunities to punish mispositioning with a hook/flay.
The 2nd type is a Ranged+Melee matchup with the melee typically being the support. Level 1 you can use Thresh auto range to poke the melee while using bush vision to pressure them off of the minion wave. The position of the wave in this matchup will usually be as close to your tower as possible, or keeping them under tower. Staying under your tower is optimal when the enemy melee support has a better early 2v2 than Thresh. Shoving the minions into their turret over and over is optimal when you are able to easily poke or pressure them off the wave. The goal of this lane is to put the support low enough to either all-in and kill the support; or when you all-in the carry, to make the melee support feel unsafe to help.
Laning phase will "end" once one of these 2 things happen. A top or bot tower falls. If top/bot tower falls, you will want to shove the minion wave into enemy tower before swapping lanes. There are exceptions to this, for example, your top laner does not want to swap their lane, Dragon is spawning soon, OR you are able to stay bot lane and draw mid/jg pressure to bot lane to help your team.
When warding anything you need to think "Why am I warding this?" and "What is this ward supposed to do?" If you dont know the why or what of warding something, you probably shouldnt ward in that place.
General good places to ward: Tri-bush, river(in front of Dragon / Baron pit), Enemy Red Brambleback / Blue Sentinel , Dot brush in river, and enemy Raptors .
Bad places to ward: River brush next to lane, middle brush of bot lane, alcove.
Whaaat? warding river brush is bad?! Technically its not a bad ward, because it gives some vision into river, but most of the time if you see anyone on that ward, its already too late to escape the gank anyways. So its much better to ward deeper in the river or in the enemy jungle to give you and your laner time to react.
The biggest thing about warding and vision is timing. Having vision at the right time gives you and your team information needed to make the right decision about how and when to take fights or objectives. So when you have vision setup a full minute before Dragon spawns, you know where the enemy team is, you know where your team can walk in safely, and most importantly you can back before the Dragon spawns to get more wards! This same idea applies to Baron , Rift Herald , and planning a tower dive/push. So, where should you be warding for these objectives?
Dragon (Red Side Team)
Control Ward should go in the dragon pit or in the Dot brush. Trinket wards(if you still have them) should be used initially for over the dragon pit wall or in the brush behind red buff. Normal wards should be used for bot lane tri-brush, bottom of red buff brush, raptors brush, or the dot brush.
Dragon (Blue Side Team)
Control Wards should go in dragon pit or in the Dot brush. Trinket wards(again... if you still have them) should be used for the brush leading up to blue buff, the brush leading into enemy jungle left of blue buff, bot river brush, or midlane bot brush. Normal wards should be used for Brush behind Greater Murk Wolf , path between the mid tower to river brush behind blue buff, Blue buff brush, and Dot brush.
Baron is essentially a copy of dragon pit on the other side of the map. Same warding rules apply, but since the pit is on the opposite side, the warding will be reversed as well.
Baron (Blue side Team)
Control Wards should go in the baron pit or in the Dot brush. Normal wards should be used for over the baron pit wall or in the brush behind red buff, top lane tri-brush, top of red buff brush, raptors brush, or the dot brush.
Baron (Red side Team)
Control Ward should go in Baron pit or in the Dot brush. Normal wards should be used for the brush leading up to blue buff, the brush leading into enemy jungle right of blue buff, top river brush, midlane top brush, Brush behind Greater Murk Wolf , path between the mid tower to river brush behind blue buff, Blue buff brush, and Dot brush.
These wards are pretty straight forward.
Tier 1: Brush close to towers, Tri-Brush, Ancient Krug Brush, and Brush near Red/Blue Buff.
Tier 2: Path/Brush Parallel with Tower, Just outside of enemy Base going into jungle.
Inhibitor: Inside the enemy base by the Gate.
Tier 1: Tri-Brush, Krug / Gromp , Red/Blue Buff Brush.
Tier 2: Path/Brush Parallel with Tower, Brush just outside the Enemy Gate.
Inhibitor: Inside enemy base near the Gate.
Tier 1: Raptor , Raptor Brush, Murk Wolf , Brush behind Greater Murk Wolf .
Tier 2: Raptor Brush, Brush near enemy Gate, path between enemy base and Murk Wolf .
Inhibitor: Inside enemy base on both side of the tower near Gates.
WHEN YOU CAN ROAM
1. It is a farm lane.
2. Wave is shoved into enemy tower.
3. You & Your Bot laner recalled, can do a quick roam mid/top.
4. You have pressure in your lane and your Jungler is botside.
5. Bot laner is dead, and wave is on enemy side of the lane.
WHEN YOU SHOULDNT ROAM
1. You are down 2 levels or more in EXP from enemy laners.
2. Bot Laner wants to push the wave.
3. Your mid/top lane is dead/recalled.
4. Your Jungler is dead and the enemy is all alive.
5. The person you are roaming for has no way to help(too low Health/mana).
6. The enemy has already roamed to the other lane, while you are still in lane.
So when someone calls for an "Objective" on your team, the most common one being a Dragon , What is your job? As a Support the main thing everyone thinks is "WARDS!", which is true, you do need vision and wards to help secure objectives. However you also need some help to do these things. Sure you can walk in all by yourself into fog of war and throw some wards down, but you might die in the process. Well you did your job of getting vision right? Wrong. Because you died, now your team gets to watch the enemy team take the Dragon , maybe your jungler tries to smite steal it, instead of having a skirmish or team fight for it if you had simply waited for a team mate to help you secure vision.
The point of objectives as support is to get vision, but also apply pressure while doing so. NEVER ward alone, unless you can see or know where the enemy team is at on the map. Otherwise you are quite literally face checking fog of war.
Whenever you setup vision for objectives, you want to do so before actually going for the objective. If you plan on taking a Dragon , Rift Herald , Baron , or Turret , you should be putting wards down at minimum, 30 seconds in advance. At most 2 minutes in advance, which will give you a chance to reset and get more wards incase the enemy clears out your vision.
Wave Management helps greatly in applying pressure for objectives as well. If you are trying to take a Dragon or a Baron , and you have minion waves pushing into the enemy towers, you are forcing the enemy team to make a choice. Do they go contest you at the Dragon / Baron and lose Turret / Turret health, or do they clear the minion waves and let you take the Dragon / Baron ? Ranked Solo Q lacks a lot of teamwork, or even having someone that will shotcall. So when a team of 5 random people is forced to make a choice, they commonly make mistakes with that choice, or even with their play.
Do a quick double check before you start an objective on where your team is at. Is your whole team there? If someone is missing do they have a Teleport , or some other way to quickly join the fight? Numbers advantage plays a big factor mentally and literally.
How to play Mid-Game
Warding around the next objective. The point of this is to secure vision around whatever objective you are trying to take. This can be Turret , Dragons , or Rift Herald . Vision around your objective helps your team know where the enemy is and isn't. If you don't see the enemy on your wards, you can assume two things; they are not in your vision yet, or they are not coming to the objective to contest.
Play to your numbers advantage as much as possible. Even with proper setup on vision and pressure for an objective, fighting a 4v5 or a 3v4 is fighting with a disadvantage.
As Thresh , pray you never get to this part of the game, as it is extremely difficult to win from here as Thresh . Thresh technically scales infinitely with his passive Damnation souls, however it only raises his Armor + Ability Power . Because of this Thresh only "scales" into full/Heavy AD teams.
Role in Late-Game
Support and Thresh identity does not change much from mid-game. You still are the primary source of vision control, and are likely the only person on your team still trying to peel your carry(s). Basically never want to be alone while warding at this point in the game, otherwise you risk being caught and throwing the game. Minimap is your friend! Check this constantly to double check where your team mates are at, as well as enemies. Having a numbers advantage or disadvantage is devastating in late-game.
Peeling does not just mean using your CC type abilities ( Death Sentence Flay The Box ). Bodyblocking skill shots, simply auto attacking enemies near your carry, or helping your carry reposition are all a part of peeling. Help your carry maximize their damage by delaying the enemy from damaging them, its that straightforward. Saving abilities for a better opportunity is also a great option. This is most prevalent with Thresh Flay since you can use this stop almost all gap-closer or dash type abilities in the game. Keeping track of enemy gap closer abilities is crucial in being effective at peeling.
CLICK THE LANTERN!
Honestly this ability is useless about 85% of the time because other people think its a visual warning to use Flash . HOWEVER, if you are lucky enough to play with the 15% Dark Passage can change fights around or simple save a caught out team mate. The shield is rather small in comparison to other shield type abilities in the game so generally want to save this for repositioning an ally.
- Slighty changed matchup descriptions on Samira and Rell.
- Changed Full Item Builds and mostly replaced Redemption with more viable items.
- Added Updates.
- Massively revamped the item sets to include Moonstone Renewer.
- Sunfire and Shurelyas have become obsolete on Thresh sadly.
- Added new rune set specifically for Moonstone build.
- Currently in progress of updating matchups as people find out moonstone is broken.