Big Flays Thresh
Tank (Magic Resist)
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.
This is one of the core items due to the synergy between Flay and Dead Man's Plate. Flay and Dead Man's Plate will activate on the same auto causing it to slow your target for 75% decaying over 1 second and apply a large chunk of extra damage to that auto attack.
Greater Mark of Armor
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Health Regeneration
x9 Armor Marks
x1 - +0.91 Armor
x2 - +1.82 Armor
x3 - +2.73 Armor
x4 - +3.64 Armor
x5 - +4.55 Armor
x6 - +5.46 Armor
x7 - +6.37 Armor
x8 - +7.28 Armor
x9 - +8.19 Armor
x9 Armor Seals
x1 - +1 Armor
x2 - +2 Armor
x3 - +3 Armor
x4 - +4 Armor
x5 - +5 Armor
x6 - +6 Armor
x7 - +7 Armor
x8 - +8 Armor
x9 - +9 Armor
x9 Scaling Magic Resist Glyphs
x1 - +0.16 Magic Resist per level (+3 at champion level 18)
x2 - +0.32 Magic Resist per level (+6 at champion level 18)
x3 - +0.48 Magic Resist per level (+9 at champion level 18)
x4 - +0.64 Magic Resist per level (+12 at champion level 18)
x5 - +0.8 Magic Resist per level (+15 at champion level 18)
x6 - +0.96 Magic Resist per level (+18 at champion level 18)
x7 - +1.12 Magic Resist per level (+21 at champion level 18)
x8 - +1.28 Magic Resist per level (+24 at champion level 18)
x9 - +1.44 Magic Resist per level (+27 at champion level 18)
x3 Health Regeneration / 5 sec
x1 - +2.7 Health Regeneration / 5 sec
x2 - +5.4 Health Regeneration / 5 sec
x3 - +8.1 Health Regeneration / 5 sec
Death Sentence (Q)
ACTIVE: After a 0.5-second delay, Thresh throws out his scythe in a line and tethers himself to the first enemy hit, dealing them magic damage and stunning them for 1.5 seconds. Upon hitting an enemy, Death Sentence's cooldown is reduced by 3 seconds.
While the tether persists, Thresh cannot attack and periodically tugs on the tether, each time pulling the target a short distance toward himself. After 0.5 seconds, or instantly if he hits a minion or monster, Thresh can reactivate the ability to use Death Leap while the tether holds.
ACTIVE: Thresh dashes to the bound enemy, removing the stun but allowing him to attack again.
No Cooldown Reduction: 20/18/16/14/12
40% Cooldown Reduction: 12/10.8/9.6/8.4/7.2
45% Cooldown Reduction: 11/9.9/8.8/7.7/6.6
Dark Passage (W)
ACTIVE: Thresh throws his lantern to the target location where it remains for up to 6 seconds, Sight icon revealing its immediate surroundings and shielding the first ally to come near it for up to 4 seconds.
If an ally right-clicks the lantern, they pick it up and dash to Thresh's location. If Thresh moves a certain distance away, the lantern automatically returns to him.
No Cooldown Reduction: 22/20.5/19/17.5/16
40% Cooldown Reduction: 13.2/12.3/11.4/10.5/9.6
45% Cooldown Reduction: 12.1/11.275/10.45/9.625/8.8
PASSIVE: Thresh's basic attacks deal bonus magic damage, increased with the time he spent since his last basic attack.
ACTIVE: Thresh sweeps his chain in a broad line towards a target direction. Enemies hit take magic damage, are knocked in the direction of the chains, and are slowed afterwards for 1 second.
No Cooldown Reduction: 9 seconds at all ranks
40% Cooldown Reduction: 5.4 seconds at all ranks
45% Cooldown Reduction: 4.95 seconds at all ranks
The Box (R)
After a 0.75-second delay, Thresh summons 5 spectral walls around him that last up to 5 seconds. Each wall breaks upon contact with an enemy champion, dealing magic damage and slowing them by 99% for 2 seconds.
No Cooldown Reduction: 150/140/130
40% Cooldown Reduction: 90/84/78
45% Cooldown Reduction: 82.5/77/71.5
This is an essential for Thresh. It allows so many more opportunities for landing Death Sentence, Flay, and also allows for amazing plays with Dark Passage. So overall just awesome on Thresh.
This allows you to keep your carrys better protected from any potential danger by reducing the targets ability to deal damage to your allies. A great, safe pick for a secondary summoner spell.
Not a fan of this summoner spell when playing support but if your planning on playing a hyper aggressive play style then feel free to take this instead of Exhaust.
I hope you find success with this guide as I have through my many years of playing League of Legends and Thresh specifically.
Make sure to leave any feedback on how I could improve this build guide. Anyone who has a very good understanding of BBcode I would greatly appreciate help with it since I get the concept and have used it throughout the guide there is still some I would like to learn. And most importantly thank you all for coming to my guide, hope you enjoyed ♥
I used information from all of the following:
Team Fighting and Comboing
Different Play Styles
Thresh is a highly versatile support who can be played to fit many play styles and team comps.
When playing Thresh there is mainly 2 ways of playing to fit a team comp, one being that if your team is behind or plainly doesn't have the strongest potential to win straight 5v5 team fights against the enemy team you can ward heavily and look to catch members of the enemy team giving you the opportunity to either fight with your team having the advantage or take objectives with relative ease. The other common play style is initiating team fights for your team which usually consists of landing Death Sentence and reactivating the ability to be pulled into the enemy team and following that up with The Box and Flay.
The area below goes into more detail for both of these play styles.
Team Fighting Play Style
Catching/Picking Off Play Style