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Twitch Build Guide by SubSequence

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League of Legends Build Guide Author SubSequence

Pins and Needles; Jungle Twitch [WiP]

SubSequence Last updated on February 20, 2017
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Ability Sequence

2
8
10
12
13
Ability Key Q
3
14
15
17
18
Ability Key W
1
4
5
7
9
Ability Key E
6
11
16
Ability Key R

Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 18

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 12

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0


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[Update Notes]

I will always Tweet out when an update will be posted as well as when my stream begins, I stream on Twitch starting at 10:00 a.m. Central until 2:00 p.m..


2/20/17

  • Added "Pure Confidence" Build section.
  • Added "Pure Confidence, the AP Snowball" Section.

2/14/17
  • Fixed a bunch of typos.
  • Added Stream link to intro

2/13/17
  • Added Teammate Synergies to Ganking Tips
  • Added "Which Smite should I buy?" Section

2/12/17
  • Added "Situational Items" section. Will go in-depth on those in a later update.

2/11/17
  • Ganking section added, will be improved on in a future update.
  • Invading/Jungle Matchup section added, will be updated later.
  • Items Updated. Again.

2/8/17
  • Removed Redundant Strength/Weakness section.
  • Added Ability Sequence section.

2/7/17


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Introduction/Shoutout

During the production of this guide, I am also actively playing Twitch to find favorable matchups, as well as doing numerous tests to figure out optimal builds for carrying in solo queue. I will update this guide as I go, and I hope you all enjoy the journey as I update and optimize this guide and make it the best and most descriptive Twitch Jungle Guide on Mobafire!

The first off-meta jungler I played was Twitch back in Season 4, right after the Visual Update, so he's always gonna hold a special place on my roster and, honestly, he is a load of fun to play!

This guide is pretty much inspired by Aqua Dragon 33, who pretty much gave me the confidence to go out and do off-meta picks. Shout out to Jay, check out his stream, he's a great player and a really nice guy. Go give him some love!

AquaDragon's Twitch

AquaDragon's MobaFire Guides


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Rattata

Coming in second place for League's favorite Pokemon is Rattat--- I mean, Twitch. Typically played in the botlane as a Marksman, Twitch gets most of his power from his ability to shoot people and make his opponents smell like Aunt Juanita.

The big addition of Lethality and the tweaking to assassins has pretty much taken ADCs and stuck them in a Five Nights at Freddy's VR Experience from which they will never return, full of jump scares and grey screens. Champions that previously benefited from Armor Penetration have received a power spike that, when played right, could make squishy carries **** their pants in sheer terror. Even tanks aren't safe from the terror that is Lethality.


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Runes

Runes

Greater Glyph of Magic Resist
9

Greater Mark of Lethality
9

Greater Quintessence of Lethality
2

Greater Quintessence of Movement Speed
1

Greater Seal of Armor
9

Lethality is just very strong. You get 21 Flat Armor penetration just off of these runes at the time of your Level 2 gank onto either Mid or Top, which will reduce MOST of your targets' armor to around 20-30, provided they took 9 Armor Seals.


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Masteries

Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/1

So, I'm trash and the Mastery section was super cringe before ACTUALLY testing anything instead of going on speculation. Fervor of Battle is insanely broken on Twitch. He's an auto-attack reliant champion, and that's okay, while he's not one-shotting everybody on the Rift, he can still get the jump on them and get a few hits in before they can respond, then burst them out with his Contaminate.


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Items

Normally, this first section I'd tell you what items are absolutely necessary. Fortunately, only 3 Items are stapled to your inventory for builds like these: Runaan's Hurricane, Youmuu's Ghostblade and Enchantment: Bloodrazor. While this guide started getting re-written into a lethality-based build, further testing and research showed that the old Attack Speed/Team Fight build is the strongest way to play.

  • Enchantment: Bloodrazor: This item is probably the core of the build. The bonus damage based on health is very deadly, and the attack speed is great. It helps with clears and it makes everything easier. On another note, I do like using the Tracker's Knife - Bloodrazor because wards are the most important thing. Vision wins games, my friends.
  • Youmuu's Ghostblade: I've said it before, I'll say it again: *Clears throat* LETHALITY IS BROKEN. *ahem* On top of the Lethality you get from it, you get the Movement Speed and the Attack Speed needed to position yourself while in stealth, then unload with a few autos before popping the Contaminate
  • Edge of Night: More Lethality. Also, gives you a spell shield that blocks the first enemy spell you get hit by. It makes your flanks a little more secure and makes you a little harder to kill with the additional Magic Resist the item provides. Usually a staple on most assassins.
  • Duskblade of Draktharr: Insane damage. It deals true damage on hit (based on Lethality), on a cool down, and gives you additional Lethality. High damage, which is a given considering it builds off of B. F. Sword.
  • Phantom Dancer: The extra mobility, the 30% critical chance, the damage reduction. Everything about this item is good, the 12% Damage Reduction is very strong when used with Skirmisher's Sabre, bringing you up to 29% damage reduction and making you very tanky without building tanky. Also, I've just been a fan of this item. I love it.
  • Boots of Mobility: While these are good in the early game for cheeky ganks, you may want to swap them out in the mid or late game for Boots of Swiftness or Mercury's Treads to reduce the CC that may be put on you.
  • Mercurial Scimitar: This item is just nearly perfect defense to CC, even if you take the damage the abilities dealt to you, you get a decent amount of Life Steal . Not to mention the fairly high amount of damage you get from this, being a defensive item.
  • Blade of the Ruined King: Its situational, if you need life steal, or a little bit more attack speed on your build. Can cause some melting among enemy carries and has synergy with Runaan's Hurricane if you build it.
  • Runaan's Hurricane: This is possibly my favorite item for Twitch, either making him a monster in team fights when ahead, or an extremely efficient split pusher when the team needs pressure, this item never fails me for efficiency. The synergy with Spray and Pray is astounding, making quick work in teamfights, or even cutting off and catching out multiple enemies that thought they escaped. It actually energizes very well if you or a teammate has built a Zz'Rot Portal. Having a portal placed in a side lane, then pushing the other, makes your enemies have to think twice about how to initiate, especially since you can get a wave pushed to enemy base in a matter of seconds, then be back to fight just as fast with your Ambush.
  • Lord Dominik's Regards: If for some reason tanks are giving you a hard time, you can slap this onto your build and reduce their Bonus Armor by almost half, as well as doing insane bonus damage. Overly, its a situational item, but very strong.
  • Dead Man's Plate: Now this is the weirdest item on this build path, but let me explain. It's purely for the health, the armor, and the bonus movement speed to create extra synergy with your Ambush. Admittedly, it's a fairly experimental item, but so far in testing its proven to be valuable when escaping, initiating, or catching someone out for a quick and easy assassination.
  • Farsight Alteration: This trinket is possibly the best trinket for Ranged champions, assassins, split pushers, all the like. Being able to scope out bushes, objectives, lanes, etc. The item is just good. If nobody on your team has built it yet, definitely build it yourself. Vision wins games.
  • Oracle's Lens: Much like providing vision, denying vision is just as good and helpful for your team. Its also a counter to invisible champs, its just a very helpful item for you and your team.
  • Guinsoo's Rageblade: Okay, hear me out. With the amount of Lethality you'll have, you're basically not bothered by armor, why not give yourself stacking Attack Speed and Attack Damage. Oh, the Ability Power is a dead stat? When you fully stack Rageblade, you'll have maxed poison stacks, which will make your Contaminate do max damage. Which, because of Rageblade providing 74 extra Ability Power, you'll get the AP ratio added to that as well. Just off of Rageblade, assuming you have the ability maxed, at level 8, you'll deal a total of 379 Physical Damage before armor. Your auto attacks will be doing at least 669 damage, before armor, and that's assuming you have no Runes or Masteries and no other items. Just some speculation, food for thought. Take it how you will.


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Pure Confidence, the AP Snowball.

Just in case you want to read this section, it's not too big, but its a little wordy and a little off-subject. However, if you wish to read it, just click on this box


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Jungling

The typical clear path for Twitch Jungle that I use is as follows:
For Level 2 Gank:
Red Buff -> Gank -> Blue Buff -> Gank -> Farm

Not suitable laners for Level 2 Gank:
Top-Side Buff -> Enemy Top-Side Buff ( Smite) -> Gank from behind if your team is pushed in / Fight enemy jungler.

Neither of the above apply to your game or are learning Twitch Jungle? Then simply do this clear

Bottom-Side Buff -> Wolf Camp -> Top-Side Buff ( Smite) -> Look for gank.

Twitch's jungle route is pretty basic.


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Which Smite should I buy?

Generally, most champs have a Smite upgrade that is fairly staple, unfortunately League of Legends is not so dynamic. Your Smite depends on how you or your team is sitting. I will go over these, and the reasoning for each one when applied to Twitch.

Challenging Smite
If the enemy team is slightly more fed than yours, and you don't think it will be easy to come back from, this is the way to go. You get damage reduction and the ability to deal bonus damage. The main thing here is that it gives you 20% damage reduction. This item has synergy with Phantom Dancer, making you take 29% reduced damage (% Damage Reduction is multiplicative). If you go for the Psuedo-Tank build, this could be very good for you. It increases your survival ability and with help your team.

Chilling Smite
This item would be more for if you are ahead, but your team is even. The extra slow on ganks helps your teammates get more damage in, which could inevitably get them fed, or at the very least make the enemy leave lane. This allows for more aggressive plays and makes your lanes' time easier.

Tracker's Knife
I know, this isn't a Smite upgrade, but if you got your team about 2-4 kills in the first few minutes, definitely grab this item. Being able to maintain vision is going to help your team even more, on top of your obsessive ganking. The other reasoning why you could build this is if your team is behind just enough, and you need more vision. Basically, if you need more vision. If you're playing against a mid or top that can roam without hesitation, Tracker's Knife. If you're playing against a really aggressive jungler who can gank more than you, Tracker's Knife. Keep your river and enemy jungle warded.


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Item Sequence

Your general Item pathing will go as followed:
Enchantment: Bloodrazor > Boots of Mobility > Runaan's Hurricane > Serrated Dirk > Edge of Night.

The early Boots of Mobility and a couple Daggers is to make sure you're maintaining pressure on lanes by being able to gank very fast and very often. The synergy with your Ambush is insane as well.

After Bloodrazor, you should be able to 1v1 most enemies and be able to set the enemy jungle back by taking their farm without fear because you know you can trade with them and win, against most other Junglers. Being a ranged assassin makes him very versatile since he can out-range and kite most other assassins.


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Skill Sequence

Level 2 Gank

(Red Buff Start)
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

The reason you don't get your Venom Cask at level 2 when you go in for your gank is because you're already going to have the slow from your Red Buff, making it redundant, plus, the burst you get off from Contaminate is insane at level 2. You pretty much guarantee either First Blood or at least the Flash of the enemy laner.

Level 2 Gank

(Red Side Blue Buff Start)
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is the alternative start for ganking bot lane when starting on the Red Side of the map. If you have a support with good Level 1 CC, you can combine Venom Cask with whatever CC to keep the bot lane closer to your team. Much more likely to burn Heal than anything, but it still makes a returning gank much more simple.


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Team Fights

Important things to remember:

  • For the first few seconds of a team fight, you have 850 range for your auto-attacks, use this wisely to ensure the most damage gets applied to the enemy carries, keeping them from fighting.
  • Wait for a hard initiation, don't ult instantly just because someone gets hit with an ability, or hooked by someone. If they initiate on your team, use your ult to peck the back line as your tanks defend you from their tanks.
  • Don't forget the reset! Your Ambush resets if somebody dies while affected by your Deadly Venom! Use this for re-engages, escapes, or chases!
  • Try to line your empowered auto attacks up with their team, hitting as many targets as possible!


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Pros / Cons

Pros

  • Astounding early pressure
  • Doesn't need much to start helping
  • Ranged Assassin. Easy to kite and orbwalk with.
  • Contaminate offers insane and unexpected damage.
  • Extremely powerful ganks post-6.
  • Currently, lower ELO don't like Control Wards

Cons

  • Control Wards.
  • Very susceptible to invades early.
  • Even though he can apply a lot of pressure, Levels 3-5 are pretty hard to cause as much pressure as other junglers.
  • Very squishy, I mean, you're a rat after all.
  • No real escapes. Ambush can be used but if you're taking damage from a Deathfire Touch or any other Damage-over-time effect, you probably won't be going invisible and you'll most likely die.


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Ganking Tips

Generally, your first gank is going to be immediately after taking your Red. Just walk up to brush, hit your Ambush and sneak on up. Slowing your victim with your buff, you and your teammate should be able to secure a kill, or pop Summoners. The first lane you should look to gank depends on who has the worst escape. Tanky top lane? Gank. Non-mobile mid lane? Gank. Non-mobile bot lane? Gank. 100% of your games you should be ganking right after taking Red buff, as well as any opportunity to punish pushing. Twitch's ability to just show up in a lane with a slow and high damage output from range makes him a pretty scary assassin.

Generally when you gank you either want to be coming behind the enemy lanes, usually from behind tower, with the exception of ganking Red-Side bottom, and Blue-Side Top, UNLESS your lane is pushed up.

Teammate Synergy


Generally, anytime you can have a teammate with some sort of snare or high damage output, its gonna be good for you. Here are a couple examples of champions that have the most potential to start a snowball for either them or yourself.
  • Jhin: Ganking for a Jihn is amazingly easy. You walk up, throw your Venom Cask, he uses Deadly Flourish, plus any CC your Support might have. Makes it crazy to snowball either yourself or Jihn.
  • Cassiopeia: Your poison counts for her Twin Fang bonuses, so after you drop the slow, she can start spamming it on them. Her Miasma makes it a little harder for the enemy to escape and after 6 everything gets crazy.
  • Vel'Koz: CC and Burst make everything easier. True Damage on top of that makes for insane early damage, after Vel'Koz gets level 2, your ganks are smooth and easy. This counts for him being Mid or Support.


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Invading: When and When Not To

Invading with Twitch is a little tricky, considering the heavy "Full Lethality" meta we are in right now, but a few match ups that are fairly popular right now he can successfully invade against in the early game.

  • Hecarim: As long as he isn't very ahead, you will be able to successfully invade in the early levels, setting him behind by denying farm and even killing him early.
  • Graves: Playing on the wall is a good way to get one-shot by Graves. Keep your distance from terrain and you could easily come out on top in engagements.
  • Kha'Zix: Keeping your distance and keeping enough room for auto-attacks, you don't need to worry about him before level 6.

As with every list of positives, there's a list of negatives. Champions you need to look out for early are:
  • Rengar: Rengar has ridiculous amounts of damage early, and he can easily one shot you at level 3. Look out for invades and ward your jungle obsessively.
  • Vi: The same reasons as Rengar, Vi has insane damage with no items because of her armor shred and CC. Ward up and play safe.
  • Lee Sin: Common trend here. You, Twitch, you are squishy. Lee Sin, he is also squishy. However, he has stupid high damage and, unless he manages to miss his Sonic Wave, you're gonna find yourself playing grey screen simulator.

These are only a few examples of poor match ups, but in most cases if your opposing jungler has high early damage, you're gonna want to buy wards and play safe and try to avoid any 1v1 situations unless your team is close to fall back on.