IMPORTANT
This is a WIP post. Note that AP and AD scaling is missing until the game client is up. Also keep in mind everything below are obtained from the TOOLTIPS. This means some changes may only be tooltip changes. Also keep in mind this compares to LAST PBE patch, not live
Also people keep in mind this is datamined information, if something seems off, point it out :)
Official Riot Post About Thresh: Click for linky link.
Passive Kill Animation
Champion
| Old (Game PTR v179 / Air PTR v214) | New (Game PTR v180 / Air PTR v214) |
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| RivenFile: Riven.inibinKey: game_character_displayname_Riven | |
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Riven the Exile
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Riven the Exile
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| ThreshFile: Thresh.inibinKey: game_character_displayname_Thresh | |
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Thresh The Chain Warden
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Lore
| Old (Game PTR v179 / Air PTR v214) | New (Game PTR v180 / Air PTR v214) |
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| ThreshFile: Key: game_character_lore_Thresh | |
| Thresh is a twisted reaper whose hungry chains ensnare the souls of the living. A moment's hesitation at the sight of his ghostly visage and there is no escape. He leaves in his wake hollow corpses, their souls ripped loose and trapped in the sickly green light of his lantern. The Chain Warden takes sadistic joy in tormenting his victims, both before and after their deaths. His grim task is never complete, and he stalks the land for ever more resolute spirits to unravel. Thresh carves careful, deliberate paths through Valoran. He handpicks his targets individually, devoting his full attention to each soul in turn. He isolates and toys with them, gradually eroding their sanity with his twisted, maddening humor. Once Thresh takes an interest in a soul, he does not relent until he possesses it. He then drags those he captures back to the Shadow Isles for an unimaginably dreadful fate. This is his only purpose. Little is known about the Chain Warden's past, and many of the details live only in nursery rhymes and campfire tales. They tell of a sadistic jailer from centuries past who took great delight in torturing his wards. Patient and brutal, he used a variety of methods to break his victims' minds before their bodies succumbed to his grisly designs. Chains were the jailer's preferred instruments of terror. Their shrill scrape marked his dreadful approach and promised agony to those he visited. His dark reign went unchallenged until his prisoners escaped during a massive riot. They overwhelmed him, and without ceremony or remorse, hanged him from his own chains. Thus began the unlife of the horrible specter known as Thresh, or so the tales go. Thresh now haunts the land, leaving an aftermath of horror and despair. However, there is a devious purpose behind his dark machinations, and the meager spirits of average men are insufficient. He seeks stronger souls. Only when he has broken the wills of Valoran's most resilient warriors will he finally have what he needs. ''There are few things as invigorating as taking a mind apart, piece by piece.'' -- Thresh |
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Ability
| Old (Game PTR v179 / Air PTR v214) | New (Game PTR v180 / Air PTR v214) |
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| AmumuCurse of the Sad Mummy [ R ]File: CurseoftheSadMummy.inibinKey: game_spell_displayname_CurseoftheSadMummy | |
Amumu entangles surrounding enemy units, dealing 150/250/350 (+0.8*AP) magic damage and rooting them for 2 seconds.
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Amumu entangles surrounding enemy units, dealing 150/250/350 (+0.8*AP) magic damage and preventing attacks and movement for 2 seconds.
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| RyzeOverload [ Q ]File: Overload.inibinKey: game_spell_displayname_Overload | |
| Passive: Gains 2/4/6/8/10 % cooldown reduction. Active: Deals 60/85/110/135/160 (+0.4*AP) plus 6 % of Ryze's maximum Mana in magic damage.
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Passive: Gains 2/4/6/8/10 % cooldown reduction. Active: Deals 60/85/110/135/160 (+0.4*AP) plus 5.5 % of Ryze's maximum Mana in magic damage.
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| RyzeRune Prison [ W ]File: RunePrison.inibinKey: game_spell_displayname_RunePrison | |
Roots an enemy for 0.8/1/1.3/1.5/1.8 seconds, dealing 60/95/130/165/200 (+0.6*AP) plus 4.5 % of Ryze's maximum Mana in magic damage.
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Roots an enemy for 0.8/1/1.3/1.5/1.8 seconds, dealing 60/95/130/165/200 (+0.6*AP) plus 5 % of Ryze's maximum Mana in magic damage.
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| RyzeSpell Flux [ E ]File: SpellFlux.inibinKey: game_spell_displayname_SpellFlux | |
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 50/70/90/110/130 (+0.35*AP) plus 1 % of Ryze's maximum Mana as magic damage and reduces Magic Resist by 12/15/18/21/24 for 5 seconds.
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Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 50/70/90/110/130 (+0.4*AP) plus 1 % of Ryze's maximum Mana as magic damage and reduces Magic Resist by 12/15/18/21/24 for 5 seconds.
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| ThreshKeeper of Lost Souls [ Passive ]File: game_character_passiveName_ThreshKey: game_character_passiveName_Thresh | |
| Chain warden can harvest the souls of enemies that die near him, granting him armor, magic resistance and increased base spell damage. Exact values are WIP. | |
| ThreshLantern Toss [ W ]File: ThreshW.inibinKey: game_spell_displayname_ThreshW | |
| Create a shielding lantern that an ally can use to dash to you. Throw the Lantern to a point. If an ally near the Lantern clicks it, they pick it up and Thresh pulls both back to him. Additionally, allies who come near it gain a shield lasting 6 seconds that absorbs up to 60/100/140/180/220 (+0.4*AP) damage. Allies can only receive the shield once per cast.
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| ThreshShackle [ Q ]File: ThreshQ.inibinKey: game_spell_displayname_ThreshQ | |
| Passive: Deal 0.5*AD-1 magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus up to 80/110/140/170/200% of attack damage, based on the amount of time since his last attack. Active: Grab an enemy, then pull them to you or leap to them. Throws out his scythe, dealing 80/110/140/170/200 (+0.5*AP) 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.
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| ThreshSweep [ E ]File: ThreshE.inibinKey: game_spell_displayname_ThreshE | |
| Knock nearby enemies in the direction of your choice. Deals 65/100/135/170/205 (+0.4*AP) magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed by 20/25/30/35/40% for 1.5 seconds. Cast forward to push; cast backward to pull.
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| ThreshThe Box [ R ]File: ThreshRPenta.inibinKey: game_spell_displayname_ThreshRPenta | |
| Trap enemies inside walls that slow and deal damage if broken. Creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer 250/400/450 (+1*AP) magic damage and are slowed by 99/50% for 2 seconds, but break that wall. Once one wall is broken, remaining walls deal half damage and slow duration.
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Item
| Old (Game PTR v179 / Air PTR v214) | New (Game PTR v180 / Air PTR v214) |
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| Grez's Spectral LanternFile: 3159.inibinKey: grezs-spectral-lantern | |
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| Hextech SweeperFile: 3187.inibinKey: hextech-sweeper | |
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| Last WhisperFile: 3035.inibinKey: last-whisper | |
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New Champion Splash Art
Thresh_Splash_0.jpg

Thresh_Splash_1.jpg

Updated Champion Splash Art
No updated Champion Splash Art in this patch



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Posted 1/8/2013 12:56:08 PMI know Tresh can collect souls to gain armor and mr but not gaining any armor/level still seems a bit odd to me.
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Posted 1/9/2013 7:00:36 PMbecause he is classified as a support so no amr/lvl
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Posted 1/8/2013 12:05:56 PMThresh welcome to the perma-ban champion list... lol
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Posted 1/8/2013 11:45:13 AMNice kit. Very versatile.
Passive means a heavy snowball champ, both ways. If you do well, you get more souls, if you do poor, you get less.
Poor scaling + poor base + free AP. = moderate base and poor scaling. Death cap is even stronger though.
Q (passive): Carry quality multiplier. Has an odd balance between wanting attack speed and AD.
Q (active): Versatile Initiator. Though perhaps a bit unreliable as a skill shot.
W: Amazing support, if your allies are used to it. Possibly making him the best support for dash-carries like xin, trist, and jax. Drop your lantern next to the target, they can rush in, be shielded, and jump back out. Letting you pick up orbs means it's a your first pick.
E: A quality escape/chase tool.
R: His worst ability. It may do absolutely nothing with a nice flash (or against EZ), will rarely hit more then 1 enemy, and the CD is horrible. A full AP build, would do pretty good damage (since you'd get full bonus from your passive multiplied by rabidons), but you'd be too squishy for such a short range. At best, it's another chase/escape tool.
I'm having a hard time seeing him in a full support role. His W is great for lane, and his CC will really help any gank, and his passive helps him get some "free" stuff (though poor ratio's and no scaling counter much of it), but later he's going to need at least some gold. He just doesn't have the range, (and doesn't directly target allies), to ignore defenses and sit behind his allies like lulu/sona/janna can do. So he either needs to go mid/top. Or only start out as support, but later farm.
His push is also poor with only 1 AoE skill, and his AD multiplier being magic.
The only item i don't see working too well is crit and armor pen, as all his stuff is magic damage. Otherwise, tank, AP, AD, AS, CDR, aura's, are all good options. Abysal seems like it would be core no matter what way you take him. Nashor's would also be hard to pass up.
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Posted 1/8/2013 4:50:44 PMHis poor base AD is made trivial with his Q passive, which I highly recommend you take first regardless of lane for CSing or grabbing the enemy ADC if you're support. He's not a support in the same sense as Lulu/Sona/Janna either, he's the reverse Leona.
Pull shit to you, drop the box and stop them from leaving. Means they need to pop flash to escape, and you can also do stuff like drop it, then snag a pull onto someone to pull them through a wall, or if they're in the box, pop W to throw them through a wall.
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Posted 1/8/2013 6:21:37 PMQ is a skill shot and will be blocked my minions. Lantern would be first for support.
But yea, if your going ADC instead of support, then your first point is in Q.
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Posted 1/9/2013 9:59:07 PM1. He shouldn't be going ADC.
2. You should grab Q first since it is Blitz lvl annoying/death trap.
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Posted 1/8/2013 8:50:43 PMPoor base? He has some of the highest base HP and HP5 in the game.
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Posted 1/9/2013 9:53:49 AMHave you seen Leona/Blitz?
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Posted 1/8/2013 10:52:46 AMActuallly, i hope Thresh won´t be forsaken as many other champions like Karma,Syndra and...Sion. His mechanism seems pretty good and let´s see it in the fields of justice. Welcome Thresh!
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Posted 1/8/2013 10:08:17 AMCan someone test if you can pull teammates while recalling or teleporting?
Since it's an interaction that your team mates have to start I don't think it should cancel teleport or recall.
So, maybe you can run Teleport Thresh and be able to recal and teleport team mates with you?
That would probably be a bug and they would fix it, but would be very interesting to see it happen. xD
Teleport 4 man gank top! Bringing your ADC to buy and insta return to the lane!
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Posted 1/8/2013 12:05:03 PMDon't forget the homeguard boots.
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Posted 1/8/2013 8:26:27 AMIm glad they reverted the Amumu nerf, sure Amumu ult is damn good but then again its what Amumu is, and besides Amumu still got his weaknesses (easely counter jungeled) so he didnt diserve the nerf imo.
Better yet im glad they didnt nerf Ryze, but instead buffed him abit, Ryze is a strong champ but look at his winrates, they are awefull, not that winrates is everything but he didnt diserve a nerf for sure.
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Posted 1/8/2013 9:58:47 AMto me its looks like a little ryze nerf. sure the 0.5% he lost on his q are now on his w but w is on a much longer cd and therefor ryze loses dps. mana cost reduce on his q doesnt matter at all since mana is almost a non factor on ryze.
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Posted 1/8/2013 10:34:56 AMWait, I've gotta correct both of you here. The changes shown above are considering the last PBE Ryze, not the live Ryze. In the previous PBE patch they already reduced Q's mana scaling from 6.5% to 6% and bumped up the mana cost to +5 per rank.
So what they actually did here is nerfing his q ratio by a whopping 1%. They didn't touch the mana cost which would have been a cruel nerf indeed, as Ryze really suffers early mana problems. Plus, once you got Muramana (which should always be prefered over Archangel's Staff), bumping up Q's mana cost would have been another damage nerf.
To sum things up, Ryze got nerfed here. Late game he lost about 40 damage per Q which equals about 36 DPS (theoretically you should be able to cast one Q every 1.1 seconds). Pretty huge if you're asking me.