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Thresh General Guide by Chemich

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League of Legends Build Guide Author Chemich

Mosh Pit? More like Thresh Pit.

Chemich Last updated on February 14, 2013
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AP Variation


AD Variation

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 20

Honor Guard

Defense: 0


Utility: 10

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Chances are if you're viewing this build you're asking if AP Thresh is viable... Well... YES and NO.

AP Thresh has the potential to be a damage dealing teamwrecker, but at the expense of a very shaky early game and high skill demand.

Last hits matter with Thresh, and so does gathering your Lanes' souls.

If you're playing with an AP Thresh PLEASE be generous with the Blue Buff, in case if there's an AD Jungler like Lee-Sin, if you could kindly grant your AP Thresh some lovin' blue buffin' you'll help your team out in the long run!

Keep in mind Thresh pulls in for fights, and knocks up, by the last item built his Wall can kill nearly any champion in one hit (considering AP ratios.)

Also remember by doing AP Thresh you're sacrificing his survivability, have the support give leeway for Thresh when needed, a support with presence definitely makes it easier for Thresh to snowball late game. AP Thresh should be in front of the teamfight, or initiate for the team. He may be squishy so do the best you can to keep him from taking too much damage.

The skill requirement for AP Thresh is above the average player; and should only be used by beginners in bot matches, or custom matches. Personally I do not recommend this build for ranked play, but for normal matches it should be viable (as it was for me.)

The AP build will be the only one explained, the other builds are simply for experimentation purposes. :)

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The Runes are simple for AP Thresh

3x Ability Power Quintessences
9x Ability Power Glyphs
9x Magic Penetration Marls
9x Cooldown Reduction Seals

Why these? To keep Thresh dealing as much damage, as quickly as possible.

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The masteries are simply laid out for maximum damage, and easy entrances and escapes.

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AP Thresh:

AP Thresh is laid out for MAXIMUM DAMAGE, at the cost of Survivability and an Early Game I find this late game to simply be a gamebreaker.

Core Items:
Sorcerer's Shoes + Distortion Enchantment - "More Magic Pen to make sure damage is dealt to ANY enemy champion"

Rabadon's Deathcap - "AP scaling passive, runes, and masteries make this an optimal choice for maximum burst output."

Lich Bane - "Simply an ideal item for making sure that last hit, is a good one."

Spirit of the Spectral Wraith - "The Spell Vamp makes this item a definite, but not a last choice."

Seeker's Armguard - "An item with an effect similar to Thresh's passive, plays out nice vs. a mainly AD Team, a definite AD team wrecker."

Abyssal Scepter - "Tanks or Anti-Mages giving you a hard time? Well let's give them a reason to be scared."

Optional Items:

Twin Shaodows - "Replace with Seeker's Armguard if there's more AP than AD on the enemy team, also great if you're having trouble getting that killing blow on an enemy champion."

Athene's Unholy Grail - "Enemy team have no tank, or just very squishy? Athene's Unholy Grail does a great amount of damage with no real repercussions, extra mana regen and cooldown reduction to ensure you get that kill."

Zhonya's Hourglass - "Getting caught in teamfights too often? Is the enemy team mainly AD? Replace this with Abyssal Scepter to ensure you take minimal damage, and can turn around that teamfight with a click of a number."

Optimal vs. 5 AD Team Build:

Sorcerer's Shoes (With Distortion, or Alacrity.) Rabadon's Deathcap, Lich Bane, Spirit of the Spectral Wraith, Seeker's Armguard, Zhonya's Hourglass

Optimal vs. 5 AP Team Build:

Socerer's Shoes (With Distortion, or Alacrity.) Rabadon's Deathcap, Lich Bane, Twin Shadows, Athene's Unholy Grail, Abyssal Scepter.

Optimal Vs. Normal Team Build:

Look @ Core Items.

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Main Summoner Spells:

Teleport: If you die, or if you need to go back quickly this is a viable option for a shaky early game, don't wanna miss those souls do you?

Flash: Getting baited into a 2 v 1 early game? Flash is your best choice for turning a bad situation, into a neutral situation. Neutral is always better than bad.

Optional Summoner Spells:

Ghost: Feel you need more movement speed sometimes? GET GHOST!

Exhaust: People getting away too fast before you can hook again? Exhaust will solve that in seconds.

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Pros / Cons

AP Thresh:

- High Burst Rate
- 500+ AP
- One hit Ultimate (if used correctly.)
- Great in teamfights.
- Snowballs great if played correctly.
- Late Game can be sensational.

- Squishy
- Shaky Early Game
- If played incorrectly could end up being useless, and never be able to catch up.


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