Thresh Build Guide by Hanjaro
[10.23] Hanjaro's Thresh: Support your way to Challenger!By Hanjaro | Updated on January 5, 2021
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++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Threats & Synergies
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. Font of Life is a very good choice to help sustain your allies.|
|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.|
|Cosmic Insight will give you some extra ability haste, allowing you to keep your downtime to a minimum. It might be tempting to take something else in its place, but the ability haste is definitely the most reliable choice.|
|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%.
Boots of Swiftness > SLOW RESIST
If the enemy team has a lot of slows, you can take these for extra MS as well as the slow resist.
Zeke's Convergence > SURVIVABILITY/AH/MANA
Zeke's is a fantastic item on Thresh as it offers armor, magic resist, ability haste and an extra 250 mana. When you immobilize an enemy, they receive bonus damage from your designated allies basic attacks for the next 4 seconds, increasing your kill chance.
Redemption > AH/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.
Mikael's Crucible > SURVIVABILITY/AH/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.
Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 30 magic resist, 200HP and 20 Ability haste, which increases your overall tankiness, while providing a shield to your allies upon use - and granting nearby allies 5 bonus armor and magic resist.
Gargoyle Stoneplate > SURVIVABILITY/SUSTAIN/UTILITY
Gargoyle Stoneplate provides you with some extra tankiness in the form of Armor and Magic Resist. It's most effective in the later stages of the game, when team fights are more prevalent, so you can trigger the passive effect reliably. The active effect really shines in those same scenarios, allowing you to survive through the fight and maintain control of the enemy threats.
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.