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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Intro
- Don't know how to
Thresh
- Don't know how to be a GOOD supp
Ok, now that we have cleared that, this guide will help you (hopefuly) with everything that means to be a good

Pros
Cons
- You got 3 forms of CC (
Death Sentence,
Flay,
The Box)
- You have great poke capability with
Flay
- Low mana costs (more mana = more lane presence)
- His kit when well used (not only by yourself but by your team as well) can lead to some diamond-like plays (even in bronze!)
- Highly rewarding when learnt
- Amazing phrases (you will never get used to it) "Poor lost souls..." (Thresh, 2013).
Cons
- Skill-shot based ability (and if u fail at
Ezreal stop reading this now)
- Highly dependent on their team to make good plays (who the hell cares if u landed that beautiful blind
Death Sentence, if your team has brain death and don't use the lantern to capitalize the kill?)
- Very hard to play in it's full potential
Thresh's armor at level 1 (without runes/masteries) is 12. This makes trades at level 1 cost your life if u play it wrong.
- No Sustain
Runes





x9


x9

x9



x2

x1


I normaly take
, and
.
So why do i pick this? Simple,
Flash has so much utility on
Thresh (besides the fact of escaping... more on that later) that this is a must have. On the other hand
Ignite in my point of view is the better one to have. It gives you more kill potential in lane and denys the enemy adc lifesteal.
Skill order
>
>
>
About 80% of the games you will want to go this skill order, however if for some reason your adc has brain death and can't avoid pokes and/or the enemy support is hyper aggressive, therefore i HIGHLY suggest you to go
over
, because, you will have a lower cooldown on your shield and a bigger one aswell assisting your stupid adc to survive and be useful late game. Another way to help you win an easy lane (one that the enemy adc/supp are just sitting under the turret) is by leveling
Death Sentence first. This allows you to have lower cooldown on your hook. And because you can't always go in the range for an empowered auto from
Flay it's worth to take.
REALY IMPORTANT: NEVER USE YOUR
Dark Passage TO GET SOULS (there are a few moments like when you are going to base that it's ok) BECAUSE YOU NEVER KNOW WHEN YOU WILL NEED IT TO SAVE YOUR TEAM.


So why do i pick this? Simple,



Skill order




About 80% of the games you will want to go this skill order, however if for some reason your adc has brain death and can't avoid pokes and/or the enemy support is hyper aggressive, therefore i HIGHLY suggest you to go




REALY IMPORTANT: NEVER USE YOUR

You will always want to start with
Doran's Shield + 2
Health Potion or 1
Stealth Ward. The
Doran's Shield will give you the early tankiness that you need to survive through pokes in the lane phase, gives you some health regen (that have a great synergy with your both masteries) and flat health. Even after the nerf i still feel that this is a good start as
Thresh.
After your first recall, you should aim to buy either
Sightstone or
Ancient Coin depending on how are your lane is going. If you and your adc are playing deffensively go for
Ancient Coin/
Nomad's Medallion, if aggressively you should go for
Sightstone (namely because you will waste less money on wards).
But remember, when you get
Sightstone TRADE YOUR
Stealth Ward FOR A
Greater Lens (to deny vision from your enemy is integral part of a good support).
After the third back, upgrade the one u didn't upgraded before (if you gone for
Sightstone go for
Nomad's Medallion and so on)
When you get both of your core items, lane phase should be over and you now need to upgrade your
Nomad's Medallion into a talisman of ascension to bring utility to your team. Buy your boots and upgrade it into a
Mobility Boots, because your job is to ward, be there for your team and to peel for your adc. How can you possibly do all of this if u aren't fast enough?
Now that you have finished all your important items, all you need to do is to be the right guy for the team. The enemy
Jinx is fed? Don't worry get yourself a
Frozen Heart and job's done. Enemy
LeBlanc is fed? Get yourself tons of health through
Warmog's Armor to deny her the chance to burst you down. The team needs more utility from you? Get a
Locket of the Iron Solari and the problem is solved!
BUT REMEMBER, TO BE A GOOD SUPPORT IS NOT ABOUT WHAT YOU WANT, IT'S ABOUT WHAT THE TEAM NEEDS.





After your first recall, you should aim to buy either





But remember, when you get



After the third back, upgrade the one u didn't upgraded before (if you gone for


When you get both of your core items, lane phase should be over and you now need to upgrade your


Now that you have finished all your important items, all you need to do is to be the right guy for the team. The enemy





BUT REMEMBER, TO BE A GOOD SUPPORT IS NOT ABOUT WHAT YOU WANT, IT'S ABOUT WHAT THE TEAM NEEDS.
The difference between a good support and an awesome support, is how he wards (IF he wards). To ward effectively is highly connected how the game is beheaving. For example, if the enemy team is pushing hard you will want to put defensive wards (i'll explain). However, if your team is the one who is pushing hard you'll have to put some offensive wards. Now to the ward spots:
THIS IS FOR WHEN YOU ARE IN THE BLUE SIDE.
Spoiler: Click to view
THIS IS FOR WHEN YOU ARE IN THE PURPLE SIDE.
Spoiler: Click to view
Yellow: Key points to use
Vision Ward.
Blue: Wards in the lane phase. You always want to ward the tri-bush and the river. These are the most basic wards.
Green: Defensive wards. These wards covers the most taken paths in the jungle. Ward those places if your team is playing defensively/losing.
Pink: Offensive wards. Just like the defensive ones, but these gives you HUGE map control over the enemy and the possibility for ambushes if your team is winning you will want to use these.
Red: Baron and dragon. Nedlessly to say.
THIS IS FOR WHEN YOU ARE IN THE BLUE SIDE.

THIS IS FOR WHEN YOU ARE IN THE PURPLE SIDE.

Yellow: Key points to use

Blue: Wards in the lane phase. You always want to ward the tri-bush and the river. These are the most basic wards.
Green: Defensive wards. These wards covers the most taken paths in the jungle. Ward those places if your team is playing defensively/losing.
Pink: Offensive wards. Just like the defensive ones, but these gives you HUGE map control over the enemy and the possibility for ambushes if your team is winning you will want to use these.
Red: Baron and dragon. Nedlessly to say.
This part will cover the supports that
Thresh should have a minimum to no problem at all.
2: He is so easy to deal with (in my opinion) that he shouldn't be banned from ranked games. His mana costs are so high that on level 1 he can only pull twice (
Rocket Grab costs 120 mana and
Blitzcrank have only 240 mana at level 1). Try to always be behind minions to avoid being grabbed. If he is playing passive, try to not go any further than the little mountain of the tri-bush (if he is in the blue side) and you should be ok.
2: 90% of the times
Tarics will be passive. His sustain is really good, however if after each cast you deny him a minion hit (easily seen by the blue graphics on his hand) this will significantly reduce his heal output. Exploit that to initiate on every opportunity (hence if he is laning with
Caitlyn then you should be careful).
If you dodge spears 2, if you fail 5: She shouldn't pose any threat to you at all.
Nidalee always want to be at back throwing
Javelin Toss all day. Try to force engages on her and be aggressive, this will lower her damage output through
Javelin Toss, because she will have to waste more mana on healings. Her sustain is not that big and her mana costs with her
Primal Surge are pretty high, even at level 1 (cost 60) if you and your adc goes aggressively she will run out of mana fast.
3: She is a little tricky after 6 because of
Monsoon. This is a good disengage for her if the things goes wrong.
Jannas
Howling Gale is easy to avoid (always remember if you are trying to avoid skill shots, use a chaotic walking, like zig-zags). There's nothing much about her, she has good disengages but lacks in initiation tools. Play aggressive.
4: She denys your
Death Sentence with
Black Shield making engages a bit tricky until you know her cooldowns. As you can see her
Black Shield at level 1 has a 23 cooldown, so exploit that by playing aggressively when you know that her shield is off. Once she hits 6 her
Soul Shackles can literally destroy you because of the stun. Again just go aggressively when you know that this is on cooldown. By the way
Banshee's Veil pretty much deny her the possibility to lock you up.
This part now will cover the hardest supports you will face as
Thresh you can say that they are your counters in lane.
???????: I've never ever laned against
Zilean. But as far as i know, he has greater AA range than you, and his poke is casted on-target so this makes easy for him to deal damage while keeps the distance. After 6 he will get
Chronoshift which makes him so annoying. Basically a free
Guardian Angel every 180s (dont forget his
Rewind that lower ALL his cooldowns by 10s. Be careful.
a good one 6, a noob one fairly 3:
Soraka is just annoying. She is simply a no base return card. A good one will poke you all day and heal up if u try to fight back. A noob one will simply try to heal her adc and give him/her mana and be passive all day. The best tip i can give is to try to see how further you can go with her. If she is playing passive go aggressive and so on.
7: Ok this can be seen a lot these days, but regardless of her having
Exhaust 99% will build ap and will not even have a
Sightstone. So map control shouldn't be a problem for your team but,
Thresh is highly susceptible to magic damage (remember your passive
Damnation only grants you armor and ap, not magic resist), so play safe early game and try to not search for her bear. "Have you seen my bear tibbers?" (Annie, 2009).
7: She is extremely annoying to deal with. A good
Sona will make you return to base faster than you can possibly imagine with her pokes. The good thing is that she is squishy as hell. Land a hook and kill her, because if you don't she will heal up and keep the poke real.
8:
Nami is one of the hardest to deal with as
Thresh. She has a good sustain and an awesome CC via
Aqua Prison and
Tidal Wave. If you hook her adc she will throw an
Aqua Prison on top of him and you just lose the trade. To avoid this, try to engage her when
Aqua Prison is on cooldown (it has a 14 seconds cd) or try to bait her skill and then you engage. "Hmm... Something is fishy" (Fizz, 2011).
8: Imagine a
Sona, increase her range with spells plus adding a skill shot based one that explodes for even more damage and you have
Karma. She is extremelly hard to deal as
Thresh. Your best call is to play under the turret and make plays with your jungler.
8: Well, if you are laning against a really good one, she will deny your
Death Sentence with a well timed
Rampant Growth plus
Grasping Roots. She can deal a good amount of damage with a single combo. This lane can be hard, so by the start so ask for early ganks from your jungler and play safe.
a good one 10, a noob one 8: A good one is almost impossible to poke as
Thresh and the reason is, she has a greater range than you, she can slow you down before you even reach the range to
Death Sentence, if you try to poke her
Lulu will simply use
Help, Pix! on you followed by
Glitterlance on you and your adc. If you try to hook any of her teammates she will cast
Wild Growth and that good engage becomes an easy kill for her team if you don't have
Flash. Play really defensive and ask for early ganks because, when she hits 6 its almost impossible to kill her or the adc.
10: Let's get to the facts.
Alistar have sustain, while have none.
Alistar is by far, at level 6, better tank than you are.
Alistar can screw your
Death Sentences by simply
Pulverize/
Headbutt combo. He can initiate fights from a little distance with the same combo as above. Your best shot here is to wait until both
Headbutt and
Pulverize are on cooldown to engage, because if you don't, you will became his adc's farm.
10: It doesn't matter if she is a good one or a bad one, if she lands her
Zenith Blade be prepared to recieve lots and lots of damage (believe me it's even worst if its a
Ezreal/
Leona comp the burst damage is REALLY high). At level 6 her
Solar Flare is so annoying that she can set up ganks from a distance while safely aim for
Zenith Blade/
Shield of Daybreak combo stun (did i said that if all of this lands it's a 3s stun?). The best you can do is to play defensively against her, another good tip is when you see her starting to use
Zenith Blade on you (easily noticed by the activation of
Shield of Daybreak followed by
Eclipse), use your
Flay on her. As a result, if this ability used in the right time, this can buy you precious seconds to
Flash or run.






















This part now will cover the hardest supports you will face as



























































This section will cover the most played adcs in the current meta. Maybe in the future (if you guys really want to know) i can do with every adc in the game (even
Quinn).
: He doesn't have a escape tool and his AA range is 550, so make use of this average range to play aggressively at EARLY levels. His
Spinning Axe damage spikes when he gets any expensive ad item. However you can still exploit the fact that
Blood Rush is just a speed and AS steroid and not something that drastically alters his position, so just be sure to land those
Death Sentences.
: His
Relentless Pursuit have 18 seconds at level 1, so try to bait this skill and
Death Sentence him. He has the same AA range as
Draven, however if he tries to fight back at early levels (1~6) he will run out mana very VERY fast.
: She has 500 AA range (this is pretty low), so make use of that by making the pokes real with
Flay. Try to avoid by all costs her
Boomerang Blade, ad when she activates
Ricochet try to not stay close to the minions as you become free poke for her. Her shield has 22 seconds cooldown so try to bait it with something BEFORE you cast
Death Sentence.
: She will simply push the lane really fast because of her
Switcheroo! and try to land a
Zap! whenever she can. Try to dodge the
Zap! and land a
Death Sentence on her. She has no escape, hence if she wastes a flash/barrier its a total win trade (even without the kill).
: She will try to poke you every time. You are going to grab a soul? Take 2~3 shoots before you leave my range. Seriously it's annoying, and believe me it's even worste with a
Sona or
Karma. That being said she has a weak spot, only one dash backwards via
90 Caliber Net which has a big cd and can be exploited as any of the dash/shield based skills already said.
: She will try to poke you with
Explosive Shot every time you get into her range. If you land a hook on her, pull yourself (if your adc is well positioned) and
Flay her backwards right away, this can deny her jump mid-air and putting it into cd forcing her to waste
Flash. However if your adc don't follow you, well i have some bad news.











































































Yeah this is a guide about support but, a little more information is always useful. I can't say how important is to know the buff's spawning times,
dragon and
baron nashor. Everyone knows that the
dragon and
baron nashor gives to your team a huge advantage early, mid and late in the game.
A
dragon gives to your team 190 extra gold and 400 exp (both global) and
baron nashor gives to your team the baron buff (the most important part of it) HENCE, it also gives to your team 300 extra gold and 900 exp. This being said, if your team gets 3
dragons in the exact time that they respawn (not uncommon in high elo plays) this will be 2850 gold lead for your team. For one person only (you for exemple) it'll be 570 extra gold and 1200 exp (basicaly a free level).
Okay, now that we know what happens if we kill them, the team is only missing one thing, their timings. Their respawn timings. The respawn timer for
dragon is exactly 6:00 minutes after he has been killed and
baron nashor it's 7:00 after. For example,
dragon has been killed at 10:29, the respawn will be at exactly 16:29.
The easiest way to calculate the respawn timer is (while in game) press esc > interface > turn on time tables. This way if you have vision when any of them has been slain you will have the exact time when he will be up again and this, can give to your team the position advantage over the other team. The buffs is normaly jungler's problem however, its worth to know that both of them (blue and red) have a fixed respawn timer of 5:00 minutes after they have been slain. "Make Haste!" (Zilean, 2009).




A



Okay, now that we know what happens if we kill them, the team is only missing one thing, their timings. Their respawn timings. The respawn timer for



The easiest way to calculate the respawn timer is (while in game) press esc > interface > turn on time tables. This way if you have vision when any of them has been slain you will have the exact time when he will be up again and this, can give to your team the position advantage over the other team. The buffs is normaly jungler's problem however, its worth to know that both of them (blue and red) have a fixed respawn timer of 5:00 minutes after they have been slain. "Make Haste!" (Zilean, 2009).
These are a few tips of
Thresh that can be exploited to make a difference in the Fields of Justice.
Death Sentence +
Dark Passage: Really basic setup for ganks, but not the ideal one. With this you can hook the enemy adc while you throw the
Dark Passage backwards, and pull yourself to the enemy while pulling your jungler/adc with you.
Death Sentence on a jungle monster: Another basic one. Simply pull yourself into a jungle monster to make some sweet escapes.
Dark Passage +
Flash: A good setup for ganks. What you do is simple, you throw the
Dark Passage to your jungler, then
Flash into the enemy adc/support. This setup allows your jungler to be on top of the enemy without wasting a single cooldown, while gives you the opportunity to hook the enemy back IF he flashes away. Many people doesn't know this but if you
Flash while your teammate is using the
Dark Passage, he will travel the whole distance with you. Same as
Death Sentence +
Dark Passage.
Dark Passage as a scout: You can use
Dark Passage as a scout tool (it reveals areas in the fog of war) before you face-check that nasty bush with a
Garen inside, DEMACIA! "Screw you Teemo" (Garen, 2010).
Flay as a dash interrupt: While playing against
Lee Sin or any other champion with dash based skills, you can interrupt their dash with a simple well timed
Flay. This negates for example, the
Resonating Strike (second Q activation) damage. But again this needs to be REALLY well timed to work, and many good
Lee Sins wait until you waste your
Flay. This can be used as well to cancel
Caitlyn's
90 Caliber Net, or
Lucian's
Relentless Pursuit.
Flay +
The Box: 70% of the time your box's walls will not be on top of the target. But you can
Flay them into the wall to cripple them while doing some heavy damage.
Death Sentence reveals invisible enemies: This sounds a bit obvious but, if u have good vision of the game you can deny the opportunity of
Twitch,
Evelynn or
Shaco to gank or be invisible. If you hook any of them while they are invisble, it'll make them visible again allowing your team to make good work out of it.
The Box to screw invisible people: If someone goes invisible and you are on top of them, try to use
The Box. This will allow you to see where they are going, because the wall is broken if someone passes through it, by doing it you will know exactly where they are heading to.
These are the few i know. If you know more tips feel free to leave on the comments.



































These are the few i know. If you know more tips feel free to leave on the comments.
Phew. Finally this guide is over. I hope you have enjoyed the read and have learnt something useful about what is to be a good
Thresh, and how important is the support role for the team. And seriously, it pisses me off when people say "Support is the easiest role of all" or "support is totaly useless" (Toxic player #43750, 2014)
After this reading i really hope that you now see supports in a whole new light. And of course learnt something useful about
Thresh. Share your thoughs with me and i promise i'll read them and keep this guide updated. See ya! =D
Published by: Mobafire
Writter: Treido
Dedications to: Kanarkam, Enram and Zyjax.

After this reading i really hope that you now see supports in a whole new light. And of course learnt something useful about

Published by: Mobafire
Writter: Treido
Dedications to: Kanarkam, Enram and Zyjax.
Annie (2009) "Issues faced by a child in league of legends", Vodoo-lands Inc.
Draven (2012) "How to be DRAVEN?!, a guide to self understanding and draviness", Republic of Noxian press.
Fizz (2011) "Fishing in a teamfight, how to close gap targets", Seaworld press.
Garen (2010) "Understanding Demacian", Demacia kingdom press.
Morderkaiser (2010) "How to br with Mordekaiser", Shadow isles Inc. Vol.Hue, chapter #1.
Thresh (2013) "Keeping souls, problems in the afterlife", Shadow isles Inc.
Toxic player #43750 (2014) "Tribunal reports, a guide to find toxic players", League press.
Zilean (2009) "Understanding time in effect", Urtistan press.
Draven (2012) "How to be DRAVEN?!, a guide to self understanding and draviness", Republic of Noxian press.
Fizz (2011) "Fishing in a teamfight, how to close gap targets", Seaworld press.
Garen (2010) "Understanding Demacian", Demacia kingdom press.
Morderkaiser (2010) "How to br with Mordekaiser", Shadow isles Inc. Vol.Hue, chapter #1.
Thresh (2013) "Keeping souls, problems in the afterlife", Shadow isles Inc.
Toxic player #43750 (2014) "Tribunal reports, a guide to find toxic players", League press.
Zilean (2009) "Understanding time in effect", Urtistan press.
This section will cover any update in the guide.
02/15/2014: Changed Runes section, and runes used. Changed Matchup section for a more clear visual and added more supports matchups. Changed Warding spots section for better visualization. Added Adcs matchup section.
02/27/2014: Minor change on the items section
02/15/2014: Changed Runes section, and runes used. Changed Matchup section for a more clear visual and added more supports matchups. Changed Warding spots section for better visualization. Added Adcs matchup section.
02/27/2014: Minor change on the items section
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