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Runes:
Resolve
Inspiration
Spells:
Flash
Ignite
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
BASIC ATTACKS: Thresh's basic attacks do not use projectiles and his basic attack wind-up is only reduced by 0.25% per Attack speed icon 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 Dark Passage's lantern near them. Each collected soul permanently grants Thresh Ability power icon 0.75 bonus ability power, Armor icon 0.75 bonus armor and increases Dark Passage Dark Passage's shield's strength and Flay 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 icon sight of Thresh.
INNATE: Enemies who die near Thresh drop souls for 8 seconds, which he can collect by either approaching them or by placing Dark Passage Dark Passage's lantern near them. Each collected soul permanently grants Thresh Ability power icon 0.75 bonus ability power, Armor icon 0.75 bonus armor and increases Dark Passage Dark Passage's shield's strength and Flay 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 icon sight of Thresh.
Death Sentence
TARGET RANGE: 1100 TETHER RADIUS: Global SPEED: 1900 COST: 80 MANA COOLDOWN: 20 / 18 / 16 / 14 / 12
Death Sentence
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 Ability power magic damage and Stun icon stunning them for 1.5 seconds. Hitting an enemy reduces Death Sentence's Cooldown reduction icon cooldown by 3 seconds.
MAGIC DAMAGE:
80 / 120 / 160 / 200 / 240 (+ 50% AP)
While the tether persists, Thresh is Disarm icon disarmed and periodically tugs at his scythe's chain, Airborne icon 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 Death Leap while the tether holds.
Death Leap
SECOND CAST - DEATH LEAP: Thresh Dash dashes to the tethered enemy, removing the Stun icon stun but becoming able to attack again.
TARGET RANGE: 1100 TETHER RADIUS: Global SPEED: 1900 COST: 80 MANA COOLDOWN: 20 / 18 / 16 / 14 / 12
Death Sentence
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 Ability power magic damage and Stun icon stunning them for 1.5 seconds. Hitting an enemy reduces Death Sentence's Cooldown reduction icon cooldown by 3 seconds.
MAGIC DAMAGE:
80 / 120 / 160 / 200 / 240 (+ 50% AP)
While the tether persists, Thresh is Disarm icon disarmed and periodically tugs at his scythe's chain, Airborne icon 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 Death Leap while the tether holds.
Death Leap
SECOND CAST - DEATH LEAP: Thresh Dash dashes to the tethered enemy, removing the Stun icon stun but becoming able to attack again.
Dark Passage
TARGET RANGE: 950 EFFECT RADIUS: 150 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 22 / 20.5 / 19 / 17.5 / 16
Dark Passage
ACTIVE: Thresh throws his lantern to the target location, Sight icon 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. The first ally to come near the lantern is Hybrid resistances icon shielded for 4 seconds.
SHIELD STRENGTH:
60 / 100 / 140 / 180 / 220 (+ 1 per collected Damnation soul)
Allies that move directly into the lantern will Dash dash to Thresh's location and Hybrid resistances icon shield themselves for the same duration.
TARGET RANGE: 950 EFFECT RADIUS: 150 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 22 / 20.5 / 19 / 17.5 / 16
Dark Passage
ACTIVE: Thresh throws his lantern to the target location, Sight icon 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. The first ally to come near the lantern is Hybrid resistances icon shielded for 4 seconds.
SHIELD STRENGTH:
60 / 100 / 140 / 180 / 220 (+ 1 per collected Damnation soul)
Allies that move directly into the lantern will Dash dash to Thresh's location and Hybrid resistances icon shield themselves for the same duration.
Flay
TARGET RANGE: 400 COST: 60 / 65 / 70 / 75 / 80 MANA COOLDOWN: 9
PASSIVE: Thresh's basic attacks deal bonus magic damage, increasing with time spent not attacking enemy units or neutral monsters.
BONUS MAGIC DAMAGE:
Collected Damnation souls (+ up to 80 / 110 / 140 / 170 / 200% AD)
Flay
ACTIVE: Thresh sweeps his chain in a broad line towards the target direction, dealing magic damage to enemies hit, Airborne icon knocking them in the chain's direction, and Slow icon slowing them afterwards for 1 second.
MAGIC DAMAGE:
65 / 95 / 125 / 155 / 185 (+ 40% AP)
SLOW:
20 / 25 / 30 / 35 / 40%
TARGET RANGE: 400 COST: 60 / 65 / 70 / 75 / 80 MANA COOLDOWN: 9
PASSIVE: Thresh's basic attacks deal bonus magic damage, increasing with time spent not attacking enemy units or neutral monsters.
BONUS MAGIC DAMAGE:
Collected Damnation souls (+ up to 80 / 110 / 140 / 170 / 200% AD)
Flay
ACTIVE: Thresh sweeps his chain in a broad line towards the target direction, dealing magic damage to enemies hit, Airborne icon knocking them in the chain's direction, and Slow icon slowing them afterwards for 1 second.
MAGIC DAMAGE:
65 / 95 / 125 / 155 / 185 (+ 40% AP)
SLOW:
20 / 25 / 30 / 35 / 40%
The Box
EFFECT RADIUS: 450 COST: 100 MANA COOLDOWN: 140 / 120 / 100
The Box
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 Slow icon slowing by 99% for 2 seconds.
MAGIC DAMAGE:
250 / 400 / 550 (+ 100% AP)
Enemy champions hitting any wall beyond the first take no damage and are Slow icon slowed for only 1 second.
EFFECT RADIUS: 450 COST: 100 MANA COOLDOWN: 140 / 120 / 100
The Box
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 Slow icon slowing by 99% for 2 seconds.
MAGIC DAMAGE:
250 / 400 / 550 (+ 100% AP)
Enemy champions hitting any wall beyond the first take no damage and are Slow icon slowed for only 1 second.
Aftershock
PASSIVE: Stun icon Immobilizing an enemy champion grants 70 - 120 (based on level) bonus armor and bonus magic resistance for 2.5 seconds.
After the duration, you release a shockwave that deals 10 - 120 (based on level) (+ 3% of your maximum health) (+ 15% bonus AD) (+ 10% AP) magic damage to nearby enemy champions and monsters.
Cooldown
35 seconds
Bone Plating
PASSIVE: After taking damage from an enemy champion, for 3 seconds, the next 3 spells or attacks you receive from the same enemy champion deal 15 - 40 (based on level) less damage.
Cooldown
45 seconds
Chrysalis
PASSIVE: Start the game with 50 bonus health. At 4 Damage rating takedowns, if not in combat with champions, convert that health to gain 9 bonus Attack Damage or 15 Ability Power (Adaptive).
Unflinching
PASSIVE: You gain 10% Tenacity icon Tenacity for each of your summoner spells on cooldown, stacking up to 20%.
You gain 15% Slow immune icon Slow Resist as well as an additional, multiplicative 15% Tenacity icon Tenacity for 10 seconds whenever you cast a summoner spell.
Biscuit Delivery
PASSIVE: Receive a Total Biscuit of Everlasting Will item Total Biscuit of Everlasting Will at 3:00, 6:00, 9:00 and 12:00. If the inventory is full while receiving a biscuit, the biscuit(s) will appear as soon as a place in the inventory is freed.
Consume a Biscuit to restore 15% of your missing health and 15% of your missing mana over 15 seconds, as well as permanently increasing your maximum mana by 40. You will also gain the increased mana if you Gold sell the biscuit for Gold 30.
Manaless resource Manaless Champions restore 20% missing health instead. Can hold up to 4 biscuits at the same time.
Additional biscuits can be obtained with Kleptomancy rune Kleptomancy, which grants increased maximum mana only in conjunction with this rune.
Approach Velocity
PASSIVE: Gain 15% bonus Movement speed icon movement speed when moving toward an movement impaired allied champion, or toward an enemy champion whose movement you have impaired.
VALID CROWD CONTROL:
Airborne icon Airborne
Charm iconFlee iconTaunt icon Forced Action
Root icon Root (Root iconDisarm icon Entangle)
Slow icon Slow
Stasis icon Stasis
Stun icon Stun (Stun icon Suspension)
Suppression icon Suppression
Range
1000
PASSIVE: Stun icon Immobilizing an enemy champion grants 70 - 120 (based on level) bonus armor and bonus magic resistance for 2.5 seconds.
After the duration, you release a shockwave that deals 10 - 120 (based on level) (+ 3% of your maximum health) (+ 15% bonus AD) (+ 10% AP) magic damage to nearby enemy champions and monsters.
Cooldown
35 seconds
Bone Plating
PASSIVE: After taking damage from an enemy champion, for 3 seconds, the next 3 spells or attacks you receive from the same enemy champion deal 15 - 40 (based on level) less damage.
Cooldown
45 seconds
Chrysalis
PASSIVE: Start the game with 50 bonus health. At 4 Damage rating takedowns, if not in combat with champions, convert that health to gain 9 bonus Attack Damage or 15 Ability Power (Adaptive).
Unflinching
PASSIVE: You gain 10% Tenacity icon Tenacity for each of your summoner spells on cooldown, stacking up to 20%.
You gain 15% Slow immune icon Slow Resist as well as an additional, multiplicative 15% Tenacity icon Tenacity for 10 seconds whenever you cast a summoner spell.
Biscuit Delivery
PASSIVE: Receive a Total Biscuit of Everlasting Will item Total Biscuit of Everlasting Will at 3:00, 6:00, 9:00 and 12:00. If the inventory is full while receiving a biscuit, the biscuit(s) will appear as soon as a place in the inventory is freed.
Consume a Biscuit to restore 15% of your missing health and 15% of your missing mana over 15 seconds, as well as permanently increasing your maximum mana by 40. You will also gain the increased mana if you Gold sell the biscuit for Gold 30.
Manaless resource Manaless Champions restore 20% missing health instead. Can hold up to 4 biscuits at the same time.
Additional biscuits can be obtained with Kleptomancy rune Kleptomancy, which grants increased maximum mana only in conjunction with this rune.
Approach Velocity
PASSIVE: Gain 15% bonus Movement speed icon movement speed when moving toward an movement impaired allied champion, or toward an enemy champion whose movement you have impaired.
VALID CROWD CONTROL:
Airborne icon Airborne
Charm iconFlee iconTaunt icon Forced Action
Root icon Root (Root iconDisarm icon Entangle)
Slow icon Slow
Stasis icon Stasis
Stun icon Stun (Stun icon Suspension)
Suppression icon Suppression
Range
1000
Sadistic and cunning, Thresh is an ambitious and restless spirit of the Shadow Isles. Once the custodian of countless arcane secrets, he sought a power greater than life or death, and now sustains himself by tormenting and breaking others with slow, excruciating inventiveness. His victims suffer far beyond their brief mortal coil as Thresh wreaks agony upon their souls, imprisoning them in his unholy lantern to torture for all eternity.
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.
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.
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