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Thresh, The Chain Warden

"There are few things as invigorating as taking a mind apart, piece by piece."
―Thresh

Thresh is a twisted reaper whose hungry chains ensnare the souls of the living. A moment's hesitation at the sight of his ghostly visage and there is no escape. He leaves in his wake hollow corpses, their souls ripped loose and trapped in the sickly green light of his lantern. The Chain Warden takes sadistic joy in tormenting his victims, both before and after their deaths. His grim task is never complete, and he stalks the land for ever more resolute spirits to unravel.
Thresh carves careful, deliberate paths through Valoran. He handpicks his targets individually, devoting his full attention to each soul in turn. He isolates and toys with them, gradually eroding their sanity with his twisted, maddening humor. Once Thresh takes an interest in a soul, he does not relent until he possesses it. He then drags those he captures back to the Shadow Isles for an unimaginably dreadful fate. This is his only purpose.
Little is known about the Chain Warden's past, and many of the details live only in nursery rhymes and campfire tales. They tell of a sadistic jailer from centuries past who took great delight in torturing his wards. Patient and brutal, he used a variety of methods to break his victims' minds before their bodies succumbed to his grisly designs. Chains were the jailer's preferred instruments of terror. Their shrill scrape marked his dreadful approach and promised agony to those he visited. His dark reign went unchallenged until his prisoners escaped during a massive riot. They overwhelmed him, and without ceremony or remorse, hanged him from his own chains. Thus began the unlife of the horrible specter known as Thresh, or so the tales go.

Thresh now haunts the land, leaving an aftermath of horror and despair. However, there is a devious purpose behind his dark machinations, and the meager spirits of average men are insufficient. He seeks stronger souls. Only when he has broken the wills of Valoran's most resilient warriors will he finally have what he needs.

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Thresh Stats

    • Health Lvl 1 p/Lvl Lvl 18
    • Health 500 89 2,013
    • Health Regen p/1 1.40 0.11 3.20
    • Health Regen p/5 7.00 0.53 16.00
    • Effective Health
    • Physical Damage Health 2,255 2,255 2,255
    • Magical Damage Health 2,617 2,617 2,617
    • Effective Hit Points 2,436 2,436 2,436
    • Attack Base p/Lvl Lvl 18
    • Attck Speed (p/Sec) 0.630 3.455% 1
    • Lvl 1 p/Lvl Lvl 18
    • Physical Damage 48 2 86
    • Critical Strike Chance (%) 0 0 0
    • Critical Strike Damage (%) 200 0 2
    • Resistances
    • Armor 12 0 12
    • Magic Resist 30 0 30
    • Spell Pool Lvl 1 p/Lvl Lvl 18
    • Mana 244 44 992
    • Mana Regen p/1 1.20 0.14 3.6
    • Mana Regen p/5 6.00 0.71 18
    • Utility
    • Movement Speed 335 0 335
    • Cooldown Reduction 0 0 0
    • Range 450 0 450

Thresh Spells

  • (Passive) Damnation

    Thresh collects the souls of dead enemies by walking near them. Souls permanently grant him Armor and Ability Power. Champions and large minions always drop a harvestable soul. Small minions only sometimes drop a soul. Thresh does not gain Armor per level.
  • (Q) Death Sentence

    • Cooldown:
    • 20 / 18 / 16 / 14 / 12 sec

    • Cost:
    • 80 / 80 / 80 / 80 / 80

    Active: Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing (80 / 120 / 160 / 200 / 240) (+(0.5 per ability power point)) magic damage to the first unit hit and pulling them toward him for (1.5) seconds. Cooldown is reduced by 3 if Death Sentence strikes an enemy. Reactivate this ability to pull Thresh to the bound enemy.
  • (W) Dark Passage

    • Cooldown:
    • 22 / 20.5 / 19 / 17.5 / 16 sec

    • Cost:
    • 50 / 55 / 60 / 65 / 70

    Create a shielding lantern that an ally can use to dash to use. 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 / 90 / 120 / 150 / 180) (+(0.4 per ability power point)) damage. Allies can only receive the shield once per cast.
  • (E) Flay

    • Cooldown:
    • 9 / 9 / 9 / 9 / 9 sec

    • Cost:
    • 60 / 65 / 70 / 75 / 80

    Passive: Deal 0-((0.8 / 1.1 / 1.4 / 1.7 / 2 per attack damage point)) 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. Knock nearby enemies in the direction of your choice. Deals (65 / 95 / 125 / 155 / 185) (+(0.4 per ability power point)) 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.
  • (R) The Box

    • Cooldown:
    • 150 / 140 / 130 sec

    • Cost:
    • 100 / 100 / 100

    Creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer (250 / 400 / 550) (+(1)) magic damage and are slowed by (99)% for (2) seconds, but break that wall. Once the wall is broken, remaining walls deal half damage and apply half slow duration. An enemy cannot be affected by multiple walls.


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