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Thresh Build Guide by Kilo Khaos


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League of Legends Build Guide Author Kilo Khaos

Thresh, Support Legend [In-Depth Guide to The Chain Warden]

Kilo Khaos Last updated on November 17, 2017
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Cheat Sheet

Thresh (Tank Support)

Thresh Build

Resolve
LoL Path: Resolve
LoL Rune: Aftershock
Aftershock
LoL Rune: Font of Life
Font of Life
LoL Rune: Conditioning
Conditioning
LoL Rune: Overgrowth
Overgrowth

Inspiration
LoL Path: Inspiration
LoL Rune: Approach Velocity
Approach Velocity
LoL Rune: Biscuit Delivery
Biscuit Delivery
Bonus:

+130 Health

Ability Sequence

2
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
1
8
10
12
13
Ability Key E
6
11
16
Ability Key R


Threats to Thresh with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Thresh You read this guide. He (most likely) has not.
1
Ivern Just hook him, his only escape is hiding in a bush. He can root you however, so be wary. Flay away Daisy to avoid being knocked up.
1
Fiddlesticks While I could see his Terrify (Q) making hooking him somewhat difficult, you should have no real issues with him. Make sure to stand away from minions to avoid his crow.
1
Kindred Avoid sustained trades where she can utilize her Mounting Dread (E) efficiently. Her Dance of Arrows (Q) has a low CD so she can dodge hooks, but they're easy to predict. Don't be afraid to trade since she does little damage early game.
1
Veigar His only escape is his zoning from Event Horizon (E). Wait for that to be on CD, then engage.
1
Camille The odds of seeing her as a support are extremely slim. However, you counter her main 2 abilities. Flay her away when she hookshots (E), and use both your Death Sentence and Flay to knock her out of her ult. She will do damage if she's allowed to close the gap though, so be cautious.
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Introduction

I'm Kilo Khaos, a Thresh main on the NA Server. While I love Thresh, I've noticed a lot of lower ELO players have trouble utilizing him effectively, whether it be landing Death Sentence, misusing your Dark Passage, or Flaying the wrong direction. I decided the best course of action was to make a guide to cater specifically to the new or inexperienced Thresh players. This is my first guide, so if you have any advice, corrections, opinions, or things I should fix and/or clarify, comment below.


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Why Thresh?

Thresh is personally, and to a lot of people, one of the best support picks in League. He's also one of the most picked, and has seen his fair share of games, ranging from Bronze placements to the World Championship. A CC heavy tank that is able to peel for his squishier teammates is always a strong pick, and his ability to engage and disengage are further amplified by his kit.


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Pros and Cons

Pros

+ Easy engage/disengage
+ Extremely good CC
+ Scaling Armor/AP passively
+ Good chase potential
+ Lots of displacement
+ Few counters

Thresh is a strong support who thrives off of locking down and displacing the enemy team. His ability to chase and secure kills, while being able to peel and disengage just as effectively is matched by few.
Cons

- Delayed hooks
- Requires lots of communication
- Doesn't do too much damage alone
- Long cooldowns (Specifically Dark Passage and The Box)
- Hard to master
- One of the most banned support champions

Thresh does have his own share of downsides however. The .5 second delay on his Death Sentence can make landing it difficult, and miscommunication can make your job a lot harder. While he does some damage, he is not strong enough alone to take on someone with high damage output.


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Summoner Spells


Ignite is a summoner spell commonly brought on Thresh, as it shuts down champions with excessive healing potential, such as Sona, Nami, and Soraka. While applying kill pressure and allowing you to reduce healing (including diminishing the effects of the Heal Spell), it can also allow for stronger roaming capability and more success when you all-in. It's recommended to bring ignite for most games, as playing aggressively will give you more success in lane.

Exhaust is the spell most supports take, but isn't seen often on Thresh. It's ability to slow the enemy is helpful for both escapes and chases, but your CC does that job well enough. The only situations I see myself bringing this in is if the enemy team has 2+ assassins ( Rengar, Kha'Zix, and Talon especially problematic with how much they benefit from lethality) in order to protect my carry. However, after the nerf it received, it has become even less viable. (Note: If you do bring Exhaust, be aware of the slow The Box has, as to not overlap slows.)

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 and throw a lantern to an ally, allowing them to save their spell. When combined with certain escape hook routes (detailed later on) he can make quick getaways.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

R > Q > E > W

Passive
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. If 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.

Q
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, aim ahead of where your target is, or where you think they're going to move to. It can also be used to interrupt enemies channeling Teleport. In extremely rare cases, when Thresh tugs on his target, if they are alongside a 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 speed of Blitzcrank's Rocket Grab).

W
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 in specific situations to block routes the enemy is headed towards (which would work especially well with a friendly Trundle or Anivia).

E
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 (such as when Leona uses her Zenith Blade). 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 Teleport 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.

R
The Box (R): One of the most slowing abilities in the game, Thresh's ult can keep an enemy locked within his walls for up to 5 seconds, unless he wants to take the damage and slow penalty. When used correctly in combination with your Death Sentence and Flay, you can lock down an enemy champion for long enough that your carry can pick up an easy kill. Be cautious when using The Box however, as it has an extremely long CD.


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Runes Reforged

Primary Tree: Resolve


Resolve will be your best option. While runes and masteries have changed, your priority of being a tank has not. I'll be comparing the differences between the keystones and runes and how they'll be impacting your game.
Key:
Not Viable
Considerable
Best Choice

Keystone



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.

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.

Guardian is a good keystone for protecting your team, providing a shield and speed boost upon taking damage. While this is good, the only spell you can cast on your ally is Dark Passage. While this is not the only way to proc this keystone, it is still more useful on enchanters which can use it more often ( Janna, Lulu, etc.).

Unflinching provides tenacity, ranging from 15-35% depending on the cooldowns of your Flash and other summoner spells. While tenacity is useful, it is only activated upon using one of your summs. If you were to go with this rune, you'd likely take Ionian Boots of Lucidity to further reduce the cooldown of those summs, allowing for you to make use of this more often.

Demolish is great for tower damage, but since you'll have your ADC with you for most of the game, you won't need to do excessive damage on your own. This slot is much better used for a more defensive rune.

Font of Life is the best choice for this slot. Thresh has multiple ways of impairing the movement of enemies, allowing this rune to be utilized often. This provides sustain in lane, as well as later in the game should you impair the movement of multiple enemies. It's a very good combo with a Twitch or other ADCs who can utilize Runaan's Hurricane well.


Iron Skin is a good defensive rune to pick up against teams that rely solely or heavily on AD. It is also good to use in conjunction with Refillable Potion or other consumables as it provides a small increase to armor, which can be used right before or after engaging to reduce incoming damage. It is the AD counterpart to Mirror Shell.

Mirror Shell is a good defensive rune to pick up against teams that rely solely or heavily on AP. Like Iron Skin, it has the same usage with Refillable Potion and other consumables, but it better utilized during an AP assassin/mage's combo to prevent incoming damage.

Conditioning is a balanced defensive rune, which is what you'll want to take against a team with a balance of AD and AP. This tends to be the best option, but teams that are heavy AD/AP may require you to opt for Iron Skin or Mirror Shell instead. It's proves more useful with armor/MR being focused instead of health, so take this into account when building.


Overgrowth is a great choice for Thresh, as it allows him to get max health scaling while his ADC is CSing. This somewhat forces you into a playstyle that may not favor you however. You need to be around as much as possible for enemy minions dying, which may persuade you to sit in lane instead of roam. If you're in a hard lane where you can't roam, this is a good pick, but be cautious of forcing yourself to be tied to a lane where your presence may be needed elsewhere.

Revitalize should be taken by enchanter/healing supports, which Thresh is not. The bonuses to your shields aren't significant enough that you should replace runes giving you health or sustain.

Second Wind is basically Doran's Shield's passive in a rune, giving health regen. after being attacked, scaling with how much health you're missing. While this tends to not be too effective, it can help you in lanes where you will be poked down occasionally. Make sure to utilize its 10s cooldown and form somewhat of a rhythm in lane of when to poke.

Secondary Tree: Inspiration


Inspiration is a tree I prefer because of its vast utility. Sorcery, Precision, and Domination all provid useful things, but would force you into taking less than stellar runes (for example, the Zombie Ward rune would be a great support rune, but it would force you into taking damage/takedown runes, which don't fit your role.).


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, while useful, the rune seems to be 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.

Biscuit Delivery is a good rune to bring for lane sustain, allowing you to restore health/mana during the lane without having to back. While it's unlikely that you won't back in the first 12 minutes, it will keep you topped off in lane in the event of a gank or fight which might have normally killed you. It works well with Iron Skin/[[Mirror Shell] as well, as the consumables needed to activate either rune are provided to you.

Perfect Timing is not a viable rune because you'll never be building Zhonya's Hourglass or Guardian Angel. While the stasis may prove to save your life, it'd be an extremely rare situation where it would help. Most people will be targeting your carry instead of you regardless, so it doesn't benefit to make yourself invulnerable while your ADC is being focused.


As much as I love free boots, Magical Footwear doesn't seem too appealing. When backing, boots tend to be a good purchase if you can't afford a more expensive item like Sightstone or other components. If you did want to take this mastery however, I'd recommend taking Future's Market alongside it to further allow you to manipulate what you can do with your gold.

Future's Market is an interesting rune, allowing you to potential stretch an advantage or stay relevant after falling behind through entering debt to buy items. This is potentially useful in a difficult matchup where you may fall behind, but it is unlikely to make a significant difference.

Minion Dematerializer wont' help you since you won't be farming. More minion damage is inconsequential, you don't need it, and it's a waste of much more helpful runes.


Cosmic Insight is a very viable choice, as extra CDR for Thresh is always useful. If you're in a lane where you'll need your abilities off CD much faster, or aren't worried about the sustain provided by Biscuit Delivery, then this is a good choice to opt for.

Approach Velocity is a Thresh's best friend, as you gain increased movement towards movement-impaired allies (meaning you can arrive with a Dark Passage faster) as well as towards enemies you have impaired (allowing for faster follow ups to your Death Sentence and Flay).

Celestial Body is a possibility for gaining a bit of tankiness, and is another good substitute for Biscuit Delivery. You do little damage early so this doesn't affect you as much, but it will slightly decrease your level one poke with Flay's passive.


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Items

Utility



Eye of the Equinox is a good blend of tankiness and CDR, providing key stats while only using up one item slot. I prefer it over the Face of the Mountain/ Ruby Sightstone combo lately due to having more versatility and options in how I build. It also an essential part of being able to hit 40% CDR without having to sacrifice key items.

Eye of the Oasis is similar to Eye of the Equinox, but is more useful in a lane where sustain is not as necessary, or you need to utilize the passive of Ancient Coin. If you're in a matchup where you'll be using a lot of mana, or find yourself often behind in gold, this will tend to make up for deficiencies in gold and allow you to stay relevant in the mid-game.

Righteous Glory provides health, mana, CDR, and armor. All of these essential stats alone make it an attractive item. Furthermore, its active is ridiculously good if it is properly worked into your combo. Using the speed boost to catch up and engage with a Death Sentence followed up by Righteous Glory's slow and a Flay is an excellent way to start a fight.


Face of the Mountain is an item which will give increased shielding to yourself and an ally, and is useful in matchups with multiple assassins where Exhaust or Locket of the Iron Solari alone will not be enough to protect your carries. The shield battery passive provides a small boost to your tankiness as well. Ruby Sightstone greatly helps you reduce the cooldown of your shield, so it's recommended to build it alongside Face of the Mountain if you choose to build it.

Locket of the Iron Solari is an item many supports build and further adds to your ability to protect your allies. This should be built every game, as there's really no situation in which an immense shield for your entire team and tank stats can be passed up. It's health scaling is also useful, since you should have anywhere from 3000-4500 health towards the end of the game (Items like Warmog's Armor are especially good for this). This means you'll be getting a shield for your entire team for ridiculous amounts throughout the game, and can turn a teamfight in your favor.

Ruby Sightstone is an item which should be built alongside Face of the Mountain and Locket of the Iron Solari because it not only gives the team increased vision, but decreases the CD of active items, meaning more shields and increased potential for trading and teamfighting. It's the best option for something to build your sightstone into, as the only other option that coincides with the Relic Shield line is Eye of the Equinox.


While the health and health regen. stats are continually decreasing, as well as it being updated to have increased bonus based on healing/shielding amplifiers, it is continually wiggling it's way out of Thresh's build. While still being a strong choice, and overall benefitting you, it is still less viable than it was in earlier patches. If you have an Ivern, don't build it ( Redemption has halved effects for 12 seconds after).

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, Malphite, Blitzcrank, etc., then picking up Mikael's Crucible is a good choice.

I put this item in Utility because of its active, which can push a lane on its own, or strengthen a lane enough to allow you to splitpush. Zz'Rot Portal is something I only get if we're far behind in objectives, as I can go and place it down in a lane while we're defending to passively gain an advantage.


This is more situational than other common utility items, but will still be used more often then other items like Zeke's Convergence or Banner of Command. The only times you should grab this is if your carry is behind, as the damage mitigation will allow them to catch up a bit.

This item is alright 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 if you're going to dive into the enemy team and ult, as your frost storm will affect more people. This could make a great combo with someone like Zac or Orianna who can get the team all together and keep them there.

Banner of Command is another item for sieging, but is not as good as the Zz'Rot Portal. It will end up being an extremely rare buy. I personally have never needed to use it, but there may be a situation where it’s required.

Tank



Spirit Visage is a great MR item, with every stat it provides greatly assisting Thresh. It gives a strong amount of health and magic resist., as well as providing CDR alongside health regen. bonuses. This is a good item to buy if the MR from Locket of the Iron Solari isn't cutting it.

Warmog's Armor is one of my favorite items when playing a tank for the immense health boost, but also for it's passive which can save you a recall if you stay out of combat and heal. Besides giving you ridiculous health, it also provides CDR, and is a great item to boost the shield capabilities of your Locket of the Iron Solari.

This is an extremely important buy against mages who spam consecutive spells ( Karthus, Ryze, Cassiopeia, etc.), and is a more defense based version of Spirit Visage. In comparison to Spirit Visage, it gives slightly less health but offers greater defense against people who will sling the same spell over and over. It also defends well against some Damage-Over-Time spells ( Singed's Poison Trail, Rumble's Flamespitter and The Equalizer, but NOT Malzahar's Malefic Visions, etc.).


This pairs extremely well with Thresh's playstyle. The damage reduction doesn't affect you as the majority of your usefulness comes from crowd control, and its active allows you to be extremely tanky when initiating fights. It's recommended to build this after your core support items, as it's main usability comes in late game teamfights where its passive and active can be effectively utilized. Also, by this time, you should have a good amount of health to be multiplied by its effects.

This has now been updated, taking away your spell shield but allowing you to give nearby allies 10% more magic damage. This is especially good with champs such as Rumble or Katarina who will be in the middle of the fray, and doing damage to multiple targets at once. With 7.13, it now builds from Catalyst of Aeons, meaning you get the mana restoration upon taking damage (and vice-versa). You won't be using enough abilities to make much use of this passive (even if you were to adopt a 40% CDR build), but it is still helpful.

Good for reflecting damage, and especially good considering it (and it's counterpart Bramble Vest now inflicts grievous wounds on your attacker. This is extremely good for carries who build lifesteal early ( Draven, for example) and for lanes that have a lot of healing sustain ( Sona, Nami, etc.). Make sure you have health to ensure you have a good amount of effective health, as fighting can be dangerous when facing against an enemy with Last Whisper and it's upgrades, or other lethality/armor pen. items. This also goes for enemies who do true damage ( Vayne's Silver Bolts for example).


This item will allow you to last longer in lane or during late game roaming with its mana bonus, and make you more durable and useful in fights with its armor, CDR, and ability to make enemies near you have lower attack speed (especially useful against enemys with high attack speed, such as Jax, Jinx, etc.).

This is an item you should rush first against teams with heavy reliance on crits (champions besides the carry, such as Tryndamere or Yasuo). Also pick this up if the enemy carry rushes critical chance before damage items (this is unusual, but some champs such as Twitch or Jinx may try to increase it first).

This is a more situational item that's good to take if you're the only tank on the team. It's most useful if you're pitched right into the center of the enemy team, so if that's the way you play, pair up Sunfire Cape with Gargoyle Stoneplate, Legendary Guardian , and Fearless for maximum survivability while diving the enemy team.

Boots




vs.



vs.
Boots of Mobility - Provides Movement
Boots of Mobility are what I tend to pick most games. The mobility not only allows you to roam more easily, but increases your ability to chase down enemies and peel for your carry or other squishy allies.

Ninja Tabi - Armor
Not a bad choice in the right situation, Ninja Tabi should be brought against team comps that have 2-3 champions relying on autoattacks, not bursty or ability-reliant enemies (such as Ezreal).

Mercury's Treads - Magic Resistance
Mercury's Treads tend to be a rare pick for me. I'll get it for the tenacity when pitted against CC heavy comps (displacement like Nautilus or stuns like Syndra) or when the enemy team is highly AP reliant.


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Build Paths and their Volatility

The problems with "build paths" in general is the volatility of a game's pace. While there are some items you build every game, and some that you would build against certain compositions ( Randuin's Omen against crit. chance, Spirit Visage/ Adaptive Helm against hard AP, etc.), you can't give a solid formula for every game. The matter of skill, who wins or loses lane, and who has more objectives/kills are all essential factors to take into account while building.

Usual Path:
Start: Relic Shield and 3 Total Biscuit of Rejuvenation.
1st Back: Sightstone (Pick up a Sweeping Lens once you've obtained your Sightstone), Control Ward, and Boots of Speed/ Targon's Brace if possible
Rush: Aegis of the Legion, Boots of Mobility, Face of the Mountain, Oracle Alteration (at level 9)
Finish: Locket of the Iron Solari, Ruby Sightstone
Pick tank items based on comp: Spirit Visage, Warmog's Armor, Randuin's Omen, etc.

If behind, focus more on Targon's Brace to increase your lane sustain, and grab a Ruby Crystal or Cloth Armor/ Null-Magic Mantle to increase your durability.

If ahead, focus more on your ability to secure kills and bully lane ( Boots of Mobility) and get Face of the Mountain to heal and shield your carry so they don't lose their lead.


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Warding

Warding is one of your essential jobs as a support. Vision control can win or lose you a game, and is severely neglected in lower ranks. For this reason, I'm showing you where to ward both during laning phase, as well as in the late game.
Key:
Control Wards
During Laning
When Draking
When Roaming
When the Enemy is near Your Base
When You're Near the Enemy Base

Laning


You should try to leave a Control Ward in the tri-bush if you are the Blue Team (bottom-left side), and if you're on the Red Team leave one in the river. If your carry already has a Control Ward placed, put one in the Drake pit or the bush in the center of the river. You should only ward the bushes if the enemy is abusing them or sitting there often, or has the threat of hook champs ( Blitzcrank, Leona, etc.) being able to jump to you. If the enemy jungler is seen somewhere near top, or other wards spot them somewhere away from your lane, hold off on the wards until a short period after they've disappeared. This ensures you have wards whenever necessary.

Mid/Late-Game


The goal in late game with vision is to prevent bad engages or getting crunched in a teamfight, as well as ensure security when taking objectives. When draking, place them behind and around the pit to avoid steals or the enemy team contesting. When roaming earlier in the game, place them where the enemy is most likely to roam or try and counter jungle. If the enemy jungler has faster clears or counter jungles often ( Kha'Zix, Rengar, etc.), try and ward the jungle more often. When you're near the enemy base (and vice-versa) having vision over the walls of the base and in the nearby jungle is the most important thing (this will help you avoid people who can engage over walls like Jax or Lee Sin). This will let you know if they're rotating to try and take a different tower or inhibitor.


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Synergy with your Carry

Jhin
Jhin is a slowing moving carry who does massive damage. Thresh goes well with him because 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.)
Caitlyn
Caitlyn is a good pair with Thresh due to her Yordle Snap Trap. While it is usually unlikely for an enemy to walk into one, Thresh can use his Death Sentence or Flay to drag an enemy into her trap. Also, he can use his hook to prevent an enemy from bodyblocking her Ace in the Hole.
Ezreal
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
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.
Kalista
Kalista is one of my favorite people to lane with. Her Fate's Call can allow you to get behind the enemy or right on top of them, making for an easy to land Death Sentence and Flay. Along with allowing you to easily close the gap or escape, your CC makes it much easier for her to kite the opponent.
Ashe
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.)
Jinx
Another champion that can chain CC, Jinx is also a good pair with Thresh. Her Zap! makes landing your Death Sentence easier, and you can then Flay them into Jinx's Flame Chompers!. This is a deadly combination, which can get you an early kill or burned spell if you both all-in at level 2.
Draven
Draven is another good matchup because of how well their combo works together. Normally the enemy would be safe from your Death Sentence behind a minion wave, but if Draven uses his Stand Aside to shove away minions as you use your Death Sentence, it'll catch many people off guard.


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Combos, Tricks, and Things to Know

Escape Hooks
While Thresh's hooks are mainly used for engaging, something most people don't really value is their usefulness in escaping. The video below shows some escape routes through the jungle you can use by using your Death Sentence on a monster, then reactivating it to jump through the wall to them. This is basically "Jungle Surfing", and knowing these routes can help you survive if you get caught out alone in the Fog of War.

Lantern Plays
Something I alluded to earlier, reactivating Death Sentence to jump to an enemy while simultaneously using your Dark Passage will allow you to both jump on them, making for powerful all-ins early on and easy kills if they're caught out late game. In the video below, I do a play-by-play of the situation in which I perform once of these Lantern plays.

Thresh's Capabilities
This is just a small montage of some of the things you can pull off as Thresh.


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Conclusion & Special Thanks

Hopefully you learned something new while reading this and can improve your game as Thresh. If you see an error or have a question, let me know and I'll fix it or respond.

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. :^)


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Changelog

V. 1.0.0 (3/7/17) - Vanilla guide.
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.