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Thresh Build Guide by Razing42

Support The Chain Warden of Botlane

Support The Chain Warden of Botlane

Updated on August 5, 2024
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League of Legends Build Guide Author Razing42 Build Guide By Razing42 62 3 223,215 Views 3 Comments
62 3 223,215 Views 3 Comments League of Legends Build Guide Author Razing42 Thresh Build Guide By Razing42 Updated on August 5, 2024
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Runes: Guardian

1 2 3
Resolve
Guardian
Font of Life
Second Wind
Overgrowth

Inspiration
Biscuit Delivery
Cosmic Insight
Bonus:

+8 Ability Haste
+10-180 Bonus Health
+65 Base Health

Spells:

1 2
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

The Chain Warden of Botlane

By Razing42
Recent Changes
This chapter will contain information about recent changes in patches that are relevant to Thresh.

14.15 changes:
Abyssal Mask gets some changes; 2300gold->2500gold, 20% MR shred->30% MR shred and 600 Unmake radius->700 Unmake radius.
So in exchange for the price going up 200gold the radius is now larger than Caitlyn's auto-attack range and the MR shred increases by 50%. These make the item a much better option for when both teams have magic damage and the enemy has a tank or two who are building MR.

All boots also get nerfed: Ionian Boots of Lucidity +100gold & -2 summoner spell haste.
Boots of Swiftness +100gold.
Mercury's Treads +100gold & -5 MR.
Plated Steelcaps +200gold & 8% damage reduction from AA->10% damage reduction.

The price increases kinda suck, but the tank boot nerfs hit even harder, Plated Steelcaps are now worse than what they were back in 14.9 (1100gold, 20armor & 12% damage reduction) and Mercury's Treads are getting nerfed 200gold in cost and stats combined.

So I would lean even more into buying Ionian Boots of Lucidity and Boots of Swiftness even more than before.

14.14 changes:
Warmog's Armor goes from needing 1300 bonus HP ---> 1500 bonus HP. Generally this means that you will need to buy an extra Ruby Crystal to unlock the passive.
Still a very powerful first item if you're ahead.
Why play Thresh?
PROS
+ Very strong early
+ Good engage and disengage tools
+ You will have a lot of agency
+ Very fun to play

Thresh has always been present in the support meta and the reason for this is that his kit is flexible and allows multiple different playstyles.
If you want to play a support champion that can save teammates, lock down single targets very effectively or control multiple enemies with a 5-man Flay then you should consider learning to play Thresh.
CONS
- Very skill dependant
- Will struggle with weak adc
- Has no sustain
- Gets outscaled by enchanters

Thresh has a very high skill ceiling. This means that you will need to spend a lot of time learning his kit to be able to pilot him effectively. You also have no sustain in lane so if you're playing against a long range lane it can be difficult to get any action going in the botlane especially if you can't access the bushes.
Keystone Cheatsheet

GUARDIAN
Great into most matchups.

AFTERSHOCK
Necessary against engage support.

GLACIAL AUGMENT
Fine vs double ranged or dive.
Guardian is great against most matchups as you can fairly easily decide when to proc it as you're ranged and can more easily space with your Adc so it won't get wasted, you can also proc it with your Dark Passage from range.
Aftershock is necessary against engage matchups such as Leona or Nautilus as it will allow you to facetank their engage and create space for your Adc. It will also help in later fights to make sure you don't get oneshot as easily. If you're the only tank/frontline on your team you need it even more.
Glacial Augment helps in double ranged matchups as you make it harder for them to run away from you when you engage on them and also against dive comps as it will make it easier for your carries to kite them when the divers are slowed.
Runes: Resolve

RESOLVE
Guardian is really effective as it will help you protect a single teammate more and you can easily use it with your Dark Passage from long range.
Aftershock makes you tankier after you immobilize an opponent, which will allow you to buy more space in front of your team or in lane vs another engage support.
Font of Life just got really nerfed and it's no longer a significant heal. It's still the best choice, but you can consider taking Demolish if you think you can get extra plates from it.
Bone Plating reduces damage taken in a quick trade, but against a botlane that can easily proc it on you without putting themselves in too much danger then Second Wind gives you more sustain against the poke matchups.
Overgrowth gives you a considerable amount of health in the late game. You need to take this rune if you're going Warmog's Armor.
Unflinching is an ok choice if the enemy has a lot of CC uptime and both AD and AP in the laning phase.
Alternatively you can go Revitalize if you like going Guardian and Locket of the Iron Solari into Redemption.

INSPIRATION
Biscuit Delivery is going to give you some mana and health sustain which will help Thresh in the early game. Cosmic Insight gives you summoner spell haste which allows for more aggression. Hextech Flashtraption is also a good option for catching your enemies off guard.

PRECISION
This is an alternative secondary rune tree for when you're going to buy Warmog's Armor first that I've been experimenting with.
Taking Legend: Haste makes up for the lack of Ability Haste when going Warmog's Armor.
Triumph is the only other decent rune in the Precision tree left, but it synergizes pretty well with all of the Max HP you'll be getting. It also gives a little extra gold to help with buying such an expensive first item.
Your rune shards are going to change depending on how you prefer to play. Personally I like going Ability Haste, Health Scaling and Flat Health. But you can take a second Health Scaling if you want to be a bit greedier against safer botlanes.
Runes: Inspiration

INSPIRATION
Glacial Augment allows you to catch people even easier thanks to the slow and it also works really well defensively as it reduces damage to your teammates by 15% from those affected.
Hextech Flashtraption can catch your enemy off guard and lead to more picks. Stay out of vision while channeling it like in a bush or behind a wall.
Biscuit Delivery will keep you healthier and gives you a lot of mana in a pinch in the early game which is when Thresh wants to fight. Use the biscuits when you have low mana to get the most value from them.
Cosmic Insight will give your summoner spells more haste which will enable more aggression.

RESOLVE
First you have to choose either Second Wind or Bone Plating depending if you're up against poke or engage in lane.

Then Overgrowth is going to be better choice in general and will be needed if you're planning on buying Warmog's Armor, but Unflinching is fine if the enemy has a lot of CC in the laning phase and split damage types, but I would still recommend Overgrowth.
Your rune shards are going to change depending on how you prefer to play. Personally I like going Ability Haste, Health Scaling and Flat Health. But you can take a second Health Scaling if you want to be a bit greedier against safer botlanes.
Items
Roams & Regen
Warmog's armor is a really strong item right now for all tank supports as it gives you a lot of regen and MS to make it easier for you to stay on the map and roam without needing to recall in between skirmishes. It also gives you a lot of HP so you'll be quite tanky despite not having many resist stats. It does however not have any Haste which can feel bad on Thresh.
Great defensive item
Locket of the Iron solari is still a fantastic item that helps you protect your teammates. This is just a fantastic item that should always be at the back of your mind.
Chivalry isn't dead
Knight's Vow is tailor-made for Thresh, it gives you great stats for the cost and helps you peel for your fed teammate and keep them alive (and get some healing for yourself as well).
Stickiness
Zeke's Convergence creates a slowing field around you which makes you sticker and harder to kite away from.
Speedy roams
Trailblazer is an ok item that gives you and your teammates movespeed to cross the map faster. Consider this a budget Warmog's Armor so don't buy both of them.
Big teamfight heal
Redemption is a great teamfight item, it helps in keeping your entire team alive during a fight. Don't be afraid of using it before a fight if you're about to take an objective.
Anti AD item
Armor, haste and even mana are all good stats on him and the added benefits of the passives make this a really compelling item when facing multple AD or AA based champions.
Anti AP item
Abyssal mask gives you a lot of magic resist and health for its cost. It also enables your ap carries to do more damage.
Anti hard CC item
Mikael's Blessing gives you more oppurtunities to peel your team if the enemy has some hard hitting CC spells e.g Enchanted Crystal Arrow or Sleepy Trouble Bubble.
Great objective vision control
Vigilant Wardstone should always be your final item if you get this far. It gives you more wards on the map, more control wards in your inventory and some nice bonus stats as well.
Abilities
  • Passive: Damnation
    Full Ability Description

    Thresh doesn't gain any Armor per level, in return enemies dying near him periodically drop souls for him to pick up each giving him 1 AP and 1 Armor.

    General tips
    Each soul has a gold value of 40 gold so don't underestimate them.
    You can use your Dark Passage to pick up souls from a safe distance, beware of wasting the CD if you might get ganked though.
  • Q: Death Sentence
    Full Ability Description

    Thresh's most iconic spell, the hook. Used for making picks and peeling threats off of your carries. Lowers the cooldown whenever you hit an enemy.

    When you hit an enemy you tug them in twice before letting them go, but you can recast your Death Sentence to dash towards them instead.

    General tips
    If your enemy has Cleanse you should hold your Ignite until after they Cleanse your Death Sentence. This way they don't Cleanse two things at once.
    Try to pay attention to where the enemy wants to dodge and try to learn the dodging patterns of your enemies. If you notice that the enemy Adc doesn't dodge, but the Support dodges to the left keep that in mind for when you aim the skillshot.
  • W: Dark Passage
    Full Ability Description

    Probably Thresh's most powerful spell. Can be used to very easily reposition your teammates either for the purposes of peel or for followup on your engage. Also gives a shield that scales off of your souls from Damnation.

    General tips
    Place the Dark Passage in the direction your teammate is running. This makes it easier for them to click it and harder for the enemy to block it with a ward.
    You can use your Dark Passage to check bushes or over walls instead of facechecking.
    Your Guardian will be active on a teammate when you shield them with Dark Passage from range.
  • E: Flay
    Full Ability Description

    An incredible tool that will separate the good Thresh players and the great ones. Can be used as a simple knockback for peel or to lock people down for longer or you can utilize it further by cancelling dashes such as Rocket Jump or Elastic Slingshot.

    It also has a passive that makes your AAs deal more magic damage based on your souls and total AD.

    General tips
    If you're playing against a short range botlane you can put one or two more points into Flay and maybe take an extra Adaptive Force so your AA will do some more damage.
    Hold your Flay for just after your Death Sentence ends against certain champions like Kha'Zix, this way you are more likely to cancel their escape ability which they are most likely spamming while they're CCed.
  • R: The Box
    Full Ability Description

    Thresh summons a pentagon which damages and slows the first enemy hit. Subsequent enemies just gets slowed for half of the duration instead.

    Can be used to either help burst a squishy target during your CC or to dissuade the enemy from chasing you further.

    General tips
    After you hit a Death Sentence you can immediately cast The Box during the CC and then Flay the enemy into one of the walls for a massive slow and a decent chunk of damage on a squishy target.

Random tidbits
This chapter will have random information and tips regarding that didn't fit into the guide elsewhere.

Runes:

Taking Revitalize may look odd on Thresh as he only has a weak shield on his Dark Passage, but it will also buff your Guardian, Font of Life, Second Wind, Locket of the Iron Solari and your Redemption. The small 5% heal and shield power (+10% extra on targets below 40%hp) may not look like a lot but it will add up over the course of a game.

Assuming you don't miss a single minion death then Overgrowth will give you the 3.5% bonus max health on the wave that arrives in lane at 10:30. At that point the other part of Overgrowth gives you 45 HP. At this point Damnation will have dropped around 42 souls giving you 42 armor and AP. Needless to say that in a real game you will be missing some minions either from roaming, recalling or being forced off the wave so realistically this rune will take longer to come online.

Health Scaling vs Flat Health in the bottom row of rune shards? Generally scaling shards are worse on supports as we get less XP than other roles and we need to fight early especially on Thresh. So I would recommend taking Flat Health, however sometimes you can be greedy and take the Health Scaling.
Generally if you really need tenacity you're better off just buying Mercury's Treads instead of taking the Tenacity and Slow Resist rune shard.

Cosmic Insight lowers the cooldown of Flash by 56 seconds which will give you a large window where you will have it up and the enemy wont if you both use Flash at the same time.
Going Ionian Boots of Lucidity in addition with Cosmic Insight lowers the cooldown by 69 seconds instead.

Legend: Haste actually gives you BASIC ability haste. This means that it won't affect your ultimate abilty. On Thresh this is kind of irrelevant.
What does matter though is that the haste that you get from Legend: Haste will not show up as Ability Haste when you look at your stats in the bottom left in game so it will look like you have less haste than you actually have.
Even though it doesn't show up in your stats it still affects your cooldowns of your basic abilities.


Items:

The damage taken from Knight's Vow deactivates your Synchronized Souls and cancels your recall even if the damage is only from minions.

When in a fight without your Knight's Vow target (whether they're dead or just not in the fight) you should try to change your mark to another teammate. This way you're still getting value from the passive. Another thing to remember is that the target doesn't have to be your adc. If your adc is super behind while your midlaner is smurfing you should change priorities. Don't get stuck in the mindset of having to support only your adc!

Solstice Sleigh is not a heal it only gives bonus health, so it is not affected by grievous wounds or heal & shield power. Think of it as a mini Wild Growth.

If you finish your support quest and are starting to have regrets over your choice of item (whether you missclicked the wrong item or think another item will have more value) you can sell your Solstice Sleigh and buy Celestial Opposition from the shop. This does cost you 240 gold because you only get 160 gold from selling your item and it costs 400 to buy it again so it's not super ideal, but it is good to know for those awkward times when you accidentally click the wrong one or get into a really long game. Generally I'd say that Solstice Sleigh gets outscaled by Celestial Opposition.
Selling your support item does NOT remove the wards that you have placed on the map.


Abilities:

Generally starting with Flay is best as it gives you more power and allows for both proactive trades and defensive peel, however when playing against a double ranged botlane I like starting Death Sentence as it gives me the opportunity to catch the enemy off guard level 1.

When you hit a Death Sentence on someone don't immediately use Flay. Instead wait for your Death Sentence to tug them in twice and then Flay them right after your Death Sentence ends. This way you can CC them for longer and potentially cancel their dash/jump with your Flay. Most people will be spamming their escape button during your Death Sentence so this way you will be more likely to cancel their Rocket Jump for example. If you're struggling with the timing then spend a few minutes in Practice Tool and you can get it down pretty fast.

Thresh's Adaptive Force stat is automatically AD and will not change to AP no matter how many souls he gets from Damnation. The only way to change Adaptive Force to AP is by buying an item that has AP like for example Shurelya's Battlesong.
Other guides
Check out my other guides if you'd like!

Embrace the depths
Warm hugs for everybody!
Special thanks
Special thanks to jhoijhoi for their great guide to coding.
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League of Legends Champions:

Teamfight Tactics Guide