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Thresh Build Guide by Daraysen

Support Thresh Support | The Chain Guardian | Patch V11.14

Support Thresh Support | The Chain Guardian | Patch V11.14

Updated on July 15, 2021
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4,196 Views 0 Comments League of Legends Build Guide Author Daraysen Thresh Build Guide By Daraysen Updated on July 15, 2021
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Runes: Normal

1 2
Shield Bash
Bone Plating

Future's Market
Cosmic Insight

+8 ability haste
+6 Armor
+6 Armor


1 2
Exhaust / Flash
LoL Summoner Spell: Exhaust


LoL Summoner Spell: Flash


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

Thresh Support | The Chain Guardian | Patch V11.14

By Daraysen
First, let me greet all of you to this guide, I am Daraysen, the reason for this guide is, that I used mobafire a pretty long time now and I want to give something back, since I play different lanes and champs over a period of time, I decided to start now with the Champion I currently use a lot, beeing Thresh. I will continue to update this Guide and my future Guides, visually and the content that is held within, with that out of the way, let's dive straight into it, shall we.

This is by no means the best guide to get kills in lane, instead I focused on keeping your team alive as much as possible, giving your teammates and easier time in fights.
Also, not all Threats and Synergies are 100% correct yet, this guide still needs more testing against and with those champions.

If you are looking for a more aggressive play style but keep the tankiness, you may wanna check out Vapora Dark's In-Depth Support Thresh Guide Season 11 . Vapora Dark created multiple great guides and it's probably worth checking him out.
Pros & Cons


+ Tanky
+ Decent poke with AA's
+ Kit contains some decent CC
+ Hook allows for decent trades and ganks
+ Passive can infinitely stack AP and Armor
+ Can easily deny ganks by the enemy Jungler
+ Lantern provides a way to save without danger


- No burst Damage
- Rather slow movement speed
- No Armor gain upon Level up
- Not a lot of Magic Resist early on
- No real escape skills to back out of a fight
Breakdown: Runes


Guardian is just a great rune for you. It gives you a shield whenever you or someone in range takes to much damage. You will use it throughout the entire game, first time you use it is when helping your jungler at his first camp.
The shield itself ranges from 70-150 depending on your level, the shield also scales with 15% of your AP and 9% of your bonus health, this is where [[damnation][] helps him since it allows him to stack AP, making his shield stronger without needing any AP-Items

Shield Bash

Shield Bash is basically your Sheen, whenever you gain a new shield, your next auto attack will be empowered and deal bonus adaptive damage.
The base damage is 5-30 + 1.5% bonus health and 8.5% of the new shield. Since you will be using the Guardian rune, Locket of the Iron Solari and your Dark Passage, you have already three ways to activate this rune on your own, allowing for multiple activations of an empowered auto attack. This allows you to still deal some damage while having no damage items at all.

Bone Plating

Bone Platingis your friend against early poke. After the first time you take damage from an enemy champion, the next three spells or attacks will deal 30-60 less damage. This is just to help you keep yourself protected while poking the enemy, if your ADC is in range for Guardian, you will get a shield combined with the reduced damage, will basically almost nullify the next 1-3 attacks depending on the strength.


Revitalizemay seem weird at first, since Thresh doesn't really have a lot of shields or heals in his kit besides his Dark Passage. However, since we are using the Guardian rune and the Locket of the Iron Solari, we now already have three shields, if the game lasts long enough, we will even have a Redemption or Mikael's Blessing depending on the length of the game. So while this rune helps your shields and heals, remember it also helps you deal more damage with Shield Bash.

Future's Market

Future's Marketis nice to get items, you usually wouldn't be able to get at that point, you can get some Health Potion or wards but usually you can get another small item like Rejuvenation Bead or even a Ruby Crystal, remember those are just early game items, later you may even finish an item because you can just enter a debt, instead of getting 150 Gold on lane, wasting precious time you could help your team or be warding.

Cosmic Insight

Cosmic Insight gives you ability haste on your Summoner Spells by 18 and 10 on your items, which does not seem like alot but it does reduce it quite a bit. Exhaust with the base cooldown from 210 gets reduced to 180. Flash goes from 300 to 254 and Ignite goes from 180 to 152.5.

Time Warp Tonic

Time Warp Tonic is helpful in gap closing or running away from your enemies, while healing. Consuming a Health Potion will give you half of it instantly, this means you get 75 health instantly restored and 5% increased movement speed for 15 seconds, which is the length of the potion.
Breakdown: Spells


Exhaust is the a really good summoner spell for Thresh, since you want the enemy to move and deal as little damage as possible, reducing movement by 30% and damage dealt by 40% for 3 seconds, to keep your team save and give them an easier time killing your enemies.


Ignite, your alternative to the Exhaust. Using Ignite can help getting kills, since it deals 70-410 true damage and reduces healing. There are some situation where it can be better than Exhaust, but reducing beeing able to reduce the damage as much as possible and also slowing your enemies down is almost always the way you want to go. I would say, take Ignite when you feel like the enemy has to much heal or Exhaust isn't worth it this round in your eyes, it also depends a bit on your play style.


Flash is just a must have, either to escape or save a teammates live, there are endless options on how to use it and no, Flash hooking is almost never a good idea, yes your range increases but the hook gets easier to predict and with that easier to dodge, which wastes your Flash, there are just better ways to use it, just don't Flash hook.
Breakdown: Items

Plated Steelcaps

Plated Steelcaps are good against heavy ad auto attack teams, since it reduces incoming damage by 12%, that combined with your armor gained by your passive and items will reduced incoming ad damage quite a bit.

Mercury's Treads

Mercury's Treads are useful to counter heavy cc and ap teams and raise your magic resist to a pretty decent spot in the late game.

Ionian Boots of Lucidity

Ionian Boots of Lucidity are basically your go to boots when the enemy has not to much ad neither ap or cc, since it reduces your cooldown on your skills by a pretty decent amount they are worth getting over the other options, if the situation is right.

Knight's Vow

Knight's Vow helps your adc or the ally you choose to use it on, take 15% less damage and transfer the damage they would have taken to you, this requires you to stay above 30%. When your partner has less than 50% of their maximum health, you will gain 35% movement speed when walking towards them.

Locket of the Iron Solari

Locket of the Iron Solari helps you to shield your allies and activate your rune to increase your next auto attack when needed. Besides that Solari has basically every stat you want to increase.

Abyssal Mask

Hear me out on this one. Abyssal Mask may seem weird at first, but it does give you 400 bonus health and 60 magic resist, besides that, immobelizing an enemy increases the damage they take by 15% for 5 seconds, meaning hooked enemies won't be able to move and take increased damage, this allows to eliminate them faster.


Redemption is just another item that goes well with this build, it increases your bonus health by 200, gives you another 15 ability haste and it also you get 100% mana regeneration and another 20% heal and shield power, besides that you are now able to heal and help your team even after you die, since you can activeate Redemption even if you die.

Pauldrons of Whiterock

Pauldrons of Whiterock is your ward item, nothing special about it, the reason you take this one over the Bulwark of the Mountain is that you use your E passive more to deal damage than any other ability.

Anathema's Chains

Anathema's Chains is a funny item, usually you dont need it but it can be used to make an enemy more open for cc and it helps you take less damage from one enemy champion, since you are pretty deep in battles, having that against the enemy ADC or another high damage champions can help you survive fights.


In case you play with exhaust but the enemy has to much heal and your team just really REALLY doesn't want to build anti-heal for whatever reason, you can use Morellonomicon, it's not good but it can help, if you didn't pick ignite.

Randuin's Omen

Randuin's Omen is basically your discounter exhaust, it slows them down and reduced damage and critical strike damage, it also got some stats you can use, it's pretty viable for you, specially if you picked Ignite.

Frozen Heart

Frozen Heart is pretty close to Randuin's, the difference is, you slow attack speed instead of lowering the movement and damage, also you get mana instead of health, besides that, it is basically the same item.

Mikael's Blessing

Mikael's Blessing is really good to keep your ADC and your other carries alive, since more often than not, your carries will eventually get cc'd, in that case you just pop out your Mikael's and they are good to go before the even know it, you can also use it for the heal to save a live, it might not be much but it can make the difference in a dead carry or a living one.
Breakdown: Skills


Damnation is a really good passive but like with most things, you gotta read every word. Damnation may give you 0.75 AP and Armor per soul BUT Thresh will not gain a single point of armor just by leveling, since he has a base armor of 28, we use the rune page to give us an extra 12 armor, bringing us to 40 armor and 30 magic resist for the early game, that way you can take more damage from the enemy adc while in lane, also try to get every soul you can to maximize your AP and Armor stacks.

Death Sentence

Death Sentence is a simple yet tricky skill, let's just break it down, Death Sentence has a 20 second cooldown on level 1, hitting an enemy reduces the cooldown by 3 seconds, once hit, Thresh starts dragging the enemy to him for 1.5 seconds, basically Thresh pulls the enemy 2 times, meaning you can even change direction. You can reactive Death Sentence any time while it is still active, maximizing the time the enemy spends immobile, before pulling yourself to him. Another thing to keep in mind is that enemies hit will also have true sight on them, making them an easier target for your team.

Dark Pssage

Dark Passage is fairly simple, you throw the lantern and shield allied champions, those allies can click on your lantern to pull themselves to you, alternatively you can use it to either pick up souls or even as a temporary ward, since the Lantern will give you vision wherever you throw it. Keep in mind that the enemy can block your lantern.


Flay is another decent ability, the passive allows you to poke harder and with enough souls to even deal a good amount of damage, the active on the other hand is good in combination with your Q and R, since Death Sentence will make an enemy unable to move for 1.5 seconds, your active increases the time spend immobile and slows the enemy for 1 second, combine that with your R and they will be slowed by 99% for 2 seconds.

The Box

The Box is pretty straight forward, once you cast your R, which will take you a short moment, a pentagon box will rise, that box always has the same directions, just thing of an upside down pentagon, that is your box. Also remember, the walls deal damage only the first time a wall is broken, after that the box deals no damage and only slows for 1 second and not 2.
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League of Legends Build Guide Author Daraysen
Daraysen Thresh Guide
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Thresh Support | The Chain Guardian | Patch V11.14

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