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Thresh Build Guide by LiL Bunnie FuFuu

Top BunnyFuFuu's Challenger Guide to Thresh [10.22]

By LiL Bunnie FuFuu | Updated on October 31, 2020
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Choose Champion Build:

  • LoL Champion: Thresh
  • LoL Champion: Thresh
  • LoL Champion: Thresh
  • LoL Champion: Thresh
  • LoL Champion: Thresh


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Bone Plating

Cosmic Insight
Perfect Timing

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


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Support Role
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Ability Order STANDARD (TANK)

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Champion Build Guide

BunnyFuFuu's Challenger Guide to Thresh [10.22]

By LiL Bunnie FuFuu

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 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, 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 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 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 let me tell you, 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!

Greetings summoner,

Have you ever wondered why there's so much ****ing damage in season 9? Because I have. Damage here. Damage there. DAMAGE EVERYWHERE

League in season 10 is basically Heroes of the Storm except without the terrible YouTube ads and a playerbase. And Riot, being Riot, is unlikely to start removing the crazy amount 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 0 damage champions like Thresh and build AD on him anyway.

But why stop there summoner? Slap on a Luden's Tempest or a Hextech Rocketbelt and bam AP Thresh. Is it terrible? Yes. Will it do absolutely no damage whatsoever? Yes. But will it be fun?


That brings me to the roles...

Thresh Top is considered an off meta pick but I believe it's much more meta than people think. Why? Thresh top has several strengths which allow it to work:

Range. Thresh's autoattack range is 450 which is considerably higher than virtually every toplaner. The exceptions being Teemo, Urgot (also 450 range), Heimerdinger, Ryze, Vayne... you get the idea. Mages and ADCs are the problem here. Excepting those lanes, Thresh can avoid trading in seemingly unfavorable lanes - or win trades - due to his range advantage. There are a few bruisers who can reliably get on top of you, and in that case, build defensively and play safely.

Souls. Thresh's passive, Damnation gives him free armor and AP, both of which counter (most) toplaners who do physical damage and are susceptible to magic damage (which is what Thresh deals anyway). At around 15-20 min Thresh's soul passive will outscale virtually every toplaner in terms of armor gained.

Utility. Thresh can set up ganks better than any champion in the game with his Death Sentence, Flay, and Dark Passage (QEW) combo. This becomes even easier with The Box and Flash up. Land anything and at the very least you'll force Flash or secure a kill. Just funnel your jungler if you can't win lane. It's easy!

I haven't made any Thresh top videos personally but if you want to give my very good friend AdmiralMunson some love he's starting out on YouTube, making some good content like the video below. Check it out!

Thresh ADC is also an off meta pick that has seen some play from low to high elo since his release in season 3. It's generally regarded as a meme build due to the emphasis on oneshots Thresh's classification as a support.

However he can work as an ADC due to the (at max lvl) 200% AD bonus damage from his Flay passive on a fully charged autoattack. Thresh also works well with most supports (particularly Pyke, Blitzcrank, Nami, and Leona) due to the utility in his kit and can easily set up ganks with Death Sentence, Dark Passage, or Flay (if not all 3). Early plays can give Thresh free kills, allowing him to snowball the game out of control.

The biggest downside to ADC Thresh is his lack of range. Thresh, on release, had 475 range which was just good enough to allow him to be a meta ADC (this was in season 3) as well as a support. Now it's 450. Another is Thresh's awful autoattack windup. He has an extremely slow autoattack reset ( Thresh's 1st auto windup is 25% as fast as every other champion) - a nerf intended to keep ADC Thresh from being a thing. However, with the addition of Rapidfirecannon and Stormrazor (ironically it's better on Thresh than any other champion) Thresh ADC can work as a one-shotting assassin where you stack all of your damage on the 1st autoattack.

See my video below for ADC Thresh in action, using Dark Harvest and many of the other runes listed above:

Thresh's traditional role. Per, 99% of games in every elo are played with Thresh as a support. And if you are not a onetrick, or actually want to climb in ranked, that's where you should play him. I am a onetrick and because I am that means I'm allowed to do a lot of really dumb sh*t with this champion and get away with it.

However, most of you are not onetricks Thresh support is where you should start - in ranked at least. Thresh is an excellent support who excels at playmaking and picks. He is also one of the hardest supports to play, and master, in the game. Thresh is very skillshot dependent, with long cooldowns on his abilities. Landing Death Sentence is particularly important to doing well with Thresh - it's the most powerful ability in his kit with Dark Passage as the runner up.

Downsides to Thresh support: long range poke mages, especially ones with sustain/mobility or crowd control. Some of Thresh's hardest counters are Zyra, Brand, and Sona for this reason. All of them have good damage ( Brand arguably has the most) with Sona and Zyra having crowd control and/or sustain.

This video gives a general overview of my thoughts on Season 10 Thresh but for the latest info on what to build, what to buy, matchups all that good stuff, check out the build paths above and the description below!

Thresh mid is probably one of the worst things you can ever play. You will be massively outranged by 9/10 matchups and usually won't be able to do anything when most mages hit 6. That said, it's Thresh and it's fun. And fun is what we're all about since most of us aren't getting out of silver anyway.

"So how do I play Thresh mid LCS god fufuu?" Ah, well there are three ways to play Thresh mid. AP caster, AD burst, or 0 damage tank. The tank build, where you stack MR ( Spirit Visage, Locket of the Iron Solari, and perhaps a Turbo Chemtank for engage) is fun because you never die. Thresh can stack a lot of MR and get away with it, too, since Damnation gives him up to 100 free armor (a Frozen Heart basically) at ~30 minutes depending on how many souls you're collecting. The downside is you lose any burst you'd get from full AP prince or AD Thresh. You're basically a tankier Thresh support with a Bami's Cinder (or a Sunfire Aegis depending on the game).

As for AP Thresh, it's been best described as squishy Thresh support with a little more damage. As I've said, it's just about the worst thing you can ever play. But that hasn't stopped me so why should it stop you? This is Mobafire after all, where Silver teaches Bronze. Now AP Thresh mid can be rather fun early where you can go Electrocute, Cheap Shot, and Scorch with double AD adaptive (with Doran's Shield or Doran's Blade) for some ridiculous lvl 1-2 damage. Problem is, some midlaners ( Irelia, Twisted Fate etc.) go Corrupting Potion - an annoyingly broken item that gives far more sustain than it should. Or if they take Doran's Ring they'll have more potions than you anyway and can sustain through your initial burst. Since Thresh has no dps and minimal poke it's hard to follow up. Alternatively you can go for a more passive AP Thresh and focus on damaging/providing utility with your Death Sentence.

AD Thresh mid abuses the awful base stats most mages have (i.e. really low armor) for some crazy early-midgame burst. Build him similar to ADC Thresh with Infinity Edge, Rapid Firecannon and maybe a Bloodthirster for huge 1st auto damage and take Relentless Hunter for roams once you've finished tormenting Lux.

Watch and learn boys. Watch and learn.

- High base damage
- Safe laning phase (if you know how to freeze)
- Strong roams
- Almost impossible to towerdive
- Tons of utility
- Plenty of gank potential ( Dark Passage from Fog of War)
- Utility
- Self peel
- Free armor from soul passive
- Infinite scaling
- Ranged champion. Very hard to bully out of lane
- Can be zoned off minions and souls
- Ranged champion - cannot access Titanic Hydra etc.
- Terrible waveclear
- 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. Flay and The Box only 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, 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. That's why it's important to collect the souls!

Thresh Passive

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 gapcloser
    An escape
    A picking tool
    Playmaking tool
Thresh winds his Death Sentence for 0.5 seconds before casting it in a direction - which he does not have to be facing at the time of the cast. Landing a Death Sentence stuns the target for 1.5 seconds and drags them toward Thresh for 2 seconds (total). Thresh can reactivate Death Sentence to 'leap' to his target, possibly using Dark Passage to take an ally with him.

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

Use appropriately


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, 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 (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, 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.


FLASH: Like every champion, excepting Shaco, Shyvana and possibly Ezreal, Flash is essential on Thresh. Thresh has no reliable escapes or gapclosers - although his Death Sentence and Flay can serve that function in certain situations. Flash is particularly useful on Thresh as it can allow him to instantly reposition and potentially land a gamechanging Death Sentence with a Flash QER combo.

Flash can also be used with Dark Passage - i.e. Flash while an ally is traveling with you to extend the distance. This can also be used to make plays with Death Sentence and Flay. Toplane and ADC Thresh are less focused on plays than support Thresh but Flash is just as important for escaping and re-positioning regardless.

List of combos Thresh can do with Flash:
Flash --> Death Sentence --> The Box --> Flay --> Death Sentence
Flash --> Death Sentence --> Flay --> Dark Passage --> Ignite
Flash --> Flay --> Death Sentence --> The Box --> Ignite
Dark Passage --> Flash
Death Sentence --> Flash --> Dark Passage --> Death Leap --> Flay --> The Box --> Ignite
Death Sentence ( Flash while channeling Death Sentence)
--> The Box --> Flay
Flash --> The Box --> Flay --> Ignite ( Death Sentence if needed)

IGNITE: Thresh is an aggressive playmaker so Ignite is, like Flash, an extremely good rune on him by default. Thresh can all in most champions level 2, as he has most of his displacement tools ( Flay and Death Sentence) and high base damage to chunk very hard. As a toplaner, Ignite is situational, but generally recommended.

Enemies will usually disrespect you and try to towerdive - or get way too close to your tower - early levels. Landing a Death Sentence or Flay will force their flash and Ignite will finish them off. Ignite is also extremely good in lanes where you can 1v1 - such as Jax, Tryndamere, and Riven. Poke with autoattacks and Flay + Ignite when they all in. You should win the trade every time. Ignite is also good, and practically essential, to deal with champions with a lot of sustain ( Nasus, Darius, Illaoi, Dr. Mundo)because the grievous wounds reduce all healing by 40%.

As a support, Thresh takes Ignite because Exhaust sucks. That's literally why. Thresh excels at making picks and Exhaust is lousy for that. It's a defensive summoner, Ignite is an offensive one. The only instance(s) where you'd take ignite is if there are multiple assassins on the enemy team - where Exhaust can shut them down. Another is in a lane which you'll almost certainly lose (perhaps Zilean + Lucian or Brand + Sivir) where neither side has sustain but they have considerably more damage. You'll be forced to play defense, saving Exhaust for the inevitable all in.
TELEPORT: Teleport is strictly a toplane rune for Thresh. It's pointless to take on support - unless paired with Unsealed Spellbook -and as a toplaner you'll want Teleport to avoid losing tower against hard push lanes that you cannot easily win (i.e. Heimerdinger, Yorick). Thresh top can also use Teleport to tp to fights in bot, mid, or around dragon and add his considerable amount of crowd control to the mix. Your roams are much stronger than you might think.
HEAL: Like Teleport, Heal is strictly for one role on Thresh - ADC. As the ADC you'll obviously be focused and with little built in sustain and no movement speed steroids ADC Thresh absolutely needs Heal to stick around in lane. Alternatively, ADC Thresh can take Barrier over heal - although this is only recommended if you already have a sustain support such as Soraka or Nami.

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):

  • Aftershock: Aftershock is a great rune for Thresh top as it makes you much less susceptible to the hard engage that most toplaners are famous for. It gives you the tank stats to hang around in lane while also providing a ton of utility for teamfights and the lategame. Being a crowd control tank, you can't really go wrong with this. Take Aftershock

Shield Bash
  • Shield Bash: a no brainer for Thresh, it's easy to proc and is damage in trades. But more importantly, Shield Bash gives you 1-10 bonus armor and MR while shielded. No it's not much, but you're a tank and bonus stats are nice whenever you can get them.



Dark Harvest
  • Dark Harvest: Since Runes Reforged came out ~1 year ago, Dark Harvest has been the standard for ADC Thresh. Before it's recent rework, Dark Harvest was a snowball rune that increased your first auto damage by a certain amount depending on how many souls (collected via cannon minion, monster, or champion deaths) you had + %AD + %AP + base amount. This was perfect for Thresh because ADC Thresh is heavily dependent on oneshots from his Flay passive. Dark Harvest would just increase the first auto damage massively - especially later on. New Dark Harvest is also a snowball rune, except for executes. Damage a champion at low health to deal a ridiculous amount of damage, guaranteeing the kill.

    This is great on ADC Thresh because Dark Harvest is great on everything. That's why. There's nothing special about it on Thresh. It's just straight up broken on (pretty much) everyone. Take it.

Cheap Shot
  • Cheap Shot: a no brainer for Thresh, it's easy to proc and gives free true damage in trades. That said, it's not very practical later on, when your Flay passive really starts kicking in and you're oneshotting people. Additional lethality/magic penetration may be a better option.

Eyeball Collection
  • Eyeball Collection: There's only two good choices in this column - Eyeball Collection or Ghost Poro. Ghost Poro will give you a bit of extra adaptive damage (AD in our case) if you're 1) in enemy territory or 2) placed your poro in enemy territory. This is nice because it's like an Absolute Focus for wards.

    The downside is you can lose the free damage from Ghost Poro if anyone steps in the bush where your poro was placed. Furthermore, it's annoying to place Ghost Poro in spots where the vision might not be useful for the sake of gaining a more AD (12 AD at lvl 18). Eyeball Collection is more reliable because you keep the stats you gain from it and it rewards good performance (although this is also a downside...)

Ravenous Hunter
  • Ravenous Hunter: Did you know that Ravenous Hunter procs with Thresh's empowered autoattacks (from the Flay passive)? Because it does! It's not great - the healing is minimal early levels and especially pre ; Stormrazor. But you can get some decent healing from it, upwards of 3,000, over the course of a 30 minute game. Alternatively, you can take Relentless Hunter which is much better for assassin-style gameplay (it gives you up to 45 movement speed).

  • Aftershock: Aftershock is a solid rune for Thresh support as it provides plenty of defense stats after landing crowd control, perfectly setting up your all-in (at level 2, for example). I like to think it puts the 'tank' in 'tank support', which is what Thresh is. Alternatively you can take Guardian, which may or may not be better depending on the matchup. Versus Brand, Zyra, or Sona you may want to take Guardian over Aftershock because of the poke and high damage (which is mitigated by the shield & ms). Aftershock, generally speaking, is better in lanes where you can reliably all in since it's so strong in those instances. Your choice

Font of Life

Second Wind
  • Second Wind useless rune past 15 minutes, but very helpful in poke heavy lanes. It's a Doran's Shield passive in a rune, allowing you to regen like crazy after taking poke or a bad trade. Of course, if you position well enough or land Death Sentence consistently (are you a god???) then this rune will be unnecessary. Conditioning and Bone Plating are both very good options depending on how you want to play and team comps ( Conditioning is recommended versus teams with a lot of mixed damage).




You have two options for your second rune slot: Tenacity or Utility

  • Legend: Alacrity: compensates for your low base attack speed and mediocre scaling. Good for all phases of the game, especially laning.

Coup De Grace
  • Coup de Grace: Very good rune for winning early trades and oneshotting low hp targets. Although this is somewhat redundant as your damage will (eventually) be so high that you can one hit targets at well over 50% hp

Biscuit Delivery
  • Biscuit Delivery: nice rune for additional sustain, especially if you're taking a lot of poke or bad trades. Biscuit Delivery also gives you 160 bonus mana which will help keep you from going OOM in teamfights. Try to keep one item slot open otherwise when you receive a biscuit you'll consume it instantly (versus if you have an item slot open and can use the biscuit(s) when you need them)

Cosmic Insight

Thresh Top is heavily focused to frontline tank and peel so you will need to buy items that work towards that end.

Sunfire Cape: is an excellent buy and a must have for any AD Thresh build. It causes your first autoattack (within a short timespan) to crit for 160-200% damage based on your current critical chance. This magnifies your first auto burst at all points in the game, and since that's primarily what you'll be doing, you should get this.

Iceborn Gauntlet: no this isn't Season 3 and I'm not scarra. But if the enemy team has any brains they'll try to focus you constantly once they realize how huge your damage output really is. As Thresh cannot kite or built in sustain he is very susceptible to dps or burst - take a BT and save yourself the trouble. Optional depending on their team comp/how safely you're able to play.

Righteous Glory: great item on ADC Thresh as it boosts your range from 450 to ~600 every few autos. The benefit from that goes without saying. Like Infinity Edge and Stormrazor this is a must have regardless of the matchup.

Abyssal Mask: this item saw it's bloated cost (3700g) nerfed by 100 last patch so it's a little more within reach than before. The build path is also less oppressive. Still it's overpriced but being a crit heavy ADC you need it like we need air to breathe. Never buy this before a Zeal or Brawler's Gloves at the very least. Otherwise you're not getting the main benefit of this item: it doubles your existing crit chance. So suppose you buy a Zeal and then Infinity Edge, your crit chance is instantly doubled from 15% to 30. If you can get Rapid Firecannon instead that's even better, but usually you won't be able to. Also a must have


Zeke's Convergence: most teams will have a tank or two to ruin your day. Thresh ADC thrives off of bursting squishies so dealing with the Tank from Toplane can be an issue to say the least. Blade of the Ruined King deals % health on hit which helps you deal with that. It also offers good stats to ADC Thresh, particularly it's active (20% slow, useful as a gapcloser) and 40% attack speed for more stormrazor procs. This item is optional depending on their team comp.

Locket of the Iron Solari: very fun item on Thresh, especially ADC Thresh. Greatly increases your damage in fights or 1v1's and is extremely useful for taking objectives and speeds up your farming. Also optional depending on their team comp.

Zz'Rot Portal: necessary because of the massive AD boost (80), lifesteal, and damage mitigation (33% of damage taken is turned into a bleed). Great for sustain and burst

Thornmail: necessary because of the massive AD boost (80), lifesteal, and damage mitigation (33% of damage taken is turned into a bleed). Great for sustain and burst


Mercury's Treads: a magic pen item seems odd on an AD build. After all, you're doing physical damage right? Wrong. Thresh's E passive is bonus magic damage on your basic attack, and magic pen amplifies that damage which is more reliable than the dps offered from Sorcerer's Shoes (and so on). Optional depending on their team comp/how fed their carries are.

Early game with Thresh ADC is very boring. Unless someone strays too close to your tower and you can get a cheese kill you won't be doing much. You won't be doing much because you can't do much. If you try to fight you'll simply be poked into oblivion and might die in the process.

Play passive and farm under tower, Thresh can do this safely anyway. You'll be relying heavily on your support and/or jungler to carry you through the early game and secure a kill or two. Your damage is also very underwhelming pre B.F. Sword so this is another thing to keep in mind.

Midgame is arguably ADC Thresh's strongest phase of the game. Mages haven't gotten their deathcap yet so their burst lags behind yours (unless they're very fed) and the same is true for assassins. Continue farming and look for picks. Teamfighting isn't your strong suit so you want to establish the largest possible lead to set up for lategame.

If things are going well you should have your Infinity Edge and at least 20% crit by 20-25 min. If not, buy a Rapid Firecannon and a Pickaxe to sell later for a B.F. Sword. At least you'll have crit. Alternatively you can go Bloodthirster into a Rapid Firecannon for extra sustain. Purchase order depends on their team comp and how well you're able to carry.

Like Thresh support, ADC Thresh falls off late. Your burst is as strong as ever. You can destroy all squishies and (unless very fed) any adc 1 on 1. The problem is you'll almost never get that 1v1 30+ min in. And since you can only focus a single target there is only so much you can contribute to teamfights before you get locked down or burst.

How lategame goes depends heavily on team comp. If they have a lot of cc you won't be doing much, even with Mercurial Scimitar. Focus on getting picks and try to bait teamfights rather than start them. You will get focused and there's nothing you can do if you are.

To prove that this build actually does work I did some QUICC MATHS for the 1st auto damage from the build listed above.

Note: all values assume lvl 18 Thresh, 80 AD from Gathering Storm and 120 Souls, or 120 bonus damage on E passive. Infernal Drakes and Baron are not included

AD: 491
E Passive damage (max): 120 + (491*2) = 1,102 magic damage
Crit: 98 TRUE DAMAGE and 884 physical damage)

TOTAL: 2,084 damage in 1 autoattack

including Coup de Grace... damage amplified to 2,230

Thanks for reading and remember to buy the MERCH at

- BunnyFuFuu
League of Legends Build Guide Author LiL Bunnie FuFuu
LiL Bunnie FuFuu Thresh Guide
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