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Thresh Build Guide by Hanjaro

Support Hanjaro's Thresh, Supporting Your Way To Challenger

Support Hanjaro's Thresh, Supporting Your Way To Challenger

Updated on October 30, 2023
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League of Legends Build Guide Author Hanjaro Build Guide By Hanjaro 260 24 715,601 Views 6 Comments
260 24 715,601 Views 6 Comments League of Legends Build Guide Author Hanjaro Thresh Build Guide By Hanjaro Updated on October 30, 2023
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Runes: Usual

1 2 3
Glacial Augment
Hextech Flashtraption
Biscuit Delivery
Cosmic Insight

Bone Plating

+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: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Hey guys! Hanjaro here!
A little bit about me

I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.

I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Thresh?

Thresh is a strong, early-game support that transitions well into the late game, with his strong zoning and CC abilities. The lane pressure he exerts is second to none with the threat of his Death Sentence and Flay. He is currently an S tier support, who can be played with most ADCs, and into most matchups.

I would suggest picking Thresh anytime your team comp needs engage/peel. Thresh has a very long range hook, and decent directional disengage to stop engage tools of the enemy, such as Zac jump or Lee Sin's Sonic Wave.
Try not to pick Thresh with low pressure laners, such as Ezreal/ Vayne or champions that can't push the lane as easily. It makes it very difficult to land hooks when there's always a lot of minions in front of you.

If you enjoy playing, or want to learn more about Thresh, you can read and discuss more over at

Flash and Ignite are the staple go to for nearly all support champions, especially with the all-in presence that
Thresh provides.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. As Thresh, you want to snowball your ADC as quickly and efficiently as possible, while zoning off the enemy ADC.

Flash is used for the threat of an all-in engage, and as your primary escape summoner.


With the massive amounts of CC built into Thresh, the displacement on your Flay, and the hook provided by your Death Sentence, can both proc Glacial Augment extremely easily. This provides an icy patch of ground for 3s baseline, which slows enemies and reduces their damage dealt to your allies by 15%, which is like a mini Exhaust!

Hextech Flashtraption provides you with an extra, channeled Flash after you've used your base one. This means that you can use it to surprise your enemies from fog of war, and also works like normal Flash over walls, so you can continue to make aggressive plays.

Biscuit Delivery restore's 8% of your hp and mana, and you get 3 of these over the course of 6 minutes, meaning you can sustain in lane longer. This is useful for Thresh to continue making aggressive plays without having to recall. It also increases your mana cap by 120 in total.

Cosmic Insight provides you with item haste, which is great for Locket of the Iron Solari's onuse, and you also get summoner spell haste, meaning you get your Flash and Ignite back sooner - meaning more aggression!

Bone Plating provides you with a small shield that reduces damage taken for the next 3 attacks from enemies, which is a great bonus for engaging in lane and can be the difference between dying or living in a close fight. Second Wind can be taken if you're against a poke mage such as Lux or Vel'Koz, as you'll regen some hp after taking damage from them. conditoning is also a good choice if you're planning on going to late game and you don't have another tank on your team (not that you should be the primary tank!)

Unflinching gives you tenacity and slow resist, increasing up to 20% when you drop to 30% hp, meaning you can escape from CC easier, very useful on an engage champion, heading into the thick of the battle!

Summoner Spells



Boots of Mobility > MOVEMENT SPEED
Thresh has the option to roam a lot, and catch people out, so having the bonus movement speed from Mobi's is invaluable.

Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.

Boots of Swiftness > SLOW RESIST
If the enemy team has a lot of slows, you can take these for extra MS as well as the slow resist.

Zeke's Convergence > SURVIVABILITY/AH/MANA
Zeke's is a fantastic item on Thresh as it offers armor, magic resist, ability haste and an extra 250 mana. When you immobilize an enemy, they receive bonus damage from your designated allies basic attacks for the next 4 seconds, increasing your kill chance.

You gain extra HP, 25 armor and Ability haste with this item which are all great stats.
If your ally is nearby, you redirect 10% of the damage they take, to yourself (increasing their survivability), and you heal for 10% of the damage they deal. If they are below 30% max hp, you take 20% damage instead, but this redirection will stop if you hit 30% hp. Usually a core item to take vs physical damage.

Redemption offers an aoe heal in an area, add a sustain for his allies that Thresh' kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 15% shielding power, which synergizes with your Dark Passage.

A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and provides a sizable heal.
Increases your Mana and HP regeneration, and 15% shielding power - good synergy with Dark Passage.

Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 30 magic resist, 200HP and 20 Ability haste, which increases your overall tankiness, while providing a shield to your allies upon use - and granting nearby allies 5 bonus armor and magic resist.

Gargoyle Stoneplate provides you with some extra tankiness in the form of Armor and Magic Resist. It's most effective in the later stages of the game, when team fights are more prevalent, so you can trigger the passive effect reliably. The active effect really shines in those same scenarios, allowing you to survive through the fight and maintain control of the enemy threats.



Damnation (Passive)

BASIC ATTACKS: Thresh's basic attacks do not use projectiles, and his basic attack wind-up is only reduced by 0.25% per 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's lantern near them. Each collected soul permanently grants Thresh 0.75 bonus ability power, 0.75 bonus armor and increases Dark Passage's shield's strength and 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 of Thresh.

Death Sentence

Death Sentence (Q)

RANGE: 1075
COST: 70 mana
COOLDOWN: 19 / 16.5 / 14 / 11.5 / 9
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 magic damage and stunning them for 1.5 seconds. Hitting an enemy reduces Death Sentence's cooldown by 3 seconds.

While the tether persists, Thresh is disarmed and periodically tugs at his scythe's chain, 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 while the tether holds.
SECOND CAST - DEATH LEAP: Thresh dashes to the tethered enemy, removing the stun but becoming able to attack again.

  • Death Sentence can be blocked by Black Shield or Spell Shield, and the target will not be stunned, nor pulled, when hit.
  • Thresh won't face the target direction during the cast animation, only when the projectile starts to travel - use this to your advantage.

Dark Passage

Dark Passage (W)

RANGE: 950
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 21 / 20 / 19 / 18 / 17
ACTIVE: Thresh throws his lantern to the target location, 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.
An ally that grabs the lantern will dash to Thresh's location and shield themselves for the same duration.
  • Thresh and the first ally to come near the lantern, are shielded for 4 seconds
  • You can place a ward, or Control Ward down on top of his lantern, potentially preventing his allies from being able to click it.
  • Allies dashing with Thresh's lantern are still susceptible to CC, and can die during the dash.


Flay (E)

RANGE: 500
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 11 / 10.5 / 10 / 9.5 /9
PASSIVE: Thresh's basic attacks deal bonus magic damage, increasing with time spent not attacking enemy units or neutral monsters.

ACTIVE: Thresh sweeps his chain in a broad line towards the target direction, dealing magic damage to enemies hit, knocking them in the chain's direction, and slowing them afterwards for 1 second.
  • Flay's passive can be dodged.

The Box

The Box (R)

COST: 100 mana
COOLDOWN: 140 / 120 / 100
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 slowing by 99% for 2 seconds.
  • Enemy champions hitting any wall beyond the first take no damage and are slowed for only 1 second.


Early Game

Once you've locked in Thresh and the game has begun, you can gather your team and look for an invade.
Thresh has strong level 1 CC with Death Sentence and can quickly secure a kill if your team follows you into the enemy territory - (try to avoid invading a Braum however. Braum's passive is the strongest passive level 1 in the game which can lead your entire team to their deaths.)

Early laning phase, it is very important to try to beat the enemy team to level 2. In order to achieve level 2 in a shared experience lane, you need to clear the first wave of minions, and 3 melee minions from the second wave.
If you are confident that you will beat the enemy to level 2, start walking forward towards them as the last minion is about to die - that way you can engage while they think you are still level 1 - and level up mid engage, then you can proceed to throw a second ability and catch the opponents off guard.

The level 2 cheese is one of the strongest tools for winning lane as Thresh and it is highly unnoticed at lower ranks in the game. After your level 2 spike is finished, try to keep an eye on your jungler and see if a rotation is necessary in order to help them secure Scuttle Crab. An early rotation if your jungler is fighting for crab will
greatly improve your chances at winning the game.

Mid / Late Game

During Mid Game, your intended job is to set up pick points around objective that are are coming up such as dragon, Rift Herald , Baron Nashor , etc.
Sweeping and clearing the area and setting up wards/ Control Wards so that the enemy team is denied vision is your primary job.
Once this is achieved, the enemy will be concerned if you are doing the objective or not (the trap is set!).

Now is the difficult part - getting someone to rotate to the trap that you've created, so that you can catch someone out and have an advantage for taking whichever objective you are trying to control. (Remember you can even set up at the enemy red or blue buff if you know they are coming up).
If you get a teammate to follow you to said location, you should look for a quick engage/kill, and then ping the rest of your team to follow you to get the objective, and then go back to pushing lanes.


Well, with Thresh, you have a couple of options -
  • You can look for an engagement, or
  • You can counter-engage the enemy team.
Thresh is decently strong at both. Your Death Sentence is very long range to catch someone out, but remember - in team fight stages you don't always want to follow your hook in, you may need to stay back to Flay enemy dive champions off of your carries.

It is up to you to peel your carries so they live long enough to kill the enemy team. Diving is only a good option if they are extremely out of position.
Peel your carries, and look for hooks as the enemy is trying to escape after you've flayed them successfully, and then continue chasing them down with a short CD Death Sentence from this high CDR build.
Smite their turret to hell with the Demolish rune we are running and end the game!
CONGRATULATIONS you are a Thresh master. Do it again. And for even more fun, do it a few thousand times more, I can confirm I still enjoy playing this game after 1 Million mastery points on Thresh.

I hope you enjoyed, and learned enough from my Thresh guide, to play him as well as the pro's.

If you're interested in seeing more of me, please follow my stream! I stream every day! I play a wide variety of supports, and I am always engaging with my stream chat.
  • 31/08/2023 - Revamped entire guide.
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Hanjaro Thresh Guide
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Hanjaro's Thresh, Supporting Your Way To Challenger

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