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Champion Background Strategy Skins & Trivia

Statistics Edit
Health 560.52 (+93) Attack damage 47.696 (+2.2)
Health regen. 6.92 (+0.55) Attack speed [*] 0.625 (+3.5%)
Mana 273.92 (+44) Armor 16 (+0)
Mana regen. 6 (+0.8) Magic res. 30 (+0)
Ranged 450 Mov. speed 335


RANGE: 1900

Basic Attacks: Thresh's basic attacks do not utilize projectiles, and his basic attack wind-up is only reduced by 0.25% per 1% bonus attack speed, rather than the standard 1%.

Damnation: Thresh collects the souls of dead enemies by approaching them or by placing Dark Passage.png Dark Passage's lantern nearby. Each soul permanently grants 0.75 ability power and bonus armor. Champions and large enemies always drop a soul, whereas small minions and monsters only sometimes drop a soul.

Only enemies within a certain distance of Thresh drop souls upon death. Souls are visible to allies, and only become visible to enemies if their team has vision of him. Souls disappear if not picked up after 8 seconds.

Ability Details
Damnation is a passive ability that grants Thresh bonus armor and ability power.

Additional Information:

  • The armor Thresh obtains from Damnation is considered to be bonus armor. As such, it will benefit from Enchanted Armor mastery s4.png Enchanted Armor or other bonus-armor scaling mechanics.
  • On Summoner's Rift, the drop rate for souls from small minions is 33%. However, the probability adjusts dynamically. If you are above or below your expected quota of soul drops from small minions, the probability lowers or rises by a small amount until you are back at your quota of drops. It is worth stressing that this only takes into account souls dropped, and not souls collected.
  • At 255 souls, Thresh gains a new buff, Damnation Soul Gluttony. Soul Gluttony states that he has gained 255 souls as well as how much ability power and armor that is worth. The Damnation buff disappears, and starts again at 1 from your next soul. This will occur each time Thresh obtains 255 souls, with Soul Gluttony updating each time (e.g. 255, 510, 765, and so on).
  • For some general benchmarks on the worth of a certain number of souls at level 18, consult the list below:
    • 66 souls (slightly over three and half per level) are needed to match Gnar Gnar's 65,5 armor, the lowest innate champion armor.
    • 118 souls (almost six per level) are needed to match Rammus Rammus's 104,5 armor, the highest innate champion armor.
    • 138 souls (almost eight per level) are needed to surpass Taric Taric's passively Shatter.png Shatter-enhanced 118.8 armor, the highest possible persistent armor without the use of items, runes, or masteries.
    • 278 souls (almost over fifteen per level) are needed to surpass Rammus Rammus's Defensive Ball Curl.png Defensive Ball Curl-enhanced 224,5 armor, the highest armor possible without the use of items, runes, or masteries.
    • 70 souls (almost four per level) are needed to deal more unmitigated damage per basic attack than a Vayne Vayne using Final Hour.png Final Hour with 154 AD, the highest possible attack damage without the use of items, runes, or masteries.
    • 141 souls (almost eight per level) are needed to deal more damage with a Lich Bane item.png Lich Bane Spellblade proc than with Trinity Force item.png Trinity Force.
  • The number of souls caps at 999,999, at which point Thresh will have 749,999 bonus armor and ability power.
    • This amount of armor grants Thresh 99.99% damage reduction.
    • Even with the 35% armor penetration from Last Whisper item.png Last Whisper, this amount of armor grants 99.98% damage reduction.
  • Damnation features an easter egg: Nunu Nunu will drop 2 souls, his own and Consume.png Willump's.

Death Sentence
RANGE: 1100
COST: 80 mana
COOLDOWN: 20 / 18 / 16 / 14 / 12
Death Sentence

Active: After a 0.5-second delay, Thresh throws out his scythe in a line and tethers himself to the first enemy hit, dealing them magic damage and Stun icon stunning them for 1.5 seconds. Upon hitting an enemy, Death Sentence's cooldown is reduced by 3 seconds.

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

While the tether persists, Thresh cannot attack and periodically tugs on the tether, each time Airborne icon pulling the target a short distance toward himself. After 0.5 seconds, or instantly if he hits a minion or monster, Thresh can reactivate the ability to use Death Leap.png Death Leap while the tether holds.

Death Leap
Death Leap

Active: Thresh dashes to the bound enemy, removing the Stun icon stun but allowing him to attack again.

Ability Details
Death Sentence is a linear, collision skill shot that can be reactivated, Death Leap, to dash onto the affected unit.

Additional Information:

  • Projectile Speed: 1900
  • Death Sentence is classified as a stun rather than a pull. Stuns prevent the target from moving, declaring attacks or casting abilities, but do not prevent summoner spells being cast (excluding Flash.png Flash and Teleport.png Teleport).
  • The duration of the stun is reduced by tenacity. However, the tether remains for the full duration and Thresh may still dash onto his target. If the stun is removed, however, such as with Quicksilver, Mikael's Crucible item.png Mikael's Crucible, Cleanse.png Cleanse or certain champion abilities, Thresh will be prevented from casting Death Leap.
  • The stun will be ignored by targets with crowd control immunity, such as Black Shield.png Black Shield. However, the tether is still formed and Thresh can still dash to his target.
  • Death Sentence is one of only two tethered abilities in the game that does not have a maximum leash range, the other being Hyper-Kinetic Position Reverser.png Hyper-Kinetic Position Reverser.
  • The tether is not broken if the target becomes untargetable, such as Playful.png Playful or Force of Will.png Force of Will.
  • Unlike the behaviour of most other skillshots in the game, Thresh will not face the direction he is throwing Death Sentence during the casting animation.

Dark Passage
RANGE: 950 / 1500
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 22 / 20.5 / 19 / 17.5 / 16
Dark Passage

Active: Thresh throws his lantern to the target location where it remains for up to 6 seconds, Sight icon revealing its immediate surroundings and shielding the first ally to come near it for up to 4 seconds.

  • Shield Amount: 60 / 100 / 140 / 180 / 220 (+ 40% AP)

If an ally right-clicks the lantern, they pick it up and dash to Thresh's location. If Thresh moves a certain distance away, the lantern automatically returns to him.

Ability Details
Dark Passage is a ground-target, persistent area of effect.

Additional Information:

  • The lantern creates a small area of impassible terrain while on the field. Enemies in the area when the lantern is summoned will be nudged to the nearest available space. This is not classified as crowd control (particularly, it will not interrupt channelled abilities).
  • The lantern's aura radius is ~150 units. This is also the range on the lantern's ability to pick up souls.
  • The lantern's pick-up radius is not much larger than the model-size of the lantern. However, it is possible to pick-up the lantern through small walls so long as you are within that radius.
  • The lantern provides vision in a small area for the entire duration.
  • Thresh cannot click on the lantern himself but he will be shielded if he walks near it.
  • The lantern can be targeted by Teleport.png Teleport plus it can be targeted by allied-targeted dashes. Eg. Lee Sin's W and Katarina's E.
  • When the lantern is thrown a golden circle is shown displaying the maximum leash range of it.
  • Thresh can break the leash range returning the lantern to him to instantly shield himself, if he has not been shielded by the ability already.
  • An ally being carried by Dark Passage will be taken to Thresh's current location, not Thresh's location when the ally grabbed the lantern.

RANGE: 400
COST: 60 / 65 / 70 / 75 / 80 mana

Passive: Thresh's basic attacks deal bonus magic damage, increased with the time he spent since his last basic attack.

  • Bonus Magic Damage: Damnation.png Souls + up to 80 / 110 / 140 / 170 / 200% AD

Active: Thresh sweeps his chain in a broad line towards a target direction. Enemies hit take magic damage, are Airborne icon knocked in the direction of the chains, and are Slow icon slowed afterwards for 1 second.

  • Magic Damage: 65 / 95 / 125 / 155 / 185 (+ 40% AP)
  • Slow: 20 / 25 / 30 / 35 / 40%
Ability Details
Flay's passive is an non-physical on-hit effect.

Flay's active is a point blank, line area of effect. The direction of knockback is determined by the direction of the line.

Additional Information:

  • Despite its tooltip, the passive bonus damage is based on the amount of time since Thresh's last hit, not his last attack. As the bonus damage does not work against wards or structures, the bonus damage will not reset and will continue to accumulate even while attacking.
  • Runaan's Hurricane item.png Runaan's Hurricane will apply the passive damage to each enemy hit. However, when Thresh strikes one of the enemies the time since his last attack is reset and the other two targets will take only the minimum damage.
  • When the passive is fully charged the icon of the buff becomes red, Thresh's scythe will glow green and there is a sound effect.

The Box
RANGE: 450
COST: 100 mana
COOLDOWN: 150 / 140 / 130
The Box

Active: After a 0.75-second delay, Thresh summons 5 spectral walls around him that last up to 5 seconds. Each wall breaks upon contact with an enemy champion, dealing them magic damage and Slow icon slowing them by 99% for 2 seconds.

  • Magic Damage: 250 / 400 / 550 (+ 100% AP)

Once a wall is broken, the remaining walls deal no damage and Slow icon slow for only 1 second.

Ability Details
The Box is a point black area of effect that creates five walls in a pentagon shape.

Additional Information:

  • Movement speed cannot be reduced below 110, and slows that would reduce it below 220 are modified. To put it another way: a reduction of 99% will not reduce you to 3 movement speed, but rather it will reduce you closer to 110 than a weaker slow would.


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