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Thresh Build Guide by xvxjonnyxvx

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.


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League of Legends Build Guide Author xvxjonnyxvx

[S3] The Threshness, The Kinky Chain Support!

xvxjonnyxvx Last updated on March 27, 2013

Ability Sequence

1
4
5
7
9
Ability Key Q
3
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 13

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 16


Guide Top

Introduction

Welcome to the Threshness, The Kinky Chain Support, As the name suggests, this guide's masteries, runeset, skill order and build are geared towards making Thresh not only a good support but a deadly assets on your Team within the Early and Late Game play.

((First Guide I've Published on Mobafire So any Feedback is good.))


Guide Top

Pros / Cons

Pros

+ Very hard CC
+ Great at securing First Bloods on bottom lane
+ Death Sentence's passive (alongside its AD ratio) and his massive range makes him one of the most "hybrid" champions of the League, and Damnation makes him one of the most original too.
+ Is both a great life saver as he is a great initiator
Cons

- Dark Passage's shield is pretty much useless until late game.
- Extremely mana hungry, a trait Thresh shares with many other tanks.
- Starts with little to no armor and very squishy thanks to Damnation, unless starting out tanky.
- The Box is easily flashed over / tanked through.


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Summoner Spells


This Ability has multiple usage for it, first of all is obviously to flash away from danger and make sure that you are able to survive and fight another day. Another usage for this ability is to chain the factor of closing the gap with it, then instantly casting Death Sentence Hooking a unsuspecting member from the opposing team.

As the Support it is always nice to have an ability which renders pretty much any enemy you face useless, Exhaust is that Summoner Spell. With the added effect from the Mastery Summoner's Wrath , This will allow you to add it to the Thresh Combo:
>>>
Allowing you to secure most kills for yourself / ADC / Team.


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Skill Sequence

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


The reason behind my Skill sets are the following:
  • Choosing Death Sentence first allows you to grip any target and pull them towards your ADC which is always annoying early game.
  • Secondly with Flay combined with Exhaust at such an early part of the game you can pretty much guarantee at least HIGH Pressure or a Kill for your team.
  • Reasoning for getting the Dark Passage Third is so that you can actually assist in damaging more before you need to be able to save your ADC / Team from an encounter, this is also another use of defensive play. Since if you and your ADC do enough damage their attack will be detoured allowing you to get the Lantern at Level 3.
  • After which maxing Death Sentence In my opinion is a must, this allows for more frequent chain pulls meaning the enemy will have to continuously move resulting in CS loss due to paying attention to Thresh's Character animation.
  • After Maxing Death Sentence I normally max Dark Passage since around the time you are getting to that stage within the game your Souls should be at a nice high stack. Remember Souls count for 1AP / Armor only at Level 1 after which they decrease in value per soul collected.
    So in order to keep the max amount of souls that make a difference to your abilities you are looking at collecting around 74 Souls by Level 18 which isn't too difficult if you are constantly collecting them. NOTE: You can throw your Dark Passage To collect souls from a distance, but remember this ability has a heavy CD until you start to ramp up your CDR (Cooldown Reduction).
  • I personally think leaving Flay till last is the best option, Yes the slow is a good thing to have but there are other things that are more important early on, Also the damage from the ability scales from AP = More souls the better it is later on.
  • The Box obviously get this when you can at 6 / 11 / 16. The 99% slow for 2 seconds is very annoying for some members to escape from, There are some members who will choose to tank the wall but most will either try and flash or use an ability in order to avoid the damage and the slow.


The only champion i have found that pretty much renders Thresh's Ult useless is Master Yi, Him who practices the art of "running really fast" but he is normally squishy so if you wish in order to kill him the best option I've found is to: Exhaust > The Box > Flay > Death Sentence - This results in 99% slow and the damage from your Ult, allows flay slow to go onto him as well as the grip to stop him from doing too much whilst exhaust is running, giving your team the maximum time to shut him out.


Guide Top

Masteries

Masteries
1/1
4/2
2/1
2/3
2/1
1/1
1/3
1/3
1/1
3/3
2/1
2/3
4/1
1/1
2/1
1/1


Offensive
Summoner's Wrath - 1/1 - Self explanatory, Once your exhaust hits a target it means they will be taking additional damage.



Defend
Durability - 4/4 - More Health for Thresh Early game is always good to have!
Hardiness - 2/3 - More Armor for Thresh Early game is always good to have, Due to it not Scaling per Level.
Resistance - 2/3 - Magic Resistance, along with the runes is a nice feature to have in case Roaming AP Mids.
Unyielding - 2/2 - Reduced Damage from Champions.
Relentless - 1/2 - Slows are less effective.
Veteran's Scars - 1/1 - More Health for Thresh!
Block - 1/1 - Even more Reduced Damage from Champions.



Utility
Summoner's Insight - 1/1 - Reduced Cooldown on Flash, Is a nice tool to have for causing and running from fights.
Meditation - 3/3 - Always a must for Thresh as he is a Mana heavy Champion.
Mastermind - 2/3 - Reduced Cooldown on Flash and Exhaust
Artificer - 2/2 - Always nice to get your Support Items back off cooldown such as: Locket of the Iron Solari, Shurelya's Reverie
Greed - 4/4 - More Gold to go with your Greater Quintessence of Gold.
Biscuiteer - 1/1 - Free Mana and Hp Biscuit! CAUSE EVERYONE LIKES BISCUITS!
Wealth - 2/2 - More Gold!
Explorer - 1/1 - Free 1 Minute ward, to ward within the brush at the start in case of an early invade.


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Runes

Runes

Greater Mark of Armor
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Gold
3


9x Greater Mark of Armor Pretty much to allow you to start off with a decent amount of armor early game, allowing you to stack up the souls in order for your passive to take effect. This is extremely good against pressured lanes.

9x Greater Seal of Armor to help Damnation. The reasoning for this is because of Thresh's Passive he doesn't get any Base Armor as he levels up like every other champion within the League, as well as help you overall at the lane.

9x Greater Glyph of Magic Resist I prefer the flat Magic Resistance over the scaling when it comes to Thresh purely due to the early game ganks and such a thing shuts it down allowing you to carry your ADC up into the mists of battle without having to worry.

3x Greater Quintessence of Gold Gold, Who doesn't love extra gold, this helps with buying new wards until you get the Ruby Sightstone going and additionally allows you to buy Vision Wards / Items faster than you normally would.


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Items

Ruby Sightstone - Self Explanatory Item as a Support Role, If you want to get Vision up then you need to acquire this or the Normal Sightstone in order to save you spending those hard earn Muniz on Wards. [Excluding Vision Wards]

Ionian Boots of Lucidity - These are a nice buy in my opinion for Thresh As they allow him to be able to cast his Death Sentence more often opening up more plays for your team to bait in on, The Enchant I recommend getting would be Enchantment: Captain the reasoning for this is due to the increased movement speed for your ally's. This will allow them to capitalise on the factor of the 99% Slow from The Box / 40% from Flay and Death Sentence.
(NOTE: These can be traded our for Mercury's Treads if you are wanting to just sit at the 40% CDR Cap.)

Runic Bulwark - This brings a range of buffs towards your Team in those all important Team Fights, It will allow even the squish targets have a chance to shine on through at the end, with this Item chained alongside Thresh's Lantern and Locket of the Iron Solari, it will allow your Team to come out on top with ease.

Locket of the Iron Solari - This is an amazing support item for those all critical Team fights, it will allow you to double bubble your team with your Dark Passage alongside the Lockets on Use shield ability. Which should result in allowing your team to come out more so on top than the other if used within the correct place, which in my experience of playing Thresh I'm always within the middle of them all spamming those Flay's and The Box.

Zeke's Herald - The reason for getting Zeke's 3rd is that after a while your ADC will already have their Bloodthirsters / Ruin King Blades and so on this will allow them to gain that little bit more AD and Vamp for them to utilize it even more within those epic 5v5 team fights outside of Baron Pit.

Shurelya's Reverie Shurelya's Reverie - The same reasoning as the Enchantment: Captain on the Cooldown reduction Boots with this active it will allow your team to engage or disengage from sticky situations in order to regroup or acquire kills with ease. Alongside the cooldown reduction for Thresh's Abilities.


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Spells

Thresh is a Support / All Rounder. He has strong poke damage with Death Sentence Passive damage boost. Normally Thresh will get past most bans but personally think this shouldn't be the case due to Death Sentence Pulling ability chained with Flay Followed by The Box + Exhaust. With the Combo that Thresh brings to the table this results in a 99% Slow from just The Box Ultimate alongside picking out selective targets for the team to jump with his Death Sentance.

There is a Hidden Part to Thresh's Passive and that is the following: Nunu will always drop two souls, one from both Nunu and Willump, But this is not the Case for Sejuani and her Boar.



Guide Top

Souls in the Brush - Warding

When warding as a support I find that a lot of people don't actually notice they can buy wards themselves, So in order to combatant this when I go back to purchase Parts / Full items, i stock up on 1x Vision Ward, 2x Sight Ward's Even after getting the Ruby Sightstone until you have your full build on which i'd expect you'd be sole pushing a single lane or fighting over Baron.

Here are the following locations on which I ward within the game, I have 3 wards running bot lane at one time:
* Dragon,
* Brush on the River,
* Third is personal choice of Tri-brush / one of the brushes on the lane depending on the pressure.
(Later stages the ward locations change to Baron / Buffs / Enemy Base to gain vision for grips)


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Proof

Here is the proof of my scores within Ranked Games and some Normal Games:


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Summary

Hope that this guide will help all those who wish to try The Threshness out because he is an amazingly fun champion to play with and has so much utility in order to Team Fights / Laning Phases. I advise trying other things out on him since he is an all round champion and can go different roles such as Top / ADC.


Kind Regards,

xvxJonnyxvx


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