Thresh The Chain Warden
- Thresh does not gain armor per level. Instead, Thresh collects the souls of dead enemies by approaching them or by placing Dark Passage's lantern nearby. 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. Souls disappear if not picked up after 14 seconds.
- 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. Cost: 80 mana Range: 1,075 Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.5 Ability Power) Cooldown: 20 / 18 / 16 / 14 / 12 seconds
- Active: 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 4 seconds. Allies can only receive the shield once per cast. Cost: 50 / 55 / 60 / 65 / 70 mana Range: 950 Shield Strength: 60 / 100 / 140 / 180 / 220 (+0.4 Ability Power) Cooldown: 22 / 20.5 / 19 / 17.5 / 16 seconds
- Passive: Deal magic damage on each hit that builds up when not attacking. This value is equal to total souls collected plus a varying percentage of attack damage, based on the amount of time since his last attack. Active: Deals magic damage in a line beginning behind him. Enemies hit are pushed in the direction of the swing, then slowed for 1.5 seconds. Range: 400 (800 total) Cooldown: 9 seconds Maximum Percentage of Attack Damage: 80 / 110 / 140 / 170 / 200% Magic Damage: 65 / 95 / 125 / 155 / 185 (+0.4 Ability Power) Slow: 20 / 25 / 30 / 35 / 40% Cost: 60 / 65 / 70 / 75 / 80 mana
- Active: Creates a prison of spectral walls around himself. Enemy Champions who walk through a wall suffer magic damage and are slowed by 99% for 2 seconds, but break that wall. Once one wall is broken, remaining walls deal half damage and slow duration. Slow: 99% Cost: 100 mana Range: 450 Magic Damage: 250 / 400 / 550 (+1.0 Ability Power) Remaining Walls Damage: 125 / 200 / 275 (+0.5 Ability Power) Cooldown: 150 / 140 / 130 seconds