Lohpally's Thresh Guide
Hi my name is Derek "Lohpally" Abrams. I've been a streamer/content creator for about 7 years and played professionally for multiple games including League of Legends! I was on teams like complexity, curse (now liquid), and winterfox. I mostly make in-depth content about support so if you are looking to get better as support you should check out my other stuff too at twitch and youtube! This guide will help you get up to speed on everything Thresh. Thresh's main strength is really his volume of skill expression, being able to cancel tons of dashes or abilities makes this characters skill ceiling almost infinite so he can be fun and always have unique interactions regardless of how much you play him. On top of that the kit of this character is a cornerstone of good support utility so even with nerfs the champion still sees ton of play. A lot of this character's strength is timing on flays and hooks and comboing them together to chain cc people. Some basic stuff to note is that, if you hook from max range, you can pull them in close enough if you do not move to flay them into you or away, so double tapping hooks in a lot of ways is not ideal. Also your box (ultimate) has a long cast animation, so make sure if you hit a hook and have it, you use your ultimate THEN flay them through the box rather than the other way around. Other than that really getting used to your thresh lantern and playing around it is your key to success! Being able to both setup ganks and prevent them means you constantly need to shift your positioning to the circumstances coming towards you. Thresh is a ton of work but if you really invest in getting good at him he will be the lp printer you've always looked for.
Three schools of thoughts on Thresh runes for setups. Tanky, defensive, and kiting. These three schools get segmented into aftershock for tanky, guardian for defensive, and glacial for kiting. Each rune selection has strengths and weaknesses and I'll be going over each.
Aftershock- this tree is the most stable and consistent in my opinion but doesn't have super powers in most sections, even with aftershock you aren't tanky like a leona or alistar so don't play like them. Mostly aftershock is good to just get some extra tankiness on divers you flay/hook or for playing aggressive early for walking up+flaying. I personally like this page the most but most have gravitated away from this, it's mostly about how you want to lane and play your character for these rune setups.
Guardian- Good consistent middle ground rune that will make you still a bit tanky and help prevent being poked down in lane early for it's procs. Since it also does provide some shielding it can prevent your teammate from dying or yourself in frontloaded attacks. This page is good if you still want to maintain some tanky stats in lane but don't frontline at all and want a rune that compliments the defensive page or "enchanter" like playstyle.
Glacial- This is a control page where you lack a lot of defensive keystone functionality but you will be able to lock down and cc people well. This is probably the least beginner friendly runepage since your positioning needs to be stellar and you are very easy to kill especially early on. This page is great though if you get into teamfights since hooking into the middle of a fight gets the glacial on everybody. Main complaint about glacial in general though is the Cooldown never goes down, so it's usually only 1 glacial proc per fight or skirmish so it doesn't really scale super well as the game continues.
Main things to note about all the pages is that I prefer conditioning over boneplating since it can be proc'd off by splash damage, and hardly ever gets 3 hits in. You are welcome to take it but personally have never been a fan of it. Also for minor rune stats I prefer the ability haste over damage since it's worth 2x the gold value of the adaptive force. Also hextech flash is a specialty rune, you will need to practice to really get good value out of it but once you do you'll never not want it.
Pretty simple stuff here, you are taking ignite in lanes that either have tons of healing or you think you can score kills early on with it. If they have strong carries in other lanes or assasins (talon qiyana etc) then exhaust is not a bad substitute if you think you cannot score kills early in your lane.
- Summs (Role 1)
Two ways of approaching your earlygame, you can either walk up out of brush to flay+auto attack early on or you can hook from long range and full all in. In most cases I would recommend going E (flay) because if you cannot get a fight going it will give you bonus damage to pushing the lane. After that you want to max the hook, then lantern and flay last. The reason for this is the flat reduction you get on hitting your hook means ability haste becomes more valueable the closer you get it to that number, so maxing hook first important. After that flay doesn't get a meaningful amount of cooldown from time invested so we max lantern second to really shave the cd off and increase the shield up a ton. You can put 2-3 points in E if you are auto trading a lot for laning but after that continue to max hook into lantern.
- Hook start
Mostly I prefer to build Thresh relatively enchanter like, which means things like locket, redemption, mikaels etc will all be great tool for the range cc kite champion. Can also substitute the locket for shureyla if you see fit but I personally have not been a big fan of it over locket. Your boot selection is mostly about whether you are playing for roaming or for teamfights, mobis if you can get early is good but if you aren't buying it off maybe your first or second buy it's a waste.
- Locket vs Shur
One of the greatest strengths of Thresh is his lantern early on, this allows you to setup ganks very easily so even in unadvantageous matchups you can swing it with team help or just the pressure that you might get a gank. That being said a lot of Thresh's weakness is when he is pushed in minions are in your way for hooking, so learning where to stand to cancel abilities and not having minions in your way is very important. Pressure and positioning is key to the success of Thresh so you can consistently hit hooks or have the threat so you don't get pushed to your turret then you can have a very successful laning phase!
These matchups are broken down out of 10 assignments so 0/10 is an auto loss, 10/10 is auto win and everything inbetween is varied on advantages!
Other things to note about Thresh is your matchups can become very easy or very hard quickly depending on jungle interaction, if you get help since you have easy assists via lantern all matchups can become very easy for you to play.