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Recommended Items
Runes: Souls Farmer
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Exhaust
Flash
Items
Threats & Synergies
Morgana
She has a root which takes forever and she has a big spellshield which can block most of your damage and all of your CC. I would not perma ban her, but she's definitely an annoying threat.
Draven
Draven has amazing early game damage and an even better all-in. Together with Draven you should be able to win bot lane easily.
Draven
Draven has amazing early game damage and an even better all-in. Together with Draven you should be able to win bot lane easily.
Champion Build Guide
+ AD/AP scale well with abilities + Passively gain more Armor & AP + Lots of CC + You can 1v1 most champions Thresh scales well with AD, AP and tank items. Thanks to his E Flay, Thresh gains extra damage on his next Auto Attack the more time passes on. This combined with crit. strike can cause a lot of damage. AP Thresh works well because of the scalings on his abilities and tank Thresh works well thanks to the passive armor and AP gain Thresh gets. AP Thresh can do lots of damage after 2 or 3 items, being able to 1v1 most squishies and even tanks. In teamfights he can deal massive chunks of damage to the enemies, giving his team the opportunity to clean up. |
- Going full AP/AD makes you squishy - Banned often - Hard to master - Delay on grab - Long cooldowns When going AP Thresh, you are squishy. Although you do lots of damage, others will do lots of damage to you. Your Q and R are your main sources of damage, and it's preferable to 2v2 as you won't get bursted down by 5 people and will have a teammate to help you when your abilities are on cooldown. It's easy to miss Q against a lot of champions because most have a dash of some sorts, being able to dodge your Q, rendering you useless unless you're really fed and 1 shot them with your R The Box. |
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Skill order:
Abilities explained
Chaos grows with time (Passive) RANGE: Be on screen COST: none COOLDOWN: none |
Thresh's AA's aren't projectiles and the wind-up is only reduced by 0.25% per 1% bonus attack speed. Thresh also can pickup souls dropped by nearby enemies who died to permanently gain armor and Ability Power. This passive is great for Thresh. It lets him be a bit tanky even if he doesn't build tank and gives him even more AP, letting his abilities deal more damage. It's best to try and collect every soul you can and stick with someone who's farming to collect more souls. Going into the enemy team with Thresh also helps collect the souls easier when someone dies, as you'll be close to the dead enemies. |
You'll get hooked (Q) RANGE: 1075 COST: 60 mana COOLDOWN: 16 / 15 / 14 / 13 / 12 |
After a 0.5-second delay, Thresh throws out his hook and forms a line with the first enemy hit, dealing magic damage and stunning the enemy for 1.5 seconds. Hitting an enemy reduces the cooldown by 3 seconds and disarm Thresh for a while. Pressing Q again leaps Thresh towards the enemy and allows him to attack again, while also removing the stun from the enemy. Q Death Sentence, although it takes a bit to "charge", has a long range, nice damage and allows your team and you to get closer to an enemy. It also does not change Thresh's direction while he charges it, meaning you can be looking at your turret while using it and the enemy won't be able to see immediately where you're going to throw your grab. You can use this to surprise the enemy. The slow charge is also helpful, because if an enemy flashes or uses a dash ability and you pre-fire, you'll still hit them. |
Lava Lantern (W) RANGE: 950 COST: 50 / 55 / 60 / 65 / 70 mana COOLDOWN: 22 / 19.5 / 17 / 14.5 / 12 |
Thresh throws his
lantern to the target location, revealing the area around the
lantern and collection nearby souls for the duration.
The lantern stays for 6 seconds and automatically returns to Thresh if he moves too far away from it. Thresh and the first ally that touches the
lantern is shielded. An ally that grabs the
lantern will dash to Thresh's location and get shielded. This is one of my most favourite abilities in the entire game. Being able to take an ally with you or pretending to to get the enemy to back off is so much fun. Saving an ally with it from a teamfight is also very satisfying. This ability has many flaws however. It takes a bit to drop and shield after you've activated the ability, meaning you have to respond quickly. It's also hard for allies to right-click the lantern in fights, as the hitbox can be a bit wonky. Another problem is that most new people have no idea what this lantern does, so they won't even touch it, meaning you'll be wasting mana and your shield for atleast 12 seconds. The lantern is still a very fun ability, as you can pretend for the jungler to be near by throwing it into the fog of war, which can throw enemies off and make them back off. |
"Round we go!" (E) RANGE: 500 COST: 60 / 65 / 70 /75 / 80 mana COOLDOWN: 9 |
Passively this ability makes your AA's do more damage the more time passes on since your last AA. This is an amazing ability, as it means you can surprise the enemy when you AA them with the sudden burst. Actively Thresh sweeps a certain area both behind and in front of him, pulling or pushing away enemies. You can use this ability together with Q Death Sentence. to make it easier to land your grab. This ability also slows the enemy down, meaning you can use it to push away enemies into your turret or away from allies to keep them safe. |
"Nowhere to hide." (R) RANGE: 450 COST: 100 mana COOLDOWN: 140 / 120 / 100 |
After a 0.75-second delay, Thresh surrounds himself with 5 walls, each lasting for up to 5 seconds. These walls break after 5 seconds. The first wall hit deals magic damage and slows the enemy by 99% for 2 seconds, while walls hit after the first one deal no damage and are only slowed for 1 second. This ability is great to use when going into the enemy team after you've grabbed someone. You can slow the ENTIRE enemy team and deal a lot of damage to one of them(preferably a squishy). This ability can also be used to slow down enemies when being chased or to zone them away from a narrow space. |
Primairy tree: Domination
Secundairy tree: Sorcery
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Luden's Echo Luden's Tempest is a good item to start with. It gives you tons of mana so you can use abilities more before having to back or regen mana, it gives tons of AP for more damage and lots of CDR to use your spells more often. The UNIQUE Luden's passive also gives you more free damage if you grab someone and they have allies nearby. |
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deathcap Rabadon's Deathcap is a great mid-late game item for Thresh, as it provides lots of AP and it multiplies your AP with 1.4. There's not a lot to be said about this, you may want to change Rabadon's Deathcap for Banshee's Veil or Zhonya's Hourglass, but I'll more often go for Rabadon's Deathcap |
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Void Staff Void Staff is a good item on most, if not all AP champions. With a good +70 AP and ignoring 40% of the enemy's magic Resist. I'd recommend picking Void Staff if the enemy has one tank or sometimes even if I get a bit fed and feel like doing more damage to the squishies. |
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Morellonomicon Morellonomicon is a good item on Thresh, because it gives you lots of AP, HP and flat magic penetration. It also puts grievous wounds on enemies who heal a lot, meaning they'll heal less for a few seconds. I'd recommend taking Morellonomicon first if the enemy has a champion that heals a lot(e.g. Master Yi or Dr. Mundo) or if the enemy has no tanks. |
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Rylai's Crystal Scepter Rylai's Crystal Scepter is a good item stats-wise, giving a very nice 90 AP and 300 HP and also having a passive that slows down enemies even more when you hit your abilities. I'd not say this item is too important, except if the enemy has a lot of mobility(e.g. Defiance or Blood Rush. |
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Sorcerer's Shoes Sorcerer's Shoes are your standard choice of boots on AP Thresh, as it provides you with more magic penetration to kill your enemies faster. |
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Mercury's Treads Mercury's Treads are the 2nd choice of boots if the enemy team has a lot of CC or a fed AP champion. |
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Ninja Tabi Ninja Tabi are you last choice of boots if the enemy is filled with AD or Auto Attack champions. You'll most likely never have to play against 5 AD champions, but in case it does happen, Ninja Tabi are the boots to go with. |
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Elixir of Sorcery Elixir of Sorcery is an elixir which gives you +50 AP and some true damage on your attacks. It's best to take this after you have got a full build, as you'll have enough gold to spare. |
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Lich Bane Lich Bane is the AP version of Riot Game's and my favourite item, Sheen. I always build this on every champion, as I can't live without the burst on your next AA after any ability, especially with the passive on Thresh E Flay. Lich bane on full AP Thresh is not needed however, as you can also go for other situational items. |
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Zhonya's Zhonya's Hourglass is best taken when the enemy has an AD assasin which can burst you very fast(e.g. Zed, Rengar or Talon). It can also be used to bait enemies towards you, by using zhonya's and R The Box, but I wouldn't recommend it as the enemy might just walk away or use abilities from a distance. |
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Banshee's Banshee's Veil is a good AP item, which gives you a spellshield every so often, some magic resist. and CDR. The best situation to buy this item in is if the enemy has heavy magic bursts(e.g. Unleashed Power and Requiem). |
- jhoijhoi for her Making A Guide guide and templates - https://www.mobafire.com/league-of-legends/build/making-a-guide-101506#Summoner%20Spells
- TEH GRAZZH0PPER for their guide on how to make a good first guide - https://www.mobafire.com/league-of-legends/build/how-to-create-a-good-first-guide-for-newcomers-323254
- The league of legends fandom wiki for the information about abilities, items, summoners and more. - https://leagueoflegends.fandom.com
- every person that has clicked on and read this guide. I really do appreciate you taking the time to read my guide. I know that this one is not a very serious one, but I did put a lot of time in it hoping someone will be able to enjoy it or get idea's from it.
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