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if you're going to make a strategy guide, maybe you might wanna include this too (just a suggestion ofc,) us your lantern as a way to gank without raising suspicion, or as you said to get out of towerdives. I really enjoy the Q, W, wait for Q to finish, Q, E backwards (,then R if necesary) combo.
about the lantern thing: Your targets will notice youre there if you stay for a creep wave long, because of your passive, so you really need to jump in fast, and get the kill, use the Q W combo to drag the enemy before they notice you, and get your teammate close without giving them even 1 second to know you're there, once you're in, hit E to get them back and stop the runner, and let your teammate pickup the kill. Now here's where im gonna disagree with you in build, see I enjoy AD Junglers more then AP ones, but Thresh's abilities really scale more off AP then AD (even taking Q's Passive into account,) so for an aggressive ganker, go AP, for Jungle Clear Time, go AD, depending on how you play. In my opinion AP junglers are almost always more supportive then aggresive gankers, I have mixed feelings about this with thresh, like I said, AP for ganks... but teammates ussualy need to kills alot, maybe more then the jungler (who has an insane amount of cc, instead of damage output).
Im going to have to experiment alot more before making serious comments about jungle thresh, but theres just some things to keep in mind, maybe aggressive jungle thresh works too, I guess we'll see...
JV