the Chain Warden
General counter information:
Build TenacityDodge AbilitiesPlay safe early gameHard CC
Counter Items & Summoner Spells:
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Innate: Thresh does not gain armor per level. Instead, Thresh collects the souls of dead enemies by walking near. Souls permanently grant 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.
Active: Thresh throws out his scythe, dealing magic damage to the first unit hit and pulling them toward him for 1.5 seconds.
Reactivate this ability to pull Thresh to the bound enemy.
Cooldown: 18 / 16.5 / 15 / 13.5 / 12
Cost: 80 mana
Active Magic Damage: 80 / 120 / 160 / 200 / 240 (+50% AP)
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.
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
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)