
Thresh
Thresh collects souls from enemies that die nearby, gaining permanent armor and ability power.
- Damage5
- Durability6
- Magic6
- Difficulty7
- Mobility3
- CC8
Counters by laneEach lane has counters + tips
Top
Jungle
How to play as Thresh
Jungle: track Scuttle, gank weak lanes, scale to objectives.
How to beat Thresh
Jungle: ward objectives, never walk blind into brush.
Strong against
No data yet
Weak against
No data yet
Mid
ADC
SupportPrimary
How to play as Thresh
- Hook (Q) priority targets — first hit pulls Thresh in, second pulls them
- Lantern (W) to save allies — bonus shield + dash to your position
- E (Flay) repositions enemies — knockback or pull-in either direction
- Passive farms minion souls for permanent uncapped armor
- R (The Box) wall AoE — slows and damages anyone breaking through
- Build Locket Enchant + Knight's Vow + Zeke's Convergence for team utility
How to beat Thresh
- Ward bushes and fog — Thresh hunts from stealth
- Dodge Q (Death Sentence) hooks — his entire kit hangs off it
- Watch for W (Dark Passage) lantern — his ally shields and ports to him
- Buy Mercury's Treads vs E (Flay) knockback
- Focus him in fights — squishy with no resists
- Save Flash for Q hook — it'll save your life
Abilities
Damnation
PCInnate: Thresh's armor does not increase through growth (per level).
Innate: Enemy champions, large minions and large monsters that die near Thresh drop a Soul for 8 seconds. Epic monsters drop 2 Souls while lesser minions and monsters have a 33.3% chance to drop a Soul.
Thresh automatically collects Souls near him or a placed Dark Passage.
Death Sentence
PCActive: Thresh throws out his scythe in the target direction, becoming lockout to move or attack while it is in flight.
The scythe catches the first enemy hit to deal magic damage and stun and true sight them for 1.5 seconds, as well as reduce Death Sentence's current cooldown by 2 seconds. Thresh will also mark the target Shackled for 1.5 seconds, during which he is unable to declare basic attacks, and is slow by 20% for 1 second.
While the target is stun, Thresh tugs twice over 0.8 seconds, airborne the target a short distance with each tug. After 0.5 seconds of hitting an enemy or instantly after hitting a minion or monster, Thresh can recast the ability while the target is Shackled, which will cause him to stop tugging.
Dark Passage
PCActive: Thresh throws his lantern to the target location over 0.5 seconds, lasting for 6 seconds while he remains nearby and granting sight of its surroundings. If Thresh moves too far away from the lantern, it returns back to him immediately.
Thresh and the first allied champion to come near the lantern are granted a shield for 4 seconds. An ally can select the lantern while in proximity of it, dash to Thresh and gaining the shield.
An ally cannot select the lantern while immobilize, ground, or silence. The lantern will not expire from Thresh moving too far away if he is dashing with Deathly Leap.
Flay
PCPassive: Thresh's basic attacks are empowered to deal bonus magic damage, with the AD ratio increasing over 10 seconds without basic attacking enemies.
Active: Thresh sweeps his chain across the ground in a broad line and a radius around him, starting behind him and towards the target direction. Enemies hit are dealt magic damage and airborne 200 units in the target direction, and then are slow for 1 second. =====
The Box
PCActive: Thresh erects a pentagon of spectral walls around him that each last for 5 seconds. A wall will break upon enemy champion contact, dealing magic damage and slow them by 99% for 2 seconds. After the first wall breaks, the rest will deal no damage and slow for only 1 second.
Enemies that break a wall cannot do so again for 1 second.











