Basic Attacks:Thresh'sbasic 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's lantern nearby. Each soul permanently grants 0.75 ability power and bonus armor and increases the shield granted from Dark Passage by one point. Champions and large enemies always drop a soul and epic monsters drop two, whereas small minions and monsters only drop a soul every once in a while.
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.
The armor Thresh obtains from Damnation is considered to be bonus armor. As such, it will benefit from 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, 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's 65,5 armor, the lowest innate champion armor.
118 souls (almost six per level) are needed to match Rammus's 104,5 armor, the highest innate champion armor.
138 souls (almost eight per level) are needed to surpass Taric's passively Shatter-enhanced 118.8 armor, the highest possible persistent armor 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 using Final Hour with 154AD, the highest possible attack damage without the use of items, runes, or masteries.
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 stunning them for 1.5 seconds. Upon hitting an enemy, Death Sentence's cooldown is reduced by 3 seconds.
While the tether persists, Thresh is disarmed and periodically tugs on the tether, each time 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 while the tether holds.
Active:Threshdashes to the bound enemy, removing the stun but allowing him to attack again.
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 and 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, Cleanse or certain champion abilities, Thresh will be prevented from casting Death Leap.
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 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.
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: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 knocked in the direction of the chains, and are slowed afterwards for 1 second.
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 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.
COST: 100 mana
COOLDOWN: 140 / 120 / 100
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 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 for only 1 second.
Spell shields will block the damage and slow, and that section of the wall will shatter.
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.
Without slow resist from Boots of Swiftness, your movement speed will be between 110 and 120.