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.[1]
Tips :Searching for lost souls
A very interesting passive that makes a change to what we usually have. Thresh must harvest the souls left in the Field of Justice by champions or enemy units. By doing this he is permanently granted armour and ability power for each soul collected!
Although this passive grants you ability power, it prevents you from earning amour per level.
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 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.
Tips :A grab to make your enemies crazy
Thresh's grab requires a certain understanding during your first attempts. It is a kind of mix between the grab of Blitzcrank and Nautilus. Why? Simply because it will pass through walls but will not let you drag in a target who is behind a wall. In addition, it will only partially pull your target in, and after two heaves you can decide to reactive the ability to throw yourself on your enemy. Crazy, right?
The range is quite wide but its biggest fault, if we can call it that, is that it has a short animation time before being cast. This means you must have at least a small idea of what your opponent's moves will be if you want to touch him as he will quickly see the grab coming. However the hitbox is quite big and makes up for this problem. You can hide the fact that you are casting your grab, while in the bush for example, to surprise your target to your advantage.
One good thing to know about this ability is that you can catch someone who is behind a wall! The target will basically be pinned against the wall while you pull him, leaving him no way to move... Even if you can't bring the target to you, you can at least go towards him yourself! By clicking a second time you can throw yourself onto him and immobilise him. It is a very good way of engaging and, thanks to the lantern, you can bring over one of your allies to help in the action.
As with the grab of Nautilus or Blitzcrank, you can touch neutral units like the sbires or monsters in the jungle. The difference being that it is more of an advantage than a constraint in this case because, thanks to the second activation of the grab, you can quickly cut across the jungle or try to escape by going through the creeps. In lane, however, it would still be quicte difficult to play when faced with an opponent who hides behind the sbires.
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 for each time it is cast. If Thresh moves more than ~1500 units away, the lantern will return to him.
Tips :One lantern to rule them all
Surely Thresh's most interesting ability, whether its for himself or his allies! Thanks to the lantern you can help your allies in plenty of ways.
First of all, you should know that only one person can click on the lantern to be brought towards you (more would be wishful thinking!). Also, once your ally has clicked on the lantern it will simply disappear with him and will no longer provide a shield for those around it. With this ability you can cross your allies' walls by passing them your lantern so that they can join you. It is an excellent tool of defence.
Defensive, yes, but that's not all! Thresh has a big range of controls and you can easily engage while playing with this character. This would be the perfect occasion, once at the centre of a fight, to throw your lantern further towards your allies so that a bruiser, for example, can quickly join you and deal maximum damages!
This is a very good tool in the lane phase to help your carry, thanks to the shield it provides. If a fight is going badly then your allies will be easily reassured by this champion! You can also get out of a gank by bringing your alliy in quicker.
In addition to that, the lantern means you do not have to facecheck all the time as it reveals the area where it lands, making it a very good way to avoid unpleasant surprises.
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.
Tips :It's harvest time
Flay is one of Thresh's abilities that makes him unique at this moment in time. It is a knockback that you can master however you like by choosing whether to drag the target towards you or push him back...
The push/pull is done in a straight line using the zones before and behind you. Depending on where you place your mouse (either in front or behind you) it will have a different effect. It is important to take this uses of this spell into account as it has, in the end, two possibilities.
In the lane phase it is an excellent way to disengage when aggressed while protecting your carry. Also, seeing as it is a knockback, the effect is not reduced by resistance. You can also pash back a gank from a jungler and control quite easily. Basically a very good defensive move.
Failing that, you can also pull someone in. This will be very useful after a grab, for example, to bring your target even closer to you. You can also bring in as many enemies as there are in the zone.
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. Enemies can only be affected by one wall, but can still break additional walls.
Tips :Pandora's Box
An ultimate that strongly ressembles Veigar's cage! However it is a little smaller and slows rather than stuns targets who pass through it. It is a very good control spell against a team that is packed together, while quickly engaging with a grab.
Nevertheless, as with Veigar's cage, enemies can stay inside without touching the walls and therefore avoiding any damages or controls.
Pros
A grab that gives you some control before you decide whether or not to enter the fight.
His lantern has some very useful properties, as useful for escaping as they are for engaging depending on your position.
His Flay will let you choose to either push opponents away or pull them in while bumping them.
A very interesting zone ultimate that has a good AP ratio.
A unique passive!
Cons
His passive is double-edged as you will need to collect a lot of souls!
His grab can be quite confusing at first.
Hi ultimate has a relatively small range in the AoE.
Getting the hang of this character can be quite tough.