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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Threats & Synergies
Brand
Introduction
Mark of Attack Damage are a necessity on Thresh. If you are taking the relic shield start, it gives you the extra AD needed to last hit. Thresh's E's passive effect also scales with this attack damage giving you additional poke damage against the enemy.
Seal of Armor are a must have on Thresh. The champion does not have scaling per level armor like every other champion, so he needs the additional starting armor.
Greater Glyph of Scaling Magic Resist are nice to have so that later into the game you will have more resistances since this build does not have too many resistance items for Thresh.
Quintessence of Armor are super nice for landing and can make up for any armor that he lacks because he doesn't have base scaling.
Cunning Tree:
Wanderer is very useful for getting off roams., and get to lane faster. It gives an additional 3% out of combat move speed, which is about 10-12 additional move speed to return to lane.
Runic Affinity is certainly a better choice on Thresh than Assassin, but still not very good. It gives an extra 18 or so seconds for your buffs, which are given to Thresh few and far between.
Dangerous Game is useful for Thresh if he is tanking the enemy, and when he gets his assists, he gains health and mana back. This one is a personal preference for a player to use, and can be super good in situations.
Resolve Tree:
Recovery : The bonus health regen is wonderful for staying in lane longer.
Siegemaster : If you're expecting to get shoved in hard by the enemy lane, taking this mastery will give you extra armor and magic resist to negate some of the incoming poke damage.
Fearless : This mastery would be best if you were building super tank, but Thresh should not be the main tank. This mastery gives flat additional armor and magic resist scaling with your own current stats.
Keystones:
Windspeaker's Blessing : If for some reason Courage of the Colossus, Stoneborn Pact, and Thunderlord's decree are all disabled, take this.
Thunderlord's Decree : This mastery gives a lot of additional damage to Thresh's combo, but would mostly be taken so the Intelligence Mastery could be obtained as well.
Courage of the Colossus :The current meta Thresh Keystone. It grants him a lovely shield every time he hits his hook or he flays an enemy. The shield is based off of maximum health and the number of enemy champions nearby. So if your lane is being ganked, or just in a straight up 2v2, the shield will always be a decent size.
Stoneborn Pact : This mastery isn't the greatest on Thresh, but it's still usable. All enemy champions that he impairs the movement of are marked for 4 seconds. If an ally hits that champion, they gain health based off of Thresh's maximum health over two seconds(simlilar to the old Shen Q). Sounds like a great mastery right? However there is a little catch. The effect is halved if the user of the mastery is ranged. SPOILER ALERT: Thresh is a ranged champion.
Starting Items:
Relic Shield is the standard start to Thresh. It provides health and health regeneration which is wonderful for the laning phase. It's passive allows Thresh to last hit while still giving the gold to his carry. The problem however, is that Thresh doesn't proc the execution passive since that only applies to melee champions, while Thresh is ranged. If you are confident in your last hitting abilities, it is the best choice.
Ancient Coin is rather situational. It is best picked into lanes where you will be taking alot of harass, so you can't go last hit because you're afraid of death. The other situation would be rushing CDR so you can get them hooks up faster, since it starts off with a flat 5% CDR.
Vision Items:
Sightstone is a necessary buy on all supports. It grants your team well needed vision as well as the bonus health it gives.
Ruby Sightstone is an optional upgrade for sightstone. I would reccomend getting this upgrade later into the game, or whenever you have a spare 800g. It gives reduced cooldown on your active items, as well as an additional ward charge and health.
Stealth Ward should be the first trinket that you buy, the early wards can help prevent early jungle ganks, or if you are in lane for an extended period of time, you or your carry will always have an additional ward ready for placement.
Sweeping Lens should be gotten in the same back in which you buy your sightstone. With the sightstone in your inventory, you don't need to have the additional wards from the trinket, so you should instead get the sweeper to reveal enemy wards and traps. Essentially, this back will get your team vision and remove the vision from the other team.
Oracle Lens is the upgraded version of Sweeping Lens, which can be obtained at level 9. This item is a must have as soon as you turn level 9, as you can clear up to 4 wards by yourself with this.
Boot Options:
Mobility Boots is a wonderful choice for constant roaming throughout the game. The problem however is once Thresh enters combat, the additional movement speed bonus is cancelled, leaving you with the equivalent of a very expensive tier 1 boots.
Ionian Boots of Lucidity grants Thresh 10% CDR as well as 10% CDR on summoner spells, so his flash and other summoner spell can be off cooldown quicker.
Boots of Swiftness is a good choice into teams with a lot of slows, because it reduces their effectiveness, and also gives him more movespeed than standard tier two boots, but less than boots of mobility.
My Core Item Choices:
Face of the Mountain is the upgraded version of Relic shield that gives two shields. One to Thresh and one to an ally of your choosing. All in all its a great choice because of its health, health regeneration, CDR, and the shields.
Redemption is a key item on every support right now. It gives an AoE heal to all allies within a certain area after a 2.5 second delay, as well as damaging all enemies inside the area as well.
Locket of the Iron Solari gives everyone close to Thresh a massive shield that scales with the level of the person being shielded.
Knight's Vow: Are you tired of your Vayne running into the enemy team, trying to 1v5, and then instantly dying? Me too. Sadly, this item won't stop that, but it can keep yourr carries alive longer. It has so many useful effects. You select a "Partner", and you both get various bonuses. First, if the two partners are near each other, they both gain 20 armor and 15% bonus movement speed towards each other. Second, the owner of knight's vow will be healed for 12% of his partner's damage, and receive 12% of damage dealt to their partner. Sadly, this effect is halved for ranged champions, so its only 6% for Thresh, but still a good buy nonetheless.
Elixir of Iron: BIG DADDY THRESH INCOMING.
Other Items That Exist In The Game:
Talisman of Ascension is the upgraded version of Ancient Coin. It gives all allies nearby a short movement speed buff which can help them reposition themselves in a fight, or get you, your team, AND your minions to the enemy base faster.
Eye of the Oasis is the other option to upgrade to from Ancient Coin. It combines the sightstone and nomad's medallion into one item so you can have an additional slot instead of a sightstone. I usually don't take this item, because i prefer the active from the eye, and the item CDR from ruby sightstone.
Eye of the Equinox is the exact same as the Eye of the Oasis, but for Relic Shield.
Zeke's Harbinger has a similar functionality to Knight's Vow. You select an ally to become a "Conduit", and together you generate charges, and when activated, it increases the AP of both chapmions by 20%, and the Critical Strike Chance by 50% for 8 seconds.
Mikael's Blessing is basicallly a remote Quick Silver Sash. It removes all crowd control from an ally and if it does so successfuly, grants that ally a 40% movement speed buff.
Banner of Command is an extremely situational choice if you need to get a side wave pushing while you are grouped. It buffs an ally minion and makes it deal more damage, and be immune to magic damage. It is best used on a cannon minion, but a caster minion would be a good alternative.
Ohmwrecker: I have only built this item once, but it won us the game. We dove the enemy team under their nexus towers, and I used Ohmwrecker to disable one of the turrets so we would take less damage. I ended up being the last person surviving with only 80 hp without a minion wave and could take the nexus for the win. Pls don't build this any other time.
Turbo Chemtank is used to RUN THE ENEMY DOWN LIKE THE DOGS THAT THEY ARE. It grants you a massive speed boost, when running towards enemies and when activated or when the time runs out, it discharges an AoE slow to all enemies in its radius.
Zz'Rot Portal is to be used like Banner of Command. It creates a portal that releases Voidlings which go to the nearest lane killing minions and turrets.
Frozen Heart is a great chocie for going against auto attack based enemies, Mastery Yi, Vayne, and Kog'Maw for example. It reduces the attack speed of nearby enemies by 15%. Thats a whole Dagger.
Dead Man's Plate is used for the extra tankiness it provides. It also lets Thresh move faster with its passive.
Randuin's Omen is to be built against teams with 2 or more critical strike champions. Like Yasuo and most AD Carries. It also has an active that slows nearby enemies as well.
Spirit Visage allows Thresh to get 25% healing at all times. It also gives CDR and is a good Magic Resist Choice.
Now its time for the true "in-depth" part of this guide. It is time to talk about Thresh's skill sequence, why you choose that order, and what his skills do.
Skill Explanation:
Thresh's Passive: Damnation This passive has two effects. The first one is not well known. His basic attacks are NOT projectiles, meaning that they cannot be blocked by Yasuo's Wind Wall, or Braum's Unbreakable. Secondly, enemies that die near Thresh have a chance at dropping souls. Champions and large enemies drop 1 souls, epic monsters drop 2, and regular minions have a 33% chance to drop a souls. These souls are always visible to Thresh and his allies, but the enemies can only see the souls if they can see Thresh. Each souls gives Thresh an 0.75 additional AP and Armor. This is the reason why Thresh does not have passive armor scaling. This passive is the scaling.
Thresh's Q: Death Sentence This skill is Thresh's bread and butter: his hook. If Thresh hits his target, a tether is formed. It stuns the enem for 1.5 seconds and slowly drags the enemy towards him. While this tether persists, Thresh cannot auto attack, but can pull himself to the enemy after 0.5 seconds by reactivating Death Sentence.
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