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Recommended Items
Spells:
Ghost
Flash
Items
Ability Order
Damnation (PASSIVE)
Thresh Passive Ability
Introduction



Mixing together



Thresh also has a great mix of crowd control like


Mainly,




And you know what makes this build especially good?



So are you tired of playing boring, old SUPPORT THRESH? Switch to TOP THRESH today and start dominating Summoner's Rift! He bursts, melts, tanks, and supports all at the same time!
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GHOST/FLASH





Ghost is great for
Thresh and not just because
Thresh's movement animation changes from walking to floating when his movement speed is high enough.
Ghost provides a greater rate of survivabilty and killing when chasing enemies.
Flash is great for basically every champion. Again, adds to the rate of escaping, surviving, and killing enemies during a chase.
Flash also provides a preemptive ability on
Thresh. Just as people
Flash and
Rocket Grab as
Blitzcrank, you can
Flash and
Death Sentence as
Thresh to hook enemy champions (or minions) to pull them closer, pull yourself closer, or pull yourself away.
Other choices include:
IGNITE/CLEANSE/HEAL/BARRIER
These all make viable choices.
Ignite secures kills and lowers the health regeneration of enemies who need it like
Swain and
Singed.
Cleanse is a summoner spell I usually grab on AD Carries. It gets you out of crowd control effects. You will need to be able to do this since this build runs off damage per second. It's a DPS/On-Hit/Attack Speed build. You need to be able to be doing as much as damage you can as fast as you can.
Heal and
Barrier provide
Thresh with longer survival time during fights. You can also use these two spells as bait for those who think you're about to die. As this build does not contain much items or runes/masteries to give an advantage with tankiness, these summoner spells can help make up for it just a little. The build doesn't have lots of health or magic resist, but your passive can make up for your armor (sort of, not much though). These spells are good help for this disadvantage.
The runes and masteries are pretty straight forward. Maximizing attack speed and damage while adding in a bit of AP to scale.
The runes work very simply. This is a DPS/On-Hit
Thresh build. Focus on attack speed and Hybrid Damage build-up per second. I gave you runes for attack speed and ability power to account for the fact that there is not too much ability power already in your build. This way, you can deal a good damage output while maintaining attack speed to do damage per second.
These runes let you do outrageous damage that your opponents were not expecting. You can also consider movement speed quints as Thresh is generally a slow champion, as well as attack damage quints for bonus damage. Grab armor penetration or hybrid penetration if you need to shred a tanky team as the build does not offer much shredding potential.

The runes in the picture are the ones I like to use as
Thresh. They give me that attack damage that the item build lacks. These runes allow me to focus on fully building attack speed and damage per second items to my liking without worrying too much about attack damage, yet, I like the hybrid fact to this build, so take Ability Power Quintessences more often than not. Especially if you can't collect souls or farm.
Basically, you stack attack speed on attack speed and throw in a
Malady and some ability power. The masteries give 21 in offense and 9 in defense. The offensive masteries give you bonus attack speed, bonus attack damage, bonus ability power, and a bit of bonus health and armor for defense.
Runes
The runes work very simply. This is a DPS/On-Hit

These runes let you do outrageous damage that your opponents were not expecting. You can also consider movement speed quints as Thresh is generally a slow champion, as well as attack damage quints for bonus damage. Grab armor penetration or hybrid penetration if you need to shred a tanky team as the build does not offer much shredding potential.

The runes in the picture are the ones I like to use as

Masteries
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If you've never played ![]() |
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Now, as you can see, instead of boosting armor penetration, I instead put the points into a percentage increase for your ability power. This will really help with your ![]() |
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This build focuses on "on-hit" effects.There's also a mastery called
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The masteries also add a buff for your summoner spell, Ghost. Be sure to change this mastery point if you decide not to take an offensive summoner spell. |
Basically, you stack attack speed on attack speed and throw in a


// Thresh does not gain armor per level. Instead, Thresh collects the souls of dead enemies by walking near. Souls permanently grant armor and ability power.
Champions and large minions always drop a harvestable soul. Small minions only sometimes drop a soul.
// Damnation is a passive ability that causes enemy units to leave their souls behind when they die near Thresh. Regular minions and neutral monsters will sometimes leave a soul when they die. Enemy champions as well as large minions (siege minion or super minion) and large monsters will always leave a soul when they die. Thresh can pick up these souls by walking near them. Each soul gathered increases Thresh's armor, ability power, and the damage of Death Sentence's passive.

// (Passive): Thresh's basic attacks deal bonus magic damage on each hit. The damage value is equal to the total number of souls collected plus a percentage of his attack damage, based on the amount of time since his last attack.
(Active): Thresh throws out his scythe, dealing magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Thresh can reactivate this ability to pull himself towards the bound enemy.
// Death Sentence passively causes Thresh's autoattacks to deal bonus magic damage equal to the number of gathered souls from


// (Active): Thresh throws his lantern towards the target location for up to 6 seconds. If an ally right-clicks it, they pick up the lantern and Thresh pulls them both back to him.
For the next 6 seconds, allies who come near the lantern (even while Thresh is holding it) gain a shield lasting 4 seconds that absorbs damage. Allies can only receive the shield once per cast. If Thresh moves more than ~1500 units away, the lantern will return to him.
// Dark Passage is a ground targeted area of effect ability that places Thresh's lantern at the target location. Allied champions inside the area of effect gain an absorption shield that absorbs incoming damage for up to 6 seconds. Allied champions may only benefit from the shield once per cast. Additionally, allied champions can right-click on the lantern to grab it and dash toward Thresh.

// (Active): Thresh deals magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing and then slowed for 1.5 seconds.
Cast forward to push; cast backward to pull.
// Flay is an point blank line area of effect ability that deals magic damage to enemy units in a linear area in front and behind Thresh. Enemy units hit will be knocked in the direction the ability was cast and they will be slowed for 1.5 seconds. For example, casting the ability behind Thresh will cause all enemies in front of him to be pulled toward him and enemies behind him will be pushed further back. Inversely, casting the ability in front of Thresh will cause enemies behind him to be pulled toward him and enemies in front of him to be pushed away.

// (Active): Thresh creates a prison of spectral walls around himself that remain active for 5 seconds. Enemy champions who walk through a wall take magic damage and are slowed by 99% for 2 seconds, but break that wall.
Once one wall is broken, the remaining walls' damage and slow duration is halved. An enemy can be afflicted by multiple walls.
// The Box is a point blank ability that creates 5 stationary walls in a small area around Thresh that last up to 5 seconds. Enemy champions that walk through a wall take magic damage and are slowed for 2 seconds, but break the wall. After the first wall is broken, all remaining walls deal half the original damage when walked through and slow for 1 second.
Credits to League of Legends Wikia

// A bad-*** passive that allows you to collect your own armor and ability power per level. Thresh doesn't get armor per level but as long as you farm, this is a damn good passive.
// Never stop farming, never stop adding to ability power. More damage for your



// Just like Blitzcrank, Thresh has a hook. Although the speed of the hook is more like Amumu's


// This crazy-*** skill allows you to immobilize an enemy and stop them in their tracks. They slowly get drawn towards you, but not all the way. If they aren't close enough, you can re-activate this skill to surprise attack them by pulling YOURSELF towards the hooked enemy. This skill also has an incredible passive. Basically, the longer you wait, the more damage you will do on your next basic attack. Stack that damage with


// A portal for your allies. A temporary ward that allows you the advantage of never face-checking a bush again.
// A lantern that you can throw onto the field. If an ally is far away and they click on this lantern, they will automatically be transported to you and you will both be shielded. Bad-*** advantage support skill for ganks and escapes. Also, a bonus shield if you toss it over yourself. Good for surviving and solo fights.

// Not entirely useless.
// Flay is mainly just a utility spell. Use it to slightly pull enemies closer towards you after you land a hook. You can also use Flay to send enemies backwards to save yourself or allies. This also shortly stops your enemy in their tracks and pushes them in the direction of your choosing. Pretty good, not great. It sort of takes some time for mastering, but once you get used to it, you'll be making pro plays all the time.

// A box.
// ONE CRAZY, MOTHERF**KING GLOWING, GREEN PENTAGON THAT TRAPS YOUR OPPONENT(S). USE IT FOR ESCAPING OR TO STOP YOUR ENEMIES FROM ESCAPING. USE IT FOR DAMAGE AS IT HAS A 1:1 AP RATIO. USE IT AS A WALL BLOCK WHEN MOVING THROUGH SMALL PATHWAYS IN THE JUNGLE. USE IT TO CHANGE THE TEMPO OF THE FIGHT. USE IT TO CHANGE THE TEMPO OF THE GAME. IT HAS A 99% SLOW FOR 2 SECONDS AND THAT'S CRAZY. NO ONE WILL ESCAPE YOU. THIS PENTAGON DOESN'T HAVE MUCH OF A CREATIVE SKILL NAME BUT IT KICKS MAJOR *** SO I SUGGEST YOU LEARN HOW TO USE THIS SKILL EFFICIENTLY AS SOON AS POSSIBLE.
Now onto
's abilities. My favorite part.
Max your
Death Sentence first. It does a hell of a lot of damage when it's fully charged up. Add the effect of
Statikk Shiv and you do great burst on your first strike on an enemy to scare them out of their boots.
Death Sentence is
Thresh's most usefull spell. Even better than
The Box. Hook them with the
Death Sentence and then pull yourself to them if you need to.
Death Sentence sends out a hook that grabs an enemy champion and pulls them closer to you, sort of like
Blitzcrank's
Rocket Grab. If you successfully land your chain on an enemy, they will be immobilized and pulled for approximately 2 seconds. They don't get pulled straight to you quickly like
Rocket Grab but they are shortly pulled toward you bit by bit. They don't always come directly to you if they're far enough away. However, combine
Death Sentence and
Flay and the enemy won't be able to do anything for around 3 seconds. That gives you and your teammates a lot of time to burst them down.
Death Sentence takes a while to master but landing your hooks are crucial. Learn when to pull yourself closer and when not to. Learn how long the enemy stays immobilized. Learn the amount of distance and the amount of time they are stuck in your chain.
Max
Dark Passage next.
Dark Passage is a personal favorite spell for me. When playing DPS/On-hit
Thresh, it provides a bonus shield to boost your chances of winning fights and surviving ganks. You can also toss this lantern to allies nearby you to help them escape or help them get to your lane immediately for a surprise gank.
To make for an efficient gank, throw your lantern (
Dark Passage) to your jungler first and then immediately try to land a
Death Sentence. Your jungler will be right beside you at the blink of an eye whilst you are immobilizing your opponent while also pulling them closer.
This ability works well with champions like
Nocturne and his
Paranoia,
Blitzcrank and his
Rocket Grab,
Fiddlesticks and his
Crowstorm, etc. Also, this spell is great for bringing in tanky initiators to the fight like
Wukong and his
Cyclone and
Jarvan IV and his
Cataclysm. You just gotta find people who combo well with
Thresh and
Dark Passage because honestly, there are lots of them.
Flay is more of a utility spell. It doesn't do great damage and it's AP scale isn't anything to freak out about. It's still a very useful spell nonetheless. It brings in your opponent closer to you or pushes them away. It can also line enemies up for an ultimate like
Ezreal's
Trueshot Barrage or
Ashe's
Enchanted Crystal Arrow. Use
Flay after
Death Sentence caps it's time and distance for an extra long pull and immobilize. Max it last.
Ah yes,
The Box. As all ultimates, add a point at level 6, level 11, and level 16.

Max your













Max



To make for an efficient gank, throw your lantern (


This ability works well with champions like



















Ah yes,


Many people doubt
The Box's power. It actually does a great portion of damage if you activate it at the right time. You can put up
The Box when you pull your opponent close enough with
Death Sentence to start the fight off with an advantage of damage. You could also put up
The Box and then use
Death Sentence to pull your opponent through a wall or multiple walls of
The Box. This is more damage and more slow. So good!
The Box traps your opponent too if you want! If you fear death, put up
The Box and then just exit through the walls. Many people don't know this but...









THE BOX
THE BOX APPLYS A 99% SLOW FOR 2 SECONDS. THAT SOUNDS LIKE A LOT, RIGHT? BECAUSE IT IS. THAT'S A HUGE SLOW. USE IT TO YOUR ADVANTAGE. STOP THEM FROM ESCAPING. USE IT FOR YOUR OWN ESCAPE. YOU KNOW THE DEAL.
On to items!
These items are a mix of damage per second items and on-hit effect items.
My favorite items on Thresh. Core items for me.
These two items amplify
Thresh's damage.
Thresh may not have lots of AoE skills and stuff like that, but he can definitely strike more than one target with these items. This makes it simpler for
Thresh to fight and participate in team fights. These items = more simultaneous damage.
Also, I really like
Statikk Shiv because of the initial damage on the first shock. This item is quite...ELECTRIFYING. (Downvote -1 for bad joke)
After you reach 100 charges,
Statikk Shiv and your
Death Sentence's passive go together to do a burst of damage that the enemy team did not expect.
Runaan's Hurricane does work on Thresh. Even though it doesn't seem like it, Thresh is ranged and this item's passive definitely works. Try it out. I love the passive and the large attack speed it grants. It may not give the best damage output, but it's still great for attack speed which is what this build needs.
Combine and mix these items at your choosing. I like to mix in
Guinsoo's Rageblade,
Nashor's Tooth, and
Malady for a sort of hybrid/AP DPS build. Throw in
Damnation's passive with increasing ability power per soul collected and malady can start to do some basic damage output. Consider items like
Randuin's Omen or
Frozen Heart to stay tanky. Since Thresh doesn't get armor per level, you'll need some good sources of armor to make up for this. Collecting souls won't be sufficient enough after mid-game.
If you take
Malady, you'll need some AP to scale so that the item does substantial damage. Throw in a
Wit's End for some bonus on-hit magic damage as well as
Nashor's Tooth for extra attack speed AND ability power. Grab
Guinsoo's Rageblade for extra attack damage and ability power. It's a great item to take on carries like
Kayle and
Teemo, so why not try it on
Thresh? It also gives you a boost in ability power to add to
Malady's effect.
Malady reduces magic resist while also dealing on-hit magic damage, so grab it early. It's a great and cheap item to start off your build. Since this is an on-hit/damage per second build, attack speed and on-hit magic damage is just what you need. With the right items, you could end up doing more damage than the AD carry himself/herself.
Shoutout to Logarithm for helping me with revamp the build. He may not have directly intended to help me, but his criticism actually opened my mind and allowed me to realize what was wrong with the build entirely. Thanks, man. No hard feelings, right?
Guardian Angel and
Black Cleaver are defensive resources for me, although the every champion basically uses
Black Cleaver these days. Stacking a passive that reduces your enemy's armor is a great choice for
Thresh. Especially good for this build, seeing as he runs off his damage per second. Although,
Black Cleaver is still situational since it doesn't grant attack speed anymore. Use it and
Blade of the Ruined King to shred opponents if they are tanky or have tanky builds.
Guardian Angel as always is a great item for almost every champion. This build does not offer a lot of tanky/beefy material to run off of so consider
Guardian Angel to save your ***.
These items are a mix of damage per second items and on-hit effect items.
My favorite items on Thresh. Core items for me.


These two items amplify



Also, I really like

After you reach 100 charges,










Combine and mix these items at your choosing. I like to mix in






If you take









Shoutout to Logarithm for helping me with revamp the build. He may not have directly intended to help me, but his criticism actually opened my mind and allowed me to realize what was wrong with the build entirely. Thanks, man. No hard feelings, right?








1. Pay attention to
Thresh's basic attack range.


2. Don't be afraid to toss the lantern (
Dark Passage).
Use it to collect souls in lane or to slingshot allies in for the surprise ganks. You shouldn't be afraid to toss it into the lane to collect some souls. Here, I'll tell you why: honestly, it's just like Draven's axes. If you go in too far to collect a soul, there's a big chance that you'll get caught and die. Don't risk the death. Toss your lantern, it's not that big of a deal unless you're expecting a gank very soon. You've got nothing to lose but the souls, but you don't have to lose the souls if you just don't be scared to toss out your lantern to collect them.
3. You aren't
Blitzcrank.











4. Even when you're the carry, you're the support.
The thing about Thresh's mechanics and skills is that he'll be a support no matter what he does.







5. Runaan's Works.

6. Don't be so balls deep. "Don't YOLO."
You know how

6. Team work with the Lantern.
Here's an expert tip that I thought of. Use Fiddlesticks (ally) to start channeling his ultimate,








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