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Recommended Items
Runes: Runes
+8 Ability Haste
+6 Armor
+65 Base Health
Spells:
Flash
Ignite
Items
Threats & Synergies
Zyra
Zyra is one of Thresh's biggest counters. Her constant harassment in lane causes you to play back, defeating the goal of creating pressure with your hook and flay. To counter this, try to maintain lane priority. Her plants can also block Thresh's hooks, making it harder to find angles to engage. If you manage to land a hook on her, it will most likely blow her Flash or her ADC's Heal.
Lucian
Lucian's early game damage and harassment combined with Thresh's lane pressure creates a difficult lane to play against. Synergizing both of their all-in potential is key.
Lucian
Lucian's early game damage and harassment combined with Thresh's lane pressure creates a difficult lane to play against. Synergizing both of their all-in potential is key.
Champion Build Guide
I've practically been a Thresh/Support main since Season 5. I took a break from League of Legends around Season 7/Season 8, but now I am back hoping to give some insight on Thresh.
Over the years, Thresh's kit hasn't really been updated. This has made him a viable support throughout many seasons.
PROS
- Good engage
- Strong pick potential
- Naturally tanky
- Great playmaking potential
Thresh and his kit are very unique, making him a very versatile champion. He has great pick potential with his Death Sentence, allowing him to catch anyone in a bad position. All of his abilities offer great peel in team fights. Thresh's solo carry potential as a support is incomparable and can be game changing.
CONS
- Hard to gap close on very mobile champions
- Countered by Enchanters and Mages
- Struggles when behind
Although Thresh has a lot of potential, this can easily be countered when he is behind. His Hook may offer pick potential, but it may also be a bait to you and your team when the enemy is ahead. Laning against strong Mages and Enchanters such as Lulu, Karma, Brand, and Zyra can also be very tough for Thresh.
If you are against Mages or Enchanters, going for pokes with auto attacks and all ins may be difficult. If the matchup is unplayable, your job is to roam in order to stay in the game. Good times to roam are when your wave is shoved into the enemy tower or after recalling. By maintaining vision in the jungle and coordinating with your jungler, you can set up roams mid or top. After snowballing your other laners, you can look to make more plays in the bot lane.
Make sure to have a clear map of what the game will look like for you. Based on matchups, decide how you are going to play out the game. Whether it be out pressuring the opposing kill lane or roaming to stay ahead of the Mage/Enchanter lane, always be prepared and plan out your game ahead of time.
Warding can be a crucial aspect when playing, especially as support. By keeping proper vision control around objectives and bushes, you can avoid getting ganked and secure Drakes. When warding, these are some typical spots to place wards.
PASSIVE: DAMNATION
Thresh does not gain armor per level. Instead, Thresh collects the souls of dead enemies by approaching them or by placing Dark Passage's lantern nearby. Souls permanently grant 0.75 armor and ability power. Champions and large minions always drop a harvest-able soul. Small minions only sometimes drop a soul. Epic minions drop two souls.
A soul will only drop if the enemy unit dies within 1900 range of Thresh. Souls are visible to allies, and only become visible to enemies if the enemy team has vision of Thresh. Souls disappear if not picked up after 8 seconds.
With his passive, Thresh has infinite scaling and becomes naturally tanky.
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Q: DEATH SENTENCE
Thresh throws his scythe, dealing 80/120/160/200/240 (+50% of ability power) magic damage to the first unit hit and dragging them towards him for 1.5 seconds.
Additionally, he may reactivate the ability to leap to his chained enemy.
If Thresh hits a target, Death Sentence's cooldown is reduced by 3 seconds.
Thresh's hook is his signature ability. Use it to turn the tides of the game.
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W: DARK PASSAGE
Thresh throws out a lantern that shields the first ally from 60 / 90 / 120 / 150 / 180 (+1 per soul collected) damage for 6 seconds. The first ally to click the lantern with be pulled to Thresh. Allies can only receive the shield once per cast.
The lantern collects nearby souls while out.
Lantern offers great gank angles for your jungler as well as a good way for your adc to retreat.
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E: FLAY
Active: Thresh sweeps his chain in a line, dealing 65 / 95 / 125 / 155 / 185 (+40% of ability power) magic damage to all enemies hit and pushing them in the direction of the swing. Enemies are then slowed by 20/25/30/35/40% for 1 second.
Passive: Thresh deals bonus magic damage on each auto attack. The damage is equal to the number of souls he has collected plus 100 / 125 / 150 / 175 / 200% of attack damage, based on length of time since last attack.
Take advantage of Flay's passive damage in lane by poking out the enemy.
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R: THE BOX
Creates a prison of walls around Thresh, dealing 250/400/550 (+100% AP) magic damage and slows any champion that collides with a wall by 99% for 2 seconds.
Once a champion collides with a wall, the wall is destroyed.
Any other walls struck by any other enemy champion slow for half the duration.
When used correctly, it can be very rewarding. It creates a barrier between your team and the enemy and offers good peel and a strong slow in team fights.
Usually, you will be running these runes, or at least something similar to this. Depending on the situation, you can swap out Overgrowth for Unflinching especially into a heavy CC lane such as Ashe/Leona. Most of the time you will not be running Revitalize unless you want some extra sustain in lane and have someone like Senna who can heal you constantly.
Considering Thresh gains resistances from souls, Conditioning is not a necessary rune. You can change this to either Bone Plating or Second Wind, which is really helpful in poke lanes/hard matchups (Zyra, Brand, Vel'Koz, etc).
As for the Inspiration Tree, I personally enjoy running Hexflash because it allows for more playmaking and ganking opportunities if you choose to roam.
Cosmic Insight is also something I like to take because of the reduced Summoner Spell cooldowns. Having a shorter ignite timer than your opponent makes the kill pressure much higher in the lane.
Some other options under Inspiration would be Minion Dematerializer, Biscuits, Approach Velocity, and Perfect Timing.
I personally find Minion Dematerializer helpful in poke/hard matchups. It allows me to not step up as much when trying to use my support item. It is most often used to get lane priority quicker and help shove waves. If your ADC is someone who can't shove very fast early game, such as a Senna or Ezreal, Dematerializer helps shove those canon waves faster.
Biscuits are also helpful in a poke matchup because it offers a bit more sustain. They can also be sold for a bit of gold which can allow you to complete an item or buy control wards.
Perfect Timing is another good rune. It offers a free stopwatch so you don't have to spend extra gold for one. With a stopwatch, you are able to go for more aggressive plays and all-ins with a lesser risk of dying.
Approach Velocity is a unique rune that most players will overlook. Not only does it work well with Thresh's kit with his two slowing abilities, but it also synergizes well with ADCs such as Ashe, Senna (with Glacial Augment), Draven, and other ADCs who can slow.
TL;DR - Overall, runes are very situational and you don't want to be taking the same runes every game. Coordinate against the enemy team and make runes that you believe will benefit you the most.
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The Korean Thresh rune page is highly unorthodox and should only be used if you are confident in your Thresh skills. These runes allow for extra snowballing and an aggressive playstyle.
Boots of mobility offer more roam potential in the early stages of the game.
Zeke's Convergence is a good item that offers some extra damage to Thresh's team. This can be swapped out for or combined with a Knight's Vow if the enemy has a lot of burst damage.
Into a heavy AD enemy team, you will obviously be wanting to stack armor. You can build Boots of Mobility early to roam and exchange them for Plated Steelcaps for extra armor. Frozen heart is also a good item against a team with a lot of attack speed.
If the enemy has attack speed and crit, such as Tryndamere, Caitlyn, Kindred, etc, you can build Randuins Omen instead.
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Against an AP/CC heavy team, Mercury Treads are a great item. It offers both magic resist and tenacity, countering the enemy team composition. Locket, Gargoyle Stoneplate, and Knights Vow all allow you and your teammates to survive a bit longer in fights against bursty mages. Abyssal Mask is a good item for magic resist and also causes the enemy to take more damage. If you notice your teammates are getting CC'd often and don't have Cleanse or a Quicksilver Sash, you can swap out one of your items for Mikael's Blessing. __________________________________________________________________________________________________________
Similar to the Korean Thresh runes, this build is highly unorthodox and should only be played if you are confident in your skills. This build offers a lot more damage and snowballing, giving you more solo carry potential.
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