*I know it may sound noob to go good hands (because logically doesn't make sense), but I've found that 10% cd on death timer makes or breaks games (getting to baron to ward, defending base with homegaurd boots, or pushing as quickly as possible when enemy team is down). The +2/+2 is good, but not game breaking like good hands can be.
Summoner Spell
Exhaust
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.
Exhaust
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Death Sentence
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 80/120/160/200/240 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
Cost
80 Mana
Range
1075
Cooldown
18/16.5/15/13.5/12 Seconds
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 80 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 120 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 160 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 200 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 240 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
Dark Passage
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 60/95/130/165/200 (+0.4*AP) damage. Allies can only receive the shield once per cast.
Cost
50/55/60/65/70 Mana
Range
0
Cooldown
22/20.5/19/17.5/16 Seconds
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 60 (+0.4*AP) damage. Allies can only receive the shield once per cast.
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 95 (+0.4*AP) damage. Allies can only receive the shield once per cast.
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 130 (+0.4*AP) damage. Allies can only receive the shield once per cast.
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 165 (+0.4*AP) damage. Allies can only receive the shield once per cast.
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 200 (+0.4*AP) damage. Allies can only receive the shield once per cast.
Flay
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 80/110/140/170/200% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 65/95/125/155/185 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 20/25/30/35/40% for 1.5 seconds.
Cast forward to push; cast backward to pull.
Cost
60/65/70/75/80 Mana
Range
500
Cooldown
9/9/9/9/9 Seconds
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 80% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 65 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 20% for 1.5 seconds.
Cast forward to push; cast backward to pull.
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 110% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 95 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 25% for 1.5 seconds.
Cast forward to push; cast backward to pull.
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 140% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 125 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 30% for 1.5 seconds.
Cast forward to push; cast backward to pull.
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 170% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 155 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 35% for 1.5 seconds.
Cast forward to push; cast backward to pull.
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 200% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 185 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 40% for 1.5 seconds.
Cast forward to push; cast backward to pull.
The Box
The Box
Trap enemies inside walls that slow and deal damage if broken. Creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer 250/400/550 (+1*AP) magic damage and are slowed by 99% for 2 seconds, but break that wall.
Once one wall is broken, remaining walls deal half damage and apply half slow duration. An enemy cannot be affected by multiple walls simultaneously.
Cost
100/100/100 Mana
Range
450
Cooldown
150/140/130 Seconds
The Box
Trap enemies inside walls that slow and deal damage if broken. Creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer 250 (+1*AP) magic damage and are slowed by 99% for 2 seconds, but break that wall.
Once one wall is broken, remaining walls deal half damage and apply half slow duration. An enemy cannot be affected by multiple walls simultaneously.
The Box
Trap enemies inside walls that slow and deal damage if broken. Creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer 400 (+1*AP) magic damage and are slowed by 99% for 2 seconds, but break that wall.
Once one wall is broken, remaining walls deal half damage and apply half slow duration. An enemy cannot be affected by multiple walls simultaneously.
The Box
Trap enemies inside walls that slow and deal damage if broken. Creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer 550 (+1*AP) magic damage and are slowed by 99% for 2 seconds, but break that wall.
Once one wall is broken, remaining walls deal half damage and apply half slow duration. An enemy cannot be affected by multiple walls simultaneously.
Q
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 80 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
W
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 60 (+0.4*AP) damage. Allies can only receive the shield once per cast.
E
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 80% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 65 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 20% for 1.5 seconds.
Cast forward to push; cast backward to pull.
W
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 95 (+0.4*AP) damage. Allies can only receive the shield once per cast.
E
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 110% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 95 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 25% for 1.5 seconds.
Cast forward to push; cast backward to pull.
R
The Box
Trap enemies inside walls that slow and deal damage if broken. Creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer 250 (+1*AP) magic damage and are slowed by 99% for 2 seconds, but break that wall.
Once one wall is broken, remaining walls deal half damage and apply half slow duration. An enemy cannot be affected by multiple walls simultaneously.
W
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 130 (+0.4*AP) damage. Allies can only receive the shield once per cast.
E
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 140% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 125 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 30% for 1.5 seconds.
Cast forward to push; cast backward to pull.
W
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 165 (+0.4*AP) damage. Allies can only receive the shield once per cast.
W
Dark Passage
Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him.
Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 200 (+0.4*AP) damage. Allies can only receive the shield once per cast.
R
The Box
Trap enemies inside walls that slow and deal damage if broken. Creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer 400 (+1*AP) magic damage and are slowed by 99% for 2 seconds, but break that wall.
Once one wall is broken, remaining walls deal half damage and apply half slow duration. An enemy cannot be affected by multiple walls simultaneously.
E
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 170% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 155 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 35% for 1.5 seconds.
Cast forward to push; cast backward to pull.
E
Flay
Passive: Deal 0.4*AD-0 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 200% of Attack Damage, based on the amount of time since his last attack.
Active: Knock nearby enemies in the direction of your choice. Deals 185 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 40% for 1.5 seconds.
Cast forward to push; cast backward to pull.
Q
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 120 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
Q
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 160 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
R
The Box
Trap enemies inside walls that slow and deal damage if broken. Creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer 550 (+1*AP) magic damage and are slowed by 99% for 2 seconds, but break that wall.
Once one wall is broken, remaining walls deal half damage and apply half slow duration. An enemy cannot be affected by multiple walls simultaneously.
Q
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 200 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
Q
Death Sentence
Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 240 (+0.5*AP) magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
just curious, why wouldn't you want to run Heal instead of Exhaust. i mean for team fights late game i find heal to be very effective since it heals the whole team. couple that with Thresh's lantern and spirit of solari its like a triple threat. i mean if im wrong plz tell me because i really dig thresh and want to play him to the best of his ability
personally i dont much like supportthresh.....im more into a ap cd thresh...... and its better for support as well since u have the ap for darkpassge which helps ur team alot more then just being tanky...... from what i can see this is not much of a support build, it's more like tanky thresh instead
Thresh's Q can actually pull through walls, has happened several times with blue buff and in some other places as well, I'm guessing the wall has to be thinner than the distance one of your pull bursts does.
It's worth noting that if Thresh breaks the leash range on his lantern or if an ally uses its dash, Thresh becomes the new center of the AOE shield effect for the remainder of its duration. This lets Thresh use his lantern to collect a soul and still give his ally(-ies) a shield.
I find maxing his q really nice for early game harass. Zekes, and Wota work really well for making his q passive to tons of damage. his e I dont like much because of the cd early on, and its only really useful once you actually engage, where as the range from your auto mixed with your q passive can make some suprising damage. Of course the more souls you get, the stronger it is as well, so if you are collecting allot early on, you let the passive charge up, than auto the carry.
I would recommend MINIMUM of 3 souls every minute (about 50 souls for every 15min), to keep up the pace to be tanky...if you get used to Thresh you can easily have more than 20-to-40 souls more than the 3souls/min-Rule...
Should consider moving a point from Hardiness into Resistance instead, as it only takes 2 souls to equal the amount of armor given by a third point in Hardiness. Thresh needs more MR.
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Posted 5/15/2013 2:40:09 PMjust curious, why wouldn't you want to run Heal instead of Exhaust. i mean for team fights late game i find heal to be very effective since it heals the whole team. couple that with Thresh's lantern and spirit of solari its like a triple threat. i mean if im wrong plz tell me because i really dig thresh and want to play him to the best of his ability
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Posted 4/24/2013 4:39:29 PMpersonally i dont much like support thresh.....im more into a ap cd thresh...... and its better for support as well since u have the ap for darkpassge which helps ur team alot more then just being tanky...... from what i can see this is not much of a support build, it's more like tanky thresh instead
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Posted 4/2/2013 7:47:37 PMI don't know but I guess you could pick up dorans shield like Edward is doing. I feel its pretty damn good early on!
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Posted 4/13/2013 9:00:50 PMI'll have to try it, risky
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Posted 4/20/2013 11:54:01 AMif you can't get kills it will be uselless. otherwise with a very agressive laner you can go bonkers and tank all day
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Posted 2/18/2013 7:55:43 AMThresh's Q can actually pull through walls, has happened several times with blue buff and in some other places as well, I'm guessing the wall has to be thinner than the distance one of your pull bursts does.
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Posted 2/13/2013 8:34:47 PMIt's worth noting that if Thresh breaks the leash range on his lantern or if an ally uses its dash, Thresh becomes the new center of the AOE shield effect for the remainder of its duration. This lets Thresh use his lantern to collect a soul and still give his ally(-ies) a shield.
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Posted 2/12/2013 3:55:09 PMI find maxing his q really nice for early game harass. Zekes, and Wota work really well for making his q passive to tons of damage. his e I dont like much because of the cd early on, and its only really useful once you actually engage, where as the range from your auto mixed with your q passive can make some suprising damage. Of course the more souls you get, the stronger it is as well, so if you are collecting allot early on, you let the passive charge up, than auto the carry.
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Posted 2/10/2013 5:20:03 PMI never have any mana problems with thresh, so I start rejuvenation bead to make up for his lack of sustain.
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Posted 2/10/2013 6:34:05 PMMight be a good idea
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Posted 2/14/2013 11:56:10 PMI also don't have mana problems with Thresh.
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Posted 3/7/2013 1:18:21 AMI start farie charm and don't have any issues with mana ever. I grab everytime it comes off cooldown too
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Posted 2/3/2013 1:07:34 AMI would recommend MINIMUM of 3 souls every minute (about 50 souls for every 15min), to keep up the pace to be tanky...if you get used to Thresh you can easily have more than 20-to-40 souls more than the 3souls/min-Rule...
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Posted 2/1/2013 7:22:41 PMShould consider moving a point from Hardiness into Resistance instead, as it only takes 2 souls to equal the amount of armor given by a third point in Hardiness. Thresh needs more MR.
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Posted 2/1/2013 7:25:44 PMTechnically 1.5 souls. And once you start getting up in the hundreds of souls collected his armor is ridiculous.