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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Introduction
"Mad? Quite likely." It works, though! It works surprisingly well.
The point of this guide is to give you a starting place with ADC Thresh. You don't have to stick to it like a bible, but I do want people to know that this is a very viable thing. I'm not sure I would say it's better than traditional AD carries, but it can always keep up. He's similar to Vayne in that, even if you lose laning phase, just stick to your farm and you'll come out stinging just as well. Read on!
Pros
|
+ Scary mid-late damage + Ridiculous amounts of CC + Unprecedented utility + Great ganks + Able to come back with farm + Impossible to itemize against |
No other AD carry has this amount of utility in addition to damage. The ability to save an ally from certain death with ![]() ![]() ![]() ![]() ![]() |
Cons
|
- Fairly weak early game - Allies may rage or throw because of your "troll pick" - Being extremely behind on farm really hurts Thresh (no souls, no gold, no fun) - Allies may not know how to play to your strengths |
Early game Thresh has a mean first hit, but then his damage is really not there until you let Flay charge again. You'll have to choose between charging Flay for trading, or using it to farm. Combine a weak early game with a farm (and soul) dependency, and he can be shut down pretty hard in some games. There are also social issues, including allies that don't take you seriously, don't know how to play with an ADC Thresh, or even accuse you of throwing with a "troll pick." What's a warden to do? |
I thought you said he has a bad early game! Then why do I want flat AD runes?
You simply need flat AD to be a threat early game. You may not be more threatening, but if you don't out-damage the support, they're going to walk all over you. It also makes last hitting easier, but Thresh's last hitting is already stellar. The armor seals necessary to withstand abuse from the other ADC. Scaling magic resist helps against mid-late game AP carries (which is when you usually meet them anyway).
You simply need flat AD to be a threat early game. You may not be more threatening, but if you don't out-damage the support, they're going to walk all over you. It also makes last hitting easier, but Thresh's last hitting is already stellar. The armor seals necessary to withstand abuse from the other ADC. Scaling magic resist helps against mid-late game AP carries (which is when you usually meet them anyway).
Spellblade? For realsies?
Yup.
Damnation gives you armor and AP. You can easily have 150+ souls at the end of longer games. Even half of that is 4 permanent damage on every auto attack. That sounds tasty! Every 20 souls = 1 extra damage from
Spellsword
. 30 souls means you caught up to the second rank of
Brute Force
, and it only goes up from there. You very slightly weaken Thresh's already weak early game damage, but it's worth it.
Yup.









SPAWN




FIRST PRIORITIES




Always get it first back if you can. If you're not getting hurt too bad but you simply don't have enough for it yet, just wait. Buy a few pots and head back until you can come get the




CORE ITEMS
1.



2.



3.

DEFENCE
You'll be doing enough damage with those three core items and your








(









Round it off










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