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Choose Champion Build:
-
Top
-
Support
Introduction

Hello and welcome to the guide where sanity is frowned upon, so please leave yours outside and enjoy your stay!
When
But don't get me wrong, I've both felt and played with the power of a Support Thresh, so in no way am I saying it's bad, I just feel isn't just a ranged support with a lot of CC.

Description:
The reason i call him "semi-ranged" is simply because you'll pretty much be standing ontop of your enemy when you're really comitting to the fight, while otherwise harassing them from afar.
Just by playing, he aquires Armor and Abilty Power over the course of a match, and the better you play (and the luckier you are) the more of both you will have.
With these 2 guides, you should be well on your way to kill people, or help your team do so.

Lore:
Thresh is a twisted reaper whose hungry chains ensnare the souls of the living. A moment's hesitation at the sight of his ghostly visage and there is no escape. He leaves in his wake hollow corpses, their souls ripped loose and trapped in the sickly green light of his lantern. The Chain Warden takes sadistic joy in tormenting his victims, both before and after their deaths. His grim task is never complete, and he stalks the land for ever more resolute spirits to unravel.
Thresh carves careful, deliberate paths through Valoran. He handpicks his targets individually, devoting his full attention to each soul in turn. He isolates and toys with them, gradually eroding their sanity with his twisted, maddening humor. Once Thresh takes an interest in a soul, he does not relent until he possesses it. He then drags those he captures back to the Shadow Isles for an unimaginably dreadful fate. This is his only purpose.
Little is known about the Chain Warden's past, and many of the details live only in nursery rhymes and campfire tales. They tell of a sadistic jailer from centuries past who took great delight in torturing his wards. Patient and brutal, he used a variety of methods to break his victims' minds before their bodies succumbed to his grisly designs. Chains were the jailer's preferred instruments of terror. Their shrill scrape marked his dreadful approach and promised agony to those he visited. His dark reign went unchallenged until his prisoners escaped during a massive riot. They overwhelmed him, and without ceremony or remorse, hanged him from his own chains. Thus began the unlife of the horrible specter known as Thresh, or so the tales go.
Thresh now haunts the land, leaving an aftermath of horror and despair. However, there is a devious purpose behind his dark machinations, and the meager spirits of average men are insufficient. He seeks stronger souls. Only when he has broken the wills of Valoran's most resilient warriors will he finally have what he needs.
''There are few things as invigorating as taking a mind apart, piece by piece.''
-- Thresh
I've felt like these following points should give you an idea how
Thresh is in-game.
|
+ Interesting Team Play + Excellent CC + Great Harass + AD-Tanky By Nature + Easy Farming |
|
- Hard To Master - Requires A Lot Of Team Coordination - Slow Movementspeed - Souls can be risky to get |
Now let's jump into Runes and Masteries, and establish an overview of
Thresh's spells and what Summoner Spells I use.


both
Greater Seal of Armor and
Greater Glyph of Magic Resist is a pretty standard thing in my runepage, pretty much any champion you'll get paired up against has a combination of physical and magical damage.
Greater Seal of Armor also compensates for the early squishiness you have in armor as
Thresh, not that it lasts very long ;)
Greater Quintessence of Attack Damage makes it easier to last hit minions, as Thresh only starts out with an embarassing 46 AD, so 7 extra AD not only helps, but also gives you a bit extra damage on your
Flay
Greater Mark of Magic Penetration is because your
Flay will end up making your enemies stack magic resistance, so MRPen is not a bad choice!
But what is this you ask? "Why not greater mark of armor penetration?"
Because most of your damage will be Magical Damage. You may be building AD, but you're still getting AP, and no matter what you do, your AD will give you magical damage, and your spells will not suddenly change to deal physical damage.
If you're supporting, taking
Greater Quintessence of Gold is not a must, but since you're not getting any farm, you're not getting any gold, so the more passive gold income you have, the faster you can get through your build.
Though if you're confident with your skills as
Thresh, you trust your AD Carry, and your lane enemies can be engaged on, taking
Greater Quintessence of Attack Damage instead, gives you more damage, making it easier to kill your enemies, and in that way gain gold from assists.
Greater Quintessence of Attack Damage may also help you in case of objectives, as you'll be doing a few extra points of damage, so i'd definetly go for these if I'm either in a lane-swap, or just generally planning on pushing down the enemy's tower quickly.

Masteries - Solo Top
|
As you're jumping into your enemies to really do your thing, you don't want squishiness to catch you by surprise, so going 9/21/0 gives your a small boost to your autoattacks, but focuses on giving you durability. Putting a point in
|
Masteries - Support
|
You'll be harassing the enemy as much as possible with your auto-attacks, activating |

Runes
both
But what is this you ask? "Why not greater mark of armor penetration?"
Because most of your damage will be Magical Damage. You may be building AD, but you're still getting AP, and no matter what you do, your AD will give you magical damage, and your spells will not suddenly change to deal physical damage.
If you're supporting, taking
Though if you're confident with your skills as
Now we get to the fun part, this is a quick explaination of
Thresh's passive and abilites, and generally my thoughts on how to use them the best.
Thresh has a unique mechanic to him, in the form of his passive:
Though this mechanic allows Thresh to aquire a lot of Armor and AP, he can also be locked down by it, as you have to get close to the souls to harvest them, unless you want to pay mana to get the souls - I'll get to that.
Keep in mind that each soul you collect, reduces the Armor and AP you get from the next soul you pick up. It starts at 1.0 Armor and AP/soul, and goes down by 0.01 per consequent soul picked up throughout the game. This means that the first soul gives 1.0 Armor+AP/soul, the second gives 0.99 Armor+AP/soul, the third gives 0.98, which goes all the way down to 0.5 Armor and AP/soul, where it stops decending.

Death Sentence is pretty much a 2-n-1 ability, because it's briefly locks down your opponent, and it can be activated again to serve as a gap closer.
Death Sentence alows you to lasso your enemy and pull them behind you, alongside letting you pull yourself to them, to then unleash the rest of your arsenal on the unfortunate victim you caught.
This ability is great for initiating in team fights, or keep enemies from running away.
While in a fight one on one, you wont be using this skill much, unless your enemy decides to turn on their heels and flee, as this will allow you to catch up to them again.
Death Sentence is a lot more usefull in a fight where you have an ally with you, as your lock down disables your opponent's ability to do anything besides using cleanse and the like. I've saved both myself and my allies countless times, scoring us a kill as our enemy was slightly overpowering us, but popping
Death Sentence on them, without activating it again, let my ally do their damage, and therefore killing the enemy. This is also just in case you want to minimize the damage you're going to take, even though it's a pretty sure kill.
Death Sentence will interupt channeled spells like
Fiddlesticks's
Bountiful Harvest and the charge time on
Crowstorm --
Katarina's
Death Lotus --
Galio's
Idol of Durand -- or even
Karthus'
Requiem, and so on.
Shen, or the summoner spell
Flash can mess you up if you pull yourself to them, as you wont stop pulling yourself to them until you hit them. This means that they can pull you in under their tower, or further into their team. So be prepared!

Remember the mana cost for picking up souls that i was talking about? here it is.
Dark Passage grants
Thresh and all allies in its AOE a decent shield for 6 seconds, while it also works as a long range pull for your allies to escape hairy situations, or in coordinated teams can be used as an initiator alongside
Death Sentence.
Now, i've highlighted the key sentence that lets
Dark Passage collect souls for you - at a cost.
It's up to each individual player to decide whether or not to use 50 to 70 mana to collect a soul that would otherwise cost you some of your health, maybe even your life. In my own opinion, i think that it's worth it in any situation that's requires me to be somewhere else, that wouldn't need
Dark Passage for the next 16 seconds.
This is often when I feel threatened, like when my lane enemy could easily eat a good chunk of my hp, or if I have that feeling that some sneaky little jungling
Diana or the midlane missing
Morgana is nearby. I would also do this when there's a good bunch of souls in lane, but I don't want to waste time getting them, as an ally might be in trouble in that exact moment and I'm moving in to help them. Just remember that the shield might also save them from that exact situation, either by just shielding, or them clicking the lantern to pull themselves to you, so analyse the situation before making a decision, as it can cost either you, your ally, both, or the enemies their lives, if you make the right or wrong decision.
Max this as fast as possible if you need more survivability for you or an ally.

Flay's passive is where you get your damage for top. With the decently slow laning phase, you're gonna have fun charging up the passive, and decide whether to take another last hit, or do over 120 damage in one hit to the enemy, right from the start.
Note that the passive needs 10 seconds to fully charge, but you won't notice this too much, unless you have a super aggressive lane enemy that decides to trade with you all the time.
Flay's active is a good AOE-CC ability, slowing 40% at level 5, along with slightly dispositioning enemies caught by your chain, moving them a short distance in the direction you're facing.
Flay also gives you extra magic damage on your auto attacks because of it's passive
Flay is fixed to
Thresh's position, and is easily aimed in the direction you want to use it in, after a bit of practice.
Flay is great for chasing enemies, or stopping enemies from chasing you, as it both pushes the enemy back, and slows them down. Other than that, it can be used to quickly push a minion wave midgame, as it deals decent damage to an entire creep wave at once.
Both as a Top and Support Thresh, I usually max this first, as for Top, you want as much damage on your auto attacks as possible, and the slow on
Flay is great both for Top and Support.

The Box may feel and look a lot like
Jarvan IV's
Cataclysm, but it plays out a lot different.
The Box isn't a solid wall that you can't walk through, but instead, it deals an significant amount of damage, along with slowing whomever caught by it, almost stopping them dead in their tracks.
But remember,
The Box has a brief activation time, so with good enough reactiontime, your enemies can dodge it before it activates
With 400 damage and 99% slow ready to be unleashed, it's great for stopping an enemy from escaping, or enemies from chasing you. In a team fight, popping
The Box after you initiate with
Death Sentence can weaken your enemy a lot, and with a bit of quick reaction, you can almost instantly kill the enemy AD or AP Carry.
Thresh has a unique mechanic to him, in the form of his passive:
- "Thresh can harvest the souls of enemies that die near him, granting him armor and increased spell damage. Siege minions always drop a soul, as do enemy Champions, but caster and melee minions only drop a soul 20% of the time."
Though this mechanic allows Thresh to aquire a lot of Armor and AP, he can also be locked down by it, as you have to get close to the souls to harvest them, unless you want to pay mana to get the souls - I'll get to that.
Keep in mind that each soul you collect, reduces the Armor and AP you get from the next soul you pick up. It starts at 1.0 Armor and AP/soul, and goes down by 0.01 per consequent soul picked up throughout the game. This means that the first soul gives 1.0 Armor+AP/soul, the second gives 0.99 Armor+AP/soul, the third gives 0.98, which goes all the way down to 0.5 Armor and AP/soul, where it stops decending.

- "Active: Thresh throws his scythe, dealing 80/110/140/170/200 (+50% of ability power) magic damage to the first unit hit and dragging them towards him for 1.5 seconds. Additionally, he may re activate the ability to leap to his chained enemy."
This ability is great for initiating in team fights, or keep enemies from running away.
While in a fight one on one, you wont be using this skill much, unless your enemy decides to turn on their heels and flee, as this will allow you to catch up to them again.
CAUTION IS ADVICED!
Champions with dash abilities, like 
- "Thresh throws out a lantern that shields nearby allies from damage for 60/90/120/150/180 (+40% of ability power) for 6 seconds. The first ally to click the lantern with be pulled to Thresh. Allies can only receive the shield once per cast.
The lantern collects nearby souls while out.
Remember the mana cost for picking up souls that i was talking about? here it is.
Now, i've highlighted the key sentence that lets
It's up to each individual player to decide whether or not to use 50 to 70 mana to collect a soul that would otherwise cost you some of your health, maybe even your life. In my own opinion, i think that it's worth it in any situation that's requires me to be somewhere else, that wouldn't need
This is often when I feel threatened, like when my lane enemy could easily eat a good chunk of my hp, or if I have that feeling that some sneaky little jungling
Max this as fast as possible if you need more survivability for you or an ally.

- "Passive: Thresh deals bonus magic damage on each auto attack. The damage is equal to the number of souls he has collected plus 80/110/140/170/200% of attack damage, based on length of time since last attack.
Active: Thresh sweeps his chain in a line, dealing 65/100/135/170/205 (+.4* AP) magic damage to all enemies hit and pushing them in the direction of the swing. Enemies are then slowed by 20/25/30/35/40% for 1.5 seconds."
Flay's passive is where you get your damage for top. With the decently slow laning phase, you're gonna have fun charging up the passive, and decide whether to take another last hit, or do over 120 damage in one hit to the enemy, right from the start.
Note that the passive needs 10 seconds to fully charge, but you won't notice this too much, unless you have a super aggressive lane enemy that decides to trade with you all the time.
Both as a Top and Support Thresh, I usually max this first, as for Top, you want as much damage on your auto attacks as possible, and the slow on

- "Creates a prison of walls around Thresh, dealing 250/400/450 (+1* AP) magic damage and slows any champion that collides with a wall by 99% for 2 seconds.
Once a champion collides with a wall, the wall is destroyed.
Enemies that hit multiple walls take half damage and have the slow effect reduced by half after the first wall struck."
But remember,
With 400 damage and 99% slow ready to be unleashed, it's great for stopping an enemy from escaping, or enemies from chasing you. In a team fight, popping
These are the two spells i use on solo top Thresh.
Or this: you're in a team fight, and you land a
Or this: you and your ally is being chased by their whole team, but your
Now for

Other viable choices?
Exhaust might in some cases help you, but i haven't found any use for it in Solo Top, though it's my choice of summoner spell when i support, as you don't absolutely need to be in the lane at all times, like in top, so you don't have to pick
Teleport for that.
Barrier or
Heal might work if you know that you're going to get bursted late game, when you try to initiate in a team fight.
Ghost is also a great choice for
Thresh, but i just feel that
Flash works so much better with his abilities.
Needless to say, you should always level your ultimate ability,
Both
See the Encounters section if you want to see my recommendations.

Earlygame, you want some durability and sustainability, that's why i go with
After that, you should go straight for

- These boots gives you MR and much wanted Tenacity, as you're jumping into the enemy team later, you don't want CC to kill you, so you'll find yourself buying these almost every game.
- The only time i would buy Ninja Tabi over Merc Treads, is if they barely have any CC at all AND has a lot of AD-based champions.
- Homeguard is the most used Enchantment for many people, and it's a great enchantment too, if you need to get back to the frontline FAST, or have to contest an objective, or the like. When you attack, or get attacked by an enemy, be it a minion or a champion, you're marked as "In Combat", after which the movespeed buff is deactivated. You have to be out of combat for 8 seconds, for the buff to be re-activateable, which matches the channeling time of an un-buffed Recall time.
Enchantment: Alacrity: +15 Movement Speed.
- This gives you +15 movespeed, it's always nice to have a small extra movespeed. "But why not
Enchantment: Furor, it gives even more movementspeed than Alacrity!!" - Unless your team is ultra fed, and you can take a big amount of punishment and STILL have enough HP to survive another wave of damage, you're not going to use
Enchantment: Furor to it's max, and along with that, you don't have that much attackspeed that you're going to keep it at max all the time. Also, when chasing, either you're close enough to catch and engage them, where you wont need it, or you're too far away to activate
Enchantment: Furor.
Enchantment: Captain: +8% Movement Speed to allied champions running towards you.
- This is nice for your team to catch up when you initiate into the lot of your enemy. The faster your team can react on your initiate, the higher the chance is for you surviving, and your team getting kills.

Maw of Malmortius: Not only does it give you extra AD for your arsenal, it also gives you a good amount of MR, and it synergizes with your kamikazi-like playstyle, as you're jumping into the enemy and take a lot of damage. The lower your HP is, the more damage you do, and if the burst gets too intense, it has a 300 Magic Damage shield, so it should, along with the earlier
Giant's Belt, keep those frisky AP bursters from killing you with the last few abilities.
Warmog's Armor,
Sunfire Aegis or
Frozen Mallet: now upgrade your
Giant's Belt to either of these, depending on your situation. Either item helps a lot in their own way, Sunfire Cape gives you a great Threat-boost when you kamikaze your enemies, as the passive burns the enemies around you for a lot of magical damage, whilst giving you some HP and some Armor to survive their retaliation.
Warmog's Armor isn't as good for Thresh as it could be, but it lets you have a poke-fight with a lot of enemies, because of your large health pool.
Frozen Mallet is a great health item too, and it gives you a slow too, in case
The Box and
Flay wasn't enough.

Trinity Force: I've been playing around a bit with
Trinity Force, and it CAN be used by Thresh for his 1 attack-burst, even though it doesn't stack with
Death Sentence's Magic Damage, it does add +150% damage to your Physical Damage.
If you can't live a sane life without Triforce in your build, switch out
Wit's End with
Trinity Force. This would shift your durabilty around a bit though, as you lose some MR, but gain some HP, along with Physical Damage and crit chance, which helps your lifesteal.
Infinity Edge:
Infinity Edge in combination with Trinity Force and some luck will give you a HUGE single-hit damage. Whilst
Flay's passive only scales on the amount of AD you have, and not the actual damage you do, a Crit with Spellblade activated at the time, can do a TON of damage with a fully charged
Flay Passive.
Though I prefer not to rely on crit, since you're not attacking very quickly, nor very often, and I don't feel
Trinity Force gives
Thresh much else than a 200% AD Spellblade, I tend to avoid both of these items.
If you want to have a bit of fun, though, feel free to try these 2 items together and see yourself almost insta-killing a squishy target on a lucky hit. - This gives you +15 movespeed, it's always nice to have a small extra movespeed. "But why not
After you've helped out your jungler, you should focus solely on farming, harassing is good, but dont miss a last hit just to get your
Death Sentence's passive off at your enemy. Level 2 is a bit situational on which ability to choose. You can choose freely between
Dark Passage and
Flay, as both may help your situation. Like if you're against someone that needs to get in on you to trade with you, put a point in
Flay. If your enemy is rather someone like
Jayce or
Pantheon that would destroy you if you got close, pick
Dark Passage instead.
Dark Passage might also help your jungler gank, if you've pushed your lane. Throw your lantern over to your jungler, and hit your enemy with
Death Sentence. If coordinated right, you AND your jungler should now be standing right on top of your enemy. After you get your wriggles lantern, always remember to ward your river, in case the enemy jungler or mid should want to gank your lane.
Midgame
When the laning phase is over, and team fights start to occur, you should be far enough in your build to be feared by the enemy team, so they want to kill you, at this point, there's little to no chance you even have a
Giant's Belt yet, unless you've strayed from the build (which the situation may call for) and begun building durability, that's one of the secrets in League of Legends: Flexibility. Though, even without
Giant's Belt, you should be decently tanky by now, but don't try jumping anything without your team, as you'll easily drop if everyone focus you. Your damage should be pretty good, as you have about 200 AD, a great amount of souls, and 5 levels on
Death Sentence just to rub it in.
Chasing in this part of the game is pretty hard, as you need to land your
Death Sentence in order to catch your enemy, unless they're close enough to hit with
Flay, this is where
Flash comes in handy, if the target you're chasing WILL DIE if you catch them, and that they're WORTH FLASHING for.
Lategame
As
Thresh has an easy time farming, you should have well over 100 souls by this point, and your armor and magic resist should be on the good side of 100. Other than that, you should be sitting on over 3000 hp with your
Warmog's Armor, about 300 AD, and over 100 AP,. This should let you take an insane amount of damage with your basic attacks, as
Death Sentence will have about 750 Magical Damage when fully charged. Your 2
Bloodthirsters will give you 36% life steal, that gives you about 70 health per hit, along with your high health regen should let you stay in a team fight for quite a while. Keep poking the enemy with basic attacks to proc your
Death Sentence, you should range from 200 to 600 damage, depending on who you hit, and how much
Death Sentence has been charged. With this damage and durability, you should be getting the enemy team pretty scared, so they'll try their best to keep out of your attack range. Now remember, you might be a tanky doomsday device, but you're not invincible. Just because you got a lot of everything, you should still avoid getting caught too far from your team, neither should you eat every skillshot the enemy is throwing at you.
When the laning phase is over, and team fights start to occur, you should be far enough in your build to be feared by the enemy team, so they want to kill you, at this point, there's little to no chance you even have a
Chasing in this part of the game is pretty hard, as you need to land your
Lategame
As
I'll be adding solo top champions with their difficulty and my recommended start against them here.
|
Jax
Danger: 6/10
Recommended start:
|
Pantheon
!!! Danger: GTFO !!!
Recommended start:
In the situation that you still have to go against
Build-wise: stack as much early armor as possible, and buy
| Camouflage |
Teemo
Danger: 8/10
Recommended start:
Call your jungler over to gank him and be sure to hit your
|
Rengar
Danger: 3/10
Recommended start:
Spoiler: Click to view
sight ward
OR
Starting items
Starting out with

Philosopher's Stone
kage's lucky pick
I usually go back to base as soon as i have 575 gold to buy Philosopher's stone and a sight ward, as you want your passive income to grow as fast as possible, though sometimes the lane chains my attention and i end up being close to buying boots of speed too, so i stay in lane until i have 925 gold before i go back - yes, it costs 945 gold, but keep in mind you get gold as you recall, so you're gonna hit base just about when you get enough gold to buy your stuff.
Now you should have 1-2 wards left, and your Philo Stone should be ticking with some extra gold, along with some health and mana regeneration, and your speed should be at a decent 360 now - yes,
Thresh as a slow mofo :P
From here it's just helping your ADC getting kills, the more assists you can cash in, the faster you'll get the rest of your earlygame(probably into start-midgame) items.

Mercury's Treads is still my preferred boots of all time, as Thresh passively gets Armor, and Tenacity is always welcome, so i almost always buy these.
Ninja Tabi is against heavily AD orientated teams, though i have still to encounter ones that leaves out Magical Damage and CC completely.
Enchantment: Alacrity is a nice little boost for your movespeed, as it brings you from 380 movespeed to 395.
Enchantment: Captain is a great way for your teammates to react to your initiations, as it gives 8% to movespeed to any allied champions running towards you. Besides that, it also lets your allies escape faster, given that you chicken out first ;)

Shurelya's Battlesong gives you a ggood amount of Health and Mana regeneration, some health and some cooldown reduction. But what we're really after in this fiery crown is it's active.
Ruby Sightstone haven't got a lot to say about, but 3 FREE active wards around the map, along with some health is not something you can say no to.
Runic Bulwark is a GREAT item. It gives you 400 Health, 30 Armor, and 60 Magic Resistance, along with 10 health regen, while giving your allies 10 armor, 30 Magic Resistance and 10 health regen. this is a great addition to
Thresh as you really want a lot of Magic Resistance.

Sunfire Aegis: If you've already aquired enough magic resistence to easily survive the AP casters on their team, you can add
Sunfire Aegis to your items and deal 40 magic damage per second to the enemy team as you kamikazi into the middle of everything. 40 dps lategame isnt a lot, but it can be felt in the long run, as you're dealing it to everyone on their team. that's 40*5=200 magic dps, stopping their tank's health regen dead in it's tracks, while cutting off about 50-70% of their ADC's lifesteal.
Warmog's Armor though i don't get this that often, it's for when you just simply has too little HP to survive anything on their team, and it give's a decent amount of health regen too, which is always nice, as you want to recover as quickly as possible from anything. With this, you should have 4.1k HP, and 81 HP/5sec, just watch out for anyone building
Blade of the Ruined King.
Locket of the Iron Solari adds another 450 HP to your collection, a bit of armor, some cooldown reduction and health regen, along with an Active:
Locket of the Iron Solari gives 230 shield to every champion just around you, which stacks pretty nicely with your 300 shield from
Dark Passage.
Frozen Mallet gives you a good 700 HP, 20 AD and a 30% slow on-hit (you're ranged, remember?)
This item is great for chasing down fleeing enemies when your abilities are on cooldown, aswell as giving you 20 AD, which in turn gives you 40 damage on a fully charged
Death Sentence.
Twin Shadows gives a good 40 AP, 40 Magic Resitance, and 6% movespeed bonus.
It's active is great for chasing down people in the jungle - *cough*
Nidalee *cough* - or checking for nearby enemy champions.
Nidalee,
Miss Fortune,
Caitlyn, and any female champion.... unless... they have something that they're hiding... D:
kage's lucky pick
Earlygame
I usually go back to base as soon as i have 575 gold to buy Philosopher's stone and a sight ward, as you want your passive income to grow as fast as possible, though sometimes the lane chains my attention and i end up being close to buying boots of speed too, so i stay in lane until i have 925 gold before i go back - yes, it costs 945 gold, but keep in mind you get gold as you recall, so you're gonna hit base just about when you get enough gold to buy your stuff.
Now you should have 1-2 wards left, and your Philo Stone should be ticking with some extra gold, along with some health and mana regeneration, and your speed should be at a decent 360 now - yes,
From here it's just helping your ADC getting kills, the more assists you can cash in, the faster you'll get the rest of your earlygame(probably into start-midgame) items.


lategame
- "UNIQUE Active: Nearby allies gain 40% Movement Speed for 3 seconds."

Finishing Touch
- "UNIQURE Active: Shield yourself and nearby allied champions for 5 seconds, absorbing up to 50(+10 per level) damage."
This item is great for chasing down fleeing enemies when your abilities are on cooldown, aswell as giving you 20 AD, which in turn gives you 40 damage on a fully charged
It's active is great for chasing down people in the jungle - *cough*
- "UNIQUE Active: Hunt - Summons up to 2 invulnerable ghosts for 6 seconds to seek out the two nearest enemy champions. If they touch an enemy champion, they slow his Movement Speed by 40% and reveal him for 2.5 seconds."
As it is your role to make your AD Carry even more fed than humanly possible, you have an impossible job, but this shouldn't stop you from doing every single damn thing you can to achieve a sub-par goal of the previous mentioned. With
Pickpocket
and Gold Per 10 items, you should be good to go with gold, just keep in mind that
Thresh has a slow attack animation, so you need to wait a damn long time for him to trigger
Pickpocket
. Focusing
Dark Passage lets your ADC trade with the enemy ADC without taking too much damage, and aiding with a fully charged
Death Sentence is more than welcome. Later when the jungler comes to gank, you can use
Dark Passage in combination with
Death Sentence's active, and you've helped your jungler make a succesful gank, because you force your enemies to either pop a Summoner Spell, or die. This move requires a lot of team coordination though, because if your jungler doesn't react to your lantern, you might just end up dying.
Midgame
So, by this point, you should've gotten a decent amount of Souls and Assists, if you've done great, you'll have under 10 minion kills, as you've given every single one to your ADC, and only farmed when they've gone back to base. Now it's time for team fights. Your role is as simple as it gets, harass until the right moment to jump into your enemies and unleash hell, hopefully scattering your enemies for your team to pick off while you retreat to safety. Don't forget to use your flash if necessary as mentioned under Summoner Spells, just dont burn it if it means you can't escape death.
Chasing in this part of the game is pretty hard, as you need to land your
Death Sentence in order to catch your enemy, unless they're close enough to hit with
Flay, this is where
Flash comes in handy, if the target you're chasing WILL DIE if you catch them, and that they're WORTH FLASHING for.
Lategame
By this point, you should have
Shurelya's Battlesong, so dont forget to activate it before you jump into the enemy, as your team needs to be able to react as quick as possible to your actions, and the activation of
Shurelya's Battlesong might be enough for them to prepare, just keep in mind that your enemies pick up these signs too, so use with care.
So, by this point, you should've gotten a decent amount of Souls and Assists, if you've done great, you'll have under 10 minion kills, as you've given every single one to your ADC, and only farmed when they've gone back to base. Now it's time for team fights. Your role is as simple as it gets, harass until the right moment to jump into your enemies and unleash hell, hopefully scattering your enemies for your team to pick off while you retreat to safety. Don't forget to use your flash if necessary as mentioned under Summoner Spells, just dont burn it if it means you can't escape death.
Chasing in this part of the game is pretty hard, as you need to land your
Lategame
By this point, you should have
I'll be adding Supports and ADCs, and their difficulty here
Supports
|
Danger: 5/10
Spoiler: Click to viewAD Carries
|
Danger: 3/10
Though
If he starts going all out on you with his support, you should pop
Spoiler: Click to view
Now that you've been through these guides, you should have an idea of how to play Thresh now, so go out there and collect the souls of your enemies!!
Feel free to rate and comment with any thoughts you have.
And most of all
HAVE FUN!!!! :D
Also, thanks to JhoiJhoi's guide, i've been able to atleast have some order in my guide. xD
Feel free to rate and comment with any thoughts you have.
And most of all
HAVE FUN!!!! :D
Also, thanks to JhoiJhoi's guide, i've been able to atleast have some order in my guide. xD
[October 2nd - 2013] I'm currently reading through my own guide, correcting, removing, and adding information to the topics, so if you're reading something you know is wrong, I'll probably be editing that topic hopefully tomorrow. If you find something before "Early Game - Solo Top" that you think is completely wrong, feel free to write a comment with your thoughts.
[May 16th - 2013]
Spoiler: Click to view
[May 16th - 2013]
Spoiler: Click to view








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