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She has a root which takes forever and she has a big spellshield which can block most of your damage and all of your CC. I would not perma ban her, but she's definitely an annoying threat.
Zyra
Zyra has lots of damage and CC. Once she gets Liandry's you might want to close off League so you won't lag when you start up Gray Screen Simulator.
Draven
Lots of early and mid-game damage, and an ability to cancel your Q2 and a movement speed boost to dodge your abilities. Draven is a dangerous enemy and you might wanna ban him.
Sivir
Sivir has a spellshield, but it has a long cooldown, so if you bait it or wait it out you will be fine. She can use her ultimate to block your abilities, but she'll mostly use it to escape or engage a teamfight.
Evelynn
Evelynn can go invisible after level 6 and has her ult to dodge all of your CC. She can also use her Charm to scare you away long enough to escape or to charm you and most likely one shot you as AP Thresh is not very tanky.
Darius
Has a lot of healing, does tons of damage and is incredibly tanky. If your toplaner feeds him chances are low you'll be able to kill this guy. However, his low mobility makes him an easier threat to deal with.
Janna
Her ability to harass your ADC more often with her bird than you can shield them because of her low mana cost and cooldown makes it very annoying to lane against her. Her tornado also has a decently long knockup and her ultimate can shoot your teammates and you away from anything you try. She also has a big shield, but it decays over time.
Braum
Braum can block your Q with his shield, is incredibly tanky and has a slow and knockup ultimate which also slows. He can also gives his ADC bonus armor and magic resist. for 3 seconds, making it harder to focus his ADC.
Jinx
Jinx has a global ultimate, for which your W(Shield) is often too slow to drop even if you react on time. She also gets more attack speed and movement speed to dodge your abilities with if she gets a kill or assist and she has her own CC, being both her W(Slow) and her E(Root).
Kalista
Kalista has been getting nerfed recently and isn't that big of a threat besides her passive making her jump around all the time. Her ultimate will be used for saves or teamfights, and can screw over the support if miss-used.
Karma
Karma has a big shield which gives a movement speed boost, making it hard to hit abilities. She also can use her R to boost the damage of her Q to hard-poke or even kill your ADC and you.
Xayah
Xayah has no mobility, but her ultimate can save her from your Q, E or even your R. She can also root you, but it's easy to dodge her feathers if you pay attention.
Zilean
Zilean has annoying CC with a long range and a big amount of damage. He can also slow enemies down or speed allies up by a lot, making it even more annoying to hit abilities or dodge his. Even if you manage to grab someone and kill them, Zilean can just press R and save them, reviving them with close-to-full HP.
Jhin
Jhin has a hard-hitting Q, a W that roots and an E that slows. His ultimate also slows by a lot and does more damage the less HP you have. He ALSO gets more movement speed whenever he gets a crit. strike on an Auto Attack, making it hard to hit him when he uses his 4th shot, has stormrazor or has a lot of Crit. Strike chance.
Nautilus
Nautilus his entire kit is based around CC. His passive? CC. His Q? CC. His W? More damage on his CC and a shield to be able to CC more. His E, CC. His R? A POINT AND CLICK CC ABILITY, WHICH CC's ANYONE IN THE WAY OF HIS TARGET. Basically, if you're against this, good luck and try not to ragequit.
Sona
Sona can give her allies every boost you would ever want. She can give you more damage, she can give you a shield and she can make you faster. Her R can CC an entire team, and has a big enough hitbox to cross the wall of China.
(I haven't lost to a Sona recently and am not writing this because I'm tilted, but because I have been playing Sona and have been surprised by how easy it is to hit her ult)
Lulu
Lulu is annoying. She can slow you enormously. Her W, which polymorphs you, basically makes you useless for a few seconds, but can also be used to speed up an ally. Her E is a shield, but can also be used to damage you and give true vision of where you are and her ultimate gives an ally a big shield and knocks up any surrounding enemies.
Miss Fortune
She has a movement speed boost to dodge your abilities and her ultimate does lots of damage. She also has an E which slows, but it usually won't get you killed.
Tahm Kench
Tahm Kench is tanky and has gray health, which means he can get it back by simple pressing E. He also can W an ally or enemy, not allowing them to move for a certain period of time, and can get them killed if played smart. His ultimate is a big roam and/or escape. He is annoying, but he's not hard to lane against.
Twitch
Twitch is a late game monster. He can go invisible, but it takes a bit, so grabbing him before that is not too hard. He has a slow, but his early game is not that great. Depending on how far the game gets, he can be either an even or an extreme Threat.
Tristana
She can shoot you away with R and she can jump away with her W(Rocket Jump) to dodge your abilities. The hitbox is a bit weird, as it doesn't completely move along with her as she jumps, but the same counts as for Twitch; If she gets to late game, she can be a bigger threat.
Kog'Maw
Kog'Maw has a slow and a big range on his ult, but the only annoying part about laning against him as Thresh, is how his passive can get you killed if you manage to kill him by going all-in.
Teemo
Teemo is the biggest threat of every champion. If you think he's not, you're wrong. He can go invisible, he can block your auto attack, hell he can even attack you without being anywhere near you and you'd not even know, because he can go INVISIBLE. Teemo is the most dangerous champion of the entire game. He's terrorised The Rift ever since his release on the 21th of February in 2009. You aren't safe from Teemo, your friends aren't safe from Teemo, your family isn't safe from Teemo and not even your teammates are safe from this amazingly balanced yet havoc wreaking champion that can basically 1v5 even if your team were to int. If you think you're safe, think again, because even when you play as Teemo you're not safe. As a matter of fact, he's behind you right now!
Draven
Draven has amazing early game damage and an even better all-in. Together with Draven you should be able to win bot lane easily.
Ashe
Although Ashe is a kiting champion, her ultimate gives her amazing all-in potential. Combined with Thresh this can be amazing, but the ult is a skillshot, meaning that if the Ashe misses it, she won't be able to do much. You can, however, grab an enemy and Flay them into Ashe ult.
Kalista
Kalista her ultimate and her all-in potential is a great combo with Thresh, as she can put you closer to the enemy, making it easier to hit your ultimate and flay.
Blitzcrank
2 words: Double grab. Together with Thresh, you can grab enemies from miles away and CC them forever. Either of you can grab the enemy and cc them long enough for the other to grab the enemy. If they try to dash or flash away, the other person can just grab them back.
Lucian
Thresh and Lucian have a good synergy. Thresh can grab and slow the enemy, while Lucian can burst them with his ultimate "The Culling".
Varus
Varus and Thresh have great synergy together as Varus can root the entire enemy team in a teamfight with his ultimate, both before or after Thresh has used his CC. The amount of CC and damage is insane.
Twitch
Twitch is another "Ideal/Ok" situation.
He's weak in the early game, but once he hits level 6 he can do a lot of damage together with Thresh. If he gets fed or the game goes to the late-game he can also carry hard, and together with Thresh he can kill anyone.
Tristana
Tristana can both be an ideal and an OK ADC with Thresh. She's weak in the early game, but if she gets fed or the game goes into the late-game she deals so much damage, exploding anyone who gets CC'd.
Kog'Maw
Kog'maw doesn't have a lot of damage in the early game, but he can lessen the enemy's magic resist. with his Q, meaning you can do more damage. His passive also allows him to deal a big chunk of true damage to enemies if he gets caught out.
Xayah
Xayah has a lot of damage and a bit of CC. Although it's not the best, it's definitely not the worst either.
Teemo
Teemo is the best teammate you could possibly get. He almost never gets banned so you're guaranteed to have one in every game. When a Teemo is on your team, your enemy will be forced to surrender at 15. Teemo is a force to be reckoned with. He can blind enemies, making them unable to auto attack. He can go invisible, making enemies almost unable to attack him. Teemo can attack enemies while not even being near them, protect you from ganks and steal objectives just with his shrooms. Although many people do not appreciate Teemo's effort in League of Legends, he still keeps on going, fighting for his teammates. Teemo is a Teemplayer and he's the best champion and ally you can ever get.
Synergies
IdealStrongOkLowNone
Draven
Draven has amazing early game damage and an even better all-in. Together with Draven you should be able to win bot lane easily.
Ashe
Although Ashe is a kiting champion, her ultimate gives her amazing all-in potential. Combined with Thresh this can be amazing, but the ult is a skillshot, meaning that if the Ashe misses it, she won't be able to do much. You can, however, grab an enemy and Flay them into Ashe ult.
Kalista
Kalista her ultimate and her all-in potential is a great combo with Thresh, as she can put you closer to the enemy, making it easier to hit your ultimate and flay.
Blitzcrank
2 words: Double grab. Together with Thresh, you can grab enemies from miles away and CC them forever. Either of you can grab the enemy and cc them long enough for the other to grab the enemy. If they try to dash or flash away, the other person can just grab them back.
Lucian
Thresh and Lucian have a good synergy. Thresh can grab and slow the enemy, while Lucian can burst them with his ultimate "The Culling".
Varus
Varus and Thresh have great synergy together as Varus can root the entire enemy team in a teamfight with his ultimate, both before or after Thresh has used his CC. The amount of CC and damage is insane.
Twitch
Twitch is another "Ideal/Ok" situation.
He's weak in the early game, but once he hits level 6 he can do a lot of damage together with Thresh. If he gets fed or the game goes to the late-game he can also carry hard, and together with Thresh he can kill anyone.
Tristana
Tristana can both be an ideal and an OK ADC with Thresh. She's weak in the early game, but if she gets fed or the game goes into the late-game she deals so much damage, exploding anyone who gets CC'd.
Kog'Maw
Kog'maw doesn't have a lot of damage in the early game, but he can lessen the enemy's magic resist. with his Q, meaning you can do more damage. His passive also allows him to deal a big chunk of true damage to enemies if he gets caught out.
Xayah
Xayah has a lot of damage and a bit of CC. Although it's not the best, it's definitely not the worst either.
Teemo
Teemo is the best teammate you could possibly get. He almost never gets banned so you're guaranteed to have one in every game. When a Teemo is on your team, your enemy will be forced to surrender at 15. Teemo is a force to be reckoned with. He can blind enemies, making them unable to auto attack. He can go invisible, making enemies almost unable to attack him. Teemo can attack enemies while not even being near them, protect you from ganks and steal objectives just with his shrooms. Although many people do not appreciate Teemo's effort in League of Legends, he still keeps on going, fighting for his teammates. Teemo is a Teemplayer and he's the best champion and ally you can ever get.
Hi, my name is RainbowNova. I'm an Iron IV Teemo main. My favourite champions are of no particular group, for example Teemo, Leona, Teemo, Ekko, Teemo, Thresh and Teemo. I am absolute trash at this game, often blaming my mistakes on bugs(worst part being that I often believe it to actually be bugs instead of my own mistakes to protect my Draven ego), blaming my teammates for things I should have known and getting frustrated at the my own mistakes. I love making guides about off-meta builds, even though I have little to no knowledge about the game or about what's in the meta and whatnot. I also enjoy playing this game and its many, many gamemodes and different gameplay mechanics. The reason I make these guides, although I am Iron IV, is because I hope someone can get some joy out of these builds or even help improve it.
Pros/Cons
PROS
+ AD/AP scale well with abilities + Passively gain more Armor & AP + Lots of CC + You can 1v1 most champions
Thresh scales well with AD, AP and tank items. Thanks to his E Flay, Thresh gains extra damage on his next Auto Attack the more time passes on. This combined with crit. strike can cause a lot of damage. AP Thresh works well because of the scalings on his abilities and tank Thresh works well thanks to the passive armor and AP gain Thresh gets. AP Thresh can do lots of damage after 2 or 3 items, being able to 1v1 most squishies and even tanks. In teamfights he can deal massive chunks of damage to the enemies, giving his team the opportunity to clean up.
CONS
- Going full AP/AD makes you squishy - Banned often - Hard to master - Delay on grab - Long cooldowns
When going AP Thresh, you are squishy. Although you do lots of damage, others will do lots of damage to you. Your Q and R are your main sources of damage, and it's preferable to 2v2 as you won't get bursted down by 5 people and will have a teammate to help you when your abilities are on cooldown. It's easy to miss Q against a lot of champions because most have a dash of some sorts, being able to dodge your Q, rendering you useless unless you're really fed and 1 shot them with your R The Box.
Summoner Spells
Summoner Spells -
Flash: This is a very standard summoner spell on most champions, as it provides a (mostly) reliable escape and way to dodge spells. You can try to use it to surprise enemies with Flash+ Death Sentence.
Exhaust: This is a very good rune on Thresh, as it slows the enemy's movement speed and lowers their damage by 40%. This allows you to hit your CC easier, to escape the enemy if needed or to kill them while their damage is way down and collect those sweet, sweet Damnation+ Dark Harvest souls.
Ignite: This is a good ignite against champions who heal a lot(e.g. Master Yi) or champions who can escape easily(e.g. Zed) With Thresh you can use your Death Sentence+ The Box+ Flay combo and ignite them if they somehow survive and are trying to get away..
Abilities
Skill order:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
E
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Abilities explained
Chaos grows with time (Passive)
RANGE: Be on screen COST: none COOLDOWN: none
Thresh's AA's aren't projectiles and the wind-up is only reduced by 0.25% per 1% bonus attack speed. Thresh also can pickup souls dropped by nearby enemies who died to permanently gain armor and Ability Power.
This passive is great for Thresh. It lets him be a bit tanky even if he doesn't build tank and gives him even more AP, letting his abilities deal more damage. It's best to try and collect every soul you can and stick with someone who's farming to collect more souls. Going into the enemy team with Thresh also helps collect the souls easier when someone dies, as you'll be close to the dead enemies.
After a 0.5-second delay, Thresh throws out his hook and forms a line with the first enemy hit, dealing magic damage and stunning the enemy for 1.5 seconds. Hitting an enemy reduces the cooldown by 3 seconds and disarm Thresh for a while. Pressing Q again leaps Thresh towards the enemy and allows him to attack again, while also removing the stun from the enemy.
Q Death Sentence, although it takes a bit to "charge", has a long range, nice damage and allows your team and you to get closer to an enemy. It also does not change Thresh's direction while he charges it, meaning you can be looking at your turret while using it and the enemy won't be able to see immediately where you're going to throw your grab. You can use this to surprise the enemy. The slow charge is also helpful, because if an enemy flashes or uses a dash ability and you pre-fire, you'll still hit them.
Thresh throws his lantern to the target location, revealing the area around the lantern and collection nearby souls for the duration. The lantern stays for 6 seconds and automatically returns to Thresh if he moves too far away from it. Thresh and the first ally that touches the lantern is shielded. An ally that grabs the lantern will dash to Thresh's location and get shielded.
This is one of my most favourite abilities in the entire game. Being able to take an ally with you or pretending to to get the enemy to back off is so much fun. Saving an ally with it from a teamfight is also very satisfying. This ability has many flaws however. It takes a bit to drop and shield after you've activated the ability, meaning you have to respond quickly. It's also hard for allies to right-click the lantern in fights, as the hitbox can be a bit wonky. Another problem is that most new people have no idea what this lantern does, so they won't even touch it, meaning you'll be wasting mana and your shield for atleast 12 seconds. The lantern is still a very fun ability, as you can pretend for the jungler to be near by throwing it into the fog of war, which can throw enemies off and make them back off.
Passively this ability makes your AA's do more damage the more time passes on since your last AA. This is an amazing ability, as it means you can surprise the enemy when you AA them with the sudden burst. Actively Thresh sweeps a certain area both behind and in front of him, pulling or pushing away enemies.
You can use this ability together with Q Death Sentence. to make it easier to land your grab. This ability also slows the enemy down, meaning you can use it to push away enemies into your turret or away from allies to keep them safe.
After a 0.75-second delay, Thresh surrounds himself with 5 walls, each lasting for up to 5 seconds. These walls break after 5 seconds. The first wall hit deals magic damage and slows the enemy by 99% for 2 seconds, while walls hit after the first one deal no damage and are only slowed for 1 second.
This ability is great to use when going into the enemy team after you've grabbed someone. You can slow the ENTIRE enemy team and deal a lot of damage to one of them(preferably a squishy). This ability can also be used to slow down enemies when being chased or to zone them away from a narrow space.
Runes
Primairy tree: Domination
Dark Harvest
This rune is one of the best on Thresh. For those who don't know, Dark Harvest gives you bonus damage on your next damaging attack or ability if their HP is under 50%. Hitting an enemy under 50% HP gives you a Dark Harvest stack. This rune is so great on AP Thresh because your already hard-hitting R The Box will deal even more damage, often one-shotting squishies. The souls theme also fits well with Thresh's entire being.
Sudden Impact
Sudden Impact is also a good rune choice on Thresh, letting you do more damage to enemies who you've slowed, which is what almost your entire kit does. Your Q is a stun, your E a slow, your R is a slow and your AA's will slow enemies as well if you bought Rylai's Crystal Scepter.
Eyeball Collection
This rune is my favourite choice out of the 3. I personally do not like Zombie ward and Ghost Poro, because they don't give MORE DAMAGE. Eyeball Collection gives you more damage for killing champions and ward, which you can easily do by buying a pink ward or throwing your shield on allies.
Ultimate Hunter
This rune is personal preference as well. I like it because it lets you use your ultimate more often, meaning you get to do more of that sweet, sweet soul collecting and bursting.
Secundairy tree: Sorcery
Gathering Storm
A rune that gives you more damage the longer the game persists. What more could you possibly want. The reason I take this over other runes is because it gives you more damage THE LONGER A GAME TAKES. No other rune in the sorcery tree gives you this, and damage is all we want on AP Thresh.
Absolute Focus
My reason for taking this rune is because it gives you more damage. Simple as that. The other choices are fine, but you don't need more CDR on AP Thresh and movement speed in river isn't needed when you can slow everyone else down.
Items
Luden's Echo Luden's Tempest is a good item to start with. It gives you tons of mana so you can use abilities more before having to back or regen mana, it gives tons of AP for more damage and lots of CDR to use your spells more often. The UNIQUE Luden's passive also gives you more free damage if you grab someone and they have allies nearby.
Void Staff Void Staff is a good item on most, if not all AP champions. With a good +70 AP and ignoring 40% of the enemy's magic Resist. I'd recommend picking Void Staff if the enemy has one tank or sometimes even if I get a bit fed and feel like doing more damage to the squishies.
Morellonomicon Morellonomicon is a good item on Thresh, because it gives you lots of AP, HP and flat magic penetration. It also puts grievous wounds on enemies who heal a lot, meaning they'll heal less for a few seconds. I'd recommend taking Morellonomicon first if the enemy has a champion that heals a lot(e.g. Master Yi or Dr. Mundo) or if the enemy has no tanks.
Rylai's Crystal Scepter Rylai's Crystal Scepter is a good item stats-wise, giving a very nice 90 AP and 300 HP and also having a passive that slows down enemies even more when you hit your abilities. I'd not say this item is too important, except if the enemy has a lot of mobility(e.g. Defiance or Blood Rush.
Sorcerer's Shoes Sorcerer's Shoes are your standard choice of boots on AP Thresh, as it provides you with more magic penetration to kill your enemies faster.
Mercury's Treads Mercury's Treads are the 2nd choice of boots if the enemy team has a lot of CC or a fed AP champion.
Ninja Tabi Ninja Tabi are you last choice of boots if the enemy is filled with AD or Auto Attack champions. You'll most likely never have to play against 5 AD champions, but in case it does happen, Ninja Tabi are the boots to go with.
Elixir of Sorcery Elixir of Sorcery is an elixir which gives you +50 AP and some true damage on your attacks. It's best to take this after you have got a full build, as you'll have enough gold to spare.
Lich Bane Lich Bane is the AP version of Riot Game's and my favourite item, Sheen. I always build this on every champion, as I can't live without the burst on your next AA after any ability, especially with the passive on ThreshE Flay. Lich bane on full AP Thresh is not needed however, as you can also go for other situational items.
Zhonya's Zhonya's Hourglass is best taken when the enemy has an AD assasin which can burst you very fast(e.g. Zed, Rengar or Talon). It can also be used to bait enemies towards you, by using zhonya's and R The Box, but I wouldn't recommend it as the enemy might just walk away or use abilities from a distance.
Banshee's Banshee's Veil is a good AP item, which gives you a spellshield every so often, some magic resist. and CDR. The best situation to buy this item in is if the enemy has heavy magic bursts(e.g. Unleashed Power and Requiem).
every person that has clicked on and read this guide. I really do appreciate you taking the time to read my guide. I know that this one is not a very serious one, but I did put a lot of time in it hoping someone will be able to enjoy it or get idea's from it.
Thank you again for reading, and have a good day.
Update Log
6-3-2019
-Changed title of the guide.
-Added (very much unneeded) update log, because I wanted to.
-Added Cottentail Teemo R for a potential future guide.
[/spoiler]
23-6-2019
- Added Teemo to 'Synergies'.
- Added Teemo to 'Threats'.
- Teemo.
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