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Thresh Build Guide by CRAFB

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author CRAFB

Dat Thresh Master Guide

CRAFB Last updated on July 15, 2014
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Support Role
Ranked #16 in
Support Role
Win 50%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Legendary Guardian

Defense: 9


Utility: 12

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Thresh is one of my favorite supports and I could go on all day about how much fun yet game changing this guy can be. First off, you should know that thresh puts a lot of pressure on the lane that you are in. He is extremely good for initiating fights 2v2 and extremely great when ahead. He can still turn the lane and game around when behind, but it is much better when ahead. Thresh and his lane partner should try to get level 2 before their opponent and then look for a Death Sentence into flay combo for an early first blood. Going into the mid game, thresh is great for a strong pick composition and this is what this build is meant for.

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A lot of people question my rune choices but I like them a lot. I have tried a lot and this works for me and is also a lot of fun. The early damage you can surprise your lane opponent with is frightening and can lead them to make mistakes to avoid your auto attacks. Thresh can trade auto for auto with an ADC early game with the marks that I have set up, as long as you don't take too much damage from creeps LOL.

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The masteries are pretty straight forward. Some defensive and some utility, really standard on supports, but then the 9 points in offense because you are trying to snowball your lane so you can snowball the mid game easily. This extra AD from your runes and masteries along with the bonus damage from the flay passive and the increased damage from the hybrid pen runes, really help snowball this advantage you should have in the early game.

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Skill Sequence

The skill sequence is up for debate. Q should be maxed no matter what. The innate cooldown that it has on itself is too useful to pass up. A 3 second deduction if you hit the hook, cmon. If you are stomping lane and stomping mid game, you can max E for the added damage. and even if you are not stomping, maxing W or E doesnt really matter even though some people might say so. It really doesnt matter. As long as you max Q and R, you will be fine in skill sequence.

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The summoner spells should always be taken. exhaust is very strong but ignite is more useful for making the early kills happen. you arent trying to defend your carry early, you are trying to kill theirs.

One exception. if you are playing with a kog maw, varus, ashe, or any other very immobile ADC, and they take cleanse, it is in your best interest to take heal for them.

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Overall, thresh is one of those champions that when played well will draw a lot of attention from both teams. "Is that Madlife?" But he is useful in almost every situation. in lower brackets, such as bronze to platinum, if you can play thresh at a proficient level, you should be able to win your lane extremely easily and snowball that into the mid game and ultimately win the game. MAX Q. MAX THE DEATH SENTENCE. PLZ. IT'S SO GOOD.

alright, with that said, try to get level 2 before your lane opponent, then go for the kill. try to push them out of lane by landing hooks and flaying for extra damage.

one little tip to try. When you are positioned so there is one creep inbetween you and your opponent, tell your adc to kill that one and then just before he kills it, throw the hook so as he kills it, the hook goes through the dead creep. This almost always guarantees and hook landed and a won trade for the duo lane. and it also looks pretty sweet.

Moving into the mid game, you want to get wards in the entrances of their jungle so you can know their movements and you want to deny/contest vision for certain objectives IE, dragon/baron. you want to make sure that you win the vision battle and keep their map dark from the river back.

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Pros / Cons

Pros: Looks amazing, great utility, high skill cap, numerous build paths

Cons: High skill cap, high skill cap, high skill cap.