Thresh Build Guide by Kilo Khaos
Thresh, Support Legend [In-Depth Guide to The Chain Warden]By Kilo Khaos | Updated on October 18, 2020
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Runes: Resolve + Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Q max with a point in E
Threats & Synergies
Sivir is probably the best counter to Thresh in terms of an ADC. Her Spell Shield (E) will block your hook entirely, and she can harass you from behind minion waves. Try and take down her spell shield with a flay or a carry's ability, then hook her.
Ensure proper positioning to avoid taking damage from her feathers. Keep a lantern ready for your carry if they get rooted. If you are ahead, you can bait yourself and attempt to hook her when she goes in to damage you after you've been rooted.
Draven's only form of escape increasing his mobility with Blood Rush (W) or slowing you with Stand Aside (E). Make sure if you do engage you keep him locked in CC, as he has a high damage output and can get a kill if either you or your carry engages with little health.
While Janna can mitigate some damage with her shield, she has other methods of peeling you off. Her defensive capabilities are much lower without the tornado, so engage immediately after it's fired. Be extremely cautious when going in for her under tower, as if you are a low level or low on health, her Monsoon (R) can push you back under their tower.
On the upper tier of ADCs due to recent buffs, her kit makes her have a heavy lane presence, outpoking you with her Q/W and being a large threat in all-ins. Once she hits 6, she can easily dodge a hook or flay with her ult. However, if she ults to you, this will leave her right in range for you you to cast her ultimate almost directly on her, so try to counter-engage if you aren't confident in a potential all-in.
Rather easy to deal with, as long as you can avoid her skill shots. Careful for her bubble being used on you as you channel your hook. Keep a lantern ready after she's level 6 to peel from her ult. Bring ignite to counter her healing sustain.
Zyra is a champ you'll need to have your lantern always ready to go when fighting, as you'll need to peel your carry from both her snare and her ult. Avoid taking unnecessary damage, and make sure to stomp on her seeds to avoid her from spawning more plant turrets. Be aware she can spawn flowers to deny you hooks in lane.
Morgana is a hard counter to Thresh's main engage. While her Black Shield (E) does prevent you from hooking her, it doesn't prevent you from jumping to her like Sivir's does. This is the consolation you have, as you'll be forced to peel constantly from her snares and the threat of follow up from the jungler.
Vayne has the same base problems of Twitch, that being her slippery playstyle. Her Tumble (Q) allows her to dodge hooks if timed correctly, which will limit your initiation potential. She's extremely susceptible to CC however, so your ability to fight her relies a lot on you throughout the game.
Avoid walls and being behind single minions to not get stunned. If you see him cast a portal, you can hook or flay to try and push him or his carry away from it. Engage hard when he's roaming for chimes. Possibly bring ignite to counter his healing sustain.
Avoid walking into bushes without vision, as you may step into a trap. Don't stop moving either, as it will make it easier for her to drop a trap under your feet. If you do end up getting snared, you can possibly turn it around by hooking her when she goes in to headshot you. Don't forget to shield when she ults, as it may save you or your carry's life.
Swain is able to grab you from out of your flay distance, which makes trading with him difficult without being at risk of an all-in. Be very cautious in laning, and look for any openings where the likelihood of counterengage is low.
Ashe can burn through both you and your carry if you both aren't careful. A good engage technique against her is hooking her from behind your own line of minions (protects your from her Volley (Q) while you initiate). Be wary of a CC chain once she hits level 6.
You can disrupt almost all of his abilities. While he may be quick, proper timing will allow you to stop him in his tracks. Use your Death Sentence or Flay when he attempts to escape with his Battle Dance (E), and flay him away when he ults.
While his Terrify (Q) makes hooking him somewhat difficult, you should have no real issues with him. Make sure to stand away from minions to avoid his crow. You can also interrupt his ult channel to deny him engages and burn CDs.
Not as good poke as most other carries, but her Zap! (W) and Flame Chompers! (E) will make both chasing and peeling a challenge. Engage when either one or both of these abilities are on CD.
Flexible in both roles, she provides tons of utility on top of her ranged damage. Healing, shielding, CC, and an AoE untargetability make her a pain. However, you can still hook and flay her during this, making it easy to catch her or anyone hidden in her shroud.
While Pyke does have a lot of pick and playmaking potential, his teamfighting ability is less than stellar. Other than risking his life for a chainstun and ulting, he doesn't do much in these battles besides making picks. Also, due to his inability to get health, he is a very squishy target, albeit one who can quickly regain his health. Protect low health teammates who are in execute range, and try to pull people out of his ult to deny him his reset.
Ezreal has the same dodge capabilities of some of the other higher threat champions. His Arcane Shift (E) will allow him to dodge virtually any attempt to hook him. You have to get a good predict or catch him out in order to land one, or engage when it's on CD to be successful.
Zilean is extremely irritating to lane against. His Time Bomb (Q) will zone you, and will stun the target if two land on them. Also, his speed boost allows him or his carry to more easily dodge your hooks. These are inconveniences, but make sure if you all in to not kill whoever he ults. Keep them locked in CC until his ult has expired, then secure the kill.
He may pack a punch, but his low mobility makes him all too easy to hook. Be careful in trades, but don't be afraid to exploit his slowness.
With teamfight and kite potential, locking him down to ensure he can't make good use of Infernum in teamfights is crucial to avoid your team getting wiped. Keep mind of what guns he has active to determine what is the best approach to engaging on him.
When he goes in for his knock-up combo, just flay him. Should have no problems, but if you're late to the flay it's an issue.
Avoid his stuns, and be prepared to peel if your carry is caught in one. His only real difficulty is past level 6, when he can save himself or his carry from an all-in with his ult. Try to bait his ult then engage before it's back off of CD. Bring ignite to counter his healing sustain.
Miss Fortune's Love Tap (Q) will do a good amount of damage early game, so play to the side of minions to avoid being hit by it (don't put yourself in danger of being caught however). Besides avoiding her immense damage, she's a relatively easy lane. Hook her during her ult to disrupt it, or if you're too low to risk it, be prepared to peel for your carry. If she is support, try to avoid her slow, as it will make follow-up from her or ADC, as well as an incoming gank that much more deadly.
Currently strong due to her poke makes for an extremely painful lane. Buy MR/sustain on your first back, and encourage your carry to invest in a Doran's Shield first item and an Executioner's Calling first back.
No escape, easy to land hooks on while casting. Try to engage while her Equinox (E) is on cooldown.
Nautilus isn't obnoxious because of his hook (which you can easily counter with your lantern), it's his relentless CC that is painful. Make sure to burn through his carry quickly, or the CC you'll have to endure while trading will get you both killed.
Squishy and easy to kill once locked down. Avoid being polymorphed, and be ready to peel in case you or your carry is. Be careful if engaging when her ult is up, as it can give the enemy carry the life to survive, and possibly finish you off.
His invisibility makes him hard to pin down, but once he's locked down he's as good as dead. The only thing close to an escape he has is his Venom Cask (W). Engage when either one of or both of these abilities are on CD.
Other than being able to deflect your hook with her W, she isn't too much of a threat. You can flay her dash (defensively or aggressively) if timed properly, and you can easily flay her mid-ult to cancel it. Have a cautious laning phase to prevent her from getting fed, and punish her lack of mobility whenever possible.
Tristana is relatively easy as long as she doesn't Rocket Jump (W) away from your hook. If she does, simply Flay her during it to cancel it, dropping her wherever she was during the animation. She'll kite you with her stacking bombs while you run, so don't waste a flash if they're already stacked and death is inevitable. Flash preemptively, not reactively.
Blitzcrank may be obnoxious person to lane against, but as long as you're mindful of when you can and cannot engage you will have no trouble. Try to punish missed hooks, and if you get hooked use this lack of follow up on his part to counter-engage.
While not having that much catch potential due to you being able to flay him away or pull your carry away with your lantern, he is able to disrupt your lantern pull with a well timed skullcrusher if he is between you.
A nuisance in terms of damage mitigation. You can flay him mid-air when he's jumping to an ally, so keep this in mind when going all-in on his carry. Other than denying some kill pressure on his carry, you should be able to kill him easily.
Flay her mid-air when she uses her Zenith Blade (E). If she can't get close to stun you, she's useless. If you're too low to risk an engage, always be ready to peel from her stun.
Yuumi's signature ability of being attached to her carry is actually going to be her point of weakness in hook matchups (Thresh, Pyke, Blitz, etc.), as she will be pulled with her carry, effectively allowing you to hook both of them at once, or force her to detach, which significantly decreases their fighting power.
Neeko's passive can make for interesting baits, so make sure to keep good vision control and ensure it's really her, and that you aren't getting ganked. Also, be aware of her ability to escape with Shapesplitter (W) and engage with her Tangle-Barbs (E).
Tahm Kench is a relatively hard person to lane against in the sense that he can deny you kills by eating his teammate and bringing them to safety. I would put him higher, but he has two problems when facing Thresh. The first being he can't ult away as you can hook him to disrupt the channel. Secondly, if he tries to save his carry, you can hook him in, thus hooking him and his carry within him to you. This can turn a normal kill into a double kill for you if played correctly.
Another mana reliant champion who can be locked down if he's lacking the mana. All his abilities are skillshots, so dodging them is a vital part to winning lane. After he's level 6, don't engage if either you or your carry are low, as an ult from him can kill one of or both of you.
He's a mid-lane support with no escape. Punish him whenever possible, but make sure to respect the damage he can do, because that's going to make punishing him very hard.
He excels in far range fights, so hook him in and take away his advantage. Be cautious when backing if he's level 6.
While she is able to poke hard, her escape options are limited. Exploit this and go in when she's low on mana or has her abilities on CD.
Besides dodging your hooks with his Relentless Pursuit (E), he shouldn't be too hard to lock down. Be cautious after level 6, and be ready to peel if he ults your carry.
Varus has extremely annoying poke, and will keep a high mana pool to ensure he can continually spam his arrows. Try to not stop moving so he can't pin you down, as his arrows do massive damage later in the game.
Kalista's quick dashes make her hard to hook during laning, so try and use flay to harass her until an opportunity arises. Once she's level 6 she can spit an ally out towards you, so be careful if she's paired with someone with heavy CC or damage.
Annoying but bearable. Dodge her skill shots, and don't engage when her snare is off CD, as it can lead to a bad trade. Always keep a lantern ready after she's level 6, her ult has an extremely low CD and will do a large amount of damage if allowed to hit.
Annoying, but not impossible to deal with. She has no escape, so engaging isn't too hard. Make sure her stun isn't ready when you do decide to go in. Past level 6 be ready to peel if she stun-ults your carry.
You read this guide. He (most likely) has not.
Her passive slow allows you to easily go in, and keep them in place long enough for Ashe to ramp up her Ranger's Focus.
You're able to flay or drag targets into her traps, but it is heavily relying on timing between both players. Her CC does making engaging and getting out slightly easier.
An extremely aggressive laner, Thresh and Draven are easily able to cash in early kills. His stand aside opens up a path between minions to land a hook, as well as slow downs potential targets.
He is able to poke well, leaving enemies in a position where you can easily zone them off at the risk of being hooked and dying. His Arcane Shift also adds a degree of survivability, making your job easier.
One of Jhin's weak points is his immobility, and you are able to fix this with your immense peel and your lantern. Also, his W root provides helpful CC for engaging, or escaping.
Her slow provides a solid engage, and her chompers can prevent an escape or ensure your burn summoners. Also, her passive means you have a reasonable chance at securing multiple kills during engages.
Your CC will help her stack her plasma, so try and let her land a W or Q before engaging to ensure she is able to get the bonus burst damage of her passive in.
Kalista's ult makes engaging post-6 extremely easy, as well as escaping. She can throw you away towards the tower, and you can follow up with a lantern, resulting in extreme gank evasion.
Kog'Maw is not easily able to follow up on aggressive plays, and needs a lot of protection later on to ensure he can deal out maximum damage.
Lucian's aggressive capabilities ensure a summoner spell or kill if you manage to land an engage. He can easily put out more damage early, so play up and abuse your kill pressure.
Miss Fortune's slow and ult are made devastating once you hit 6. Also, take advantage of the ways enemies position to avoid her Q damage to find easy hooks.
If you can line her up for easy picks once she's fed, you can snowball your lane very quickly. As for getting her fed, that is where this duo falls short.
Her ult allows you a slightly better chance at catching enemies, and she can tank certain CC with her spell shield while you get in position to lantern her out.
Other than some crazy play where you take a hook into the enemy team after she ults a hooked target, there is very little synergy in this duo.
His slow and invisibility make for a painful trade if you are also able to land a full combo. Also, you can lantern him out of bad situations where he has to juke while invis.
His slow and root makes for easier catches, but he still needs to protected from all-in threats.
Immobilizing enemies makes it easier for Vayne to get in position and condemn an enemy, almost guaranteeing a kill with a nasty chain stun.
You can hold enemies in place for Xayah to position her feathers and get off a good root, but that's about it.
Other than providing an easy knock-up for his ult, there isn't a lot that proves to be strong in this lane duo.
+ Good engage and peel
+ Effective Crowd Control
+ Great ganker/roamer
+ Playmaking potential
+ Great escapability for others
+ Scaling Armor/AP passively
Thresh is a strong support who thrives off of locking down and displacing the enemy team. His ability to engage and secure kills, while being able to peel and disengage just as effectively is matched by few.
- Skillshot reliant
- Long cooldowns
- Hard to master
- Telegraphed CC
- Hard to play when behind
- Needs ADC with lane presence
Thresh does have his own share of downsides however. He is easily one of the hardest supports in the game, is easily punishable due to his lengthy cooldowns, and is susceptible to poke, as well as having a decent amount of counters.
Ignite is a summoner spell which should be brought virtually every game as Thresh. While applying kill pressure and allowing you to reduce healing (most importantly reducing the effectiveness of the Heal Spell), it can also allow for stronger roaming capability and more success when you all-in. Temporarily reducing the healing potential of supports such as Sona, Nami, and Soraka or a carry's life steal is also beneficial during fights. It's recommended to bring ignite for most games, as it enables you to be much more aggressive, which will bring you the most success.
Exhaust is still a viable summoner spell, but you will be rarely taking it on Thresh. It's ability to slow the enemy is helpful for both escapes and chases, but your CC does that job well enough. Besides this slow, the damage reduction is very helpful, especially against lane bullies early. However, you should not plan on the enemy being fed, and should focus on shutting down their early pressure without the use of Exhaust. The only situations I see myself bringing this in is if the enemy team has multiple assassins and massive dive potential in order to protect my carry.
Flash is a spell which nearly every champ in the games carries, and Thresh is no exception. Thresh can benefit from it more than other champs however, as he can use his Flash in a multitude of creative ways. It can be used to close the gap, allowing for a surprise hook or flay. It can be also used with Death Sentence to try and predict mobility spells. If you and an ally both have to Flash a wall, use your own and throw a lantern to an ally, allowing them to save theirs. The possibilities with Thresh and Flash are endless.
|Damnation (Passive): The scaling that this ability provides is a great part of Thresh's kit. It provides AP to improve the damage of your abilities, and give you armor to further mitigate the damage you'll be tanking. In order to scale however, you'll be needing to collect souls constantly. When you assist your jungler with a drake, ensure you pick up the two souls it provides. If you cannot grab souls because an enemy is close to them, you can throw your Dark Passage on the souls to collect them from afar. Don't do this too often however, as you need your lantern to peel for your carry or deny enemy ganks.|
|Death Sentence (Q): This is the most important part of Thresh's kit. This is your gap closer, your escape tool, and how you both engage and disengage. One important thing to know when using your Death Sentence is that it has a .5 second delay before being cast. For this reason, you need to account for this delay and the hook's travel time when using this ability. It's usually good idea to hold this ability if you can Flay first, in order to bait out a Flash or other mobility spell and then hook the target. It can also be used to interrupt enemies channeling abilities. If a target is alongside a very thin wall, they can be pulled through. It also temporarily displaces enemies, so an allied Yasuo can use Last Breath in conjunction with your Death Sentence. Don't forget, like Varus and Xerath, you don't need to be facing the direction in which you're going to cast your hook. Turn your back and cast your hook to catch the enemy by surprise. Also, if you cast Flay immediately after Death Sentence, it will slightly speed it up (almost reaching the cast time of Blitzcrank's Rocket Grab).|
|Dark Passage (W): This is one of the best escape methods in all of League. Not only does it have the best peel capability, but it can also be used offensively to pull an ally towards you when going for a trade or all-in. It can also be used to establish vision for a short time instead of facechecking, and can also collect souls without you having to put yourself at risk. An important thing to note here is that an ally can Teleport to your Dark Passage as it counts as terrain while active. Use this to your advantage by allowing your top laner to gank with a Teleport to your lantern. In addition to this, movement spells, including Katarina's Shunpo, Jax's Leap Strike, and Lee Sin's Safeguard can also target your lantern, making escapes even easier. Also, since it counts as terrain, it can be used (though it will rarely work) in specific situations to block routes the enemy is headed towards (the most notable being the small gap between their tower and the wall).|
|Flay (E): One of the most important part of your kit, Flay is both a good tool for poking and for CC. It can also be used defensively, as you can Flay incoming enemies away ( Leona's Zenith Blade, Alistar's Headbutt, Lee Sin's Resonating Strike). Also, it can be used to stop enemy jumps (such as Kha'Zix's Leap or Tristana's Rocket Jump). It will disrupt enemies channeling abilities as well. If an enemy is extremely close to a wall, a Flay may be able to bring them over the wall. Keep in mind it also temporarily knocks up enemies, so an allied Yasuo can use Last Breath in conjunction with your Flay. It can also be cast after your Death Sentence to make it cast faster.|
|The Box (R): One of highest slows available in the game, Thresh's ult can keep an enemy locked within his walls for up to 5 seconds, unless they want to take the damage and slow penalty, Flash, or use an ability to escape. You can use your Death Sentence and Flay in conjunction with this ability to force an enemy into the wall, meaning you can easily lock down an enemy champion for long enough that your carry can pick up the kill.|
Primary Tree: Resolve
Most Viable Choice
Grasp of the Undying is an undoubtedly strong rune. Permanent health, as well as max health based healing/damage give it a strong case for being used. However, while serving the purpose of being tanky, you will not be concerned with damage output. Furthermore, since Thresh is ranged, you won't be able to utilize the mastery to its full potential. Also, he doesn't fare well in extended trades where he can't utilize his Flay passive.
Aftershock has good synergy with Thresh's combo. It provides you with defenses after landing a Death Sentence, so that after reactivating it to dive in you have increased defenses. After landing it will do adaptive damage as well, making it easier for your team to kill the people you're engaging upon. Utilize it's defense boost in lane for good trades, and make sure to play aggressively to make the most of it.
Guardian is a good keystone for protecting your team, providing a shield and speed boost upon taking damage. While this isn't necessarily bad, the only spell you can cast on your ally is Dark Passage. While this is not the only way to proc this keystone, it still ends up being a lot less reliable than Aftershock. It can still be considered into lanes or games with a lot of kill pressure however.
Demolish is great for tower damage, and despite having your ADC with you for most of the lane, this rune alone will provide immense bonus sieging power. Furthermore, it helps with post-lane sieging once you've got some health for it to scale with. If you're looking to drop towers early, and get some extra gold from tower plates, this is a great choice.
Font of Life is a decent choice for this slot. Thresh has multiple ways of impairing the movement of enemies, allowing this rune to be utilized often. It provides a bit of health on trades in lane as well, easing the pressure of some of the poke heavier matchups. The sustain can be helpful into those lanes, as well as later fights where you CC multiple targets.
Shield Bash's bonus resistances and empowered auto is not really worth the choice of rune considering how infrequently you can use it. It also applies if you purchase Locket of the Iron Solari, which is nice, but is also a large cooldown which you also cannot frequently use. There isn't a situation where Demolish's siege power or Font of Life's sustain doesn't outshine this rune.
Conditioning this rune provides a marginal amount of bonus resistances at 10 minutes. While it is nice, and a decent choice if you are the only tank, it is not a reliable choice in the majority of games. The bonuses are delayed, and the scaling isn't stellar either.
Bone Plating provides good protection against retaliation in trades, which is especially good during early lane. After being proc'd, the damage reduction allows you make better trades, meaning you come out healthier and keep your kill pressure in lane.
Overgrowth is a good choice for tankiness, as it allows him to get flat health and max health scaling after a CS threshold. This rewards you for protecting carries farming, but be sure to not let it discourage you from your other responsibilities of roaming and vision control.
Unflinching provides tenacity/slow resist, and more the lower your health. While tenacity is useful, its full value isn't achieved unless you are very low, where engaging will not be beneficial. Still a good pick into CC heavy lanes to minimize risk of getting caught out or peeled off.
Secondary Tree: Inspiration
Hextech Flashtraption would be well utilized in performing ganks or engages after using flash, as well as escaping engages if you have the time to channel the blink. However, the rune is extremely situational. It's better to pick a more reliable rune, unless you feel that the way you play normally or in a certain matchup would warrant you to bring it.
Magical Footwear has decisive pros and cons into what its uses will be. It limits your roaming capabilities early with lack of mobility, but does save you gold in the long run. Due to this limitation on what is most certainly one of your strongest abilities, you're much better off forking up the 300 gold.
Perfect Timing isn't as viable rune as it used to be because you'll never be building Zhonya's Hourglass or Guardian Angel, and Gargoyle Stoneplate isn't always built first. It's main use as a support are resetting tower aggro when diving, or dodging key enemy abilities. It does improve playmaking ability and overall safety, and is a good choice if you build Stoneplate.
Minion Dematerializer is only useful if you are using Steel Shoulderguards as you can instantly pop cannon minions, thus securing the cannon and effectively denying your opponent any opportunities to zone you off a wave. Especially effective against poke supports and bully ADCs for the above reason.
Biscuit Delivery is a good rune to bring for lane sustain, allowing you to restore health/mana during the lane without having to back. A good option into almost every lane matchup, as the extra sustain and increase to your mana cap is never a bad thing.
Approach Velocity is not reliable, as even if you are on top of CC'd targets, you will rarely notice the 15% MS bonus. Unless almost every enemy is extremely mobile, or your carries are extremely immobile, there are very few situations in which you can really use this rune.
Tertiary: Stat Bonuses
This item is good for Thresh's kit. The slow helps you to remain sticky when chasing enemies, and the stats it provides are all beneficial to Thresh. It's especially good with a Runaan's Hurricane using ADC, as they can hit more people with empowered autos, but it works with most ADCs just fine.
While the heal/shield bonus doesn't benefit you too greatly, the CDR, mana regen., and other stats are still enormously helpful. The active is still extremely useful during teamfights, as well as a general utility active. It can help sustain a risky baron attempt, keep a siege on a tower going, etc.
Locket of the Iron Solari should be built in almost every game, as there's really no situation in which an immense shield for your entire team and tank stats can be passed up. Due to health scaling being somewhat relevant it's better later, and should be built after Zeke's Convergence or Redemption.
Knight's Vow is an interesting choice, as it's benefits are reduced because of Thresh being technically ranged. Despite this, it is still a great choice for the armor, health, and CDR, which are all essential stats, as well as being able to heal you and keep you CCing and peeling longer, but also reduce the damage one of your carries is taking.
This is a more situational item and should only be picked up when the enemy team's composition relies heavily on CC. If they have champions like Nautilus, Leona, etc., then picking up Mikael's Crucible is a good choice. Realistically you can peel most of these threats, but if they have dive or CC that you cannot inhibit, this is a reasonable choice.
Other Tank Items
This pairs well with Thresh's playstyle. The damage reduction doesn't impact you heavily as your main purpose is crowd control, and the active allows you to be very tanky during a teamfight. It's recommended to build this alongside core support items, especially in games where you don't necessarily have the best frontline.
Not a bad counter for carries who build lifesteal early ( Draven) or for lanes that will be healing in combat ( Soraka, Sona, etc.). Most enemies will not pick up Last Whisper items until later, so you will also be decently tanky mid-game, unless you're against a Vayne or ADC who also does magic damage.
An abundance of armor, bonus mana, and CDR are all useful stats. Coupled with the attack speed reduction aura, this isn't a bad item to pick up vs. comps that will be diving a lot, or that are reliant on attack speed champs, especially if they coincide. It will reduce the potency of champs like Jax, Tryndamere, and Yasuo greatly.
Boots of Mobility - Fastest roaming
Boots of Mobility are what I tend to pick many games. The mobility will allow you to roam faster, meaning less time your ADC spends more vulnerable. It also increases the likelihood you can pull off a gank or invade before you're noticed, and overall increases your map presence.
Boots of Swiftness - MS, Roaming, Slow Resist
A strong contender after Boots of Mobility received a price increase, this provides a good amount of movespeed, as well as not losing the bonus when you engage in combat. While this does not suit the speedy roams as well, it allows you to be stickier and fights and especially excels vs champs which rely on slows.
Ionian Boots of Lucidity - CDR + Summs CDR
A good way to round out your CDR, Ionian Boots of Lucidity not only will help you reach your CDR cap, but also provide CDR for your summoner spells, meaning more aggressive ignite plays, and more opportunities for Flash and hook/flay picks.
Mercury's Treads - MR + Tenacity
Mercury's Treads tend to be a rare pick for me. It's good vs comps which are very CC/pick reliant ( Nautilus or other CC-layer heavy teams) or very reliant on AP damage.
Start: Steel Shoulderguards and 2 Health Potion.
1st Back / Early Game: Get Boots of Speed if you don't have Magical Footwear, and Boots of Mobility ASAP. Pick up a Oracle Lens once you've obtained your passive on your Steel Shoulderguards. Purchase Control Wards, and try to use your Spoils of War passive as much as possible to get more wards from your support item upgrades.
Rush: Kindlegem/ Glacial Shroud/ Forbidden Idol for CDR, Boots of Mobility, Oracle Lens (once you have warding passive unlocked)
Finish: Zeke's Convergence, Locket of the Iron Solari, Knight's Vow, Redemption, other core components
You ideally want an abundance of early CDR, then finishin your utility items in order based on what you're trying to prioritize (peeling, engaging, teamfighting, etc.)
If behind, focus more on peeling and defensive items to ensure you don't fall further behind. Reduce pick potential with well placed Control Wards, and grab a Kindlegem or Glacial Shroud/ Aegis of the Legion early to increase your durability. Make sure to pick up Locket of the Iron Solari to shield teammates, or Knight's Vow to keep priority targets in the fight.
If ahead, focus more on your ability to secure kills and roam with Boots of Mobility and invest in CDR to give you more hook uptime, force engages, and enable your team to more easily secure objectives. Stock up on Control Wards and look to make aggressive plays around objectives and towers to keep the team's momentum up. Getting a Zeke's Convergence for more damage or a Shurelya's Reverie to force fights will help extend your lead.
When the Enemy is near Your Base
When You're Near the Enemy Base
Jhin's susceptibility to being dove is easily covered when you're in the lane. Thresh's peel, alongside his Dark Passage makes up for Jhin's lack of mobility. Also, his Deadly Flourish can snare an enemy after you use your Death Sentence on them. (Be careful to not Flay the enemy out of the way of Jhin's Deadly Flourish.)
Ezreal's ability to engage with his Arcane Shift can be used well in combination with your Dark Passage. He can deal his damage, and use your lantern as a getaway. His main problem is keeping enemies locked down since he has no soft or hard CC, but Thresh can keep his target in place long enough for Ezreal to kill him, or land an execute with his Trueshot Barrage.
Twitch is another carry who can engage hard, then use Thresh's Dark Passage as a getaway. He can use his Ambush to get behind them, while you can either peel or all-in with him. If the engage goes well, you can use Death Sentence or Flay to secure a kill or burn some spells, and if it goes badly, he can escape with your Dark Passage.
Another carry with a good amount of CC, Ashe's slow from her Volley makes landing your Death Sentence much easier. Also, her Enchanted Crystal Arrow will give you the time to hook whoever she hits, almost ensuring a kill. (You can also do in this reverse order, where you land your Death Sentence and then she uses her Enchanted Crystal Arrow.)
Since is this my first guide, I'd like to thank jhoijhoi and his Guide to Making a Guide for helping me format this and see what a guide should look like. I'd also like to thank my friend CadBush for helping me pull off some lantern plays to show in this guide.
Thank you for reading, and good luck as Thresh. :^)
V. 1.1.0 (3/8/17) - Updated guide for Patch 7.5. Updated the Summoner Spells section for the Exhaust nerf, and the Masteries section for the removal of Bond of Stone and addition of Stoneborn Pact .
V. 1.2.0 (3/15/17) - Added Draven to the Synergy With Your Carry section. Added the Warding section.
V. 1.2.1 (3/16/17) - Fixed an error in coding and the map in Warding section. Added additional information to Death Sentence, Dark Passage, and Flay in the Skill Sequence section.
V. 1.3.0 (4/6/17) - Added Galio to the Matchups section. Small updates to the Items section. Minor fixes throughout.
V. 1.4.0 (4/19/17) - Added Rakan and Xayah to the matchup section. Updated the matchup section in accordance with changes in Patch 7.8. Updated parts of the Items section. Minor fixes throughout.
V. 1.5.0 (5/3/17) - Updated for Patch 7.9. Added new champs ( Maokai, Shen, Camille, Gragas, and Zac) to the champ matchup section. Updated the builds and Items section for the addition of Gargoyle Stoneplate and Adaptive Helm, as well as other changes. Removed Guardian Angel and Dead Man's Plate from the Items section.
V. 1.5.1 (5/9/17) - Minor fixes in the Matchup, Items, Build Paths, and Synergy sections. Additional information added to the Masteries section.
V. 1.5.2 (5/17/17) - Minor adjustment to the matchups and Items in accordance with Patch 7.10. Additional details and continuity fixes in the Matchups and Skills section.
V. 1.5.3 (6/1/17) - Updated for Patch 7.11. Adjustments to the matchup section. Updated the Items section for the changes to Abyssal Mask.
V. 1.6.0 (6/17/17) - Updated for Patch 7.12. Additional information added to the Skill Sequence section. Updated information for Zeke's Convergence, and the changes to Locket of the Iron Solari and Redemption. Updated picture for the Warding section. Added Taliyah to the matchup section.
V. 1.6.1 (6/28/17) - Updated for Patch 7.13. Minor changes to Abyssal Mask in the Items section. Fixed an issue with one of the pictures in the Warding section.
V. 1.6.2 (7/11/17) - Updated for Patch 7.14. Updated match-ups for buffs/nerfs. Added Bramble Vest to the description of Thornmail in the Items section.
V. 1.7.0 (8/4/17) - Updated for Patch 7.15. Adjustments to the match-ups for buffs/nerfs. Overhaul to the example builds for use with Eye of the Equinox, Knight's Vow, etc., as well as fixes to the notes sections throughout. Fixed an issue in the Changelog section. Minor fixes throughout.
V. 1.7.1 (8/10/17) - Updated for Patch 7.16. Updated matchups for buffs/nerfs. Minor fixes to the Items section.
V. 1.7.2 (8/27/17) - Updated matchups for buffs/nerfs.
V. 1.7.3 (9/1/17) - Minor fixes throughout. Changes made to the Items section for the sake of clarity.
V. 1.7.4 (9/20/17) - Minor update to matchups for 7.18.
V. 1.7.5 (9/26/17) - Minor update to matchups for 7.19. Adjusted certain descriptions in the Items section.
V. 1.7.6 (9/29/17) - Minor coding fix. Minor fixes throughout.
V. 1.7.7 (10/11/17) - Larger scale adjustments for the 7.20 Patch. Added an Example Build with an Ancient Coin start instead of Relic Shield.
V. 2.0.0 (11/8/17) - Updated for Runes Reforged and Pre-Season of Season 8. Removed the Runes and Masteries sections. Added the Runes Reforged section. Added Eye of the Equinox, Eye of the Oasis, and Righteous Glory to the Items section. Updated multiple descriptions in the Items section. Minor updates throughout.
V. 2.1.0 (11/17/17) Moved the Changelog to the bottom of the page for the sanity of the reader. Updated the matchups with Patch 7.22. Adjusted difficulties/descriptions in accordance with the new runes and balances.
V. 2.1.1 (11/28/17) Updated the Build Paths section for outdated descriptions. Fixed outdated info in the Items section.
V. 2.1.2 (11/29/17) Fixed an issue with outdated information in the cheatsheet. Added Righteous Glory to the cheatsheet section.
V. 2.1.3 (12/6/17) Updated matchups for 7.24. Minor fixes throughout.
V. 2.1.4 (1/3/18) Updated matchups for 7.24b. Updated display build, build notes, and minor fixes to the Items section.
V. 2.1.5 (1/22/18) Updated matchups for 8.1.
V. 2.2.0 (1/24/18) Updated matchups for 8.2. Fixed issues throughout. Removed Sightstone, Timeworn Face of the Mountain, and all other reworked support items. Fixed major issues in the Items and Warding sections, as well as the cheat sheet and other places to reflect these changes. Changed Ancient Coin to default support item. Edited the changelog to show the Timeworn status of removed items. Added short explanation of what Domination/Sorcery runes to take in the Runes Reforged section.
V. 2.3.0 (2/11/18) Reverted changes, making Relic Shield go-to item again. Updated matchups for 8.3. Edited runes, changing Overgrowth to Revitalize, and Biscuit Delivery to Magical Footwear. Added conditional notes to the Runes section. Minor change to skill sequence. Updated descriptions in the Runes Reforged, Items, Build Paths, and Warding sections. Updated Splash Arts to different kinds in the Synergy with your Carry section. Changed the spots of Magical Footwear and Biscuit Delivery in the cheatsheet. Minor fixes throughout.
V. 2.3.1 (3/5/18) Updated matchups for 8.4. Updated item description for Banner of Command/ Minion Dematerializer to reflect recent usefulness. Changed Runes to reflect changes (Swapped Font of Life to Bone Plating). Added description to the Runes Reforged section for the new Bone Plating and Time Warp Tonic runes. Removed Celestial Body.
V. 2.3.2 (3/22/18) Added Kai'Sa to the matchup section. Adjusted matchups for 8.6. Updated Relic Shield vs. Ancient Coin info. Removed Iron Skin and Mirror Shell, and added Chrysalis to the Runes section. Changed Revitalize to Unflinching, Conditioning to Chrysalis, and Magical Footwear to Biscuit Delivery in the cheat sheet. Adjusted info in the Items and Summoner Spells sections. Minor fixes throughout. Clarity fixes in changelog.
V. 2.3.3 (4/4/18) Yet again, changed Ancient Coin to the go-to item. Updated example builds in accordance with these and other item changes. Updated Runes and the matchup section for Patch 8.7 changes. Minor fixes throughout.
V. 2.3.4 (4/18/18) Changed matchups for Patch 8.7. Removed Sweeping Lens from the Build Paths section and from the cheat sheet.
V. 2.3.5 (5/9/18) Updated matchups for 8.9. Minor fixes throughout.
V. 2.3.6 (5/16/18) Added Sion to the matchup section. Changed matchups for the 8.10 changes.
V. 2.3.7 (6/1/18) Added Pyke to the matchup section. Adjusted matchups for the 8.11 patch. Adjusted the Items for 8.11.
V. 2.3.8 (6/14/18) Adjusted matchups for Patch 8.12. Removed Banner of Command from the Items section.
V. 2.3.9 (7/5/18) Adjusted matchups for Patch 8.13.
V. 2.3.10 (7/28/18) Adjusted matchups for Patch 8.14.
V. 2.3.11 (8/15/18) Adjusted matchups for Patch 8.15 and 8.16.
V. 2.3.12 (9/5/18) Minor adjustments throughout. Changes to the cheat sheet and example build. Adjusted matchups for Patch 8.17.
V. 2.3.13 (9/18/18) Adjusted matchups for Patch 8.18.
V. 2.3.14 (9/26/18) Adjusted Build Paths section. Updated cheat sheet. Adjusted matchups for Patch 8.19.
V. 2.3.15 (10/10/18) Adjusted matchups for Patch 8.20.
V. 2.3.16 (10/24/18) Minor adjustments. Adjustments to example builds.
V. 2.3.17 (10/26/18) Adjusted matchups for Patch 8.21.
V. 2.3.18 (11/7/18) Adjusted matchups for Patch 8.22.
V. 3.0.0 (11/20/18) Added summoner spell set name, item groups, skill order set name, and filled out new synergy section to fit new MOBAFire layout. Removed Chrysalis, added Shield Bash, and shifted Bone Plating in the Runes section. Added adjustable stat runes to the Runes section. Adjusted matchups for 8.23. Minor changes throughout.
V. 3.0.1 (12/5/18) Adjusted matchups for Patch 8.24.
V. 3.0.2 (12/6/18) Fixed outdated information in the Runes section.
V. 3.0.3 (1/9/19) Adjusted matchups for 9.1.
V. 3.0.4 (1/24/19) Adjusted matchups for 9.2.
V. 3.0.5 (2/6/19) Adjusted matchups for 9.3. Added missing changelog update from 9.2 patch.
V. 3.0.6 (2/22/19) Adjusted multiple matchups for 9.4. Added Neeko to the matchup section.
V. 3.0.7 (3/16/19) Adjusted matchups for 9.5. Edited multiple descriptions in the matchups section.
V. 3.0.8 (3/27/19) Adjusted matchups for 9.6.
V. 3.0.9 (4/4/19) Adjusted matchups for 9.7.
V. 3.0.10 (4/26/19) Adjusted matchups for 9.8.
V. 3.1.0 (5/1/19) Fixed an issue where Shield Bash was listed for rune 1 in the cheat sheet and not Demolish, as well both stat runes 2 and 3 not listing a single armor rune. Major changes to the Runes Reforged section. Adjusted matchups for Patch 9.9.
V. 3.1.1 (5/14/19) Added Yuumi to matchups section. Adjusted matchups for Patch 9.10.
V. 3.1.2 (6/2/19) Adjusted matchups for Patch 9.11.
V. 3.1.3 (6/14/19) Adjusted matchups for Patch 9.12.
V. 3.1.4 (6/26/19) Adjusted matchups for Patch 9.13.
V. 3.1.5 (7/18/19) Larger adjustments to matchups for Patch 9.14.
V. 3.2.0 (8/12/19) Adjusted matchups for Patch 9.15. Cleaned out accumulated champions in the match-up section whose temporary time in the bot lane meta has passed, or are picked too infrequently to warrant a match-up discussion. This includes: Camille, Corki, Galio, Gragas, Graves, Ivern, Jayce, Kindred, Malphite, Malzahar, Maokai, Poppy, Quinn, Shen, Sion, Taliyah, Urgot, Veigar, Zac, and Ziggs. Updated certain match-up section explanations. Updated broken URL link to images in the Warding section, as well as major overhaul to the information in that section.
V. 3.2.1 (8/16/19) Adjusted matchups for Patch 9.16.
V. 3.2.2 (8/28/19) Adjusted matchups for Patch 9.17. More info added to specific matchups in the Threats section.
V. 3.2.3 (9/12/19) Adjusted matchups for Patch 9.18. Added info to Miss Fortune's matchup for support MF.
V. 3.2.4 (9/25/19) Adjusted matchups for Patch 9.19. Added Swain to the matchups section.
V. 3.2.5 (10/9/19) Adjusted matchups for Patch 9.20.
V. 3.2.6 (10/25/19) Adjusted matchups for Patch 9.21.
V. 3.2.7 (11/8/19) Adjusted matchups for Patch 9.22.
V. 4.0.0 (11/27/19) Updated matchups for pre-season 10. Major updates to the newly named Build Paths section. Major updates to the Items section as well. Removed Ancient Coin vs. Relic Shield section from Items chapter. Replaced all iterations of Relic Shield with Steel Shoulderguards. Changed Ninja Tabi to Ionian Boots of Lucidity. Removed random tanks items, including: Randuin's Omen, Sunfire Cape, Abyssal Mask, Adaptive Helm, Spirit Visage, and Warmog's Armor. Edited handful of descriptions. Changed layout of core items. Added subsections between item classes. Thinned down description throughout for readability and clarity, and extended descriptions for certain areas. Changed Cheat Sheet to include new priority items and item changes. Changed guide splash art and the splash in Pros and Cons section to Pulsefire Thresh Prestige Edition. Added Senna to the matchups section. Changed Unflinching to Overgrowth and Perfect Timing to Cosmic Insight in the Runes cheat sheet. Updates, minor fixes, and clarity checks to entirety of guide.
V. 4.0.1 (12/11/19) Adjusted matchups for Patch 9.24.
V. 4.0.2 (12/12/19) Slight text changes in descriptions.
V. 4.0.3 (12/25/19) Added Aphelios to the matchup section. Changed matchups for Patch 9.24b.
V. 4.0.4 (1/10/20) Adjusted matchups for Patch 10.1.
V. 4.0.5 (1/25/20) Fixed typo in changelog. Adjusted matchups for Patch 10.2.
V. 4.0.6 (2/8/20) Adjusted matchups for Patch 10.3.
V. 4.0.7 (2/24/20) Adjusted matchups for Patch 10.4.
V. 4.0.8 (3/23/20) Adjusted matchups for Patch 10.5 and Patch 10.6.
V. 4.0.9 (4/4/20) Adjusted matchups for Patch 10.7.
V. 4.0.10 (4/26/20) Adjusted matchups for Patch 10.8. Typo fixes. Added Sett to matchup section for support.
V. 4.0.11 (5/1/20) Adjusted matchups for Patch 10.9.
V. 4.0.12 (5/21/20) Adjusted matchups for Patch 10.10.
V. 4.0.13 (7/4/20) Updates for Patches 10.11, 10.12, and 10.13.
V. 4.0.14 (7/22/20) Updates for Patches 10.14 and 10.15.
V. 4.0.15 (7/23/20) Minor visual changes.
V. 4.0.16 (8/11/20) Updates for Patches 10.16.
V. 4.0.17 (8/25/20) Updates for Patches 10.17.
V. 4.1.0 (9/21/20) Updates for Patches 10.18 and 10.19. Updated skin background for guide. Updated item cheat sheet for itemization changes. Updated the rune cheat sheet. Updates to the Runes, Items, Build Paths section, as well as the build options notes. Typo fixes throughout.
V. 4.1.1 (10/13/20) Update for Patch 10.20.
V. 4.1.2 (10/18/20) Update for Patch 10.21. Added Samira to the matchup section.