10 posts - page 1 of 1
I'm reading it right now, but I'm not a native speaker so it would be appreciated if someone could jump in.
[quote=Latest Legend]I'm reading it right now, but I'm not a native speaker so it would be appreciated if someone could jump in.[/quote]
********'s a pretty good fertilizer
Don't get scared and run away please, it takes time writing these things up. I always begin by writing **** and at the end I get tired and it's mostly objective, so consider this if you feel like "WTF I don't care what you think I just want it to be correct". Good luck :P
It takes quite some time to throw someone else's guide through a spell check, since we don't have access to the source. I would advise you to write your drafts in a text editor with a spell checker, or get a browser with a spell checker. Some simple text editor choices would be notepad++(Windows) and gedit. I did write down spelling mistakes I noticed but I didn't throw it through checker completely.
I would say >800G or maybe 800G+. It gets really weird when you say
Should be "normally, follow up with" or "normal follow-up". TL;DR: put a - in there.
First of all, I don't know if it's allowed to put coding in these match-up boxes but if it is I guess you could put those double brackets around
Leona. If it's not allowed, I suggest "Leona".
Also, I would write "[...] problem is Leona managing to get a stun on your ADC". Also, hipsters these days say "marksman".
I would say "a
Thresh pick".
#somanyopinions Suggestion: "The build, masteries and runes are the most efficient in my opinion and I will try to explain why I think these picks are the most viable ones." "(In this guide) I will explain why I think these item, mastery and rune choices are the most efficient." might be enough though.
Do you mean "as simply as I can" or do you mean "as much as I can"? You can leave "simply" there in that case but I don't think it's necessary.
I would put a comma after "guide"
Should be "why you would". "why would you" would be correct in active questions, or whatever that construction is called.
Suggestion: "The most common mistake I see is forgetting this (fact)." "when" isn't correct AFAIK. EDIT: It is, never mind. Also, the ' is practically only used for indicating ownership and for omission, hardly(or not) for plural forms as in, for example, Dutch.
What's "go" doing there?
I would say "all" instead of "every". I would say "away from your ADC", though I can't come up with something really nice.
"To think of yourself as worthless". I would put a comma before "however".
"dieing". Yeah I do have to look that up every time too. This sentence reads weird though. Do you mean I shouldn't leave the ADC(to go away from), or shouldn't I get him stuck in those situations? I would make "situations" singular by the way, if you don't the sentence gets even weirder. Do you want me to leave them in only some of those situations, or in all of them?
Should be "valuable". "You are a much more valuable asset" or "You are more valuable".
I would say "this". It's minor though.
"lower". Also "Elos".
Thresh has really good kit due high amounts of CC and they all allow alies to catch the enemy easily.
I think it needs to be "due to", for basically every time you want to use "due" in this way. You can make do with one misuse of "due", but in due time it will be too much and it irritates the reader.
What does "they" refer to? It can only refer to "amounts", while I think you want it to refer to either "kit" or "CC"(Crowd Control). I would say "and this allows"(referring to "kit" for simplicity). You could say "and all this CC" too, but then you would use "CC" twice. Just "all this" makes it too weird IMHO. My spell checker actually approves of IMHO.
Thresh also gives a escape and re-positioning tool for ADC without escape.
Should be "an escape and repositioning tool". Also "ADC" should be plural in this case, this is also one of those situations where you might get away with throwing an apostrophe in there but I don't think you should. "ADCs".
"short-ranged"
Should be "aggressive lanes" or "an aggressive lane" and "ADCs".
You wrote all the other rune headers without abbreviations.
Why the "x"?
"his
Flay passive" or "
Flay's passive".
Either take "full" or "9". I honestly don't know whether you are allowed to omit "to" but I guess this is alright. Also "AAs".
"I feel I won't need the extra armor that much", "I feel I don't need too much extra armor". Pick your meaning.
Can I take it by all means(in all situations) or in certain situations?
"AP-heavy", "the enemy jungler". Also, what's "value" doing there? Also, since you're already using "there" twice, I suggest going for "there's".
"HP"(Health Points). "I don't like the value of HP quints", "I don't like HP quints' value.
"preference".
"are".
"lower Elos". It's not like Silver existed before Diamond. Unless you're Master-tier then it's alright. Well I don't think so but I'm trying to be funny here, alright?
Throw a ':' in there.
Put a "are" after "Next", optionally with "up" in front of it.
"at the same time as top lane"
Alchemist
gives nice amount of extra sustain.
"a nice amount".
"the gold generation mastery is a no brainer".
I still think you should throw a "to" in there. Also "giving" and "with it" seem a bit too much to me. Suggestion: "due to giving the chance to make awesome plays" or "because he can make awesome plays with it".
Exhaust is really good pick
"a". Use those "a"s more.
"completely". Also, a shutdown is what happens when I cut the cable of my computer. The verb is "to shut down". "To shut down the enemy ADC's damage".
"an".
Relic Shield + potions/wards is pretty standard starting
"is a pretty standard starting choice" or "are pretty standard starting items".
I would say "for
Thresh". "any support". Also I never buy Mikael's QQ
Frozen Heart is good against AA reliant team
"against an AA-reliant team" or "against AA-reliant teams". Nobody will hurt you for not using '-' by the way.
I guess you could write "Randuin's". Also I would throw a "more" in there and change some other stuff: "I feel like "Randuin's helps more overall and is generally a better item."
"is really bad" or "is a really bad item".
"Its". You don't mean "It is" but you mean "(the item) of it".
"I'd recommend an
Ancient Coin start".
Ruby Sightstone is situational item
"a". It's only one, sometimes two letters. Please use it. - My inner grammar extremist.
I'd write "after your full build" "after getting your full build", thought I think this is correct. Also you might want to add it's good if you have a lot of vision wars because of the extra charge in case people don't get it.
"as it levels up".
Flay is maxed as last
I suggest "is maxed lastly".
"so the offensive ability is maxed last" or "so offensive abilities are maxed last". Your native language is French, right? If I say there's no English form of "des", but there is an English version of "un(e)", does that make any sense?
"due to it being the ultimate (ability) and because it benefits greatly from levels".
"a".
"a".
"a".
"b".
I would write "yourself" since you have used "you" a few times already.
"In that list above" or "listed above".
"is".
"lots".
"to have lane dominance". "to be dominant in lane"
This could mean "everything listed", while you mean "everything not in the list".
I don't understand what you're trying to say.
"I divided this sections in 3 different parts" or "subsections" or whatever. Using "section" twice isn't nice.
"probably".
"your ADC", "the ADC".
"for a fast level 2"
It takes quite some time to throw someone else's guide through a spell check, since we don't have access to the source. I would advise you to write your drafts in a text editor with a spell checker, or get a browser with a spell checker. Some simple text editor choices would be notepad++(Windows) and gedit. I did write down spelling mistakes I noticed but I didn't throw it through checker completely.
Quoted:
ORDER WITH +800G
I would say >800G or maybe 800G+. It gets really weird when you say
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If you have -800G to spend on your first recall, [...]
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NORMAL FOLLOW UP
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The only problem is if leona manages to get stun on your ADC

Also, I would write "[...] problem is Leona managing to get a stun on your ADC". Also, hipsters these days say "marksman".
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You can get away with
Thresh pick against/with any team composition and it's a great pick for both soloQ and teamranked.


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The build, masteries and runes are the most efficient ones in my opinion and I will try to explain why these picks are the most viable ones in my opinion.
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I will also try to cover as much information as I simply can
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while making this guide so that it can benefit most of the readers.
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I want to discuss a little of the support role's playing style, why would you want to play support and some generic thoughts on the role.
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The most common mistake I see is when support's who forget that.
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One of the worst things you can do is go blaming your teammates
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because every damage you take is out of your ADC.
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You don't have to think yourself of worthless and only think of the ADC however
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You should avoid dieng and just leaving the ADC in some situations where you have no tools to help the ADC at all.
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You are much more valueable asset in the early game than the ADC.
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Always remember that.
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especially in earlier elos.
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What does "they" refer to? It can only refer to "amounts", while I think you want it to refer to either "kit" or "CC"(Crowd Control). I would say "and this allows"(referring to "kit" for simplicity). You could say "and all this CC" too, but then you would use "CC" twice. Just "all this" makes it too weird IMHO. My spell checker actually approves of IMHO.
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besides short ranged auto attacks
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Prefers aggresive lane and synergies well with strong early game ADC
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Attack dmg marks
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I take 9x of these marks
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due to
Flay passive.



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I prefer having full 9 AD marks so it's easier to use
Relic Shield and deal great damage with AA.

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I feel I won't need to extra armor too much
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You situationally can take armor seals too by all means tough.
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Some supports build AP heavy items and we could include enemy jungler there and there is always the mid laner too so really basic value glyphs to take.
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I don't like hp quints value.
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your preferication
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obvious picks from tier 1 as there is no better choices.
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in the earlier elos
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Next
Summoner's Insight
+
Alchemist


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you use summoners at the same with top lane
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and gold regen mastery is nobrainer out of the picks left.
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It's especially good on
Thresh due giving the chance to make awesome plays with it.

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to pretty much completly shutdown enemy ADC damage
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It's not a ideal pick
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The very core items of
Thresh or basically any supports


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I feel like randuin's helps overall and is a better general item.
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because
Ancient Coin is really bad item

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It's active is sometimes better
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I'd recommend
Ancient Coin start only for beginners.


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when you just have enough gold laying around after full build
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it does give more shield as it's leveled up.
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build focuses on utility so offensive ability is maxed last.
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due it's the ultimate and benefits greatly from levels.
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also great ability to throw at
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It's also great ability
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especially if against melee one.
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when you want to pull enemy towards you
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you have to aim behind you.
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Every ADC above that list has good synergy
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Everything out of this list are still OK.
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so you cna make plays
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lot's of damage
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have lot's of damage, burst, long range, poke or just lane dominant
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Everything out of the list
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These are just examples and everything out of that list can certainly work better than those above of it.
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I put this section in 3 different sections
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Otherwise you propably just want
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want to help ADC
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for fast level 2
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Level 2 is really srong
[quote=Latest Legend]Don't get scared and run away please, it takes time writing these things up. I always begin by writing crap and at the end I get tired and it's mostly objective, so consider this if you feel like "WTF I don't care what you think I just want it to be correct". Good luck :P
It takes quite some time to throw someone else's guide through a spell check, since we don't have access to the source. I would advise you to write your drafts in a text editor with a spell checker, or get a browser with a spell checker. Some simple text editor choices would be notepad++(Windows) and gedit. I did write down spelling mistakes I noticed but I didn't throw it through checker completely.
[quote]ORDER WITH +800G[/quote]
I would say >800G or maybe 800G+. It gets really weird when you say [quote]If you have -800G to spend on your first recall, [...][/quote]
[quote]NORMAL FOLLOW UP[/quote]Should be "normally, follow up with" or "normal follow-up". TL;DR: put a - in there.
[quote]The only problem is if leona manages to get stun on your ADC[/quote]First of all, I don't know if it's allowed to put coding in these match-up boxes but if it is I guess you could put those double brackets around [[leona]]. If it's not allowed, I suggest "Leona".
Also, I would write "[...] problem is Leona managing to get a stun on your ADC". Also, hipsters these days say "marksman".
[quote]You can get away with [[Thresh]] pick against/with any team composition and it's a great pick for both soloQ and teamranked.[/quote]I would say "a [[thresh]] pick".
[quote]The build, masteries and runes are the most efficient ones in my opinion and I will try to explain why these picks are the most viable ones in my opinion.[/quote]#somanyopinions Suggestion: "The build, masteries and runes are the most efficient in my opinion and I will try to explain why I think these picks are the most viable ones." "(In this guide) I will explain why I think these item, mastery and rune choices are the most efficient." might be enough though.
[quote]I will also try to cover as much information as I simply can[/quote]Do you mean "as simply as I can" or do you mean "as much as I can"? You can leave "simply" there in that case but I don't think it's necessary.
[quote]while making this guide so that it can benefit most of the readers.[/quote]I would put a comma after "guide"
[quote]I want to discuss a little of the support role's playing style, why would you want to play support and some generic thoughts on the role.[/quote]Should be "why you would". "why would you" would be correct in active questions, or whatever that construction is called.
[quote]The most common mistake I see is when support's who forget that.[/quote]Suggestion: "The most common mistake I see is forgetting this (fact)." "when" isn't correct AFAIK. EDIT: It is, never mind. Also, the ' is practically only used for indicating ownership and for omission, hardly(or not) for plural forms as in, for example, Dutch.
[quote]One of the worst things you can do is go blaming your teammates[/quote]What's "go" doing there?
[quote]because every damage you take is out of your ADC.[/quote]I would say "all" instead of "every". I would say "away from your ADC", though I can't come up with something really nice.
[quote]You don't have to think yourself of worthless and only think of the ADC however[/quote]"To think of yourself as worthless". I would put a comma before "however".
[quote]You should avoid dieng and just leaving the ADC in some situations where you have no tools to help the ADC at all.[/quote]"dieing". Yeah I do have to look that up every time too. This sentence reads weird though. Do you mean I shouldn't leave the ADC(to go away from), or shouldn't I get him stuck in those situations? I would make "situations" singular by the way, if you don't the sentence gets even weirder. Do you want me to leave them in only some of those situations, or in all of them?
[quote]You are much more valueable asset in the early game than the ADC.[/quote]Should be "valuable". "You are [u]a[/u] much more valuable asset" or "You are more valuable".
[quote]Always remember that.[/quote]I would say "this". It's minor though.
[quote]especially in earlier elos.[/quote]"lower". Also "Elos".
[quote][[Thresh]] has really good kit due high amounts of CC and they all allow alies to catch the enemy easily.[/quote]I think it needs to be "due to", for basically every time you want to use "due" in this way. You can make do with one misuse of "due", but in due time it will be too much and it irritates the reader.
What does "they" refer to? It can only refer to "amounts", while I think you want it to refer to either "kit" or "CC"(Crowd Control). I would say "and this allows"(referring to "kit" for simplicity). You could say "and all this CC" too, but then you would use "CC" twice. Just "all this" makes it too weird IMHO. My spell checker actually approves of IMHO.
[quote][[Thresh]] also gives a escape and re-positioning tool for ADC without escape.[/quote]Should be "an escape and repositioning tool". Also "ADC" should be plural in this case, this is also one of those situations where you might get away with throwing an apostrophe in there but I don't think you should. "ADCs".
[quote]besides short ranged auto attacks[/quote]"short-ranged"
[quote]Prefers aggresive lane and synergies well with strong early game ADC[/quote]Should be "aggressive lanes" or "an aggressive lane" and "ADCs".
[quote]Attack dmg marks[/quote]You wrote all the other rune headers without abbreviations.
[quote]I take 9x of these marks[/quote]Why the "x"?
[quote]due to [[Flay]] passive.[/quote]"his [[flay]] passive" or "[[flay]]'s passive".
[quote]I prefer having full 9 AD marks so it's easier to use [[Relic Shield]] and deal great damage with AA.[/quote]Either take "full" or "9". I honestly don't know whether you are allowed to omit "to" but I guess this is alright. Also "AAs".
[quote]I feel I won't need to extra armor too much[/quote]"I feel I won't need the extra armor that much", "I feel I don't need too much extra armor". Pick your meaning.
[quote]You situationally can take armor seals too by all means tough.[/quote]Can I take it by all means(in all situations) or in certain situations?
[quote]Some supports build AP heavy items and we could include enemy jungler there and there is always the mid laner too so really basic value glyphs to take.[/quote]"AP-heavy", "the enemy jungler". Also, what's "value" doing there? Also, since you're already using "there" twice, I suggest going for "there's".
[quote]I don't like hp quints value.[/quote]"HP"(Health Points). "I don't like the value of HP quints", "I don't like HP quints' value.
[quote]your preferication[/quote]"preference".
[quote]obvious picks from tier 1 as there is no better choices.[/quote]"are".
[quote]in the earlier elos[/quote]"lower Elos". It's not like Silver existed before Diamond. Unless you're Master-tier then it's alright. Well I don't think so but I'm trying to be funny here, alright?
[quote]Next a group of three [[Juggernaut]] + [[Hardiness]] + [[Resistance]][/quote]Throw a ':' in there.
[quote]Next [[Summoner's Insight]] + [[Alchemist]][/quote]Put a "are" after "Next", optionally with "up" in front of it.
[quote]you use summoners at the same with top lane[/quote]"at the same time as top lane"
[quote][[Alchemist]] gives nice amount of extra sustain.[/quote]"a nice amount".
[quote]and gold regen mastery is nobrainer out of the picks left.[/quote]"the gold generation mastery is a no brainer".
[quote]It's especially good on [[Thresh]] due giving the chance to make awesome plays with it.[/quote]I still think you should throw a "to" in there. Also "giving" and "with it" seem a bit too much to me. Suggestion: "due to giving the chance to make awesome plays" or "because he can make awesome plays with it".
[quote][[Exhaust]] is really good pick[/quote]"a". Use those "a"s more.
[quote]to pretty much completly shutdown enemy ADC damage [/quote]"completely". Also, a shutdown is what happens when I cut the cable of my computer. The verb is "to shut down". "To shut down the enemy ADC's damage".
[quote]It's not a ideal pick[/quote]"an".
[quote][[Relic Shield]] + potions/wards is pretty standard starting[/quote]"is a pretty standard starting choice" or "are pretty standard starting items".
[quote]The very core items of [[Thresh]] or basically any supports[/quote]I would say "for [[thresh]]". "any support". Also I never buy Mikael's QQ
[quote][[Frozen Heart]] is good against AA reliant team[/quote]"against an AA-reliant team" or "against AA-reliant teams". Nobody will hurt you for not using '-' by the way.
[quote]I feel like randuin's helps overall and is a better general item.[/quote]I guess you could write "Randuin's". Also I would throw a "more" in there and change some other stuff: "I feel like "Randuin's helps more overall and is generally a better item."
[quote]because [[Ancient Coin]] is really bad item[/quote]"is really bad" or "is a really bad item".
[quote]It's active is sometimes better[/quote]"Its". You don't mean "It is" but you mean "(the item) of it".
[quote]I'd recommend [[Ancient Coin]] start only for beginners.[/quote]"I'd recommend an [[ancient coin]] start".
[quote][[Ruby Sightstone]] is situational item[/quote]"a". It's only one, sometimes two letters. Please use it. - My inner grammar extremist.
[quote]when you just have enough gold laying around after full build[/quote]I'd write "after your full build" "after getting your full build", thought I think this is correct. Also you might want to add it's good if you have a lot of vision wars because of the extra charge in case people don't get it.
[quote]it does give more shield as it's leveled up.[/quote]"as it levels up".
[quote][[Flay]] is maxed as last[/quote]I suggest "is maxed lastly".
[quote]build focuses on utility so offensive ability is maxed last.[/quote]"so the offensive ability is maxed last" or "so offensive abilities are maxed last". Your native language is French, right? If I say there's no English form of "des", but there is an English version of "un(e)", does that make any sense?
[quote]due it's the ultimate and benefits greatly from levels.[/quote]"due to it being the ultimate (ability) and because it benefits greatly from levels".
[quote]also great ability to throw at[/quote]"a".
[quote]It's also great ability[/quote]"a".
[quote]especially if against melee one.[/quote]"a".
[quote]when you want to pull enemy towards you[/quote]"b".
[quote]you have to aim behind you.[/quote]I would write "yourself" since you have used "you" a few times already.
[quote]Every ADC above that list has good synergy[/quote]"In that list above" or "listed above".
[quote]Everything out of this list are still OK.[/quote]"is".
[quote]so you cna make plays[/quote]
[quote]lot's of damage[/quote]"lots".
[quote]have lot's of damage, burst, long range, poke or just lane dominant[/quote]"to have lane dominance". "to be dominant in lane"
[quote]Everything out of the list[/quote]This could mean "everything listed", while you mean "everything not in the list".
[quote]These are just examples and everything out of that list can certainly work better than those above of it.[/quote]I don't understand what you're trying to say.
[quote]I put this section in 3 different sections[/quote]"I divided this sections in 3 different parts" or "subsections" or whatever. Using "section" twice isn't nice.
[quote]Otherwise you propably just want[/quote]"probably".
[quote]want to help ADC[/quote]"your ADC", "the ADC".
[quote]for fast level 2[/quote]"for a fast level 2"
[quote]Level 2 is really srong[quote]"strong". I mean "stronk".
[quote]due you usually don't have[/quote]"due to you usually not having"
[quote]to poke enemy ADC[/quote]"the enemy ADC".
[quote]know enemy jungler won't come[/quote]"the"
[quote](THIS IS IMPORTANT! Don't ever let your ADC feel like 1v2. You can still provide pressure if you miss CC)[/quote]"THIS IS IMPORTANT!" is usually placed after the thing that is important, so if you mean that still providing pressure if you miss CC is important move it to the back of the parentheses.
[quote]You can ask for lantern ganks It's really good if you're ahead in cs or you've gotten kill[/quote]"Why the capital on "It's"? Put a comma after "ganks". "cs" could be written as "CS"(Creep Score). "a kill". Also I can't remember you explaining lantern ganks, like using the "[[nocturne]] bush" and stuff.
[quote]you want to have vision what's happening[/quote]"vision of".
[quote]and your tribush in case of mid lane gank.[/quote]"a mid lane gank".
[quote](Assuming no summoners won't be used)[/quote]"Assuming no summoners will be used" or "Assuming summoners won't be used". ("won't" = "will not")
[quote]you will have lot's of [[dragon]] fights[/quote]"lots". Props for using the wiki.
[quote]Get pink ward[/quote]"a".
[quote]In case you are initiating: You want to have a good hook to enemy carry and keep your ADC safe (or any fed carry champion basically).[/quote]Why the capital on "You"? "an enemy carry"/"the enemy carry". "and keep your ADC (or basically any fed carry) safe."
[quote]The fights will basically go like previously mentioned [[dragon]] fight.[/quote]"fights".
[quote]to make a thinking progress wether you can go all in after you land a CC on an opponent or do you need to stay with your fed carry [/quote]"process", "on whether you can" "or whether you need to stay".
[quote]or interrupt ability like[/quote]"or interrupt an ability like" or "or interrupt abilities like".
[quote]You want to immediatly used locket + mikaels[/quote]"immediately", "use", "Locket + Mikael's".
[quote]on squishy ally being targeted[/quote]"on a squishy ally being targeted".
[quote]if you can get targeted ally to safety.[/quote]"if you can get the targeted ally to safety".
How do you feel about warding the small bush in the river?
[quote]propably[/quote]"probably".
Focus points are "due" and the lack of "a". Have fun! :P
Also, shamelessly pointing out my reading service is still open.[/quote]
********'s a pretty good fertilizer
Cheers! I'll take a look at the fixes for the next update.
[quote=Joxuu]Cheers! I'll take a look at the fixes for the next update.[/quote]
Welp, I screwed up. I said the correct spelling was "dieing" but it's "dying". My bad.
[quote=Latest Legend]Welp, [url=http://english.stackexchange.com/questions/38524/dieing-vs-dying]I screwed up[/url]. I said the correct spelling was "dieing" but it's "dying". My bad.[/quote]
********'s a pretty good fertilizer
I can look it over, if you want. Could you possibly copy and paste the content of the guide into a word document? That would make it easier to do so.
[quote=The_Nameless_Bard]I can look it over, if you want. Could you possibly copy and paste the content of the guide into a word document? That would make it easier to do so.[/quote]
That would be super awesome :3
I have saved the guide as text only in my wordpad so there shouldn't be any coding in it.
I've made some changes according to spellchecks/Latest Legend but I barely got started.
Whole guide in the spoiler below
Guide As Text
I'm currently somewhat OK with the current grammar/spellchecks but if you want to do it, I would be really grateful. There is no urgent need cus it's really pain in the *** to do.
I have saved the guide as text only in my wordpad so there shouldn't be any coding in it.
I've made some changes according to spellchecks/Latest Legend but I barely got started.
Whole guide in the spoiler below

Pretty minimal threat unless you get hooked on to the tower. You benefit from getting hooked and you can lantern ADC back if ADC gets hooked.
The only problem is if leona manages to get stun on your ADC with E but you should be able to block the E every single time with flay. Easily poked by your AA
Taric Very minimal risk due being very short ranged and only threat is mid ranged stun. You can AA harass easily and just go all in against this guy.
Not a real threat but Janna has decent disengage and kiting to nullify your CC. You need to make things happen as shield + ADC AA poke loses the trade for your ADC.
Outsustain you hard and has annoying silence + some Q oke but runs out of health + mana fast if you do small poke fights towards her.
Early hooks + mana problems destroy her. Will outsustain and has OK poke but it's close ranged. Try to have minion advantage against her.
Zilean has really weak early laning phase before getting to recall to buy items. He is really squishy and therefore almost instantly dies if you hook him at levels 1-2. After Zilean gets a few items however, it will be a tricky situation if you don't have minion wave advantage. Huge poke + ultimate to save from towerdives or to do close to death trades.
You outrange alistar and I doubt he wants to use CC on you either so it's a farm lane until you land a hook on ADC. (Alistar can disengage really quickly tho)
Pretty annoying support to go against. Don't get poked to the pount you can't engage anymore and you're fine. She does have decent disengage + dmg even if you go in though.
Big annoyance. Don't get poked to the point where you can't go in. She has great mobility, disengage and protection for ADC. Look to make early game count.
Blocks your CC and your ADC auto attacks, has great disengage and engage. Wins small 2-3 AA fights easily.
Make early game hooks or it will be hell after their bot lane is able to survive from being hooked. She will outsustain + poke you after early levels
Get early hook or rip. Her plants can block Q and she outdamages and ranges you. Level 6 and beyong is almost a 1 burst fest.
Not the most common support but it's out there. You need early hooks due Vel'koz is a big annoyance if he is able to survive the hooks because of the massive damage input with decently high range.
Rip dreams. Nullifies every single CC you have if she uses black shield well. The only option is to distract morgana shield to a wrong person or go in after shield is on CD.
Hello viewer. My name is jjoxuu and I main bot lane in diamond level. I enjoy playing ADC the most, but I also play the role of support. Since season 3, I've mained Thresh and during this season, it's my most played support. You can get away with Thresh pick against/with any team composition and it's a great pick for both soloQ and teamranked.
This guide will be for utility/bruiser Thresh. The build, masteries and runes are the most efficient ones in my opinion and I will try to explain why these picks are the most viable ones in my opinion. I will also try to cover as much information as I simply can while making this guide so that it can benefit most of the readers.
What is the purpose of this?
I want to discuss a little of the support role's playing style, why would you want to play support and some generic thoughts on the role. One big point I would like to make first and clearly: YOU ARE NOT ALONE IN THE BOTTOM LANE. Bot lane in the current meta is a 2v2 lane, meaning you have to deal/work with someone else in your team. The most common mistake I see is when support's who forget that.
You want to have communication and you can't just go shooting off alone and then flame the ADC for not following since you didn't mention anything about going in. One of the worst things you can do is go blaming your teammates for your own death. By behaving negatively, your ADC in the lane WILL play a lot worse and stop trusting your calls. Usually the ADC comes first due as support, you usually won't be as good of a damage source so it's usually you who should take the damage because every damage you take is out of your ADC.
You don't have to think yourself of worthless and only think of the ADC however. You should avoid dieng and just leaving the ADC in some situations where you have no tools to help the ADC at all. You are much more valueable asset in the early game than the ADC. Always remember that. Most of the plays and escapes are started by the support.
Why do I play support?
I play support because I enjoy communicating with someone in the same lane. I like landing the game changing CC or escape tool. It's also a very strategic and important role where 1 good play can win you the game. I also enjoy the overall combination of different compositions you can put bot lane, for example: you can combine 2 different kits into 1 strategic move to kill someone off.
Climbing as support?
Support can be a effective way to climb if you know how to play support relatively well. The skill levels of supports vary a tonloads, especially in earlier elos. You can win the bottom lane even if your ADC would be total garbage, as long as you land the game changing hooks, grabs, stuns and roots. It doesn't matter if the enemy ADC is better than yours if you can close that gap. I'd say everyone should at least learn 1 generally good support and I'd say Thresh is a very good candidate.
>> Thresh is a good support overall and was considered to be the best for a long time. Thresh has really good kit due high amounts of CC and they all allow alies to catch the enemy easily. Thresh also gives a escape and re-positioning tool for ADC without escape. Your team can get away from many crazy situations thanks to that. Thresh is also pretty tanky thanks to his passive and scalings.
>> I could argue that Thresh is one of the hardest supports to master out there. Every single ability is a skillshot which ain't easy to use correctly. The Box is pretty simple to use but that's it. One of the greatest weaknessess is lack of sustain and the cooldowns of his abilities. This also leads us to lack of poke besides short ranged auto attacks. You pretty much need to land your things to get something done.
Thresh is a bruiser support with decent damage, high amounts of CC and great escape/kiting tools for ADCs. Shines at every stage of the game which includes team fights. Prefers aggresive lane and synergies well with strong early game ADC such as Lucian or Graves. Thresh is vulnerable to getting outsustained and to basically anything that has the ability to block the incoming CC.
I take 9x of these marks to increase the damage of Thresh. He benefits from AD due to Flay passive. I prefer having full 9 AD marks so it's easier to use Relic Shield and deal great damage with AA.
I take 9x of these glyphs to gain defense against magic damage abilities and attacks. Some supports build AP heavy items and we could include enemy jungler there and there is always the mid laner too so really basic value glyphs to take.
I take 9x health seals to be tankier early game. Thresh already gets armor from Damnation's passive so I feel I won't need to extra armor too much. You situationally can take armor seals too by all means tough.
I take 3x of these quints to be able to take more damage. Having AD quints makes me feel too squishy and I don't like hp quints value. Those are great situational choices however and it's up to your preferication in the end.
>> Block + Recovery are obvious picks from tier 1 as there is no better choices. Block is much better than you may think. It's really good for being tier 1.
>> Then we take Unyielding + Veteran Scars . Small amount of health for early game and a highly undervalued mastery in the earlier elos: Unyielding . It's surprisngly good if you do the maths.
>> Next a group of three Juggernaut + Hardiness + Resistance . They all give a mix of some kind of defense. Resistance is often not picked but the next tier picks are not all that good.
>> Round off with Reinforced Armor . That's the best mastery for the remaining point. 10% can mean a lot if the critical strike is around 700 damage for example.
>> Start off with Phasewalker + Fleet of Foot. Reduced recall is just to get to the next tier but you can spend it in other tiers if you like. Fleet of Foot is to gain movement speed as it is a important stat to catch someone.
>> Next Summoner's Insight + Alchemist . I really like the reduced summoner cooldown because if you use summoners at the same with top lane for example, you may just get yours up earlier thanks to the mastery. Alchemist gives nice amount of extra sustain.
>> Continue with Culinary Master + Greed . Cookie mastery follows the same path as Alchemist so you get small amount of extra sustain and gold regen mastery is nobrainer out of the picks left.
>> Finish off with Scavenger + Wealth . To get the extra potion or ward, Wealth is necessary and Scavenger gives you a great deal of gold troughout the game.
Flash is the most important spell in the game and is also the most used. It's especially good on Thresh due giving the chance to make awesome plays with it. Flash + Dark Passage can also save your teammate a Flash which is nice. Of course it works as an escape most of the times.
Exhaust is really good pick and also a great advantage considering late game team fights. It's not that useful early game. I can see why people would take Ignite over this but Exhaust is so much more useful in late game team fights to pretty much completly shutdown enemy ADC damage for example.
Ignite is still a decent pick if you have the possibility to dominate bottom lane. It adds a great deal of pressure and deals well against heals. It's not a ideal pick considering late game team fights because it's more of a tool for pressure than damage for supports.
>> Relic Shield + potions/wards is pretty standard starting for any supports. Don't skip or save gold on the wards. Always get a pink ward when you have enough cash and you need normal wards before you can afford Sightstone which will then save money every time you place a ward.
>> The very core items of Thresh or basically any supports. Both can end up being huge in a team fight. The order depends on the enemy team composition. Usually Locket of the Iron Solari is better against double AP comps whereas Mikael's Crucible is good cleanse if the enemy team has 1 ap or high amounts of CC lockdown.
>> Usually Randuin's Omen helps more at this stage of the game. I think Frozen Heart should be taken earlier to make a bigger impact but I don't want to replace the core items. Frozen Heart is good against AA reliant team but I feel like randuin's helps overall and is a better general item.
>> Talisman of Ascension is not that popular because Ancient Coin is really bad item. You'd be forced to start with Ruby Crystal, Sightstone and then get talisman components. It's active is sometimes better which is why it's taken. I'd recommend Ancient Coin start only for beginners. Ruby Sightstone is situational item when you just have enough gold laying around after full build to get the extra ward. It's good if you have a lot of vision wars.
The ability sequence maximizes utility. You can take Flay as first to max if you run really agressive Thresh but I prefer the utility one. Death Sentence is maxed first in order to get the really high cooldown a little bit lower. You can land 1 hook in between Morgana's shield by doing this for example. Dark Passage is maxed second, also mainly for the reduced cooldown but it does give more shield as it's leveled up. Flay is maxed as last because the build focuses on utility so offensive ability is maxed last. The Box is taken whenever possible due it's the ultimate and benefits greatly from levels.
Damnation: Pretty good passive actually. Gives a great amount of both ability power and armor. I really value the passive armor gain which basically allows the 2x magic resist items yet still remain tanky vs AD.
Death sentence: The ability which makes Thresh a great champion to make a pick-up kill happen. Re-activating this ability actually makes the CC time longer and it's often better to re-activate to close the gap. Don't re-activate if it makes you lose a trade!
Dark passage: Great escape tool and shield for your ADC but also great ability to throw at your jungler so the two of you can close the gap together instead of the jungler walking to the lane.
Flay: Good ability to help with Relic Shield proc since Thresh doesn't get to execute the minion at half hp. It's also great ability to poke enemy support, especially if against melee one. Usage of flay is tricky since it's reversed and when you want to pull enemy towards you, you have to aim behind you.
The box: Really strong ability to catch several opponents. Can also be used defensively BEFORE enemies get in range to attack you. They're simply forced to go around it or trough it. Usually used best when you first land Death Sentence and use it when the enemy is in the middle.
Every ADC above that list has good synergy with Thresh. You can basically make any lane work with Thresh, depending on the enemy bottom lane. These picks are generally always good. Everything out of this list are still OK. I can't see any really bad ADC to play with Thresh.
Usually you want to have some kind of early pressure from your ADC so you cna make plays and play aggressively. All of the above should do fine in early game more or less thanks to their playing style and kit. The ADCs listed above should have lot's of damage, burst, long range, poke or just lane dominant thanks to their kits.
Everything out of the list can still work but are not played as offensive. Kog'Maw needs escape and safe laning phase for example and Thresh can do that job by providing pressure + escape with shield. Tristana can work as a burst champion too if you land a hook and you can go all in. These are just examples and everything out of that list can certainly work better than those above of it.
It is time to explain some gameplay. I put this section in 3 different sections: early, mid and late game. Let's start with early game. Thresh is pretty meh level 1 unless you can get a catch in the enemy jungle with Death Sentence. Otherwise you propably just want to help ADC push for fast level 2 and get vision of enemy bottom lane brush. Level 2 is really srong due you usually don't have a huge minion wave against you and Thresh is godlike if you level up before they do because that usually means they have no answer to your CC. Following levels is just playing around with your CC, using your Flay passive to poke enemy ADC, engaging if you land CC and know enemy jungler won't come and you win the trade. (THIS IS IMPORTANT! Don't ever let your ADC feel like 1v2. You can still provide pressure if you miss CC)
After level 6 you can provide really good ganking potential (Well you do before too ofc). You can ask for lantern ganks It's really good if you're ahead in cs or you've gotten kill or stayed even in lane. Since you have Sightstone, you want to have vision what's happening around enemy blue, river + dragon and your tribush in case of mid lane gank. I'd say you can all in pretty much against everyone except fed AP carry supports that can burst. (Assuming no summoners won't be used)
Around mid game and after you leave your laning phase, you will have lot's of dragon fights. You want to do preparations for the incoming fight. Get pink ward, have a sweeper, ward so you know what will be coming from mid lane and from enemy blue. In case you get jumped on, you want to make sure your ADC is safe. Using The Box defensively and hooking the biggest threat of enemy team is welcome at this point. In case you are initiating: You want to have a good hook to enemy carry and keep your ADC safe (or any fed carry champion basically). Exhausting the biggest damage dealer is also really good if you have it up.
The fights will basically go like previously mentioned dragon fight. You usually have to make a thinking progress wether you can go all in after you land a CC on an opponent or do you need to stay with your fed carry because that will win you the team fight. Death Sentence + Dark Passage to your bruiser towards enemy squishy is often the best initiation. Then you use The Box to stop escape and Flay enemy towards your team or interrupt ability like Valkyrie or Crowstorm. At the middle of this, pop Locket of the Iron Solari and use Mikael's Crucible on ally who is under CC.
Second option is to protect your fed squishy that can carry the fight. Let's say you get initiated on for example. You want to immediatly used locket + mikaels on squishy ally being targeted, preferably predict the enemy doing the most damage and use Exhaust. Then you use The Box to give time to get distance and time to kite. Dark Passage can also work here if you can get targeted ally to safety. Flay should be used to kite for your team.
Thank you for reading dear viewer. I hope you have learned the ropes or at least thing or two about Thresh. If you have any questions or thoughts please feel free to say so in the comment section. Unfortunately I propably won't be making a screenshots section but you can always post them in the comments and you can also contact me by sending me a PM here) Cheers
The only problem is if leona manages to get stun on your ADC with E but you should be able to block the E every single time with flay. Easily poked by your AA
Taric Very minimal risk due being very short ranged and only threat is mid ranged stun. You can AA harass easily and just go all in against this guy.
Not a real threat but Janna has decent disengage and kiting to nullify your CC. You need to make things happen as shield + ADC AA poke loses the trade for your ADC.
Outsustain you hard and has annoying silence + some Q oke but runs out of health + mana fast if you do small poke fights towards her.
Early hooks + mana problems destroy her. Will outsustain and has OK poke but it's close ranged. Try to have minion advantage against her.
Zilean has really weak early laning phase before getting to recall to buy items. He is really squishy and therefore almost instantly dies if you hook him at levels 1-2. After Zilean gets a few items however, it will be a tricky situation if you don't have minion wave advantage. Huge poke + ultimate to save from towerdives or to do close to death trades.
You outrange alistar and I doubt he wants to use CC on you either so it's a farm lane until you land a hook on ADC. (Alistar can disengage really quickly tho)
Pretty annoying support to go against. Don't get poked to the pount you can't engage anymore and you're fine. She does have decent disengage + dmg even if you go in though.
Big annoyance. Don't get poked to the point where you can't go in. She has great mobility, disengage and protection for ADC. Look to make early game count.
Blocks your CC and your ADC auto attacks, has great disengage and engage. Wins small 2-3 AA fights easily.
Make early game hooks or it will be hell after their bot lane is able to survive from being hooked. She will outsustain + poke you after early levels
Get early hook or rip. Her plants can block Q and she outdamages and ranges you. Level 6 and beyong is almost a 1 burst fest.
Not the most common support but it's out there. You need early hooks due Vel'koz is a big annoyance if he is able to survive the hooks because of the massive damage input with decently high range.
Rip dreams. Nullifies every single CC you have if she uses black shield well. The only option is to distract morgana shield to a wrong person or go in after shield is on CD.
Hello viewer. My name is jjoxuu and I main bot lane in diamond level. I enjoy playing ADC the most, but I also play the role of support. Since season 3, I've mained Thresh and during this season, it's my most played support. You can get away with Thresh pick against/with any team composition and it's a great pick for both soloQ and teamranked.
This guide will be for utility/bruiser Thresh. The build, masteries and runes are the most efficient ones in my opinion and I will try to explain why these picks are the most viable ones in my opinion. I will also try to cover as much information as I simply can while making this guide so that it can benefit most of the readers.
What is the purpose of this?
I want to discuss a little of the support role's playing style, why would you want to play support and some generic thoughts on the role. One big point I would like to make first and clearly: YOU ARE NOT ALONE IN THE BOTTOM LANE. Bot lane in the current meta is a 2v2 lane, meaning you have to deal/work with someone else in your team. The most common mistake I see is when support's who forget that.
You want to have communication and you can't just go shooting off alone and then flame the ADC for not following since you didn't mention anything about going in. One of the worst things you can do is go blaming your teammates for your own death. By behaving negatively, your ADC in the lane WILL play a lot worse and stop trusting your calls. Usually the ADC comes first due as support, you usually won't be as good of a damage source so it's usually you who should take the damage because every damage you take is out of your ADC.
You don't have to think yourself of worthless and only think of the ADC however. You should avoid dieng and just leaving the ADC in some situations where you have no tools to help the ADC at all. You are much more valueable asset in the early game than the ADC. Always remember that. Most of the plays and escapes are started by the support.
Why do I play support?
I play support because I enjoy communicating with someone in the same lane. I like landing the game changing CC or escape tool. It's also a very strategic and important role where 1 good play can win you the game. I also enjoy the overall combination of different compositions you can put bot lane, for example: you can combine 2 different kits into 1 strategic move to kill someone off.
Climbing as support?
Support can be a effective way to climb if you know how to play support relatively well. The skill levels of supports vary a tonloads, especially in earlier elos. You can win the bottom lane even if your ADC would be total garbage, as long as you land the game changing hooks, grabs, stuns and roots. It doesn't matter if the enemy ADC is better than yours if you can close that gap. I'd say everyone should at least learn 1 generally good support and I'd say Thresh is a very good candidate.
>> Thresh is a good support overall and was considered to be the best for a long time. Thresh has really good kit due high amounts of CC and they all allow alies to catch the enemy easily. Thresh also gives a escape and re-positioning tool for ADC without escape. Your team can get away from many crazy situations thanks to that. Thresh is also pretty tanky thanks to his passive and scalings.
>> I could argue that Thresh is one of the hardest supports to master out there. Every single ability is a skillshot which ain't easy to use correctly. The Box is pretty simple to use but that's it. One of the greatest weaknessess is lack of sustain and the cooldowns of his abilities. This also leads us to lack of poke besides short ranged auto attacks. You pretty much need to land your things to get something done.
Thresh is a bruiser support with decent damage, high amounts of CC and great escape/kiting tools for ADCs. Shines at every stage of the game which includes team fights. Prefers aggresive lane and synergies well with strong early game ADC such as Lucian or Graves. Thresh is vulnerable to getting outsustained and to basically anything that has the ability to block the incoming CC.
I take 9x of these marks to increase the damage of Thresh. He benefits from AD due to Flay passive. I prefer having full 9 AD marks so it's easier to use Relic Shield and deal great damage with AA.
I take 9x of these glyphs to gain defense against magic damage abilities and attacks. Some supports build AP heavy items and we could include enemy jungler there and there is always the mid laner too so really basic value glyphs to take.
I take 9x health seals to be tankier early game. Thresh already gets armor from Damnation's passive so I feel I won't need to extra armor too much. You situationally can take armor seals too by all means tough.
I take 3x of these quints to be able to take more damage. Having AD quints makes me feel too squishy and I don't like hp quints value. Those are great situational choices however and it's up to your preferication in the end.
>> Block + Recovery are obvious picks from tier 1 as there is no better choices. Block is much better than you may think. It's really good for being tier 1.
>> Then we take Unyielding + Veteran Scars . Small amount of health for early game and a highly undervalued mastery in the earlier elos: Unyielding . It's surprisngly good if you do the maths.
>> Next a group of three Juggernaut + Hardiness + Resistance . They all give a mix of some kind of defense. Resistance is often not picked but the next tier picks are not all that good.
>> Round off with Reinforced Armor . That's the best mastery for the remaining point. 10% can mean a lot if the critical strike is around 700 damage for example.
>> Start off with Phasewalker + Fleet of Foot. Reduced recall is just to get to the next tier but you can spend it in other tiers if you like. Fleet of Foot is to gain movement speed as it is a important stat to catch someone.
>> Next Summoner's Insight + Alchemist . I really like the reduced summoner cooldown because if you use summoners at the same with top lane for example, you may just get yours up earlier thanks to the mastery. Alchemist gives nice amount of extra sustain.
>> Continue with Culinary Master + Greed . Cookie mastery follows the same path as Alchemist so you get small amount of extra sustain and gold regen mastery is nobrainer out of the picks left.
>> Finish off with Scavenger + Wealth . To get the extra potion or ward, Wealth is necessary and Scavenger gives you a great deal of gold troughout the game.
Flash is the most important spell in the game and is also the most used. It's especially good on Thresh due giving the chance to make awesome plays with it. Flash + Dark Passage can also save your teammate a Flash which is nice. Of course it works as an escape most of the times.
Exhaust is really good pick and also a great advantage considering late game team fights. It's not that useful early game. I can see why people would take Ignite over this but Exhaust is so much more useful in late game team fights to pretty much completly shutdown enemy ADC damage for example.
Ignite is still a decent pick if you have the possibility to dominate bottom lane. It adds a great deal of pressure and deals well against heals. It's not a ideal pick considering late game team fights because it's more of a tool for pressure than damage for supports.
>> Relic Shield + potions/wards is pretty standard starting for any supports. Don't skip or save gold on the wards. Always get a pink ward when you have enough cash and you need normal wards before you can afford Sightstone which will then save money every time you place a ward.
>> The very core items of Thresh or basically any supports. Both can end up being huge in a team fight. The order depends on the enemy team composition. Usually Locket of the Iron Solari is better against double AP comps whereas Mikael's Crucible is good cleanse if the enemy team has 1 ap or high amounts of CC lockdown.
>> Usually Randuin's Omen helps more at this stage of the game. I think Frozen Heart should be taken earlier to make a bigger impact but I don't want to replace the core items. Frozen Heart is good against AA reliant team but I feel like randuin's helps overall and is a better general item.
>> Talisman of Ascension is not that popular because Ancient Coin is really bad item. You'd be forced to start with Ruby Crystal, Sightstone and then get talisman components. It's active is sometimes better which is why it's taken. I'd recommend Ancient Coin start only for beginners. Ruby Sightstone is situational item when you just have enough gold laying around after full build to get the extra ward. It's good if you have a lot of vision wars.
The ability sequence maximizes utility. You can take Flay as first to max if you run really agressive Thresh but I prefer the utility one. Death Sentence is maxed first in order to get the really high cooldown a little bit lower. You can land 1 hook in between Morgana's shield by doing this for example. Dark Passage is maxed second, also mainly for the reduced cooldown but it does give more shield as it's leveled up. Flay is maxed as last because the build focuses on utility so offensive ability is maxed last. The Box is taken whenever possible due it's the ultimate and benefits greatly from levels.
Damnation: Pretty good passive actually. Gives a great amount of both ability power and armor. I really value the passive armor gain which basically allows the 2x magic resist items yet still remain tanky vs AD.
Death sentence: The ability which makes Thresh a great champion to make a pick-up kill happen. Re-activating this ability actually makes the CC time longer and it's often better to re-activate to close the gap. Don't re-activate if it makes you lose a trade!
Dark passage: Great escape tool and shield for your ADC but also great ability to throw at your jungler so the two of you can close the gap together instead of the jungler walking to the lane.
Flay: Good ability to help with Relic Shield proc since Thresh doesn't get to execute the minion at half hp. It's also great ability to poke enemy support, especially if against melee one. Usage of flay is tricky since it's reversed and when you want to pull enemy towards you, you have to aim behind you.
The box: Really strong ability to catch several opponents. Can also be used defensively BEFORE enemies get in range to attack you. They're simply forced to go around it or trough it. Usually used best when you first land Death Sentence and use it when the enemy is in the middle.
Every ADC above that list has good synergy with Thresh. You can basically make any lane work with Thresh, depending on the enemy bottom lane. These picks are generally always good. Everything out of this list are still OK. I can't see any really bad ADC to play with Thresh.
Usually you want to have some kind of early pressure from your ADC so you cna make plays and play aggressively. All of the above should do fine in early game more or less thanks to their playing style and kit. The ADCs listed above should have lot's of damage, burst, long range, poke or just lane dominant thanks to their kits.
Everything out of the list can still work but are not played as offensive. Kog'Maw needs escape and safe laning phase for example and Thresh can do that job by providing pressure + escape with shield. Tristana can work as a burst champion too if you land a hook and you can go all in. These are just examples and everything out of that list can certainly work better than those above of it.
It is time to explain some gameplay. I put this section in 3 different sections: early, mid and late game. Let's start with early game. Thresh is pretty meh level 1 unless you can get a catch in the enemy jungle with Death Sentence. Otherwise you propably just want to help ADC push for fast level 2 and get vision of enemy bottom lane brush. Level 2 is really srong due you usually don't have a huge minion wave against you and Thresh is godlike if you level up before they do because that usually means they have no answer to your CC. Following levels is just playing around with your CC, using your Flay passive to poke enemy ADC, engaging if you land CC and know enemy jungler won't come and you win the trade. (THIS IS IMPORTANT! Don't ever let your ADC feel like 1v2. You can still provide pressure if you miss CC)
After level 6 you can provide really good ganking potential (Well you do before too ofc). You can ask for lantern ganks It's really good if you're ahead in cs or you've gotten kill or stayed even in lane. Since you have Sightstone, you want to have vision what's happening around enemy blue, river + dragon and your tribush in case of mid lane gank. I'd say you can all in pretty much against everyone except fed AP carry supports that can burst. (Assuming no summoners won't be used)
Around mid game and after you leave your laning phase, you will have lot's of dragon fights. You want to do preparations for the incoming fight. Get pink ward, have a sweeper, ward so you know what will be coming from mid lane and from enemy blue. In case you get jumped on, you want to make sure your ADC is safe. Using The Box defensively and hooking the biggest threat of enemy team is welcome at this point. In case you are initiating: You want to have a good hook to enemy carry and keep your ADC safe (or any fed carry champion basically). Exhausting the biggest damage dealer is also really good if you have it up.
The fights will basically go like previously mentioned dragon fight. You usually have to make a thinking progress wether you can go all in after you land a CC on an opponent or do you need to stay with your fed carry because that will win you the team fight. Death Sentence + Dark Passage to your bruiser towards enemy squishy is often the best initiation. Then you use The Box to stop escape and Flay enemy towards your team or interrupt ability like Valkyrie or Crowstorm. At the middle of this, pop Locket of the Iron Solari and use Mikael's Crucible on ally who is under CC.
Second option is to protect your fed squishy that can carry the fight. Let's say you get initiated on for example. You want to immediatly used locket + mikaels on squishy ally being targeted, preferably predict the enemy doing the most damage and use Exhaust. Then you use The Box to give time to get distance and time to kite. Dark Passage can also work here if you can get targeted ally to safety. Flay should be used to kite for your team.
Thank you for reading dear viewer. I hope you have learned the ropes or at least thing or two about Thresh. If you have any questions or thoughts please feel free to say so in the comment section. Unfortunately I propably won't be making a screenshots section but you can always post them in the comments and you can also contact me by sending me a PM here) Cheers
I'm currently somewhat OK with the current grammar/spellchecks but if you want to do it, I would be really grateful. There is no urgent need cus it's really pain in the *** to do.
[quote=Joxuu]That would be super awesome :3
I have saved the guide as text only in my wordpad so there shouldn't be any coding in it.
I've made some changes according to spellchecks/Latest Legend but I barely got started.
Whole guide in the spoiler below
[spoiler=Guide As Text]Pretty minimal threat unless you get hooked on to the tower. You benefit from getting hooked and you can lantern ADC back if ADC gets hooked.
The only problem is if leona manages to get stun on your ADC with E but you should be able to block the E every single time with flay. Easily poked by your AA
Taric Very minimal risk due being very short ranged and only threat is mid ranged stun. You can AA harass easily and just go all in against this guy.
Not a real threat but Janna has decent disengage and kiting to nullify your CC. You need to make things happen as shield + ADC AA poke loses the trade for your ADC.
Outsustain you hard and has annoying silence + some Q oke but runs out of health + mana fast if you do small poke fights towards her.
Early hooks + mana problems destroy her. Will outsustain and has OK poke but it's close ranged. Try to have minion advantage against her.
Zilean has really weak early laning phase before getting to recall to buy items. He is really squishy and therefore almost instantly dies if you hook him at levels 1-2. After Zilean gets a few items however, it will be a tricky situation if you don't have minion wave advantage. Huge poke + ultimate to save from towerdives or to do close to death trades.
You outrange alistar and I doubt he wants to use CC on you either so it's a farm lane until you land a hook on ADC. (Alistar can disengage really quickly tho)
Pretty annoying support to go against. Don't get poked to the pount you can't engage anymore and you're fine. She does have decent disengage + dmg even if you go in though.
Big annoyance. Don't get poked to the point where you can't go in. She has great mobility, disengage and protection for ADC. Look to make early game count.
Blocks your CC and your ADC auto attacks, has great disengage and engage. Wins small 2-3 AA fights easily.
Make early game hooks or it will be hell after their bot lane is able to survive from being hooked. She will outsustain + poke you after early levels
Get early hook or rip. Her plants can block Q and she outdamages and ranges you. Level 6 and beyong is almost a 1 burst fest.
Not the most common support but it's out there. You need early hooks due Vel'koz is a big annoyance if he is able to survive the hooks because of the massive damage input with decently high range.
Rip dreams. Nullifies every single CC you have if she uses black shield well. The only option is to distract morgana shield to a wrong person or go in after shield is on CD.
Hello viewer. My name is jjoxuu and I main bot lane in diamond level. I enjoy playing ADC the most, but I also play the role of support. Since season 3, I've mained Thresh and during this season, it's my most played support. You can get away with Thresh pick against/with any team composition and it's a great pick for both soloQ and teamranked.
This guide will be for utility/bruiser Thresh. The build, masteries and runes are the most efficient ones in my opinion and I will try to explain why these picks are the most viable ones in my opinion. I will also try to cover as much information as I simply can while making this guide so that it can benefit most of the readers.
What is the purpose of this?
I want to discuss a little of the support role's playing style, why would you want to play support and some generic thoughts on the role. One big point I would like to make first and clearly: YOU ARE NOT ALONE IN THE BOTTOM LANE. Bot lane in the current meta is a 2v2 lane, meaning you have to deal/work with someone else in your team. The most common mistake I see is when support's who forget that.
You want to have communication and you can't just go shooting off alone and then flame the ADC for not following since you didn't mention anything about going in. One of the worst things you can do is go blaming your teammates for your own death. By behaving negatively, your ADC in the lane WILL play a lot worse and stop trusting your calls. Usually the ADC comes first due as support, you usually won't be as good of a damage source so it's usually you who should take the damage because every damage you take is out of your ADC.
You don't have to think yourself of worthless and only think of the ADC however. You should avoid dieng and just leaving the ADC in some situations where you have no tools to help the ADC at all. You are much more valueable asset in the early game than the ADC. Always remember that. Most of the plays and escapes are started by the support.
Why do I play support?
I play support because I enjoy communicating with someone in the same lane. I like landing the game changing CC or escape tool. It's also a very strategic and important role where 1 good play can win you the game. I also enjoy the overall combination of different compositions you can put bot lane, for example: you can combine 2 different kits into 1 strategic move to kill someone off.
Climbing as support?
Support can be a effective way to climb if you know how to play support relatively well. The skill levels of supports vary a tonloads, especially in earlier elos. You can win the bottom lane even if your ADC would be total garbage, as long as you land the game changing hooks, grabs, stuns and roots. It doesn't matter if the enemy ADC is better than yours if you can close that gap. I'd say everyone should at least learn 1 generally good support and I'd say Thresh is a very good candidate.
>> Thresh is a good support overall and was considered to be the best for a long time. Thresh has really good kit due high amounts of CC and they all allow alies to catch the enemy easily. Thresh also gives a escape and re-positioning tool for ADC without escape. Your team can get away from many crazy situations thanks to that. Thresh is also pretty tanky thanks to his passive and scalings.
>> I could argue that Thresh is one of the hardest supports to master out there. Every single ability is a skillshot which ain't easy to use correctly. The Box is pretty simple to use but that's it. One of the greatest weaknessess is lack of sustain and the cooldowns of his abilities. This also leads us to lack of poke besides short ranged auto attacks. You pretty much need to land your things to get something done.
Thresh is a bruiser support with decent damage, high amounts of CC and great escape/kiting tools for ADCs. Shines at every stage of the game which includes team fights. Prefers aggresive lane and synergies well with strong early game ADC such as Lucian or Graves. Thresh is vulnerable to getting outsustained and to basically anything that has the ability to block the incoming CC.
I take 9x of these marks to increase the damage of Thresh. He benefits from AD due to Flay passive. I prefer having full 9 AD marks so it's easier to use Relic Shield and deal great damage with AA.
I take 9x of these glyphs to gain defense against magic damage abilities and attacks. Some supports build AP heavy items and we could include enemy jungler there and there is always the mid laner too so really basic value glyphs to take.
I take 9x health seals to be tankier early game. Thresh already gets armor from Damnation's passive so I feel I won't need to extra armor too much. You situationally can take armor seals too by all means tough.
I take 3x of these quints to be able to take more damage. Having AD quints makes me feel too squishy and I don't like hp quints value. Those are great situational choices however and it's up to your preferication in the end.
>> Block + Recovery are obvious picks from tier 1 as there is no better choices. Block is much better than you may think. It's really good for being tier 1.
>> Then we take Unyielding + Veteran Scars . Small amount of health for early game and a highly undervalued mastery in the earlier elos: Unyielding . It's surprisngly good if you do the maths.
>> Next a group of three Juggernaut + Hardiness + Resistance . They all give a mix of some kind of defense. Resistance is often not picked but the next tier picks are not all that good.
>> Round off with Reinforced Armor . That's the best mastery for the remaining point. 10% can mean a lot if the critical strike is around 700 damage for example.
>> Start off with Phasewalker + Fleet of Foot. Reduced recall is just to get to the next tier but you can spend it in other tiers if you like. Fleet of Foot is to gain movement speed as it is a important stat to catch someone.
>> Next Summoner's Insight + Alchemist . I really like the reduced summoner cooldown because if you use summoners at the same with top lane for example, you may just get yours up earlier thanks to the mastery. Alchemist gives nice amount of extra sustain.
>> Continue with Culinary Master + Greed . Cookie mastery follows the same path as Alchemist so you get small amount of extra sustain and gold regen mastery is nobrainer out of the picks left.
>> Finish off with Scavenger + Wealth . To get the extra potion or ward, Wealth is necessary and Scavenger gives you a great deal of gold troughout the game.
Flash is the most important spell in the game and is also the most used. It's especially good on Thresh due giving the chance to make awesome plays with it. Flash + Dark Passage can also save your teammate a Flash which is nice. Of course it works as an escape most of the times.
Exhaust is really good pick and also a great advantage considering late game team fights. It's not that useful early game. I can see why people would take Ignite over this but Exhaust is so much more useful in late game team fights to pretty much completly shutdown enemy ADC damage for example.
Ignite is still a decent pick if you have the possibility to dominate bottom lane. It adds a great deal of pressure and deals well against heals. It's not a ideal pick considering late game team fights because it's more of a tool for pressure than damage for supports.
>> Relic Shield + potions/wards is pretty standard starting for any supports. Don't skip or save gold on the wards. Always get a pink ward when you have enough cash and you need normal wards before you can afford Sightstone which will then save money every time you place a ward.
>> The very core items of Thresh or basically any supports. Both can end up being huge in a team fight. The order depends on the enemy team composition. Usually Locket of the Iron Solari is better against double AP comps whereas Mikael's Crucible is good cleanse if the enemy team has 1 ap or high amounts of CC lockdown.
>> Usually Randuin's Omen helps more at this stage of the game. I think Frozen Heart should be taken earlier to make a bigger impact but I don't want to replace the core items. Frozen Heart is good against AA reliant team but I feel like randuin's helps overall and is a better general item.
>> Talisman of Ascension is not that popular because Ancient Coin is really bad item. You'd be forced to start with Ruby Crystal, Sightstone and then get talisman components. It's active is sometimes better which is why it's taken. I'd recommend Ancient Coin start only for beginners. Ruby Sightstone is situational item when you just have enough gold laying around after full build to get the extra ward. It's good if you have a lot of vision wars.
The ability sequence maximizes utility. You can take Flay as first to max if you run really agressive Thresh but I prefer the utility one. Death Sentence is maxed first in order to get the really high cooldown a little bit lower. You can land 1 hook in between Morgana's shield by doing this for example. Dark Passage is maxed second, also mainly for the reduced cooldown but it does give more shield as it's leveled up. Flay is maxed as last because the build focuses on utility so offensive ability is maxed last. The Box is taken whenever possible due it's the ultimate and benefits greatly from levels.
Damnation: Pretty good passive actually. Gives a great amount of both ability power and armor. I really value the passive armor gain which basically allows the 2x magic resist items yet still remain tanky vs AD.
Death sentence: The ability which makes Thresh a great champion to make a pick-up kill happen. Re-activating this ability actually makes the CC time longer and it's often better to re-activate to close the gap. Don't re-activate if it makes you lose a trade!
Dark passage: Great escape tool and shield for your ADC but also great ability to throw at your jungler so the two of you can close the gap together instead of the jungler walking to the lane.
Flay: Good ability to help with Relic Shield proc since Thresh doesn't get to execute the minion at half hp. It's also great ability to poke enemy support, especially if against melee one. Usage of flay is tricky since it's reversed and when you want to pull enemy towards you, you have to aim behind you.
The box: Really strong ability to catch several opponents. Can also be used defensively BEFORE enemies get in range to attack you. They're simply forced to go around it or trough it. Usually used best when you first land Death Sentence and use it when the enemy is in the middle.
Every ADC above that list has good synergy with Thresh. You can basically make any lane work with Thresh, depending on the enemy bottom lane. These picks are generally always good. Everything out of this list are still OK. I can't see any really bad ADC to play with Thresh.
Usually you want to have some kind of early pressure from your ADC so you cna make plays and play aggressively. All of the above should do fine in early game more or less thanks to their playing style and kit. The ADCs listed above should have lot's of damage, burst, long range, poke or just lane dominant thanks to their kits.
Everything out of the list can still work but are not played as offensive. Kog'Maw needs escape and safe laning phase for example and Thresh can do that job by providing pressure + escape with shield. Tristana can work as a burst champion too if you land a hook and you can go all in. These are just examples and everything out of that list can certainly work better than those above of it.
It is time to explain some gameplay. I put this section in 3 different sections: early, mid and late game. Let's start with early game. Thresh is pretty meh level 1 unless you can get a catch in the enemy jungle with Death Sentence. Otherwise you propably just want to help ADC push for fast level 2 and get vision of enemy bottom lane brush. Level 2 is really srong due you usually don't have a huge minion wave against you and Thresh is godlike if you level up before they do because that usually means they have no answer to your CC. Following levels is just playing around with your CC, using your Flay passive to poke enemy ADC, engaging if you land CC and know enemy jungler won't come and you win the trade. (THIS IS IMPORTANT! Don't ever let your ADC feel like 1v2. You can still provide pressure if you miss CC)
After level 6 you can provide really good ganking potential (Well you do before too ofc). You can ask for lantern ganks It's really good if you're ahead in cs or you've gotten kill or stayed even in lane. Since you have Sightstone, you want to have vision what's happening around enemy blue, river + dragon and your tribush in case of mid lane gank. I'd say you can all in pretty much against everyone except fed AP carry supports that can burst. (Assuming no summoners won't be used)
Around mid game and after you leave your laning phase, you will have lot's of dragon fights. You want to do preparations for the incoming fight. Get pink ward, have a sweeper, ward so you know what will be coming from mid lane and from enemy blue. In case you get jumped on, you want to make sure your ADC is safe. Using The Box defensively and hooking the biggest threat of enemy team is welcome at this point. In case you are initiating: You want to have a good hook to enemy carry and keep your ADC safe (or any fed carry champion basically). Exhausting the biggest damage dealer is also really good if you have it up.
The fights will basically go like previously mentioned dragon fight. You usually have to make a thinking progress wether you can go all in after you land a CC on an opponent or do you need to stay with your fed carry because that will win you the team fight. Death Sentence + Dark Passage to your bruiser towards enemy squishy is often the best initiation. Then you use The Box to stop escape and Flay enemy towards your team or interrupt ability like Valkyrie or Crowstorm. At the middle of this, pop Locket of the Iron Solari and use Mikael's Crucible on ally who is under CC.
Second option is to protect your fed squishy that can carry the fight. Let's say you get initiated on for example. You want to immediatly used locket + mikaels on squishy ally being targeted, preferably predict the enemy doing the most damage and use Exhaust. Then you use The Box to give time to get distance and time to kite. Dark Passage can also work here if you can get targeted ally to safety. Flay should be used to kite for your team.
Thank you for reading dear viewer. I hope you have learned the ropes or at least thing or two about Thresh. If you have any questions or thoughts please feel free to say so in the comment section. Unfortunately I propably won't be making a screenshots section but you can always post them in the comments and you can also contact me by sending me a PM here) Cheers[/spoiler]
I'm currently somewhat OK with the current grammar/spellchecks but if you want to do it, I would be really grateful. There is no urgent need cus it's really pain in the ass to do.[/quote]

"A person giving you advice isn't perfect and has their own shortcomings but they may give you the piece that you're missing."
Here you are:
Spoiler: Click to view
This is what I've fixed/changed so far. It should be void of grammatical and spelling errors, I've also reworded some awkward sentences for clarity's sake. If you want me to go ahead and keep doing the latter, I can go through it with a bit more scrutiny.

He's a pretty minimal threat unless you get hooked under their tower. You benefit from getting hooked and you can lantern your ADC back if they get hooked.
The only problem is if Leona manages to get stun on your ADC with EQ. You should be able to block the E every single time with flay and she is easily poked by your AAs.
Taric Very minimal risk due being very short ranged. His only threat is a mid ranged stun. You can AA harass easily and just go all in against this guy.
Not a real threat but Janna has decent disengage and kiting to nullify your CC. You need to make things happen as shield + ADC AA poke loses the trade for your ADC.
She will out-sustain you hard and has an annoying silence + some Q poke, but runs out of health + mana fast if you do small poke fights towards her.
Early hooks + mana problems destroy her. She will out-sustain you and has OK poke but it's close range. Try to have minion advantage against her.
Zilean has really weak early laning phase before recalling to buy items. He is really squishy and therefore almost instantly dies if you hook him at levels 1-2. After Zilean gets a few items however, it will be a tricky situation if you don't have minion wave advantage. He has huge poke + ultimate to save from tower dives or to do close to death trades.
You outrange Alistar and I doubt he wants to use CC on you either, so it ends up being a farm lane until you land a hook on ADC. (Alistar can disengage really quickly though)
She’s an annoying support to go against. Don't get poked to the point you can't engage anymore and you're fine. She does have decent disengage + damage even if you go in though.
She’s a big annoyance. Don't get poked to the point where you can't go in. She has great mobility, disengage and protection for ADC. Look to make early game count.
Blocks your CC and your ADC auto attacks, has great disengage and engage. He wins small 2-3 AA fights easily.
Make early game hooks or it will be hell after their bot lane is able to survive from being hooked. She will out-sustain + poke you after early levels
Get early hook or rip. Her plants can block Q and she out-damages and ranges you. Level 6 and beyond is almost a one burst fest.
Not the most common support, but it's out there. You need to land early hooks because Vel'koz is a big annoyance if he is able to survive due to his massive damage input with decently high range.
Rip dreams. Nullifies every single CC you have if she uses black shield well. The only option is to get Morgana to shield the wrong person or go in after shield is on CD.
Hello viewer. My name is jjoxuu and I main bot lane in diamond level. I enjoy playing ADC the most, but I also play the role of support. Since season 3, I've mained Thresh and during this season, it's my most played support. You can get away with Thresh pick against/with any team composition and it's a great pick for both solo queue and team ranked.
This guide will be for utility/bruiser Thresh. The build, masteries and runes are the most efficient ones in my opinion and I will try to explain why these picks are the most viable ones in my opinion. I will also try to cover as much information as I simply can while making this guide so that it can benefit most of the readers.
What is the purpose of this?
I want to discuss a little of the support role's playing style, why would you want to play support and some generic thoughts on the role. One big point I would like to make first and clearly: YOU ARE NOT ALONE IN THE BOTTOM LANE. Bot lane in the current meta is a 2v2 lane, meaning you have to deal/work with someone else in your team. The most common mistake I see is supports who forget that.
You want to have communication and you can't just go shooting off alone and then flame the ADC for not following since you didn't mention anything about going in. One of the worst things you can do is blame your teammates for your own mistakes or deaths. By behaving negatively, your ADC in the lane WILL play a lot worse and stop trusting your calls. Usually the ADC comes first due as support; you usually won't be as good of a damage source so you’ll want to take damage for your ADC whenever possible.
You don't have to think yourself of worthless and only think of the ADC however. You should avoid dying and just leave the ADC in some situations where you have no tools to help them at all. You are a much more valuable asset in the early game than the ADC. Always remember that. Most of the plays and escapes are started by the support.
Why do I play support?
I play support because I enjoy communicating with someone in the same lane. I like landing the game-changing CC or escape tool. It's also a very strategic and important role where one good play can win you the game. I also enjoy the overall combination of different compositions you can put bot lane, for example: you can combine 2 different kits into one strategic move to kill someone off.
Climbing as support?
Support can be an effective way to climb if you know how to play support relatively well. The skill levels of supports vary quite a bit, especially in earlier elos. You can win the bottom lane even if your ADC is total garbage, as long as you land the game changing hooks, grabs, stuns and roots. It doesn't matter if the enemy ADC is better than yours if you can close that gap. I'd say everyone should at least learn one generally good support and I'd say Thresh is a very good candidate.
>> Thresh is a good support overall and was considered to be the best for a long time. Thresh has really good kit due high amounts of CC and they all allow allies to catch the enemy easily. Thresh also gives an escape and re-positioning tool for an ADC without escape. Your team can get away from many crazy situations thanks to that. Thresh is also pretty bulky thanks to his passive and scalings.
>> I could argue that Thresh is one of the hardest supports to master out there. Every one of his abilities is a skill shot, making them more difficult to use correctly. The Box is pretty simple to use, but that's it. One of the greatest weaknesses he has is a lack of sustain and his high ability cooldowns. This also leads to a lack of poke besides short-ranged auto attacks. You pretty much need to land your things to get something done.
Thresh is a bruiser support with decent damage, high amounts of CC, and great escape/kiting tools for ADCs. He shines at every stage of the game, including team fights. Thresh prefers an aggressive lane and synergizes well with strong early game ADCs such as Lucian or Graves. Thresh is vulnerable to getting out-sustained and basically anything that has the ability to block incoming CC.
I take 9 of these marks to increase Thresh’s damage. He benefits from AD due to Flay’s passive. I prefer having full 9 AD marks so it's easier to use Relic Shield and deal great damage with AA.
I take 9 of these glyphs to gain defense against magic damage abilities and attacks. Some supports build AP heavy items and we could include enemy jungler there and there is always the mid laner too so really basic value glyphs to take.
I take 9 health seals to be tankier early game. Thresh already gets armor from Damnation's passive so I feel I don't need extra armor much. You can take armor seals situationally, if you prefer it.
I take 3 of these quints to be able to take more damage. Having AD quints makes me feel too squishy and I don't like hp quints. Those are great situational choices, however; it’s down to personal preference in the end.
> Block + Recovery are obvious picks from tier one as there are no better choices. Block is much better than you may think, given that it’s tier one.
>> Then we take Unyielding + Veteran Scars. Small amount of health for early game and a highly undervalued mastery in the earlier elos: Unyielding. It's surprisingly good if you do the math.
>> Next a group of three Juggernaut + Hardiness + Resistance. They all give a mix of some kind of defense. Resistance is often not picked but the next tier picks are not all that good.
>> Round off with Reinforced Armor. That's the best mastery for the remaining point. 10% can mean a lot if the critical strike is around 700 damage, for example.
>> Start off with Phasewalker + Fleet of Foot. Reduced recall is just to get to the next tier but you can spend it in other tiers if you like. Fleet of Foot is to gain movement speed as it is an important stat to catch someone.
>> Next Summoner's Insight + Alchemist. I really like the reduced summoner spell cooldown because if you use summoner spells at the same time as top lane for example, you may just get yours up earlier thanks to the mastery. Alchemist gives nice amount of extra sustain.
>> Continue with Culinary Master + Greed. Cookie mastery follows the same path as Alchemist so you get small amount of extra sustain and gold generation mastery is no-brainer out of the picks left.
>> Finish off with Scavenger + Wealth. To get the extra potion or ward, Wealth is necessary and Scavenger gives you a great deal of gold throughout the game.
Flash is the most important spell in the game and is also the most used. It's especially good on Thresh due to the chance to make awesome plays with it. Flash + Dark Passage can also save your teammate a Flash, which is nice. It also makes a great escape or second gap-closer, if needed.
Exhaust is really good pick and also a great advantage for late game team fights. It's not that useful early game. I can see why people would take Ignite over this, but Exhaust is so much more useful late game, especially in team fights, as it has a massive damage de-buff.
Ignite is still a decent pick if you have the possibility to dominate bottom lane. It adds a great deal of pressure and counters healing and sustain. It's not an ideal pick, considering late game team fights, because it's more of a tool for pressure than damage for supports.
>> Relic Shield + potions/wards is a pretty standard start for any supports. Don't skip or save gold on the wards. Always get a pink ward when you have enough cash and you need normal wards before you can afford Sightstone which will then save money every time you place a ward.
>> The very core items of Thresh or basically any supports. Both can end up being huge in a team fight. The order depends on the enemy team composition. Usually Locket of the Iron Solari is better against double AP comps whereas Mikael's Crucible is good cleanse if the enemy team has one ap or high amounts of CC lockdown.
>> Usually Randuin's Omen helps more at this stage of the game. I think Frozen Heart should be taken earlier to make a bigger impact but I don't want to replace the core items. Frozen Heart is good against AA reliant team but I feel like randuin's helps overall and is a better general item.
>> Talisman of Ascension is not that popular because Ancient Coin is really bad item. You'd be forced to start with Ruby Crystal, Sightstone and then get talisman components. Its active is sometimes better which is why it's taken. I'd recommend Ancient Coin start only for beginners. Ruby Sightstone is situational item when you just have enough gold lying around after full build to get the extra ward. It's good if you have a lot of vision wars.
The ability sequence maximizes utility. You can max Flay first if you prefer to play a really aggressive Thresh, but I prefer to maximize his utility. Death Sentence is maxed first in order to lower its cooldown. You can land one hook in between Morgana's shield by doing this, for example. Dark Passage is maxed second, mainly for the reduced cooldown, but it does give more shield as it's leveled up as well. Flay is maxed as last because the build focuses on utility so offensive ability is maxed last. The Box is taken whenever possible, it benefits greatly from levels.
Damnation: Pretty good passive actually. This gives a great amount of both ability power and armor. I really value the passive armor gain which basically allows the twice as many magic resist items while still remaining tanky vs AD.
Death sentence: The ability which makes Thresh a great champion to make a pick-up kill happen. Re-activating this ability actually makes the CC time longer and it's often better to re-activate to close the gap. Don't re-activate if it makes you lose a trade!
Dark passage: Great escape tool and shield for your ADC, but also great ability to throw at your jungler so the two of you can close the gap together instead of the jungler walking to the lane.
Flay: Good ability to help with Relic Shield proc since Thresh doesn't get to execute the minion at half hp. It's also great ability to poke enemy support, especially if against melee one. Usage of flay is tricky since it's reversed and when you want to pull enemy towards you, you have to aim behind you.
The box: Really strong ability to catch several opponents. This can also be used defensively BEFORE enemies get in range to attack you. They're simply forced to go around it or through it. Usually used best when you first land Death Sentence and use it when the enemy is in the middle.
Every ADC above that list has good synergy with Thresh. You can basically make any lane work with Thresh, depending on the enemy bottom lane. These picks are generally always good. Everything out of this list is still OK. I can't think of a truly bad ADC to play with Thresh.
Usually you want to have some kind of early pressure from your ADC so you can make plays and play aggressively. All of the above should do fine in early game more or less thanks to their playing style and kit. The ADCs listed above should have lots of damage, burst, long range, poke or just lane dominant thanks to their kits.
Everything out of the list can still work, but these are not always played as offensively. Kog'Maw needs an escape and a safe laning phase, for example. Thresh can do that job by providing pressure + escape with shield. Tristana can work as a burst champion, if you land a hook and you can go all in. These are just examples and everything out of that list can certainly work better than those above of it in certain situations.
It is time to explain some gameplay. I put this section in three different sections: early, mid and late game. Let's start with early game. Thresh doesn’t have a great level one unless you can get a catch in the enemy jungle with Death Sentence. Otherwise you probably just want to help ADC push for fast level two and get vision in the enemy bottom lane brush. Level two is really strong due to the fact you usually don't have a huge minion wave against you. Thresh is if you can hit level two first because that usually means they have no answer to your CC. The following levels are just playing around with your CC, using your Flay passive to poke enemy ADC. Engage if you land CC and know the enemy jungler won't come and you win the trade. Don't ever let your ADC feel like they are 1v2. Remember that you can still provide pressure even if you miss CC.
After level 6 you can provide really good ganking potential (as you did before). You can ask for lantern ganks. It's really good if you're ahead in cs or you've gotten kill or stayed even in lane. Since you have Sightstone, you want to have vision what's happening around enemy blue, river + dragon and your tri-bush in case of mid lane gank. I'd say you can all in pretty much against everyone accept fed AP carry supports that can burst. (Assuming no summoner spells are used)
Around mid-game and after you leave your laning phase, you will have lots of dragon fights. You want to do preparations for the incoming fight. Get pink wards, have a sweeper, and ward so you know what will be coming from mid lane and from enemy blue. In case you get jumped on, you want to make sure your ADC is safe. Using The Box defensively and hooking the biggest threat of enemy team is welcome at this point. In case you are initiating: You want to land a good hook on an enemy carry and keep your ADC safe (or any fed carry basically). Exhausting the biggest damage dealer is also really good if you have it up.
The fights will basically go like previously mentioned dragon fight. You usually have to make a thinking progress whether you can go all in after you land a CC on an opponent or do you need to stay with your fed carry because that will win you the team fight. Death Sentence + Dark Passage to your bruiser towards enemy squishy will often be the best initiation. Then you use The Box to stop escape and Flay enemy towards your team or interrupt ability like Valkyrie or Crowstorm. At the middle of this, pop Locket of the Iron Solari and use Mikael's Crucible on an ally who is CC’d.
Second option is to protect your fed squishy that can carry the fight. Let's say you get initiated on for example. You want to immediately used locket + mikaels on a squishy ally being targeted, also try to predict which enemy will do the most damage and use Exhaust on them. Then use The Box to give time to get distance and time to kite. Dark Passage can also work here if you can get a targeted ally to safety. Flay should be used to kite for your team.
Thank you for reading dear viewer. I hope you have learned the ropes or at least thing or two about Thresh. If you have any questions or thoughts please feel free to say so in the comment section. Unfortunately I probably won't be making a screenshots section but you can always post them in the comments and you can also contact me by sending me a PM here) Cheers!
The only problem is if Leona manages to get stun on your ADC with EQ. You should be able to block the E every single time with flay and she is easily poked by your AAs.
Taric Very minimal risk due being very short ranged. His only threat is a mid ranged stun. You can AA harass easily and just go all in against this guy.
Not a real threat but Janna has decent disengage and kiting to nullify your CC. You need to make things happen as shield + ADC AA poke loses the trade for your ADC.
She will out-sustain you hard and has an annoying silence + some Q poke, but runs out of health + mana fast if you do small poke fights towards her.
Early hooks + mana problems destroy her. She will out-sustain you and has OK poke but it's close range. Try to have minion advantage against her.
Zilean has really weak early laning phase before recalling to buy items. He is really squishy and therefore almost instantly dies if you hook him at levels 1-2. After Zilean gets a few items however, it will be a tricky situation if you don't have minion wave advantage. He has huge poke + ultimate to save from tower dives or to do close to death trades.
You outrange Alistar and I doubt he wants to use CC on you either, so it ends up being a farm lane until you land a hook on ADC. (Alistar can disengage really quickly though)
She’s an annoying support to go against. Don't get poked to the point you can't engage anymore and you're fine. She does have decent disengage + damage even if you go in though.
She’s a big annoyance. Don't get poked to the point where you can't go in. She has great mobility, disengage and protection for ADC. Look to make early game count.
Blocks your CC and your ADC auto attacks, has great disengage and engage. He wins small 2-3 AA fights easily.
Make early game hooks or it will be hell after their bot lane is able to survive from being hooked. She will out-sustain + poke you after early levels
Get early hook or rip. Her plants can block Q and she out-damages and ranges you. Level 6 and beyond is almost a one burst fest.
Not the most common support, but it's out there. You need to land early hooks because Vel'koz is a big annoyance if he is able to survive due to his massive damage input with decently high range.
Rip dreams. Nullifies every single CC you have if she uses black shield well. The only option is to get Morgana to shield the wrong person or go in after shield is on CD.
Hello viewer. My name is jjoxuu and I main bot lane in diamond level. I enjoy playing ADC the most, but I also play the role of support. Since season 3, I've mained Thresh and during this season, it's my most played support. You can get away with Thresh pick against/with any team composition and it's a great pick for both solo queue and team ranked.
This guide will be for utility/bruiser Thresh. The build, masteries and runes are the most efficient ones in my opinion and I will try to explain why these picks are the most viable ones in my opinion. I will also try to cover as much information as I simply can while making this guide so that it can benefit most of the readers.
What is the purpose of this?
I want to discuss a little of the support role's playing style, why would you want to play support and some generic thoughts on the role. One big point I would like to make first and clearly: YOU ARE NOT ALONE IN THE BOTTOM LANE. Bot lane in the current meta is a 2v2 lane, meaning you have to deal/work with someone else in your team. The most common mistake I see is supports who forget that.
You want to have communication and you can't just go shooting off alone and then flame the ADC for not following since you didn't mention anything about going in. One of the worst things you can do is blame your teammates for your own mistakes or deaths. By behaving negatively, your ADC in the lane WILL play a lot worse and stop trusting your calls. Usually the ADC comes first due as support; you usually won't be as good of a damage source so you’ll want to take damage for your ADC whenever possible.
You don't have to think yourself of worthless and only think of the ADC however. You should avoid dying and just leave the ADC in some situations where you have no tools to help them at all. You are a much more valuable asset in the early game than the ADC. Always remember that. Most of the plays and escapes are started by the support.
Why do I play support?
I play support because I enjoy communicating with someone in the same lane. I like landing the game-changing CC or escape tool. It's also a very strategic and important role where one good play can win you the game. I also enjoy the overall combination of different compositions you can put bot lane, for example: you can combine 2 different kits into one strategic move to kill someone off.
Climbing as support?
Support can be an effective way to climb if you know how to play support relatively well. The skill levels of supports vary quite a bit, especially in earlier elos. You can win the bottom lane even if your ADC is total garbage, as long as you land the game changing hooks, grabs, stuns and roots. It doesn't matter if the enemy ADC is better than yours if you can close that gap. I'd say everyone should at least learn one generally good support and I'd say Thresh is a very good candidate.
>> Thresh is a good support overall and was considered to be the best for a long time. Thresh has really good kit due high amounts of CC and they all allow allies to catch the enemy easily. Thresh also gives an escape and re-positioning tool for an ADC without escape. Your team can get away from many crazy situations thanks to that. Thresh is also pretty bulky thanks to his passive and scalings.
>> I could argue that Thresh is one of the hardest supports to master out there. Every one of his abilities is a skill shot, making them more difficult to use correctly. The Box is pretty simple to use, but that's it. One of the greatest weaknesses he has is a lack of sustain and his high ability cooldowns. This also leads to a lack of poke besides short-ranged auto attacks. You pretty much need to land your things to get something done.
Thresh is a bruiser support with decent damage, high amounts of CC, and great escape/kiting tools for ADCs. He shines at every stage of the game, including team fights. Thresh prefers an aggressive lane and synergizes well with strong early game ADCs such as Lucian or Graves. Thresh is vulnerable to getting out-sustained and basically anything that has the ability to block incoming CC.
I take 9 of these marks to increase Thresh’s damage. He benefits from AD due to Flay’s passive. I prefer having full 9 AD marks so it's easier to use Relic Shield and deal great damage with AA.
I take 9 of these glyphs to gain defense against magic damage abilities and attacks. Some supports build AP heavy items and we could include enemy jungler there and there is always the mid laner too so really basic value glyphs to take.
I take 9 health seals to be tankier early game. Thresh already gets armor from Damnation's passive so I feel I don't need extra armor much. You can take armor seals situationally, if you prefer it.
I take 3 of these quints to be able to take more damage. Having AD quints makes me feel too squishy and I don't like hp quints. Those are great situational choices, however; it’s down to personal preference in the end.
> Block + Recovery are obvious picks from tier one as there are no better choices. Block is much better than you may think, given that it’s tier one.
>> Then we take Unyielding + Veteran Scars. Small amount of health for early game and a highly undervalued mastery in the earlier elos: Unyielding. It's surprisingly good if you do the math.
>> Next a group of three Juggernaut + Hardiness + Resistance. They all give a mix of some kind of defense. Resistance is often not picked but the next tier picks are not all that good.
>> Round off with Reinforced Armor. That's the best mastery for the remaining point. 10% can mean a lot if the critical strike is around 700 damage, for example.
>> Start off with Phasewalker + Fleet of Foot. Reduced recall is just to get to the next tier but you can spend it in other tiers if you like. Fleet of Foot is to gain movement speed as it is an important stat to catch someone.
>> Next Summoner's Insight + Alchemist. I really like the reduced summoner spell cooldown because if you use summoner spells at the same time as top lane for example, you may just get yours up earlier thanks to the mastery. Alchemist gives nice amount of extra sustain.
>> Continue with Culinary Master + Greed. Cookie mastery follows the same path as Alchemist so you get small amount of extra sustain and gold generation mastery is no-brainer out of the picks left.
>> Finish off with Scavenger + Wealth. To get the extra potion or ward, Wealth is necessary and Scavenger gives you a great deal of gold throughout the game.
Flash is the most important spell in the game and is also the most used. It's especially good on Thresh due to the chance to make awesome plays with it. Flash + Dark Passage can also save your teammate a Flash, which is nice. It also makes a great escape or second gap-closer, if needed.
Exhaust is really good pick and also a great advantage for late game team fights. It's not that useful early game. I can see why people would take Ignite over this, but Exhaust is so much more useful late game, especially in team fights, as it has a massive damage de-buff.
Ignite is still a decent pick if you have the possibility to dominate bottom lane. It adds a great deal of pressure and counters healing and sustain. It's not an ideal pick, considering late game team fights, because it's more of a tool for pressure than damage for supports.
>> Relic Shield + potions/wards is a pretty standard start for any supports. Don't skip or save gold on the wards. Always get a pink ward when you have enough cash and you need normal wards before you can afford Sightstone which will then save money every time you place a ward.
>> The very core items of Thresh or basically any supports. Both can end up being huge in a team fight. The order depends on the enemy team composition. Usually Locket of the Iron Solari is better against double AP comps whereas Mikael's Crucible is good cleanse if the enemy team has one ap or high amounts of CC lockdown.
>> Usually Randuin's Omen helps more at this stage of the game. I think Frozen Heart should be taken earlier to make a bigger impact but I don't want to replace the core items. Frozen Heart is good against AA reliant team but I feel like randuin's helps overall and is a better general item.
>> Talisman of Ascension is not that popular because Ancient Coin is really bad item. You'd be forced to start with Ruby Crystal, Sightstone and then get talisman components. Its active is sometimes better which is why it's taken. I'd recommend Ancient Coin start only for beginners. Ruby Sightstone is situational item when you just have enough gold lying around after full build to get the extra ward. It's good if you have a lot of vision wars.
The ability sequence maximizes utility. You can max Flay first if you prefer to play a really aggressive Thresh, but I prefer to maximize his utility. Death Sentence is maxed first in order to lower its cooldown. You can land one hook in between Morgana's shield by doing this, for example. Dark Passage is maxed second, mainly for the reduced cooldown, but it does give more shield as it's leveled up as well. Flay is maxed as last because the build focuses on utility so offensive ability is maxed last. The Box is taken whenever possible, it benefits greatly from levels.
Damnation: Pretty good passive actually. This gives a great amount of both ability power and armor. I really value the passive armor gain which basically allows the twice as many magic resist items while still remaining tanky vs AD.
Death sentence: The ability which makes Thresh a great champion to make a pick-up kill happen. Re-activating this ability actually makes the CC time longer and it's often better to re-activate to close the gap. Don't re-activate if it makes you lose a trade!
Dark passage: Great escape tool and shield for your ADC, but also great ability to throw at your jungler so the two of you can close the gap together instead of the jungler walking to the lane.
Flay: Good ability to help with Relic Shield proc since Thresh doesn't get to execute the minion at half hp. It's also great ability to poke enemy support, especially if against melee one. Usage of flay is tricky since it's reversed and when you want to pull enemy towards you, you have to aim behind you.
The box: Really strong ability to catch several opponents. This can also be used defensively BEFORE enemies get in range to attack you. They're simply forced to go around it or through it. Usually used best when you first land Death Sentence and use it when the enemy is in the middle.
Every ADC above that list has good synergy with Thresh. You can basically make any lane work with Thresh, depending on the enemy bottom lane. These picks are generally always good. Everything out of this list is still OK. I can't think of a truly bad ADC to play with Thresh.
Usually you want to have some kind of early pressure from your ADC so you can make plays and play aggressively. All of the above should do fine in early game more or less thanks to their playing style and kit. The ADCs listed above should have lots of damage, burst, long range, poke or just lane dominant thanks to their kits.
Everything out of the list can still work, but these are not always played as offensively. Kog'Maw needs an escape and a safe laning phase, for example. Thresh can do that job by providing pressure + escape with shield. Tristana can work as a burst champion, if you land a hook and you can go all in. These are just examples and everything out of that list can certainly work better than those above of it in certain situations.
It is time to explain some gameplay. I put this section in three different sections: early, mid and late game. Let's start with early game. Thresh doesn’t have a great level one unless you can get a catch in the enemy jungle with Death Sentence. Otherwise you probably just want to help ADC push for fast level two and get vision in the enemy bottom lane brush. Level two is really strong due to the fact you usually don't have a huge minion wave against you. Thresh is if you can hit level two first because that usually means they have no answer to your CC. The following levels are just playing around with your CC, using your Flay passive to poke enemy ADC. Engage if you land CC and know the enemy jungler won't come and you win the trade. Don't ever let your ADC feel like they are 1v2. Remember that you can still provide pressure even if you miss CC.
After level 6 you can provide really good ganking potential (as you did before). You can ask for lantern ganks. It's really good if you're ahead in cs or you've gotten kill or stayed even in lane. Since you have Sightstone, you want to have vision what's happening around enemy blue, river + dragon and your tri-bush in case of mid lane gank. I'd say you can all in pretty much against everyone accept fed AP carry supports that can burst. (Assuming no summoner spells are used)
Around mid-game and after you leave your laning phase, you will have lots of dragon fights. You want to do preparations for the incoming fight. Get pink wards, have a sweeper, and ward so you know what will be coming from mid lane and from enemy blue. In case you get jumped on, you want to make sure your ADC is safe. Using The Box defensively and hooking the biggest threat of enemy team is welcome at this point. In case you are initiating: You want to land a good hook on an enemy carry and keep your ADC safe (or any fed carry basically). Exhausting the biggest damage dealer is also really good if you have it up.
The fights will basically go like previously mentioned dragon fight. You usually have to make a thinking progress whether you can go all in after you land a CC on an opponent or do you need to stay with your fed carry because that will win you the team fight. Death Sentence + Dark Passage to your bruiser towards enemy squishy will often be the best initiation. Then you use The Box to stop escape and Flay enemy towards your team or interrupt ability like Valkyrie or Crowstorm. At the middle of this, pop Locket of the Iron Solari and use Mikael's Crucible on an ally who is CC’d.
Second option is to protect your fed squishy that can carry the fight. Let's say you get initiated on for example. You want to immediately used locket + mikaels on a squishy ally being targeted, also try to predict which enemy will do the most damage and use Exhaust on them. Then use The Box to give time to get distance and time to kite. Dark Passage can also work here if you can get a targeted ally to safety. Flay should be used to kite for your team.
Thank you for reading dear viewer. I hope you have learned the ropes or at least thing or two about Thresh. If you have any questions or thoughts please feel free to say so in the comment section. Unfortunately I probably won't be making a screenshots section but you can always post them in the comments and you can also contact me by sending me a PM here) Cheers!
This is what I've fixed/changed so far. It should be void of grammatical and spelling errors, I've also reworded some awkward sentences for clarity's sake. If you want me to go ahead and keep doing the latter, I can go through it with a bit more scrutiny.
[quote=The_Nameless_Bard]Here you are:
[spoiler]He's a pretty minimal threat unless you get hooked under their tower. You benefit from getting hooked and you can lantern your ADC back if they get hooked.
The only problem is if Leona manages to get stun on your ADC with EQ. You should be able to block the E every single time with flay and she is easily poked by your AAs.
Taric Very minimal risk due being very short ranged. His only threat is a mid ranged stun. You can AA harass easily and just go all in against this guy.
Not a real threat but Janna has decent disengage and kiting to nullify your CC. You need to make things happen as shield + ADC AA poke loses the trade for your ADC.
She will out-sustain you hard and has an annoying silence + some Q poke, but runs out of health + mana fast if you do small poke fights towards her.
Early hooks + mana problems destroy her. She will out-sustain you and has OK poke but it's close range. Try to have minion advantage against her.
Zilean has really weak early laning phase before recalling to buy items. He is really squishy and therefore almost instantly dies if you hook him at levels 1-2. After Zilean gets a few items however, it will be a tricky situation if you don't have minion wave advantage. He has huge poke + ultimate to save from tower dives or to do close to death trades.
You outrange Alistar and I doubt he wants to use CC on you either, so it ends up being a farm lane until you land a hook on ADC. (Alistar can disengage really quickly though)
She’s an annoying support to go against. Don't get poked to the point you can't engage anymore and you're fine. She does have decent disengage + damage even if you go in though.
She’s a big annoyance. Don't get poked to the point where you can't go in. She has great mobility, disengage and protection for ADC. Look to make early game count.
Blocks your CC and your ADC auto attacks, has great disengage and engage. He wins small 2-3 AA fights easily.
Make early game hooks or it will be hell after their bot lane is able to survive from being hooked. She will out-sustain + poke you after early levels
Get early hook or rip. Her plants can block Q and she out-damages and ranges you. Level 6 and beyond is almost a one burst fest.
Not the most common support, but it's out there. You need to land early hooks because Vel'koz is a big annoyance if he is able to survive due to his massive damage input with decently high range.
Rip dreams. Nullifies every single CC you have if she uses black shield well. The only option is to get Morgana to shield the wrong person or go in after shield is on CD.
Hello viewer. My name is jjoxuu and I main bot lane in diamond level. I enjoy playing ADC the most, but I also play the role of support. Since season 3, I've mained Thresh and during this season, it's my most played support. You can get away with Thresh pick against/with any team composition and it's a great pick for both solo queue and team ranked.
This guide will be for utility/bruiser Thresh. The build, masteries and runes are the most efficient ones in my opinion and I will try to explain why these picks are the most viable ones in my opinion. I will also try to cover as much information as I simply can while making this guide so that it can benefit most of the readers.
What is the purpose of this?
I want to discuss a little of the support role's playing style, why would you want to play support and some generic thoughts on the role. One big point I would like to make first and clearly: YOU ARE NOT ALONE IN THE BOTTOM LANE. Bot lane in the current meta is a 2v2 lane, meaning you have to deal/work with someone else in your team. The most common mistake I see is supports who forget that.
You want to have communication and you can't just go shooting off alone and then flame the ADC for not following since you didn't mention anything about going in. One of the worst things you can do is blame your teammates for your own mistakes or deaths. By behaving negatively, your ADC in the lane WILL play a lot worse and stop trusting your calls. Usually the ADC comes first due as support; you usually won't be as good of a damage source so you’ll want to take damage for your ADC whenever possible.
You don't have to think yourself of worthless and only think of the ADC however. You should avoid dying and just leave the ADC in some situations where you have no tools to help them at all. You are a much more valuable asset in the early game than the ADC. Always remember that. Most of the plays and escapes are started by the support.
Why do I play support?
I play support because I enjoy communicating with someone in the same lane. I like landing the game-changing CC or escape tool. It's also a very strategic and important role where one good play can win you the game. I also enjoy the overall combination of different compositions you can put bot lane, for example: you can combine 2 different kits into one strategic move to kill someone off.
Climbing as support?
Support can be an effective way to climb if you know how to play support relatively well. The skill levels of supports vary quite a bit, especially in earlier elos. You can win the bottom lane even if your ADC is total garbage, as long as you land the game changing hooks, grabs, stuns and roots. It doesn't matter if the enemy ADC is better than yours if you can close that gap. I'd say everyone should at least learn one generally good support and I'd say Thresh is a very good candidate.
>> Thresh is a good support overall and was considered to be the best for a long time. Thresh has really good kit due high amounts of CC and they all allow allies to catch the enemy easily. Thresh also gives an escape and re-positioning tool for an ADC without escape. Your team can get away from many crazy situations thanks to that. Thresh is also pretty bulky thanks to his passive and scalings.
>> I could argue that Thresh is one of the hardest supports to master out there. Every one of his abilities is a skill shot, making them more difficult to use correctly. The Box is pretty simple to use, but that's it. One of the greatest weaknesses he has is a lack of sustain and his high ability cooldowns. This also leads to a lack of poke besides short-ranged auto attacks. You pretty much need to land your things to get something done.
Thresh is a bruiser support with decent damage, high amounts of CC, and great escape/kiting tools for ADCs. He shines at every stage of the game, including team fights. Thresh prefers an aggressive lane and synergizes well with strong early game ADCs such as Lucian or Graves. Thresh is vulnerable to getting out-sustained and basically anything that has the ability to block incoming CC.
I take 9 of these marks to increase Thresh’s damage. He benefits from AD due to Flay’s passive. I prefer having full 9 AD marks so it's easier to use Relic Shield and deal great damage with AA.
I take 9 of these glyphs to gain defense against magic damage abilities and attacks. Some supports build AP heavy items and we could include enemy jungler there and there is always the mid laner too so really basic value glyphs to take.
I take 9 health seals to be tankier early game. Thresh already gets armor from Damnation's passive so I feel I don't need extra armor much. You can take armor seals situationally, if you prefer it.
I take 3 of these quints to be able to take more damage. Having AD quints makes me feel too squishy and I don't like hp quints. Those are great situational choices, however; it’s down to personal preference in the end.
> Block + Recovery are obvious picks from tier one as there are no better choices. Block is much better than you may think, given that it’s tier one.
>> Then we take Unyielding + Veteran Scars. Small amount of health for early game and a highly undervalued mastery in the earlier elos: Unyielding. It's surprisingly good if you do the math.
>> Next a group of three Juggernaut + Hardiness + Resistance. They all give a mix of some kind of defense. Resistance is often not picked but the next tier picks are not all that good.
>> Round off with Reinforced Armor. That's the best mastery for the remaining point. 10% can mean a lot if the critical strike is around 700 damage, for example.
>> Start off with Phasewalker + Fleet of Foot. Reduced recall is just to get to the next tier but you can spend it in other tiers if you like. Fleet of Foot is to gain movement speed as it is an important stat to catch someone.
>> Next Summoner's Insight + Alchemist. I really like the reduced summoner spell cooldown because if you use summoner spells at the same time as top lane for example, you may just get yours up earlier thanks to the mastery. Alchemist gives nice amount of extra sustain.
>> Continue with Culinary Master + Greed. Cookie mastery follows the same path as Alchemist so you get small amount of extra sustain and gold generation mastery is no-brainer out of the picks left.
>> Finish off with Scavenger + Wealth. To get the extra potion or ward, Wealth is necessary and Scavenger gives you a great deal of gold throughout the game.
Flash is the most important spell in the game and is also the most used. It's especially good on Thresh due to the chance to make awesome plays with it. Flash + Dark Passage can also save your teammate a Flash, which is nice. It also makes a great escape or second gap-closer, if needed.
Exhaust is really good pick and also a great advantage for late game team fights. It's not that useful early game. I can see why people would take Ignite over this, but Exhaust is so much more useful late game, especially in team fights, as it has a massive damage de-buff.
Ignite is still a decent pick if you have the possibility to dominate bottom lane. It adds a great deal of pressure and counters healing and sustain. It's not an ideal pick, considering late game team fights, because it's more of a tool for pressure than damage for supports.
>> Relic Shield + potions/wards is a pretty standard start for any supports. Don't skip or save gold on the wards. Always get a pink ward when you have enough cash and you need normal wards before you can afford Sightstone which will then save money every time you place a ward.
>> The very core items of Thresh or basically any supports. Both can end up being huge in a team fight. The order depends on the enemy team composition. Usually Locket of the Iron Solari is better against double AP comps whereas Mikael's Crucible is good cleanse if the enemy team has one ap or high amounts of CC lockdown.
>> Usually Randuin's Omen helps more at this stage of the game. I think Frozen Heart should be taken earlier to make a bigger impact but I don't want to replace the core items. Frozen Heart is good against AA reliant team but I feel like randuin's helps overall and is a better general item.
>> Talisman of Ascension is not that popular because Ancient Coin is really bad item. You'd be forced to start with Ruby Crystal, Sightstone and then get talisman components. Its active is sometimes better which is why it's taken. I'd recommend Ancient Coin start only for beginners. Ruby Sightstone is situational item when you just have enough gold lying around after full build to get the extra ward. It's good if you have a lot of vision wars.
The ability sequence maximizes utility. You can max Flay first if you prefer to play a really aggressive Thresh, but I prefer to maximize his utility. Death Sentence is maxed first in order to lower its cooldown. You can land one hook in between Morgana's shield by doing this, for example. Dark Passage is maxed second, mainly for the reduced cooldown, but it does give more shield as it's leveled up as well. Flay is maxed as last because the build focuses on utility so offensive ability is maxed last. The Box is taken whenever possible, it benefits greatly from levels.
Damnation: Pretty good passive actually. This gives a great amount of both ability power and armor. I really value the passive armor gain which basically allows the twice as many magic resist items while still remaining tanky vs AD.
Death sentence: The ability which makes Thresh a great champion to make a pick-up kill happen. Re-activating this ability actually makes the CC time longer and it's often better to re-activate to close the gap. Don't re-activate if it makes you lose a trade!
Dark passage: Great escape tool and shield for your ADC, but also great ability to throw at your jungler so the two of you can close the gap together instead of the jungler walking to the lane.
Flay: Good ability to help with Relic Shield proc since Thresh doesn't get to execute the minion at half hp. It's also great ability to poke enemy support, especially if against melee one. Usage of flay is tricky since it's reversed and when you want to pull enemy towards you, you have to aim behind you.
The box: Really strong ability to catch several opponents. This can also be used defensively BEFORE enemies get in range to attack you. They're simply forced to go around it or through it. Usually used best when you first land Death Sentence and use it when the enemy is in the middle.
Every ADC above that list has good synergy with Thresh. You can basically make any lane work with Thresh, depending on the enemy bottom lane. These picks are generally always good. Everything out of this list is still OK. I can't think of a truly bad ADC to play with Thresh.
Usually you want to have some kind of early pressure from your ADC so you can make plays and play aggressively. All of the above should do fine in early game more or less thanks to their playing style and kit. The ADCs listed above should have lots of damage, burst, long range, poke or just lane dominant thanks to their kits.
Everything out of the list can still work, but these are not always played as offensively. Kog'Maw needs an escape and a safe laning phase, for example. Thresh can do that job by providing pressure + escape with shield. Tristana can work as a burst champion, if you land a hook and you can go all in. These are just examples and everything out of that list can certainly work better than those above of it in certain situations.
It is time to explain some gameplay. I put this section in three different sections: early, mid and late game. Let's start with early game. Thresh doesn’t have a great level one unless you can get a catch in the enemy jungle with Death Sentence. Otherwise you probably just want to help ADC push for fast level two and get vision in the enemy bottom lane brush. Level two is really strong due to the fact you usually don't have a huge minion wave against you. Thresh is if you can hit level two first because that usually means they have no answer to your CC. The following levels are just playing around with your CC, using your Flay passive to poke enemy ADC. Engage if you land CC and know the enemy jungler won't come and you win the trade. Don't ever let your ADC feel like they are 1v2. Remember that you can still provide pressure even if you miss CC.
After level 6 you can provide really good ganking potential (as you did before). You can ask for lantern ganks. It's really good if you're ahead in cs or you've gotten kill or stayed even in lane. Since you have Sightstone, you want to have vision what's happening around enemy blue, river + dragon and your tri-bush in case of mid lane gank. I'd say you can all in pretty much against everyone accept fed AP carry supports that can burst. (Assuming no summoner spells are used)
Around mid-game and after you leave your laning phase, you will have lots of dragon fights. You want to do preparations for the incoming fight. Get pink wards, have a sweeper, and ward so you know what will be coming from mid lane and from enemy blue. In case you get jumped on, you want to make sure your ADC is safe. Using The Box defensively and hooking the biggest threat of enemy team is welcome at this point. In case you are initiating: You want to land a good hook on an enemy carry and keep your ADC safe (or any fed carry basically). Exhausting the biggest damage dealer is also really good if you have it up.
The fights will basically go like previously mentioned dragon fight. You usually have to make a thinking progress whether you can go all in after you land a CC on an opponent or do you need to stay with your fed carry because that will win you the team fight. Death Sentence + Dark Passage to your bruiser towards enemy squishy will often be the best initiation. Then you use The Box to stop escape and Flay enemy towards your team or interrupt ability like Valkyrie or Crowstorm. At the middle of this, pop Locket of the Iron Solari and use Mikael's Crucible on an ally who is CC’d.
Second option is to protect your fed squishy that can carry the fight. Let's say you get initiated on for example. You want to immediately used locket + mikaels on a squishy ally being targeted, also try to predict which enemy will do the most damage and use Exhaust on them. Then use The Box to give time to get distance and time to kite. Dark Passage can also work here if you can get a targeted ally to safety. Flay should be used to kite for your team.
Thank you for reading dear viewer. I hope you have learned the ropes or at least thing or two about Thresh. If you have any questions or thoughts please feel free to say so in the comment section. Unfortunately I probably won't be making a screenshots section but you can always post them in the comments and you can also contact me by sending me a PM here) Cheers![/spoiler]
This is what I've fixed/changed so far. It should be void of grammatical and spelling errors, I've also reworded some awkward sentences for clarity's sake. If you want me to go ahead and keep doing the latter, I can go through it with a bit more scrutiny.[/quote]
Thanks! Gave ya +rep for the work.
I think I'll manage now. I'm happy as long as the guide is
understandable so no need for really troughout search.
I think I'll manage now. I'm happy as long as the guide is
understandable so no need for really troughout search.
[quote=Joxuu]Thanks! Gave ya +rep for the work.
I think I'll manage now. I'm happy as long as the guide is
understandable so no need for really troughout search.[/quote]

"A person giving you advice isn't perfect and has their own shortcomings but they may give you the piece that you're missing."
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Dunno how to explain it. Like my grammar may be OK but the sentence sounds funny.
Guide is: http://www.mobafire.com/league-of-legends/build/how-to-thresh-in-a-few-minutes-400194
Big amount of work but cheers if anyone out there is able to help out :3