Thresh Build Guide by LiL Bunnie FuFuu
A Glorious Guide to ADC Thresh - The One Hitting Carry [9.5]By LiL Bunnie FuFuu | Updated on March 18, 2019
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Kindred is extremely hard for Thresh to deal with because of her rapidfire clear and shitload of damage. Be very careful about invades and try to pick her off in fights. She is susceptible to cc. Dodge if you can, but don't ban Kindred. She's picked considerably less frequently than Rengar or, especially, Kayn (and both also counter you very hard).
Poppy is arguably the easiest matchup you'll ever play against. Her clear is slightly better than yours, but you have far more utility. Most of Poppy's dashes (etc.) can be interrupted by hook or flay and if you hook before her ult you can fly to her by reactivating Death Sentence.
Evelynn is another burst-focused AP assassin. Like Nidalee, she does crazy damage and is focused on picking off squishies. But unlike Nidalee she's slippery (her ult) and can go invis if she feels threatened. Her charm is also extremely annoying to play against - especially since Thresh doesn't handle cc very well.
Rengar has a slow, massive damage (and armor pen), high mobility, and massive damage. Basically a list of things that a Thresh player doesn't want to hear. There's some good news, though. You can flay his jump, ward (via lantern) his bushes, and lock him down with hook/ult combo. Focus on peeling allies and winning teamfights. Stay away otherwise.
Yi isn't particularly difficult pre-6 but can easily get out of control later on. His ult counters your flay and box while his alpha strike potentially counters your Q (it's easy to miss). Games are won or lost depending on how hard you shut him down
Kayn is easily the hardest counter to Thresh jungle. Like most junglers, his clear is significantly faster than yours. For another, he is extremely mobile and slippery making him hard to catch - especially post 6. Shadow assassin allows him to dodge most of your cc and obliterate squishy allies. Red Kayn is even worse, combining most of shadow assassin's damage with ridiculous sustain and tankiness. Ban every game.
Nidalee counters you relatively hard - in the early game. Then you get tanky and she'll have a hard time killing you even if she's fed. Nidalee's an AP assassin who succeeds by picking off your squishy carries. Peel her off and shut her down.
Champion Build Guide
Hi I'm Bunnie FuFuu, former support for L9, part time support, and full time troll. I am a NA Threshmain with over 3,000 games on the champion. My combined mastery across three accounts is approximately 1.5 million, with a 58% winrate including normal and ranked games. I used to be a support main until I took Thresh into the toplane. Since then I have over 100 games of Thresh jungle with a 65% winrate overall.
Outside of League I am a college student with two associates' degrees in art and science. I am a math tutor and write habitually. I tend to be very lazy so when I saw the Mobafire guide contest (and the DANK prizes) I forced myself to turn this guide into something I could be proud of, while still being as informative as before.
TABLE OF CONTENTS
This guide started as an ADC Thresh build which I made for the meme. Apparently people really liked it and within a few months it was upvoted to the second highest rated Thresh build on Mobafire for a few weeks. That was a pleasant surprise. Recently I decided to do a complete overhaul of the guide - with information on how to play Thresh in the Jungle, which turned out to be considerably more powerful than I'd previously thought.
I've learned a lot about Mobafire's formatting and BB code while trying to put this together. There's still some things I don't really know how to do - i.e. working with columns outside of presets lul. But I've definitely got a better feel for BB code and Gimp, which I used to create most of the 'fancy' text and make the images look edgier. I hope you find this guide useful. Enjoy
Have you ever wondered why there's so much f*cking damage in season 8? Because I have. Damage here. Damage there. DAMAGE EVERYWHERE
League in season 8 is basically Heroes of the Storm except without the cringey YouTube ads and yknow, an actual playerbase. And Riot, being Riot, is unlikely to start removing the f*ckload of damage they added this season, so what do we do about it? We have several options. 1) Stop playing League, 2) Stop playing League, or 3) Stop playing League.
Just kidding. You can do two things in this high damage meta. Play high damage champs and abuse the damage creep. Or you can play tanky-cc heavy motherf*ckers like Thresh.
Particularly... Thresh in the JUNGLE
- Extremely safe laning phase
- Strong roams
- Almost impossible to towerdive
- Tons of utility
- Plenty of gank potential ( Dark Passage from Fog of War)
- Strong teamfights
- Free armor from soul passive
- Infinite scaling
- Ranged champion. Very hard to bully out of lane
- Ranged champion - cannot access Titanic Hydra etc.
- Terrible waveclear. Constantly shoved in
- Garbage AD scaling (93 AD at lvl 18)
- Very slow first auto windup (25% as fast as every other champion)
- Will be out-damaged by most toplaners, even when ahead
- Poor MR scaling (38 at lvl 18)
- Skillshot dependent ( Death Sentence)
- Weak to crowd control. Few escapes
- No sustain
DAMNATION (Passive): Thresh gains souls from his passive, one for every three minions killed, one for every champion killed (either by Thresh or anyone else), and two per epic monster (dragons,
etc) killed. Thresh gains 0.75 armor and AP per soul, in addition to 1 bonus magic damage per autoattack scaling infinitely. That is - if Thresh has 100 souls he gains 75 bonus armor and AP while his autoattacks deal 100 bonus magic damage every autoattack.
Thresh, unlike every other champion, does not gain armor per level. He gains armor through collecting souls. You can use Dark Passage to collect them if you're being denied (say vs. Yasuo or Teemo). Further, Thresh has one of the lowest AD scalings in the game at +2 AD/lvl (93 AD at lvl 18). His soul collection compensates for that. Suppose Thresh has 100 souls at lvl 18 - his autos will deal 100 + (93 -> 186) damage, or 193 to 286 damage. That's why it's important to collect the souls!
DEATH SENTENCE (Q): Arguably the most powerful ability in Thresh's kit, Death Sentence is a long ranged stun - and hook - which can be used as any of the following:
A picking tool
Death Sentence can be blocked by Yasuo's Windwall but interrupting the channel will not stop the hook. For example, Udyr's Bear Stance cannot stop your hook as long as you cast it before his stun.
Death Sentence is difficult to land, mainly due to the windup, and you will have to spend a lot of time practicing to land it even half the time. It is Thresh's signature ability and without it you won't be much use in teamfights - particularly as a support or toplane tank. However, Death Sentence isn't as important if you're building Thresh as an assassin or an ADC, where you'll be spending most of your time autoattacking rather than using your abilities. In fact, it's (generally) better not to spend time hooking (etc.) as ADC or assassin Thresh as Thresh is 'stunned' (he can't take any other actions) while casting Death Sentence. This isn't a problem if you're a tank, but it is if you're a squishy ADC
DARK PASSAGE (W): Thresh's Dark Passage or lantern is one of the most meme'd abilities in the game, and also one of the most broken. There is no ability that gapcloses, or distances, more efficiently than Dark Passage. This stupid ability allows Thresh to rescue allies from seemingly impossible situations or certain death.
The shield is big enough to tank the damage from Ignite, minion aggro, at least one tower shot, and some enemy abilities. Allies who take Dark Passage - which you can do by RIGHT CLICKING ON IT - will travel to Thresh's current position (this can be extended with Flash). Aside from rescuing idiots or re-positioning, Thresh can use Dark Passage to gain vision in bush or fog of war and collect nearby souls.
Like Death Sentence, Dark Passage counts as a projectile and can be blocked by Yasuo Windwall. Once placed, Dark Passage is coded as terrain (although very small) and can disrupt movement or block enemies. Thresh cannot hook to his Dark Passage - but it'd be F*CKIN COOL IF HE COULD
FLAY (E): Flay is probably the most underrated ability in Thresh's kit, mainly because it does no damage. At least, the active doesn't. Flay's active is a rectangular displacement directly around Thresh, which can be cast in any direction. Enemies hit with Flay will be displaced in the direction of the cast - taking minimal damage (unless you're full AP Thresh? Taking advantage of that DANK 40% AP scaling?) and being slowed by 20-40% for 1 second.
Death Sentence is flashy but Flay is just as useful for making big plays. Flay can be used to disrupt every single dash, jump (or leap), and blink ability in the game ( Counter Strike, Rocket Jump, Lucian's dash, and all of Riven's dashes/jumps for example). The only abilities it won't work on is that one ability Warwick has which is f*cking annoying, especially because I can't remember what it's called - and anything protected by a spell-shield (think Morgana, Malzahar, or Sivir). A good Flay can displace multiple people - the whole enemy team if that's who it hits - and can set up an easy Death Sentence. If you're really good you can pull off the
Death Sentence --> The Box --> Flay --> Ignite combo. Hook first, ult, and then flay the enemy into The Box for a bunch of magic damage. Ignite for the kill
This is one of many plays you can pull off with Flay.
Flay is also an excellent peeling tool and can be used as an escape, although not a very good one (the slow only lasts 1 second).
What Flay is better known for are oneshots. Flay's passive is an autoattack windup which deals bonus magic damage on Thresh's autos dealing + 100-200% TOTAL AD. This stupid passive makes AD Thresh and ADC Thresh viable. For example: Suppose you're playing ADC Thresh and have 350 total AD (no crit other than a Stormrazor) and 100 souls. Stormrazor, with no other crit items, causes your first autoattack to crit for 140% damage. How much damage will you deal in your first auto given this information?
Let's do some QUICC MATHS:
350 AD * 1.4 = 490 (damage from Stormrazor)
350 AD * 2 + (100 this is the damage from souls) = 800
TOTAL: 1,290 damage on your first autoattack. Nutty? Just add in Predator or Dark Harvest for maximum memeage.
That's Flay. Good for utility. Great for memes. Use appropriately
THE BOX (Q): The Box, or the Death Circle, is an ult with a very cool sounding name but is, in reality, pretty f*ckin lame.
Back in the day, when League wasn't a 24/7 LUL ONESHOT iron 4 clown fiesta we had these things called 'teamfights'. In teamfights we would have an emphasis on skill, positioning blah blah blah. Anyway, if you were Thresh and went AP all you had to do was walk into one of said teamfights, be like 'yo w***up', drop The Box and blow everyone up because every wall collision did damage and it was f*ckin AWESOME.
NOW only one collision does damage, ranging from 250-550 with 100% AP scaling, also slowing for 99% for 2 seconds. The other 4 wall collisions deal no damage and only slow for 50%, for 1 second. It's so mediocre it could be the Hangover 2. Get it? Because that was a really mediocre movie...
Seriously though, this thing does less damage than Blitzcrank ult, on a MUCH LONGER COOLDOWN, and only to one target. Buff Thresh Rito pls
That said, Thresh can make some good plays with The Box. The oneshot combo, where Thresh hooks, flays or otherwise displaces an enemy into The Box and following with Ignite, securing an easy kill. The Box is also useful for peeling and re-positioning - the concurrent slows can allow Thresh to escape when chased. Thresh can also wall off narrow passages (i.e. certain parts of the jungle) with The Box, escaping that way. This can also be used to prevent enemies from escaping especially in teamfights
You can go several ways with runes. It depends on what you're playing: Thresh Top, Support, or ADC. Aftershock, Guardian and even Dark Harvest are all viable keystones on support. Similarly, Aftershock and Dark Harvest are reasonable for toplane. Dark Harvest, Fleet Footwork, or Conqueror for ADC. Personally I like to take Aftershock because Thresh can proc it with 3 of his abilities ( Death Sentence, Flay, and The Box) and it completely denies most toplaners' engage ( Renekton, Darius, and Jax in particular).
Listed below are the recommended runes for Top, ADC, and Support (in that order):
You have two options for your second rune slot: Tenacity or Utility
Thresh Top is heavily focused to frontline tank and peel so you will need to buy items that work towards that end.
FIFTH ITEM OPTIIONS: