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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
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Table of Contents |
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Quick Guide |
Preface |
Basic Information |
Advanced Tactics |
Wrapping Up |
Starting ItemsCore Build
Early Game
BootsOffensive ItemsDefensive ItemsSynergies and CountersSummoner Spells
Flash is mandatory. It allows for some flashy (pun intended) plays with Death Sentence and is generally useful in every single situation. Exhaust is currently the go-to summoner spell to shut down the enemy Marksman in all-ins, or to defend your Marksman from assassins and bruisers. Ignite can also be used to get easy all-ins early on on very squishy supports. Runes
Masteries9 points in offense give you quite a bit of AD to work with when harassing. Going down the Defense tree is key on Thresh as you will be primarily in melee range acting as a tank in team fights. |
About the AuthorGrandmasterD coded the entirety of this guides' format and YayaFTW created the banner and dividers.
IntroductionIn this guide I will showcase an aggressive "torture them and then kill them" style of playing Thresh, the Chain Warden. I focus on lane dominance, torturing the enemy AD carry and support and forcing them to either leave the lane, losing a lot of farm, or picking up kills for my carry. Thresh works best with a duo partner or ranked team for more cooperative Dark Passage plays, but he still highly excels in solo queue, and is by far one of the most unique and fun supports to play. Just some Thresh mood music; Listen while reading the guide!
Who's Thresh?
Thresh's Skillset
Skilling OrderMaxing Flay offers far higher harass and damage for Thresh in lane with his auto-attack passive. Harassing champions every couple seconds hurts like hell early game, and later it isn't as noticeable, so I like to abuse it as much as I can early. Secondly, Flay's active is Thresh's AoE clear move and primary CC outside Death Sentence, so maxing it allows him push the lane harder after killing the enemies, or sending them back to base. A second skill order involves maxing Death Sentence first to maximize the time that you can keep someone stunned in a fight. It's great when you're consistently landing hooks and all-inning for kills. Additionally, in early-mid game skirmishes having your Death Sentence on a 12 second or lower cooldown is amazing for peeling. Both skilling orders are great, depending on the context, but generally you'll wanna max Flay first.
ItemizationPretty much the core build. Not much to say about these except to get them as early as possible to maximize your gold generation and efficiency. I generally try to have Nomad's Medallion and Sightstone by my second or third back. These items help Thresh to become the menace that he is. With Mobility Boots he can show up anywhere he is needed quickly, as well as get around the map to ward or de-ward with ease. Coming around to other lanes with these makes for deadly and surprising ganks. Talisman of ascension can create some very unexpected team rush strategies to catch enemies out of place, or can be used to help your team retreat from a bad situation to safety. Randuin's Omen is easily the most cost effective defensive item in the game. It does so much for it's price, you simply can't go without it. Use it's active to slow down the enemy team and peel for yours. Any AD champion focusing you will have their DPS decreased by the passive. Banshee's Veil and Frozen Heart help to round out your tank stats further and will make you incredibly difficult to kill. Frozen Heart further helps to shut down auto attack focused champions from killing your carries with it's passive. Jax and Tryndamere beware. Sunfire Aegis needs to be rushed to be effective. It's a great first item on a really fed Thresh and it allows him to duel and push better and generally be more threatening. Thornmail is an incredibly cheap armor purchase that also causes attackers to take damage back. Gives additional pressure to enemies for focusing you, and it is an outstanding pick against teams with multiple auto attackers. I often buy this item when playing as a "suicide lead", initiate into a fight and force them to focus you and eat a lot of damage back before you drop, allowing your team to clean up. Zeke's Herald is a great pick up when a majority of your team is AD. It gives them a great boost in AD and life steal. The bonus AD, added with the massive CDR and health makes it great for your personal benefit as well. Be advised that this item does not really hold up late game. Face of the Mountain is a great alternative to the Talisman of ascension line of items and it's active can be used to further bait out kills or simply deal more damage in a team fight. Be aware that with this item you'll be starting with Relic Shield instead of Ancient Coin, meaning you'll have to manually last hit creeps to execute them for the bonus gold, as Thresh is ranged. Locket of the Iron Solari is a very good pick up against multiple enemy APs. It's aura, and it's active team wide shield can turn a team fight against a very magic heavy burst team. Mikael's Blessing is a very obscure item to me, as Thresh doesn't entirely need the mana sustain it provides, HOWEVER, it's active is very, VERY powerful in conjunction with Dark Passage to save an ally's life.
LaningBy ranking Flay early, and playing very aggressively with harassment, and good use of Death Sentence, Thresh picks up easy kills on most lanes for his carry, provided they follow up well with him. Just remember; when using Death Sentence, tug 'em (twice), and hug 'em (I mean click Q again, it's a joke). Thresh is also a very strong support pick because of his anti-ganking prowess. The Box and Flay pretty much completely stops ganking engagements most of the time, and if Thresh is closer to safety, he can save his AD carry too with Dark Passage; provided they click it. Remember that you can also throw the lantern out of site to a nearby jungler then walk into lane, and have the click it for a sneaky surprise gank. PSA to any AD carries or Junglers reading this: If you see the lantern and you're about to die; Click it or ticket.
Warding and GankingThresh is also an amazing ganker, and if your enemies have gone back to base, you can opt to roam up to mid lane for an attempt at a gank. He can even supplement a gank at mid with the jungler by using the same "leave the lantern and walk into lane" tactic you would use at bot lane, effectively making it a 3v1 gank. Be careful to predict the enemies movements when throwing Death Sentence. If you land it, they are either gonna Flash or die. Remember to also Flay away from their retreat path.
TeamfightingThe best place to position yourself in most team fights is in front of your important team members; your AD and AP carries. Bruisers and Assassins will either have to maneuver around you to get to your carries, or try their luck going through The Box, which will not end well for them. Thresh acts as a massive wall of CC in team fights. Unless you catch out a squishy target like an AD carry with Death Sentence and initiate, Rambo style on them, you should be in a position to peel fatty characters and assassins off your carries. And remember, if one of your team dives too far, you can always bring them back with Dark Passage.
Strategy and TacticsBasic AttacksThe time to charge the full damage of Flay's passive is 10 seconds. To get the maximum effect out of it, only attack when the passive is charged, but don't be too predictable! A good enemy support will time your passive as well, and be prepared to react to you attempting to harass. Using some tact when you harass can go a long way. Make them think you will attack them and dodge anything you are most likely going to throw at you, making them waste mana.Moar Lahst SowlzIt takes 49-94 souls to catch up in base armor to the lowest and highest base armored champions in the game, respectively. At 95, Thresh will have the highest base armor in the game, and 146 souls, he will have more armor than Taric with 5 ranks in Shatter. His passive does in fact stack indefinitely, and at 255 souls they will turn into one stack of "soul gluttony".Dark PassageDark Passage is a very unique ability, but it does have some quirks many people don't seem to know about. Firstly, it grants vision, about the same radius as a sight ward, making it invaluable for bush checking. Next, as the ally that clicks it flies until they reach Thresh, if he Flashes, or clicks Q a second time on Death Sentence, they will fly to his new location, making the flash effect from Dark Passage even stronger, additionally, allies can Teleport onto Thresh's lantern. Lastly, allies cannot click on the lantern when an enemy is standing on it, or THEY are silenced. Note: The Lantern does have a small collision detection radius now. I am unsure if this stops people from body-blocking it entirely.FlayFlay pushes targets in the direction the chain is going, so if you are facing a target, and you want to "pull" them closer, cast Flay BEHIND Thresh. This ability is rather difficult to smart cast at times, and I recommend turning smart cast off, only for this ability. Last tip for Flay; When inside The Box, enemies will often stand still to avoid taking damage or suffering the massive slow. Simply Flay them into a wall to prevent this.
SynergiesAs for the team as a whole, Thresh fits on teams that can capitalize on his hooks and initiations quickly, or have very good AoE. Some champions that blend very nicely with Thresh are Jarvan IV, Katarina and Rumble. Thresh is also a very strong support pick when your team desperately needs more CC and front line protection.
CountersAlso, champions with potent silences such as Cho'Gath can destroy an ally's ability to click on Thresh's lantern, rendering him unable to save them. Lastly, in lane he cannot effectively harass some AD carries because they are either too safe, like Caitlyn or they would absolutely butcher him, like Draven.
EpilogueOTGBionicArm
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