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Janna is a really easy lane because she is really squishy and does not have any damage abilities. Just be a bit careful because she does have a lot of CC and disengage so only hook her if you know you have the kill
Leona
Really easy lane. She is tanky but your adc should be able to take care of that while she is stunned from a hook. You can also disengage her E, Q combo just by flaying her away from you or your ADC.
Vel'Koz
Really easy lane. Vel'Koz is a lot like annie because he has a meh stun and is really squishy. You can easily kill him with 1 hook and your ADC doing his thing.
Annie
Probably the easiest lane for thresh as she is really squishy and only has a stun that in reality isn't too great unless she ults. Just hook her and get your ADC fed.
Sona
Super easy lane. 1 form of CC, a really bad heal and you will find if you can land a hook your ADC will be super fed late game. Just don't be stupid and you will win the game (most likely)
Blitzcrank
Blitz is a pretty easy lane matchup. Just start with your Lantern and wait till you are about level 3 so that you can hook him safely and secure kills. Although just make sure YOU don't get hooked because you can't disengage as if your a ADC was hooked because you can just lantern your ADC away.
Shen
Really easy lane. Although he is a really good support he really falls behind when he is against thresh. Every time he gets close you have to time flay right to stop his taunt.
Alistar
Can be really hard to play against as he can combo you but if your ADC gets caught out of position you can lantern them away from damger
Taric
GEMS, really meh laner just hook him then he is dead really as simple as that, he has a stun that is not all that good and an armor boost which wont matter when him or his ADC are hooked.
Bard
Bard is an interesting match up because you can stun him better than he can stun you but a good bard will ruin your day because if he can land his stuns behind a minion wave it is really hard to do anything about it.
Nautilus
Skill matchup. He is super tanky so you really need to be careful when trading because his stun and knockup will make it so you can never cast a hook just make sure to time you hooks at the right time so that you can shut him down
Soraka
Pretty hard lane because she has a lot of sustain and damage but she uses a lot of mana so when you see her mana bar low just hook her first before the ADC then you will get an easy kill.
Lux
very similar to morgana except that she doesn't have immunity to CC so you can actually land hooks on her with out being negated. She does have a lot CC though through her E and Q and does a lot of damage through her ult.
Lulu
Very tricky lane. She has a slow shield and poly morph the only thing she has in her kit that is a problem is her poly morph which can disengage you really well because it negates your Q,E,R combo quite well. Just make sure to shut her down early in so that you don't feed
Brand
Brand is one of those supports like Zyra that can do a lot of damage but still provide CC. The reason I put brand a little lower than zyra is because he has less consisting CC but other than that they pretty much pose the same threat as each other.
Tahm Kench
Tanky and can disengage you really well from his W and deal massive damage just don't even bother hooking him because you will take more damage then you deal. Just always go for the adc then Q,E,R combo them.
Trundle
Has very good disengage and can hurt your adc in lane pretty bad from his chomp. In this lane just make sure to punish bad positioning and keep your distance.
Braum
Braum is a really hard lane because he can tank a ton of damage and peel quite well for his ADC so you really need to be careful in lane so that you don't get caught out of position and become a quick gg
Zilean
A good zilean will ruin your game beacuse if he can land his stun he will do a lot a damage whilst also stunning you can slowing you by a lot. If him or his ADC gets hooked he can just ult and they come back with full hp and if he can stun you again his ADC will win the trade for sure.
Zyra
Zyra is a very hard lane as she does a ton of damage and has very consistent CC, I recomend taking merc treads against her because the ammount of CC she has is crazy. Her plants can also negate your hooks so just be really carefull.
Morgana
Thresh's number one lane counter. She can root you or your ADC for 3 seconds and that is not even the worst. Her black shield can negate your Hooks instantly. I always ban her if I can.
Hey guys I'm Stefano1923 in game and on mobafire. I am support main from EU. I play LoL for a year and yes i'm not rank 30 but i "study" a lot of build by myself and i try them in game and i see if they are good or pure s°°t. I was thinking about this build for almast 3 days and thinking about the items you want to use.
Champion
Champion
Let's talk about thresh.
BASIC ATTACKS: Thresh's basic attacks do not utilize projectiles, and his basic attack wind-up is only reduced by 0.25% per 1% bonus attack speed, rather than the standard 1%.
DAMNATION: Thresh collects the souls of dead enemies by approaching them or by placing Dark Passage's lantern nearby. Each soul permanently grants 0.75 ability power and bonus armor. Champions and large enemies always drop a soul, whereas small minions and monsters only sometimes drop a soul.
Only enemies within a certain distance of Thresh drop souls upon death. Souls are visible to allies, and only become visible to enemies if their team has vision of him. Souls disappear if not picked up after 8 seconds.
ACTIVE: After a 0.5-second delay, Thresh throws out his scythe in a line and tethers himself to the first enemy hit, dealing them magic damage and stunning them for 1.5 seconds. Upon hitting an enemy, Death Sentence's cooldown is reduced by 3 seconds.
While the tether persists, Thresh cannot attack and periodically tugs on the tether, each time Airborne icon pulling the target a short distance toward himself. After 0.5 seconds, or instantly if he hits a minion or monster, Thresh can reactivate the ability to use Death Leap while the tether holds. death leap
ACTIVE: Thresh dashes to the bound enemy, removing the stun but allowing him to attack again.
ACTIVE: Thresh throws his lantern to the target location where it remains for up to 6 seconds, revealing its immediate surroundings and shielding the first ally to come near it for up to 4 seconds.
If an ally right-clicks the lantern, they pick it up and dash to Thresh's location. If Thresh moves a certain distance away, the lantern automatically returns to him.
PASSIVE: Thresh's basic attacks deal bonus magic damage, increased with the time he spent since his last basic attack.
ACTIVE: Thresh sweeps his chain in a broad line towards a target direction. Enemies hit take magic damage, are knocked in the direction of the chains, and are slowed afterwards for 1 second.
ACTIVE: After a 0.75-second delay, Thresh summons 5 spectral walls around him that last up to 5 seconds. Each wall breaks upon contact with an enemy champion, dealing them magic damage and slowing them by 99% for 2 seconds.
Once a wall is broken, the remaining walls deal no damage and slow for only 1 second.
Runes
Runes
I take those runes so that I can become very tanky in all stages in the game. I belive that taking Health yellows is better than armor ones because you are able to become more immune to all damages. I also take armor quints so that I can negate a lot of damage from ADC's early game.
Masteries
Masteries
I always take 0/12/18 on all tanky supports as it gives me the most utility on my items whilst also making me very tanky in the resolve tree giving my ADC damage reduction
Items
Items
if you exclude Zz'Rot Portal the other items are standard tank/support used in every game. The reason you want to build Thresh like this is to push the bot lane as fast as you can. You also need CDR so that you can cast your hooks more often which is less punishing if you miss one.
Skill
Skill
I always start E just in case the enemy tries to invade so I can disengage them and negate a possible lost first blood. I max Q first so that is does more damage and I am able to cast it more frequently. I max W over E because, it gives W a longer range and lower cooldown and E is really used for utility. Use your ultimate after you hook then E so that you can peel more and slow them for a very long time.
Spells
Spells
Flash and Heal is what I take about 90% of the time unless my ADC is running Heal in which I will take Exhaust my self. If I am going against a support with a lot of healing ( Sona, Soraka etc..) I'll take Ignite.
Pros / Cons
Pros / Cons
Pros:
1. He gives your team a lot of kill potential early game with your Q
2. He is really good against mobile targets with his Q,E,R combo
3. Can become really tanky
4. Can peel really good
Cons:
1.Spell shields can make you useless.
2. Can be shut down by CC
Last things to say
Last things to say
thanks a lot for reading this guide and sorry for my bad english cause i'm italian :)
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