Today I would like to share with you another gameplay of Thresh. Compared with the previous roaming gameplay, this one will obviously make enemies more disgusting, especially heroes with physical damage. It is also an outfit chosen for the current version. It is very good to kill AD alone. It's easy, you can kill easily even if you stand still, and everyone can rush to the big score while Thresh is not weakened.
First, let’s understand the advantages of Thresh:
Strong control ability: Thresh's Q skill can reduce the CD when hitting an enemy, and Thresh's E skill has a very high priority and can interrupt the displacement skills of many heroes, so Thresh is very strong whether it is protecting the back row or starting a group.
Strong suppression ability: Thresh's damage is actually very high. Many people think that Thresh has no damage. In fact, Thresh learns the E skill at level 1 and uses his passive to exchange blood, which can produce a very good suppressive effect. After that, he gets the right to go down the lane, and his teammates We can give priority support when playing in a group.
Hero analysis
But Thresh also has disadvantages:
Soft assistants cannot consume enough in the lane: the soft assistant's hand length can continuously consume Thresh, and the movement speed in the early stage is relatively slow. The soft assistant's skills either have deceleration or control. If the Q is empty, it will be easy to be left behind, and it will be consumed too hard. Even if you control the enemy, you won't be able to fight it.
Unable to serve as the frontline of the team, and unstable control: Thresh's tankiness is in the middle range, slightly fleshier than the soft assistant, and slightly crisper than the hard assistant, and cannot take too many skills and damage. Thresh's skills require anticipation and are easier to use than other more direct controls.
Outfit:
Thresh's equipment selection is mainly based on the situation. Based on the current situation, we analyze whether we need defensive equipment or auxiliary equipment. If there is a front row in the team, we don't need to produce too many meaty equipment and can produce 2 auxiliary equipment.
Plate armor can improve Thresh's roaming ability, and Landon mainly deals with critical damage. There is actually nothing much to say about these two items, and it is easy to understand.
Bingxin can disgust the enemies around him and reduce their attack speed. The mana and skill speed provided are also very suitable for Thresh, allowing Thresh to exert more control.
If you need magic resistance later, you can choose the Abyss Mask, and finally add a Madman to recover blood after getting out of the battle.
If you want to use auxiliary equipment, you can choose Zeke and Guardian. One can increase the damage of teammates and the other can protect teammates.
Recommended talents:
Aftershock can improve Thresh’s stability and fault tolerance.
Cruelty can increase Thresh's early damage
The adaptive shell can improve Thresh's tankiness and forgiveness, and skeletons are also an option.
Pathfinder can improve Thresh's roaming ability
Skill combo:
EQ (1) is Thresh's most basic combo. Use the slowdown of the E skill to make the Q skill hit better to achieve the purpose of retaining people. Thresh in the mobile game can flash Q, and use the flash to change the starting position of Q, but the direction will not change. Q flash WQ (1 flash 21) can make up for teammates being outside the range of the lantern. Q flashes to the teammate's lantern, and then uses Q to fly over with the teammate.
Detailed explanation of the game
Things to note:
It is best to ask teammates to fill in the front row, so that Thresh can control and protect the back row. When the front row cannot hold it, he can use the lantern to rescue him, so that Thresh's pulling ability can be used.
Analysis of laning and team battles:
You must learn the E skill (Skill 3) when going out at level one. Using the high damage of the passive to fight can easily create an advantage or kill the enemy. As long as the passive is good, you can go up to the A while the enemy is finishing the damage, and slowly We can cripple the enemy, thereby helping our teammates gain line rights and constantly suppress the enemy. If a fight breaks out in the river, we can go over to support as soon as possible.
The Crab Group and the Dragon Group are very important. As long as the army line is not accumulated too much or is stuck in front of the opponent's tower, we can quickly release the line to support. As long as we win these two groups, we will win if we can stabilize the snowball later. If you don't make big mistakes, the enemy will have no chance to come back. When ensuring the safety of AD in the early and mid-term, you can also roam appropriately to help your teammates relieve the pressure.
When playing in a group, don’t rush in all at once. Use your skills to control first, and try to control the enemy’s back row. Once you hook or swing one back, you can kill them instantly by cooperating with your teammates to focus fire. Prioritize the enemy’s strength, and we will form a strategy of attacking with more and less. The situation will be very easy to fight. The lantern must be used to save teammates or chase people, and don't lose yourself.