(Side Note: My english isn't the best so don't be harsh on the grammar! :P)
- 1. Introduction
- 2. Runes
- 3. Masteries
- 4. Summoner Sets
- 5. Skill Order
- 6. Champion Matchups
- 7. Introduction
- 8. Pro's & Con's
- 9. Masteries
- 10. Runes
- 11. Summoner Spells
- 12. To get in the Mood...
- 13. Skills
- 14. Skill Order
- 15. Item Builds
- 16. Matchups
- 17. Early Game
- 18. Mid Game
- 19. Late Game
- 20. Team Fights
- 21. Final Comments
- 22. Changelog
(Side Note: My english isn't the best so don't be harsh on the grammar! :P)
Pro's & Con's
+ Insane single target damage
+ A usefull kit
+ Very fun to play
+ Unique Passive
+ He synergizes with a lot of other supports.
+ Underplayed AD-Carry.
+ Easy to last hit with thanks to your Q,Death Sentence .
- His range is only 475 wich is not that great, Still greater then the one of Urgot
- If he gets zoned , the passive is hard to built up
- His Maximum Damage of his Q needs to built up
- Kinda Item dependant
- People call you a troll.
This is standard masterie page used on AD-carry. It's kit is designed to fit in the playstyle of an AD-carry. I prefer the 9 points in utility over the 9 in the defensive page. Why? Because in my opinion the defensive stats don't offer that much. You are squishy anyway. Those 9 points make little difference.
Improved Recall : You just get faster to base. Time is money!
Summoner's Insight : I use this to get the summoner spell Flash more quickly. It is a very usefull spell so getting this off it's CD is very important in my opinion.
Expanded Mind & Meditation :You have less mana issues. If you use a lot of your spell this helps you a lot.
Runic Affinity :If you get red buff or blue buff it also will stay longer wich can quite in handy, especially if you get one of those in lane by killing the enemy jungler, for example.
If you are against a hard or tanky match-up this might come in handy or you need extra sustain in lane. But I don't prefer these.
Durability : The extra HP boost can make the difference. You can escape with 1 HP for example because you picked these mastery. I recommend you don't rely on this fact.
Hardiness : This is very usefull. Combine this with your passive Damnation and it starts to count the armor. Wich helps you trade 1v1 with the enemy AD-carry
Veteran's Scars : It seems not much but at level 1 it is a lot. All the little bits can help you survive.
These are quite standard runes for any AD-Carry including Thresh, The Chain Warden .
Greater Quintessence of Attack Damage : These are very obvious. You start the game with more Flat AD wich in terms helps you for better lasthitting,trades,etc.
Greater Seal of Armor : Some extra armor to start is good for the trades. The runes + the mastery Hardiness + the souls you collect for your passive Damnation and you'll get tanky by doing damage.
Greater Glyph of Magic Resist : These seems maybe weird to pick for an AD-Carry but remember that a lot of AD-Carries use Spells early game for damage and trades. That's why I would pick up these.
Greater Mark of Attack Damage : I prefer some extra Flat Attack damage above the armor penetration. Because these help you for better last-Hitting wich turrets can make hard for you.
These are basic summoner spells. Flash is very obvious I think. You can use it to get away or get in for the last hit on the kill. You can also use flash to save an ally in need! For example : Place Dark Passage and Flash over a wall, then pull the ally in. In very sticky situations you only have to use one summoner spell to both get over the wall. (But make sure you have a good communication then ;). ) About Ignite it's good to snowball and keep scoring the kills. Extra damage is always nice. If the enemy team has a matchup inculding a healer like for example Soraka , it's good for keeping the healing down a little bit. You actually do extra damage when she heals and there is an ignite on the person because then she will only heal half of the normal amount.
Other Viable Options:
: I would only recommend this one if you run a splitpush composition. It's nice to get in lane but other summoner spells are more viable in my opinion.
: An extra Defensive spell is always good. It keeps you alive and let's you absorb more damage. It can be used to bait your enemies. The good part about this one that you don't get from heal is, if they ignite you there's no reduction to the effect on this summoner spell.
User preference ofcourse.
: Only pick it if you think you can react fast enough and if the enemy team is full of CC Kings. Because if you don't react fast enough you almost can wait the duration of the CC out. The same with baiting your enemies. If you don't react fast the element of suprise is gone and you can't use this as a Bait.
: Always good for baiting. But beware if the enemies run Ignite it could make your heal go to waste. But it also could save your live no matter if the Ignite is on you or not. The nice part about this one is you could even save your Support with Heal (or an other ally)!
: If I remembered it correctly, then this used to be run on every AD-carry back in the days. (atleast I did it :P) It's still viable certainly if you want to trade. You can use this for the element of suprise because most people won't see it comming.
: I won't recommend this one but if you can make a good use for this one , Go for it!
Other Non-Viable Options:
: Only good in my opinion if you support. There are way better for AD-carry's.
: I would not say to get your easymode set to on to use this to last hit. Run it if you junlge with Thresh, The Chain Warden . Don't if you are AD-carry.
: The CD for this one is waaaaaaaaaaaaaaaay toooo high atleast for what you get. It's only good late game in my opinion so just get other ones.
: Don't think it's quite possible....
INNATE: Thresh does not gain armor per level. Instead, Thresh collects the souls of dead enemies by walking near. Souls permanently grant armor and ability power. Champions and large minions always drop a harvest-able soul. Small minions only sometimes drop a soul.
A soul will only drop if the enemy unit dies within 1900 range of Thresh. Souls are visible to allies, and only become visible to enemies if the enemy team has vision of Thresh.
This passive is quite unique. You don't recieve armor per level like every other champion does. Instead you must collect souls to gain your armor. You also receive Ability Power from these souls.
This can be quite a pain if you are getting completely zoned. The system how this works for souls is, you get 1 armor and AP for the first soul, 0.99 armor and AP for the second soul, 0.98 armor and AP for the third, and so on... Until a soul is worth 0.5 AP and armor, from then on it value keeps it on that amount. If you can collect enough souls you get more "base" armor then most champions at level 18. So try and collect as many as you can without ofcourse risking deaths for your team. I think if you have around 100 bonus armor and Ability power with Thresh, The Chain Warden , that you did a good job.
A example of a soul laying down :
When the soul is consumed :
Q: Death Sentence
PASSIVE: Thresh's basic attacks deal bonus magic damage on each hit. This value is equal to the total number of souls collected plus a percentage of his attack damage, based on the amount of time since his last attack.
BONUS MAGIC DAMAGE: Souls + up to 80 / 110 / 140 / 170 / 200% AD
ACTIVE: Thresh throws out his scythe, dealing magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
ACTIVE MAGIC DAMAGE: 80 / 110 / 140 / 170 / 200 (+50% AP)
This skill contains 2 parts an Active and a Passive
Passive Part : This Passive it what makes AD-Carry Thresh, The Chain Warden so good. The passive needs to built up to maximize the damage. But if you get 5 points in this skill it does insanely much damage. So if you max this first and land an Auto-Attack @ level 9 in lane you got a very good poke. If you are fed , one Auto Attack can litterly get an opposing AD-Carry at half HP. Be aware that it takes time to fully built the extra damage.
It goes in Stages
Here is the Color order :
Nothing < Blue Stage < Green Stage < Yellow Stage < Red Stage
The extra damage stages are :
Less Bonus Damage < More Bonus Damage < More Bonus Damage < More Bonus Damage < Most Bonus Damage
Active Part : It works very simple it pulls someone towards you. If you press this spell again you go stand near the target. Be Aware you play him as an AD-Carry, you are very Squishy. If you land it and jump into 5 Enemies, you kinda didn't do a good job. Note : It takes time to "launch" the Scythe.
Hidden passive on Thresh, The Chain Warden , with this skill. If you hit the enemy Nautilus with your Q, Death Sentence , you will say a special quote. The quote being : "Hook, line and sinker!".
The range of the active :
W: Dark Passage
ACTIVE: Thresh throws his lantern towards the target location for up to 6 seconds. If an ally right-clicks it, they pick up the lantern and Thresh pulls them both back to him.
For the next 6 seconds, allies who come near the lantern (even while Thresh is holding it) gain a shield lasting 4 seconds that absorbs damage. Allies can only receive the shield once per cast. If Thresh moves more than ~1500 units away, the lantern will return to him.
SHIELD AMOUNT: 60 / 100 / 140 / 180 / 220 (+40% AP)
This spell makes him very fun to play. You can make great plays with this one, EVEN as AD-carry.
If an enemie jumps on you just pull in one of your teammates to help you out. You can save a lot of people just by pulling them in. And because you are the AD-Carry it's your job to stay behind your team and not going all-in as the first member. It's easy to pull people away if they would not survive to get out on there own. The range is also Very large on this spell so you can pull them over walls.
The range that you can place the latern :
The range when the latern is placed, if you go out this range the lamp will come back :
When the lamp shields you or an ally. Note : you or your allies must stand near the latern to recieve the shield.
ACTIVE: Thresh deals magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing and then slowed for 1.5 seconds.
Cast forward to push; cast backward to pull.
MAGIC DAMAGE: 65 / 105 / 145 / 185 / 225 (+40% AP)
SLOW AMOUNT: 20 / 25 / 30 / 35 / 40%
This is also a very usefull spell to have. But be aware! This spell is harder to land then it seems.
You need to practice a lot on this spell to fully understand it. I made a few mistakes that I can remember that killed me instead of saving me. The important part is that you must know what it does exactly. When you are Facing the target it pushes people away from you. Wich can be usefull to create space between you and the enemy. If however you are with your back at the target you pull them to you. When you are running away from a Champion and then use your E, Flay , you pull him towards you. It happend to me once. I was running away from the enemy Skarner and I didn't had very much HP left. I was almost at my turret. But then I used my E, Flay wich resulted that Skarner got in range because of me. Then he could use his Impale and I was pretty much dead. So be aware of how you use this spell.
How to aim to pull them away :
What happens if you activate the spell :
How to aim to pull them towards you :
What happens if you activate the spell :
R: The Box
ACTIVE: Thresh creates a prison of spectral walls around himself that remain active for 5 seconds. Enemy Champions who walk through a wall take magic damage and are slowed by 99% for 2 seconds, but break that wall.
Once one wall is broken, the remaining walls' damage and slow duration is halved. Enemies can only be affected by one wall, but can still break additional walls.
MAGIC DAMAGE: 250 / 400 / 550 (+100% AP)
This is a very usefull spell to have as an AD-Carry. The slow on this is just amazing. Almost the same amount of slow Nasus has on his W, Wither For example you see an enemy engaging on your team. They want to focus you ofcourse because your the AD-Carry. You put down The Box and they hit the walls. Now your team can peel them off.
The range of The Box :
The Box when spawned :
Still my personal favorite, It gives you some extra speed wich he can always use and some extra sustain.
I would only recommend this one if you are going to lane with a support by your side who has a heal. Otherwise this one can be quite hard without sustain.
If you are going to lane against a hard matchup and need a lot of sustain. Or if you want to annoy the opposing AD-Carry who focusses on poking.
After the starter Items :
I recommend building Thresh , The Chain Warden , with not to much Attack Speed otherwise the passive of his Q, Death Sentence ,
: The core of the core. I find this the most important item on Thresh , The Chain Warden , because of the insane amount AD you get. This item gives the largest amount of AD, wich scales incredibily well with your Q, Death Sentence .
: This item is also a Core item on Thresh, The Chain Warden , It gives you a nice chunk of AD and let's your crits do a lot more. Wich is ofcourse normal for an AD-Carry.
: Go for this item if they are stacking armor against you. I recommend that you build it if more then 1 person bought armor.
: This also comes kinda comes in handy because you don't focus on building Attack Speed but you focus on Attack Damage. It gives you another extra damage on your Auto Attack and creates a field wich slows the enemys on hit. It keeps your enemies away from you when they don't have a gapcloser. It also brings good defensive stats and CooldownReduction.
: If you are really snowballing hard in normal games I would get this and ofcourse if you are 100% SURE. Don't buy it in ranked games. They would call you a troll and that kinds of things and if you lose the stacks your falling behind.
: It gives you great stats but the moment you buy this , you have to remember that you cannot rely that much on your Q, Death Sentence ,for the extra damage. You will be Auto attacking a lot and your Q needs to build up it's damage. It gives you the Attack speed and critical chance what an AD-Carry needs. It also gives you a tiny bit of movement speed wich for this slow character helps him position better. And as for season 3 it gives you a unique passive to allow you to ignore unit collision. This allows you to walk through other units. It's great when you are trapping someone so you wouldn't get out of the bush.
: This is also a nice replacement of the Phantom Dancer . I would not recommend to get them both. The passive it gives you is not that great Late game. That's why I prefer the Phantom Dancer over Statikk Shiv
: A good Chunk of HP always comes in handy. If they have almost zero CC get this item. HP is a great defensive stat in Season 3. This item and Lifesteal and you have enough sustain to keep yourself alive.
: Buy this item if they have a lot of CC to put against you or if your Gaurdian Angel is on Cooldown. If you can afford it , sell your Gaurdian Angel and buy this item instead. It also gives you a nice chunk of AD.
: A second life. With this you can do a lot of damage in your second life. But don't rely to much that you will revive. If you position yourself well and the team are even, you can make sure a few people are dead and if they finally managed to kill you, you just come back.
I know you are playing Thresh , The Chain Warden , as an AD-Carry but it does not hurt to buy one or two wards in the game. The support must help you out but you must help your support out as well. It doesn't hurt people to buy a ward for your team in fact...
Final Build :
As for the Standard AD-Carry build it looks like this :
This is also the order I buy the items mostly of the times. The enchantment Furor I buy somewhere in between when it fits the most. You also can buy the enchantment Homegaurd If you like it more.
This one I have found that also works great and it even has no attack speed. The moments I used this build my team could peel the enemies off me and quite good
As for now I am still experimenting with differnt kinds of builds.
The supports with Thresh, The Chain Warden :
The two of you synergize so well. If he atleast played blitzcrank before. The epic part about this combo apart from the great utility both champions have, you can do some nice tricks. Blitzcrank still remains a hit or miss lane. But with a few good pulls you can dominate your lane easily. The greatest trick in my opinion is putting down your W, Dark Passage , then standing backwards , Before Blitzcrank hits his Q , he must right click on the lamp. Wich results in the pulled one getting right where you are instead of the position of Blitzcrank . They apparantly updated this however. :( But you can still do a lot of amazing tricks with this combo.
This is also a really bad boy. You have together at level 6 around 7 spells that have CC in them and you have your awesome W,Dark Passage . Nautilus has some pretty nice damage, he may not have the greatest burst but that's actually not needed. You have an insane amount of CC to keep them busy enough. If you are laning against squishy opponents then this is an insane amount of fun. Because they can almost do nothing. You both have a grab so you will always get into close range wich will make sure they run away. The first few levels you still have to play it safe and just focus on farming but as soon as you are both level 6. You can start the engages. Your damage will begin. Keep in mind that this is a kill lane. If you don't get enough kills Nautilus will fall off as a support. The
Zyra is just one of a kind. She got a nice poke. Those plants can do a lot of damage. When you both are level 6, you have the burst to oneshot the opposing AD-Carry or atleast waste one of his summoners, If zyra hits her full combo. You just have to land a couple of AA and use a bit of your CC to keep them in her ulti. This will allow Zyra her plants to attack freely.
This is maybe an onorthodox support but he is still effective. I play this one with a good mate of mine. He mains Pantheon so he knows who he is playing with. He made sure a couple times I got legendary. I was snowballing pretty well those times. So did he. If you can't get the kills Pantheon falls a bit off as a support. Just keep on poking him with the both of you. Then go in for the kill. They waste their summoner spells pretty quickly , so try and bait them out. Then when they comeback you make the kill for sure. Give him a kill early on and he can start the firework. Don't first pick Pantheon as a support If you want to try a kill lane , then it's a very good option.
This guy is quite popular and he should be. He is very tanky and has a nice burst. His W makes you even more tanky, this combined with the tankyness you get from your souls of your passive Damnation is insane. You are like an AD-carry tank or some. With Taric you don't have to necessaryly keep on farming. You can engage at level 2 because of the nice burst he has. He also has a secured stun, his E , wich allows you to hit your spells easily. If taric goes for the "poke" burst you can throw out your W, Dark Passage , so he can pull back in. His damage combined with a "Red Stage" Q, Death Sentence , can bring them to nearly death. This guy is also a secure pick. He has a great kill potential but will not likely fall off if you don't get kills and just focus on farming.
I don't had the succes with Lulu as I had with other supports. Maybe the Lulu wasn't so good or we didn't know each others playstyles. She also has amazing utility wich is nice. I recommend waiting till you are both level 6 to engage or ofcourse the jungler comes in earlier to gank. I don't feel that Lulu has an insane damage output so poke them before you engage. Ask your jungler when he comes so you can poke them in advantage. Try to tank the damage instead of Lulu wich I mean with that is your ulti R,The Box , is always placed on yourself. While Lulu her R can be placed on Allies. If you combine all these spells, you can make yourself a tank with enough damage. Only do this ofcourse if you are laning against opponents with not that much CC. So don't try it with supports like Leona, ,Blitzcrank ,...
The other AD-carry:
The only thing you need to worry about is probably her level 1 damage and her Ulti . The level 1 damage is probably the easiest to "dodge". Just play hide and seek untill she has hit her first enemy. You just need to watch out that if you engage there might be a chance you can't escape it. Other then that just take care for her support.
She is a real lane bully. The only way to defeat her is to go all in. You cannot really poke her because her poke will be a lot greater. The key is to keep farming before you are level 7. Get as many minions as you can without recieving too much poke. Try to get as many souls for your passive Damnation as you can. If you can't reach the soul without losing half of your hp, use your W,Dark Passage . Don't try to engage before level 7 because she will way out damage you,especially when she has her passive up. When you are around level 7, try to go for a full engage and burst her down. If your jungler comes to gank you, you can engage before level 7. After level 7, don't let her poke you and just burst her down. An aggressive support will make sure she will die. Another important thing with this lane is to buy sustain. If you are in need, rush a vampiric scepter and your upgraded boots (probably Berserker's Greaves
[imgsmall=champ/thresh'>[imgsmall=champ/thresh.png" class='guide-item tooltip small' data-tooltip='champ/thresh.png" class='guide-item tooltip small' data-tooltip='items/berserkers-greaves.png), you'll have enough to "ignore" her poke.
The first few levels when you cannot really have a good engage, are probably the hardest. He has quite a good early game and you don't. But if he didn't get an advantage, you should be able to handle him if you focus him down from around level 7. BE AWARE!!! The biggest problem with Ezreal is that he has an inbuilt flash, his E . Be carefull when you engage and waste a lot if he just can't flash out of it with his E .
She is a piece of cake. Just give her all the CC you got. She has a very weak early game and a very low attack range, wich comes in handy because yours isn't to great. Make sure you stay away from the walls so she cannot pin you down with her E .
So it's important early on to keep on farming and don't risk to much. So you can get your items as soon as possible Try to pick up as many souls as humanly possible. This is not always easy and will go better against certain picks like Vayne then others like Caitlyn . It's always smart to pick a more aggressive support who can zone the enemies out so that you can freely pick up the souls.
Before level 7 I would not recommend to try to engage unless your lane is heavily pushed, even if you have a aggressive support. The reason is that you are still item dependant If you want to engage try to ask your jungler to come along with you as you won't be that powerfull to burst them down with just you and your support. You both have an insane utility though, this is why you have at that moment a lack of damage.
Then after you first backed and hopefully got a nice B. F. Sword ( Wich btw the B. F. Sword stands apparently for Big Fucking Sword and this seems to be a Doom reference. A little fact for the people that don't know it :P) or atleast some kind of Attack Damage items like Vampiric Scepter . At this point the damage starts to kick in. Your Q, Death Sentence , will be almost maxed out and it's scaling with the recently buyed items will be insane. When Your Q, Death Sentence , is in the "Red Stage". Just try and engage with your support. They will most of the time back off , if you time the engage to your favors wich allows you to land a free Auto Attack and with a B. F. Sword this can sometimes gets half his hp gone. Then try to farm up a little bit and when he comes to close just go all in with your support allowing most of the time a free kill if they didn't waste their summoner spells. Your damage is insane and you can pull it off quite "freely".
If you manage to get a few kills , the snowballing most of the time starts right here. Because you have now more money to buy more items wich increases your damage even further. Wich allows you to do a great amount of damage even on the more tanky opponent. Don't try to push their turret because this will take away the farm and maybe the kills. You will get less farm or maybe even kills if you push the turret too early.
Try to have approximately 100 farm around 13-14 minutes and you have decent farming. Remember that 1 kill~~~ 20 minions if I'm not mistaken.
The thing with longer range AD-Carries like Caitlyn is to don't get poked to much so that you can go all in with your support to burst her down. You will have to sacrefice some of your Souls from your passive Damnation but instead use your W,Dark Passage . Just focus on getting as much creeps as possible. A smart move in this situation is always to ask your jungler to come a bit more often then usual. I then prefer ofcourse Junlgers with Hard CC so they can lock down Caitlyn for example. Another thing I sometimes do if they have a hard matchup is to "counter ward". I simply buy a Pink Ward to destroy their ward . This allows your jungler to gank a lot easier.
If you have some what fallen off early on, It can be a hard pain to make a comeback. Try to focus on farming and hang in there! A comeback is always possible just keep on farming and don't do stupid things. Keep it safe, don't try anything risky and try to keep on farming. If you can't reach the souls of your passive Damnation , use your W,Dark Passage , throw it upon the fallen soul and you got it!
If however you didn't fall off, you start to shine. This is probably your strongest point in the game. 1 Auto attack can burst down a less tanky opponent in half. This will increase your team's chances in Teamfights wich start to come around at this point of the game. The teamfights that start to come around, will determine a big part of the rest of the game. So poking in advance ( if you can ofcourse ) could make a difference. The problem with Thresh, The Chain Warden , is that he has a more bursty approach instead of sustain but no matter his Auto Attacks still hit a lot. Try to hit a Auto Attack before you use all your skills in form of utility. Thresh, The Chain Warden is a sort of hybrid. This means that he is both AD-carry and a little support role. If you do it like this you will have more likely to hit your "Red stage" on your Q, Death Sentence , wich allows another great burst with only a single Auto Attack. But remember your Auto Attacks will always do a lot damage because if you keep on AutoAttacking you will still hit the "Blue Stage" or the "Green Stage". It doesn't do as much damage as the "Red Stage" but still will have a pretty nice sustained damage. Most of the time your damage will be even greater then the opposing AD-Carry, especially when they bought The BloodThirster instead of an Infinity Edge .
Eve if they bought an Infinity Edge first, they must be very lucky to get more then 1 or 2 crits of it, while you do still bonus damage
What ever the situation, don't get to split off of your team. You may or not may be fed but chances are very unlikely you still can't handle a 1v5 situation. So stick to your team and don't rush in. If you have still an empty slot in your inventory consider buying a ward . Vision leads to knowledge and knowlegde can help you out a lot. Knowing where every enemy is at that moment is the key to positioning. If they catch you , chances are it's good game. At this point of the game the Nashor Tooth is the most popular guy. Everybody wants him. Almost all the fights will probably occur around this guy so keep the environment warded.
If you see an opportunity to pull a lone wanderer in with your Q, Death Sentence , don't hesitate to pull him in. If your team is close by , chances are big it would be a free kill. This allows you to take control over Nashor Tooth.
If you were following a build with no Attack Speed with the exception made for your Beserker's Greaves , keep in mind that this probably will only work if you are fed. As you will have not enough critical chance.
You have a pretty good snowballpotential and as long as you got that keep on building further Attack Damage but if you feel you don't do enough damage anymore, start building Attack Speed. Late game is all about AutoAttacking, a smart move is then to sell an item to get a Phantom Dancer in return. So that you get more Attack Speed and Critical chance. This helps in late game teamfights more because you don't have to stack up your Q, Death Sentence , for a good amount of damage.
I am not the greatest LoL Player but I just like to experiment with different things. I will keep on upgrading this build as I have not discovered his fully potentional
If you have any constructive criticism just let me know. It would be much appreciated if you would leave a like on my build too. So I would say as my final words :
Good Luck & Have Fun ! =)
[url="http://slaterwheeler.deviantart.com/"]My Deviant art[/url] [url="https://twitter.com/SlaterVonJager"]My gaming Twitter Page[/url]