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Recommended Items
Runes: Guardian
+8 Ability Haste
+10-180 Bonus Health
+65 Base Health
Spells:
Flash
Ignite
Items
Threats & Synergies
Pyke
Pyke is very slippery and will also roam faster than you. Try to punish the enemy adc when he leaves and be aware that he has the tools to do the same to your adc if you leave for too long.
Draven
Draven enjoys playing with someone with strong pick potential. Be proactive and help him snowball his lead.
Draven
Draven enjoys playing with someone with strong pick potential. Be proactive and help him snowball his lead.
Champion Build Guide
14.15 changes:
Abyssal Mask gets some changes; 2300gold->2500gold, 20% MR shred->30% MR shred and 600 Unmake radius->700 Unmake radius.
So in exchange for the price going up 200gold the radius is now larger than Caitlyn's auto-attack range and the MR shred increases by 50%. These make the item a much better option for when both teams have magic damage and the enemy has a tank or two who are building MR.
All boots also get nerfed: Ionian Boots of Lucidity +100gold & -2 summoner spell haste.
Boots of Swiftness +100gold.
Mercury's Treads +100gold & -5 MR.
Plated Steelcaps +200gold & 8% damage reduction from AA->10% damage reduction.
The price increases kinda suck, but the tank boot nerfs hit even harder, Plated Steelcaps are now worse than what they were back in 14.9 (1100gold, 20armor & 12% damage reduction) and Mercury's Treads are getting nerfed 200gold in cost and stats combined.
So I would lean even more into buying Ionian Boots of Lucidity and Boots of Swiftness even more than before.
14.14 changes:
Warmog's Armor goes from needing 1300 bonus HP ---> 1500 bonus HP. Generally this means that you will need to buy an extra Ruby Crystal to unlock the passive.
Still a very powerful first item if you're ahead.
+ Very strong early + Good engage and disengage tools + You will have a lot of agency + Very fun to play Thresh has always been present in the support meta and the reason for this is that his kit is flexible and allows multiple different playstyles. If you want to play a support champion that can save teammates, lock down single targets very effectively or control multiple enemies with a 5-man Flay then you should consider learning to play Thresh. |
- Very skill dependant - Will struggle with weak adc - Has no sustain - Gets outscaled by enchanters Thresh has a very high skill ceiling. This means that you will need to spend a lot of time learning his kit to be able to pilot him effectively. You also have no sustain in lane so if you're playing against a long range lane it can be difficult to get any action going in the botlane especially if you can't access the bushes. |
Great into most matchups. | Necessary against engage support. | Fine vs double ranged or dive. |
Guardian is great against most matchups as you can fairly easily decide when to proc it as you're ranged and can more easily space with your Adc so it won't get wasted, you can also proc it with your Dark Passage from range. Aftershock is necessary against engage matchups such as Leona or Nautilus as it will allow you to facetank their engage and create space for your Adc. It will also help in later fights to make sure you don't get oneshot as easily. If you're the only tank/frontline on your team you need it even more. Glacial Augment helps in double ranged matchups as you make it harder for them to run away from you when you engage on them and also against dive comps as it will make it easier for your carries to kite them when the divers are slowed. |
Aftershock makes you tankier after you immobilize an opponent, which will allow you to buy more space in front of your team or in lane vs another engage support. |
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Unflinching is an ok choice if the enemy has a lot of CC uptime and both AD and AP in the laning phase. Alternatively you can go Revitalize if you like going Guardian and Locket of the Iron Solari into Redemption. |
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Taking Legend: Haste makes up for the lack of Ability Haste when going Warmog's Armor. Triumph is the only other decent rune in the Precision tree left, but it synergizes pretty well with all of the Max HP you'll be getting. It also gives a little extra gold to help with buying such an expensive first item. |
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Then Overgrowth is going to be better choice in general and will be needed if you're planning on buying Warmog's Armor, but Unflinching is fine if the enemy has a lot of CC in the laning phase and split damage types, but I would still recommend Overgrowth. |
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Roams & Regen Warmog's armor is a really strong item right now for all tank supports as it gives you a lot of regen and MS to make it easier for you to stay on the map and roam without needing to recall in between skirmishes. It also gives you a lot of HP so you'll be quite tanky despite not having many resist stats. It does however not have any Haste which can feel bad on Thresh. |
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Great defensive item Locket of the Iron solari is still a fantastic item that helps you protect your teammates. This is just a fantastic item that should always be at the back of your mind. |
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Chivalry isn't dead Knight's Vow is tailor-made for Thresh, it gives you great stats for the cost and helps you peel for your fed teammate and keep them alive (and get some healing for yourself as well). |
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Stickiness Zeke's Convergence creates a slowing field around you which makes you sticker and harder to kite away from. |
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Speedy roams Trailblazer is an ok item that gives you and your teammates movespeed to cross the map faster. Consider this a budget Warmog's Armor so don't buy both of them. |
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Big teamfight heal Redemption is a great teamfight item, it helps in keeping your entire team alive during a fight. Don't be afraid of using it before a fight if you're about to take an objective. |
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Anti AD item Armor, haste and even mana are all good stats on him and the added benefits of the passives make this a really compelling item when facing multple AD or AA based champions. |
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Anti AP item Abyssal mask gives you a lot of magic resist and health for its cost. It also enables your ap carries to do more damage. |
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Anti hard CC item Mikael's Blessing gives you more oppurtunities to peel your team if the enemy has some hard hitting CC spells e.g Enchanted Crystal Arrow or Sleepy Trouble Bubble. |
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Runes:
Taking Revitalize may look odd on Thresh as he only has a weak shield on his Dark Passage, but it will also buff your Guardian, Font of Life, Second Wind, Locket of the Iron Solari and your Redemption. The small 5% heal and shield power (+10% extra on targets below 40%hp) may not look like a lot but it will add up over the course of a game.
Assuming you don't miss a single minion death then Overgrowth will give you the 3.5% bonus max health on the wave that arrives in lane at 10:30. At that point the other part of Overgrowth gives you 45 HP. At this point Damnation will have dropped around 42 souls giving you 42 armor and AP. Needless to say that in a real game you will be missing some minions either from roaming, recalling or being forced off the wave so realistically this rune will take longer to come online.
Health Scaling vs Flat Health in the bottom row of rune shards? Generally scaling shards are worse on supports as we get less XP than other roles and we need to fight early especially on Thresh. So I would recommend taking Flat Health, however sometimes you can be greedy and take the Health Scaling.
Generally if you really need tenacity you're better off just buying Mercury's Treads instead of taking the Tenacity and Slow Resist rune shard.
Cosmic Insight lowers the cooldown of Flash by 56 seconds which will give you a large window where you will have it up and the enemy wont if you both use Flash at the same time.
Going Ionian Boots of Lucidity in addition with Cosmic Insight lowers the cooldown by 69 seconds instead.
Legend: Haste actually gives you BASIC ability haste. This means that it won't affect your ultimate abilty. On Thresh this is kind of irrelevant.
What does matter though is that the haste that you get from Legend: Haste will not show up as Ability Haste when you look at your stats in the bottom left in game so it will look like you have less haste than you actually have.
Even though it doesn't show up in your stats it still affects your cooldowns of your basic abilities.
Items:
The damage taken from Knight's Vow deactivates your Synchronized Souls and cancels your recall even if the damage is only from minions.
When in a fight without your Knight's Vow target (whether they're dead or just not in the fight) you should try to change your mark to another teammate. This way you're still getting value from the passive. Another thing to remember is that the target doesn't have to be your adc. If your adc is super behind while your midlaner is smurfing you should change priorities. Don't get stuck in the mindset of having to support only your adc!
Solstice Sleigh is not a heal it only gives bonus health, so it is not affected by grievous wounds or heal & shield power. Think of it as a mini Wild Growth.
If you finish your support quest and are starting to have regrets over your choice of item (whether you missclicked the wrong item or think another item will have more value) you can sell your Solstice Sleigh and buy Celestial Opposition from the shop. This does cost you 240 gold because you only get 160 gold from selling your item and it costs 400 to buy it again so it's not super ideal, but it is good to know for those awkward times when you accidentally click the wrong one or get into a really long game. Generally I'd say that Solstice Sleigh gets outscaled by Celestial Opposition.
Selling your support item does NOT remove the wards that you have placed on the map.
Abilities:
Generally starting with Flay is best as it gives you more power and allows for both proactive trades and defensive peel, however when playing against a double ranged botlane I like starting Death Sentence as it gives me the opportunity to catch the enemy off guard level 1.
When you hit a Death Sentence on someone don't immediately use Flay. Instead wait for your Death Sentence to tug them in twice and then Flay them right after your Death Sentence ends. This way you can CC them for longer and potentially cancel their dash/jump with your Flay. Most people will be spamming their escape button during your Death Sentence so this way you will be more likely to cancel their Rocket Jump for example. If you're struggling with the timing then spend a few minutes in Practice Tool and you can get it down pretty fast.
Thresh's Adaptive Force stat is automatically AD and will not change to AP no matter how many souls he gets from Damnation. The only way to change Adaptive Force to AP is by buying an item that has AP like for example Shurelya's Battlesong.
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