Thresh, the Jack of All Trades
So my main problem with Thresh is that he can just do too much and most champions only have maybe 4-6 strengths, yet Thresh easily takes the cake with the sheer amount of utility he has been given so let's take a look shall we?
Passive: Thresh can harvest the souls of enemies that die near him, permanently granting him Armor and Ability Power.
This passive is insane in itself, you get strong off of your' ADC getting strong which in return makes them even stronger since you feed them kills off of the damage and armor that you gained. Although I feel that this passive is very much stronger than other supports passives and it should be toned down so that it is .5 scaling rather than .75 scaling just to cut back a bit.
Q: Thresh binds an enemy in chains and pulls them toward him. Activating this ability a second time pulls Thresh to the enemy. Thresh grabs an enemy, then pull them to him or leaps to them. He throws out his scythe, dealing 80/120/160/200/240 (+50% Ability Power) Magic Damage to the first unit hit and pulling them toward him for 1.5 seconds. Death Sentence's cooldown is reduced by 3 seconds if it strikes an enemy. Reactivate this ability to pull Thresh to the bound enemy.
This definitely is an ability which defines Thresh, yet I feel that the 3 second CDR is a bit excessive and the mana cost is flat so perhaps the can cut the CDR and make the mana cost 80/90/100/110/120 to be closer to something like
's Q
W: Thresh throws out a lantern that shields nearby allied Champions from damage. Allies can click the lantern to dash to Thresh. Thresh creates a shielding lantern that an ally can use to dash to him. Thresh throws 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, the Lantern will grant a shield lasting 4 seconds that absorbs up to 60/100/140/180/220 (+40% Ability Power) damage to Thresh and up to one ally if they come near the Lantern.
Another big factor of why he has so much utility because this is pretty much a free escape/assisted wall jump which gives ADC or mages who usually cannot go through walls the ability to do so. If I could compare it to anything it is a get out of jail free card. My thought on how it can be tweaked is by making it so he can only pull it as far as he can throw it (950 units)
E: Thresh's attacks wind up, dealing more damage the longer he waits between attacks. When activated, Thresh sweeps his chain, knocking all enemies hit in the direction of the blow. Passive: Thresh deals Magic Damage on each hit, which 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: Thresh knocks nearby enemies in the direction of his choice. Deals 65/95/125/155/185 (+40% Ability Power) 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.
I actually quite like this ability since it gives a nice amount of choice with the flow of battle, but if I could change anything about it I would make it so the on hit takes a bit longer to charge up.
R: A prison of walls that slow and deal damage if broken. Thresh traps enemies inside walls that slow and deal damage if broken. He creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer 250/400/550 (+100% Ability Power) Magic Damage and are slowed by 99% for 2 seconds, but break that wall. Once one wall is broken, remaining walls deal no damage and apply half slow duration. An enemy cannot be affected by multiple walls simultaneously.
Another ability that makes Thresh really good since noone really want to go though those walls and when they do they HURT and slow pretty damn hard so perhaps make the damage 150/250/350 and the slow 70%/80%/90% for 1/2/3 seconds
I hope that this can influence some of Riot's decisions toward the future and that they will hopefully tweak thresh enough so he isn't as huge a monster as he gets to be.
, or
, and not as much protection to offer as the likes of
, or
.
's zenith blade but not even close to as good).
and his ult) Early the flay is mostly gotten for its passive that helps with harassing your enemy ADC and support with bonus on-hit magic damage, but this flay damage is quickly forgotten (seeing as it has an ad scaling, and it is not efficient to max early due to its static CD it is in a nice spot at this point)
, it hurts like a bitch if you build like that but you die almost automatically after you kill your target.