Team Guide by Be4stM0d3
Not Updated For Current Season
Not Updated For Current Season
What Makes 3v3 so different from 5v5? (The Map, The Items, and The Roles)
Twisted Treeline is a much smaller map than Summoner's Rift, with more twists (haha get it?) and turns making it a very guerrilla warfare oriented map. The map favors champions with high durability, built in escape, and hard cc. If the champion you want to use has at least 2 of those 3 qualities, then by all means use it.
The ideal procedure for a team fight is to first do a 3v1 gank, followed by a 3v2 team fight (this way the odds are always in your favor). This is not the only viable strategy on TT, but it's the one that seems to work best most consistently.
The ideal item purchases are low-cost, high-utility items such as The Brutalizer and Wriggle's Lantern, so the items in the builds above will follow that train of thought and will differ quite a bit from the more common 5v5 champion builds on Mobafire.
Just like in 5v5 there is a different role for each player on a team; however on TT the roles are quite different. These roles are not universally established, but merely how I would categorize the most important elements of a 3v3 team composition.
The Stun - Well, the name sort of explains itself. The stun is a champion that has a hard cc with which to disable the opposing team's largest threat. This is the easiest role to fill and will often be filled multiple times in a team composition. There are many to choose from, but some of the top picks for TT would be Sion, Renekton, Shen, and Ryze.
The Carry - A TT carry functions the same way as an SR carry, but the champions that fit the role on TT are drastically different. While Ashe is an ideal carry on SR, she is pretty lackluster on TT since she has none of the 3 qualities of a strong TT champ; however Tryndamere, who is fairly strong on SR, is easily Tier 1 as a carry on TT since he has 2.5 out of the 3 qualities (a generous escape, God-like durability with his Undying Rage, and a slow which earns half a point for cc lol).
The Separator - The Separator is the most unique role to TT. The name is also somewhat self-explanatory, but to be safe I shall explain further. It is a member of the team that sets up that aforementioned 3v1 gank, separating one member of their team from the rest so your stun can disable him and your carry can finish him off. This role is somewhat optional and you can simply pick up a second stun. A few examples of champions that fill this role are Blitzcrank (with his Rocket Grab), Gragas (with his Explosive Cask), and Anivia (with Crystallize).
Just like Summoner's Rift, Twisted Treeline has neutral creeps which can be killed for gold/xp and in some cases special stat buffs. However unlike SR, 3v3 teams do not need (some even believe it to be unwise) to have a jungler to achieve the best results. The most important elements of map control on TT are the Dragon and wards. Warding is extraordinarily easy on TT, often times 2 or 3 wards will cover the most important areas of entry. Just maintain a ward in the vicinity of the Red Lizard in bottom jungle and by the Dragon in top jungle and you're pretty much set. However there are cases in which you should ward the bushes near the Wolf buff and the Wraith buff in top jungle.
The Dragon on TT is the watered-down equivalent of Baron Nashor on SR. It is the strongest neutral creep on the map and provides global benefits to the team that kills it (250g, 900xp, and a buff that increases damage by a X%, where X is your champion level). The Dragon is very important and is much easier to kill than Baron (certain teams can take it down upon it's spawn time if given the opportunity), so keep an eye on it starting at 4:40 into the game.
3v3 Summoner Spells
Exhaust - This is a very stong SS in 5v5, but in 3v3 it's easily the strongest! Minimum one per team.
Ignite - In 5v5 it's used for applying pressure early game, and to counter Mundo of course. In 3v3 it's even more important to get those kills. Minimum one per team.
Ghost - Whether you need to catch someone or you need to gtfo, Ghost takes care of you.
Flash - It's not bad, but the long cooldown makes it an awkward SS in 3v3.
Clairvoyance - On a champ like Blitzcrank that's tanky with a built in escape, there's plenty of room for CV. CV is handy for finding the other team pre-minions and for checking Dragon while un-warded.
Smite - If you can fit it in or if you're running a dedicated jungler it's great for map control. Nothing like stealing Dragon with a well-timed Smite to piss off the other team.
Cleanse - Run it on your carry, removes Exhaust and Ignite now.
Teleport - Why? Everything is close, you get as much mobility out of it as Ghost, except there's an annoyingly long cooldown for it.
Clarity - I don't like it in general, and after each fight you'll be going B anyway, no reason to take clarity.
Heal - Heal is very strong ever since the recent buff, try your best to fit it in.
Revive - Actually a fairly clutch SS, but I've never felt like running it over other SS.
Aegis of the Legion
This item is NUTS on TT. If each member of your team buys it they will each receive +270 Hp, +42 Armor, +54 Magic Resist, and +16 Attack Damage while together (the Aura can affect a champion a max of 2 times, once by the one its carrying and second by a nearby Aegis). All for 1925g per champ.
On a map that emphasizes item efficiency, Aegis is undoubtedly the most efficient item in LoL.
Team 1 (Renekton, Blitzcrank, Ezreal) - Run n' Gun
Renekton as the stun, Blitzcrank as the separator, and Ezreal as the carry.
This team has a lot of utility, mobility, and durability. A well taken care of Hard Carry is the only obvious counter to this lineup.
If Blitzcrank lands that first Rocket Grab it's pretty much GG. Renekton will use Ruthless Predator to stun the target, all the while Ezreal is spamming Mystic Shot and auto-attacks. Free boots for the whole team by the time minions spawn, isn't that sweet.
The reason this team is great the whole game is because each member has at least 2 of the 3 qualities of strength on TT. Renekton and Blitzcrank each possess all 3 qualities, and Ezreal possesses 2 of them (surprising durability and an escape). During the laning phase, albeit short, Ezreal should solo top with Renekton and Blitzcrank paired bot. This allows Ezreal to level/farm quickly while Blitz and Ren zone the enemy bot lane out of last hits.
Team 2 (Maokai, Gragas, Tryndamere) - Hard Carry
Maokai as the stun, Gragas as the separator, and Tryndamere as the carry.
This team has a more passive early game than Team 1, built around champions who unlock their greatest potential at level 6. Lanes should be Tryndamere solo top with Maokai and Gragas bot. Gragas and Maokai synergize quite well, both with high burst potential and a hard initiation via Maokai's W. Tryndamere just needs to farm as much as possible, playing either passively or aggressively depending on the opponent.
Once the team hits 6 things change rapidly. Explosive Cask is a tremendous separation tool, and Undying Rage lets Tryndamere go God-Mode for 5 seconds; everything you need in 3v3.