Thresh Build Guide by Timmott
Not Updated For Current Season
Example finished build
Other support items
Not Updated For Current Season
Welcome to my guide about Thresh the op soul eating support. Here I shall explain how to play Thresh to the best of my ability. Thresh is made to be a support, meaning that you can try ap mid, or top, but you will not have much success. Thresh's abilities work very well with each other. In team fights, Thresh shines with his disruption and ability to save teammates. This is why I enjoy playing him. I hope that with this guide you learn your own special way of playing Thresh. Any bit of criticism will help so just post below after reading the guide.
[*] This guide is completely personal preference and insight from experience. NO GUIDE IS AN EXACT WAY TO PLAY A CHAMP, JUST MERE GUIDELINES, SO DON'T FOLLOW THEM EXACTLY.
[*] Note that Thresh is mainly a support character and a useful guide on supporting can be found here.
Here is Thresh's spotlight so you can get the gist of him.
// SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here.
PROS AND CONS
Pros / Cons
+ Troll Grab
+ Can save teammates as long as they can click the lantern
+ Great Harass
+ Disrupts almost all op ults
+ Steals souls!!!!
- You must buy wards which costs money
- Hard to get the hang of
- You will die saving your teammates
- No armor per level
|I grab Sorcery and Intelligence for the cooldown reduction, these help with keeping your skills off cooldown so you have them when you need them.|
|Greed and Pickpocket help with money, since you are support, you do not get to farm. Make sure to harass to get the money from pickpocket.|
|Biscuiteer 's biscuit helps when if you take early damage in lane. I use the Explorer's Ward to protect whichever buff is closest. Use this ward after the 1 min mark.|
|Wanderer helps with getting around and being back in lane as quickly as possible.|
|Meditation helps with mana regen. Mastermind helps get Exhaust back quicker.|
is good for some the extra health per level and
is good for some early armor.
Masteries are based on personal preference. When I first played Thresh, I found that my skills took too long to get off cool down. So I grabbed cool down reduction and utility. A defensive set of masteries would also work well with Thresh. I do not take defensive masteries unless the enemy team has tons of damage or their bottom is a bruiser lane.
- Greater Quintessence of Gold: These quints are very helpful for support since the support role cannot farm.
- Other quints I would pick would be tankyness or to help support such as: Greater Quintessence of Health , Greater Quintessence of Health Regeneration, Greater Quintessence of Experience (if you think you need it, but i don't recommend it, just another option), Greater Quintessence of Armor, Greater Quintessence of Magic Resist, and Greater Quintessence of Cooldown Reduction.
- Greater Mark of Armor: Armor is much needed in the beginning, and having the .91 armor that reduces % damage helps with being more durable while collecting souls.
- Greater Mark of Magic Penetration: Another choice for marks is magic penetration to help with Thresh's harass.
- Greater Glyph of Magic Resist: Since Thresh doesn't get mr per level I picked these glyphs to try and make up for early lack of mr.
- Greater Seal of Armor: Since in bottom lane against ADC you should have armor to help take less damage.
Exhaust: I take Exhaust because it is the best thing to have when you are going bot, it works very will with your grab and such.
Flash: The other skill I take is flash because it can do a multiplicity of things such as position you for a good grab, let you escape, close a gap between you and your teammate to save them, etc...
Other Viable Summoner Spells
Heal can be used to help save yourself or your team in a team fight. The extra boost of health during a team fight might be enough to win it.
Clarity is another support skill, but should only be used if your laning partner is mana dependent. I would not use it unless your partner or team requests it. (Which is rare).
Ghost helps chase down enemies or escape. It can help close the gap to throw that last second hook out on a fleeing enemy. If you prefer this over flash, then take it.
Teleport can be useful if you want to get to lane quicker, or gank an unsuspecting top.
DO NOT USE THESE
If you are an *** and like to ks, then you will grab this. The only reason ignite would ever be good on a support is if the enemy team has Swain, Warwick, Vladimir or any other annoying champ that heals a lot. Unless it is decided by the team, do not take it.
Cleanse has no purpose to be on a support, do not take it, it would be a waste of summoner spell.
This is the summoner spell that you never see when level 30, do not take this, just like cleanse it is a waste of summoner spell.
You are not a jungler, do not take this.
- Damnation: Thresh can harvest the souls of enemies that die near him, granting him armor and increased spell damage. Siege minions always drop a soul, as do enemy Champions, but caster and melee minions only drop a soul 20% of the time.
- IT IS VITAL THAT YOU PICK UP EVERY SOUL THAT YOU CAN. This passive is very useful against an adc, more souls=more harass and more defense.
- The first soul will grant 1 bonus ability power and armor. Subsequent souls will grant 0.005 less, down to a minimum of 0.5 per stack. Souls cap at 999999
- Souls spawn within a range of 1900
- It takes about 49-94 souls to match a level 18 champ.
- To match Taric's base armor of 134 from Shatter it takes 182 souls.
- Death Sentence (Q):Passive: Thresh deals bonus AD based magic damage on each auto attack. The damage is equal to the amount of souls he has collected plus 80/110/140/170/200% of attack damage, based on length of time since last attack.
Active: Thresh throws his scythe, dealing 80/110/140/170/200 (+.5* AP) magic damage to the first unit hit and dragging them towards him for 1.5 seconds. Additionally, he may re activate the ability to leap to his chained enemy.
- If you enjoyed playing Blitzcrank then you will love to play Thresh. This grab has a significantly farther range. It takes a few games to get used to due to the delay before he throws it. Remember to always lead your opponent. It is a lot easier to grab an opponent at an angle than straight on.
- Pops spell shields
- Can dash over walls
- Cannot pull through walls :(
- It will damage Black Shield and be negated :(
- Dark Passage (W): Thresh throws out a lantern that shields nearby allies from damage for 60/90/120/150/180 (+.4* AP) for 6 seconds. Allies can click the lantern to dash to Thresh. Allies can only recieve the shield once per cast.
The lantern collects nearby souls for Thresh.
- Flay (E): Thresh sweeps his chain in a line, dealing 65/100/135/170/205 (+.4* AP) magic damage to all enemies hit and pushing them in the direction of the swing. Enemies are then slowed by 20/25/30/35/40% for 1.5 seconds.
- Flay's disruption is very useful. It will push or pull an enemy, depending on which way you aim it. To pull, aim away from the enemy, to push, aim towards the enemy. You can see in the diagram below.
- Will be negated by Black Shield :(
- Also pops spell shield
- THE BOX (R): Creates a prison of walls around Thresh, dealing 250/400/450 (+1* AP) magic damage and slows any champion that collides with a wall by 99% for 2 seconds.
Once a champion collides with a wall, the wall is destroyed.
Enemies that hit multiple walls take half damage and have the slow effect reduced by half after the first wall struck.
- THE BOX is op. It is hard to land, but you will get practice over time. It's slow and damage are very useful for securing kills and escaping.
- NOTE: The tooltip in-game says this ability slows for 99%. This may be an error and the actual slow amount still needs to be calculated.
- Note that movement speed slows cannot be reduced below 110, and that slows that would reduce below 220 are modified. To put it another way: a reduction of 99% will not reduce you to 3 movement speed, but rather it will reduce you closer to 110 than a weaker slow would.
- Activating The Box creates the 5 walls around Thresh's current position, forming a closed pentagon which points to the bottom of the screen.
- SOURCE: LEAGUE OF LEGENDS WIKI
When going into a fight you want to start by hooking the ap carry or adc carry with Death Sentence then you want to go in and Flay and throw down The Box to secure an escape or a kill. Use Dark Passage when your team is in at the beginning and use it when far away to allow a teammate to escape if you aren't winning the team fight.
- Remember that all of these skills require timing and positioning, each cast is vital, don't waste.
Ability Sequence Order
Ability Sequence Order
|Ruby sightstone is self explanatory and is a must have on supports because it saves time and money when you need to place wards.|
|Out of all the items you can get for giants belt I got with Sunfire Cape because I figure you're going to be in the middle of the team fight, so you might as well do damage while in there. You can get this first or you can get Randuin's omen, whichever you think is the proper choice in the situation of your match.|
|Ionian boots are the best choice because of the cooldown, don't get them until after you have your Giant's Belt, Sightstone, and emblem of valor.|
|This is another must have item on a support. Unless someone else like a tanky jungler is getting this, then it is your job to get this. Make sure to have Aegis of the Legion around mid game but still after a giant's belt.|
|This is another choice for an item in exchange for a Giant's Belt. This is very useful if the enemy adc is causing trouble and I reccomend getting this first over the sunfire cape if you are having trouble with a fed enemy adc. In the end it is good to have for its slow, just to add to your awesome cc.|
|shurelya's reverie||Shurelya's reverie is a very strong support item on Thresh because it provides health, cool down, and has a good active. The active gives movement speed to your team around you. This is very useful for escapes and chasing.|
This is a good start for Thresh because it helps with sustain.
- Rejuvenation Bead is good to take because it gives health regen and it helps you get philosopher's stone quicker.
- The three sight wards are very self explanatory.
Early game is defined by "lane phase." It is the part of the game where as a support, you help your adc get cs and kills. During this phase as Thresh you must ward these spots:
- For number 1 it is better to place that ward further up near dragon. That spot provides coverage of dragon and some more time for you to see a gank coming.
It is important to keep buying wards when or before yours run out. Make sure to watch the time they have left, and let your partner know when you are going back to get more wards. If the other support is killing your wards, buy Vision Wards to counter them. Vision wards may cost more, but it will give you an advantage because they other support will have to keep going to get wards, or they will just give up and screw themselves over.
- The first item I go for is philosopher's stone because of its gold per 10 sec. It also has useful health and mana regen.
- Next I grab Sightstone to help with warding, and lastly emblem of valor to work towards my Aegis of the Legion.
- You will also be able to grab 1st tier boots during this phase.
By the time you have all these items you will be working towards mid game. At this time your team will either be doing really good, or really bad. But you will be fine because Thresh is op. Never forget that even if you are doing bad, you can still come back. Thresh's abilities can change the game, I have seen it happen plenty of times.
Mid Game Warding
So your tower is destroyed, or you mauled through the other teams tower, time to wander. At this point you can start warding everywhere you possibly can. But before the everywhere part, you should hit a few key spots shown in the map below.
- Red marks are the most important. Dragon and Baron must remain warded because they provide a lot. If they are warded then you can sneak up on the enemy team and destroy them.
- Orange is second most important because these are the buffs. You want to protect yours and you want to see when the enemy jungler is at his so you can kill him and take it.
- Green marks the places that show the most and can be considered third most important. These spots are where people walk the most. Knowing the enemy teams position can save you a lot of deaths and get you a lot of kills.
- Blue represents the "everywhere" places and it just shows more of the map.
Mid Game Items
For items in the mid game you want to grab a Giant's Belt and start working on your Aegis of the Legion. By this time you will probably start to look squishy so you need the health. Grab the Giant's Belt and you will be set. Next you can grab Ionian Boots of Lucidity if you think you need the cool down, or you could get Aegis of the Legion. Usually I get the boots first because my cool downs seem to be too long. The Aegis must be finished quickly though so you can provide your team with defensive aura.
If you still feel that your cool downs are just taking forever, grab a Kindlegem which will build into shurelya's reverie. Shurelya's Reverie gives health regen, mana regen, health, and cooldown. It's active speed buff is also useful for getting out of situations or helping a teammate chase down a lingering weak opponent.
You can also grab the Ruby Sightstone if you want that third free ward and some extra health.
As long as you ward up a storm or are playing with pros, you will rarely end up with an end game. I have not yet had a game where I was able to complete a build :( . This is sad yes, but it is because I kept my wards up, collected souls, and used my skills to win team fights properly. The main thing for end game is to keep dragon and baron warded. You should always be the initiator since by this time you will be a beast tank. When you go to initiate, grab the ad carry or the ap carry with Death Sentence and get them out of the battle. Once initiated and your team goes in, throw Dark Passage down and use The Box along with Flay. If Exhaust is up, immediately throw it onto the ad carry so they do less damage and cannot escape. If your team scores that ace, it'll happen because of your skillful initiation. After this, the match should be won.
Late Game Items
This is an example of an end game build. Usually I end up with Runic Bulwark, Ionian Boots of Lucidity, Sunfire Cape, Ruby Sightstone, and shurelya's reverie. Shurelya's Reverie is very important to have because of the cool down, it's active and health it provides. If the game lasted long enough I would also obtain Randuin's Omen. These items are an ideal set for a tanky support because they give plenty of cool down reduction, health, armor, and magic resist. Runic Bulwark should be completed after you decide which item you will make for your Giant's Belt. After the bulwark, you can choose to build any of the other viable support items listed.
Other Viable Items
Here is a list and short explanation for other support items you could get.
- Locket of the Iron Solari: Locket of the Iron Solari is on the top of my other support items to get because of its shield. The shield can stack with your Dark Passage.
- Zeke's Herald: Zeke's Herald is a good support item for it's attack speed and life steal aura, it also helps with cool down, which is great for Thresh.
- Abyssal Scepter: Abyssal Scepter is good for it's mr reduction aura, ability power, and magic resist. If you feel like you need the mr, or your ap carry asks for the scepter, then go ahead and build it.
- Mikael's Crucible: Mikael's Crucible is good for its active skill which removes all cc from an ally and heals them for 150+15% of their health. It also gives a good amount of mana, some mana regen, and 40 ap. I don't usually grab this on Thresh because i'm comfortable with my mana, and i'm more support than damage so I don't need the AP.
- Banshee's Veil: Banshee's veil is another great item, it gives health, good magic resist, mana, and a spell shield. Although it isn't a support item, I recommend getting this if the enemy team's ap carry is fed or they have strong poke.
- Twin Shadows: This is useful for the ap, magic resist, and an active that slows. The active is also useful with seeing where enemy champs are. It sends out two ghosts that move towards the two closest enemy champs. If for some odd reason you lack ward coverage, then this is good to use to try and guess the positioning of enemy champs.
- Shard of True Ice: Shard of True Ice is another good item to take for kage's lucky pick. It provides good mana regen aura and an active that puts a "blizzard" around a teammate that slows close enemies by 30%. The "blizzard" lasts for a minute. It also provides some ap for damage to help harass.
|Thresh is a wonderful new addition to the League and has the sole purpose of stealing souls and ruining people's days. With the addition of Thresh, many champions such as Katarina and Malzahar can be stopped.(referring to their ults) Hopefully this guide was very helpful and you begin your Threshing career well. I plan to add to this guide as I play and collect constructive criticism. Good luck with trying Thresh and remember to just have fun.
I plan to add more as I play and obtain constructive criticism
First Ward Picture
Second Ward Picture
League of legends wiki(for ability explanations and extra info)
// SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here.