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Thresh lantern geometry you can repeat

Lantern saves are not reaction speed. They are a small set of positions you can practise until the throw is automatic.

MacroDiff editorial5 minUpdated August 28, 2026
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01

Throw past the target, not at it

A lantern landing on your carry still requires them to turn and click it. One thrown slightly behind their escape path is already in the direction they are running, which removes the turn entirely.

02

The wall throw

Over a wall, the lantern is a free escape for two people. Position on the wall before the fight commits so the throw exists as an option; deciding to walk there mid-fight is already too late.

03

When not to throw

If the carry is already dead on the next cast, the lantern only feeds a second kill. Flay the pursuer instead and accept the trade. Knowing which of the two you are doing before the fight starts is the whole skill.

Community content. MacroDiff does not verify in-game results, and an unverified author is never presented as a verified one.

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In this guide
01Throw past the target, not at it02The wall throw03When not to throw

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