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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Threats & Synergies
Leona
Leona... God I hate facing her. People might tell you "but Thresh is her counter". Punch them in the mouth and ask them to show you how. Yeah you can flay her away when she grab (not that hard when you practiced this trick). If you stick to your adc. Which makes both of you vulnerable against a double ulti stun post-lvl 6. Yes you can grab her away from your adc... Except that she won't be that far from him at the end of your grab. And yeah your adc can grab your lantern to go away, after the 3 hours of intense stun this walking tin can will inflict him. Your only advantage is your range to poke but her shield hurts a lot and she's way more resilient than you. My advice : clench your teeth, play safe but be aware that she will also have a great presence in tf.
Introduction
Hi guys, the name's Areu24, I'm a gold IV player on EUW server. I decided to do this Thresh build because of how much fun I have playing this champ and because Thresh is a rich champ, that can be build in many ways. This build aims to create an unkillable CC/utility machine that will literally thrash around all the enemies during teamfight.
On a more personal note I'm not a native English speaker and this is my first build so feel free to signal me any English mistakes and also comments/suggestions on the choices I make in this build.
Enjoy your reading and kick some a*s with the ghostly warden!
P.S. Please take note that this build is not entirely finished, I plan to add a fun build for ADC Thresh and polish a bit the main parts (synergies incoming)
Overall this build will give you a heavy presence in teamfight, being able to protect your carries and have a really strong mid/late game, the only weak part of it is during the laning phase, even though it's not that bad. Play it safe, wait for a hook opportunity and you shouldn't have much problems ,except with a "yolo" adc (yeah I look at you,


***Important notice!***
Please note that this build can be really hard to use if you begin in the game,

And always remember: THIS IS A GAME! No need to rage, and if your adc flames you, just enter the magic command /Mute Nameoftheflamingadc in the chat to enjoy the game calmly.

- [5.16] Really huge patch for tanks so let's get started :
Direct increase of Health gain per lvl, +4 Health per lvl.
Creation of


Modification of existing items :
-

-


-

-

-

-

Greater Glyph of Scaling Magic Resist for nice MR in late game (in early you face an ADC and his supp, MR is not vital at this point).
Greater Seal of Armor and
Greater Quintessence of Armor makes you really tanky against the enemy adc.
- And the less obvious choice :
Greater Mark of Attack Damage. Since you already build heavy resistances and huge amount of HP these marks gives you a better poke and makes creeping easier. If you really want to go full tank you can take more defensive marks like
Greater Mark of Scaling Health
We start by upgrading our





Souls appears at Big Minions and Champions death and sometimes at regular minions death. Each soul you pick increase your AP and Armor permanently.
- This passive compensate the fact that you don't gain any armor with your lvl.
- The enemy won't see the soul if they don't see you, keep that in mind if you are planning to ambush them.
Flay scale with the number of souls picked, the more you have the stronger your poke is.
- All your abilities scales in AP, this gives you a small nice overall boost.


After a small animation, Thresh throws his scythe in order to grab an enemy unit. The unit caught will be attracted towards Thresh and if you push Q again Thresh leap to your chained opponent.
- This ability is a nice gap closer to use your low ranged abilities (
Flay and
The Box).
- The enemy you grab is disabled for a short time, use it to peel enemies off you carry efficiently during teamfight.
- This is a strong tool to stop someone fleeing: grab him, jump on him,
Flay him, add
The Box and your
Randuin's Omen if needed, give your
Dark Passage to an ally to make an enemy disappear (This magic trick has the
Shaco seal of approval).


Thresh throws a lantern that gives a small shield to allies that goes near it (once per ally). If an ally right click on the lantern he will be send to Thresh directly, taking the lantern with him.
- This ability gives a weak shield but it can be applied to your whole team in teamfight.
- The lantern can be send to the other side of a wall, use it to save an ally in a pinch or help your jungler to come faster during a gank.
- The lantern gather souls around it, but don't abuse it since it cost some mana.


Active: Thresh sweep his chain in a lane, pushing the ennemies hit in the direction of the pushing.
Passive: Your auto-attack (aa) gets bonus magic damages up to a maximum of the number of souls collected + up to 200% of your AD.
- Multiple enemies can be hit by the active part, are either attracted or repulsed from Thresh, bumped and then slowed for 1 second, making this skill a really strong CC in teamfight.
- The passive part makes you a real lane bully, as long as you make one-hit trades.
- It works in synergy with your
Relic Shield by allowing you to creep easily (since the "spoil of war" effect doesn't work for ranged champs).
- The damages are charging when you are not using your aa, don't spam it on minions when you want to poke or last hit.


Thresh creates 5 walls around him with a small delay. When an enemy hit a wall, the wall is destroyed and he gets damaged and slowed by 99% for 2 seconds for the first one. The other walls deals no damage and only slows for half the duration.
- Do not underestimate the damages, the first wall deals 550 + 100% of AP damages, a nice way to weaken an enemy coming after you.
- Your
Death Sentence and
Flay can be used easily on enemies inside the box and are also a good way to send an enemy in a wall.
- Using it BEFORE the enemy reaches you will give you and your teammates an easy escape, making this skill a strong anti-gank tool.

Your principal role will be to keep your allies alive while hindering the enemies during fights. Let's see more in details what you will have to do during the 3 stages of the game.
The beginning of the game, you will poke your enemies with your E's passive and put some pressure on them with the threat of your grab. Be careful, you have to do some mindgame here, spamming your

You will use your



You will want to use your gold item to share the money of big minions or melee minions with your adc. A good point to never forget: when you share the gold, both your adc and you are healed. If you can, try to always keep one charge for that gold bag of big minion.
That's pretty much everything, in case of enemy gank be ready to flee toward your turret and

Overall laning phase with Thresh is not much fun, but don't worry, you will really shine when teamfight starts
The transition between early and midgame is always subtle, it often correspond to the loss of a turret on botlane (yours or theirs) and the fact that one of duo bot will start roaming, to avoid the incoming ganks linked to their turret loss.
It's important to make sure you and your adc don't stay too long in lane, because at this point you will probably get rushed by the enemy midlaner and jungler if you overextend alone. If your adc want to stay afk farming on botlane even if the enemy left then join your team in midlane where the fights will start.
Your role has many aspect, you can be the initiator of a fight if an enemy comes too close to you to poke (give him some



During a teamfight, your role is to provide an (almost) unlimited amount of CC and utility. You will





The actives from your items will help you to keep everyone alive, keep the shield of your Face of the Mountain for your squishy teammates (ADC, APC) since this shield is very potent (10% of your max Health, that's often close to 30% of your ADC max Health). And last effect, the one I like to use to complete my





Standard start for Thresh, the gold item for tank having nice synergy with your E's passive, which compensate that the execution effect won't be triggered since you are ranged. If you fear your adc won't let you creep (sadly it happens sometimes), go for ![]() |
Targon's brace
|
Upgrade your ![]() ![]() ![]() |
An important point here is flexibility, don't buy those item in the order they are presented, always try to adapt to enemy team. The enemy APC is overfed and destroy your team? Go




Face of the Mountain
|
Logical upgrade of your gold item, it gives 10% CDR, 500 Health and a nice active that give a shield to 1 ally equal to 10% of YOUR max Health, which means that going full tank allows you to shield more effectively. A nice item for any tanky support. |
A little bit of MR, some movement speed, and Tenacity, a must have to reduce all the CC you will take as the tank of the team |
Health, armor, a passive that reduce the attack speed of people attacking you and an active to slow all the enemies around you, what else do you want? |
At this point of the game your items give you : 900 Health, 60 Armor, 10% CDR and few things like a shield, a slow, a crit damage reduction, tenacity.... What you want now is to take some MR and your last items accordingly to your opponent, your team situation (you are wining? take some luxury items to make sure they won't make a comeback) and what you feel is a right choice considering how teamfights are going. Just one thing to remember: your passive already produce armor so don't stack it blindly, armor and MR lose a lot of efficiency after 200 points.
Fat huge chunk of Health, and insane regeneration outside of fight, all for a (used to be) cheap cost. Really good to complete this build, but I prefer to chose ![]() |
Health and some armor, the main interest of this item is the damage aura that will be effective since, once again, you will often be sticking to your enemies. Not a bad item but when you really need armor there is usually better. |
Huge amount of armor, some nice mana, 20% CDR to bring you closer to the almighty 40%. But what you really want this item for is the attack speed inhibitor aura that will reduce the damages of this nasty snowballing adc that crush your poor carries mates. |
Armor and a cheap cost. The changes made in the last patch made it quite weak, except for few champ, like ![]() ![]() |
Health, MR, and 10% CDR. The stats are good, even if the passive regen increase is not really useful here, you're not a Garen or Mundo type tank. I take this as my MR item most of the time. |
Health, MR, and some health regen. The stats are good, and this time the passive can be quite good, depending of the type of enemies you are facing. A good alternative for the ![]() |
More CDR, more Health, and some MR. The real interest of this item is the abilities, a passive aura of MR for your teammates and the active that can shield MULTIPLE allies and you. Since you will rush in the heart of the battle often you can easily shield 2-3 allies at each teamfight. Be wary though, the shield only last 2 seconds now and the aura got really nerfed. Take it for ennemy team with 2 fed APC or more, else consider ![]() ![]() |
MR and 10% CDR... I really don't like this item, the stats are really poor but if the enemy team have strong CC that always shut down your carry it's something to consider taking, just remember you will have to deal with 4 items with an active effect. |
The items of this section are strong on Thresh but cost a lot and can be situational, take them on specific situations.
Only 100 Health less than a ![]() ![]() |
Some MR and... AD? YES! Because with a 200% of scaling in AD with your E's passive you will have some nasty damages on your aa. And you get one more shield for the cases where a mean APC tries to burst you down, isn't it awesome? YES IT IS! |
I know, I know... This is not an ADC Thresh build... But sometimes you will end the teamfights all alone versus 3 or 4 members of the enemy team and maybe having more DPS during teamfight could make a difference. This pick is more a fantasy that I indulge myself on sometimes but I don't think it's a completely stupid idea, it's just an unorthodox choice |
There is no fixed rules for the enchanting of your boots, you take it when you want (usually when you have some gold and you want more movement speed). I think that only those 3 enchanting are useful for Thresh supp. So if you want more movement, go ![]() ![]() ![]() |


If you buy the

Considering you might buy your


If you buy the

Let's say that before Lvl 9 (lvl at which you can buy the




But that's not over. Okay the gold is the same. But only the total you had to spend, without considering WHEN to spend it. The


Now we can compare the vision given :
The

The


The first 2 points were just a way to show you that there is no real loss in using


The



On the other hand, the


That's the main point that interest me. Everyone in your team have a trinket. Everyone can upgrade his (for the ridiculous amount of 250 gold so 1250 gold to equip the whole team, less than a




That's my conclusion : going for

I know this part of the build risk to be where the most people will disagree, do not hesitate to send me your own point of view or calculation on this matter, if what I exposed need to be corrected (or is false, everyone makes mistakes after all ^^' )or if you simply want to discuss it I will gladly answer you.
Thanks for reading me and have a lot of fun on the Summoner's Rift!
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