Arrr, VRC.LOL

ARAM · Howling AbyssMatchup chartPatch 16.20.1

Thresh vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

ThreshVSVex

Matchup chart

Pick th' matchup

Scan th' horizon any two champions. ARAM uses one shared course, so no Rift role selection be required.

VS
FormatOne shared lane, matey

Pick two champions from th' list.

Arrr, ARAM context

One shared course, one champion-specific course

Th' chart uses ARAM starting, shopping and teamfight rules. Its internal loadout source be nay shown as a Rift assignment.

Arrr, howling Abyss
Review 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

Arrr, howling Abyss rules

Prepare fer one shared course

ARAM removes th' normal Rift role sea chart. Loadout 'round th' champion, th' five-sailor crew and th' next aboard fight instead.

01
Set sail together

Inspect rerolls and th' shared bench, then leave wit' an opening that fits this champion and th' crew 'round it.

02
Arrr, shop while dead

Ye cannae Recall to buy. Course components afore leaving th' shop and use each death timer deliberately.

03
Share hull relics

A relic heals nigh th' ship crewmates after a short delay. Signal it and avoid taking th' trigger when a lower-hull teammate needs th' area.

04
Fight wit' th' wave

Minions create structure pressure and safer space. Clearing first aboard can be more booty useful than forcing another low-hull engage.

Arrr, ARAM · Howling Abyss

Arrr, ARAM engage support

Compare th' opening wit' Riot's ARAM Captain-recommended shop afore leaving base. After that, purchases happen only while dead; th' six usable inventory slots do nay increase.

Arrr, death-only shopping
S
ARAM opening · separate from gear 1

Guardian's Horn

950 doubloons

An ARAM hull and regeneration starter to compare wit' th' present Captain-recommended shop.

1
Arrr, control defence

Mercury's Treads

1,250 doubloons

Adds magic resistance and tenacity agin' reducible crowd control.

2
Crew shield

Locket of the Iron Solari

2,200 doubloons

Adds an immediate shield fer nigh th' ship crewmates after a crew commit.

3
Arrr, protect one ally

Knight's Vow

2,300 doubloons

Arrr, redirects protection toward one priority ally.

4
Arrr, against repeated attacks

Frozen Heart

2,500 doubloons

Adds armour and attack-speed reduction agin' repeated basic attacks.

5
Arrr, against magic damage

Kaenic Rookern

2,900 doubloons

Adds dedicated magic resistance agin' sustained spell damage.

6
Arrr, mixed resistance

Jak'Sho, The Protean

3,200 doubloons

Completes th' permanent inventory wit' mixed resistance fer extended front-line contact.

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Chempunk Chainsword
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Death's Dance
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Black Cleaver
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Chempunk Chainsword
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Death's Dance
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Black Cleaver
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Arrr, runes and summoner spells

Arrr, runes and summoner spellsThreshHowling Abyss

Arrr, ARAM rewards reliable access to clustered fights. Mark helps a melee front liner enter; Flash preserves a separate escape or reposition.

Arrr, ARAM
Arrr, primary tree

Resolve

Grasp of the UndyingFont of LifeConditioningOvergrowth
Arrr, secondary tree

Precision

TriumphLegend: Haste
Arrr, summoner spells
FlashMark
Arrr, howling Abyss only

Mark and Clarity be mode-specific choices. Do nay copy to parchment this pair onto a Summoner's Rift chart.

Protect th' next aboard fight

Pick th' second spell 'round access, survival and crew resources rather than treating every ARAM champion as a diver.

Arrr, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Shared-course interaction

Arrr, compare reliable reach and repeatable value

Track which champion can apply damage, control or protection without crossing th' foe crew's seaworthy space. ARAM does nay turn this kit comparison into a course-counter claim.

Crew context first aboard

Rerolls, allied range, engage and protection can matter more booty than either champion in isolation.

Yer course

Use th' course ye prepared

Use th' champion-specific ARAM loadout as a starting reference, then inspect th' present Captain-recommended shop, yer five-sailor composition and th' next aboard available death shop.

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, too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

Arrr, physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise th' fight.

Arrr, they stack armour

Black Cleaver

Arrr, Black Cleaver shreds armour during extended fights.

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 reference Data Dragon 16.20.1

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Thresh

  1. P
    DamnationEnglish

    Thresh can harvest the souls of enemies that die near him, permanently granting him Armor and Ability Power.

  2. 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
  3. 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
  4. 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
  5. 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

  1. 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.

  2. 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
  3. 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
  4. 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
  5. 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.

Even course

Trade 'round hull, range and th' next aboard wave

1
Wave

Let th' crew clear th' deck without spending every fit fer th' captain's eye cooldown at once.

2
Sea chart play

Track th' shared course, brush control and available relics rather than looking fer a Rift rotation.

3
Fights

Use th' champion's reliable range, protection or control afore forcing a low-percentage engage.

Shared-course course

Thresh on Howling Abyss

Read hull, range, wave position and respawn timing together. ARAM has no side-course rotation, neutral-prize setup or normal ward-control loop.

Arrr, ARAM only
1
Afore th' fight

Clear th' deck or escort th' wave, inspect which crewmates be alive and preserve enough hull to use th' champion's reliable range, protection or engage.

2
During th' fight

Use th' nearest seaworthy target and th' crew's reachable follow-up. Do nay cross th' whole foe formation fer a single low-hull champion.

3
After th' fight

Push wit' surviving minions, take th' seaworthy structure damage available and reset th' course only through a real death rather than donating one alone.

Arrr, keep preparing

Stay wit' Howling Abyss ship's intelligence

Unfurl th' shipshape ARAM loadout or compare another champion. Rift role counters be intentionally kept out o' this chart.

Unfurl full ARAM loadoutArrr, compare another pair