Thresh - The Chain Warden
This is the approved revision of this page, as well as being the most recent.
|HP Regen:||6 (+0.55)|
|Mana Regen:||6 (+0.8)|
|Attack Damage:||46 (+2.2)|
|Attack Speed:||0.625 (+3.5%)|
|Magic Resist:||30 (+0.5)|
Thresh, The Chain Warden is a ranged support whose CC abilities make him a threatening lane presence, with a hook similar to
Blitzcrank. His lantern can be used in very creative ways from simply shielding your ADC, to throwing it over a jungle wall and allowing an instant gank from the jungler, much like
Nocturne could initiate. His passive makes him a very tanky body late game, as stacking up souls while building the common aura armor and magic resist items will cause you to become quite difficult to bring down.
|Lore:||Sadistic and cunning, Thresh is a restless spirit who prides himself on tormenting mortals and breaking them with slow, excruciating inventiveness. His victims suffer far beyond the point of death, for Thresh wreaks agony upon their souls, imprisoning them in his lantern to torture for all eternity.
In an age history has all but forgotten, the man who would later be known as Thresh was once a member of an order devoted to gathering and protecting knowledge. The masters of this order tasked him with guarding a hidden underground vault filled with dangerous and corrupted magical artifacts. Thresh was incredibly strong-willed and methodical, which made him well-suited to such work.
| "The mind is a wondrous thing to tear apart."
- Thresh, the Chain Warden
|In Premier Tournaments|
|Event||Bans||Picks||Wins||Losses||Win %||Picked/Banned in % of Games|
|IEM Season IX World Championship||2||3||0||3||0||26.3|
|IEM Season IX - Cologne||1||7||5||2||71.4||57.1|
|2014 World Championship||19||44||24||20||54.5||80.8|
|2014 Season China Regional Finals||1||11||6||5||54.5||80|
|2014 NA LCS Summer Playoffs||1||13||6||7||46.2||48.3|
- Thresh's E - Flay no longer leaves enemies stunned for a brief moment after displacing them
With Aegis of the Legion's old aura out of the game, squishy champions who were relying on it to give them enough magic resist find themselves a bit on the burstable side.
- HOORAY: Champions who previously gained no magic resist per level now gain 0.5 per level
- AFFECTED CHAMPIONS: Ahri, Anivia, Annie, Ashe, Aurelion Sol, Azir, Bard, Brand, Caitlyn, Cassiopeia, Corki, Draven, Elise, Ezreal, Fiddlesticks, Gnar, Graves, Heimerdinger, Janna, Jayce, Jhin, Jinx, Kalista, Karma, Karthus, Kassadin, Kayle, Kennen, Kindred, Kog’Maw, LeBlanc, Lissandra, Lucian, Lulu, Lux, Malzahar, Miss Fortune, Morgana, Nami, Nidalee, Orianna, Quinn, Rakan, Ryze, Sivir, Sona, Soraka, Swain, Syndra, Taliyah, Teemo, Thresh, Tristana, Twisted Fate, Twitch, Urgot, Varus, Vayne, Veigar, Vel’Koz, Viktor, Vladimir, Xayah, Xerath, Yasuo, Ziggs, Zilean, Zyra
- Fixed a bug that allowed Thresh to cast W - Dark Passage globally under specific circumstances. No lantern was created, but Thresh gained vision of the target area.
- Thresh's Q - Death Sentence no longer sometimes sends Thresh to weird places if he tries to fly through a base gate
Epic monsters give two souls. W scaling changed.
Everyone knows that taking the souls of fallen enemies should be a fun and pleasant experience. For Thresh, however, collecting the souls of the damned currently doesn’t capture how awesome it is to slay epic monsters. We're making the soul hunting mini-game more rewarding and changing the scaling on Thresh's W to match. In addition, we're cleaning up some of the interactions between Thresh's hook and lantern, letting players feel a little more confident in landing their “Flash, Hook, Lantern” combo.
- SOUL OF THE LORDS: Epic monsters now drop two souls
0.4 ability power⇒ Removed
- SOUL RATIO: Now gains +1 shield per soul collected
- PLEASE CLICK THE LANTERN: While Thresh is tethered to an enemy via Death Sentence, casting Dark Passage at an out-of-range location now throws the lantern at maximum range in the target direction, rather than causing Thresh to walk into cast range
- PLEASE.: If you successfully Death Sentence a target and pull towards them, lanterns slightly beyond the leash range will have a short grace period before breaking the leash
Souls count twice on Howling Abyss.
Bard needs his chimes, Nasus needs his stacks and Thresh needs his souls. It’s a two-for-one soul sale on The Howling Abyss! And yes, that means Nunu is worth four souls.
- SOUL EATER: Each soul captured counts as two souls instead
- Rift Herald now drops a soul for Thresh
Souls are more likely to do what you think they do.
- WHAT IS THE WORTH OF A SOUL?: Fixed a visual bug where, upon despawning, uncollected souls appeared to fly to Thresh instead of vanishing
- Thresh can once again purchase Runaan's Hurricane
- Basic Statistic Compensation
- HEALTH GROWTH:
- HEALTH GROWTH:
Patch Notes 5.13
"Just a small change to help Thresh and his allies more consistently combine their efforts for MadLife moments. Teamwork OP."
Patch Notes 4.13
Thresh's lantern only shields the first ally it hits (and himself). The Box no longer deals additional damage to opponents for every wall they run through past the first (but still applies slows).
"As Thresh continues to be a reliable top tier support, we decided to tone down some of his less appreciated (but very strong) area-of-effect teamfight presence."
- W - Dark Passage
- "NEW" NO GROUP FARES: Now only shields the first ally to be near the Lantern. Thresh himself can still always receive the shield.
- E - Flay
- BUGFIX: Fixed a tooltip bug that listed Flay's slow duration as 1.5 seconds. It's actually 1 second (no actual change).
Patch Notes 4.10
"Apparently when Thresh's basic attack was charging up from Flay, it used the wrong buff icon. This change adds... CLARITY!"
Patch Notes 4.4
"8 seconds is really all the time a soul needs before it realizes it can escape from Thresh. The shorter window to pick up souls means Thresh will have to take more risks as he tries to collect distant souls."
Patch Notes 4.2
Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.
- BASIC ATTACK RANGE ::
- BASIC ATTACK RANGE ::
Patch Notes 4.1
Summary: We made it more obvious that Dark Passage is a clickable item and gave it a small collision radius. We’re also slightly increasing the time it takes for The Box to form.
Giving Thresh’s lantern a small collision radius means that he can’t cover things like minions or wards to prevent enemies from clicking them. Similarly, this also means that minions can’t accidentally cover up a lantern, and that enemies can’t block Thresh’s lantern with a bunch of wards. Instead, Thresh’s lantern will now slightly push units out of the way when it’s thrown on top of them – or if the unit can’t be moved (ie: wards or champions), Thresh’s lantern will land beside them and champions won’t be able to walk directly on top of it. Click that lantern!
The increased delay on The Box’s wall formation is to clarify its use as a trapping ability when Thresh has the right position. Sometimes Thresh will just throw out The Box when walking behind a fleeing opponent to “clip” them on the edge, but Thresh should fail in those situations because he didn’t bother to have the proper positioning.
- W - Dark Passage
- Now shows indicator particles to nearby allies to indicate that it is a clickable object
- Lantern now has a small collision radius
- Attack Speed per level increased to 3% (from 1%)
- Thresh's basic attack wind up is reduced by 0.25% per 1% attack speed, rather than the standard 1%
Patch Notes 3.12
Summary: We've extended Death Sentence's standard cooldown, but added a mechanic that reduces the skill's overall cooldown amount whenever he lands a hook. Additionally, Thresh no longer gains mounting bonus magic damage in between chained auto attacks – he'll need to deliberately stop attacking in order for it to start "winding up" again.
Context: Thresh's laning phase can be overbearing when played correctly. We're making these changes to punish speculative hook attempts while also rewarding precise use of Death Sentence. At early levels, landing a hook will still reduce its cooldown to below its prior cooldown level, while at later levels, landing hooks will reduce its cooldown significantly (especially when combined with cooldown reduction). We changed Flay because its passive "wind up" damage was growing even in between Thresh's auto attacks. This reduced the importance of his powerful intermittent auto attack harass as he was still getting a small bonus from Flay's passive even when constantly auto attacking. Death Sentence
- Cooldown increased to 20/18/16/14/12 (from 18/16.5/15/13.5/12)
- Cooldown now reduced by 3 seconds if Death Sentence strikes an enemy
- Passive basic attack "wind up" damage now only grows when Thresh's basic attack cooldown completes
- Death Sentence
- If the target cleanses the initial spell or blocks it with a spell shield, the chain will now shatter, preventing Thresh from casting Death Leap
Patch Notes 3.10
Summary: Thresh's reduced base health and armor make him more vulnerable at early levels, but collected souls now grant a flat bonus with no diminishing returns.
Context: We wanted to make trading in lanes a little riskier for Thresh as he had a lot of crowd control through Death Sentence and Flay. Additionally, collecting souls, while a vital part of early game Thresh play, had the tendency to become negligible late game due to their diminishing returns. Giving souls a flat bonus means Thresh's passive stays relevant throughout the game.
- Base Health reduced to 500 from 541
- Base Armor reduced to 12 from 18
- Souls now always grant 0.75 Armor and Ability Power instead of starting at 1.0 and granting diminishing returns per soul collected
- After initially using Death Sentence the tooltip will now describe his Death Leap ability
- Death Sentence
- Fixed a bug where Thresh could cast Flash while casting Death Sentence
Patch Notes 3.06
Death Sentence and its passive were providing too many benefits at early levels with their high poke, burst damage, and lowered cooldowns. By moving the passive damage bonus from Death Sentence to Flay, Thresh players will now need to think strategically about how they level their skills.
- Death Sentence
- Damage increased to 80 / 120 / 160 / 200 / 240 from 80 / 110 / 140 / 170 / 200
- Passive moved to Flay
- Damage reduced to 65 / 95 / 125 / 155 / 185 from 65 / 105 / 145 / 185 / 225
- Now has Death Sentence's previous passive (bonus damage on basic attacks)
- Fixed a bug that caused the passive's damage to be consumed when attacking wards
- Fixed a bug where Flay sometimes dealt more damage than intended
- Death Sentence is no longer consumed when attacking wards
- May 10th - The Metagame Report: Midseason mixups by Gabriel Zoltan-Johan (thescoreesports.com)
- November 14th - Some thoughts on Support by Meddler (na.leagueoflegends.com)
- December 9th - Hook You: An In-depth Thresh Guide for the Pre-season by Rob "wilko" Wilkinson (team-dignitas.net)
- December 23rd - Developing Dark Star Thresh by BananaBandit (nexus.leagueoflegends.com)
- October 7th - THRESH HOOKS HEARD AROUND THE WORLD by Josh Augustine (na.lolesports.com)