Help Support

Our Growing Community

MOBAFire is a community that lives to help every LoL player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support MOBAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Thresh Build Guide by Hanjaro

Support challenger

[10.2] Hanjaro's Thresh Supporting your way to Challenger.

By Hanjaro | Updated on January 23, 2020
528,649 Views
205 Votes
4 Comments
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Hanjaro's Featured Video
Close

Runes: Vs Enchanters/Mages

Resolve
Aftershock
Demolish
Bone Plating
Unflinching

Inspiration
Perfect Timing
Biscuit Delivery
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Support Role
Ranked #21 in
Support Role
Win 51%
Get More Stats

Ability Order

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies






Hey guys! Hanjaro here!
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!

Why Thresh?

Thresh is a strong, early-game support that transitions well into the late game, with his strong zoning and CC abilities. The lane pressure he exerts is second to none with the threat of his Death Sentence and Flay. He is currently an A tier support, who can be played with most ADCs, and into most matchups.

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
/r/ThreshMains.

Summoner Spells Back to Top


Flash and Ignite are the staple go to for nearly all support champions, especially with the all-in presence that
Thresh provides.

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.

Runes Back to Top
Resolve + Inspiration






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.

Itemization Back to Top


-OR-



-OR

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.


Knight's Vow > SURVIVABILITY/CDR/SUSTAIN
You gain extra HP, 40 armor and 10% CDR with this item, not including the extra 20 armor and 15% bonus movement speed when your chosen ally is nearby.
If your ally is nearby, you heal for 12% of all the damage they do (increasing your tankiness), and redirecting 12% of the damage they take, to yourself (increasing their survivability]. Usually a core item to take vs physical damage.


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.
Abilities Back to Top



Damnation

Damnation (Passive)

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


Death Sentence (Q)

RANGE: 1100
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.


  • Death Sentence can be blocked by Black Shield or Spell Shield, and the target will not be stunned, nor pulled, when hit.
  • Thresh won't face the target direction during the cast animation, only when the projectile starts to travel - use this to your advantage.



Dark Passage


dark passage dive Dark Passage (W)

RANGE: 950
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.


Flay


Flay (E)

RANGE: 400
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 9
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


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.

Gameplay Back to Top

Early Game


Once you've locked in Thresh and the game has begun, you can gather your team and look for an invade.
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.


Mid / Late 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.




Teamfights



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.
Thresh is decently strong at both. Your Death Sentence is very long range to catch someone out, but remember - in team fight stages you don't always want to follow your hook in, you may need to stay back to Flay enemy dive champions off of your carries.

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!
Conclusion Back to Top
CONGRATULATIONS you are a Thresh master. Do it again. And for even more fun, do it a few thousand times more, I can confirm I still enjoy playing this game after 1 Million mastery points on Thresh.

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.
Update Log Back to Top
  • 06/07/2019 - Published Guide.
  • 06/10/2019 - Added Itemization chapter.
  • 06/12/2019 - Cleaned up layout.
  • 11/20/2019 - Updated for 9.23.
League of Legends Build Guide Author Hanjaro
Hanjaro Thresh Guide
[10.2] Hanjaro's Thresh Supporting your way to Challenger.