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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Introduction
This is my second guide, and again I would like to analyse a support with you: Thresh The Chain Warden. If you are interested you can also check my previous guide on Nami The Tidecaller. I used the same structure here and you will find some identical paragraphs between those guides since some of my remarks stand for both.
As for any guide, what I say here is not absolute and only reflects my opinion and my play style. You are free to tweak, change, add or discard whatever you find wrong or missing. I am always open to critics and I will gladly discuss with you. That being said, let us begin, shall we?
Let us start with what characterizes Thresh. Thresh is mainly intended as a tanky support, with a potential as a very sturdy solo laner. He posesses a very strong and versatile kit of crowd control abilities which can be used both offensively and defensively, provides a strong engagement and has the unique ability in the game to move an ally. Overall, Thresh is a strong addition to any composition, especially to aggressive ones. In this guide I will mainly focus on the support role, but I will cover briefly the solo lane role.
+ Ranged champion + Versatile kit + Great engagement + Useful at any phase of the game + Extremely strong defensive power |
- Long cooldowns - Teammates not yet used to Thresh - No real escape - Hard to master - Requires to be agressive in lane |
Let us go into the details of his skills kit now. The variety of Thresh's abilities allows him to engage from long distance or to help an ally disengage instantly and safely, but he lacks this disengagement ability himself save his ultimate. Either you go into the fray and stay in, or you don't go and protect your allies. This is one of the reason why I find Thresh hazardous on a solo lane: against bruisers or assassins, you don't have the damage output to duel with them, nor do you have any escape should you be ganked or in danger. Moreover, you mostly tank physical damages, not magic damages, so going against an AP can backfire. Nonetheless, if played safely, Thresh can be extremely strong in solo lane past a certain level of farming. Now, let us review the abilities.
The first soul grants 1 AP and 1 armor. The next souls will grant 0.005 less bonus until the 0.5 cap is reached, meaning at 101 souls you have reached the cap (for a 75 bonus). Note that at 95 souls you have more armor than any other champion without considering their other abilities or items, and that at 182 souls you have more armor than




Obviously, collecting souls becomes one of your other priority as support, but don't overextend just to collect one.

Tips
- You can collect souls with the lantern of
Dark Passage. All the souls in landing the area (the area that will proc the shield) will be collected at the same time, allowing you to collect souls from safety.
- Souls are invisible to enemies. They only appear to them if Thresh was visible when it spawned or if Thresh is visible, so souls won't reveal your presence if you stay hidden.
- Souls spawn within a 1900 range, which is a very long range, so you can consider changing your route to collect additional souls from other lanes or the jungle.
The passive part grants you a bonus damage on each auto-attack equal to the number of souls you have collected plus a percentage of your current AD, this percentage building up the longer you have waited since your last auto-attack. As a support, this gives you a great harass potential. As a solo laner, this will help you to last hit for the early levels.
The first part of the hook stuns the target for 1.5s and brings it closer to you in two short pulls. This won't pull the target over non-passable elements such as walls, unlike


The second part allows Thresh to pull himself towards the target, and this will pull him over non-passable elements. Note that even if the target is not stunned (because of

The cast time requires some practice to aim correctly at a moving target, and since Thresh swings his scythe before throwing it, it is rather easy to spot when he will hook, so try to stay hidden when using it.
Tips:
- The range of the hook is higher than any other hook.
- You cannot auto-attack while you pull your target. You have to reactivate
Death Sentence to be able to attack again.
- Try to pull you over to the target after you have pulled it twice to you, there is a short window between the last pull and the end of the ability.
Basically, you put your lantern at a location and every ally (including yourself) that comes close to the lantern gains a shield. If an ally click on the lantern, Thresh will pull the ally back to him with his lantern. This can be used to pass over walls. However, if an enemy is standing directly on top of the lantern, it cannot be clicked on, so keep this in mind when you use it.
Dark Passage has a long range already, but once the lantern is on the ground you can move much farther than the initial range (up to 1500), which opens interesting gameplay possibilities. If the leash range is broken, the lantern goes back to Thresh and shield him (if he has not been shielded yet this cast).
The main downside of this ability is that players are not yet used to this ability. Most of the time they tend to run for their life and forget to click on the lantern. In most of the games I have played so far, players tend to use the lantern to be pulled when they are not in danger and never use it when they are. It can be hard to know where to put the lantern when running since you have to keep the short delay in mind during which the lantern is in the air, but as a rule never throw it the melee if it is to pull an ally back, always aim at out of it.
Tips:
- The lantern gives you vision.
- You can teleport on the lantern, or use abilities such as
Katarina's
Shunpo or
Jax's
Leap Strike.
- The shield only works once per cast per ally.
![]() |
Flay An interesting ability that can be really hard to master and to use correctly in the thrill of the fight. The range is not very long, but it is easy to land if you are in the melee. |
Basically, it is a knock up plus a slow that works like a travelator. It knocks up and pull the enemies in the direction it was cast. It means that if you want to bring the enemy closer to you, you have to cast Flay backward, in the opposite direction of the enemy. If you want to push the enemy away, you have to cast Flay in front of you in the direction of the enemy. Again, it knocks up so you can use it to cancel enemies abilities. Since it hit all the enemies in the area of effect, it is really easy to land on your target, provided you are close enough. The slow is also a nice addition, be it for defense or offense.
Tips
- Casting Flay in the right direction in the middle of a fight require some practice. Don't panic and position yourself adequately.
- The range is rather small, 400 on each side, so you have to be fairly close to hit your target.
The first wall deals the most damage and applies the highest slow, reducing the enemy movement speed down to 110 (the lowest movement speed possible), while the remaining walls apply a 50% slow and deals half the damage. The pentagon takes about half a second to come out of the ground and you need to cast it right away if you want to trap an enemy inside or he will have time to move out of it before the walls have appeared. Although it is a very good way to secure a kill on an isolated target you have hooked with Death Sentence, it is in my opinion an invaluable tool of defense as it shuts down instantly any rush, gank or tower dive attempt. It is also a deadly ability in the jungle, where you can block choke points and isolate a part of the enemy team.
Tips
- You can use
Flay to push an enemy into one of the wall. On the contrary, you can use
Death Sentence to pull one into The Box.
- Don't use The Box on a target that you know has a
Flash or a similar ability up and ready.
- Any type of dash, even if it allows to pass through terrain, will break a wall, hence dealing the damages and applying the slow.
Support
This sequence is for when your carry won't be engaging much and focus on farming. You will aim at sustaining your lane with







Harass solo lane
This sequence is for agressive solo laning as an AD or hybrid AP/AD. Having

Sustain solo lane
This sequence is for solo laning as an AD or hybrid AP/AD against an enemy with much more harass potential than you, or with a strong gap closer. You get some points in




After this analysis, let's get more into what you need during the game. Let's review the summoner spells first.
Recommended as support
Flash![]() |
Heal Now viable on the support with the season 3 patch, ![]() |
Exhaust Multi-purpose spell to secure a kill, rescue an ally or save yourself. ![]() |
Clairvoyance Viable spell, but aimed more at helping all of your team by providing vision where it is necessary. Helping your carry should be your priority, but if your team somehow really needs it, ![]() |
Recommended as solo laner
Flash Same reason as detailed previously. |
Ignite One of the most used spell for solo laning, it can help you even the odds against opponents who have more damages than you. Only consider it if you want to take an early kill. |
Barrier A good defensive spell to use against champions who can go all in and dive you under your tower. It will mostly help you early since you will become very sturdy later in the game. |
Heal An alternative to ![]() |
Teleport Potentially very good to help for ganks or to protect an ally on another lane. Not my first choice, it is a very situational spell to choose when you can communicate a lot with your teammates. |
To avoid
Revive: taking a spell impacting your death is not as wise choice, as you would have to die to use it.
Ghost: it doesn't provide that much of an escape with Thresh ; not as much as
Flash does in any case.
Clarity: after early game, you just don't need it because you have enough mana regeneration, and I've found that Thresh is not mana hungry enough to justify taking Clarity.
Smite: if you need it, either you are in the jungle and you are reading the wrong guide, or you are trying to farm as support while you shouldn't, or you don't know how to last hit as a solo laner.
Cleanse: you have enough defensive potential not to need it.
Runes




Quintessences
Gold generation for support, unless you are planning to take all the kills and take them early. Pretty standard since you won't have any other income beside the natural gold generation (now increased to 16 per 10s since the season 3) until you get your gold generating items. If you go solo lane, AD quintessence is your best option.
Seals
The main threat to you will come from either the jungler or the AD carry if you support, meaning physical damage most of the time. I prefer flat armor over scaling armor since you are more likely to take more damages early game (proportionally to your health), but scaling armor is also a good option provided you don't take damage early. You will end up having a lot of armor anyway thanks to your passive, so I prefer having more armor early. For solo laning, the same choice is good if your opponent is AD. I wouldn't consider playing Thresh against an AP since you would lose the advantage of

Glyphs
I used to go with 7 Glyphs of Mana Regeneration and 2 Glyphs of Scaling Magic Resistance, but I am in the process of testing if going for 9 Glyphs of Scaling Magic Resistance doesn't hurt my ability to cast

Marks
Either you go for armor penetration or magic penetration, it all depends on what you want to use to deal your maximum damage. I personally think magic penetration is best since


Defense
Durability
: some health scaling on level not to fall too far behind later on.
Hardiness
: some early armor to survive against earl agression.
Resistance
: one point just to reach the next mastery
Veteran's Scar: 30hp to tank early.
Utilty
Here I aim at my mana regeneration, my gold generation and my cooldowns reduction.
Wanderer
: movement speed early to keep up with your carry without boots.
Meditation
: you will need some mana regeneration during the whole game.
Expanded Mind
: some more mana in your mana pool.
Greed
: gold generation for support.
Wealth
: a small gold bonus early game for the wards and potions
Biscuiteer
+
Explorer
: 1min ward for defense against an invade and a small bonus for early sustain in lane.
Pickpocket
: harass is now worth 3 golds for you if you land an auto-attack
Intelligence
: just to help a bit with your cooldowns.
Nimble
: with this you don't need boots early as you have roughly the same speed as a carry with boots.
Just in case you want to know what I don't take in the Utility tree, here are the details:
Spoiler: Click to view



Veteran's Scar: 30hp to tank early.
Utilty
Here I aim at my mana regeneration, my gold generation and my cooldowns reduction.










Just in case you want to know what I don't take in the Utility tree, here are the details:

So far I have found that Thresh works rather well with most AD carries, especially with those with high burst damage. He is a mix between
Leona and
Blitzcrank that I find very versatile. I noticed in the commentaries that people interpreted the low synergy as "Thresh doesn't work well with...". It is not what it means; it means the AD carry doesn't have a strong synergy with you, that is to say you don't have a real combo together, that your abilities don't complement themselves. Again, Thresh works well with most carries, if not with all, since he is such a versatile champion, but some AD carries are much better paired with him.


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Vayne is a late game carry who needs a lot of farming to become dangerous, and she is too squishy to engage a fight herself. You don't provide any bonus to her and shielding her in time against harass is all but easy. However, you make her very difficult to engage and apply a lot of pressure on the enemy duo since a ![]() ![]() |
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![]() ![]() |
Early game
G
A M E P L A Y |
Your early game is similar to most aggressive supports. Keep an eye on the map for potential gank, let your carry farm, and watch for openings. Play safe, you are a ranged champion with enough CC and sustain not to give any kill to the enemy if you position yourself well enough. Once in every while, come in range to land an auto-attack charged with ![]() ![]() ![]() ![]() ![]() |
G
A M E P L A Y |
F
I G H T S |
When you see a safe opportunity, land ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
F
I G H T S |
A
B I L I T I E S |
Always start with ![]() ![]() ![]() ![]() |
A
B I L I T I E S |
Mid game
G
A M E P L A Y |
At that time, towers start to fall and some champions start roaming. Now you should always go where you are needed, but stay with your carry all the time. A particularity with Thresh is that you also farm in some way since you have to collect souls, so following a teammate who will farm is a necessity. Ward the dragon and Nashor and keep an eye on the jungle. Be in as many teamfights as possible. Your priority is to protect your carry and watch the map all the time for incoming ganks or ambushes. Keep buying wards and work your way to your core items. You need to adapt to the composition. Grab a Kage's Lucky Pick at some point. I almost always buy the ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
G
A M E P L A Y |
F
I G H T S |
When a fight occurs, watch who is focused and shield the main target in your team in priority. It is highly unlikely that a teammate will be able to use the ![]() ![]() ![]() ![]() ![]() |
F
I G H T S |
A
B I L I T I E S |
Now you should have ![]() ![]() ![]() ![]() ![]() ![]() |
A
B I L I T I E S |
Late game
G
A M E P L A Y |
Your transition into late game marks where you no longer are a reliable source of damage and rely more than ever on your utility abilities. Always have a ward on Nashor, watch the usual paths in the jungle, and stay with your team. If you have to go ward a spot and an enemy is missing, don't go alone or simply don't go. It is crucial not to be isolated. At this point it becomes very hard to ward enough, so this task should at least be shared with your jungler. |
G
A M E P L A Y |
F
I G H T S |
In late game, teamfights can mean instant defeat or victory. A well-timed ace and one can rush to the nexus, so it is absolutely crucial that you keep one of you alive. As Thresh, you should be in the melee at some point, whether it is to engage or to disturb the melee with ![]() ![]() ![]() ![]() ![]() |
F
I G H T S |
A
B I L I T I E S |
Nothing particular to say at this stage regarding abilities, max ![]() ![]() ![]() |
A
B I L I T I E S |
Obviously, the duo lane matchups are numerous since it's 2vs2 combinations. There are too many of them to be covered with accuracy, so I will focus only on the most common compositions, those you are more likely to face. You will notice that most of the time it is the enemy support who dictates your course of actions, so I will dedicate a section specifically to summarize how to act against each support.
As you can see, most of your strategy during the lane phase is dictated by the enemy support as he is the one who will most likely take the initiative to engage. This is exactly the same for your duo. This is not a rule, however, and you wil have to adapt to the enemy. In general, you are at a disadvantage against a pair based on poke and magic damage since you can't shield that easily and don't have a heal, you are on par with a duo based on burst because you have a strong engagement/counter-engagement, and finally you have the upper hand against defensive composition. There are basic rules you can follow against specific supports.
Taric - Graves The tankiest of all duo you will encounter, with an incredible burst at level 6. The key to win against them is to watch Taric all the time, as he is the one who will most likely engage the fight by stunning one of you with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Extreme burst damage + Tankyness and sustain + Most reliable stun in the game |
- Short range - Limited mobility - Mana dependent |
Blitzcrank - Ezreal A duo which puts a lot of pressure on your lane. This matchup is very tensed because both duo can hook. You have a longer range than Blitzcrank for your hook and you provide more sustain, but he has a stun and a higher burst. Also, Ezreal is the only carry who can escape ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Constant pressure + High mobility + High burst |
- No sustain - Countered with good positioning - Mana dependent |
Leona - Corki This lane is also a very dangerous lane with a little less burst damage than the previous two, but they make it up with much more control and a stronger engagement potential. Leona provides one of the most dangerous engagement early game, and she is the most dangerous when she reaches level 6. Unlike with ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Constant pressure + Turret divers + Strong CC |
- Natural pushers - Limited mobility - Limited range |
Nunu - Miss Fortune / Vayne These lanes can play very aggressively or very pasively. Nunu mitigates your possibility of coming too close to his carry, while they synergize very well with their movement speed boosts to engage you. You can interrupt both of Miss Fortune's and Nunu's ultimates with ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Very high mobility + Dangerous at short range + No strong CC |
- Short range - Not much sustain - No good escape |
Sona - Ezreal A strong poke lane with a significant burst at level 6, a good sustain and high mobility. Fortunately, you have more CC earlier, and Sona is the squishiest of all champions. To poke you she has to come rather close and she gets in range of your ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Good sustain + Strong poke + High mobility |
- Squishy - Mana hungry - Easily readable |
Nunu - Kog'Maw This pair is a real pain to deal with. Nunu is tanky enough to come close and poke you with his ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Very safe farming + Strong poke + High sustained damage |
- No engagement - Not much sustain - No good escape |
Sona - Varus A duo with a very strong early game, with high poke and good sustain. At level 6 they gain two AOE stuns and become a real pain to kill. I would advise to play passively and use ![]() |
Strengths | Weaknesses |
+ Double AOE stun + Strong poke + High sustain |
- No good escape - Easily readable - Squishy |
Sona - Ashe A duo similar to Sona - Ezreal, with no real burst though, but a much more difficult pair to run away from as they have more CC with Ashe's ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Good CC + Strong poke + High sustain |
- No good escape - Easily readable - Squishy |
Nidalee - Caitlyn An extremely hard lane to counter as their poke potential is the highest of all. They are also almost impossible to gank due to their traps. They apply a constant pressure, and 2 seconds of inattention is immediately punished, but beside poking with Nidalee's ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Extreme poke + Long range + Hard to gank |
- No sustain - No engagement - Mana hungry |
Janna - Ashe / Caitlyn These pairs are based on poke and the bonus damages Janna gives thanks to her shield. A non-defensive shield is a signal, it means the carry will come to poke. Janna offers a strong engagement/disengagement with her ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Strong poke + Hard to engage + Punish bad positioning |
- Limited sustain - Squishy - Long cooldowns |
As you can see, most of your strategy during the lane phase is dictated by the enemy support as he is the one who will most likely take the initiative to engage. This is exactly the same for your duo. This is not a rule, however, and you wil have to adapt to the enemy. In general, you are at a disadvantage against a pair based on poke and magic damage since you can't shield that easily and don't have a heal, you are on par with a duo based on burst because you have a strong engagement/counter-engagement, and finally you have the upper hand against defensive composition. There are basic rules you can follow against specific supports.
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Suggested builds
The above builds are only suggestions and you are welcome to adpat it and try some alternative builds. You just have to keep in mind that your role as support is to provide your team with utility abilities and items. You already have many utility abilities, so you will try to get very tanky while still getting items to help your team. I have tweaked my build a little bit in perspective of the commentaries I read.
The reason why I don't build an



I only add


Against poke, I take a


Now let us get into the details of the items.
Boots
![]() I see Thresh as a champion who engages the fight, or at least dive on an enemy. Chasing, positioning, all of this is key. Sometimes, you even have to run back to an ally just to save him with ![]() |
![]() If the enemy team has a lot of AP (like 3 or more) or a lot of CC, these boots can offer a good alternative to the mobility. You are so much better with ![]() ![]() |
The other boots don't offer any viable bonus for you as support. I have never felt the necessity to have shorter cooldowns on Thresh (exit


Enchantments


Core items
Philosopher's Stone
|
Philosopher's Stone The new Philosopher's Stone has been nerfed: health and mana regeneration have been reduced by 50%. However, it is now 100 gold cheaper and has become the item with the highest gold generation rate, so it is still a vital item to get, the earlier the better. It should be the first item you buy at your first back. |
![]() This new item offers a good way for support not to spend thousand golds in ward throughout the whole game. Sightstone buffs you a bit with health and allows you to use 2 wards at the same time out of 4 stocked, the stock repleneshing each time you back to base. You can consider it worth the money after using a total of 8 wards. For whatever reason, if you didn't have to ward much when you have around 800 gold at your second back and you still have 1 or 2 wards, don't buy the Sightstone immediately and grab your ![]() |
Kage's Lucky Pick
|
Kage's Lucky Pick This item was nothing compared to the now removed ![]() ![]() |
![]() When you have those 2 items, grab your Boots of Speed as soon as possible. Once it's done, you are ready for the next phase of the game. Without any kill or assist, you should reach that point around 15min. |
Mid game builds
For mid game you first priority is to get a bit tankier. The most interesting and first step toward that is to upgrade your


Then you need to be able to roam with your carry and move quickly where you are needed. Choose the


Must-haves:
![]() I like to go with the ![]() ![]() ![]() ![]() ![]() |
![]() Signature item of most supports, invaluable to engage or disengage. With your ![]() ![]() |
![]() Vital for map control, you should always get one when planning to get an objective such as the Drake. If you have one, don't use it if you return in lane, save it for when you will roam (even if you are tanky, there is no need to make yourself a target of choice on the lane). |
Viable options:
![]() This item has been nerfed with the new season, it is more expensive and gives less tankyness. However, it is still a vital item to face against 2 or more AP enemy champions, and it now can be upgraded for late game. I have already explained above why I don't take this item earlier. |
![]() During season 2, I didn't like this item as ![]() ![]() ![]() |
![]() New item from season 3, it offers a rather cheap upgrade from ![]() ![]() |
Late game builds
When you enter late game, you need to be tanky enough to survive teamfights and provide map control with wards and





If your team doesn't have much problem surviving during teamfights, go for the



Viable options:
![]() If enemies are AD oriented and one or more of them uses a lot of attack speed, this item is a must have as it will drastically reduce their efficiency. You benefit from every stats, so don't hesitate. |
![]() The ultimate tank item in season 3, now used by all roles, even carries. At first I favored this item over ![]() |
![]() If you have 2 or more AP in your team, this will give them a fair amount of bonus AP and spell vamp. Most of the time there will already be one Will of the Ancients if you have 2 or more AP champions, but having more of them benefits every mage who has one already, as you can stack up to 2 auras on champions who have a Will of the Ancients. Choosing this itme doesn't benefit you that much, so weight the potential benefits for your team with care. |
![]() Although nerfed since the season 3, it is still a good late game item which will give you more survivabilty. |
![]() If you happen to have a lot of magic damages in the opponent team, Banshee Veil can provide you with everything you need to survive. It is also a very good choice against team based on poke and harass. |
![]() A must have in season 2, not clearly aimed at supports since there is no logical route to build this item except if you aim at it. It is still strong on melee tanks/supports, and you will certainly be able to use the active efficiently if you manage to land a ![]() |
Uncertain options:
Some items offer interesting options, but I am not convinced by them. They might be of some use, but I won't consider them at first except for very specific situations.
![]() Intended for junglers, it is a very strong item overall and will make you much tankier against AD. Only consider this item if you have bought the ![]() ![]() ![]() |
Zeke's Herald
|
Zeke's Herald It has been nerfed a lot in the recent patch. The bonus AD is not significant once you are in mid game or late game, and it clearly won't replace the former attack speed bonus. Furthermore it is interesting in rare situations where you have bruisers and carries based on attack speed. No longer viable in my opinion. |
So, this closes my second guide. I tried to give you an in-depth analysis of Thresh and how you can enjoy playing him as a dynamic support. I put in here as much of my experience as support as possible, and hopefully I am not too far from your own experience in this role. Please feel free to drop a comment to give a constructive critic, a feedback or anything useful to help me improve that guide.
Some thanks to jhoijhoi are required, her guide Making A Guide helped me with the specificity of mobafire, and I probably wouldn't have been able to create mine without hers.
Some thanks to jhoijhoi are required, her guide Making A Guide helped me with the specificity of mobafire, and I probably wouldn't have been able to create mine without hers.
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