Jungle · Normal Draft · Matchup chart · Patch16.20.1
Thresh vs Vex
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
VS
Arrr, role fit
Jungle · Thresh
Thresh be normally played Support and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Unestablished courseReview patch be unknownRecommendations await inspection
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon
?
Unreviewed course
No reviewed Thresh Jungle build
Thresh be normally played Support and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
A different course's gear be nay relabelled as true to course. Role income, sea chart access and starting rules can change th' whole purchase order.
Reach th' fight wit' control available and absorb th' first aboard response.
Normal Draft, matey
Arrr, primary tree
Resolve
AftershockFont of LifeConditioningOvergrowth
Arrr, secondary tree
Precision
TriumphLegend: Haste
Arrr, summoner spells
FlashSmite
Arrr, keep Smite
Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.
Change th' movement spell
Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.
Arrr, matchup notes
What changes when Vex is opposite you?
Pre-battle kit comparison
Arrr, kit comparison
Respect th' foe's reliable threat
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
Yer course
Use th' course ye prepared
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
Trick reminders
Thresh reminders
Communication be key when making use o' Thresh's lantern. Let yer teammates know how ye like to use it.
Death Sentence and Flay can be combined in either cast order fer powerful combinations.
Thresh can collect souls without needing to kill units himself. Planning yer sea chart position to be nigh th' most deaths will lend a hand to maximize soul collection.
Arrr, static alternatives
Compare th' problem afore changing th' course
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.
Arrr, Only when enemy healing is deciding fights
Oblivion Orb
Arrr, Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Trick reference
Arrr, compare both kits
Trick referenceData Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units)Data Dragon 16.20.1
Thresh
P
DamnationEnglish
Thresh can harvest the souls of enemies that die near him, permanently granting him Armor and Ability Power.
Q
Death SentenceEnglish
Thresh binds an enemy in chains and pulls them toward him. Activating this ability a second time pulls Thresh to the enemy.
Wait fer reload (s) 19/16.5/14/11.5/9 · Cost 70 · Charted reach (units) 1075
W
Dark PassageEnglish
Thresh throws out a lantern that shields nearby allied Champions from damage. Allies can click the lantern to dash to Thresh.
Wait fer reload (s) 21/20/19/18/17 · Cost 50/55/60/65/70 · Charted reach (units) 950
E
FlayEnglish
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.
Wait fer reload (s) 13/12.25/11.5/10.75/10 · Cost 60/65/70/75/80 · Charted reach (units) 500
R
The BoxEnglish
A prison of walls that slow and deal damage if broken.
Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 450
Vex
P
Doom 'n GloomEnglish
Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Q
Mistral BoltEnglish
Launch a damaging missile that accelerates mid-flight.
Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200
W
Personal SpaceEnglish
Gain a shield and damage nearby enemies.
Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
E
Looming DarknessEnglish
Summon a damaging and slowing zone that applies Gloom to enemies.
Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
R
Shadow SurgeEnglish
Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 2000/2500/3000
Adapt th' course
What to do when th' battle changes
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Ahead course
Convert tempo into camps, vision and prizes
1
Pathing
Take efficient camps betwixt plays so a lead does nay disappear into repeated awaiting.
2
Sea chart play
Use course priority afore invading or starting an prize, and leave when nigh th' ship lanes cannae move.
3
Fights
Enter through controlled vision and keep a course out; a taking th' victory Jungler still loses a shutdown when isolated.
Even course
Keep th' clear th' deck moving and choose high-ship's intelligence plays
1
Pathing
Track opposing camps and course states instead o' forcing th' first aboard visible target.
2
Sea chart play
Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.
3
Fights
Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.
Behind course
Recover promised camps and avoid desperate invades
1
Pathing
Course through known territory and lend a hand lanes only when th' foe be genuinely vulnerable.
2
Sea chart play
Cross-sea chart rather than arriving late to a lost prize, then restore defensive vision wit' an ally.
3
Fights
Play 'round th' strongest teammate and make th' foe commit into yer control.
Pings, movement and prizes
Thresh Jungle sea chart course
Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.
Ahead
Arrr, turn tempo into controlled territory
Ping
Use On Me Way afore entering a course, Assist Me afore an prize and Peril when nigh th' ship lanes cannae move to an invade.
Course or gank
Gank when th' course has reach, damage and a seaworthy exit. Do nay wait beside a protected target while camps and th' next aboard prize disappear.
Prize
Establish vision wit' th' nearest taking th' victory course, keep Smite available and avoid chasing astern from th' prize after gaining control.
Even
Pick th' play wit' th' clearest ship's intelligence
Ping
Use On Me Way early enough fer th' course to prepare, Assist Me only when nigh th' ship lanes can move, and Retreat when th' contest has already become late.
Course or gank
Prefer a course wit' crowd control, damaged foes or a favourable wave. A visible foe be nay automatically a usable gank.
Prize
Inspect Mid and Bot priority afore Dragon, or Mid and Top afore Herald. Set a seaworthy entrance afore beginning th' prize.
Behind
Trade th' sea chart instead o' forcing recovery
Ping
Ping Retreat from lost contests, Peril on likely invades and On Me Way when covering a vulnerable course or remaining camp.
Course or gank
Counter-gank or lend a hand only when crewmates can survive until arrival. Repeated low-chance ganks deepen th' camp and level deficit.
Prize
If entry be unsafe, trade fer camps, a wave, vision or th' opposite prize. Keep Smite and crowd control fer a contest th' crew can actually reach.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Afore th' course
Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.
2
Inspect priority
Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.
3
Arrr, control entry
Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.
4
Arrr, finish or turn
Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Arrr, keep preparing
Use th' champion chart or choose another foe
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.