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Supporting as Thresh, The Chain Warden
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Thresh Passive Ability
Threats & Synergies
Before Alistar hits 6, it's very doable to just pull in the Alistar and harass him. However, Alistar does have a heal and an incredible amount of CC. Also, Alistar has a difficult time ganking a Thresh lane even if he uses Flash due to , as long as Thresh isn't the one being focused.
Annie is a tough lane due to her high damage and harass, but she is very squishy and landing a good pull can snowball the lane in your favor.
Blitzcrank is melee and Thresh is ranged, while both are almost equally tanky, this means that Thresh can harass Blitz and his AD for free. Thresh wins in lane, but in teamfights, Blitz has the stronger engage. Thresh's hook also out does Blitzcrank's hook because of its range and power.
iddlesticks is squishy enough to be focused down, but it is important that his ultimate channel is canceled by Flay or Death Sentence(preferably with Flay as Death Sentence's cast time is extremely high.
Similar to how Janna works against Leona, it is difficult for Thresh to engage on Janna. Thresh's ult also is negated by Janna ult, making it hard to outlane. It should be relatively easy to go even and just farm.
hresh is tanky enough to be difficult to focus and is ranged. This makes it hard for Leona to engage, plus each time Leona uses her Zenith Blade (E) to engage, you can counter with a Flay, blocking her in the air.
Lulu is difficult for Thresh. Her strong poke makes it difficult to trade and the amount of CC that she has makes it hard to kill her. At all stages of the game, Lulu has the disengage to make it difficult for Thresh to be useful.
Morgana isn't hard at all. Thresh is too tanky to kill and his autoattack is much stronger than Morgana's. Trade often with autoattacks and feel free to go for all-in trades, you'll win either way.
Nami isn't very strong in harassing and is weaker when you go all in on her. Simply don't allow your lane to be pushed against your own tower and trade against Nami. She'll quickly run out of mana if she is constantly engaging and won't be very useful.
Nunu & Willump
Nunu is also tanky and it's difficult to trade versus Nunu's AD due to his huge attack speed/movement speed bonus. Aim to harass the Nunu if he gets close or the AD if he's going for CS. It's important to save for Nunu ult when past level 6.
Very similar to how Blitzcrank works against Thresh, but a good Sona will stay behind creeps and make it extremely difficult for Thresh to get grabs. Sona's poke and sustain will win if you can't engage. Always aim for grabs, but avoid as much poke as possible.
Soraka is not tanky enough to survive burst combo with Thresh + any burst AD. It's not ideal to trade against Soraka due to her huge sustain, but do try to get grabs in. All-in fights are going to be your best bet against Soraka.
Taric is also tanky and has a CC of his own. It's not smart to pull in Taric while his stun is still up. Aim to poke at Taric as much as possible with autoattacks, only go all-in if Taric's stun is done or they are low enough to be bursted. Otherwise, you'll likely take more damage just from engaging on creeps.
Zyra is an amazing pick versus Thresh. Her long range poke makes trading very difficult, but if Zyra gets pulled, she'll likely get bursted down. You must gain control of the brush versus Zyra, use autoattacks for harass, while dodging plants/snare and land Death Sentence for all-in trades.
When mirror laning, the better Thresh wins. If both Thresh's are about even, then its up to the ADC Support Combo.
- High damage with Flay passive
- Three forms of CC
- Low Mana costs
- Very powerful vs AD teams with so much free armor
- Can save allies with Dark Passage
- No sustain
- Hard to learn
- Skill shot based
- If you get behind and can't collect souls, you will get bursted in team fights
- No scaling MR as a tank, very susceptible to AP burst.
Damnation: // Damnation is Thresh's Passive. When minions that are nearby to Thresh die, they have a chance of dropping a soul. When Thresh collect a soul, he permanently gains 0.75 armor and ability power. As a result of this, Thresh does not gain armor and ability power per level like other champions. You should try and collect between 4-6 souls per level.
Death Sentence: // Death Sentence is Thresh's Q. After an 0.5 second windup, Thresh throws his hook towards a target. If it hits a champion, minion, or monster, thresh will tug them towards him twice. If he activates the ability again when the hook is attached, he will be pulled to the hooked target.
You're going to want to max out [Death Sentence] first, before [Flay] and before [Dark Passage].
- // Because of the long windup, try and judge where your opponent is going to be and cast it there rather than where they are currently.
- // Land hooks through walls and terrain and then activate this ability again to pull yourself to your target for an easy kill or setup.
- // Save your hooks early game as the cooldown is very long and the mana cost is very high.
Dark Passage: // Dark Passage is Thresh's W. Thresh throws a lantern to a target location. Standing near the lamp will grant one ally and thresh a shield from incoming damage for a short period of time. If an ally clicks the lantern, they will dash to Thresh.
You're going to want to max out [Dark Passage] after [Death Sentence] and [Flay].
- // The Lantern can be used to collect souls that are out of your reach.
- // Use the lantern to help allies escape from bad situations
- // Use the lantern to move allies to you faster when going in for a kill.
Flay: // Flay is Thresh's E. The passive of Flay grants bonus Auto Attack damage based on how many souls you have acquired. When cast, Thresh sweeps his chain in a area towards a target direction. Any Champions, minions, or monsters will be pulled in the direction o the cast.
You're going to want to max out [Flay] after [Death Sentence] and before [Dark Passage].
- // After landing [Death Sentence] cast flay backwards, away from your target to pull them even closer to you.
- // Use flay to push back overwhelming minion waves or pursuing enemies.
- // Use flay to re-position enemies in team fights for easier kills
The Box: // The box is Thresh's Ultimate. After a short channel, Thresh summons a five sided box around him. When broken, these walls do massive damage and slow enemies by 99%. This is useful for trapping enemies for ganks and easy kills.
Like all ultimate abilties, you're going to want to level up [The Box] at levels 6, 11, and 16.
- // In team fights, try and capture as many enemies in the box as you can to make kills for your teammates easier.
- // Use [Flay] to force enemies to run through a side of The Box.
Thresh is a tank. His passive allows him to stack massive amounts of armor. This health will help him through the early game.
9x Greater Seal of Armor
Standard yellows for support; you take physical damage from the enemy AD, support AA's, turret shots and creep damage.
9x Greater Glyph of Magic Resist
You are usually in the front line so MR helps your survivability. Most supports do quite a bit of magic damage too so it helps a lot in lane.
3x Greater Quintessence of Gold
As a support, Thresh doesn't farm. these gold quintessences will help him with gold generation throughout the game so he can keep up.
Flash is core in league right now for almost all heroes, Thresh being one of them. Flash lets you Flash Flay, Flash Death Sentence, Flash away from ganks, and Flash into the enemy while your junlger is taking your Dark Passage. This spell has so much versatility and not taking it would put you at a disadvantage.
Exhaust is also a great summoner spell on supports. It gives Thresh and other champions not only a slow, but a armor and magic resist shred as well.
Another essential role of the support is to grant vision to your team. Early game, buy multiple Stealth Wards or Vision Wards to grant vision of common hiding places of a jungler waiting for a gank. While doing this, rush a Sightstone so you can be efficient in placing wards all over the enemy jungle. Vision gives your team a huge advantage.
Face of the Mountain
Face of the mountain is a very important item in this build. It gives a lot of health, contributing to becoming a tank. Also, it gives CDR, making you more dangerous with lower cooldowns on your hook. Finally, its active effect allows you to shield an ally. This can help you get your squishy teammates out of bad situations.
The Ruby Sightstone is an upgraded version of the Sightstone which allows you to place down 5 wards instead of 4. Again as the support, one of your responsibilities is to provide vision of the enemy's jungle to prevent their jungler form killing your allies.
The Locket of the Iron Solari is a powerful item that when used effectively, can turn the tides of a team fight. Its unique aura, the Legion Aura, grants bonus magic resist and health regeneration to all allies around you. Then, its active allows you to shield yourself or an ally from magic damage for a few seconds. This is very useful when taking on opponets that rely heavly on magic damage such as Veigar or Lux.
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