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The Chain Warden
Release Date: January 23rd, 2013
Cost: 6300 BE 975 RP
Primary Attribute: Support
Secondary Attribute: Fighter
Resource: Mana
Health Mini Icon.png Health: 560.52 (+ 93)
HealthRegen Mini Icon.png Health Regen: 6.92 (+ 0.55)
Mana Mini Icon.png Mana: 273.92 (+ 44)
ManaRegen Mini Icon.png Mana Regen: 6 (+ 0.8)
MovementSpeed Mini Icon.png Movespeed: 335
AttackDamage Mini Icon.png Attack Damage: 56 (+ 2.2)
AttackSpeed Mini Icon.png Attack Speed: 0.625 (+ 3.5%)
Range Mini Icon.png Range: 450
Armor Mini Icon.png Armor: 28 (+ 0)
MagicResist Mini Icon.png Magic Resist: 30 (+ 0)
Deep Terror Thresh Released: 2013-01-23 / 975 RP
Championship ThreshReleased: 2013-10-04 / 975 RP
Blood Moon ThreshReleased: 2015-01-08 / 975 RP
SSW ThreshReleased: 2015-05-14 / 975 RP
Dark Star ThreshReleased: 2016-06-16 / 1820 RP


  • Biography
  • Story
  • Previous Bio
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 vault Thresh guarded was buried deep beneath the citadel at the center of an island chain and protected by runic sigils, arcane locks and potent wards. Spending such time in the presence of dark spells began to affect Thresh as the magic sought out his innate malice. For years the relics preyed on his insecurities, taunting him with his deepest fears and feeding his bitterness.

Thresh’s spite surfaced through wanton acts of cruelty, as his talent for exploiting vulnerability bloomed. He slowly tore pages out of a living book, binding it back together when it was all but spent. He scratched the glass of a mirror bound with the memory of an ancient mage until it was opaque, trapping the man in darkness, only to polish it anew and repeat. Just as a secret wants to be told, a spell wants nothing more than to be cast, and Thresh denied this each day. He would start to recite an incantation, then let the words trickle off his tongue, halting just before the last syllable.

He became exquisitely skilled at covering all evidence of his cruelty, such that no one in the order suspected he was anything other than a disciplined guard. The vault had grown so vast that no one knew its contents as completely as Thresh, and the lesser artifacts faded from the order’s memory, as did Thresh himself.

He resented that he had to hide his meticulous work. Everything under his watch was evil, or corrupted in some way - why shouldn’t he be free to do as he would?

The vault held many peculiar magical artifacts but no people, until one day when a chained man was dragged into the sunken catacombs. He was a warlock who had infused his body with raw sorcery, which gave him the power to regenerate his flesh, no matter how grievous the wound.

Thresh was delighted at his new ward - a being who could feel the full range of human suffering, but would not perish, a plaything he could torment for years to come. He started methodically separating the warlock’s skin from his flesh with a hook, and used his chains to lash and tear the open wound until it healed. He took to wearing the chains as he patrolled the vault, reveling in the warlock’s fear at the long, dragging sound of his approach.

With ample charges to torment in the vault, Thresh became even more distanced from the order above. He began to take his meals in his underground chamber lit by a single lantern, rarely emerging from the catacombs. His skin developed a pallid complexion from lack of sunlight, and his face became gaunt and hollow. Members of the order avoided him, and when a series of mysterious disappearances plagued the order, none thought to investigate Thresh’s lair.

When the disaster known as the Ruination struck, magical shockwaves claimed the lives of all who lived on the isles and transformed them into a state of undeath. While others screamed in anguish, Thresh reveled in the ruin. He rose from this cataclysm as a spectral abomination, but unlike many who have passed into the shadow world, Thresh did not lose his identity. Rather, his penchant for cruel torture and ability to discern weakness was only heightened.

He relished the chance to continue his cruelty without fear of reprisal, unfettered by the limits of mortality. As a wraith, Thresh could torment the living and the dead endlessly, delighting in their despair before claiming their soul for an eternity of suffering.

Thresh now seeks only particular victims: the most clever and resilient, and those with a strong will. His greatest joy comes from tormenting his victims until they lose any last glimmer of hope, before facing the inevitable hook of his chains.

"The mind is a wondrous thing to tear apart."

-  Thresh


A horrible scraping of metal chains drifted over the fields. Outside, an unnatural fog rendered the moon and stars all but invisible, and the regular hum of insects fell silent.

Thresh approached a ruined hovel. He raised his lantern, not to see his surroundings, but to look inside the glass. The interior of the lantern resembled a starry nightscape with its thousands of tiny green glowing orbs. They buzzed frantically as if trying to escape Thresh’s gaze. His mouth twisted in a grotesque grin, teeth glinting from the glow. Each of the lights was precious to him.

Behind the door, a man whimpered. Thresh sensed his pain, and was drawn to it. He knew the man’s suffering like an old friend.

Thresh had only appeared to the man once, decades ago, but since then the spectre had taken everyone the man held dear: from his favorite horse to his mother, brother, and recently a manservant who had become a close confidant. The specter made no pretence of natural deaths; he wanted the man to know who caused each loss.

The spirit passed through the door, scraping his chains as they dragged behind him. The walls were damp and ingrained with years of grime. The man looked even worse: his hair long and matted, his skin covered in scabs - angry and raw from clawing. He wore what had once been fine velvet clothes, but were now little more than torn, tattered rags.

The man shrank from the sudden green glow, covering his eyes. He shook violently, backing away into the corner.

“Please. Please, not you,” he whispered.

“Long ago, I claimed you as mine.” Thresh’s voice creaked and stretched, as if he had not spoken for an age. “It is time I collect...”

“I am dying,” the man said, his voice barely audible. “If you’re here to kill me, you’d best hurry.” He made an effort to look at Thresh directly.

Thresh stretched his mouth wide. “Your death is not my desire.”

He set the glass door of his lantern slightly ajar. Strange sounds came from within - a cacophony of screams.

The man did not react, not at first. So many screams emerged that they blended together like scraping glass shards. But his eyes widened in horror as he heard voices he recognized plead from Thresh’s lantern. He heard his mother, his brother, his friend, and finally the sound he dreaded most: his children, wailing as if being burned alive.

“What have you done?” he screamed. He scrambled for something to throw - a broken chair - and threw it at Thresh with all his strength. It passed through the spectre harmlessly, and Thresh laughed mirthlessly.

The man ran at Thresh, eyes wild with fury. The spectre’s hooked chains whipped out like striking snakes. The barbed hooks struck the mortal’s chest, cracking ribs and piercing his heart. The man fell to his knees, face twisted in delicious agony.

“I left them to keep them safe,” the man cried. Blood gurgled from his mouth.

Thresh wrenched his chains hard. For a moment, the man did not move. Then the ripping began. Like a rough-spun sheet being slowly torn, he was excruciatingly pulled from himself. His body convulsed violently, and blood sprayed along the walls.

“Now, we begin,” said Thresh. He pulled the captured soul, pulsing brightly from the end of the chain, and trapped him within the lantern. The man’s hollow corpse collapsed as Thresh departed.

Thresh followed the curling Black Mist away from the cottage with his glowing lantern held high. Only after Thresh was gone, and the fog dissipated, did the insects resume their nightly chorus and stars once again filled the night sky.

 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.

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

-  Thresh


Damnation.png Damnation [Passive]
Range: 1900

Innate: Thres collects the souls of dead enemies by walking near them, permanently granting him 0.75 Armor and 0.75 Ability Power. However, Thresh does not gain Armor per level.

Champions and large monsters always drop a soul while minions only sometimes drop one. The souls of epic monsters are twice as powerful.

Death Sentence.png Death Sentence [Q]
Cost: 80 Mana Cooldown: 20 / 18 / 16 / 14 / 12 seconds Range: 1100

Death Leap.png
Active: Thresh throws out his scythe, dealing magic damage, granting True Sight and stunning the first unit hit, pulling them in for 1.5 seconds.

Reactivating this ability will pull Thresh to the bound enemy.

Death Sentence's cooldown is reduced by 3 seconds if it hits an enemy.

Magic Damage: 80 / 120 / 160 / 200 / 240 (+50%)

Dark Passage.png Dark Passage [W]
Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 22 / 20.5 / 19 / 17.5 / 16s Range: 950 Area of Effect: 150

Active: Thresh throws the Lantern to a target location. If an ally clicks on it Thresh will pull both the Lantern and his ally to him.

The Lantern grants a shield lasting 4 seconds to Thresh and up to one ally if they come near it. The shield amount scales with the number of Damnation.png souls Thresh has collected.

Shield: 60 / 100 / 140 / 180 / 220 (+100% of Damnation.png Souls)

Flay.png Flay [E]
Cost: 60 / 65 / 70 / 75 / 80 Mana Cooldown: 9 seconds Range: 400

Passive: Thresh's basic attacks deal additional magic damage, which builds up while not attacking.
Active: Deals magic damage in a line beginning behind Thresh. Enemies hit are pushed in the direction of the swing, then slowed for 1 second.

Cast forward to push; cast backward to pull.

Passive Magic Damage: Damnation.png Souls ( (+80 / 110 / 140 / 170 / 200% total) based on charge time)
Active Magic Damage: 65 / 95 / 125 / 155 / 185 (+40%)
Slow: 20 / 25 / 30 / 35 / 40

The Box.png The Box [R]
Cost: 100 Mana Cooldown: 140 / 120 / 100 seconds Area of Effect: 450

Active: Thresh creates a prison of spectral walls around himself. Enemy champions who walk through a wall suffer magic damage and are slowed by 99% for 2 seconds, but break that wall. Once one wall is broken, the remaining walls deal no damage and apply half slow duration. An enemy cannot be affected by multiple walls simultaneously. Magic Damage: 250 / 400 / 550 (+100%)

Patch History


BASE ARMOR : [16] 28

R cooldown decreased.

Like a few others on this list, Thresh has less access to his ultimate than we’d like. While it’s true that The Box doesn’t carry as much weight as other ults when identifying Thresh’s ‘high moment’ (Death Sentence is really cool, okay?), it’s still an important part of his teamfight contributions. Upping the Box’s availability late-game should make Thresh feel more complete when making the big plays he’s known for.

The Box.png R - The Box

COOLDOWN : [150/140/130 seconds] 140/120/100 seconds

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.

Damnation.png Passive - Damnation

SOUL OF THE LORDS Epic monsters now drop two souls

Dark Passage.png W - Dark Passage

AP RATIO [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.

Damnation.png Passive - Damnation

SOUL EATER : Each soul captured counts as two souls instead

Souls are more likely to do what you think they do.

Damnation.png Passive - Damnation

What is the worth of a soul? : Fixed a visual bug where, upon despawning, uncollected souls appeared to fly to Thresh instead of vanishing

All of the following champions have had their armor or health per level increased.

As part of patch 5.16's item changes, the efficiency of some popular defensive items have been decreased. However, many 'low-income' tanks and team-disruptors relied pretty heavily on the strength of these items to maintain the right level of bulk for their gold stream - you can read more on the why further down, but each of the below champions are picking up some stat adjustments so they'll hit similar breakpoints when it comes to being unbreakable.


ARMOR GROWTH : [3.5] 4


ARMOR GROWTH : [4] 4.5


ARMOR GROWTH : [3.1] 3.6


ARMOR GROWTH : [3.25] 3.75


ARMOR GROWTH : [3.2] 3.7


ARMOR GROWTH : [3.8] 4.3


ARMOR GROWTH : [3.1] 3.6

 Tahm Kench

ARMOR GROWTH : [3] 3.5


HEALTH GROWTH : [102] 106






"Just a small change to help Thresh and his allies more consistently combine their efforts for Madlife moments. Teamwork OP."
  • Damnation.png Passive - Damnation
    • SOUL CONTROL : Fixed a bug where souls would appear to fly to Thresh from extreme distances
    • HOOK LINE AND SCUTTLE : Scuttle Crab now spawns a soul
  • Dark Passage.png W - Dark Passage
    • GET TO THE LANTERN : Lantern now does not despawn while Thresh is mid-flight towards his Death Sentenced target


"Thanks to one particularly intrepid player, we've fixed a longstanding bug with Thresh's Flay."
  • Flay.png E - Flay
    • THANKS DUDE Fixed a bug where Flay would sometimes not move opponents

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."
  • Dark Passage.png 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.
  • Flay.png 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).
  • The Box.png R - The Box
    • REMOVED YOU'RE STUCK IN HERE WITH ME The Box no longer deals additional damage to opponents when they break extra walls beyond the first. Extra walls still apply half slow duration.

"This might be a nerf (or buff if you enjoy eating skill shots) to the following champions, but we want to ensure for the sake of clarity that their hitboxes always match their visual representation."

  • HITBOX: The following champions had smaller than average hitboxes so we've increased them to the average hitbox size. In other words, we've added 27.3% Teemos to each champion's overall hitbox (from 50 units all around to 65 units all around) but there should be no visual change:

"Apparently when Thresh's basic attack was charging up from Flay, it used the wrong buff icon. This change adds... CLARITY!" "

  • Flay.png E - Flay
    • CLARITY! Now displays the correct buff icon

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.

  • Damnation.png Passive - Damnation
    • SOUL DESPAWN RATE: 15 seconds ⇒ 8 seconds

Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.

  • General
    • BASIC ATTACK RANGE :: 475 ⇒ 450

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.

  • Dark Passage.png 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
  • The Box.png R - The Box
    • Delay on wall formation increased to 0.75 seconds (from 0.5 seconds)


  • General
    • 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%

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

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.

  • General
    • Base Health reduced to 500 from 541
    • Base Armor reduced to 12 from 18
  • Damnation
    • 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

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
  • 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

 Thresh released.


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