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Runes:
Resolve
Inspiration
+8 Ability Haste
+10% Tenacity/Slow Resist
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Kai'Sa
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Thresh
|
Shackle Your Enemies
|
Pros |
Cons | |
+Gains AP and Armor from passive +Lots of mobility +Sets up fights easily +Lots of CC |
-Hard to master -Animation on hook makes it easy to sidestep -No scaling armor based on level -Weak to poke -Long cooldowns on certain abilities( Dark Passage & The Box |
Primary:
Stun icon Immobilizing an enemy champion grants 70 - 120 (based on level) bonus armor and bonus magic resistance for 2.5 seconds.
After the duration, you release a shockwave that deals 10 - 120 (based on level) (+ 3% of your maximum health) (+ 15% bonus AD) (+ 10% AP) magic damage to nearby enemy champions and monsters
After the duration, you release a shockwave that deals 10 - 120 (based on level) (+ 3% of your maximum health) (+ 15% bonus AD) (+ 10% AP) magic damage to nearby enemy champions and monsters
After taking damage from an enemy champion, their next three spells or attacks against you deal 15-40 less damage (at levels 1-18).
Duration: 3 seconds
Cooldown: 45 seconds
Duration: 3 seconds
Cooldown: 45 seconds
After 10 min, gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 5%.
You gain 10% Tenacity icon Tenacity for each of your summoner spells on cooldown, stacking up to 20%.
You gain 15% Slow immune icon Slow Resist as well as an additional, multiplicative 15% Tenacity icon Tenacity for 10 seconds whenever you cast a summoner spell.
You gain 15% Slow immune icon Slow Resist as well as an additional, multiplicative 15% Tenacity icon Tenacity for 10 seconds whenever you cast a summoner spell.
Receive a Stopwatch item Replica Stopwatch at 8 minutes. The Replica Stopwatch is identical to the Stopwatch item Stopwatch, except it only contributes for a value of Gold 250
Nothing much to explain. A stopwatch helps in tricky and messy situations. It can bail you out of a bad scenario where you probably would have died(although don't activate by mistake lol).
Gain 15% bonus Movement speed icon movement speed when moving toward an movement impaired allied champion, or toward an enemy champion whose movement you have impaired.
Almost all of Thresh's abilities are movement impairing, making this rune SUPER useful. You move that much faster towards enemies whom you have impaired. Same with allies. Wanna pop a lanter to them(you will understand once you read the abilities section) but out of range? This rune helps so much with that.
Almost all of Thresh's abilities are movement impairing, making this rune SUPER useful. You move that much faster towards enemies whom you have impaired. Same with allies. Wanna pop a lanter to them(you will understand once you read the abilities section) but out of range? This rune helps so much with that.
Passive:
Damnation:
BASIC ATTACKS: Thresh's basic attacks do not use projectiles and his basic attack wind-up is only reduced by 0.25% per Attack speed icon 1% bonus attack speed (compared to the standard 1% per 1%).
INNATE: Enemies who die near Thresh drop souls for 8 seconds, which he can collect by either approaching them or by placing Dark Passage Dark Passage's lantern near them. Each collected soul permanently grants Thresh Ability power icon 0.75 bonus ability power, Armor icon 0.75 bonus armor and increases Dark Passage Dark Passage's shield's strength and Flay Flay's minimum bonus magic damage by 1.
Champions and large enemies always drop 1 soul, epic monsters always drop 2, but small minions and monsters only have a 33% chance to drop 1. Souls are visible to allies and only become visible to enemies if their team has Sight icon sight of Thresh.
Thresh's passive provides scaling AP and armor based on the number of souls you have collected. The AP helps with ability damage without you having to build any AP items.
P.S: If you are too far to collect souls, you can throw your Dark Passage onto them to collect the souls. However don't do this if you can help it as this ability is used to peel for your ADC.
Q:
Death Sentence:
FIRST CAST - DEATH SENTENCE: After a 0.5-second delay, Thresh throws out his scythe in the target direction and forms a tether with the first enemy hit, dealing Ability power magic damage and Stun icon stunning them for 1.5 seconds. Hitting an enemy reduces Death Sentence's Cooldown reduction icon cooldown by 3 seconds.
While the tether persists, Thresh is Disarm icon disarmed and periodically tugs at his scythe's chain, Airborne icon pulling the target a short distance towards himself. After 0.5 seconds, or instantly upon hitting a minion or monster, Thresh can cast Death Leap Death Leap while the tether holds.
Death Leap
SECOND CAST - DEATH LEAP: Thresh Dash dashes to the tethered enemy, removing the Stun icon stun but becoming able to attack again.
MAGIC DAMAGE:
80 / 120 / 160 / 200 / 240 (+ 50% AP)
THE most important part of Thresh's kit. This is the ability you use to initiate a fight. It is also a gap closer and if used properly, an escape tool. It has a 0.5 second delay, which might alert enemies. Therefore use it properly.
P.S: It can be used to interrupt Teleport channel and can also allow a Yasuo on your team to ult( Last Breath) off of Death Sentence.
W:
Dark Passage:
ACTIVE: Thresh throws his lantern to the target location, Sight icon revealing its immediate surroundings and collecting nearby Damnation souls for the duration. The lantern remains for 6 seconds and automatically returns to Thresh if he moves more than 1500 units away from it. The first ally to come near the lantern is Hybrid resistances icon shielded for 4 seconds.
An ally that grabs the lantern will Dash dash to Thresh's location and shield themselves for the same duration.
SHIELD STRENGTH:
60 / 100 / 140 / 180 / 220 (+ 1 per collected Damnation soul)
One of the most versatile abilities in the game. It can be used offensively or defensively. It can be used as peel for your ADC or any teammate when they are in trouble, or it can be used to pull an ally towards you when you are engaging.
P.S: Dark Passage can be used to provide vision so you don't have to facecheck a bush. It can also be teleported to using Teleport. Spells like Leap Strike and Shunpo can be used on your lantern.
E:
Flay:
PASSIVE: Thresh's basic attacks deal bonus magic damage, increasing with time spent not attacking enemy units or neutral monsters.
ACTIVE: Thresh sweeps his chain in a broad line towards the target direction, dealing magic damage to enemies hit, Airborne icon knocking them in the chain's direction, and Slow icon slowing them afterwards for 1 second.
BONUS MAGIC DAMAGE:
Collected Damnation souls (+ up to 80 / 110 / 140 / 170 / 200% AD)
MAGIC DAMAGE:
65 / 95 / 125 / 155 / 185 (+ 40% AP)
SLOW:
20 / 25 / 30 / 35 / 40%
The second most important ability in your kit. Flay is usually used in sync with Death Sentence. This ability like Dark Passage can be used both offensively and defensively. It can be used to push enemies away or towards your allies. Flay also knocks away enemy jumps( khha'zix's Leap). Using Flay immediately after Death Sentence makes it cast faster.
R:
The Box:
ACTIVE: After a 0.75-second delay, Thresh surrounds himself with 5 spectral walls, each lasting for up to 5 seconds. Walls break upon contact with an enemy champion, dealing magic damage and Slow icon slowing by 99% for 2 seconds.
Enemy champions hitting any wall beyond the first take no damage and are Slow icon slowed for only 1 second.
MAGIC DAMAGE:
250 / 400 / 550 (+ 100% AP
Just as the name sounds, your ultimate is a box which is spawned a short distance around you. Enemies which pass through the wall take huge amounts of damage and are slowed by a LOT. It can be used as an obstacle against advancing enemies or to trap enemies inside long enough for your team to pick them off. Be careful though as it has a huge cooldown time.
Core Items
Eye of Ascension or Eye of the Aspect: Both items work well with Thresh. It is upto you to choose one. I prefer the eye of the ascension due to the coins as they provide mana during laning phase which makes it easier for me. However the choice is yours.
Locket of the Iron Solari: Core item of Thresh's. Rush this item as soon as you are done with one otf the eyes. This item's unique active makes it useful in lane, and teamfights as it shields your allied champions while also providing a burst of movement speed.
Item Pool
Turbo Chemtank: Useful active. Buy this item if you need some extra health, mana and health regen. The active is good for chasing and initiating fights, or escaping.
Gargoyle Stoneplate: Simple item. Provides you with armor and MR. Very useful in teamfights for when you need to soak and tank damage. Especially since Thresh is chosen for his CC and not his damage.
Spirit Visage: Buy when you facing an AP heavy team or when you need increased healing.
Frozen Heart: Useful item. Provides lots of armor and mana. It is helpful when facing high attack speed champions such as Yasuo or regular ADCs due to its UNIQUE passive.
Thornmail: Gives you armor and Health. However its UNIQUE Passives are again the bane of Auto attack based champions. Buy almost every game if possible.
Caitlyn
Thresh works well with Caitlyn as he can use Flay to knock opponents into Caitlyn's Yordle Snap Trap to make it easy for Caitlyn to land her damage. His Death Sentence if timed right can drag an enemy ally away from blocking Caitlyn's Ace in the Hole.
Ashe
Ashe has tons of CC. Her Volley slows opponents making it easy for you to land Death Sentence. Her ult: Enchanted Crystal Arrow is also very helpful in hooking enemies and trapping them with The Box. The vice versa also works wherein you land your Death Sentence making it easy for Ashe to lane her Enchanted Crystal Arrow.
Jhin
Jhin as an ADC has no mobility whatsoever. He is a very heavy-hitting ADC who can deal huge amounts of damage. Thresh works well with him because he( Thresh) can use Dark Passage to help get Jhin into the fight. Jhin's Deadly Flourish also makes it easy for Thresh to lane Death Sentence and vice versa. Using The Box to trap enemies makes it so much easier for Jhin to use curtain's call and finish enemies off.
Draven
Draven works well with Thresh because of Draven's Stand Aside. Usually an enemy would be totally protected from Death Sentence by standing behind a minion wave. Stand Aside solves this problem by being able to shove minions aside and creating a clear path for Death Sentence to land.
Lucian
Despite the lore, Lucian and Thresh work pretty well together. Piercing Light clears minions for Thresh to land Death Sentence while The Box traps enemies making it reaaaaally easy for lucians ultimate: The Culling to land.
Thresh's Death Sentence has a unique interaction making it easy for Thresh to make his way around the map while utilizing jungle camps and drakes.
Here is a cool video which shows you all the possible ways to get around the jungle.
Note: I did not create the video. All credit goes to Kilo Khaos.
Here is a cool video which shows you all the possible ways to get around the jungle.
Note: I did not create the video. All credit goes to Kilo Khaos.
Here is a list of combos which I hope you will find useful:
Basic Level 2 combo
>
Bread and butter combo. Hook your enemy then Flay their butt towards your ADC.
Level 3 combo
> >
Same thing as earlier except you're throwing your lantern to your ADC so that they are closer to the fight.
Level 6 combo
> > >
Also similar to earlier, but this time you trap your enemies within The Box so that they either stay inside or come out and take massive amounts of damage and get slowed.
The Box Flay combo
>
In this combo, you use The Box behind your enemy and then Flay them into the walls of The Box for damage and slow. Kinda simple in theory but a little tougher to execute during game.
Basic Level 2 combo
>
Bread and butter combo. Hook your enemy then Flay their butt towards your ADC.
Level 3 combo
> >
Same thing as earlier except you're throwing your lantern to your ADC so that they are closer to the fight.
Level 6 combo
> > >
Also similar to earlier, but this time you trap your enemies within The Box so that they either stay inside or come out and take massive amounts of damage and get slowed.
The Box Flay combo
>
In this combo, you use The Box behind your enemy and then Flay them into the walls of The Box for damage and slow. Kinda simple in theory but a little tougher to execute during game.
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