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Thresh Build Guide by CFCryo

Top Season 11 Updated - AD Thresh (All Roles, Primarily Top) by

Top Season 11 Updated - AD Thresh (All Roles, Primarily Top) by

Updated on May 31, 2021
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League of Legends Build Guide Author CFCryo Build Guide By CFCryo 741 30 1,086,792 Views 11 Comments
741 30 1,086,792 Views 11 Comments League of Legends Build Guide Author CFCryo Thresh Build Guide By CFCryo Updated on May 31, 2021
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Runes: Top Main Runes - Strong trading/Harass

1 2 3 4 5 6
Resolve
Grasp of the Undying
Demolish
Second Wind
Revitalize

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4
Teleport (Top/Mid)
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Support Role
Ranked #21 in
Support Role
Win 50%
Get More Stats
Support Role Ranked #21 in
Support Role
Win 50%
More Thresh Runes
>

Items

Starting Options
Full Build Example - Tank Thresh

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

Season 11 Updated - AD Thresh (All Roles, Primarily Top) by

By CFCryo
Changelog
A list of changes and dates changed since release.

31/05/2021

[*] Fully-updated Build Options to reflect my current builds, meme and tryhard alike. Now reads more like a "Pick your item" from each category to make your own Thresh build with my guidance, really embracing his versatility in item choices. You can follow the "Full build examples" loosely if that's more your thing, obviously, please don't build magic resistance against Full-AD Teams.
[*] Changed and updated 'Items and Mythics' section to be more modern and up-to-date with my opinions and experience, giving Titanic Hydra the recognition it deserves, and removing out of date claims like how Sunfire Aegis is the best item in the world.
[*] Updated "What is AD Thresh" to look slightly less horrifying (how did you guys put up with that?) and expand on Attack Speed Thresh rather than starting a list with "Full AD" and that's it. I'm hoping to eventually pretty the whole guide up but boy, even doing these changes took a lot of time!
[*] Updated "AD Thresh in Gameplay" Gameplay real-game example links to be all Season 11 videos rather than Season 10 and 9. Finally! Naturally, you can find more on my YouTube Channel, and subscribe for more if you like what you see.
[*] Updated "Runes" section to first of all, sing praise of Grasp of the Undying as best overall rune for Top Thresh, and then reformatted the rest of the section (now labelled 'legacy', though still all relevant) to be less ugly.


18/02/2021

[*] Updated Threats (Nasus, Senna)
[*] Updated Jungle Thresh section (Jungle Clears)

08/01/2021

[*] Updated Build Options to show most viable items, much cleaner, and you should really build Sunfire Titanic.
[*] Updated 'Items and Mythics' sections with more viable options, and my opinions after Preseason ended. Basically, Galeforce and Sunfire are the ways to go, but what you pair them up with can vary a lot.

25/11/2020

[*] Updated Build Options and Rune Pages to accommodate Jungle Thresh (Just for fun, not really recommended but go wild if you like).
[*] Updated Fleet Footwork rune page to not include Muramana/Presence of Mind. Grasp of the Undying new best runepage for Top.
[*] Updated Jungle Thresh section to tell you that Sunfire Aegis, surprisingly to no one, is good.

14/11/2020

Season 11 has been here and I've played a few days on and off stream! Quickly updating item sections with brief opinions based on experience and theorycraft while I work on the bigger revamp of this guide and a YouTube video guide.

[*] Changed items in Build Options at the top of the guide for the new Season.
[*] Revised and changed items in Items and Mythics to fit the new Season, regarding Mythics and new "packages" of items you can use to make new builds. More are coming for sure.
[*] Renamed section to 'Items and Mythics'.

10/11/2020

Season 11 tomorrow. Updating a little before doing a larger overhaul of the guide for the new Season.

[*] Updated and cleaned up Build Options (Runes, Abilities).
[*] Adding temporary "summary" and predictions/theorycrafts for Season 11 AD Thresh.

A larger overhaul will come after I play on the new Season in live servers.

10/09/2020
[*] Added Manamune and Muramana to Build guide and to 'Items and Runes' section.
[*] Added Manamune mini guide and replay video to both 'Items and Runes' and 'Video Guides'.
[*] Added a number of AD Muramana Thresh gameplays from streams to 'AD Thresh in Gameplay' section.
[*] Added 'Predator Thresh.EXE', and 'Souls.exe', to the memetages section of 'AD Thresh in Gameplay'.
[*] Also wishing you a good day.

05/07/2020
[*] Added section: "Runes - Which and When?"
[*] New Rune recommendation - Grasp of the Undying, this and more discussed in detail in the section mentioned above.
[*] Edited the introduction in "What is AD Thresh", on reading it looked very... unedited and unprofessional.
[*] Removed Runes part of "Items and Runes" as it was outdated and the new section mentioned above does a better job.
[*] Added Manamune Rune pages to guide, including Presence of Mind to Fleet Footwork and Hail of Blades, you can make it work with Grasp and many other runes too!
[*] Wishing you a good day.

18/05/2020

[*] Added Hail of Blades runepage, listed as 'Experimental'.
[*] Added Lethality items at the top of the guide, listed as 'Experimental'.
[*] I will update the item chapter with more details when I've tested it some more.

16/04/2020
[*] Added sections: 'Lanes - Top vs Mid?', 'Ability Combos', 'Jungle Thresh'.'
[*] Added runes for Jungle Thresh.
[*] Added runes for Fleet Footwork.
[*] Changed chapter title images to look better.
[*] Updated primary rune set. Changed it to Fleet Footwork as from my recent studying of my own matches/winrates, Fleet Footwork has the highest winrate... aside from... Jungle?! More details in the Items and Runes section.
[*] Edited and changed a lot of formatting and presentation in various sections.
[*] Added videos to AD Thresh in Action: 'AD Thresh.EXE' and 'ATTACK SPEED THRESH.EXE'.
What is AD Thresh?
AD Thresh can be played in a multitude of ways, not just the Full AD "One-shot" build many of us are aware of.
I, and likely many of you, have seen or even piloted a casual AD Thresh. It can work if you get fed, but a lot of people build inefficiently and too many times have I noticed what I would consider questionable first items, second items, and full builds. I have strived for an AD Thresh that is consistent, and to be nearly as effective, or even more effective, than other builds in the current meta.

This means that I construct builds like this for use in Ranked. I am not implying that this is an effective way to scale Ranked Ladder. There is a learning curve to this play style and the rewards to learning AD Thresh Top aren't even anywhere near as rewarding as putting hours into Yasuo or Lee Sin instead. It's hard to justify playing, learning, or putting any amount of time with the intention of taking it into Ranked.

But if despite all that you still want to do it, go right ahead. Read on, my friend.

I recommend playing in normals. You're less likely to be flamed, and don't have to feel too much pressure to perform decently as an off-meta. Also, you probably won't be doing so hot, particularly if you're new to the idea. In fact, just don't use this in Ranked.

Let's talk about what makes it work before I digress any further.

Full AD


Thresh has a 80% (Level 1) Total AD Ratio on his E passive, up to a maximum of 200% (Level 5 E) Total AD Ratio. This will be turned into magic damage on-hit in addition to the base AD physical damage you're already hitting. Assuming no crits or special things like that, your charged up attack will do 100% Physical damage, and 200% bonus magic damage.

That doesn't mean you have to wait 10 seconds for a full-charge all the time, however. Any seconds you wait will increase your damage by a % ratio proportional to the time you wait. So a half-charge on your Flay (Visible on the buff you can see that changes colour), will do 100% Total AD magical damage, which is still double the damage of a normal auto attack pre-mitigation.

With this passive alone, Thresh has very good poke in just auto-attacks, especially when timed around this passive. This potential is why his auto-attack range, for a ranged champion, is abysmal at only 450 units of range.
The waiting, hit-and-run style poking of Thresh's auto attacks with this mechanic has great synergy with Energise items, especially with their buff in Season 10. You can play around not only your E passive charge-up, but around the on-hit damage of Energise items like Kircheis Shard and Stormrazor to deal massive poke damage to your lane opponent.

The most important energise item for Thresh, considering his abysmal range, is Rapid Firecannon, increasing the energised attack's range to 600. Now, you can poke laners more easily and harass them hard, and have a much safer method of using your crazy E passive damage from a much fairer distance.

Every Energise item deals 120 magic damage on-hit. With Stormrazor as well, that's 240 magic damage, plus 55 AD which gives an additional 110 magic damage with Level 5 Flay.

Once you achieve 100% Crit by adding on Infinity Edge and Essence Reaver, you get even more AD, and the physical portion of your damage becomes 225% Total AD, with the 200% Total AD magical damage passive on E, plus tons of Energise on-hits, you'll hit and crit incredibly hard for that first auto attack.
It takes a while to get a feel for how much damage your auto attack is going to do depending on how far it is charged. There is much more to it than just going for assassination's on low or squishy targets, and that can only be realised through practice and experience, but I will try to put into words the 7 years of AD Thresh I have experienced.

Attack Speed/On-Hit


This would typically be a bruiser build, as attacking with high DPS at 450 range is just asking to be shutdown, however, if that won't stop you from going full on-hit, don't worry, I can still help you there in the 'Items and Mythics' section later.

Thresh's E passive has a second component. The maximum damage is 100%-200% of your Total AD as mentioned, but the minimum damage is always the same as the number of Souls you have collected with your passive, Damnation. This means if you attack constantly without waiting at all, you will always be hitting with a magic damage on-hit equal to your number of souls.

Meaning, whereas you can build lots of AD and Energize for burst, you can build attack speed and on-hits for DPS.

And of course, you can bridge these two builds, squishy and tanky alike, with Thresh's insane versatility with item builds. I hope to expand more on this in the 'Items and Mythics' section, as well as the Build Options at the top of the guide.
Who am I, Cryobeat?
I have mained Thresh in non-support roles since his release in Season 3. First as a jungler (Season 3 and 4 had MUCH easier jungles back then), then as a Top laner. I had experimented with many builds, deciding that an on-hit build was best, before the release of Rapid Firecannon which had me trying for AD burst builds.



Though I detested ADC Thresh, with the new Energise line of items and Stormrazor providing crit chance, I see it as maybe not "perfectly viable", but certainly not trash, and playable if only with some weaknesses.

With the AD Support items, you can also throw some damage onto him even in his main role. It compromises on durability and the ability to dive into enemy teams, but it's payoff is, if nothing else, extremely fun.

I also play other off-meta such as Tank Kassadin, Draintank Warwick, Tank Lissandra (Support but sometimes Jungle), and AD or AP Skarner.

I have a YouTube channel based around off-meta and my main champion, Thresh. The content ranges from guides to off-meta, to commentaries, to live games (More soon). There's also some good meme content on there, check them out on the Channel here!

https://www.youtube.com/channel/UCdgvw5RqnhoBYQlRqYiMlWQ
Items and Mythics
I've now played enough to know what's good. In the Build Options way above in the main MOBAFire guide, you've already seen them. I'm leaving all the Mythics I talked about before so you can explore them on your own if you like, but I stand by saying Sunfire Aegis is the best mythic for Top Thresh, and Galeforce close behind it.

Starting Items

Doran's Blade is a great starter that scales much nicer than previous seasons thanks to it having Omnivamp. Use it to poke enemies that can't reliably trade back too well, or not too harshly.


Doran's Shield is nerfed for Ranged champions but can still provide decent regeneration through laning phase. It's been my go-to for the past seasons, and Shield works incredibly against tough matchups where enemies can potentially zone you from even touching your minions. You do NOT want to have Doran's Blade there, since Thresh's natural HP Regen is simply awful.
Corrupting Potion is a very nice item for Thresh with reliable sustain in and out of combat, great for both surviving lanes and all-inning alike. Over long periods of time without recalling, can fall behind Doran's Shield in sustain once you run out of charges, so I recommend Corrupting Potion against laners you need the sustain for, but you can eventually kill, or back and TP for. You may be able to use Corrupting Potion every game if you like, just remember it's obviously quite useless once you're out of charges..

Core/Mythic Items


Titanic Hydra
The reason this section changed from "Mythics" to "Core/Mythics". This is the go-to tryhard item for Thresh Top, going smoothly into a Tank Mythic next, being cost efficient on its own, even after nerfs, and in general providing all the stats Thresh could want.
Going Titanic First is similar to going Titanic first on Urgot, only instead of spinning around an enemy, peppering them with Titanic procs, you both slap harder with your Flay passive on your first hit, then follow up with good on-hits as well, appealing to both sides of the Flay passive. Whereas Urgot has decent waveclear already, Thresh's waveclear is awful and attached to a very, very useful spell he doesn't want to be caught without, so Titanic alleviates that weakness as well.
The high HP also alleviates Thresh's initial squishiness a lot, preventing a lot of all-ins from enemy top laners, unless you take too many bad trades. Finally, it also goes very well with our tryhard Thresh Top keystone, Grasp of the Undying.


Sunfire Aegis
Fell off a bit when it's Mythic Passive was changed from Haste to Tenacity, but it is the go-to Tank Thresh damage Mythic, outside of Stridebreaker, anyway, which is more bruiser, anyway.
All of the Tank Mythics have an immolate passive, helping Thresh's waveclear issues and giving plenty of DPS for top lane brawls. Sunfire helps the most in this regard with it's ramping damage. However, without any AD on it, you may prefer to poke with the AD of Pickaxe and Titanic Hydra earlier on rather than rushing a Tank Mythic. However, if you're behind, going for a tank mythic first is a great idea, but you may prefer the other two cheaper options at that point.

Frostfire Gauntlet
A beautiful Mythic Passive for Thresh gives further synergy with his Damnation Soul armor and Titanic Hydra.
Many of the same argumens apply here as did on Sunfire Aegis. The main choice here is damage vs utility, or really, stats. The extra 100 HP per Legendary item is actually one of the main draws of this item, especially since Tank Senna got this item nerfed for every other ranged Tank-Mythic-user. As a result, I tend to swing more for Sunfire Aegis these days, but it still has its uses.

Turbo Chemtank
Turbo Chemtank inherited Sunfire Aegis' old Mythic Passive, and is a good item by all means. I just find hardly find myself needing this item's speed-boost active, especially after it's constant nerfs. There are other options for moving fast on Thresh which may be preferable, but when you need a pure tank initiator, this may be your item.

Galeforce
Not only is the dash amazing for Dash > Hook/Flay, but it's burst damage is quite substantial as well, outdamaging Duskblade's on-hit damage most of the time, and all the time if the opponents are already low.
Galeforce is one of the most versatile Mythic choices for AD Thresh, pairing witht tanky items like Dead Man's Plate, or bursty items like Stormrazor, your builds around Galeforce can go in many different directions. Of course, a tanky Galeforce build will not matchup to a Sunfire Aegis tank build in defenses, but Sunfire can hardly match Galeforce's damage or mobility.
Wonderful item for ADC, Burst, Bruiser, and "Tank" Thresh. I cannot praise its "viability" as much as Titanic Hydra, but still a marvelous Mythic for Thresh.


Duskblade of Draktharr
It isn't by a huge margin, but Duskblade does inferior damage to Galeforce in a vacuum. It has also been nerfed for ranged champions, but there is still a use case for a hit-and-run style by using Duskblade's stealth to reposition after a quick Dark Harvest oneshot.
It's lack of crit also does delay your Infinity Edge purchase by a whole item, and the lethality is mostly wasted until you get crit going anyway. I don't recommend it, but we do a little trolling here and there. I won't stop you.

Immortal Shieldbow
Good, reliable ADC item, and not bad for Top Lane bruiser builds. Doesn't do much outside of survivability and stats but survivability is something a squishy AD Thresh with 450 range and no mobility can really need.
Works brilliantly with Runaan's Hurricane for some AoE lifesteal, but can of course be countered by enemy purchases like Executioner's Calling, Thornmail, and even Serpent's Fang. Still turns out pretty decent for DPS builds like old-school on-hit Thresh builds. ADC Thresh itself is rather flawed, but this is one of the more versatile options for it when not yeeting yourself with Galeforce.

Kraken Slayer
Amazing on paper in every way, but by virtue of not having Galeforce snowball and roaminng potential, nor Sunfire Aegis' or Immortal Shieldbow's tankinenss, versatility and utility, Kraken Slayer really only works when very ahead. Full attack speed/on-hit Thresh is short range and desires some kind of survivabilityt, which lends itself way more towards Immortal Shieldbow. Though the Attack Speed Mythic Passive is nice, you'll be outdone by Sunfire Aegis most of the time, especially since you'll do DPS, damage per second, for more seconds when you're tankier and not made of glass.

Overall, underwhelming, but great if ahead. Nice to use for a good ol' Nexus Blitz meme.

Stridebreaker
Stridebreaker was incredibly close to becoming my favourite item for Thresh Top, but nerfs to Stridebreaker's and Thresh's HP made it a far-riskier purchase, especially first.

I would still consider it a mid-point between a tanky mythic like Sunfire Aegis and a mobile mythic like Galeforce, even with only 200 HP. Its dash has a strong slow attached, that even though there's more delay to it, can help land your Flay OR Hook after the dash. It also has a much lower CD than Galeforce, but is not quite as potent, not does it have nearly as much damage as Galeforce, in neither stats nor active.

I would consider this after Titanic Hydra if we needed more catching/initiation and damage rather than tankiness, but I have seldom chose this over other options since its nerfs. It's still there as an option, and some members of my discord have continued to praise it even since.


Item "Packages"


Before talking about the 'tryhard' build that is more or less set in stone, I'd like to provide some fun 'guides' to building Thresh any way you want to.

Rather than talk about items individually OR as full complete builds, I'm pairing up some of the items that work well together and allowing you to kinda combine them as you see fit, change them around, mix and match, based off the synergies that you would like.

Typical things to build around with AD Thresh are attack speed with the Souls on-hit, particularly lategame, high tankiness with high attack speed so you keep your DPS up for longer without being blown up, and Crit, high damage, and Rapid Firecannon.

Also, there are items outside of these options I'm showing you that you can build and play around with. Make no mistake, this is Off Meta, we've already shattered the rules, feel free to break the rest of them.

You can use the Build Options section back at the top, or download my item sets in Item Sets section near the end of the guide for a kind of 'pick and choose' build allowing you to adapt your build on the fly from a selection of situational and core items. I'm hoping to really embrace Thresh's insane versatility with this, and hopefully make a more fun experience for you to play around with.

Crit Package




This package is all about the potential of that first hit. The Thresh "One Shot" that we crave. Stormrazor, even with it's lowered AD, is one of the best iems for that first hit, and the utility of a slow on that 600 range Rapid Firecannon auto attack that can lead so easily into a Hook or Flay especially with the help of Fleet Footwork, it's astounding.

Naturally, Infinity Edge is quintessential for critical hit burst, not only for its passive, but it is literally the highest AD item in the game right now aside from Manamune, Muramana, and absurdly tanky Titanic Hydra users.

It's unusual to dive so deep into Crit and then build tanky like Dead Man's Plate but is certainly viable. Otherwise, Phantom Dancer can give a huge amount of attack speed to balance out your lategame DPS.

Mythic Pairing: Immortal Shieldbow works well as it does with literally any AD or Crit build, but Galeforce get's a special mention thanks to it's gapcloser to get in range for the attack or a CC ability, and also because it can help finish enemies off, as Galeforce does increased damage against low health enemies.


Rageblade Package



Complete opposite of the earlier 'package'. Appropriately so, as Guinsoo's Rageblade is the complete opposite of Infinity Edge in Season 11. You literally cannot buy both of them.

To those unaware, Guinsoo's Rageblade now adds 40 (since last hotfix patch) on-hit damage for every 20% crit chance you have. Each completed Legendary or Mythic crit item grants 20% crit chance rather than 25% like before.

Guinsoo's Rageblade still triples your third hit's on-hit effects, including Thresh's Flay minimum hit damage, that is equal to the number of souls you have.

Galeforce as mentioned earlier is great for going into tanky DPS builds, with a rageknife early turning that 20% crit chance into something more reliable and consistent. You can of course use Immortal Shieldbow instead, and build Rageblade any time after your Mythic, incase you want to get some other items earlier instead, which I would recommend.

Thresh tends to struggle with attack speed, naturally having it quite low, and also with his weird attack speed nerfs (orb walking is nerfed for Thresh specifically, try it at 2.5 attack speed in practice tool, then compare to someone else). So, in a more natural state in standard builds, he isn't making good use of his soul on-hit passive.

You COULD go further, and I even recommended it before editing this as I am right now, but in order to do decent DPS, you need to actually be able to live. You COULD go full ADC, in which case pick up Immortal Shieldbow for your Mythic, and go for lots of attack speed, and maybe an extra Bloodthirster, but if you want viability, Guinsoo's Rageblade is all you need. I'd rather have a tank item like Dead Man's Plate alongside a Titanic Hydra than have no mid-game defense against enemy assassins, mages, and even supports who got even slightly ahead by buying myself a Phantom Dancer.

Mythic Pairing: I typically go into this build from Galeforce as it's combination with Dead Man's Plate and/or Force of Nature's movespeed is what I'm really after, and since I'm already tanky, some really consistent DPS from Rageknife is the perfect fit. As mentioned, you could go into Crit with Kraken Slayer or Immortal Shieldbow[/b].

However, you can also go for tankier items like Sunfire Aegis, which can pair well with Titanic Hydra if you like. Typically I don't build it with Rageblade since it has no crit, but it can work.

Movespeed Tank Package with Galeforce



I kept mentioning this while rewriting the other sections. I'll leave this one as is. It's definitely my recommended way of playing along with a Rageblade, if you aren't going for the more reliable, tryhard Titanic Hydra.

Galeforce has a Mythic Passive for increased movement speed per Legendary Item, and Dead Man's Plate and Force of Nature also come with movespeed, so the goal here is clear.

More significantly, Galeforce has a very quick dash that Thresh can cast Q and E straight after with a little less delay than Stridebreaker, allowing for surprising dash hooks and Flays that can catch enemies off guard.

However, had you built straight ADC with Galeforce, you'd likely die as or before you caught someone this way. The movement speed tank item duo of Dead Man's Plate and Force of Nature helps keep you alive, catch up with your opponent, AND escape alive. The excessive movement speed also benefit from side effects like escaping ganks after split pushing further than you normally would, and roaming faser to help allies with timely Dark Passages.


To be honest, the movespeed may be TOO excessive, but for now this works.

Try pairing this with Stormrazor and/or Rapid Firecannon as their burst and range synergy with this package's idea. In fact, the 'catching' potential of Storm and RFC works perfectly with this idea, the only issue is how you can build them all and in what order?

Usually, I prioritise a tanky item straight after, or even sometimes before finishing my Galeforce, since damage is so damn high this season.

You could also pair this with Titanic Hydra for the HP synergy, and it's affinity with split-pushing, using the excessive speed and Galeforce to make quick getaways.



Bear in mind: All of these are pretty much theorycrafts made and used for less than a week since the Preseason started. They may be worse (or better) than some of my past experiences and theories tell, when played over a longer period of time, with more reliable data and winrates.
Me From The Future: It's an awesome build, but Sunfire is less risky and more consistent, but Galeforce is damn stylish.

Currenly, I'd say the Galeforce package is quite effective in winrate, but it's early days.

Thanks for reading this through, I hope to update this soon!
Me from the future: I did, just a little though.
Me from the further-future: Updating these a bit, and now I need to take a minute to just praise Titanic Hydra's glory.

Sunfire Titanic - The Tryhard



Just these two items provide such crazy amounnts of defense, offense, and utility. Both items give waveclear, Titanic provides burst through gaining AD from HP, which is used for Thresh's Flay passive burst damage, and provides an on-hit scaling with your HP, which you've purchased from Sunfire Aegis or Frostfire Gauntlet, and any other tank items you pick up, too.

They both help scale (though reduced as a ranged champion) Thresh Top's best rune, Grasp of the Undying. And so these two, with defensive boots, make for an excellent champion to come from Top Lane; a king of utility and versatility. With Ravenous Hunter, you can sustain quite decently as well, even with nerfs.

From here, you can build whatever is needed. I recommend Thornmail for Grievous Wounds, Wit's End for extra DPS and against light magic damage, or Force of Nature or Abyssal Mask against heavier magic damage.

Please refer to the Build Options section near the top, or download my Item Sets from the Item Sets section near the end of the guide for more build ideas with either this Titanic Tryhard build, or the other AD Thresh builds!


Overall, if you're looking for memes, then Crit Thresh has you covered, but if you want AD Thresh to win with style, go for Galeforce, and if you want the best games you can get with Thresh Top, go for Sunfire Aegis.
Runes

Yes hello I heard you're looking for the BEST Thresh Top runes?


Here is the exact runeset I would recommend for all-purpose tryharding with Thresh Top:




The rest of this section can be considered 'alternative' or even 'legacy' if you're not interested in them, but may be worth a look if you're going to do your own experimental builds or toy with some of the 'memier' ideas you may have.




There are so many ways to play him, diverging choices on it's own, but then there are so many ways that each playstyle choice can be built and approached, leading to even more. As such, there are many runes that support each playstyle well, and even multiple different approaches to the same one.

I'd regard some more "trollish" than others, but we will review each Keystone individually, along with some basic ideas for the non-keystone runes.

I've grouped these in a few different categories.

Versatile Keystones


Fleet Footwork is one of the most versatile and safest runes to take. It uses an Energize passive so it somewhat helps your Stormrazor. Thresh is immobile and lacks sustain, so Fleet Footwork can help overcome these two weaknesses a little. The sustain goes a long way in ensuring you can stay in lane for a long time.
A lack of lifesteal items in the Crit builds also is covered slightly by both Fleet Footwork and Legend: Bloodline. Along with Overheal, your sustain from autos becomes really quite good. Though it has obvious synergy with Energize and heavy AD builds, it works just fine going into On-Hit builds with Blade of the Ruined King and such.

Hail of Blades is another versatile rune, but much more offensive-oriented. Giving 110% attack speed from the start of the game is pretty damn good, but with low base AD it actually is kinda weak right from the start if you don't buy Doran's Blade. At Level 1 laning, it's power comes from it's accessibility when used in a ranged vs melee matchup. It comes out much quicker than a Press the Attack trade, and is less prone to counter-attacks or being avoided.

As you build more AD, whether it be Long Sword working towards Blade of the Ruined King or Sanguine Blade, or B. F. Sword going into Stormrazor, that attack speed's value massively increases. Both high AD and on-hit effects are great with Hail of Blades. On Thresh, that includes the on-hit from gathering souls.

Naturally, high attack speed means little if you're going for "One Shot" builds, but is very suited for bruiser/off tank builds. Lethality with Sanguine Blade, On-Hit with Blade of the Ruined King, or crit with Stormrazor are all very good. Full Crit, even though you might end some opponents in one strike, has a lot of synergy with Hail of Blades for fast follow up. Attack speed has a lot of synergy with both Attack Damage, and Critical Strike. That said, 100% crit is dangerous territory with Thresh's range, so be sure to have a Guardian Angel or other defense items.

Hail of Blades is an early-mid game rune mostly.

Aftershock is the third 'versatile' rune, useful in all kinds of builds, though has the least synergy with Full Crit. It can be taken in reaction to bad matchups as a means of defense, or with full intent to go tanky and dive into fights.

With Damnation armor from souls, the armor scaling on Aftershock, as well as on Conditioning, work very well together. Since Thresh has so much crowd control, it isn't a hard rune to activate either. The damage scales with health, so worth building tankier with this rune. Sunfire Aegis works quite well.

You can take it on On-Hit optimally, but can work with AD Tank builds such as Stormrazor with Dead Man's Plate or Sanguine Blade with Frozen Mallet, and you can even use it to get through laning phase against strong combo champions while you build Full Crit, but maybe Fleet Footwork will serve you better there.

Aftershock is useful all game.

On-Hit Keystones


Press the Attack is a powerful early game rune, but scales throughout the game on attack speed builds. It's not particularly useful on Crit builds, but on Sanguine Blade off tank builds, it's totally fine. Optimally, you'll build Blade of the Ruined King though.

The rune is helped by attack speed, but with the slow on Flay it shouldn't be hard to land 3 auto attacks for the bonus damage. In laning phase, you'll mostly be trading my activating that 3rd auto attack's damage. Anything afterwards is bonus, and works well later to amplify your on-hit damage. Though Bilgewater Cutlass is a great item, Recurve Bow works especially well with Press the Attack, and is worth considering getting a little earlier if you don't need the slow from Cutlass.


Press the Attack is primarily an early-game rune, but scales fine throughout.

Grasp of the Undying can be used for AD builds, such as Sanguine Blade, though that item is basically both AD and AS builds combined while it's passive is active. That aside, Grasp of the Undying will primarily benefit from tanky builds, which inherently benefit from DPS attack speed builds. It's a great early game rune for sustain and harass, particularly to bully melee champions, and though the effects and stacking health are reduced, you'll get it off so often that it's bound to get value.

Later, it's scaling with health will help deal damage and sustain in long teamfights. With innate tankiness and a tanky build, you can keep it up for quite a while. It lacks immediate punch like other runes and Press the Attack, but provides sustain and damage in one.

Grasp of the Undying is primarily an early-game rune, and for this reason, is the best rune for Thresh Top.

AD Burst Keystones


Fleet Footwork deserves a second mention to remind you that it is a VERY sensible choice for this kind of thing, and should be considered into tough ADC matchups like Caitlyn, as well as tough matchups in solo lanes. Even in non-tough matchups, it's movement speed and sustain can help you in Top Lane to take huge advantages and approach your opponent with the speed.


Predator, after the changes, has a lower AD ratio than before but greater usability due to no charge time. Straight up, it's an extra damage active for your first big-hit auto attack, and one of the best ways to reach the "One Shot" Dream, simply because everything else needs at least 2 hits to get value.

Used in Mid Lane, it's great for roaming to sidelanes after pushing. Consider Minion Dematerializer to help push lane if need be.


Dark Harvest is the dank rune that you imagine an AD Thresh should take. And get's the "One-shot" Dream done if you don't mind them being on 50% health or lower to begin with. Two shots, and of course three shots, become much easier to make happen with this rune as well.

It has AD and AP scaling that makes great use of your Souls AP value, and with Rapid Firecannon, squishy enemies will be very scared to get too close to you, and will often underestimate that danger range the first couple times around. It's also just really satisfying and easily one of the best-feeling runes to use on full AD Thresh.

It is, however, impractical. Most top laners will have enough sustain ( Garen Sett Doran's Shield) to never be hit by Dark Harvest and allow you to stack, and Mid Lane you'll eat Electrocute and Arcane Comet trades before you get them low enough for your rune to trade back.
However, Dark Harvest DOES get to shine in the ADC role. With an ally to help you deal damage, you'll be activating Dark Harvest significantly more often than other lanes, and the combo potential between a good support with damage like Leona, Vel'Koz, and Pyke and Thresh's crowd control and damage can really get you snowballing and a scary lane to fight.
In losing matchups or when things go wrong, Dark Harvest does still become a liability, and will make you wish you took Fleet Footwork to survive lane phase better and farm for longer. That said, I usually do take Dark Harvest for the ADC role.

Bad Runes Worthy of Note


Though some runes are obvious (not listed here), there are a few runes that just don't do well. You may be tempted by a couple of these though.

Arcane Comet is straight-up a bad idea, you could pull or knock people out of it, your cooldowns are too long to reduce comet's cooldown, other things do more damage for less effort, etc.

Lethal Tempo IS technically really good... Lategame. In Top Lane, early game is crucial. The lower attack speed value you gain in the early game isn't nearly as good as some other runes for Thresh, and with his abysmal base AD and the fact that you start with 0 Souls for your on-hit, Lethal Tempo is very bad for the early game in Top Lane. It does eventually get value later when you've amassed Souls, On-Hits and tankiness, but honestly Press the Attack can achieve similar value, AND have early game presence, and other runes like Grasp of the Undying have more useful applications all throughout the game.

Conqueror was far too hard to stack BEFORE the nerfs, so after them it's simply impossible. Not only that, but the payoff isn't good either, since AD buffs are much better when you've charged your auto attack for up to 10 seconds, with Conqueror, you can only get about half a charge (100% total AD bonus damage) if you time it perfectly, and that isn't bad, but kinda dumb to be honest, Grasp of the Undying does something similar but way better on all fronts.
Also, if your Souls grant enough AP to overshadow your AD, and your Conqueror starts giving you AP on stacks, the value of it drops dramatically, even if you build Nashor's Tooth. Never take Conqueror. Maybe in URF, but not anywhere else.


I've made a full video detailing literally every rune for Thresh in great detail, check it out here:

Summoner Spells

Top/Mid Lane


Flash is mandatory in all lanes for playmaking, catching up, escaping (especially since you have no dash outside of Q'ing a minion or monster).

Ignite is used when you bully your opponent and can secure a kill with it. As a ranged top laner, Thresh has decent dominance over many melee top laners.

Teleport helps get back to lane to keep up CS and soul farming, but more importantly it allows you to teleport to bot or Dragon fights to support with your massive utility and formiddable mid-game damage.

That said, if you find yourself only using TP to get back to lane every 6 minutes, maybe you should consider another spell. Sometimes and in some Elos, TP just won't be as good as it is in Pro play.


ADC


Standard ADC spells with Heal for movespeed and keeping you and your support alive. The movespeed can get you in range for a final auto-attack burst or for a Flay if need be.


AD Support


You could also go Exhaust which is fairly standard, and Ignite can work, but since you aren't building tank outside of Steel Shoulderguards, you're a very easy target similar to squishy supports like Senna and Soraka. Therefore, Barrier can help you keep your damage up and deny some focus. Exhaust can do the same but only "protects" you from one source, but may have overall better utility. I usually prefer Barrier.
Of course, you can take Ignite but you may find the lack of extra defense with this squishy start may be your downfall.
Lanes - Top vs Mid?
I've now written that the guide is ALL roles in the title, and in the next few sections I will validate that change.

First of all, what lane is best for AD Thresh?

In general, I would say Top is best. You get to bully enemies in lane, transition into any combination of On-hit, Tank, and Burst you like, farm souls without much worry (boosting on-hit and tank potential), and scale well. However, Burst builds with Dark Harvest may struggle to proc at all against tough or sustaining matchups, and you're better off with Fleet Footwork or Electrocute most of the time against competent laners.

Mid is more limited, but has different potential. Taking Predator can only really effectively be used in mid to support roams to either top or bot, allowing for some interesting Burst and literaly one-shots towards lategame. Dark Harvest can also be taken, as both of them can struggle to help you in lane, but have great potential when you roam, Predator is a little better for that though.

ADC is the home of the one-shotting Thresh. Dark Harvest belongs in bot lane truly, and with the protection of a support, plus the combo damage you and an ally can inflict with your CC, it's not too unreasonable to proc Dark Harvest during laning. Of course, Fleet Footwork can be used more defensively as well. In ADC, you should only build 100% Crit Thresh, as on-hit just doesn't do the damage and has low range, it just will not come close to other ADCs in viability. Crit Thresh though has potential other ADCs do not have, and you must capitalise on that.

Support is the home of standard Thresh, but also AD Thresh. Here you will almost always be slightly tanky, for example, Dead Man's Plate after your Black Mist Scythe and Rapid Firecannon. It is 100% a SITUATIONAL build if you're playing to win though. You can't always get away with it, and should consider whether AD is viable at all, or if you should just go with the standard Thresh builds.

Jungle is just special. Easily one of the riskiest things to do, but can be a ton of fun. You probably aren't playing to win, but who knows what tilt and autofill might bring out of you.

I think we've covered top vs mid quite well, and all of them have been covered in the video guide in the video guides section... Except Jungle.
Ability Combos
UPDATE: 05/07/2020 - I explain everything in this video with more visuals to demonstrate my points than in this text, but looking at both could help with a greater understanding of the combos, and the reasons to optimise. I also talk about MORE things in this video than simply just "Thresh Combos". Please give it a look!



Old Text below, still useful

Since we're playing top lane (or other fighty lanes), we want to deal our damage as quickly and effectively as possible, guaranteeing damage and skillshots where we can.

The first thing we're going to talk about is this:

Combo 1

Flay [E] > Death Sentence [Q

All too often you'll see Thresh players throw out hopeful Qs that miss, but 20% of the time they land that hook. This is fine if you've maxed Q with 40% CDR like a support, but we aren't doing that. We're maxing E, then W, with Q maxed last.

As a result, your Q cooldown is precious. Sometimes you have no choice but to bet on it, but when you can use Flay instead, USE IT. The slow from Flay will guarantee your enemy cannot dodge the Q stun without a dash or Flash.

Additionally, here's another important note:

Combo - Quick Q

Recast Q immediately once it lands at close range.

I say 'at close range', because the closer you are, the more effective this is. Let me explain how this works.

When Q lands on an enemy, that enemy is stunned for 1.5s. Thresh is locked out of auto attacks for as long as he's got a hook on that enemy. You can recast Q at any time to jump towards them, ending the Q once you reach them.
HOWEVER, the enemy is STILL stunned for 1.5s. This means that you unlock your own auto-attacks while the enemy is still stunned. You can see this as a 'free-auto' or even 'burst' damage by double-casting Q quickly at close range, meaning that while you can't auto-attack for maybe 0.25-0.5s depending on distance, the enemy can't retaliate for a full second of you being able to attack. This usually means enough for one auto-attack on AD builds (which will have charge up, and the movement will add Energy to your Energize passives), or two on attack speed builds.

This might SOUND minor, but it's those minor differences in damage that spell victory and defeat.

This might also be unclear, so here's a clip from an OLD video of mine that explains it visually (Timestamped link):


Very old video, wow. Sorry about mic quality. I've improved since then I promise.


Now let's talk about some other combos.

Combo 2

Stormrazor Auto Attack > Death Sentence [Q] OR Flay [E] > Other ability
OR
Bilgewater Cutlass / Blade of the Ruined King Active Ability > Death Sentence [Q] OR Flay [E] > Other ability

By using the slow from Stormrazor's auto attack, or Bilgewater/BOTRK's active, you can easily walk up and land a Flay, causing another slow to guarantee Death Sentence. Alternatively, particularly with both Stormrazor and Rapid Firecannon, you can hit someone for the slow, then immediately follow up with Death Sentence for a higher chance to land from quite a distance.

Combo 3

Death Sentence [Q] > The Box [R] > Flay [E]

Hook first is risky business as we've mentioned, but sometimes it's the only option and best option available. OR you can combo from Stormrazor like mentioned in Combo 2.

You can see we do The Box straight after Hook, not after Flay. When Death sentence is in the air, before and after landing, you can use Ult. Once you've confirmed the hit on your hook, cast R. This way, you will pull them towards you, and as soon as the 1.5s stun is up, use Flay to pull them further into your Box walls for damage and insane slow, guaranteeing the Box to land. This can be an insane burst of damage that, although I hate this argument, can really surprise opponents.

Landing The Box is actually a huge deal, not just for its damage, but the 99% slow. Even if they flash immediately, the slow still keeps them essentially locked down, easy to hit with a few more auto attacks. If you have AD instead of attack speed, you can even catch up while charging your attack first, then continue attacking once you've caught up.
How viable is AD Thresh
I may think he's viable, but my opinion really does not matter for this argument. I might have plenty of experience, but literally none of it is high elo.

When I play ranked, which I rarely do, I peak at Gold most seasons just to get the Victorious Skin reward, and never really have time nor motivation to rank up further, though I plan to do just that in 2020! Me from future here: This doesn't age well, now I casually play Ranked on stream, still AD Thresh, but have no real care for rank, despite playing to win every game.

So what I'm trying to say with this guide and my channel's guides, I suppose, is that though I cannot say for sure if he is viable, but if someone more capable comes along to learn AD Thresh, maybe THEY can shine at a higher elo. I've had comments before saying they've played my builds (Thresh and AD Kassadin/Tank Kassadin) at Higher Elos than I'm at, and had fun with and performed decently well.

To reiterate, I literally cannot say for sure if they're competitively viable, I would be more comfortable declaring that they just aren't, but until I rank up and find out for myself, it's impossible for me to give a satisfactory answer for you.

What I will say is this:
- If you want to climb easily, this is not the answer you're looking for.
- If you're already determined to climb with off-meta like this, then maybe you can try it if losses and learning won't deter you.
- But no matter what, no build will ever guarantee rank, and no off-meta build is guaranteed to be superior to the rest, more often the opposite.

There are disadvantages to taking it, especially if you underperform. Squishy AD Thresh can't freely peel and dive as much as a tankier support Thresh. But with some control, macro and game knowledge, On-Hit Tanky DPS Thresh could, but will no longer be in the bot lane to help the ADC early.

There are champions that can fill the role of ranged top like Jayce, and champions who can be a strong bruiser lategame.
What is unique to Thresh is that he is both at once and more. He has an absolute ton of potential due to his pockets of power and his versatility depending on how he is played and built, as a result:
I cannot claim he is totally "viable", but I will not listen to neighsayers who do not have years of AD Thresh data and exploration to back their negative claims.

That is the issue with off-meta. You can only prove and disprove them on paper and in theory because there is never a big enough sample size. When that sample size appears, it's already meta (Blue Ezreal).

Well I hope I haven't sounded either too proud or too casual about this. I personally want to believe in the build as much as I can, but I cannot use my personal opinions to sway people towards the wrong thing. That's why, first and foremost, I present this as a fun alternative to the usual Thresh, and I recommend you give it a try, but not to be too quick to dismiss it if it doesn't work immediately. There is a learning curve, like any other champion.
Jungle Thresh
Welcome to crazy zone. It's Jungle Thresh.

Thresh jungle sounds either like the most ambitious ganker ever or the worst idea you've ever heard. To be honest with you, it's a bit of both. There are better junglers who can achieve similar ganks, similar scaling, similar damage, and plenty who can do better. So if you're doing Jungle Thresh, you're not doing it because it's the META. You're doing it because it's Jungle Thresh.

Let's have a pros and cons section for our Jungle Thresh boi:

Pros:
[*] Powerful CC leads to powerful lockdown for ganks.
[*] Able to farm a LOT of souls from jungle camps like Krugs and Razorbeaks.
[*] Can scale well with certain builds. Lot's of builds to choose from.
[*] Did I mention he ganks hard?
[*] Surprisingly healthy clears done right.

Cons:
[*] SLOW clears early.
[*] Squishy, vulnerable to invades.
[*] Slow clears means slow counter-jungling.
[*] Weak damage means slow objective-taking.
[*] Long cooldowns and skillshots mean missing abilities ruins the whole gank.
[*] Stealing Thresh from perfectly functioning support lanes.
[*] Though he is very versatile, other champions specialise in any of these areas at like 500% efficiency compared to Thresh.

He's definitely risky, but at this point, you don't care. You just want to play Jungle Thresh. I get that.

So let's talk build.

Updated for Season 11 Bami's Cinder is the way to go, no other item will give you good clears, and just buying Bami's will lock you into the Tank Mythics. Usually, this means you build Sunfire Aegis but you can buy the other two if need be.

With no Bloodrazor anymore, should you finish Sunfire Aegis? Yes, you should. It has bonuses in the jungle unlike the other Bami's Cinder Mythics, and generally the safest and best option to start doing things as Thresh. You could opt for Turbo Chemtank to be a little more active, but I would shy away from Stridebreaker or any kind of AD item on a jungler budget, especially one that struggles to clear or duel enemy junglers.

All of this does point towards Sunfire Aegis being the best option, but, maybe you don't have to build it.

Unfortunately, I cannot justify building anything other than Sunfire Aegis before any Legendary Item. Thresh is naturally squishy, and desires a faster clear to fix this with Soul armor. Tiamat is a weaker clearing tool than Sunfire, and doesn't solve the squishy problem. Runaan's Hurricane and tiamat would be incredible but costs a lot, and you're still squishy, easy to invade, unable to duel and contest scuttle crabs or dragons.

Ultimately, what I'm trying to say is, You must build Sunfire Aegis as your mythic, but what you build after is completely up to you.

Jungle Clear Route


I'll keep this short and sweet. Here's the optimal route:

Blue Side
Red > Wolves > Blue > Gromp/Crab/Gank > Gank > Recall whenever also Gank
Red > Mid > Blue > Gromp > Crab/Gank > Gank
Blue > Gromp > Wolves > Red > Crab/Gank

Red Side
Blue > Wolves > Red > Gank/Crab > Gank > Recall whenever
Red > Wolves > Blue > Gromp/Crab/Gank > Gank > Recall

I put gank twice usually because you'd gank after doing crab, but if you want to do two ganks in a row, go for it.
These may not be optimal clears by most standards, and you can even cut more camps out of it and go for Level 2 ganks, as you'll be betting on ganking a lot anyway.

In recent patches, jungle farming gold/xp was nerfed, but you can still try to permafarm AFTER you get some items like Cinder, before then, it kinda lessens the need to farm more.
Mostly Krugs were hit it seems, (patch 11.4) as Krug's camp XP went down by 18 XP at level 1, whereas the Raptor and Gromp only lost 10 XP. Add that Krugs take forever to do, especially with Thresh of all champions, and that Gromp maintains importance with it's Heal on kill, it just means that you shouldn't really do Krugs on your first clear. As long as you hit Level 3, you'll be okay to gank.

How to Jungle Clear

Naturally, jungle clearing with Thresh can be messy if you don't know what you're doing. I'm going to explain the key things you need to do for a healthy clear:

Lantern Pathing Block

Against monsters particularly, the Lantern can block their movement, giving many extra seconds of free attacks (i.e. the camp isn't attacking you cos they're walking around the lantern). This is easiest to do on Krugs and Blue Buff, weakest on Gromp.

Lantern Shield

In jungle we take W second for the shield and pathing block. The shield will help you absorb some extra damage, since you can't kite forever. You'll either be leaving leash range or they'll catch up with you. If they catch up after the lantern pathing block, this is where the shield comes in.

The shield should also be used when they're GOING to attack you, such as when you leave Blue Buff's leash range, and you have to cross past him again.

Proper kiting

Against almost all jungle monsters, and as all jungle champions, you should aim to kite every three auto attacks. So you go three auto attacks, walk back, and repeat. This way, the jungle monster's attacks are so slow that they do two attacks, and you do three.

Against Gromp, you want to kite between every attack that so when Gromp has its increased attack speed buff for the first few attacks, Gromp only does one attack for every one of yours. When you kite Gromp, you lower its attack speed by doing this (this also works against attack speed melee champions, but they (sometimes) are smarter than Gromp).

However, as a ranged jungler, things are a little different. You want to have the above concepts in your head still, but you SHOULD kite after every attack since there's many attacks you can get for free by using your range. However, when you leave leash range and have to walk past them, you should REVERT to the melee kiting method of 3:2 of your attacks:monster attacks for optimal clearing and healthiness.

Souls


In order to scale, we want to farm the jungle a lot in order to gain a TON of souls. Since Thresh is a slow-clearing jungler, we want to make sure we get Hunter's Talisman first, then quickly get Bami's Cinder to increase clear speed dramatically. This way, Krugs and Razorbeaks are actually viable to take.
Next you need to finish skirmisher's saber, it will give you some damage reduction and true damage against a chosen target, helping you tank and deal damage at the same time whenever you smite an enemy. You have tons of CC already and will be taking Mobility Boots in all likelyhood, so you do not need Blue smite.

Either jungle item will give you a bit more sustain, allowing you to farm for much longer. Be sure to carefully take crabs as well, as they will give even more sustain, and of course, a guaranteed soul. Using Death Sentence to stun the crab, then full combo it during that time with a 100% charged autoattack will bring it's hp down quickly, just careful to not get it stolen. You burst it at first, then devolve to weak auto-attacks to finish it off. Best to save Smite for Crabs.

At this point, you can either buy Enchantment: Cinderhulk which will increase clear speeds a little more and make you tanky, or Enchantment: Bloodrazor which will, in my experience, clear faster still than Cinderhulk. With Bloodrazor and Bami's Cinder you can wipe your jungle at decent speed, nothing too fast, but decently. Make sure you use your Dark Passage shield, blocking, and kiting to stay healthy.

Given enough time, you'll have the armor and on-hit damage to take on anyone, especially squishy AD champions. I suggest building tanky quickly if you've build Bloodrazor. Guinsoo's Rageblade can be fun, but high DPS doesn't mean anything if you only live for one second.

Ganking


This is the real strength of Jungle Thresh, but on it's own it's nothing special. That's why we have that whole section on souls and building damage and scaling. Master farming that so you have something to fall back on if ganks don't work out or aren't available for whatever reason.

I've been ganking from the jungle with Thresh since his release. Jungle Thresh was the first thing I did with him. So I've got some experience as how to go about ganking. Where and when to gank is a whole other world.

General ganking combo

Approach from river > Flay[E] > Death Sentence [Q] > The Box [R] (If available)

You might be thinking, why not hook first?. Hooking first invites enemies to Flash out unscathed, or just juke you without it. Starting with E will slow your enemy down, making your Q almost impossible to juke without a dash, and even then, the slow is enough for your laner to catch up and help with the beatdown. If they Flash before you hook... Well then. You can of course predict their Flash as well to try and look cool.

Combo 2

Approach from behind enemy (Tribush) > Auto attack > Flay [E] > Death Sentence [Q] > The Box (If available)

Why auto attack? Because that may apply Red Buff if available. Also, when approaching from behind, enemies have to move through you. Even if they Flash over you, you'll likely still catch them easily with Flay, and that leads to an easy catch with Q while they're slowed.

Combo 3

Approach from river > Death Sentence [Q] > The Box [R] > Flay [E]

Starting with Death Sentence is more common before you get Mobility Boots to get in range for just straight up Flaying them. Sometimes enemies burn flash first so you'll be forced to hook anyway. That's what starting hook is good for.

Additionally, you can see we do The Box straight after Hook, not after Flay. When Death sentence is in the air, before and after landing, you can use Ult. Once you've confirmed the hit on your hook, cast R. This way, you will pull them towards you, and as soon as the 1.5s stun is up, use Flay to pull them further into your Box walls for damage and insane slow, guaranteeing the Box to land. This is a general combo and I'm gonna copy paste this description to the ability combo section I need to do.

One more example:

Combo 4

Approach from behind tower > Enter lane brushes undetected >

From here you can either:

Exit brush > Flay immediately > Death Sentence > The Box

OR:

Death Sentence FROM brush > The Box > Flay

The latter combo is the same as Combo 3, but from a brush, undetected, which means the enemy cannot aim to juke you, and it's your own aim and prediction that will decide if it hits.
The first of these two is more guaranteed, but less likely to hit from within the brush. Usually, you'll have to step out at the right time.


Anyway, that's enough examples, the rest you can work out yourself from experience.

When and where to gank?

First gank strategy can be used to think of what jungle pathing you're going to take. However, you usually start on bot side and make your way towards top as you clear, so typically, you'll be ganking top or mid lane first.

After that, you can just walk down river, with or without taking crab, and gank mid, then again to bot. You can also camp enemies effectively if you deny vision with an early sweeper trinket and control wards. Aim to gank from behind lanes (Tribush in top/bot, side entrances behind the river in mid) when you can to easily burn Flash and land easy Flays.

When Dragons and Heralds are spawning, you can use them to decide where to gank, if viable. When Dragon is about to spawn, enlisting the help of your bot lane by ganking them can be a good idea. You could also gank mid lane, then ask them to help you 4 man gank bot lane, then take dragon. Additionally, with careful planning, aim to countergank the enemy jungler, then use their death to spell out a Dragon or Herald. Typically, ganking top lane can lead to getting a Herald.

Sometimes, you might just want to go for Turret platings, and the Demolish rune helps a lot if you had space for it. Camping a single lane and just shredding platings can be extremely effective if they're a snowbally champion, and can actually outvalue early dragons sometimes if that laner proceeds to carry. If they proceed to give up shutdown bonus and feed, then your team will blame you for losing dragons and being terrible, not blame the feeding teammate. Ah well.

Point is, be careful with your planning. This goes beyond Jungle Thresh now, jungling is just a big brain task.
Video Guides
As mentioned earlier, I'm a YouTuber. I have a ton of videos on Thresh and some of them are guides. I will embed them all here with a note on what year they were released. So, some data will be outdated (Base Stats were changed around Season 8), runes were changed, items changed and removed, but here are some of my best guides for Thresh:
(Season 10, December 2019
(Season 10, May 2020)
(Season 10, September 2020)
(Season 10, June 2020)
(April 2017, Most Detailed AD Thresh Guide)
(June 2019)

Hope you enjoy, and hope it helps learn this complicated AD boi.
AD Thresh in Gameplay
I'll try to stick to current-season Thresh videos, so from the top will be the most recent, going downwards will be less-recent possibly seeping into previous seasons.

Most of these will have commentary, and hopefully I add to this section with more live games, as most of them are replays for now. Others are just memetages.

Memetages:




Gameplay:


*Updated for Season as of 31/05/2021

All videos are showing the tryhard build with Titanic Hydra first, besides the one with Galeforce in the thumbnail!















Hope they're insightful, or at least, entertaining!
Item Sets
As promised, here are my item sets that I've made. You can download them and import them into your own League client.

I have set them up that so you can "build as you go", picking the most appropriate item for the game/situation, and depending what kind of build you wanted in the first place. I'm embracing Thresh's versatility with items here a lot, and hope to showcase that with these item sets.

Started Galeforce but need to go tanky? No problem, slap a Dead Man's Plate on and you have a playmaking bruiser build. Slap a Guinsoo's Rageblade on it to turn that 20% crit into some consistent DPS.
What if they're AP? Well just go Force of Nature instead!

The left side of each item section will eb the more consistent, viable options, and the further to the right side of each item section will be more situational, or more meme, (looking at you, Duskblade of Draktharr.)

I'm hoping it will be more apparent when you look at the sets, but if you'd like something more set in stone, I have example Full Builds at the bottom of the item sets that you can follow instead, but they're all VERY general, making assumptions that the enemy team has mixed damage and your team comp is balanced. Please make sure you don't build magic resist when enemies are full ad, or go full squishy AD when your team needs a bruiser or tank from the top lane!
Unless you just don't care and wanna play funni AD Thresh, I won't judge.

Anyway, here they are!

https://drive.google.com/drive/folders/1yox4JQNuWF47ufQImTE55vqwOImmH0sh?usp=sharing

To use them, either copy paste the text into the LoL Client after clicking "Import Item sets" in Item Sets in the Collection tab. You can alternatively download them and import the files.

League of Legends Champions:

Teamfight Tactics Guide