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Choose Champion Build:
- I AM THE THING UNDER THE TOWER (TOP)
- WHIPPING MY SLAVES (ADC)
- NOBODY ESCAPES! (SUPPORT)
- CLOSING IN (MID)
Recommended Items
Runes: STANDARD TANK
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order ALL TANK BUILDS
Damnation (PASSIVE)
Thresh Passive Ability
Threats & Synergies
Fiora
Ugly matchup. A good Fiora will parry every single time you use Q or E since both of these abilities are pretty telegraphed and easy to predict (particularly Q). The good news is Fiora's ult is soft countered by The Box - massive slow vs massive ms boost. The downside is it's very hard to trade with her outside of turret and she can effectively freeze the wave while you cannot. She also outscales and lawnmows turrets. I'm probably going to start banning her because she is that annoying.
Pantheon
Pantheon has pretty strong early roams and they only become stronger with Thresh. Your lantern perfectly sets up his stun and his stun can also prep an easy hook/flay combo. You can 2v2 with him.
Pantheon
Pantheon has pretty strong early roams and they only become stronger with Thresh. Your lantern perfectly sets up his stun and his stun can also prep an easy hook/flay combo. You can 2v2 with him.
Champion Build Guide
Hi I'm Michael Kurylo also known as BunnyFuFuu, former support for Cloud 9 and full time streamer.
I am a NA Threshmain with over 4,000 games on the champion and was Master to Challenger elo in seasons 4,5, and 6. I played in the LCS for two years and originally became famous for my game-winning Thresh outplays. My combined mastery across multiple accounts is approximately 3 million points, with a 58% winrate including normal and ranked games. I used to be a support main until I took Thresh into ADC and occasionally the toplane. After which I've played Thresh in every role with varying degrees of success with an equal degree of int. One of my more notable achievements was playing 100 ranked games (NA gold) of Thresh jungle with a 65% winrate overall. Outside of League I stream TFT, miss hoops in basketball, and mess around with merch guy. Oh and I've got a GIRLFRIEND now kappapride. One day boys. One day. #noodlearms |
This guide started as an ADC Thresh build which I made as a subscriber special. 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 really surprising but when you've got a big enough YouTube presence I guess anything can happen. Recently I decided to do a complete overhaul of the guide - with information on how to play Thresh in all roles so you can climb to challenger, with the best advice possible. Normally I'd rely on my editors to do this sort of thing but I was like nah man, Bunny's gotta do this one himself. And that's exactly what I did. And honestly, 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 but I am NOT asking Tanto to do it ok I'm going to figure this out myself. 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, cooler, all that good stuff. I hope you find this guide useful, and if not useful, entertaining. Enjoy! |
Guys, guys,guys, I love you guys so much that I've decided to import some of my Thresh wisdom to Mobafire. POGGERS! Just kidding, but for real, we have got so much to talk about with this champion. We got hooks, lanterns, flays, setting up plays with The Box everything. All that information and more is below. It's all part of the Secret Hook Formula, as promised, and once you're through with this guide you'll know all about the mechanics that make my plays possible. Alrighty to start lets begin with Thresh top, which is definitely one of my favorites, and we'll go from there. |
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- Strong lane phase anywhere - Really OP roams - Almost impossible to towerdive - Tons of utility - Plenty of gank potential ( Dark Passage from Fog of War) - Utility - Self peel ( Flay and The Box) - Free armor and AP from Damnation - Infinite scaling - Ranged champion. Doesn't get bullied by melee's |
- Ranged champion (higher execute threshhold for minions) - Bad waveclear - Bad AD scaling (93 AD at lvl 18) - Very slow first auto windup (25% as fast as most other champions) - Out-damaged by most champions - Bad MR scaling (38 at lvl 18) - Skillshot dependent ( Death Sentence) - Weak to crowd control. Flay and The Box only escapes - No sustain or healing |
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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, Rift Herald, Baron Nashor 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. His Dark Passage shield also shields for 100 more damage. 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, which is comparable to most toplaners. His autos also do a lot more damage, compensating for low base AD when you play Thresh ADC. That's why it's important to collect the souls! Thresh Passive
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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:
An escape A picking tool Playmaking tool Death Sentence can be blocked by Yasuo's Windwall but interrupting the channel will not stop the hook. For example, Udyr's Blazing Stampede 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 Use appropriately HOOK
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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 LANTERN
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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, Shuriken Flip, 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, 100% crit, and 100 souls. With Infinity Edge your critical strikes are hitting for 210% damage, or 735. Let's do some QUICC MATHS: 350 AD * 2 + (100 this is the damage from souls) = 800 800 + 735 = 1535 TOTAL: 1,535 damage on your first autoattack. Nutty? Just add in Predator or Dark Harvest for maximum memes. That's Flay. Good for utility. Great for memes. Use appropriately FLAY
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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 ****in 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, or even Thresh's entire team, 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. For example, The Box has nutty synergy with Turbo Chemtank. Death Sentence --> Turbo Chemtank --> The Box into the enemy team and you can lock them all down long enough for your allies to follow up. This is especially good if you have AoE followup ( Zigg's ult or Lux's Final Spark). You can also Flash --> Turbo Chemtank --> Flay --> The Box for additional lockdown. THE BOX
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You can go several ways with runes. It depends on what you're playing: Thresh Top, Support, Mid or ADC. Guardian and Aftershock are my personal favorites on support. Similarly, Grasp of the Undying, Aftershock, and Dark Harvest are reasonable for toplane. Electrocute is great in the midlane and Dark Harvest is the standard for ADC.
We got you covered no matter what you want to play. Check out the descriptions below for the advantages of each rune and a detailed explanation of the Bunz way to carry yourself no matter where you're playing!
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