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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Threats & Synergies
Morgana
Morgana is a hell of a support to be against as her E completely counters your CC. Her bind also lasts for an eternity, so dodge all of them or prepare to take a losing trade. Her ult also forces you to burn a flash, or you will be pretty much dead. Your best bet would be to bait out her shield and bind before CC'ing her/their ADC down for a kill.
Introduction

Anyways, here is my in-depth guide to the Chain Warden. Hope you guys enjoy!

Pros:
- Very rewarding if played right.
- Extremely good peel for your ADC
- Versatile support, can be played as an engager or disengager.
Dark Passage is one of the most broken skill even at rank 1 with its escape
potential.- Can lock down opponents for long periods of time, including a 99% slow from
The Box.
- Gets free armour from picking up souls
Cons:
- Extremely punishing in lane if you miss
Death Sentence or
Flay
- Easy to pick up, hard to master champ. Has an extremely high skill cap
- Not very tanky at early levels due to lack of AR per level, PICK UP YOUR SOULS!!

Choosing between






However, that isn’t to say







The armour and health helps in letting me take less damage from mistakes, such as missed


The additional mana regeneration helps in sustaining my mana because






Why not
Greater Mark of Attack Damage?










I do not like






If the lane is going well, consider going for the targon's brace followed by

On the contrary, if the lane is not doing so hot, you might want to rush a

For the choice of boots, I usually go for the



With your completed



After completing your supportive items, ie





With the new items coming out in 7.9,








Maxing



When positioning for engages, take note of your aggressive/escape space, or as I like to term it. As depicted below, take note that when you have too little aggressive space, it will not be wise to initiate a trade, unless you are sure that you will not be ganked in the next 20s. However, if you have too little escape space, ward defensively to avoid getting dove under tower, or call for your jungler to turn if they dive.

When you are ahead with a sizable lead, always try to freeze the minions closer to your side of the lane. This is to force the opponent to overextend for CS, which you can punish by walking up to land a


The only time that you should push the lane is when you killed their ADC, or when they need to back. This way, you deny the ADC CS and exp, which delays their power spike at level 6.
When to roam as a support?
Roaming is a great way to help out your teammates, especially when they are getting pressured near their tower. To even roam as a support, you first have to ensure that your ADC is not in any danger of getting killed. Communicate with him that you are going to leave lane, so that he can freeze the wave nearer to his tower. Help him out by warding defensively as well, so that he can spot for a dive.
Alternatively, when you and your ADC back, you can just run to another lane and gank, before you go back to bot lane. Usually, when you and your ADC back, it means that the wave has been pushed to their tower and will most likely reset to you. Therefore, the wave will be nearer to your tower even when your ADC is back in lane, making him less susceptible to all-ins.
In the event that your team does not have an engage, you can start the fight with


Do remember that when fighting around bushes, ward those bushes while keeping an eye out for your carries. This is a mistake that many lower ELO players make. Warding those bushes ensures that your carries do not (1) lose vision, (2) do not get surprised when they turn back on them and (3) make sure that the enemy has to back off from that bush, if they are simply using the lack of vision to wait for their cooldowns.
Your




When disengaging from a bad fight, drop


A tip for



When to drop your
Redemption?
We all know and love (or hate)




From personal experiIn ranked, nerves may get the best of you and your hooks might seem to always miss. However, do not let that get to you. In lane, it is very easy to dodge since their laners only need to worry about your CC, hence they will be extra mindful of your


From personal experience, there are games that are going to be really good, while others may seem to be a lost game. But do not forget this, sometimes games are decided by a SINGLE teamfight. You could have played badly in laning phase, but one good

ence, there are games that are going to be really good, while others may seem bleak. But do not forget this, sometimes games are decided by a SINGLE teamfight. You could have played badly in laning phase, but one good

- To increase the chances of hitting your hooks, you should and always look out for the opponents dodge patterns. Whether he dodges left or right, inwards or stands still when you throw your
Death Sentence. All this information is critical and will give you more insight on how the enemy plays.
You can also always walk up toFlay first into a
Death Sentence, but always make sure that your ADC can follow up, if not you will be taking a ton of damage while doing so.
- Alternatively, you can corner the opponents into a walled area, such that they can only juke in one direction, as shown below. This is a common example in the bot lane when playing on either side of the map. Usually, with
Death Sentence, what you want to do is aim for the champion's hitbox (champion's outline). Meaning that even if the enemy is hugging the wall, there is a certain "fatness" to the champion, that even if you hook slightly to the right of the wall as seen, they will still get hit by your hook.
- Another way of predicting the enemy's movement is by understanding that players tend to dodge intuitively. That is to say, if they are running straight for their tower and you throw a
Death Sentence, they will instinctively dodge inwards, or towards you. Of course, this isn't a foolproof way of landing EVERY single hook, but there's a good chance of it happening.
- Some say that using
Flay cancel a travelling ability is extremely difficult. In actuality, this only applies to some champions that have a very fast travelling animation, for instance,
Diana's
Lunar Rush or
Akali's
Shadow Dance. However, in the case of
Jarvan IV's infamous
Demacian Standard-
Dragon Strike combo or
Tristana's
Rocket Jump, there is a visual or audio cue to look out for.
InJarvan IV's case, you will know that he is going to jump when he casts his
Demacian Standard, while you can hear the start up cast sound for
Tristana's
Rocket Jump. Pay attention to these cues and soon you will be able to cancel these skills with ease.
As for the faster travelling animations such asLee Sin's
Resonating Strike, you will have to predict when they will cast it and this, unfortunately, comes with experience and player tendencies. Pay close attention to when they are most likely to casts such spells and predict their direction.
- Predicting a flash dodge is one of the most flashy (pun not intended) plays that a
Thresh can do and usually your team will praise you for it. Always pay attention and time the enemy's cooldown properly, and check if they have any repositioning abilities, such as
Ezreal's
Arcane Shift or
Vayne's
Tumble. From there, estimate the distance as accurately as possible.
Usually, if you castFlash into
Death Sentence while the opponent's
Flash is up, they will panic and
Flash towards their towers. It should make it easier to predict where they will be.
BunnyFuFuu
CptAnton
Aphromoo
Of course, that isn't to say there aren't more, but these are just some that I would like to share with you guys.

My first guide ends here, please give me tips on how to improve and maybe I’ll do another guide when I have more time on my hands. Your feedback means a lot to me. Hope you guys have fun in solo queue and best of luck! :)
05/04/17 - Changed build path/itemisations to a more "standard" build path (Patch 7.9 just hit
Garena)
- Changed many tabs because of the new support items (itemisation/teamfighting/runes
etc)
- Added a tip/trick that I realised from playing more

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