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Thresh Build Guide by kingwarr2

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Support Kingwarr2's Thresh

Updated on March 21, 2017
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League of Legends Build Guide Author kingwarr2 Build Guide By kingwarr2 7,675 Views 2 Comments
7,675 Views 2 Comments League of Legends Build Guide Author kingwarr2 Thresh Build Guide By kingwarr2 Updated on March 21, 2017
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Spells:

LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
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Introduction

Hello everyone, my name is Kingwarr2, a Platinum 4 Support Main, and I have been maining Thresh since season 4, and I have decided that I should finally do a guide on him.
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Runes

In this chapter I will talk about the different runes for Thresh and some alternatives

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.
Greater Glyph of Magic Resist are better choice if the lane that you're against is super magic damage heavy, like a Corki ADC with a Zyra Support.
Quintessence of Attack Damage give additional attack damage for lasting hitting and for the auto attacks is just a nice little bonus
Quintessence of Attack Speed give additional attack speed for trading and clearing out wards.

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.
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Masteries

There are many different masteries to choose from, and I will explain my personal choices, as well as others that you can use as well.

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.
Savagery would be chosen instead of Wanderer, only if you have issues last hitting with Thresh because it gives 5 bonus damage to help secure the creep.
Secret Stash is a must have on Thresh. The initial mana and health regen that it gives is integral to surviving the laning phase, particularly against tough matchups.
Assassin is a borderline pointless mastery on Thresh. He will very rarely be away from his team in order for the mastery to activate, and under the slight chance that he is seperated, Thresh doesn't do enough damage for this mastery to even make an impact.

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.
Meditation is a MUST HAVE on Thresh because of the mana regeneration it gives. In the lower levels, Thresh has high mana costs, which quickly add up even if you use your spells sparingly. This mastery keeps Thresh in lane longer in order to support his carry.
Merciless is not particularly good on Thresh. Similar to Assassin, it gives Thresh bonus damage that he doesn't really need, and it only applies to champions below 40% health.
Bandit One of the largest problems a support faces is a lack of gold. Thanks to this mastery, that pressure is alleviated slightly. For every minion a nearby ally kills, you are granted a single gold coin, that's nice and all but not the main point. For Thresh, every time he hits a champion with an auto attack, it grants him an additional 3 gold, which is put on a 5 second cool down. This adds up over the course of the game.
Greenfather's Gift is also a decent choice of mastery on Thresh, but its situational. In order for this to be used to its full potential, Thresh has to constantly walk in and out of bushes in order to proc the percentage health damage.

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.
Intelligence is amazing on Thresh, but since the release of the Courage of the Colossus keystone, this is rarely used. It gives Thresh an additional 5% CDR, as well as raising the CDR cap by that much as well.
Precision. Don't. Just don't.

Resolve Tree:
Recovery : The bonus health regen is wonderful for staying in lane longer.
Unyielding : This mastery synergizes with Thresh's passive really well, as well as the items that he buys, but unless you are planning on playing into the super-late game, recovery is a better choice.
Explorer gives an additional 15 move speed when walking in the river or the brush. In combination with Wanderer from the Cunning tree, you are able to roam from bot lane to mid much more quickly. It also minorly helps during the landing phase if you just run into the bush to get that little bit of extra speed to get out of range of an attack or spell.
Tough Skin : I take this mastery only if I'm against a super long range adc like Caitlyn, or if the enemy team has a lot of auto attackers on them.

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.
Runic Armor : This mastery increases ALL healing and shielding effects. This includes health regeneration, the healing from relic shield/ancient coin, and the healing from Summoner Heal.
Veteran's Scars : This mastery gives a flat 50 hp, which is nice in the early game, but tends to be negligible in the mid to late game, hence the preference towards Runic Armor.
Insight gives extra cool down on all summoners so you can have flash up for for those Front Page Reddit plays, or having exhaust/ignite up faster.
Perseverance : This mastery is really nice as well, it gives extra regeneration for keeping Thresh in lane longer, but this mastery is almost as good as Insight. I prefer Insight because I prefer having flash off of cooldown a lot faster.

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.
Swiftness : Tenacity is an amazing stat. It reduces the time crowd controlled by all forms of CC, except knockups/displacements. The more time you spend stunned or snared, the less time you are hooking and flaying.
Legendary Guardian : This mastery gives additional armor and magic resist based on how many enemies are around. This is only really good in teamfights if you are diving the back line.

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.
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Items

Not every game will have the same cut and dry build that will lead you to victory, so you must know which items to build or prioritize in different situations.
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.
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Skill Sequence

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.
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.
Tips & Tricks. If you plan on reactivating your q, wait until the last second before the stun wears off. Most targets will Flash immediately after being hooked, and when they do, Thresh will be brought along with him, able to continue his combo, and bring an ally with hime using his Dark Passage
Thresh's W: Dark Passage Thresh throws his lantern. It reveals its immediate location and collets nearby souls. It grants a shield to the closest ally champion to the lantern. The shield scales off of the number of souls that Thresh has gathered. Allies can right click the lantern which will take them directly to Thresh
Tips & Tricks. The lantern will break after Thresh leaves its radius. However it will not do so instantly. If Thresh hooks an enemy, throws his lantern to an ally and then reactivates his Death Sentence, the lantern will remain in place for a split second allowing an ally to grab it while Thresh is out of its radius.
Thresh's E: Flay. This skill has a passive and active portion. The passive charges Thresh's autoattacks, grating him additional magic damage based on his souls and attack damage. The active portion is a little trickier. It moves all enemies it hits in the direction Thresh indicates, slightly knocking them up and slowing the enemies afterwards. If Thresh Flay an enemy towards himself, it will instantly hit, whereas if he Flays the enemy away, there is a slight delay before it hits.
Tips & Tricks. This ability has a very wide hitbox, so it can be used to easily disrupt jumps and dashes. For example, Lee Sin's Resonating Strike, Tristana's Rocket Jump and so on.
Thresh's R: The Box. Does not actually make a box. It makes a pentagon with 5 walls. The first wall that is broken by an enemy champion deals damage to that champion and slow's them by 99% for two seconds. Any subsequent wall breaks don't deal damage and only slow the enemy for one second.
Tips & Tricks. This ability is very good at steal- I mean securing kills since it has high base damage and has a 1-1 scaling ratio with Thresh's ability power ;)
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