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Thresh Build Guide by RainbowNova

Support Iron IV's Guide to URF - AP Thresh

Support Iron IV's Guide to URF - AP Thresh

Updated on June 23, 2019
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League of Legends Build Guide Author RainbowNova Build Guide By RainbowNova 10 0 56,735 Views 4 Comments
10 0 56,735 Views 4 Comments League of Legends Build Guide Author RainbowNova Thresh Build Guide By RainbowNova Updated on June 23, 2019
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Runes: Souls Farmer

Domination
Dark Harvest
Cheap Shot
Eyeball Collection
Ultimate Hunter

Sorcery
Gathering Storm
Absolute Focus
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

Summoners
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

Threats & Synergies

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

Champion Build Guide

Iron IV's Guide to URF - AP Thresh

By RainbowNova
Introduction
Hi, my name is RainbowNova. I'm an Iron IV Teemo main. My favourite champions are of no particular group, for example Teemo, Leona, Teemo, Ekko, Teemo, Thresh and Teemo. I am absolute trash at this game, often blaming my mistakes on bugs(worst part being that I often believe it to actually be bugs instead of my own mistakes to protect my Draven ego), blaming my teammates for things I should have known and getting frustrated at the my own mistakes. I love making guides about off-meta builds, even though I have little to no knowledge about the game or about what's in the meta and whatnot. I also enjoy playing this game and its many, many gamemodes and different gameplay mechanics. The reason I make these guides, although I am Iron IV, is because I hope someone can get some joy out of these builds or even help improve it.
Pros/Cons
PROS

+ 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.
CONS

- 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.
Summoner Spells

Summoner Spells
-
Flash: This is a very standard summoner spell on most champions, as it provides a (mostly) reliable escape and way to dodge spells. You can try to use it to surprise enemies with Flash+ Death Sentence.
Exhaust: This is a very good rune on Thresh, as it slows the enemy's movement speed and lowers their damage by 40%. This allows you to hit your CC easier, to escape the enemy if needed or to kill them while their damage is way down and collect those sweet, sweet Damnation+ Dark Harvest souls.
Ignite: This is a good ignite against champions who heal a lot(e.g. Master Yi) or champions who can escape easily(e.g. Zed) With Thresh you can use your Death Sentence+ The Box+ Flay combo and ignite them if they somehow survive and are trying to get away..
Abilities

Skill order:



1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
E
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W

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.
Runes

Primairy tree: Domination

  • Dark Harvest

  • This rune is one of the best on Thresh. For those who don't know, Dark Harvest gives you bonus damage on your next damaging attack or ability if their HP is under 50%. Hitting an enemy under 50% HP gives you a Dark Harvest stack. This rune is so great on AP Thresh because your already hard-hitting R The Box will deal even more damage, often one-shotting squishies. The souls theme also fits well with Thresh's entire being.
  • Sudden Impact

  • Sudden Impact is also a good rune choice on Thresh, letting you do more damage to enemies who you've slowed, which is what almost your entire kit does. Your Q is a stun, your E a slow, your R is a slow and your AA's will slow enemies as well if you bought Rylai's Crystal Scepter.
  • Eyeball Collection

  • This rune is my favourite choice out of the 3. I personally do not like Zombie ward and Ghost Poro, because they don't give MORE DAMAGE. Eyeball Collection gives you more damage for killing champions and ward, which you can easily do by buying a pink ward or throwing your shield on allies.
  • Ultimate Hunter

  • This rune is personal preference as well. I like it because it lets you use your ultimate more often, meaning you get to do more of that sweet, sweet soul collecting and bursting.

Secundairy tree: Sorcery

  • Gathering Storm

  • A rune that gives you more damage the longer the game persists. What more could you possibly want. The reason I take this over other runes is because it gives you more damage THE LONGER A GAME TAKES. No other rune in the sorcery tree gives you this, and damage is all we want on AP Thresh.

  • Absolute Focus

  • My reason for taking this rune is because it gives you more damage. Simple as that. The other choices are fine, but you don't need more CDR on AP Thresh and movement speed in river isn't needed when you can slow everyone else down.
Items
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.

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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).
Conclusion
I want to thank:
Update Log
6-3-2019

[/spoiler]

23-6-2019
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League of Legends Build Guide Author RainbowNova
RainbowNova Thresh Guide
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Iron IV's Guide to URF - AP Thresh

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