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Choose Champion Build:
-
Support Thresh
-
AP Carry Thresh
Recommended Items
Spells:
Exhaust
Heal
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Introduction
Thanks for reading!
Revised Version 1.2:
Edited the Rune page.
Revised Version 1.1:
Changed AP Carry build to show


Revised Version 1:
Added summoner spell page
Added a few more pros/cons.
Changed the Skill Sequence page to the Champion Abilities and Skill Sequence page while adding more information.
Changed the Team Work page to Gameplay and Team Work page and added more information on playing style.

Thresh is a twisted reaper whose hungry chains ensnare the souls of the living. A moment's hesitation at the sight of his ghostly visage and there is no escape. He leaves in his wake hollow corpses, their souls ripped loose and trapped in the sickly green light of his lantern. The Chain Warden takes sadistic joy in tormenting his victims, both before and after their deaths. His grim task is never complete, and he stalks the land for ever more resolute spirits to unravel.
Thresh carves careful, deliberate paths through Valoran. He handpicks his targets individually, devoting his full attention to each soul in turn. He isolates and toys with them, gradually eroding their sanity with his twisted, maddening humor. Once Thresh takes an interest in a soul, he does not relent until he possesses it. He then drags those he captures back to the Shadow Isles for an unimaginably dreadful fate. This is his only purpose.
Little is known about the Chain Warden's past, and many of the details live only in nursery rhymes and campfire tales. They tell of a sadistic jailer from centuries past who took great delight in torturing his wards. Patient and brutal, he used a variety of methods to break his victims' minds before their bodies succumbed to his grisly designs. Chains were the jailer's preferred instruments of terror. Their shrill scrape marked his dreadful approach and promised agony to those he visited. His dark reign went unchallenged until his prisoners escaped during a massive riot. They overwhelmed him, and without ceremony or remorse, hanged him from his own chains. Thus began the unlife of the horrible specter known as Thresh, or so the tales go.
Thresh now haunts the land, leaving an aftermath of horror and despair. However, there is a devious purpose behind his dark machinations, and the meager spirits of average men are insufficient. He seeks stronger souls. Only when he has broken the wills of Valoran's most resilient warriors will he finally have what he needs.
"There are few things as invigorating as taking a mind apart, piece by piece."
―Thresh
Thresh carves careful, deliberate paths through Valoran. He handpicks his targets individually, devoting his full attention to each soul in turn. He isolates and toys with them, gradually eroding their sanity with his twisted, maddening humor. Once Thresh takes an interest in a soul, he does not relent until he possesses it. He then drags those he captures back to the Shadow Isles for an unimaginably dreadful fate. This is his only purpose.
Little is known about the Chain Warden's past, and many of the details live only in nursery rhymes and campfire tales. They tell of a sadistic jailer from centuries past who took great delight in torturing his wards. Patient and brutal, he used a variety of methods to break his victims' minds before their bodies succumbed to his grisly designs. Chains were the jailer's preferred instruments of terror. Their shrill scrape marked his dreadful approach and promised agony to those he visited. His dark reign went unchallenged until his prisoners escaped during a massive riot. They overwhelmed him, and without ceremony or remorse, hanged him from his own chains. Thus began the unlife of the horrible specter known as Thresh, or so the tales go.
Thresh now haunts the land, leaving an aftermath of horror and despair. However, there is a devious purpose behind his dark machinations, and the meager spirits of average men are insufficient. He seeks stronger souls. Only when he has broken the wills of Valoran's most resilient warriors will he finally have what he needs.
"There are few things as invigorating as taking a mind apart, piece by piece."
―Thresh

Pros:He can switch from support to carry and vice versa. Great support combos. Able to stay in his lane for a longer period of time. Great initiator of team battles and ganks. |
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Cons:Having lack of communication or knowledge of dark passages' ability when playing with people. Can be squishy during the early game. Does not have a heal or stun ability like other supports (like ![]() ![]() |
These masteries are made for whichever role you choose during the game.
For offense, I use
![]() ![]() ![]() ![]() |
For the defense, I build health from
![]() ![]() ![]() ![]() ![]() |
The utilities are for that extra support and sustain for Thresh that the atk and def masteries won't give. Gettting a mana boost from
![]() ![]() ![]() ![]() |
Runes





These are the runes I use for any of my AP champions (like

Support Spells:...![]() ![]() |
I changed up the summoner spells for the support build.
Flash is good in some cases, but
Heal and
Exhaust are the right way to go because Thresh doesn't come with a heal ability or a slow ability like
Kayle and
Lulu (who is very annoying to play against). Always try to use Exhaust to get early game kills since I never really had a need for it in mid to late game for the team fights.





AP Carry Spells:...![]() ![]() |
The AP Carry spells are Ignite and Flash the majority of the time. Flash is a great escape item while ignite helps get the early game kill. Now, you can try Ignite for the support class because I have used it before if the carry in the lane can't get to the enemy champ, but you would be supporting so you shouldn't have to worry about that.
PLEASE NOTE: I HAVEN'T USED ANY OTHER SPELLS OTHER THAN THESE FOUR. IF YOU WANT TO SUGGEST OTHERS THAT WORK FOR YOU, THEN I WILL TRY THEM OUT.
The abilities for Thresh aren't that complicated to understand. First, his passive ability,
Damnation,
causes minions and heroes to leave their soul behind. When you pick these up, your ability power and armor will increase. There is no limit to how many souls you can collect, but there's a catch. Riot Games has made a system that makes a "price" on a soul. The value of a soul starts at 1 and steadily decreases until it caps out at 100 souls, making every soul after that worth only a 0.5 point increase for your ap and armor.
His next ability,
Death Sentence has two different abilities. For its passive, it allows Thresh's auto
attack to deal AD magic damage (yes, ad and not ap, making him possibly an adc as well) 1) how many souls he has collected and 2) the time that has passed since his last attack. What do they mean by his last attack, exactly? Well, for when he uses 

When Thresh was fist introduced, people who I have played with didn't understand what dark
passage did for ally champs. With 
His fourth ability,


Finally, his ultimate,



Summary:
- Honestly, whether you're carrying or supporting, your
Death Sentence and
Flay are your best friends. It gives you the best control over the lane and the second ability of
Death Sentence is situational. Don't use it unless you know you can live, or pull off your ult for the team battle.
- With
Dark Passage, no one really knows what it does. You're best bet is maxing this second or last because of the armor protection. When people start to understand what it does they will start to utilize its ability to return to Thresh and out of harms way.
Flay is a very nifty ability to have. Just remember to always have flay ready after using Death Sentence to keep your enemy close for either you or the carry to take them out.
The Box is great for keeping opponents next to you in order for you to deal lots of damage. This also goes great with initiating a team battle if you're close to the enemies. If you're losing the team battle, you can always use your ult to try to help get your teammates out of the team fight, but at the risk of you dying for the cause.
*This is a generalization of the skill sequence. Just max death sentence first, passage and flay second or third, and obviously maxing the ult normally.
Starting Items for Carrying:....![]() ![]() ![]() |
The three pots and boots are the default build for any carry. You will also have a great advantage of sustainability because of your mastery setup. Try to open up with harassing with regular attacks and
Death Sentence and
Flay to do some extra damage and try to get that
Ignite in for the first kill. For your first return (or first death), grab
Amplifying Tome because it is a good set up to move to either your
Void Staff or
Deathfire Grasp.






Starting Items for Supporting:....sight ward![]() ![]() |
These are recommended for Thresh by Riot Games. It is a great start out to put wards in your lane with the regen from bead and sustain from your pots. Plus, with
Scout
, your wards will get extra vision that could be vital in the early game. Take upgrade the bead into philosopher's stone later so you can get bonus gold ( kage's lucky pick will also be used after getting stone on your next recall).

Can't Forget About the Boots!....![]() ![]() ![]() |
Boots boots boots. Everyone needs boots for carrying. If you push your lane brilliantly, go with the
Sorcerer's Shoes for that magic pen boost. If you're getting pushed back by slows or stuns like
Ashe,
Amumu,
Trundle, and
Malphite, grab those treads for that decrease in those stuns and the magic resistance that comes with it. Now,
Ionian Boots of Lucidity aren't the top choice for carrying. I use these when I am supporting, adding
Enchantment: Captain because of the cd effect that the boots have and the extra move speed for my allys.







Core Items for AP Carry:![]() ![]() ![]() ![]() ![]() |
We all have those good and bad games. So, if you're not doing enough magic damage, go with
Void Staff to get that quick boost of ap and magic pen. If you're doing enough damage, save up for
Deathfire Grasp next.
Can't say much about deathcap. It is default for any ap carry build and is always one of the best.
If the game starts to go longer than usual, or you're fed and have a lot of gold, buy either
Lich Bane or
Iceborn Gauntlet. Their interchangeable and I usually get lich bane fist then gauntlet, but that's just a personal opinion.


Can't say much about deathcap. It is default for any ap carry build and is always one of the best.
If the game starts to go longer than usual, or you're fed and have a lot of gold, buy either


Core Items for Support:philosopher's stonekage's lucky pickemblem of valor![]() ![]() ![]() ![]() |
This support class is somewhat of a default class for supports that I use. It works really well with Thresh because of the extra gold that comes with the stone and pick. The emblem builds up to aegis later and kindlegem helps execute you're skills quicker and bring out reverie with the philosopher's stone that you made earlier. Locket is very useful. Once the build is finished, the team battles were a lot more efficient and my team was able to stay on top of the enemy champs.
PLEASE NOTE: CORE ITEMS WILL TAKE YOU FROM MID-GAME TO LATE GAME! |
Early Gameplay:
For early gameplay while supporting, I am usually put in the bot lane, so you would grab your 3
wards, your pots, and your bead. When you get to your lane, lay your wards down in each patch of grass: the one in the start of the river to the top, the closest grass to your tower, and the grass closest to the enemy's tower (keeping in mind that you should be careful because the enemy champs in the lane could be hiding in the grass). During the early game, try to use 
When you decide to troll on your ally by building a carry build in bot, the same rules apply as top, but
you get the satisfaction of trolling your ally when a kill steal occurs. But, if you decide to go mid, get 






Mid Gameplay:
For mid-game items, it is a little dead at this point. It's usually somewhat of a time period for me to
save up on gold and help anybody that needs it. As a support, you should (hopefully) already have a philosopher's stone, kage's lucky pick, and 


When you're a carry, you should just be buying your
Deathfire Grasp after the early game, or










Late Gameplay:
For late game, your style of gaming has few differences between the support class and the AP carry
class. First, you won't have shurelya's reverie or locket of iron solari when carrying. These two items saves lives! Reverie can get your teammates out of battle as quickly as possible and Iron Solari gives your teammates a barrier so they can take extra damage. On the other side, you should have either 

Now, most of the time you're stuck with initiating the team battles (whoopie...). When initiating, you
want to grab the carry or support (NOT THE TANK!) on the other team with 



Gameplay and Team Work Summary:
- With
Thresh, you can be ap mid being a lone laner, or even be ap bot with a teammate while on the support class. When with a teammate in a lane, try not to take too much farm. The souls will show up even if you don't get the kill. As long as you keep a good amount distance so you don't get hit, but can still use
Death Sentence to keep the enemy in range for your teammate.
- Assists aren't a bad thing! Sure, not getting IP at the end of the game sucks, but you get the job done with helping your teammate in lane with the kill, while reaping the souls for your benefit in the late game.
- While fending off enemy champs, not many people understand
Dark Passage will save their life! So, you can sometimes try to stay in the back a little to use
Flay when the enemy gets near to have your allies get to saftey.
- Once team fights start, I am usually the one to initiate team battles with whoever I work with. With
Thresh, I just wait until I have a clear shot of either the opponent's carry or support, like
Sona,
Draven,
Annie,
Lulu, etc. to get the advantage on the team fight. You will usually die if you get stuck in the middle, but try to fire off your ult at that time for your allies to try to get away, or continue to put the pressure on the other team.
Locket of the Iron Solari is another great way to pause the enemies onslaught when your allies who are starting to get their health taken out. Giving your allies the shield from it will bring some sustain to the team fight. You can also use
Dark Passage in combine with locket for an ever stronger shield.
- If the enemy is getting away or your allies are trying to run, and you're not dead from initiating, use
Shurelya's Battlesong to get your teammates out of there as fast as possible. It really comes in handy!
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