Thresh, the Jack of All Trades

Sweaty But Bad·6/29/2015, 2:28:58 AM·4 votes·1,392 views

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 Blitzcrank '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.

13 Comments

Shroom Junkie6/29/2015, 2:37:13 AM5 votes

I think the main problem with Thresh is how easily he can take control of multiple targets, and the fact that he has such ranged(and damaging) poke for being a CC-tank.

Tsunday6/29/2015, 2:33:49 AM3 votes

Thresh doesn't need to be changed he's been nerfed enough.

76Summers6/29/2015, 2:39:39 AM3 votes

Where the fuck is none???

Drunk Rummate6/29/2015, 2:06:28 PM2 votes

Well, you know what they say - A jack of all trades is a master of none.

He has no sustain and worse catch potential than Nami. He has less damage than Annie and Leona. He has worse peel than Janna and Braum.

List goes on. Honestly, the only thing Thresh has that others can't do better is his lantern. I don't think he's even a very good support compared to those listed above.

Dreadlocks6/29/2015, 7:59:24 AM2 votes

Get it wet.

TurquoiseYoshi6/29/2015, 6:56:38 AM1 votes

I find it funny how the one in first place (when I make this comment) is his Q. That's funny because the people who voted for it probably get caught by it very often. Honestly, he just needs less stuff to work with in general, or keep all the stuff and nerf them. He can't have both great options and powerful moves, he has to have one or the other.

Silents4296/29/2015, 7:52:46 AM1 votes

Make the lockdown he has with his combo more open for escape and he is fine.

But honestly? Jack of all trades is hardly, he has a way of holding people down but that's it, it takes his entire combo to do (apart from lantern) which allows the ADC to escape.

His CC abilities on there own are pathetic versions of much better

Blitz pull is better then his pull.

God damn nearly every support has a slow, thresh having his ult as one.

His flay is a weak ass knockback, when champions have better knockbacks, knockups, ways of buffing there champions, healing there champions etc.

He really isn't that overloaded.

Azteryz6/29/2015, 3:58:49 AM1 votes

you cant compare blitz and threshs hooks mainly because blitz can hook people over the wall towards him completely separating them from their team so his mana cost seems justified as for the e charge up i agree the ult has been nerfed quite a bit as well as thresh in general from the e base damage and q and w shield/shielding multiple people hes a very tricky person to nerf but his current spot is better than he was before imo

Anonagon6/29/2015, 8:00:59 AM1 votes

So you are proposing massive nerfs to a champion that, in the grand scheme of things, is relatively balanced, and who among the support class offers a generous amount of counterplay that most other support champions lack?

I'm fine with Thresh being decent at everything, there has to be a jack of all trades for basically every class and Thresh happens to be the support version.

Kieferr6/29/2015, 6:03:08 AM1 votes

Why dont you grow some balls.

Star PlatinumELO6/29/2015, 6:20:47 AM

Now while I agree that Thresh has a lot ways to support his team, this does not make him a jack of all trades, for Thresh is not good at some of the ways to support but merely ok, where he shines is in dominance, and not in safety. (for example thresh has a weak disengage compared to the likes of Janna, orLulu, and not as much protection to offer as the likes of Karma, or Alistar.

Thresh is a special kind of support where in a way he is snowball-y; if your ADC is ahead you get your passive's bonus stats (that do not go up per level mind you), but if you get behind, your going to be behind in defense. (while if you are ahead or behind the soul drop rate changes slightly)

His Q has a long cast time and is not even comparable in strength to Blitzcrank's pull as it only halts the ADC's escape unless you throw yourself into them, which in turn sends you into danger for a possible kill (more comparable to Leona's zenith blade but not even close to as good).

Now Thresh's W was nerfed into a nice spot where it can only shield one champion and the base values are nothing special until you get it to ranks 4 and 5; and while the whole grabbing the lantern thing is good you will only be able to use it 1 or 2 times in a team fight while other supports can offer better defenses can chug out defensive spells quite a bit more often (or in a higher quantity).

Thresh's E is the only place I could see a problem, buts that is only if the game gets a new item to maximize the things flay does in the early game (think of a repeat of what happened to Warwick 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)

Lastly there is Thresh's R, it does damage (550 at max rank base) to the first enemy champ to pass through a wall, so if your tank breaks the first wall everyone else is not as badly affected, and then all the other walls only slow for half the amount, while I agree the AP ratio is a bit too high the roughly 2 minute CD is there as a counter weight to stop it from being a big problem, with max CDR you will still only be able to use it once in fights which is like most other ultimates in the game that late into the match

In general I feel Thresh is in a perfect balance spot at the moment and that if he gets ahead he can be strong but not overbearing or too strong in fights, with medium to high cool-downs, and scaling that are not the most helpful to a support played mostly in the tank role, I feel he is in the same boat as AP Nautilus, it hurts like a bitch if you build like that but you die almost automatically after you kill your target.

Just my thoughts: item 2050

~ShadoRage