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So how do we solve this problem? Well, if you have a tank in the jungle you can just play Thresh like you would an AD-Carry - but because of the short range of his auto-attacks, this doesn't work (for me, that is, others may have other experiences). The other possibility: Change the build. Make him beefy, make him tanky. Use him for his utilities, deal not that much but still a lot of damage and be happy that your team wins because of your massive amount of CC.
I also have a little problem with building AP on thresh. The only thing that scales really well with AP is his ult and that has a fairly long CD. Also it is a bit hard to land it on multiple targets when you're so squishy that you have to be afraid to come near the enemy.
One other thing: Attack Speed on Thresh. Why would be build it? I mean, you are dealing most of your damage through one hit right in the beginning. And you are not building a lot of AD, so you're AAs don't deal a lot of damage either. So why build so much Attack Speed? I don't really get it.
Also you seem to underestimate the powers of Thresh's Flay. It is REALLY important in his kit because it has a build in slow - which is applied to everyone who stands in it. It is such a OP thing in team-fights it kinda hurts. You can Q in to the enemy-team, E them and allow your team to take out the whole team which is not only focusing you (with any luck) now but are also slow as ****.
My solution would be building Thresh as a tank. It is really easy to survive the laning phase with him and with the help of the jungler you can make a few kills as well because you are built to keep the enemy at place and your damage output isn't that bad early on as well. You are great at farming and last-hitting minions which will also allow you to get a few souls. With a little gold you can get a few tank-items which will make you pretty beefy if you collected souls well, and in team-fights I cannot think of a better addition to a team than a Thresh well played. With this build ... well, I honestly cannot think of anything you could do with him. As stated, if the enemys aren't total ******s, Carry Thresh will most likely fail.
But you can probably explain that. :-)
For Top Lane I would personally use this
Malady
Wit's End
Deathcap
Statik Shiv
Zerker Greaves
Warmog
makes you "tanky" in the current "HP Meta", gives some ap, and well needed attack speed.
Firstly, regarding the Malady. I personally still dislike it, but you did definitely improve your choices by adding in the Nashor's Tooth. The additional AP from that gives you just enough damage to make it viable. Good job.
I suggest that you remove Bloodthirster, simply because none of Thresh's abilities scale with AD and you can get more damage output with an Infinity Edge + extra crit damage. This will also work better alongside the Statikk Shiv.
I also suggest you remove the Iceborn Gauntlet, since none of Thresh's abilities have low enough cooldown to proc it fast enough. Laggermeister was correct when he said the Trinity Force was unviable on Thresh, and Iceborn Gauntlet isn't any better for the same reasons. I suggest replacing it with something like Guinsoo's Rageblade (be sure to test this first).
Now, the guide itself...
The Runes and Masteries section NEEDS to be filled out. You're writing this guide for people who don't know how to play Thresh. How do I know this? They went onto Mobafire.
With the rest of the guide, the only problem I have is that it just looks messy. Jhoijhoi's manual to Making a Guide has tons of templates you can use to organize it better. Trust me when I say just centering some text and neatly putting some images around will get you more upvotes and views.
So, yeah. That's what I think. Just to spur you on, I will give you an upvote, but the average person will NOT think the same way that I do. Let's hope this guide gets a little better.
Look, if Malady isn't the best choice, then you shouldn't get it. Whether this is an 'on-hit' build or not, Malady is bad in terms of damage because you have very little AP. Sure, Malady adds an on-hit effect to your auto. It still sucks in this build. Logarithum ran the numbers for you.
He didn't account for the passives. I don't get malady for the AP scaling damage. I get it for the combo with Wit's End. Malady reduces the magic resist of enemies and then it does more magic damage along with Wit's End due to this unique passive. Hence, on-hit.
If you want to pretend to yourself that you're right, by all means, do it. But you're not. You deserve every downvote you get.
No, no no no no no. For the love of god no.
For the Malady to be the exact same damage output as the Wit's End (I'm calculating the AP given by your dumb item choices as well), which is 42 magic damage on hit, it will require you to have 380 souls collected.
If you can show me proof that you can farm 380 souls with Thresh before the end of ONE GAME, I will call your build perfectly viable.
EDIT: Here's some math, just incase you want to deny it.
Now, your items already give you 55 AP. The required ability power to make the Malady deal 42 damage on-hit is 270. 270 - 55 = 215. You require 215 AP from your souls to achieve this.
Thresh's soul AP reduction minimum is achieved at 101 souls, giving about 75.75 AP. Every subsequent soul only gives 0.5 AP. 215 - 75.75 = 139.25 (we need this much more AP), 139.25 * 2 = 278.5 (multiplied by two since the next souls are only half), 278.5 + 101 = 379.5 (adding AP reduction limit souls to additional souls), quick rounding gives us 380.
Do you know why people build the Malady on Kayle? Because she is an AP/AS hybrid. Thresh can be played in many ways, but unless you build him AP/AS hybrid, the Malady is UNVIABLE.
You're right. Malady is not the best choice, but this is an ON-HIT build, meaning Malady still works. Why does Malady have to do as much damage as Wit's End? I did never stated that Malady is a REQUIREMENT for the build. It's a suggestion if you're building offensive. Bonus attack speed + bonus ability power as well as the passive to reduce the enemy's magic resistance. If you can attack fast, then you can end up doing (not terrific, but decent) damage with your ultimate for a final blow or something. Malady is cheap and adds to Thresh's damage nonetheless. You do not necessarily need to buy it, but it works for me. It really depends if you can do good enough early game so that you can rush items like this. Compared to Trinity Force and Bloodthirster, Malady IS a cheap item and you can definitely rush it (although I do not recommend it). It's all about how much gold you can get. Once again, it's not meant to be a core item of the build, but it's a reasonable choice for a DPS/On-hit Thresh build. Much more of a considerable decision than items like Shard of True Ice. Malady doesn't have to do as much as damage as Wit's End to be a reasonable choice, but if you really feel so, don't build it. I'm not telling people to build it, it's in the suggestions. It works for me, but if it doesn't work for you, don't do it. Wit's End is obviously the better choice, but I still like Malady.
Um, does Thresh's Death Sentence passive work with Hurricane?
I think it does. I haven't really played Thresh a lot, so I'm not sure, but death sentence's damage is considered on-hit, so I think it is applied correctly.
As long as you know how to farm, your passive should give you enough AP for Malady to be a reasonable choice.
No, no no no no no. For the love of god no.
For the Malady to be the exact same damage output as the Wit's End (I'm calculating the AP given by your dumb item choices as well), which is 42 magic damage on hit, it will require you to have 380 souls collected.
If you can show me proof that you can farm 380 souls with Thresh before the end of ONE GAME, I will call your build perfectly viable.
EDIT: Here's some math, just incase you want to deny it.
Now, your items already give you 55 AP. The required ability power to make the Malady deal 42 damage on-hit is 270. 270 - 55 = 215. You require 215 AP from your souls to achieve this.
Thresh's soul AP reduction minimum is achieved at 101 souls, giving about 75.75 AP. Every subsequent soul only gives 0.5 AP. 215 - 75.75 = 139.25 (we need this much more AP), 139.25 * 2 = 278.5 (multiplied by two since the next souls are only half), 278.5 + 101 = 379.5 (adding AP reduction limit souls to additional souls), quick rounding gives us 380.
Do you know why people build the Malady on Kayle? Because she is an AP/AS hybrid. Thresh can be played in many ways, but unless you build him AP/AS hybrid, the Malady is UNVIABLE.