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Thresh Build Guide by Laverenz

Support [700K Mastery Points] Laverenz' Thresh Guide (9.23)

Support [700K Mastery Points] Laverenz' Thresh Guide (9.23)

Updated on November 27, 2019
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League of Legends Build Guide Author Laverenz Build Guide By Laverenz 15 2 40,499 Views 1 Comments
15 2 40,499 Views 1 Comments League of Legends Build Guide Author Laverenz Thresh Build Guide By Laverenz Updated on November 27, 2019
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Runes: Runes

Resolve
Guardian
Font of Life
Bone Plating
Overgrowth

Inspiration
Cosmic Insight
Magical Footwear
Bonus:

+8 Ability Haste
+5 Armor
+15-90 HP (lvls 1-18)

Spells:

1 2
USUAL SPELLS
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

Threats & Synergies

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

Champion Build Guide

[700K Mastery Points] Laverenz' Thresh Guide (9.23)

By Laverenz
Introduction
Hello! My name is Laverenz and welcome to my Thresh guide. I stream every now and then on www.twitch.tv/laverenz
Thresh is my most played support lifetime. I starting picking him up back when he was released, and have played him a lot since. I know a lot about Thresh and i will try to explain some things to you throughout the guide. I haven't really achieved anything on him, except being rank 850 best Thresh EU West, but that wasn't intentional. lol. Let's just get to the guide, shall we?

This guide focuses on:
- Runes
- Items
- Pros / Cons
- Abilities
- Team Fights
- Early Game
- Mid Game
- Late Game
Thresh's Lore
Sadistic and cunning, Thresh is a restless spirit who prides himself on tormenting mortals and breaking them with slow, excruciating inventiveness. His victims suffer far beyond the point of death, for Thresh wreaks agony upon their souls, imprisoning them in his lantern to torture for all eternity.

In an age history has all but forgotten, the man who would later be known as Thresh was once a member of an order devoted to gathering and protecting knowledge. The masters of this order tasked him with guarding a hidden underground vault filled with dangerous and corrupted magical artifacts. Thresh was incredibly strong-willed and methodical, which made him well-suited to such work.

The vault Thresh guarded was buried deep beneath the citadel at the center of an island chain and protected by runic sigils, arcane locks and potent wards. Spending such time in the presence of dark spells began to affect Thresh as the magic sought out his innate malice. For years the relics preyed on his insecurities, taunting him with his deepest fears and feeding his bitterness.

Thresh’s spite surfaced through wanton acts of cruelty, as his talent for exploiting vulnerability bloomed. He slowly tore pages out of a living book, binding it back together when it was all but spent. He scratched the glass of a mirror bound with the memory of an ancient mage until it was opaque, trapping the man in darkness, only to polish it anew and repeat. Just as a secret wants to be told, a spell wants nothing more than to be cast, and Thresh denied this each day. He would start to recite an incantation, then let the words trickle off his tongue, halting just before the last syllable.

He became exquisitely skilled at covering all evidence of his cruelty, such that no one in the order suspected he was anything other than a disciplined guard. The vault had grown so vast that no one knew its contents as completely as Thresh, and the lesser artifacts faded from the order’s memory, as did Thresh himself.

He resented that he had to hide his meticulous work. Everything under his watch was evil, or corrupted in some way - why shouldn’t he be free to do as he would?

The vault held many peculiar magical artifacts but no people, until one day when a chained man was dragged into the sunken catacombs. He was a warlock who had infused his body with raw sorcery, which gave him the power to regenerate his flesh, no matter how grievous the wound.

Thresh was delighted at his new ward - a being who could feel the full range of human suffering, but would not perish, a plaything he could torment for years to come. He started methodically separating the warlock’s skin from his flesh with a hook, and used his chains to lash and tear the open wound until it healed. He took to wearing the chains as he patrolled the vault, reveling in the warlock’s fear at the long, dragging sound of his approach.

With ample charges to torment in the vault, Thresh became even more distanced from the order above. He began to take his meals in his underground chamber lit by a single lantern, rarely emerging from the catacombs. His skin developed a pallid complexion from lack of sunlight, and his face became gaunt and hollow. Members of the order avoided him, and when a series of mysterious disappearances plagued the order, none thought to investigate Thresh’s lair.

When the disaster known as the Ruination struck, magical shockwaves claimed the lives of all who lived on the isles and transformed them into a state of undeath. While others screamed in anguish, Thresh reveled in the ruin. He rose from this cataclysm as a spectral abomination, but unlike many who have passed into the shadow world, Thresh did not lose his identity. Rather, his penchant for cruel torture and ability to discern weakness was only heightened.

He relished the chance to continue his cruelty without fear of reprisal, unfettered by the limits of mortality. As a wraith, Thresh could torment the living and the dead endlessly, delighting in their despair before claiming their soul for an eternity of suffering.

Thresh now seeks only particular victims: the most clever and resilient, and those with a strong will. His greatest joy comes from tormenting his victims until they lose any last glimmer of hope, before facing the inevitable hook of his chains.

Thresh short story: The Collection:
A horrible scraping of metal chains drifted over the fields. Outside, an unnatural fog rendered the moon and stars all but invisible, and the regular hum of insects fell silent.

Thresh approached a ruined hovel. He raised his lantern, not to see his surroundings, but to look inside the glass. The interior of the lantern resembled a starry nightscape with its thousands of tiny green glowing orbs. They buzzed frantically as if trying to escape Thresh’s gaze. His mouth twisted in a grotesque grin, teeth glinting from the glow. Each of the lights was precious to him.

Behind the door, a man whimpered. Thresh sensed his pain, and was drawn to it. He knew the man’s suffering like an old friend.

Thresh had only appeared to the man once, decades ago, but since then the spectre had taken everyone the man held dear: from his favorite horse to his mother, brother, and recently a manservant who had become a close confidant. The specter made no pretence of natural deaths; he wanted the man to know who caused each loss.

The spirit passed through the door, scraping his chains as they dragged behind him. The walls were damp and ingrained with years of grime. The man looked even worse: his hair long and matted, his skin covered in scabs - angry and raw from clawing. He wore what had once been fine velvet clothes, but were now little more than torn, tattered rags.

The man shrank from the sudden green glow, covering his eyes. He shook violently, backing away into the corner.

“Please. Please, not you,” he whispered.

“Long ago, I claimed you as mine.” Thresh’s voice creaked and stretched, as if he had not spoken for an age. “It is time I collect...”

“I am dying,” the man said, his voice barely audible. “If you’re here to kill me, you’d best hurry.” He made an effort to look at Thresh directly.

Thresh stretched his mouth wide. “Your death is not my desire.”

He set the glass door of his lantern slightly ajar. Strange sounds came from within - a cacophony of screams.

The man did not react, not at first. So many screams emerged that they blended together like scraping glass shards. But his eyes widened in horror as he heard voices he recognized plead from Thresh’s lantern. He heard his mother, his brother, his friend, and finally the sound he dreaded most: his children, wailing as if being burned alive.

“What have you done?” he screamed. He scrambled for something to throw - a broken chair - and threw it at Thresh with all his strength. It passed through the spectre harmlessly, and Thresh laughed mirthlessly.

The man ran at Thresh, eyes wild with fury. The spectre’s hooked chains whipped out like striking snakes. The barbed hooks struck the mortal’s chest, cracking ribs and piercing his heart. The man fell to his knees, face twisted in delicious agony.

“I left them to keep them safe,” the man cried. Blood gurgled from his mouth.

Thresh wrenched his chains hard. For a moment, the man did not move. Then the ripping began. Like a rough-spun sheet being slowly torn, he was excruciatingly pulled from himself. His body convulsed violently, and blood sprayed along the walls.

“Now, we begin,” said Thresh. He pulled the captured soul, pulsing brightly from the end of the chain, and trapped him within the lantern. The man’s hollow corpse collapsed as Thresh departed.

Thresh followed the curling Black Mist away from the cottage with his glowing lantern held high. Only after Thresh was gone, and the fog dissipated, did the insects resume their nightly chorus and stars once again filled the night sky.

As you can read above, Thresh is a really cool champion with quite an interesting Lore.
Runes
I would always go for Guardian as my Keystone, as it gives so much potential in defending your ADC, and helps defending the rest you team, as it shields a lot of incoming damage towards him or an ally. The shield it gives is such a big life saver, as it may save your teammate from dying. The rest of the runes are self-explanatory
Pros / Cons
Pros


+ High mobility with Death Sentence
+ Chain CC
+ AoE slow
+ Being able to shield himself or an ally
+ Great engage
+ Is able to pull teammates out of a bad situation

Thresh is a great pick in solo queue. He is an easy champion to solo carry with, as he can hook a carry on the enemy team, making it much easier to win a team fight. Also, Thresh is one of the "Hook-supports", which makes him easy to play. He is great at catching carries on the enemy team with his Death Sentence + Flay.
Cons


- Weak when alone
- Vulnerable to binds/slows
- Needs good early game
- Death Sentence removeable with Quicksilver Sash
- Easily falls behind when enemy ADC is fed
- Takes a lot of practice to master

As per all champions, Thresh has his strengths, and his weaknesses. Compared to other supports, Thresh's late game can be considered extremely strong. When your Q is maxed out, it has very little cooldown, making you able to hook every 3 seconds. Thresh's Death Sentence can be removed with Quicksilver Sash, which makes it easy to counter. It's interruptable, It's easy to get away from, as soon as the enemy team sees Thresh, the carries can just flash away, or use movement abilities, to escape getting caught by Death Sentence.
Abilities
You can see the ability maxing order in the top of the guide. For this chapter, I'd like to add some more important combos and tactics to use your spells. The normal combo when engaging a fight will be using your Q > W (Lantern) another fronliner > E > R. Of course, if you're already close to the enemy carries you want to hook, use E > W (Lantern) another frontliner > R > Q

Thresh's Passive:
Thresh can harvest the souls of enemies that die near him, permanently granting him Armor and Ability Power.


Thresh's Q:
Thresh binds an enemy in chains and pulls them toward him. Activating this ability a second time pulls Thresh to the enemy.

Thresh throws out his scythe, dealing 80/120/160/200/240 (+50% Ability Power) magic damage, granting True Sight and stunning the first unit hit, pulling them in for 1.5 seconds.Reactivating this ability will pull Thresh to the bound enemy.Death Sentence's cooldown is reduced by 3 seconds if it hits an enemy.


Thresh's W:
Thresh throws out a lantern that shields nearby allied Champions from damage. Allies can click the lantern to dash to Thresh.

Thresh throws the Lantern to a target location. If an ally clicks on it Thresh will pull both the Lantern and his ally to him.The Lantern grants a shield lasting 4 seconds that absorbs up to 60/100/140/180/220 (+0) damage to Thresh and up to one ally if they come near it. The shield amount scales with the number of souls Thresh has collected.


Thresh's E:
Thresh's attacks wind up, dealing more damage the longer he waits between attacks. When activated, Thresh sweeps his chain, knocking all enemies hit in the direction of the blow.

Passive: Thresh's basic attacks deal from 0 to 0 (+0) additional magic damage, which builds up while not attacking (total souls collected plus up to 100/125/150/175/200% total Attack Damage).
Active: Deals 65/95/125/155/185 (+40% Ability Power) magic damage in a line beginning behind Thresh. Enemies hit are pushed in the direction of the swing, then slowed by 20/25/30/35/40% for 1 second.Cast forward to push; cast backward to pull.


Thres's R:
A prison of walls that slow and deal damage if broken.

Thresh creates a prison of spectral walls around himself. Enemy champions who walk through a wall suffer 250/400/550 (+100% Ability Power) magic damage and are slowed by 99% for 2 seconds, but break that wall. Once one wall is broken, the remaining walls deal no damage and apply half slow duration. An enemy cannot be affected by multiple walls simultaneously.
Team Fights
In team fights you should always Death Sentence their carries. If their carries have bought Quicksilver Sash You should never Death Sentence them, unless you know for sure, that they already used it. Pay attention to your own ADC and midlane. Save your E to get the enemy carries away from your own carries. Don't waste lantern on unnecessary moments. It's a key ability.
Early-game (Minute 1-10)
In Thresh's early game, clear out, with your ADC, whether you want to play aggresively or passively. If you agree to go aggresively, you ******** have to do it. Don't hesitate on going in, unless you know for sure, they can kill you 2v2, or their jungler can be close. If you know for sure that you can 2v2 them, go for it. Nothing negative will happen doing this, only positive things. Make sure to let your jungler know that if he ganks, it's an easy kill, due to your lantern. Just Lantern your jungler, and flash onto the enemy ADC.
Mid-game (Minute 10-25)
Make sure to roam a lot, and help your jungler securing drakes. Midlane will be your primary goal. Make sure your midlaner gets to the snowball-phase, which will help them carry the game. Keep pressure around the enemy jungle.
Late-game (Minute 25-∞)
Always hook their carries, make sure to fight a lot, as Thresh has a lot of team fight potential. Thresh is the best support in the game, as his kits makes you able to do anything you need. You can slow, hook, pull, lantern your allies, knock-up, knock-away, knock-toward yourself. Basically anything you need on a support.
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[700K Mastery Points] Laverenz' Thresh Guide (9.23)

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