Thresh Build Guide by ClearDays

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author ClearDays

Diamond Support Thresh (Patch 3.10)

ClearDays Last updated on August 6, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 1

Honor Guard

Defense: 13


Utility: 16

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A Little About Me

Basically, I've been playing since early-mid S1 and been playing support since S2. I'm now diamond player and I have name changed myself from WarMeansFun to Railgunnn. Nothing special about me. If you want to know my Thresh stats as of Diamond 3, here it is (If you can't see it, you can either lolking me or check me up on the client).

I'll say this once. Thresh right now as of 3.10, is broken. He's one of the most banned champions from plat-diamond, and I know this from experience. His skill set is just too strong. He has the power to pull off unbelievable ganks, and destroy any opportunity for an enemy's ganks.

Until Riot realizes how overpowered this champion is, we're stuck with abusing Thresh's immense strength.

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Pros and Cons

Pros / Cons


+ Free armor and AP due to passive
+ Incredible ganking potential
+ Very low mana costs
+ Very versatile skill set
+ Dark Passage is broken
+ Can disengage easily
+ Not item dependent
+ Incredibly fun to play

- Decision reliant
- Needs to co-ordinate very well
- Not rewarding for new players
- Susceptable to poke in lane
- Needs very good positioning
- Skillshot reliant

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Summoner Spells

Recommended Summoner Spells

Exhaust: This summoner spell will destroy the enemy ADC during a 2v2 engagement. It's a deadly spell when used correctly
Flash: This allows you to make plays, force fights, and disengage. Good spell, and is fairly reliable. This spell is a must have.
Ignite: A very strong aggressive spell, which usually requires coordination. You use it to snowball the lane, as it's fairly useless later on.
space Heal: If you've seen Xpecial's play, you might want to get this spell. This spell is a preference thing.

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Very standard support masteries that you run on nearly every support. They're self explanatory, but let me run over a few of them for you guys.


Summoner's Wrath for the 10 armor and MR reduction during Exhaust. During an early game engagement, it's a deciding factor. 10 less armor on the enemy, as well as the debuff that Exhaust already provides can make or break your lane if you choose to engage.


All of the points here should be self explanatory. Durability and Veteran's Scars for bonus health, Hardiness and Resistance for bonus resistances, and Unyielding and Block for trading. Simple, no? All of the other point options aren't as good for supports, so people tend to stay away from them.


Summoner's Insight and Meditation are preference. It's just what I choose to get in tier 1.

Mastermind and Artificer are better than everything else thus far in the utility tree. You don't need mana, and Scout 's bonus range is literally unnoticeable and useless.

Finally, to finish up your masteries you want Greed , Wealth , Biscuiteer , and Explorer .
Greed and Wealth help out with the low amount of income you'll have, and let's you buy more wards at level 1. Biscuiteer and Explorer are basically a free potion and a mini-ward. Their uses are very noticeable, and they're just very good masteries to get as a support.

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Greater Mark of Armor

I usually take this on all my supports. Since Thresh's range is 475, and most champions have an auto attack range of 550, you need this to deal with auto attack poke.

Greater Mark of Hybrid Penetration

A very aggressive choice that I sometimes run. A lot of Thresh's damage is mixed, mainly because of Flay's passive. If you want to try these, go ahead. I highly recommend them.


Greater Seal of Resilience

A mandatory seal, because of the fact that all bot lanes will have one ADC. Prevents you from getting destroyed in lane, and helps you trade. There's no reason for you not to get nine of these runes. They just help out so much.

Greater Seal of Gold

I guess against a very passive lane, such as Vayne and Janna these are good. Don't try to take too many of them though. Thresh does not have scaling armor, so the first few levels will be brutal with these runes.

Greater Glyph of Warding / Greater Glyph of Shielding

Whether it be flat or per level, both give you a substantial amount of magic resistance. I, myself, would use Greater Glyph of Magic Resist for Lulus and Sonas, but if you're against maybe Pantheon support, go for scaling MR. Outside of MR, there are no really big options for glyphs outside of maybe cooldown, but even then, MR is your best bet.

Greater Quintessence of Gold

Standard support quints. Helps if you want to play passive, rack up some gold, and get items for your team.
Greater Quintessence of Swiftness

Movement speed is insanely important on Thresh, because you need to position all of your spells. A great option for applying pressure and roaming.
Greater Quintessence of Hybrid Penetration

A very aggressive route for doing as much damage as you possibly can. When you auto attack somebody early game for 150 damage, you notice it.

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Skill Sequence

space > Gives you free armor and AP when you pick up souls!
> As games drag on, you can get extremely tanky.
> Try not to be obsessed over these in lane, as you may end up taking too much poke!

Death Sentence
space > Once you grab a target, you tug them towards you twice. You can reactivate the ability again to gap-close to whoever you hooked.
> Using the second proc of Death Sentence immediately doesn't let you tug your target, so it's usually best for you to wait until the second tug to decide whether to initiate or not.
> Creates a lot of pressure at all stages of the game. One grab can win the game.
> Level this last, as you get more damage from maxing Flay and the cooldown isn't that good.

Dark Passage
space > A shield, a scouting tool (it gives vision), and an "Ally Grab" all in one!
> Helps you duel small fights, as well as can set up amazing ganks in the laning phase (look at the video before).
> Level this second, as the AoE shield is great for mid game fights and the cooldown gives you more opportunities for interesting plays.

space > A nice disrupting spell that can stop channeled abilities such as Death Lotus
> You can both engage and disengage with Flay. Just know the range, and the directions!
> Use Flay to disrupt gap closers, such as Zac's Elastic Slingshot, Tristana's Rocket Jump, Corki's Valkyrie, etc.
> Level this first. With the passive and the active, you start to notice how powerful you are with hybrid penetration quints.

The Box
space > The Box is absolutely devastating in close quarters. It does a massive amount of damage, and the 99% slow is lethal.
> The obvious way to use it is to activate it in a choke point, but another way to use it when people are chasing you. The slow will stop them from chasing, most champions can't blink/walk around it without colliding into one wall, and you can possibly engage after it.
> You can also use The Box to peel. Any bruisers running into the wall will have a really bad time chasing.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

tl;dr - The Box > Flay > Dark Passage > Death Sentence

This will provide you with the most damage. If you're losing lane extremely hard, you can max Dark Passage second to help support your team when you engage, disengage, or are in the middle of a teamfight.

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Item Builds


sight ward

My standard start in soloq. Either have 3 Health Potions and 3 sight wards, or have one Vision Ward, 2 Health Potions, and 2 sight wards. Having more health pots than your enemies means that you can out-sustain them. The Vision Ward is optional.
SPACES sight ward

1 Vision Ward, 3 sight wards, 4 Health Potions and 1 Mana Potion is also an option, but you have 0 gold invested into items. I only get them when I play ranked 5s, but you can do this in soloq.


philosopher's stone

Rushing Sightstone is better than any gold/10 item, because you save more money from not buying wards than you'd gain from a gp10's passive.. I usually finish off my Philosopher's stone after my Sightstone, but if you want the regeneration from Philosopher's stone that badly, go for it.


The Ruby Sightstone is self explanatory. Boots of Mobility are usually my option in term of boots. This lets you roam around efficiently, and with Thresh's skills, roaming around is not a bad idea at all. If you need to go for an Aegis of the Legion because your jungler doesn't have one, don't build the Kindlegem, but since most junglers do go for Aegis, I left the Kindlegem there.

Jungler Has a Locket ( Standard )
Shurelya's Reverie

If your jungler did opt for a Locket of the Iron Solari, go for Shurelya's Reverie. It gives CDR, builds off of Philosopher's Stone, and has an amazing active effect.
Jungler Doesn't Have a Locket
Shurelya's Reverie

Basically, all you're doing is buying Locket before Shurelyas. Locket is expensive, which is why I generally don't buy it, but it's still an extremely strong item for the mid game phase.


Like I said, if your jungler doesn't have this item, go for it! If the enemy team is double AP, you can go for the double Aegis of the Legion / Locket of the Iron Solari to beef up your jungler and yourself.

Expensive, but against an all AD team, extremely strong. People will think twice about even touching you, and the active will help peel people off of your carries.

If nobody has this item and you need a bit of armor and cooldown reduction, get this item. The aura passive reduces the damage of auto attackers, so this is usually a strong choice.

If you need a slight amount of MR, and the chance to either scout or catch people out, this item is what you need. The active's slow is deadly, and can set up an easy Death Sentence

I've used this item once, and it's for a very niche scenario where you need to remove a hard CC off of your ADC. It helped us win the game, but only build this if it's absolutely necessary.

After seeing CJ Entus Blaze's Lustboy buy this item on Lulu at MLG Summer Arena 2012, I realized how strong this item is. Infinite peeling for your ADC, but it may be a bit overdose on Thresh.

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Early Game

Protect your jungler by scouting entrances. If you're on blue side, you can do double golems (at least until they nerf them). If you're on purple side, you can attempt to stop them.

Remember to help your jungler if they need a smiteless buff and you're nearby. Every bit helps when in the jungle.

Now, once you're in lane, you need to exert pressure. Walk up to them as the enemy ADC is trying to kill a creep to either poke him down or scare him off. Don't get too greedy for souls, as you may take too much free harass. Once you get a few levels and know you have an advantage, you can Death Sentence in, possibly activate the spell again, and Flay them back. This creates a lot of harass and if timed, can be absolutely deadly.

Ward up, protect your lane, and try to set up ganks with your Dark Passage if you can. If you're in the lower ELO brackets, the Dark Passage lane gank may not work, but you can still create a lot of pressure with your Death Sentence and Flay passive.

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Mid-Late Game

Basically, these are join points, tips, and reminders to help you improve your gameplay. Some of them you may remember, but others you may not do as well. If you can keep all of these points in mind while playing Thresh, you'll be golden.

  • Ward up. But seriously, do it.
  • Deny vision by buying Oracle's Elixir and Vision Wards
  • Peel for your carries! You can Death Sentence somebody purely for the stun. Flay and The Box also pushes bruisers off of carries really well.
  • Try to pull a catch on somebody by themselves. If you have wards, you can see if someone is all alone. Ping your teammates to collapse of them and boom - free kill and free objectives.
  • Don't ward by yourself! You could be caught out.
  • Don't blame your ADC if you lose lane. Just play it out, maybe you'll get lucky.
  • Remember to use actives, such as Locket of the Iron Solari or Shurelya's reverie. These actives can be game breaking!

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In all honesty, Thresh is good with every single ADC because of how versatile and strong he is. All supports match well with most ADCs, with the exclusion of all-in supports such as Leona. However, here are a few ADCs that I found out worked exceptionally well with Thresh.

Miss Fortune
Miss Fortune is an extremely strong lane partner. Her insane burst, raw damage, and poke in lane with Double Up create massive pressure for the enemy laners. Chances are, if they get hooked, they will die. On top of that, Thresh has the tools to save Miss Fortune if she ever gets caught or is ganked. Also, the combo with The Box and Bullet Time makes it impossible to get to Miss Fortune, as well as creates a giant AoE circle of CC and damage. Thresh Miss Fortune is strong both in the laning phase and late game, so these two work very well together.

Draven's raw poke damage with his Spinning Axe already forces the enemy to play safe, but combined with a Thresh they'll be zoned out very hard. Generally in this lane, you let Draven poke a little, and afterwards get a catch with either Death Sentence or Flay to guarantee a kill with no chance of a counter-engage. Later on, Thresh can protect Draven so that in a teamfight, Draven can catch the axes he need. Overall, Thresh's lane domination makes it very hard for others to react, especially with Draven, arguably the strongest ADC during laning phase.

Graves' immense burst is why he's extremely strong with Thresh. The second that you land a Death Sentence or a Flay on the enemy, they'll be nuked for half their health. This lane has the potential to 100-0 somebody in two seconds flat. Also, due to the nature of Graves and his massive AD scaling on both Buckshot and Collateral Damage, one kill can snowball your lane into an easy win.

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Support Matchups

Still under process! I'll add in more supports as I get time. I'll be listing the main supports, so some of the more unconventional ones won't be added in until later. If you want to see a support here, put it in the comments and I'll be glad to write about them.

Need to do list:
- Morgana
- Nidalee
- Fiddlesticks
- Alistar
- Taric
- Leona
- Elise
- Lux
- Zyra

This matchup is in your favour, but you can still lose. As soon as Blitzcrank Rocket Grabs your ADC, you're in a bad spot. Either all-in him, or Dark Passage your ADC out. You shouldn't be in this spot though. Auto attack the Blitzcrank and make sure he has low health, so that he's too scared to pull someone or else he'll get nuked. At the same time, make sure that you try not to engage too hard. Blitzcrank's moves are devastating for counter-engaging, and you might find yourself in a bad spot if you engage too hard.
hi Difficulty:
Easy / Medium

Janna is by no means a hard lane opponent -- just hard to engage on. You need to be able to burst through her shield or poke when her shield is down. If you try to poke whenever it's up, you'll end up grabbing minion aggro and potentially be turned on. Try to get small instances of harass by Flaying the enemy ADC backwards, and whittling her down. Janna has no form of sustain, so poking has a great long-term effect. If she uses her Howling Gale, feel free to engage as the enemies will be forced to blow summoners or burn ults. Just play it safe until you see a window of opportunity.
hi Difficulty:

Some of the hardest times you'll have are against Lulu. Her Glitterlance and 550 attack range will slowly whittle you down to a point where you're too scared to engage. On top of that, she can keep pressure on both you and your ADC. Her disengage is amazing, he poke is destroying, and she can fight, even if you land a Death Sentence. The best way to gain an advantage is to catch one of them when it's 1v2, or to engage when both sides are equal on health (usually when you guys return from a back). You need to have an ADC that is stronger than theirs in order to do this. Either that, or have a Dark Passage gank with the help of your mid or jungler.
hi Difficulty:

Probably one of the hardest counters to Thresh. Sona's Power Chord and Hymn of Valor can completely destroy you in lane, especially if she's running any form of magic penetration. On top of her, your poke can easily be healed by her. In order to win this lane, you have to land a grab before you get poked down. She's extremely squishy and has no escape, as most Sonas don't get Song of Celerity until level 8. Obviously, the worse the Sona is, the easier it is for you. However, if you're against a Sona main, then have fun.
hi Difficulty:

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Once again, much love to jhoijhoi on her guide on how to make a guide, which can by found by clicking here.

Thanks to my friends list, they're the people I play, scrim with, and practice with. Without them, I probably would have quit League by now and moved onto the next game on my list.

Oh and thanks to Og Q and LimitedExtent for boosting duo queueing with me when I refused to climb up to diamond.


6/10/2013 - Patch 3.7 - Created the guide!
6/14/2013 - Patch 3.8 - Changed the title to 3.8, as well as added a small note in the patch notes section below.


Preseason Balance Update 2
Thresh Release!

Patch 3.7
Guide released!

Patch 3.8

  • Fixed a bug where Thresh could cast Flash while casting Death Sentence

Basically, you can't charge Death Sentence, flash in, and have the hook connect with whatever is in front of you at the end of your flash. More of a nerf than a bug fix, but it's slowly balancing Thresh.

[]Patch 3.10[/url]
  • Base Health reduced to 500 from 541
  • Base Armor reduced to 12 from 18
  • Souls now always grant 0.75 Armor and Ability Power instead of starting at 1.0 and granting diminishing returns per soul collected
Thresh is basically a lot squisher and won't dominate EVERY lane. His skill set is still incredible powerful, you just find yourself losing more trades.