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Morgana can make Thresh's kit completely useless with her Shield. Avoid picking Thresh into her. If you get in this matchup the best thing to do is to walk up to the enemy laners and begin the engage with Flay instead of Death Sentence.
Blitzcrank
In this matchup it is basically a battle of who misses the hook first. Whoever misses the hook loses all lane pressure. If the hook lands it results in a kill most of the time. Blitzcrank has a bit more survivability than Thresh however.
Brand
Brand is a real pain to face due to his long range poke with Pillar of Flame. Combine this with his stun and insane damage and you've got yourself a dead ADC.
Bard
Bard has decent poke while being able to stay behind minions. If he lands the stun on both you and your ADC, say goodbye to your HP. That being said Bard is very squishy and if you land the hook you can kill him 9 times out of 10. If he tries to escape using his Magical Journey you can Flay or hook him out of it.
Janna
Janna's defensive capabilities make it hard for you to get on your opponent's. Most of this is due to her tornado. Make use of this and engage while it is on CD. Janna is also very capable of winning short trades due to her shield and decent damage on her Zephyr.
Alistar
If Alistar goes in for his E,Q combo, you can flay him out of it. Timing this right requires some practice though. Alistar has a lot of lane pressure simply by being in range of his Headbutt ability.
Leona
You can cancel Leona's engage by flaying her out of her Zenith Blade (E). If you can keep Leona at a distance she is quite harmless.
Braum
Braum can negate all of the follow up should you hook the enemy adc. After which he can counter the engage. Going all in on his carry is therefore very dangerous. Killing this masculine man is no easy feat either since he is very tanky with his shield.
Nami
Nami is very easy to kill, this makes it dangerous for her to step up. At the same time, getting hit by her skillshots leaves you very vulnerable. Punish her by hooking her when she moves away from her minion wave.
Lulu
Lulu has so many ways to keep you off her carry. If you do manage to get on the carry she will mitigate any damage you are able to put out. Combine this with decent poke and it makes for an extremely dangerous threat. Engage on her very early on in the game to establish a lead.
Zyra
Zyra is one of the most annoying champions to deal with. Her high base damage and ability to lock you down combined with her being able to block your hook with plants is incredibly annoying.
Taric
Taric is very strong if he gets in melee range. His R also makes him very good at turning your own engage into theirs.
Pyke
Pyke's ability to heal all the damage you just put on him simply by walking in the bush or going invisible is only one of the things that makes him a very big threat. He has very good pick potential so stay behind your minions. His ult adds a lot of extra damage to the fight so be ready to peel from his engage.
Zilean
Zilean stops you from getting close to the wave or engaging on him by constantly tossing bombs behind the minion wave. Winning lane vs him revolves around going all in and focussing the person he hasn't used his Chronoshift (R) on.
Fiddlesticks
Fiddlesticks dies very quickly so try to always engage on him instead of the ADC. By going in you will most likely force his fear, allowing your ADC to finish him off. Try to stay away from the minions to avoid his silence and poke.
Soraka
Look out for Soraka's Starfall (Q) poke as getting hit by this will result in her healing. You can win fights by catching her out and bursting her quickly. Remember to use ignite to stop healing. You can also use this to engage on her ADC.
Karma
Karma is very effective at poking you down even when you are behind your minions. You should make sure to punish her when her abilities are on CD. Once you get on her she has no escape options other than to flash.
Tahm Kench
Thresh vs Tahm Kench is a very hard matchup. Tahm can deny you kills by eating his ADC. However this can work against him. By hooking Tahm whilst he has eaten his ADC you can hook them both in. Tahm can turn the fight hower due to being extremely tanky. So always focus the enemy ADC.
Rakan
Rakan is very fast and slippery. Your reactions need to be on point to cancel his abilities. When you do manage to cancel his dash back to safety you can kill him pretty much insantly.
Sona
Sona has a lot of poke, however the range on her poke is limited. You can exploit this by moving away from the minion wave, forcing her to come up further. When she does this you can engage on her to kill her pretty much instantly.
Lux
Dodge her skillshots and engage when her Q is on CD. Lux has no escape options other than CC'ing you and shielding herself. Getting hit by her Q can lead to extremely bad trades or even death.
Vel'Koz
Like Lux dodging skillshots is the game here. Engaging on him should prove no challenge at all, just make sure you and your carry are not too low when you do. Also keep an eye on his mana. He tends to spam his abilities to try and get his lane opponents low so when he's all out of juice, go in for the kill.
Nautilus
Nautilus hardly has any peel options, therefore you should engage on his ADC and burst them quickly before he can do anything. His slows and snares will get you killed if you let him engage on you. Lanterning your ADC is no problem at all after which you can retaliate.
Draven
The ultimate lane bully. What draven lacks in lockdown potential, Thresh makes up for tenfold. This is as close as it gets to a dreamteam. Draven can open up the wave and slow enemies with his Stand Aside, allowing you to get an easy hook on the enemy.
Lucian
Lucian's early burst potential is absolutely perfect when combined with the lockdown potential Thresh offers.
Kai'Sa
Kai'Sa offers a lot of diversity. She has a lot of damage with her Q and passive and is capable of long range engages with her E,R combo. This allows Thresh to engage when Kai'Sa is not even close. Resulting in a surprising engage which the enemy will not expect.
Ezreal
Ezreal is able to poke the enemy down from a safe distance. When the enemy has lost some health this allows you to step up and zone or kill them. Ezreal can easily follow up on these engages or escape from fights due to his Arcane Shift (E).
Kalista
Thresh can easily utilize Kalista's W passive by autoing from range. Combine this with Kalista's Ultimate for an easy engage or even an escape by throwing the lantern back to her.
Jinx
Jinx doesn't have the most kill pressure early however she has a bit of CC on her own. She can easily land her Chompers (E) after landing your hook. if she has slightly misplaced them you can still flay the target into the chompers for some added CC. All of this CC more than makes up for her lack in kill pressure. Once Jinx gets going she snowballs very hard due to her passive.
Jhin
Jhin's high damage gives you a lot of kill pressure in lane. What Jhin lacks in mobility you make up for with your lantern. Use it wisely.
Ashe
Ashe's slow makes it easier for you to engage. While she is very immobile you can fix this with your Dark Passage. Ashe thrives in prolonged fights where she can stack up her Ranger's Focus.
Caitlyn
Caitlyn is able to poke from long range with her headshot auto's. Allowing for an easier engage or zone. The CC you bring to the table makes it easier for her to land the traps. Because your CC mostly displaces enemies however, you need good synergy with your ADC.
Miss Fortune
MF stops enemies from moving behind the minion wave. And when they move away from the wave you can hook them easily. You can also keep enemies in place while MF unleashes hell upon them with her ultimate.
Vayne
Vayne isn't as weak as she is made out to be. In fact I think this is one of the strongest ADC's in the game due to her true damage and tank shredding potential. To get to this stage however, she needs to survive the laning phase. You can help her do so by peeling for her and even setting her up for kills.
Sivir
CC'ing enemies guarantees the full damage of Sivir's Q. Her ultimate allows you to simply walk up to the enemy and flay them before hooking them. Sivir is relatively safe due to her spellshield so you don't need to be extremely conservative with your lantern.
Twitch
Twitch is rather immobile while his Q is on CD. That's why you should save your lantern to save him or help him survive during a fight. Going in before he has shown himself is a good way to surprise the enemy.
Varus
Varus's R allows for easy follow up CC like your hook. Keep in mind however that Varus's early game is rather weak.
Xayah
CC'ing enemies allows her to line up multiple feathers leading to an additional snare. Her ability to dodge pretty much any form of damage with her ultimate leaves her pretty safe.
Kog'Maw
Kog'Maw needs a LOT of peel, the amount of peel Thresh simply isn't able to provide. In lane Kog'Maw is simply unable to follow up on your engages effectively.
Quinn
Quinn can hardly keep herself safe, and doesn't have the damage early on to compete with other ADC's. She has limited range on her auto attacks and no real way to gap close quickly. Therefore she has no way to follow up on your engages.
Tristana
Tristana has a lot of damage with her Explosive Charge (E). Keeping enemies in place allows Tristana to Rocket Jump (W) onto the target easily, priming the Explosive Charge.
Corki
Corki is more a midlaner than an ADC these days and doesn't really synergize with Thresh. The only real synergy is guaranteeing he lands his Q and the full duration of his E by CC'ing enemies.
Synergies
IdealStrongOkLowNone
Draven
The ultimate lane bully. What draven lacks in lockdown potential, Thresh makes up for tenfold. This is as close as it gets to a dreamteam. Draven can open up the wave and slow enemies with his Stand Aside, allowing you to get an easy hook on the enemy.
Lucian
Lucian's early burst potential is absolutely perfect when combined with the lockdown potential Thresh offers.
Kai'Sa
Kai'Sa offers a lot of diversity. She has a lot of damage with her Q and passive and is capable of long range engages with her E,R combo. This allows Thresh to engage when Kai'Sa is not even close. Resulting in a surprising engage which the enemy will not expect.
Ezreal
Ezreal is able to poke the enemy down from a safe distance. When the enemy has lost some health this allows you to step up and zone or kill them. Ezreal can easily follow up on these engages or escape from fights due to his Arcane Shift (E).
Kalista
Thresh can easily utilize Kalista's W passive by autoing from range. Combine this with Kalista's Ultimate for an easy engage or even an escape by throwing the lantern back to her.
Jinx
Jinx doesn't have the most kill pressure early however she has a bit of CC on her own. She can easily land her Chompers (E) after landing your hook. if she has slightly misplaced them you can still flay the target into the chompers for some added CC. All of this CC more than makes up for her lack in kill pressure. Once Jinx gets going she snowballs very hard due to her passive.
Jhin
Jhin's high damage gives you a lot of kill pressure in lane. What Jhin lacks in mobility you make up for with your lantern. Use it wisely.
Ashe
Ashe's slow makes it easier for you to engage. While she is very immobile you can fix this with your Dark Passage. Ashe thrives in prolonged fights where she can stack up her Ranger's Focus.
Caitlyn
Caitlyn is able to poke from long range with her headshot auto's. Allowing for an easier engage or zone. The CC you bring to the table makes it easier for her to land the traps. Because your CC mostly displaces enemies however, you need good synergy with your ADC.
Miss Fortune
MF stops enemies from moving behind the minion wave. And when they move away from the wave you can hook them easily. You can also keep enemies in place while MF unleashes hell upon them with her ultimate.
Vayne
Vayne isn't as weak as she is made out to be. In fact I think this is one of the strongest ADC's in the game due to her true damage and tank shredding potential. To get to this stage however, she needs to survive the laning phase. You can help her do so by peeling for her and even setting her up for kills.
Sivir
CC'ing enemies guarantees the full damage of Sivir's Q. Her ultimate allows you to simply walk up to the enemy and flay them before hooking them. Sivir is relatively safe due to her spellshield so you don't need to be extremely conservative with your lantern.
Twitch
Twitch is rather immobile while his Q is on CD. That's why you should save your lantern to save him or help him survive during a fight. Going in before he has shown himself is a good way to surprise the enemy.
Varus
Varus's R allows for easy follow up CC like your hook. Keep in mind however that Varus's early game is rather weak.
Xayah
CC'ing enemies allows her to line up multiple feathers leading to an additional snare. Her ability to dodge pretty much any form of damage with her ultimate leaves her pretty safe.
Kog'Maw
Kog'Maw needs a LOT of peel, the amount of peel Thresh simply isn't able to provide. In lane Kog'Maw is simply unable to follow up on your engages effectively.
Quinn
Quinn can hardly keep herself safe, and doesn't have the damage early on to compete with other ADC's. She has limited range on her auto attacks and no real way to gap close quickly. Therefore she has no way to follow up on your engages.
Tristana
Tristana has a lot of damage with her Explosive Charge (E). Keeping enemies in place allows Tristana to Rocket Jump (W) onto the target easily, priming the Explosive Charge.
Corki
Corki is more a midlaner than an ADC these days and doesn't really synergize with Thresh. The only real synergy is guaranteeing he lands his Q and the full duration of his E by CC'ing enemies.
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