Hi! My Summoner Name Is CrazySpiker and I have been playing A LOT of Twisted Treeline lately and I decided that it would be fun to make a guide on mobafire to show people how I play Twisted Treeline. You will probably go on lolking.net or go on my profile to check my ranked game stats. You will see I am in bronze unfortunately :(, but that doesn't change anything. I will put time and effort into the guides that I will make in the near future. Anyways, I hope you don't judge me for my rank and try out this build.
Picks & Bans
Strongest Pick And Bans Go As Follows:
Why these Masteries?
I take 9 points in offense, taking ability power, cooldown reduction and magic penetration, since these are just vital to any AP based champion, giving them a stronger game. On the defensive side I take 21 points, taking health, armor, and magic resistance, as well as crowd control effect reduction. You will also notice that 1 point in Good Hands, which reduces time spent dead by 10%. This is 100% changeable. I took this mastery because in the longer games, you will have spawn times near 50 seconds. This mastery will take away 5 of those seconds, bringing it down to 45 seconds. I know that this might be nothing to you, but it's already happened that the enemies aced us and all had near 100 health and went for our unprotected nexus and broke it as soon as we spawned. Those 5 extra seconds would have GUARANTEED an ace and we would have won the game. I also take a point in the last mastery, Honor Guard, which reduces damage from all sources by 3% which isn't too much but is still good.
-Marks of Ability Power are also a viable option
-If you will build tons of armor and think Seals of Armor will be useless, try Seals of Health
-If you will build tons of magic resist and think Glyphs of Magic Resist will be of no use, try Glyphs of Magic Penetration or Ability Power
-Quints of Scaling Ability Power, as well as Magic Penetration can be useful
Pros / Cons
Percent Damage For Late Game
Easy To Gank With, Many Available Paths
Amazing Ultimate, Screws Everyone Up
Strong Escape, Super Strong Initiate
Team Usually Relies On His Ultimate In Fights, Which Has a Fairly Long Cooldown
I take Stretching Strike "Q" first, for the slow that it gives and damage that it brings into level 1 fights. I then take Elastic Slingshot "E" for easy level 2 initiations/kills in lane. Lastly, I take Unstable Matter "W" for its extra damage. I max "Q" first for strong slows and damage, "E" second for longer range and for the reduced cooldown and damage, and finally "W" for its late game percent damage. You can also switch "E" and "Q" if you want, which will give him stronger initiation earlier but low damage and small slows. I think that the range on his "E" is good enough for the first 10 minutes of the game.
In The Game
At level 1, buy your items as soon as possible and head to the furthest brush in the middle part of the map, where the health relic is, and not in the enemy jungle. You should be there by approximately 40 seconds in the game.