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Thresh Build Guide by vietjimmy

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League of Legends Build Guide Author vietjimmy

Thresh - The Chain Warden - Support - S4

vietjimmy Last updated on April 18, 2014
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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: 4

Legendary Guardian

Defense: 5


Utility: 21

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Welcome summoners to my thresh guide! This guide contains runes, masteries, summoner spells, skill order, and item build. Thresh is one of the best play makers, and especially a tank. This is also my first guide on, criticism are welcomed.

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Pros & Cons

+Very hard CC
+High chance of first blood
+A good initiator and a you can save allies with lantern
+High damage with Flay passive
+Low mana costs
+Very powerful vs AD teams, with your free armor passive

-No sustain
-Hard to learn
-Skill shot based champion
-If you get behind and can't collect souls, you will get bursted in team fights
-No scaling MR as a tank, very susceptible to AP burst.

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Damnation [Passive]: Thresh gains no armor or AP when levelling. Instead, when an enemy dies, they drop a soul that grants armor and AP when picked up. Minions have only a 20% chance to drop souls, while large wraith, large wolf, Big golem, ancient golem, lizard elder ,siege minions, and champions always drop souls.

Death Sentence [Q]: Passively grants additional damage to Thresh’s next auto attack, scaling with his attack damage, number of souls and the length of time since his last attack. When activated he throws out a skill shot that pulls an enemy towards him a short distance, pauses, then pulls them in again. After hitting an enemy, Thresh can activate the ability again to jump next to his target. This can be done even after the second pull if you abuse the small window where the chain is still on his victim. He can hit targets through walls, but enemies will not be pulled through them. He can still jump to targets on the other side of walls with his second activation. It can also disrupt enemy channeling abilities.

Dark Passage [W]: Thresh hurls his lantern at a spot on the ground, granting vision, and shielding all nearby allies. If an ally right clicks on the lantern they will be pulled to Thresh’s current location. If Thresh goes out of range of the lantern without having gained the shield he briefly counts as the lantern’s point of origin, giving a shield to both himself and nearby allies. The lantern will also collect any nearby souls, allowing them to be safely harvested from a distance.

Flay [E]: Linear skillshot that pushes an enemy back. Since the origin of the skillshot begins behind Thresh, he can fire it backwards to pull enemies towards him (while pushing other enemies away from him on the other side). Great for both reeling in victims, and body guarding your carry when enemy junglers stop by. It can also disrupt enemy channeling abilities.

The Box [R]: Places a pentagon of pain around Thresh. Any enemy who makes contact with one the box’s walls will break it, taking damage and being slowed to a crawl.

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