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the Chain Warden


General counter information:

Build TenacityDodge AbilitiesPlay safe early gameHard CC

Counter Items & Summoner Spells:

Health Points: (+ / per level) Health Regen:
Damage: (+ / per level) Attack Speed: (+ / per level)
Attack Range: Movement Speed:
Armor: (+ / per level) Magic Resistance: (+ / per level)
Influence Points (IP): Riot Points (RP):



Innate: Thresh does not gain armor per level. Instead, Thresh collects the souls of dead enemies by walking near. Souls permanently grant .75 armor and ability power. Champions and large minions always drop a harvest-able soul. Small minions only sometimes drop a soul.

A soul will only drop if the enemy unit dies within 1900 range of Thresh. Souls are visible to allies, and only become visible to enemies if the enemy team has vision of Thresh.

Death Sentence


Active: Thresh throws out his scythe, dealing magic damage to the first unit hit and pulling them toward him for 1.5 seconds. Cooldown is reduced if an enemy is struck.
Reactivate this ability to pull Thresh to the bound enemy.

Cooldown: 20 / 18 / 16 / 14 / 12
Cost: 80 mana
Active Magic Damage: 80 / 120 / 160 / 200 / 240 (+50% AP)

Dark Passage


Active: Thresh throws his lantern towards the target location for up to 6 seconds. If an ally right-clicks it, they pick up the lantern and Thresh pulls them both back to him.

For the next 6 seconds, allies who come near the lantern (even while Thresh is holding it) gain a shield lasting 4 seconds that absorbs damage. Allies can only receive the shield once per cast. If Thresh moves more than ~1500 units away, the lantern will return to him.

Cooldown: 22 / 20.5 / 19 / 17.5 / 16
Cost: 40 mana
Shield Amount: 60 / 100 / 140 / 180 / 220 (+40% AP)



Passive: Thresh's basic attacks deal bonus magic damage on each hit. This value is equal to the total number of souls collected plus a percentage of his attack damage, based on the amount of time since his last attack.

Active: Thresh deals magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing and then slowed for 1.5 seconds.
Cast forward to push; cast backward to pull.

Cooldown: 9
Cost: 60 / 65 / 70 / 75 / 80 mana
Magic Damage: 65 / 95 / 125 / 155 / 185 (+40% AP)
Slow Amount: 20 / 25 / 30 / 35 / 40%
Bonus Magic Damage: Souls + up to 80 / 110 / 140 / 170 / 200% AD

The Box


Active: Thresh creates a prison of spectral walls around himself. Enemy Champions who walk through a wall take magic damage and are slowed by 99% for 2 seconds, but break that wall.

Once one wall is broken, the remaining walls' damage and slow duration is halved. An enemy cannot be afflicted by multiple walls.

Cooldown: 150 / 140 / 130
Cost: 100 mana
Magic Damage(First Wall): 250 / 400 / 550 (+100% AP)
Magic Damage(After First Wall): 125 / 200 / 275 (+50% AP)

Counter Tips

All of Thresh's abilities have a long cooldown. Try to take advantage of the situation if he misses a couple abilities.
A tank should try to break the box so that his allies can leave the box without being slowed.
disable (silence/stun/knock-up) or standing on the lantern will prevent the enemy from clicking on the lantern.

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