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Tanky Support
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Tank
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Aurabot
Introduction
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Thresh is the newest support to League of Legends lineup. He can be played with many styles but I main support and therefor play him as such. Thresh has a lot of mechanics that make him perfect for supporting an Attack Damage Carry: these include a passive that allows him to become strong without last-hitting any minions, can disrupt very well, excellent zoning and his lantern which allows for extreme turret dives and ganks. The aim of this guide is to help both those new to ![]() |
Defensive Tree






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My mainstays





Alternatives






- Damnation
This - to me - is the best passive for a support in-game. Simply by hovering around a fight he gains AP/Armor and because enemies have to have vision of Thresh to see the souls, sitting in a bush to gank does not give away his position OR prevent souls from spawning. To reach base armor of a regular lvl18 champion, Thresh only needs 80-100 souls, which is not very difficult over the course of the game. He still gets armor from leveling, so this passive will give him a very robust amount of AP by the end of the game.
- Death Sentence
The passive gives Thresh some great poking capability, with a maximum of 10 seconds to increase the damage. As I mentioned with the passive, it's very easy to gain 80-100 souls in a game. This scales of of his AD, which means putting a few

The active is somewhat similar to



- Dark Passage
This is what I would say is Thresh's signature ability. It allows for Hail-Mary turret dives and pulling people through walls. Simply throw this down near the enemy turret while your ally is diving, and make sure to stay within 1500units of it. This is also great if an ally is caught out of position or falls behind while running to get the heck out of there. You can also collect souls with the lantern, though its range on absorption is lower than yours. There are some tricks you can do using this lantern that I will cover in the "Tips and Tricks" section. I take this at level two and max it last.
- Flay
The wording for this ability confused me at first. Thresh flings a sickle that starts behind him and goes forward, doing damage and pulling enemies along the path of the sickle as well as slowing them. Cast forward to push; cast backward to pull. The range is small but it is an EXCELLENT interrupt for an enemy's channeled spells such as



- The Box
The image that came to my head when I read this ult was the Black Coffin kidou from the anime Bleach, but I was a bit off. Though it is called "The Box" it is actually a pentagon of walls that form around him very similar to




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Its mana cost does not increase from rank to rank
Its cooldown is reduced by each rank.
Most used ability.

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The flat increases per rank are not very noticeable.
It only requires 1 point to use it for repositioning.
The shield radius is tiny, which means only shielding 2-3 people at most.
The amount shielded is not enough until you have some AP to back it up.

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It disrupts the enemy team during a fight.
It's the closest thing Thresh has to an escape (for himself).
It's your only form of AoE besides your ult, and ult doesn't work on minions.
For example: Drop lantern near tribrush or in river in bot and then Q over the wall and pull yourself to dragon, allowing your ADC to quickly finish off the wave and catch up. When he does use the lantern to arrive the lantern will shield everyone in the vicinity.
Thresh's W counts as a neutral, clickable object. This allows for some creative plays like dropping the lantern behind a turret that someone's sitting under so an ally Lee Sin can dash to it for a double shield, ult the enemy towards Thresh and then click the lantern to catch up to the enemy while still saving Q for an execute.
If built tanky Thresh can be an initiator. Simply double-tap Q to pull yourself Amumu-style into the thick of the enemy and drop your ult or E. It will slow and damage the majority of the enemy, which will give your team 2 seconds or so of the enemy being in bad position.
A great way to combo Thresh's W and ult is to drop your lantern near your ADC and then move into a bush near the battle. If they choose to chase after the ADC they can click the lantern to move to the safety of a bush. If they then chase into the bush drop your ult for a nice surprise slow to allow them to get away.
...If that still doesn't keep them off you can use your E to slow yet again.
...If that STILL isn't enough you can double-tap Q to bring yourself to the chaser(s) and activate Randuin's Omen or Shard of True Ice while your ADC kites them down.




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