Thresh Build Guide by Hanjaro
[10.2] Hanjaro's Thresh Supporting your way to Challenger.By Hanjaro | Updated on January 23, 2020
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Runes: Vs Enchanters/Mages
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Alistar has a very fast engage that is almost impossible to flay in time to stop his CC. It is doable but not consistently.
Bard is short range and squishy. If you can hook Bard he will die very quickly. Later game he can be more tricky to deal with since he is so mobile with tunnels around the map.
Whichever lane gets ahead early will continue to punish the other in this matchup. Can easily go either way. Usually the first hook gets a large lane lead. Blitzcrank is a big threat at level 6 with the amount of burst he has.
Long range mage has the ability to help push the wave making it more difficult to land hooks while getting pushed in. Brands all in damage is extremely high so be careful you dont get stunned. In this matchup I would suggest flashing on Brand to engage and land your abilities this could also be a matchup to take hexflash in because he is hard to get to.
Pre-level 6 Braum not as big of a deal as post-level 6 Braum. If Braum jumps at you early to try to engage with a Q you can quite easily flay him away and disengage. Also hooking him or his adc in this lane for short burst trades then disengaging is how you win this.
This champ will sit back and spam E on the wave poking you and your ADC out of the lane. Fiddle works with many champions and his level 6 is huge burst.
Janna has high poke early game with her W and auto attacks. She has very strong disengage to make sure that you can't get to her or her adc. However the best time to engage on this champion is pre6 before she gets her ultimate. Once level 6 even if you get a good engage she can easily disengage you and your team.
High pressure laner will poke repeatedly and force you under tower. Be very careful not to get poked out early this champion has a strong early game and great utility later on to support her team. Recommend controlling a bush and looking for hooks from fog of war be careful of trying to all in trade while her mantra is active(R).
Difficult matchup, in this matchup you MUST save your flay to stop Leona from engaging on you or your ADC. This champion has high damage and a lot of CC. Trading vs this champion it is recommended to try to hook her or her ADC in lane if either are further forward than the other for a sure trade and make sure to save flay if she tries to engage with her E afterwards to stop her. Get a health advantage and then look for an all-in.
Lulu can be a high poke champion so watch her positioning towards your ADC try to land hooks on her or her adc if either are aggressively forward trying to trade. Play around aftershock CD for tanky engages.
Lux is very squishy. Control lane with a pink and look for engages from fog of war. Lux has low all in damage pre6 and you can easily abuse this as thresh. Her late game shield max is huge utility so try to shut her down early.
This is a trickier matchup for Thresh. Try to get comfortable memorizing Morganas black shield cooldown. Whenever it is used you have a small window where your hook will be up before her black shield is back up, look to punish her or her adc in this time. Can also engage from fog of war and catch her on a slow reflex to black shield.
Nami will most likely start W and try to trade a lot of health with you early on so she can sustain and get a health advantage. Try to play safe in the early few levels and look for a strong engage from full HP.
Nautilus has strong lock-down and high range engage with a strong self shield. His weakness is he needs line of sight to land hooks. You can abuse with auto attacks in minions so he cant return trades.
Pyke is very silppery and can be hard to deal with. Usually whichever champion lands a combo in this lane first will win the trade. See if Pyke is running aftershock, if he is play around its cooldown. Look to play back and lantern your adc out of a tough situation and then return abuse on them while his abilities/aftershock are on CD.
In the time it takes Rakans W to land you have time to make snacks and come back before you have to flay. Deny his engage with a flay and reengage with a hook, or you can be the aggressor in this lane and look for engage hooks. Level 6 is Rakan's major strength comboing his R and W be careful at this point.
Very squishy champion her only chance in this lane is to try to poke you out at early levels. Abuse anyone playing Sona pre6 take hexflash and flash/hexflash at her repeatedly from fog of war for engagements.
Most Soraka players take barrier in high elo for extra survivability. If they are not running it, it is a lot easier to abuse her or her adc. If she ever wastes her silence then you should look for an engage this is her only lockdown ability to keep you away.
Possibly one of the most annoying matchups in the game. Land a hook? GREAT! Tahm will eat your target and run away laughing at you. There is good news from this however! The hook will remain attached to Tahm's ally and you can still go in on the hook. This lane is easy to camp for jungler if you want to repeatedly engage on the Tahm. It gets more difficult later if he is running unsealed spellbook and cleanse however.
Taric has great all in strength from his passive. If he is landing auto attacks he is lowering his cooldowns greatly. So avoid all in confrontation with Taric. Look to poke some early with flay passive auto trades or a hook into a flay away plus auto to establish a health advantage.
Veigar is really low damage early game. If you are unable to land hooks early I suggest flashing for a flay into a hook if possible and abuse with hexflash pre6. Once 6 Veigar and his adc have a lot of kill potential on you or your adc with the amount of burst his combo + ulti do.
Strong poke champion and huge burst damage at level 6. I recommend flashing on this champion to force their flash out and abuse with hexflash so they cannot poke you out.
Zilean is another poke champion that you can abuse as Thresh. Any time Zilean uses a bomb in lane and misses you can easily punish him or his ADC because he no longer has the ability to stun you. He requires Q w Q to combo a stun.
Zyra is one of the stronger matchups vs Thresh. Her plants can be positioned to block your hooks from long range. If you can control a bush and use fog of war or a flash to engage on her pre6. Flashing onto her post 6 can usually result in you and your adcs death so be careful in this matchup vs her poke/burst.
Strong followup damage champion that will constantly push the lane to give you an advantage to look for hooks. Great choice with Thresh.
Very high burst damage and has great potential for pushing the lane to also give you more options to look for hooks to engage the enemy.
High burst damage and strong followup with his own mobility so lantern is not always required for strong plays. Overall great choice with Thresh.
This is one of the slower pushing champions that has a difficult time following up on plays that Thresh offers. Not very ideal for looking for hooks and he cannot trade in minions as most of his damage lies with his Q landing. If your adc picks this champion I recommend roaming a lot as Thresh.
Decent overall utility ADC. Decent poke with a very strong ultimate once she reaches level 6. However, this champion will need constant supervision considering she has low duel potential and is immobile.
Strong poke champion with decent burst if you can land a hook and synergize her traps with your hook/flay.
Jhin has decent followup with his W and 4th shot for good burst in this lane but similar to Ashe he is immobile meaning he will need constant supervision.
Jinx is not a very high damage champion early on but has decent poke with her rockets on the enemy. This champion scales really well into the late game and needs constant supervision. Thresh lantern is a great tool for helping this ADC re-position to get out of tight spots.
This used to be a very dominant matchup with Thresh, but due to itemization changes and a few champion tweaks Kalista is very weak in the current meta. With a few shifts to the meta this combo could come back and stomp the rift again. Strong followup with Thresh and great synergy with her ultimate for engages with Thresh.
Thresh has strong lockdown which can help MF land more duration of her ultimate on the enemy.
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!
I would suggest picking Thresh anytime your team comp needs engage/peel. Thresh has a very long range hook, and decent directional disengage to stop engage tools of the enemy, such as Zac jump or Lee Sin's Sonic Wave.
Try not to pick Thresh with low pressure laners, such as Ezreal/ Vayne or champions that can't push the lane as easily. It makes it very difficult to land hooks when there's always a lot of minions in front of you.
If you enjoy playing, or want to learn more about Thresh, you can read and discuss more over at
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. As Thresh, you want to snowball your ADC as quickly and efficiently as possible, while zoning off the enemy ADC.
Flash is used for the threat of an all-in engage, and as your primary escape summoner.
|With the massive amounts of CC built into Thresh, the displacement on your Death Sentence, you can proc Aftershock extremely easily. After 2.5s, you explode, dealing damage in an aoe around you, which adds to your burst window. During this window, it increases your magic resist, and your armor - which adds extra tankiness to an already rather tanky champion, and increases your burst damage - something that is necessary on your all-in.|
|Demolish is fairly strong right now with turret plating, the quicker you can do damage to the tower before 14 minutes, the more gold you and your ADC receive.|
|Thresh is an engage champion, he wants to be snowballing his ADC by diving into the enemies, making Bone Plating the best choice for him. The longer you survive, the more cc and damage you can output and Bone Plating enables this.|
|With Thresh and his burst damage, you are using Flash to engage on enemy champions, catching them off guard. Unflinching adds tenacity and slow resistance for up to 10s after using a summoner spell, you can use this to get in and out with more safety than the other choices, you also gain tenacity and slow resistance when one or both of your summoners are on cooldown, enabling you get in and out quicker.|
|Perfect Timing is a great rune to take on Thresh, he likes to all-in with Flash, Flay, The Box into Death Sentence, but before he manages to get an item spike, he can be slightly squishy depending on his match-up. With Perfect Timing, you can make the flashy plays, and come out of it alive and on top, it also negates any damage of dots like Ignite.|
|Even though Thresh may be rather tanky with the Resolve treeline, he is still counted as a melee champion, and against poke match-ups, Total Biscuit of Everlasting Will helps increase his sustain. With his large mana costs, they also restore 10% of your missing mana, and also increase your mana cap permanently by 50 per biscuit consumed, or sold.|
Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. Thresh has the option to roam a lot, and catch people out, so having the bonus movement speed is invaluable.
Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.
Ninja Tabi's > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Ninja Tabi's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.
Zeke's Convergence > SURVIVABILITY/CDR/MANA
Zeke's is a fantastic item on Thresh as it offers armor, magic resist, cooldown reduction and an extra 250 mana. When you cast The Box, You ignite an aoe around you that slows enemies by 20% - meaning less chance to escape on your engage, while the ally that you have chosen to attach to, their attacks burns enemies for 30% bonus magic damage, increasing their damage output for quicker kills.
Redemption > CDR/HP+MANA REGEN/SUSTAIN
Redemption offers an aoe heal in an area, add a sustain for his allies that Thresh' kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Dark Passage.
Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 60 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - using +20% of your maximum health, which Redemption and Knight's Vow both increase.
Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
Increases your Mana and HP regeneration, while granting you 40 magic resist, and 20% shielding power - good synergy with Dark Passage.
Abyssal Mask > SURVIVABILITY/CDR/UTILITY
If you have a lot of AP champions on your team, Abyssal Mask is a good pick up as it increases magic damage enemies take by 15% within 325 units. It increases your survivability vs AP champions on the enemy team. You also gain 10% CDR, increases your health, mana and you gain 55 magic resist. You also gain mana restoration and health restoration.
Righteous Glory > SURVIVABILITY/CDR/SUSTAIN/UTILITY
Righteous Glory is good for a team with physical damage threats, and also helps your engage on the enemy team, which can be useful if you're the primary engager. You gain 75% movement speed for 4 seconds when moving towards enemies or enemy structures, once reaching them, you slow by 75% for 2 seconds. You also gain 30 armor, extra health and mana, health regeneration and CDR.
EFFECT RADIUS: 1900
BASIC ATTACKS: Thresh's basic attacks do not use projectiles, and his basic attack wind-up is only reduced by 0.25% per 1% bonus attack speed (compared to the standard 1% per 1%).
INNATE: Enemies who die near Thresh drop souls for 8 seconds, which he can collect by either approaching them, or by placing Dark Passage's lantern near them. Each collected soul permanently grants Thresh 0.75 bonus ability power, 0.75 bonus armor and increases Dark Passage's shield's strength and Flay's minimum bonus magic damage by 1.
Champions and large enemies always drop 1 soul, epic monsters always drop 2, but small minions and monsters only have a 33% chance to drop 1. Souls are visible to allies, and only become visible to enemies if their team has sight of Thresh.
Death Sentence (Q)
COST: 70 mana
COOLDOWN: 20 / 18 / 16 / 14 / 12
FIRST CAST - DEATH SENTENCE: After a 0.5-second delay, Thresh throws out his scythe in the target direction and forms a tether with the first enemy hit, dealing magic damage and stunning them for 1.5 seconds. Hitting an enemy reduces Death Sentence's cooldown by 3 seconds.
While the tether persists, Thresh is disarmed and periodically tugs at his scythe's chain, pulling the target a short distance towards himself. After 0.5 seconds, or instantly upon hitting a minion or monster, Thresh can cast Death Leap while the tether holds.
SECOND CAST - DEATH LEAP: Thresh dashes to the tethered enemy, removing the stun but becoming able to attack again.
|dark passage dive||
Dark Passage (W)
EFFECT RADIUS: 150
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 22 / 19.5 / 17 / 14.5 / 12
ACTIVE: Thresh throws his lantern to the target location, revealing its immediate surroundings and collecting nearby Damnation souls for the duration. The lantern remains for 6 seconds and automatically returns to Thresh if he moves more than 1500 units away from it.
An ally that grabs the lantern will dash to Thresh's location and shield themselves for the same duration.
- Thresh and the first ally to come near the lantern, are shielded for 4 seconds
- You can place a ward, or Control Ward down on top of his lantern, potentially preventing his allies from being able to click it.
- Allies dashing with Thresh's lantern are still susceptible to CC, and can die during the dash.
COST: 60 / 65 / 70 / 75 / 80 mana
PASSIVE: Thresh's basic attacks deal bonus magic damage, increasing with time spent not attacking enemy units or neutral monsters.
ACTIVE: Thresh sweeps his chain in a broad line towards the target direction, dealing magic damage to enemies hit, knocking them in the chain's direction, and slowing them afterwards for 1 second.
- Flay's passive can be dodged.
The Box (R)
EFFECT RADIUS: 450
COST: 100 mana
COOLDOWN: 140 / 120 / 100
|ACTIVE: After a 0.75-second delay, Thresh surrounds himself with 5 spectral walls, each lasting for up to 5 seconds. Walls break upon contact with an enemy champion, dealing magic damage and slowing by 99% for 2 seconds.|
- Enemy champions hitting any wall beyond the first take no damage and are slowed for only 1 second.
Thresh has strong level 1 CC with Death Sentence and can quickly secure a kill if your team follows you into the enemy territory - (try to avoid invading a Braum however. Braum's passive is the strongest passive level 1 in the game which can lead your entire team to their deaths.)
Early laning phase, it is very important to try to beat the enemy team to level 2. In order to achieve level 2 in a shared experience lane, you need to clear the first wave of minions, and 3 melee minions from the second wave.
If you are confident that you will beat the enemy to level 2, start walking forward towards them as the last minion is about to die - that way you can engage while they think you are still level 1 - and level up mid engage, then you can proceed to throw a second ability and catch the opponents off guard.
The level 2 cheese is one of the strongest tools for winning lane as Thresh and it is highly unnoticed at lower ranks in the game. After your level 2 spike is finished, try to keep an eye on your jungler and see if a rotation is necessary in order to help them secure Scuttle Crab. An early rotation if your jungler is fighting for crab will
greatly improve your chances at winning the game.
During Mid Game, your intended job is to set up pick points around objective that are are coming up such as dragon, Rift Herald , Baron Nashor , etc.
Sweeping and clearing the area and setting up wards/ Control Wards so that the enemy team is denied vision is your primary job.
Once this is achieved, the enemy will be concerned if you are doing the objective or not (the trap is set!).
Now is the difficult part - getting someone to rotate to the trap that you've created, so that you can catch someone out and have an advantage for taking whichever objective you are trying to control. (Remember you can even set up at the enemy red or blue buff if you know they are coming up).
If you get a teammate to follow you to said location, you should look for a quick engage/kill, and then ping the rest of your team to follow you to get the objective, and then go back to pushing lanes.
WHAT DO I DO HERE!?
Well, with Thresh, you have a couple of options -
- You can look for an engagement, or
- You can counter-engage the enemy team.
It is up to you to peel your carries so they live long enough to kill the enemy team. Diving is only a good option if they are extremely out of position.
Peel your carries, and look for hooks as the enemy is trying to escape after you've flayed them successfully, and then continue chasing them down with a short CD Death Sentence from this high CDR build.
Smite their turret to hell with the Demolish rune we are running and end the game!
I hope you enjoyed, and learned enough from my Thresh guide, to play him as well as the pro's.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as enchanters ( Janna, Lulu etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.