RiftCalc

League of Legends · Summoner's Rift

Thresh

The Chain Warden

Range
Ranged
Damage
Physical
Resource
Mana
Released
Jan 23, 2013
Last changed
Patch 26.17
Damage
Toughness
Control
Mobility
Utility
Difficulty
Wiki
Passive

Damnation

Effect radius
1900
Innate: Thresh's armor does not increase through growth (per level).
Innate: Enemy champions, large minions and large monsters that die near Thresh drop a Soul for 8 seconds. Epic monsters drop 2 Souls while lesser minions and monsters have a 33.3% chance to drop a Soul.
Thresh automatically collects Souls near him or a placed Dark Passage.
Soul: For each stack, Thresh gains 1 ability power and 1 bonus armor.
Targeting
Passive
Affects
Self
Q

Death Sentence

Cooldown
19 / 16.5 / 14 / 11.5 / 9 s
Cost
70 Mana
Range
◎ 1100 • ◎ 1040
Effect radius
Global • 3000
Width
◎ 140
Speed
1900 • 1400
Cast time
0.5 • None s
Active: Thresh throws out his scythe in the target direction, becoming unable to move or attack while it is in flight.
The scythe catches the first enemy hit to deal magic damage, stun and reveal them for 1.5 seconds, and render them airborne for 0.4 seconds, as well as reduce Death Sentence's current cooldown by 2 seconds. Thresh will also mark the target Shackled for 1.5 seconds, during which he is unable to declare basic attacks, and is slowed by 20% for 1 second.
Magic Damage:
100 / 150 / 200 / 250 / 300 (+ 90% AP)
While the target is stunned, Thresh tugs his hook towards him twice, once after a 0.1-second delay and again 0.6 seconds after that. With each tug, the target is pulled a short distance towards Thresh. After 0.5 seconds of hitting an enemy, or instantly after hitting a minion or monster, Thresh can recast the ability while the target is Shackled.
Recast - Deathly Leap: Thresh stops tugging his hook and dashes to the Shackled enemy, becoming able to attack again upon arrival. He can cast Dark Passage and Flay during the dash.
Targeting
Direction • Auto
Affects
Enemies / Self
Damage type
Magic
Spell effects
spell
Spell shield
True
Projectile
True
Grounded
special
Knockdown
True
W

Dark Passage

Cooldown
21 / 20 / 19 / 18 / 17 s
Cost
50 / 55 / 60 / 65 / 70 Mana
Target range
◎ 950
Effect radius
◎ 350 • 150
Tether radius
◎ 1500
Active: Thresh throws his lantern to the target location over 0.5 seconds, lasting for 6 seconds while he remains nearby and granting sight of its surroundings. If Thresh moves too far away from the lantern, it returns back to him immediately.
Thresh and the first allied champion to come near the lantern are granted a shield for 4 seconds. An ally can select the lantern while in proximity of it, dashing to Thresh and gaining the shield.
Shield Strength:
50 / 70 / 90 / 110 / 130 (+ 2 per Soul collected)
An ally cannot select the lantern while immobilized, grounded, or silenced. The lantern will not expire from Thresh moving too far away if he is dashing with Deathly Leap.
Targeting
Location
Affects
Allies
Projectile
True
E

Flay

Cooldown
13 / 12.25 / 11.5 / 10.75 / 10 s
Cost
60 / 65 / 70 / 75 / 80 Mana
Range
◎ -550 • 525
Effect radius
◎ 270
Width
◎ 220
Speed
2000
Cast time
0.3889 s
Passive: Thresh's basic attacks are empowered to deal bonus magic damage, with the AD ratio increasing over 10 seconds without basic attacking enemies.
Minimum Bonus Magic Damage:
1.7 per Soul collected (+ 0% AD)
Maximum Bonus Magic Damage:
1.7 per Soul collected (+ 90 / 120 / 150 / 180 / 210% AD)
Active: Thresh sweeps his chain across the ground in a broad line and a radius around him, starting behind him and towards the target direction. Enemies hit are dealt magic damage and knocked 200 units in the target direction, and then are slowed for 1 second.
Magic Damage:
65 / 110 / 155 / 200 / 245 (+ 60% AP)
Slow:
20 / 25 / 30 / 35 / 40%
Targeting
Direction
Affects
Enemies
Damage type
Magic
Spell effects
special
Spell shield
True
Projectile
false
Parry
unknown
R

The Box

Cooldown
120 / 100 / 80 s
Cost
100 Mana
Width
◎ 30
Cast time
0.45 s
Wall Side length
◎ 470
Active: Thresh erects a pentagon of spectral walls around him that each last for 5 seconds. A wall will break upon enemy champion contact, dealing magic damage and slowing them by 99% for 2 seconds. After the first wall breaks, the rest will deal no damage and slow for only 1 second.
Magic Damage:
250 / 400 / 550 (+ 100% AP)
Enemies that break a wall cannot do so again for 1 second.
Targeting
Auto
Affects
Enemies
Damage type
Magic
Spell effects
Area of effect
Spell shield
True