Thresh will not tug if the target is too close to him. Thresh will turn his facing direction towards the cast direction only after Death Sentence's cast is complete. This prevents the enemy from knowing where exactly Thresh is aiming at before the cast animation is complete. Death Sentence triggers on-cast effects such as Spellblade and stacking Force Pulse once at the start of the cast, and once at the end of the cast.
It may trigger on-cast effects a third time when casting Deathly Leap. This is because a separate spell is cast to prevent Thresh from facing towards the target direction immediately, which is incorrectly flagged to trigger on-cast effects. If Thresh or his victim move too far away from one another, Death Sentence will show its cooldown prematurely, preventing Deathly Leap from being cast.
This behaves similarly to a tether range. If Thresh is already outside the maximum range when the scythe lands and the hook is created, Death Sentence will not be on cooldown bug , however actually casting Deathly Leap will cause it to fizzle unless Thresh has walked into range again.
Death Sentence cannot be recast while grounded or rooted. Death Sentence can be recast even while the target is untargetable. Only Death Sentence's first chain tug puts the target airborne.
Thresh will not tug at all if the stun is not active on the target or if he used the recast. Spell shield will block all of Death Sentence's effects, including the hook as well as prevent the cooldown reduction. Death Sentence's stun duration is affected by tenacity but the hook will always persist for 1. Death Sentence's stun will persist even if Thresh dies before the duration ends.
The tug will not occur as Thresh is not alive. Edit Dark Passage. The ally, while dashing, will track Thresh if he changes locations.
The lantern is considered a unit and can be targeted by an allied Teleport , Leap Strike , Shunpo , and Safeguard. It is untargetable to enemies. The lantern's duration and maximum leash range are each displayed as a circle on the ground. Dark Passage is special cased to trigger Guardian. Since the ally needs to select the lantern, it would be best if it is thrown somewhere where other units cannot obstruct it.
On the other side, enemies may create targetable units on top of the lantern to impede allies from grabbing it i. Edit Flay. Minimum Bonus Magic Damage: 1. Flay's effects start at the start of the cast time. Thresh can cast other spells once the cast time completes, but remains unable to attack and move and use mobility spells such as Flash until the chain completed its way entirely. Applies area damage on the ability and deals proc damage on the enhanced basic attack. The knockback's airborne debuff is set to last longer than the forced movement, but gets removed as soon as the forced movement from Flay ends or is overridden by another.
Flay's passive's buff icon changes colors depending on charge level. Edit The Box. Targets are immune to breaking a new wall for 1 second after breaking one.
The Box is always placed at the original cast location. The Box always uses quick cast , regardless of player settings. The Box always faces into the same direction one of the walls is due North, and spreads West-East.
The cast indicator does not show this behavior. The corners of The Box are placed units around Thresh. Each wall is Each wall passes Flay Minimum damage per soul increased to 1. Maximum damage per soul increased to 1. Health growth increased to 95 from Pulsefire Thresh Death Sentence Added width indicators.
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Do you like this video? Play Sound. For all effects with crowd control removals, see Crowd control Removal. Summoner spells : Ignite Does not remove the Grievous Wounds debuff. Cleanse cannot be activated while under the effects of suppression or stasis both disable all summoner spells from use.
Strategy Its primary function is to remove active crowd control effects, allowing the champion to continue pursuit or escape. Blitzcrank has no particularly helpful tools outside of his Q so if he misses it, you're not doing much. A good Bard is a joy to lane with. His stun can set up free hooks or autos and his poke can be really, really strong. HIs heals are also nice and also give a speedboost. The biggest downside to Bard is he's not tanky and can't frontline.
Sona has no hard CC outside of her ult but is vulnerable to hard engage. About the only thing she can do is provide occasional heals and poke, which lets you probably survive lane but not win it. Great pick with Thresh. Braum has solid crowd control, is very tanky, and can block a lot of damage with his shield. He also has a great engage with his ult.
He's just as good as Nautilus and Leona so it's an ideal support for sure. The Morgana lane really isn't that great. On one hand, if she lands Qs it sets up free hooks, autos etc. On the other, she has no hard cc outside that until 6 and even then it's not that great. Not the best for crowd control, she still has a root and lots and lots of damage. Pretty good to all in with if not the best at prepping it.
Alistar's engage is really nice and if he's good he can headbutt enemies into your auto range or away from you if you're getting all-in'd. Not as good as Nautilus and Leona because he's not great at holding people still. Not a bad choice though. Also heals.
Revive and speedboost are nice. He's very squishy and has inconsistent poke though. His slow or double bomb can set up an all in. Morgana's entire kit counters Thresh in one way or another, yet this is not nessecarily a loss. It's a skill matchup to a certain extent. Morgana's spellshield has a very long early game cooldown several seconds longer than Death Sentence lvl 1 and if used on your hook - it won't block your engage.
If you can't dodge it, you'll quickly run into trouble. Consider banning if you think you can't handle her. Sivir is a pretty annoying champion who can deal a lot of poke far behind minion waves and can nullify your entire engage with one button. She takes a while to run out of mana, and will never run out once she has Essence Reaver, so she'll rarely be too oom for spellshield.
Probably Thresh's hardest counter because she will always save spellshield for your hook. Her ult is also very annoying as she can run you down with it or run away if you somehow manage to get on top of her. She doesn't have a high pickrate so it isn't worth to ban her. Not a dumb champion, but a very annoying one. Janna can disrupt Thresh's entire engage with Q and ult, can shield an ally from his damage or the adc's , and can heal in a big fucking AOE for like, a lot of health.
She has decent earlygame poke, which is annoying, but Thresh will beat her quite hard pre After which killing anyone on her team becomes significantly more difficult. Lvl 1 pokebot but that's about all. Her hitbox is only slightly smaller than Canada think Greenland - which is also difficult for NA Threshmains to miss.
Super, duper, ultra squishy and dead if you hit basically anything and if she doesn't have flash. She will outscale you so keep that in mind. She has pick potential with her ult.
Cancer but beatable. His stun is his only escape and he's somewhat weak pre Redemption and locket will be necessary in this lane. Probably a threat in low elo because adcs never dodge his pillar and, usually, don't dodge his stun. Alistar's engage can be flayed but its a very fast animation meaning you must predict it. He's hard to kill but much less versatile than you. Heavy cc and tankiness but less utility. He also has a hitbox the size of Canada, which is good because even NA threshmains can't miss it.
Only danger is if he hooks your adc or manages to get a nice ult when the enemy jungler is around. Lantern away in both cases. Re-engage potential is strong. You can also poke him lvl with autos. Becoms hard post 6. Lux is pretty annoying with her light binding and undodgeable Q poke but that's about all.
Like any squishy mage you can stomp her hard earlygame, which means the matchup is automatically in your favor. Braum's stun and that thing where he jumps to his ADC and shields all incoming damage is pretty annoying. He's also tanky and his Q poke is surprisingly decent. His ult is also a problem if it's combo'd with another AoE such as Ezreal ult - overpowered as shit btw. This will force you to flash. The slow and knockup from it also counters the cc from your box. That said, he's just not a particularly big problem.
Thresh has greater utility and just as much cc, in addition to being able to poke lvl Lantern also, arguably, allows Thresh to peel his adc harder than Braum can. Avoid getting stunlocked out of position and you should be fine. His engage and disengage dashes have fast animations can be difficult to cancel. If you do you can set up a very free kill with EQ combo. Earlygame poke can be a problem. Her silence can also deny your engage but she can't do much if flashed on.
Focus her in fights. Ezreal is pretty annoying for Thresh to deal with. I've done some predictions which you can find in the videos in this guide of Ezreal E. But I've also had my share of boosted moments where I miss or they don't E and it's just not fun. Ezreal can be especially oppressive if he's got the right support.
Hook where his axes land, he'll always try to pick them up. Don't be overconfident, he has a speedboost and a displacement tool. He's also hard to kill and can block your abilities with his big hitbox. She doesn't handle hard engage very well though.
Similar to Soraka. Zilean is my counterpick to Thresh and he should be considered as such for any player. After that, Zilean will hard outscale. Oh and did I say he does, exclusively, magic damage? Because he does. Yes, magic damage, the thing that tanks cannot itemize against.
Blitz is a pretty tough matchup for Thresh. His hook outclasses your hook and he's a lot, lot tankier earlygame so if you hook him he's probably fine.
But if he hooks you, you're burning flashes. You can save ADC with lantern, though his ult will break any of your shields. Difficult due to how tanky Leona is. Post 6 is hard because she can catch you with her ult-E combo.
Can easily deny her pre 6 engage with flay. Poke with autos lvl 1. Flay away if she starts E and engages. Vayne is a bullshit champion who can tumble every few seconds, at low mana cost, to dodge your chains.
Condemn does ridiculous damage with press the attack both need to be nerfed and can deny your engage. Lategame she will melt all tanks with a handful of autos due to how retarded her kit is. Lock her down early when she is very weak and she will have trouble coming back. High threat level just because of how much damage he does. His turret can also block your hook and his long ranged root is obnoxious to play against. That said, he has no escapes and can be effectively locked down with a good EQ combo.
Caitlyn has long range, a dash, and some very annoying crowd control with her traps. It is, however, possible to flay her dash into a free hook. Don't get poked down and you can look for opportunities to engage. Pre 6 depends on the Yuumi's positioning and the safety of the ADC they're playing with. It is possible to catch her with a hook while she leaps back to her carry. Post 6 can be difficult as the hard cc from her ult can deny your engage. Maokai has tons of crowd control and is impossible to kill.
By WQ'ing you or your adc he can deny your entire engage. His ult can counter your ult, but only if you get caught by it. His saplings can also provide vision for incoming ganks, can deny your engage they also slow , or can just poke you or the ADC from bushes. A good Draven is gamechanging with Thresh. You can set up kill after kill after kill for him and can lantern him out if he chooses to towerdive.
This is a classic lane and one of my favorites. Kalista can ult Thresh throw him into a 2v2 for a free box, flay, hook combo. Devastating if played right. She can jump to your lantern.
She can also dash to your lantern. Very strong synergy. MF has pretty good poke and her slow can set up a flash engage with flay or hook. Jhin's downside is his auto resets are very slow.
The upside is he has high burst and can root enemies for very free hooks or flays. If Thresh positions correctly he can hold enemies still for Jhin to hit with his ult.
Only synergy here is Ezreal can arcane shift to your lantern. His kit relies primarily on poking and not all-ins so there are plenty of better options. Ahri has a bunch of dashes and can poke you from behind minion waves. Her charm is extremely annoying and can be tricky to dodge since you can't farm from long range. She can also dodge your combo or just your hook with ult.
His turrets block your hooks and Thresh's immobility and short range makes it difficult to avoid his stun. You also lack the damage to efficiently clear his turrets although you can pull them under turret with Q. Unplayable if he's good. Earlygame, lvl , you will have the damage to trade with her and even beat her. However her damage quickly outscales yours and she will become dangerous. Make the most of your range advantage and repeat kill her so she can't kill you.
Take electrocute and ignite. Potentially beatable early levels due to mediocre damage and mana issues. Lane becomes difficult once she has her miasma and much harder post 6. Take electrocute and nullifying orb. AD Thresh mid isn't the worst vs Lux, provided you can reliably dodge her light binding. Getting hit by it will set up a free Lux Q leading to you losing half your health.
Ryze can be difficult due to his high waveclear, damage, and mobility with phase rush. His range isn't great though meaning you can probably combo him repeatedly with protobelt flay and ult. Veigar is fairly easy pre 6. Use that time to constantly bully him because post 6 will be very hard. His cage counters your W and Q dashes!
You also can't protobelt through it. Extreme counter. His 20 second cd pool completely counters Thesh's sec cd ult. He out sustains any of your poke and can burst you from full health. You can combo him hard when his pool is down though.
Sylas isn't as bad as the others because he is melee, allowing you to poke him somewhat frequently early on. Post 6 will be difficult as your ult isn't terrible for him to steal high base damage in single target 1v1s and his W healing can bring him back to full hp in one click.
Her clone can block your hook and also makes her briefly invisible. You can flay her ult. Rush seekers and stopwatch so you don't die to his 6. Thresh's armor stacking is pretty good against Zed and you can cheese kill lvl with doran's blade. Diana has extremely high burst which should not be underestimated. She lacks aoe and range, however, and can be outplayed early.
Borderline unplayable, stopwatch is mandatory in this lane. Fizz is like Vladimir as he can completely counter your ult with a much shorter CD ability and is generally hard to hit with any cc. One of the few matchups which isn't much of a problem. That's hard to pull off with Thresh's cc anywhere near the tower. Flay interrupts her dashes and stunning with hook can stop her R. Not as hard as Lucian top but still dangerous due to his powerful all in potential. Can hard engage on him with protobelt, flay, and ult.
He's not hard to burst but can blow you up from beyond the grave. Once again, zhonyas is important! He has surprising early burst but can be hard countered by Thresh's crowd control. Thresh ult counters his ult and it's generally not hard to hook or flay him out of invisibility.
The main issue will be his roams Please check back soon for detailed counter information. When new champions are released we need time to gather their data. Join or Log In. Join the leading League of Legends community. Create and share Champion Guides and Builds. Login Social Login. Create Account Social Register. Vote Vote. Guide Discussion 21 More Thresh Guides. Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
I liked this Guide. I didn't like this Guide. Vote Comment. Comment Would you like to add a comment to your vote? Thank You! Choose Champion Build:. Ranked 36 in Support Role. Doran's Shield Health Potion. Turbo Chemtank. Death Sentence Q Q. Dark Passage W W. Flay E E. The Box R R. Extreme Major Even Minor Tiny. Show All. None Low Ok Strong Ideal. Extreme Threats. Ideal Synergies. Ideal Strong Ok Low None. Spells: 1 2 3 4. Noonquiver Boots. Rapid Firecannon Infinity Edge.
Doran's Ring Health Potion 2. Doran's Blade Health Potion. Dark Seal Health Potion 3. Ionian Boots of Lucidity. Gathering Statistics Please check back soon for detailed counter information. Thresh Passive. Grasp of the Undying. Bone Plating. Biscuit Delivery. Time Warp Tonic. Second Wind. Dark Harvest. Cheap Shot. Ghost Poro. Ravenous Hunter. Coup de Grace. Font of Life. Cosmic Insight. Manaflow Band. Ingenious Hunter. Nullifying Orb. Pauldrons of Whiterock.
Knight's Vow. Thresh's Top Runes. Cast Your Vote Today! Join MFN. Apparently people really liked it and within a few months it was upvoted to the second highest rated Thresh build on Mobafire for a few weeks. That was really surprising but when you've got a big enough YouTube presence I guess anything can happen. Recently I decided to do a complete overhaul of the guide - with information on how to play Thresh in all roles so you can climb to challenger, with the best advice possible.
Normally I'd rely on my editors to do this sort of thing but I was like nah man, Bunny's gotta do this one himself. And that's exactly what I did. And honestly, I've learned a lot about Mobafire's formatting and BB code while trying to put this together. But I've definitely got a better feel for BB code and Gimp, which I used to create most of the 'fancy' text and make the images look edgier, cooler, all that good stuff.
I hope you find this guide useful, and if not useful, entertaining. Guys, guys, guys , I love you guys so much that I've decided to import some of my Thresh wisdom to Mobafire. Just kidding, but for real, we have got so much to talk about with this champion. We got hooks, lanterns, flays, setting up plays with The Box everything. All that information and more is below. It's all part of the Secret Hook Formula, as promised, and once you're through with this guide you'll know all about the mechanics that make my plays possible.
Alrighty to start lets begin with Thresh top, which is definitely one of my favorites, and we'll go from there. Thresh Top is what you'd call an 'off meta' pick and while it isn't the greatest it can work for a couple reasons: Range. Thresh 's autoattack range is which is considerably higher than virtually every toplaner.
Mages and ADCs are the problem here. Excepting those lanes, Thresh can avoid trading in seemingly unfavorable lanes - or win trades - due to his range advantage. There are a few bruisers who can reliably get on top of you, and in that case, build defensively and play safely. Thresh 's passive, Damnation gives him free armor and AP, both of which counter most toplaners who do physical damage and are susceptible to magic damage which is what Thresh deals anyway.
At around min Thresh 's soul passive will outscale most of the toplaners in terms of armor gained. By 25 minutes, if you're collecting the souls you'll outscale the tanks too. This becomes even easier with The Box and Flash up. Land anything and at the very least you'll force Flash or secure a kill.
Just funnel your jungler if you can't win lane. It's easy! I haven't made any Thresh top videos personally but if you want to give my very good friend AdmiralMunson some love he's starting out on YouTube, making some good content like the video below. Check it out! Play Video. Thresh ADC is also an off meta pick that has seen some play from low to high elo since his release in season 3. It's generally regarded as a meme build due to the emphasis on oneshots Thresh 's classification as a support.
Thresh also works well with most supports particularly Pyke , Blitzcrank , Nami , and Leona due to the utility in his kit and can easily set up ganks with Death Sentence , Dark Passage , or Flay if not all 3. The double hooker botlane is always a classic, and a pretty hot one too heheh don't kill me. Early plays can give Thresh free kills, allowing him to snowball the game pretty hard. The biggest downside to ADC Thresh is his lack of range. Thresh , on release, had range which was just good enough to allow him to be a meta ADC this was in season 3 as well as a support.
Now it's Another is Thresh 's really slow autoattack windup. However, with the addition of Rapidfirecannon and Stormrazor ironically it's better on Thresh than any other champion Thresh ADC can work as a one-shotting assassin where you stack all of your damage on the 1st autoattack.
Just don't expect to top the damage charts with this! Play Video Play Video. Thresh 's traditional role. Per leagueofgraphs. And if you are not a onetrick , or actually want to climb in ranked , that's where you should play him. I am a onetrick and because I am that means I'm allowed to do a lot of really dumb stuff with this champion and get away with it. However, most of you are not onetricks Thresh support is where you should start - in ranked at least.
Thresh is an excellent support who excels at playmaking and picks. He is also one of the hardest supports to play, and master, in the game. Thresh is very skillshot dependent, with long cooldowns on his abilities. Landing Death Sentence is particularly important to doing well with Thresh - it's the most powerful ability in his kit with Dark Passage as the runner up.
Some of Thresh 's hardest counters are Zyra , Brand , and Sona for this reason. This video gives a general overview of my thoughts on Season 10 Thresh but for the latest info on what to build, what to buy, matchups all that good stuff, check out the build paths above and the description below!
Thresh mid is probably one of the worst things you can ever play. That said, it's Thresh and it's fun. And fun is what we're all about since most of us aren't getting out of silver anyway. AP caster, AD burst, or 0 damage tank. You're basically a tankier Thresh support with a Bami's Cinder or a Sunfire Aegis depending on the game.
As for AP Thresh, it's been best described as squishy Thresh support with a little more damage. As I've said, it's just about the worst thing you can ever play.
But that hasn't stopped me so why should it stop you? This is Mobafire after all, where Silver teaches Bronze. Problem is, some midlaners Irelia , Twisted Fate etc. Or if they take Doran's Ring they'll have more potions than you anyway and can sustain through your initial burst. Since Thresh has no dps and minimal poke it's hard to follow up. AD Thresh mid abuses the awful base stats most mages have i. The video below is also a great example of what I want you guys to be building on Thresh mid OK?
Watch and learn. Thresh gains 0. That is - if Thresh has souls he gains 75 bonus armor and AP while his autoattacks deal bonus magic damage every autoattack. His Dark Passage shield also shields for more damage.
Thresh , unlike every other champion, does not gain armor per level. He gains armor through collecting souls. You can use Dark Passage to collect them if you're being denied say vs. Yasuo or Teemo. His soul collection compensates for that. That's why it's important to collect the souls!
Landing a Death Sentence stuns the target for 1. Thresh can reactivate Death Sentence to 'leap' to his target, possibly using Dark Passage to take an ally with him. Death Sentence can be blocked by Yasuo 's Windwall but interrupting the channel will not stop the hook.
For example, Udyr 's Bear Stance cannot stop your hook as long as you cast it before his stun. Death Sentence is difficult to land, mainly due to the windup, and you will have to spend a lot of time practicing to land it even half the time.
It is Thresh 's signature ability and without it you won't be much use in teamfights - particularly as a support or toplane tank. However, Death Sentence isn't as important if you're building Thresh as an assassin or an ADC, where you'll be spending most of your time autoattacking rather than using your abilities.
In fact, it's generally better not to spend time hooking etc. There is no ability that gapcloses, or distances, more efficiently than Dark Passage. This stupid ability allows Thresh to rescue allies from seemingly impossible situations or certain death. The shield is big enough to tank the damage from Ignite , minion aggro, at least one tower shot, and some enemy abilities.
Aside from rescuing idiots or re-positioning, Thresh can use Dark Passage to gain vision in bush or fog of war and collect nearby souls. Once placed, Dark Passage is coded as terrain although very small and can disrupt movement or block enemies.
At least, the active doesn't. Flay 's active is a rectangular displacement directly around Thresh , which can be cast in any direction. Enemies hit with Flay will be displaced in the direction of the cast - taking minimal damage unless you're full AP Thresh?
Death Sentence is flashy but Flay is just as useful for making big plays. A good Flay can displace multiple people - the whole enemy team if that's who it hits - and can set up an easy Death Sentence. Hook first, ult, and then flay the enemy into The Box for a bunch of magic damage. Ignite for the kill This is one of many plays you can pull off with Flay. Flay is also an excellent peeling tool and can be used as an escape, although not a very good one the slow only lasts 1 second.
What Flay is better known for are oneshots. Just add in Predator or Dark Harvest for maximum memes. That's Flay. Good for utility.
Great for memes. Use appropriately FLAY.
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