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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Introduction





Pros:
-
+He's considered one of the top 5 supports in season 4.
-
+His kit is very good for carrying as a support.
-
+Doesn't fall off late game. He's the only support that scales infinitely.
-
+Has CC on almost all of his abilities.
-
+His lantern grants a long range Flash, perfect for making plays or saving a teammate.
-
+Fits in any team comp.
-
-His base movement speed is very low.
-
-Doesn't gain armor/level.
-
-Might be risky picking up souls in lane, making him susceptible to hard harass from enemies.
-
-Becomes useless if he doesn't hit his abilities.
-
-Needs time to perfect and adapt to his playstyle demand.
Pretty straight forward, the runes stack nicely with your passive and gameplay. (You can adjust and replace. I play Thresh very aggresively in lane so AD runes fit my gameplay.)
My choice:
Precision
Fleet Footwork
Phase Rush
Alternative
Precision
Fleet Footwork
Phase Rush
Or you can choose Gold/10 Quints
Precision
Fleet Footwork
Phase Rush
Personally, I take more AD because items and masteries grant me more than enough tankyness in lane and teamfights. And it scales disgustingly well with his E passive.
Please note
Thresh doesn't gain armor/level due to his passive,
Damnation. You need to take the souls the minions drop and if you have a hunch your laning phase will be shameful and soul-less, you're better off picking up Armor Quints.
My choice:
Runes




Runes




Or you can choose Gold/10 Quints
Runes




Personally, I take more AD because items and masteries grant me more than enough tankyness in lane and teamfights. And it scales disgustingly well with his E passive.
Please note


Defensive tree in the masteries helps
Thresh a lot more both with his laning phase and his teamfighting.
I take the cooldown mastery
Sorcery
in the Offensive tree for obvious reasons - you want to spam your
The Box and your
Death Sentence a lot more.
In the utility tree I take the mana regen mastery
Meditation
. As a fairly experienced
Thresh player, I know how to save my mana in lane, yet it helps a lot after a missed ability/hook to recover the wasted mana much, much easier.
I take a point in
Phasewalker
as well. You can always take the
Scout
mastery over it, though I find it more useful to get the enhanced recall mastery.
Worth mentioning is that
Thresh benefits decently well from the
Fleet of Foot mastery. His base movement speed isn't amazing, so these 3 points can be as placed in the movement speed bonus rather than mana regeneration if you're confident enough you're not going to spam your abilities.
Down to the Defensive tree, most masteries I have listed are very useful for
Thresh. As the game progresses, you will want to turn into utility tank initiator/disengager. I find useful in the laning phase that
Block
and
Recovery
are really good because between levels 1 to 5, the majority of the trading in lane will be from autoattacks (this will also spare you from starting with Doran shield, because the Doran start lacks any form of vision, unless you count the trinket, and an early gank can lose you the lane).
Once you take
Block
, you will want to take
Unyielding
as a must. Self explanatory, as a ranged support you reduce all incoming damage by 1.
Veteran's Scars
is such a good mastery. The 36 hp at lvl one is really good, even if your team will invade, even if not. You can help your jungler tank a few Lizard/Golem hits, you can receive an extra hit from your enemy laners and still have enough health without having to back.
If you take
Veteran's Scars
, you take
Juggernaut
. Once you're done with building the MR/Armor, you'll start building health. Health goes a long way, while MR/Armor not so when talking about late game, and this mastery only helps you with that. Also comes in handy when you start building the
Sightstone with the
Ruby Crystal. Grants 3% of those stats for 1 mastery point. Very good imo.
Most botlane combos are made of the ADC which deals physical damage and the Support which is generally dealing magic damage. I put 3 points in
Hardiness
and 1 in
Resistance
. Helps with survivability in lane. As Thresh, with these masteries even if you fall one or two levels behind, you won't die instantly.
From this point, the next masteries will help a lot more with ganks, skirmishes and teamfights. The
Swiftness
mastery works really well against slows. Also this for only one mastery point? I'm in.
Tenacious
is again another really good mastery, also very helpful with the famous 4 man gank bot, since it grants +4 armor and +2 magic resist for each nearby enemy. It's like
Stone Skin but in the masteries. I find this really valuable on
Thresh, giving him a lot more survivability in teamfights, where you want to apply as much CC as possible before dying. You take 4 points here.
The last mastery is as well really, really good:
Legendary Guardian
grants what we call Tenacity. This mastery could make the difference between a successful teamfight and a bad one. Grants 15% crowd control reduction. Pair it with Mercury Threads and you have all crowd control halved (for those who aren't aware of this, Tenacity as an in game stat doesn't stack; only masteries + 1 tenacity item). Fiddle
Terrify will only last 1.25 seconds at rank 5 and Annie
Pyromania only 0.90 seconds. Sounds worth to me.

I take the cooldown mastery



In the utility tree I take the mana regen mastery


I take a point in


Worth mentioning is that


Down to the Defensive tree, most masteries I have listed are very useful for



Once you take



If you take




Most botlane combos are made of the ADC which deals physical damage and the Support which is generally dealing magic damage. I put 3 points in


From this point, the next masteries will help a lot more with ganks, skirmishes and teamfights. The




The last mastery is as well really, really good:



When playing
Thresh I always prefer getting
Exhaust and
Flash. Rarely I'll get
Ignite.
Honorable mentions:
Teleport is a decent choice of summoner spell on supports. Not recommended unless you have at least one exhaust and one ignite in your team, but could be good for setting up ganks for toplane or helping a lane out.
I felt I had to put
Teleport here because I've seen a lot of players actually take this spell, but I don't think it's as rewarding as the other afore-mentioned options.
Heal - not bad but not very useful in the current meta
Revive - wow no
Cleanse - you can get 50% tenacity and that's more than enough
Barrier - don't need it
Ghost - Flash is always a better option unless you're
Singed,
Dr. Mundo or
Tryndamere
Clarity - you don't have mana problems big enough for taking this
Clairvoyance - you have trinkets, it's not season 2 anymore
Smite - this was a support guide last time I checked




You take ![]() |
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Honorable mentions:


I felt I had to put












I think it's needed to bring an explanation on his skill order.
I'll be frank, it's very very situational. If you're ahead in lane or it's an even lane, max out
Flay first. If not, max your
Dark Passage. Your E slows and knocks back enemies, and it's your only ability that deals damage (at max level it scales as 200% AD) and deals magic damage based on how many souls you collected.
Example: If you collected 200 souls you'll deal about 400 damage per hit when the icon in your status bar turns red. If you level this first, your harass will outscale any other support's except mage supports, such as
Annie,
Syndra,
Orianna (the late aren't very often seen as support picks but they are picked in SoloQ at higher ELO).
If you're behind, or your client crashed and you had to reconnect and your enemy laners are lvl 3, and you're level 1, consider maxing your W
Dark Passage first at lvl 9. Your shield amount increases with every point (60 / 100 / 140 / 180 / 220). If you decide to go ham when you're behind, the outcome might not be in your favor.
Your
Death Sentence is your Q ability, and the only thing you gain from leveling this is some cooldown reduction on the skill and magic damage increase when using it. I prefer maxing this last, since the CC doesn't change after leveling. The stun remains 1.5 at all ranks.
I'll be frank, it's very very situational. If you're ahead in lane or it's an even lane, max out


Example: If you collected 200 souls you'll deal about 400 damage per hit when the icon in your status bar turns red. If you level this first, your harass will outscale any other support's except mage supports, such as



If you're behind, or your client crashed and you had to reconnect and your enemy laners are lvl 3, and you're level 1, consider maxing your W

Your

Your starting items will have to differ whether your team is invading or not.
For invades:
3x
Stealth Ward, 1x
Vision Ward, 3x
Health Potion, 1x
Mana Potion, 1x
Sweeping Lens or
Stealth Ward
When not invading:
1x
Ancient Coin, 1x
Stealth Ward, 1x
Health Potion, 1x
Stealth Ward
At your first back you'll want to get a
Ruby Crystal or
Sightstone if you have enough gold,
Health Potions and
Boots or another
Vision Ward. Vision control is important for ganks and your lane's safety.
Keep in mind, you want to update your
Ancient Coin as soon as possible! Rank 1 grants +2 gold per minion, Rank 2 grants +4. I'll come back on this matter later in this chapter.
Due to Thresh's flexibility and
Damnation, he doesn't need many items to be tanky. You can continue from here with situational items.
Boots
- useful against heavy CC and/or hard engage teamcomps. Also not bad against fed AP carries.
- fed AD champion? No problem.
- need more hooks? Take this.
for making plays, escaping, roaming to mid. Sell these and get one of the ones above after the laning phase is over.
Situational choice:
You can stick to your talisman of ascension until the end, or you can get face of the mountain.
Spoiler: Click to view
Worth mentioning on the items list:
If you find yourself being focused (it happens a lot at lower elos, to get focused as
Thresh, happened to myself) these items might come in handy.
Guardian Angel is pretty self explanatory, gives MR and Armor, not a bad item, but I'd advice NOT taking it unless you go out like a light.
On the other side we have
Banshee's Veil. Not a bad item and most probably you'd like taking this against very fed AP carries such as
Kassadin,
Fizz,
Syndra,
Ziggs,
Orianna. 9 times out of 10 you take this over
Guardian Angel when you're playing
Thresh.
Trinkets
In the laning phase I always prefer
Stealth Ward when I start with a gold item -
Ancient Coin, though after the 15-20 minute mark you will want to sell it and get a
Greater Lens, then update it as soon as possible to
Oracle's Lens.
Oracle's Lens is a very powerful item right now. The active grants 10 seconds of true vision when upgraded. When your team decides to Nash, this item can sweep completely the
Baron Nashor area. If any place remains unsweeped you can place a
Vision Ward to scout for other sneaky
Stealth Wards.
For invades:
3x






When not invading:
1x




At your first back you'll want to get a





Keep in mind, you want to update your

Due to Thresh's flexibility and

Not core but not a bad item either:
Boots




Situational choice:
You can stick to your talisman of ascension until the end, or you can get face of the mountain.

Worth mentioning on the items list:


If you find yourself being focused (it happens a lot at lower elos, to get focused as


On the other side we have








Trinkets
In the laning phase I always prefer








Your level 2 as
Thresh is very poweful. Use that to your advantage.
Your level 2 power comes from your
Flay and your
Death Sentence. If you miss your combo, let it go. Don't continue with
Flay because you'll probably lose that trade.
When harassing you might want to stay in the lane brushes and go out to harass when you
Flay passive icon is red. When the passive is red, it simply means you do extra damage.
80 / 110 / 140 / 170 / 200% AD + number of souls
While still in laning phase you must remember, you're a support with a very strong kit. As
Thresh you want to be the one to harass when your passive is up, you want to protect your carry even if he sucks. You die instead of him. Shield him and be his meatshield. This is the reason you took 22 points in the Defensive mastery tree. 8/10 times you'll even survive, while your ADC could have died.
Reaching level 6 before the enemy support means you win the lane most times. Ping your carry or let them know you're gonna engage and proceed.
Death Sentence >>
Flay >>
The Box and then wait for your carry to take the double kill.
Using your
The Box as soon as you get it it's a very interesting strategy, because no one expects someone to use their ultimate right away. The element of surprise makes the targets run away, fighting back being no longer considered an option.
One more piece of advice while the laning phase, always keep
Dragon and the tribush warded (on the Blue side). These are always ways the enemy jungler will use to reach your lane.
If you're against
Zac, you might want to consider over walls or the Purple side tribush (when you're on the Blue team) because I noticed
Zac players prefer that route.

Your level 2 power comes from your



When harassing you might want to stay in the lane brushes and go out to harass when you

80 / 110 / 140 / 170 / 200% AD + number of souls
While still in laning phase you must remember, you're a support with a very strong kit. As

Reaching level 6 before the enemy support means you win the lane most times. Ping your carry or let them know you're gonna engage and proceed.



Using your

One more piece of advice while the laning phase, always keep

If you're against


As
Thresh you'll be playing two roles: initiator and disengager. Your kit can serve well in both situations. When your team is ahead in kills and gold, or if the enemy adc/apc isn't in position, you'll want to initiate.
My favorite initiation is
Flash +
The Box. Your ultimate skill deals a fair amount of damage to squishies late game, your team can fly in and kill key targets after you already chunked 10-15% of their max health.
Your
Death Sentence plays a big role in cleaning up, supposing you're still alive. If you succesfully killed their ADc and Jungler, but the AP carry managed to hide in a brush you can throw your hook even over walls.
Death Sentence +
Flay combo will always give your team enough time to reach you and pin the said carry down.
Another way to initiate can be simply walking into the enemy team and setting your
The Box up. In this case you'll have more than enough health to survive. After this, your enemies are most likely to run.
Flay them back into your team. Then feel free to
Death Sentence any key carry that managed to escape.
For out of position carries you can use a combo such as
Flash +
Death Sentence. Unless you're in Diamond, this should work most times. If it misses, go back, it's no use going back in with
Flay and 2 cooldowns.
When a fight goes bad, you become the disengager. You might ask, but how?
Your
The Box skill has a 99% slow as previously stated, and your
Flay goes 2 ways.
Flay can push enemies away or it can bring them closer. When you disengage you want to
Flay them away, putting enough space between them and your carries. While it's preferable for you to survive the disengage and run back to base, never let your teammates die so you can escape. You can slow them down by using an alternate route. Your ADC flashed over Baron wall? Run the other way. Most times the enemy team will chase you down instead of the others, so your carries can heal/shop/defend until you respawn.

My favorite initiation is


Your



Another way to initiate can be simply walking into the enemy team and setting your



For out of position carries you can use a combo such as



When a fight goes bad, you become the disengager. You might ask, but how?
Your




As
Thresh you might find useful to know you can hook on camps you don't have vision on. If you're getting ganked, and the enemy jungler keeps chasing you, you can hook on the wight and reactivate
Death Sentence to pull yourself over the wall. This works with any kind of jungle camp and even
Baron Nashor and
Dragon as long as they're spawned.
Careful when you're low health, because the jungle monsters can kill you even if you escaped from an enemy player.
Smartcasting as
Thresh is very useful, though it might take some time getting used to. The hardest skill to smartcast is by far
Flay and I don't recommend doing so until you know exactly how its mechanics work.
A common way to help your jungler gank is by using your
Dark Passage and
Flash. When your jungler clicks your lantern and he's flying towards you, you can
Flash and it will teleport you AND your jungler to the target location. Then
Death Sentence the enemy ADc. This technique doesn't require much map control since you can help your jungler come from a screen away, from your own lane.
Technically you outscale any other support, yet your hardest matchups will forever be
Leona and
Annie. You can counter
Leona's
Zenith Blade with your
Flay if you time it correctly. I've been told it's not possible, but I have succesfully did several times.




Careful when you're low health, because the jungle monsters can kill you even if you escaped from an enemy player.
Smartcasting as


A common way to help your jungler gank is by using your




Technically you outscale any other support, yet your hardest matchups will forever be





This is my first guide ever to make, I hope I gave enough details and that it isn't exactly the same as other guides.
Keep in mind this is my way to play
Thresh. It's a very aggresive
Thresh, and I don't recommend doing any of the stunts described in this guide until you're at least comfortable with playing this notorious champion.
Comments and constructive criticism is very welcome. Even though I tried to stay as true to facts as possible, there can be errors here and there. Feel free to point them out and I'll edit the passage.
Thank you for reading!
Keep in mind this is my way to play


Comments and constructive criticism is very welcome. Even though I tried to stay as true to facts as possible, there can be errors here and there. Feel free to point them out and I'll edit the passage.
Thank you for reading!
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