Basic Attacks:Thresh'sbasic attacks do not use projectiles and his basic attack wind-up is only reduced by 0.25% per 1% bonus attack speed (compared to the standard 1% per 1%).
Innate: Enemies who die near Thresh drop souls for 8 seconds, which he can collect by either approaching them or by placing Dark Passage's lantern near them. Each collected soul permanently grants Thresh0.75 bonus ability power, 0.75 bonus armor and increases Dark Passage's shield's strength and Flay's minimum bonus magic damage by 1.
Champions and large enemies always drop 1 soul, epic monsters always drop 2, but small minions and monsters only have a 33% chance to drop 1. Souls are visible to allies and only become visible to enemies if their team has sight of Thresh.
The probability for souls dropping from small minions and monster on Summoner's Rift starts at 33% but adjusts dynamically to match the expected quota (lowers if above, rises if below, remains if even). Souls collected are not considered when adjusting the probability.
Thresh gains the Soul Gluttony buff and resets Damnation's counter every time he collects 255 souls.
The maximum amount of soulsThresh can collect is 999,999, granting him 749,999 bonus ability power and 749,999 bonus armor (99.99% damage reduction, reduced to 99.98% when hit by Last Whisper).
First Cast - Death Sentence: After a 0.5-second delay, Thresh throws out his scythe in the target direction and forms a tether with the first enemy hit, dealing magic damage and stunning them for 1.5 seconds. Hitting an enemy reduces Death Sentence'scooldown by 3 seconds.
80 / 120 / 160 / 200 / 240 (+ 50% AP)
While the tether persists, Thresh is disarmed and periodically tugs at his scythe's chain, pulling the target a short distance towards himself. After 0.5 seconds, or instantly upon hitting a minion or monster, Thresh can cast Death Leap while the tether holds.
Second Cast - Death Leap:Threshdashes to the tethered enemy, removing the stun but becoming able to attack again.
Active:Thresh throws his lantern to the target location, revealing its immediate surroundings and collecting nearby souls for the duration. The lantern remains for 6 seconds and automatically returns to Thresh if he moves more than 1500 units away from it.
Thresh and the first ally to come near the lantern is shielded for 4 seconds.
Passive:Thresh's basic attacks deal bonus magic damage, increasing with time spent not attacking enemy units or neutral monsters.
Bonus Magic Damage:
Collected souls (+ up to 100 / 125 / 150 / 175 / 200% AD)
Active:Thresh sweeps his chain in a broad line towards the target direction, dealing magic damage to enemies hit, knocking them in the chain's direction, and slowing them afterwards for 1 second.
65 / 95 / 125 / 155 / 185 (+ 40% AP)
20 / 25 / 30 / 35 / 40%
Flay's passive's buff icon changes colors depending on charge level:
0 - 25%
25 - 50%
50 - 75%
100% (Thresh's scythe will glow green and a sound effect will play)
Runaan's Hurricane'sWind's Fury will apply Flay's passive to each enemy hit, with the secondary targets taking minimum damage (charge resets upon hitting the primary target).
The enhanced attack applies other on-hit effects and can critically strike as normal (the bonus damage cannot) but does not affect structures or wards (hitting them does not consume the bonus damage or reset the charge).
Flay's passive can be dodged (the enhanced attack is not consumed and the charge is not reset).
PENDING FOR TEST: Flay's passive's interaction with parry, block, and blind (regarding both bonus damage and charge reset).
Active: After a 0.75-second delay, Thresh surrounds himself with 5 spectral walls, each lasting for up to 5 seconds. Walls break upon contact with an enemy champion, dealing magic damage and slowing by 99% for 2 seconds.
250 / 400 / 550 (+ 100% AP)
Enemy champions hitting any wall beyond the first take no damage and are slowed for only 1 second.