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Thresh - Zone.Ward.Engage. [S6]
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Thresh Passive Ability
Threats & Synergies
Laning against Annie can prove to be quite a difficult task varying on the skill of the Annie however pre 6 Annie is not considered (in my opinion) a huge threat and is very beatable. Play around her stun and this lane should. It is important to maintain brush control and poke with AA or hook when she is out of position but do not over commit. She out ranges the flay and AA which will leave you vulnerable to poke. She is very squishy and bad positioning will punish her severely and force her to play passively whether she has stun or not. Once she hits 6 however you MUST respect the Flash/Tibbers. Annie has high AP ratios that will hit hard due to the lack of MR runes I choose to roll with and one rotation of her spells alone is enough to kill you by the duo lane.
Laning against Bard is annoying straight up. His Q stun will punish bad positioning and he outsustains your lane with his W heals and mana regen from Chimes. His empowered AA from Chimes also out trades your Flay empowered AA. The lane is not exactly doomed. Bard needs to roam to collect Chimes which leaves his ADC very vulnerable to engage. Take advantage of that by zoning and having your AD freeze. Try not to push the lane due to the potential of E tunnel ganks while Bard is away. Bard is not tanky and can take good burst. Do not over commit or pile up with your ADC when catching Bard because one Q stun can turn a catch/trade into a First Blood real quick with his early power. Mainly against Bard you just need to look for bad positioning and hook him to punish.
The Crank. Every low elo player's kyrptonite. Basically to beat Blitz is to trade near minions to counter the pull. Keep brushes warded if lane is reset. If the ADC gets pulled toss a lantern slightly in front of them so they take as minimal damage as possible. As soon as Blitzcrank has pull on CD take advantage for the next 13 or so seconds. He does not have anything else in his kit that can touch you and vulnerable to harass. Remain calm if you get pulled and only flash if you absolutely have to. Most of the time you can just walk away and pop a pot.
Brand is annoying straight up. He has long range, a baby ignite, a stun and an annoying ult. The pro of laning against Brand is his main poking skill, his W Pillar of Flame, has a very predictable, long cast time that is dodge-able. After casting this he is vulnerable and is very squishy also. He is also a skill shot champion so just keep moving. Get in his face once he uses his poking skills, Pillar+Sear, and he is a easy kill
Braum really does not have much to stop you. His shield does not cancel your hook cc (although it does prevent the damage). Same with Flay. The dangerous thing about Braum is his Q poke that puts the passive mark on you. Once he uses that skill hes easy to poke being a melee. His ult and W escape make him fairly slippery but laning against him is no tough task. Maintain brush control and bully when Q is on CD and you should be in a good position.
Play aggressive against Janna. She is very squishy and a free kill when she is out of position.
Annoying poke utility based stupid champ. You just need to catch her when shes low on mana and stay behind minions.
Depending on your skill at Thresh this match up will be easy or hard. When Leona engages with her E fly her mid flight and it will prevent her from being in range to stun you with Q leaving her vulnerable to poke. Same goes if she E's your ADC. Simply flay her away and punish her. Respect the level 6 spike with ult. Do not bunch with your ADC so you can be in position to lantern in the event she does ult
Lulu has a lot of annoying utility and poke also. Pretty much need to look for a hook while shes out of position because she can just turn you into a squirrel and poke you hard if you just walk up on her. Respect and dodge her Q.
Freelo easy garbage support. You should not lose to this champ. You put her behind and she's useless the rest of the game. Hit level 2 and kill her and gg ez lane
I hate this lane. Morgana counters all your cc with one ability. Hardest match up in my opinion because of this. Pair her with a Sivir and you're gonna be one miserable Soul Stealer :(
Nami outsustains you and has surprising damage but what makes this lane not too bad is her main source of CC is a slow skill shot in the form of a bubble. Very squishy. If she gets hooked, almost a guaranteed kill if you have ignite.
Nunu & Willump
E poke that is all. Doesn't really do much other than give a steroid. Just keep brush warded once he hits 6. Melee so easily punished with AA. Easy lane in my opinion
This is a new match up for me and I don't have much experience against it. But what I have done is stay away from walls due to her headbutt stun. She is melee so harassing with AA is
The new Shen is slightly weaker but carries more utility now with the dodge mechanic added to his W. He lost his Q harass also. Flay his taunt to prevent it and bait out his W. Re-engage with hook after it expires.
Sona's objective is to poke you with Q and outsustain you. You basically need to catch her slipping when she goes in to poke and punish her. She will outsustain minor trades.
Easy lane but only because of how stupid this champ plays. She hides and heals. If you do catch Raka give her all you got so she can't heal the AD. She cannot self-heal no more so catching her and focusing her is big.
Mr. Tahm Kench. Laning against this champ is a task with his Q poke and E spit/swallow. Also very difficult to engage on ADC when the Kench can eat the ADC while CC'd. Not to mention TK has a big shield that can bait out your ignite. Moderately trade with TK but avoid full on engages unless you have a gank or he is low on mana.
Trundle after 6 is a hard counter due to his ult stealing all your precious resistances you collected in the form of souls while laning. Not to mention his pillar has a massive slow and zones pretty hard. If you don't have flash avoid walls. Trundle has no other form of CC after the Pillar but does have an Ice Zone speed up. Unless you get trapped flay him away and escaping shouldn't be a problem. Just avoid fighting him when he ults you.
EZ lane. He has mana problems early on. The bombs zone a bit but its manageable. If you catch him he's dead. Putting him behind makes him very useless
Zyra is quite tough with her vines that snare you. She zones pretty hard with the plants also. Once she goes on cooldown she is very vulnerable and slow. Easier to engage on and kill.
The Cow lane is a very manageable lane as long as you play it right. After he headbutt knocks up hes very kiteable with your hook and flay. After he hits 6 he becomes fairly difficult to kill due to his massive resistances. He is a melee champ so take advantage of the AA harass
The reason being for this set of runes is I want maximum damage on my AA to take advantage of the empowerment of the AA that deals bonus damage from the E passive. As a Thresh I like to walk up and punish the ADC when they go to last hit a creep or simply play aggressive with supports that cannot trade well with him or are melee. Hitting the ADC or squishier supports with a fully charged AA from E passive chunks hard. One can argue to take Armor runes on Thresh but I feel it is not nearly as efficient as taking flat AD. You get bonus armor from collecting souls in lane anyway. Taking AD runes ups the chances of winning lane at lvl 2 (as long as you hit it first). Taking AP/Magic Pen is not as strong early and aren't as efficient until you hit 6. Your R will hit harder but its not mainly used for the damage, it's main objective is the CC is provides and taking 13 extra AP is not much of a difference when you can break even of that in souls a little after you get the R skill.
Maxing this skill is the obvious choice with the reduced 3 second cooldown for landing the hook on a target. Stacking that with CDR and you essentially have on average a 6 second cooldown on Death Sentence. This is your main catch spell.
Dark Passage (W)
I choose to max this skill not for the shield it gives but solely on the reason for how clutch this skill is for saving teammates caught out of position. The shield is a nice bonus I can’t deny that but the uniqueness this skill holds by saving your teammates is just straight up beast. Having a reduced cooldown comes in handy also.
I choose to max this skill last for one specific reason. It has a flat cooldown of 9 seconds without CDR. The damage is nice for the empowered auto that the passive of this skill gives but in my opinion it really only matters in the laning phase and takes some time for it to full stack. There is so much more utility the rest of Thresh’s kit has to offer that I feel like maxing this skill first/second is kind of useless now. Depending on the situation this is either your main peel spell or initiation spell. Nothing like catching your opponents off guard with a Flash/Flay.
The Box (R)
Your standard 6, 11, 16 max. The Box comes in clutch for zoning, peeling, or catching. The 99% slow for 2 seconds guarantees you’re gonna land a hook or a flay to peel off enemy champions. This is devastating for team compositions that have no hard engage and have to walk up/chase. The surprise burst of this skill is also nice with it’s 1.0 AP ratio.
The combo I look for on Thresh in lane is generally Flash, Flay, Ignite, Hook, AA. This combo once you hit level 2 is more than enough to win you the lane at level 2 in lower elo especially if you catch the ADC. I’ve noticed that this forces the enemy laners to respect you and fear you making a play like this and changes their play style. As long as you play confident, control the lane with zoning out the ADC with good positioning and ward, laning after that should be a breeze.
So Thresh has two roles he can fill in a team composition. Initiator or Peeler. As an Initiator you want to be on the front lines and look for a catch with your Death Sentence. If you catch a priority target (enemy Mid or ADC) reactivate your Death Sentence, Box, Flay.
As a Peeler you will remain a more towards the middle of your team. Your role here is to Flay engages to peel off any champions coming towards your priority teammates. As they duel you want to look to Box to zone as they dish out their DPS and Death Sentence as they start to gain ground on your teammate. Of course every game is different but this is just a general combo to give an idea. Sometimes you may need to Death Sentence/Flay combo to give your Carry the chance to gain some separation and peel that way. Just be patient and react appropriately to keep your carry alive so they can dish out their DPS.
This item carries so much utility in the form of a shield that can either save you or a teammate that is getting focused down. It synergizes well with Frozen Heart since the shield is based off the amount of mana that you have. More mana = Bigger shield. This is an absolute core item on Thresh. DON'T EVER opt for Eye of Equinox. That item is very useless and takes away such strong utility freeing up a space for pretty much nothing. Make this your first or second completed item depending on the flow of the game or the composition.
Locket of Iron Solari
Another core support item for Thresh. Locket is really good mid game to minimize the burst of AP carries providing +20 MR in the radius. The shield active also comes in clutch since it covers your teammates in it's radius. This is huge when a AP carry is trying to one shot your carry increasing their MR and providing a shield (with quick enough reactions). This should be your first or second completed item depending on the flow of the game. If AP mid starts getting fed then rush this item ASAP.
Frozen Heart is a great item on Thresh and I recommend to get this as your third item. With the 20% CDR, mana, and armor stats that come with this item it synergizes prefect with Thresh and the build I use. Not to forget the 15% Attack Speed reduction to help your ADC out duel the enemy ADC or even those that benefit from AS (Jax, Trynd, Yi). The item provides more bonus armor to stack along with the souls you've collected making you tankier. Overall great item for Thresh.
Every support's most important item. This is an absolute must. But I do not recommend upgrading this item until you start heading towards the late game or you just have a habit of dropping a lot of wards and not letting your previously placed wards time out. ALWAYS upgrade to Ruby Sightstone. It is not worth as I said above to build Eye of Equinox. Ruby Sightstone also has a unique passive of reducing active item cooldowns by 10% which makes it much more gold efficient especially with the build I provided with 2-3 actives.
Boots of Swiftness
The rise of Swiftys in Season 6. The extra +20 movement speed is great for running to your allies along with the Masteries Wanderer & Explorer gives you the Mobo's speed minus the passive of losing the MS upon taking damage. Upgrade to Captain to give your teammates the 10% MS bonus. A little extra speed is always good :)
Randuin's is an optional item in my opinion. Based on the team composition (vs full AD, Mobile slippery champs) The unique active is great for peeling with the AOE slow. It makes a great 3rd, 4th, or 5th item depending on the flow of the game and who is fed.
Mikael's is also an optional item. The unique active comes in clutch against CC removing taunts, fears, snares, silences, and slows. It's perfect going up against champions like Amumu, Fiddlesticks, and Shen to name a few. The CDR is wasted since you will be capped off already but the mana regen and MR come in handy. The active is the main purpose of the item to keep your carry's alive.
Zeke's is optional based on who your carry is. It is perfect for AA ADC's such as Cait, Jinx, Ashe but not so great on the likes of Kalista, Ezreal, Corki. The defensive stats are not the greatest and the CDR is put to use if you're running it against a Full AD composition. Also if you are Bronze-Silver I would not really recommend building this item since ADC's in that elo don't generally AA consistently to benefit from the passive.
A VERY important item for Supports. I recommend carrying one with you at ALL TIMES. Even if you have one placed still carry one. It comes in handy when you are taking neutral objectives (Baron, Drag) and hard counters champions that rely on stealth (Vayne, Twitch, Rengar). I try my best to remember to always leave a slot open in my items to carry one. You can even opt to not build a 5th item and just leave that slot solely dedicated to carrying 2 pink wards at all times late in the game.
The standard trinket upgrade for Supports. I using this active anytime off cooldown to scan for wards. Even if there is none it doesn't hurt to check. Also with recent changes picks up ward debris in the fog of war to help you see where opponents are warding without having to face check unwarded brushes. Upgrade to this ASAP. Once you hit level 9 pick this up.
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