Build Guide by Jebus McAzn
This build has been archived and is for historical display only.
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Not Updated For Current Season
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
If you have questions about the item build, please scroll down to the section in the guide!
I built this Twitch to, for lack of a better word, destroy enemy teams in early, mid, and late game. There are really two types of Twitch that I know of; Team Carry Twitch and Critical Strike Twitch.
Team Carry Twitch starts off extremely slowly. If you follow Xiaoli's build, for example, you'd start off with a Doran's Shield, then an Avarice Blade, followed by Boots of Mobility and another Avarice Blade. By that time, it's mid-game already and you still haven't gotten an attack speed boost or a damage boost, making you very poor indeed in any 1v1 and only mediocre in team battles. While it's true that this Twitch shines later on, once he gets the Infinity Edge and Madred's Bloodrazor, in the early game, he really can't do very much and struggles against enemy champions with strong harass and laning ability, such as Vladimir.
On the other hand, Critical Strike Twitch has better early staying power with the Vampiric Scepter building into the Executioner's Calling, with Greaves and Avarice Blades following afterwards. But the main bane of this build is its relative uselessness before reaching around 60-70% critical strike chance. At that point, you're running around with comparably little attack damage and only a shaky chance to score certain kills on champions or minions.
Both builds shine late-game, honestly. Both are extremely well-done. But the main problem that a lot of newbies have when they try Twitch is their inability to carry or gank early game. This build attempts to, and hopefully succeeds, in creating a Twitch that is effective both early and late game.
This Twitch runs a 21/0/9 mastery build to maximize damage while getting some useful utility as well. The defenses section provide little for a Twitch that will usually be chasing, not fleeing. With major points in Offense, Twitch will obtain kills that much faster.
Alacrity and Sorcery are both useful spells, and to be honest, Alacrity is probably more useful on Twitch. However, I put the 4 in Sorcery to gain access to Archaic Knowledge, which affects your Expunge spell. Expunge is one of your main ways to kill a fleeing champion in any stage of the game, so it is crucial that it do as much damage as possible.
The runes were put in Attack Speed and Armor Penetration, to maximize damage. My choices are rather self-explanatory.
The spells chosen for Twitch scream "RUTHLESS CARRY!" Flash lets you get in and surprise enemies whom you might not have been able to catch off-guard with Ambush. Ignite, obviously, hits fleeing enemies with only a sliver of health left, and the DoT combined with your poison can easily be enough to take down half a bar of health at early levels.
Ghost: A decent choice if you haven't obtained Flash yet. Ghost can give you that boost you need to catch up to an enemy, hit them with any of your champion spells, or simply last-hit them for the kill. Ghost also lets Twitch get away from ganks, although his movement speed is rather high in the first place and with Ambush, he can simply stealth away.
Cleanse: Excellent for getting rid of debuffs like Blind, a slow, or a stun. Twitch is squishy, so you need to make use of every health bar he has and every health bar he could take down.
Clairvoyance: Always a good option. Being squishy and extremely deadly, expect to be the target of a LOT of ganks. Clairvoyance lets you be aware of those ganks, if used properly, and also lets you scout junglers who are taking on Dragon, Golem, or Baron Nashor.
Teleport: Great for any assassin character. You can Teleport to your own tower, Stealth, and rush up behind the targets for a gank to kill them. This is useful in those tight scenarios where it's impossible to walk across the map in time to assist in a gank.
Heal: This can save your life in ganks, or simply when your health is getting a bit too low to lane comfortably. Twitch's health goes down fast, so this increases staying power without having to rely on lifesteal.
Clarity: When spamming Ambush or Expunge, Twitch's mana pool goes down fast. At level 18, he peaks at only 810 mana with this build, equating to roughly 10 uses of either Ambush or Expunge. Clarity gives you staying power early game, although late game your mana troubles should be covered by the Golem buff.
Everything else. Exhaust is practically useless when you have a slow in Debilitating Poison. Revive is useless on almost every character, except maybe Karthus for his ultimate. Rally may be decent when mobbing or for increasing your own damage, but the long recharge will ultimately prove for it to be a bad choice late game. Smite isn't worth it, since you won't be jungling from level 1. Finally, Fortify isn't worth it either since Twitch's time would be better spent walking to the turret that is under attack and ganking the attackers.
Passive - Deadly Venom
(Innate): Twitch's attacks infect the target with Deadly Venom, which deals 2/4/6/8 damage each second, stacks up to 6 times, and lasts up to 8 seconds.
Deadly Venom is incredibly useful and vital to a Twitch player. At level 18, 6 stacks will deal 48 damage each second for up to 8 seconds, which equates to approximately 350 damage when you take into account that some stacks of Venom will wear off before others. Deadly Venom's main immediate appeal is its synergy with Twitch's W and E spells. More on that later. Just know that stacks of Venom are usually essential to Twitch's ganking ability.
Ambush [Q Ability]
After 1.25 seconds, Twitch becomes stealthed for 20 / 30 / 40 / 50 / 60 seconds. If Twitch attacks a unit while Stealthed, he gains 30 / 45 / 60 / 80 / 100% attack speed for up to 10 seconds, depending on how long he was stealthed before attacking.
CD: 11 seconds / Cost: 60 mana / Range: Self
One of the best stealth abilities in the game, if not the best. Comparable only to Eve's stealth, which stuns on hit, Ambush keeps you undetectable to enemies for up to a full minute. A huge advantage of Ambush over Eve's stealth is that it increases your attack speed when it ends; this makes you extremely deadly, especially when you pop your ultimate.
Ambush is extremely useful for setting up ganks, and for obvious reasons. If they don't see you coming, they won't predict it. One condition it has is that the increased attack speed lasts longer the longer you have been stealthed; for this reason, try to time casting Ambush so that you arrive at your destination at around the time Ambush is ending. Ambush is leveled up first to give you a great harass ability; stealth, get a few attacks off, and retreat. You need not upgrade Ambush again until around level 5.
Debilitating Poison [W Ability]
Slows nearby enemy champions' move speed by 30%, plus 6% per Deadly Venom they have. 2.5 / 3.25 / 4 / 4.75 / 5.25 second duration.
CD: 10 seconds / Cost: 80 mana / Range: 200
This is your snare. You'll note that when you pop up during a gank that enemies tend to run away as fast as possible; oftentimes they can get away before you can kill them. Debilitating Poison will snare them by up to 66%, a huge amount. Note that the more stacks of Deadly Venom you have on them, the slower they will be. Try to get 3 to 4 attacks off before you snare to maximize its effectiveness.
Debilitating Poison scales by duration, not by snare effectiveness. Your snare will be just as effective at level 1 as it will be at level 18; the only difference is that it will last much longer at level 18. However, the length of the snare rarely matters when 4-5 seconds is all you need to kill most champions. Therefore it is saved until level 14 to finish upgrading.
Expunge [E Ability]
Deals 30 / 60 / 90 / 120 / 150 (+100% of ability power) magic damage to each nearby poisoned enemy, plus 20 / 30 / 40 / 50 / 60 additional damage per stack of Deadly Venom applied to them.
CD: 8 seconds / Cost: 90 mana / Range: 200
Expunge is one of your most useful skills. When an enemy is fleeing and, for example, is close to their turret, Expunge can land that last hit from a safe distance. Consider that at level 1, Expunge can do up to 150 damage, around 25% of most characters' health bars. Because it is essential for killing champions, Expunge is maxed first. Consider that at level 18, you can Flash in, land six hits in three seconds (dealing 1000+ damage), snare them, attack them further, and if they're not dead, drop Expunge for another spike of 510 damage.
Spray and Pray [Ultimate, R Ability]
Twitch gains 40 / 60 / 80% attack speed and his attacks become long range line missiles for 7 seconds, dealing 100% damage and poisoning all enemies hit.
CD: 105 / 90 / 75 seconds / Cost: 150 mana / Range: 1200
Spray and Pray turns you into a monster. Your attacks all pierce through multiple enemies and apply Deadly Venom on each hit. Your attack speed is boosted to insane levels with this, and your range is amazing. Your ultimate is essential to level up, not because of the attack speed, but because of the cooldown. With your ultimate, you become a multi-killer of epic proportions; Expunge can clear two or more champions in the same hit because you've placed Deadly Venom on all of them.
Start off with a Dagger and a Health Potion; you want to build your Berserker's Greaves as quickly as possible. With the increased attack speed, you are much better at last-hitting minions. After you build your Greaves, get your Recurve Bow, then build Madred's Bloodrazor. At this point, you should have your ultimate already. Your attack speed will be rather high at this point, but to round it off, obtain a Sword of the Divine. Every fourth hit will deal an additional 100 damage, so you'll kill enemies much faster, as your attack speed is already through the roof at this point (two hits per second). Now some of you may be worried about your attack damage, so go ahead and pick up your Infinity Edge. You should probably be level 18, or at least close to it at this point. Finally, get a Black Cleaver to stop all those tanks in their tracks.
This build is by no means static. My advice is to stick with the build up to Sword of the Divine, then you can split as you wish.
-If you're facing a mana-heavy team, purchase Wit's End before Infinity Edge; the damage is incredible.
-If you are constantly being focus-fired when you go in to gank, get a Guardian Angel. In team ganks, if you are taken out, it'll leave you right back into the game and ready to go.
-Feel free to obtain the Bloodthirster before the Infinity Edge if your team is particularly good at giving you kills or assists.
-If you're facing a team of mostly squishies, try getting either the Last Whisper or Nashor's Tooth; both will raise your attack speed to the cap of 2.5, meaning that you won't even need Ambush anymore, unless you want it for the stealth. This, however, is not recommended.
One more important thing of note: It is highly recommended to purchase an Oracle's Elixir sometimes after you obtain the Bloodrazor. This lets you scout for Vision Wards that may hamper your ganking attempts. If the enemy team has a stealth character, that's just a bonus.
The primary combo you'll be abusing is:
Run around behind them
Autoattack 3-4 times
Debilitating Poison if (when) they try to run
If they're not dead, use Expunge and/or Ignite.
Late-game, you will be using the exact same combo, but you will be casting Spray and Pray right before your first autoattack.
Pre-Game: Try not to take the middle lane. Twitch is best complimented with a character that can slow, stun, or deal heavy spike damage/damage over time. Your best partners are characters like Pantheon, Xin Zhao, Morgana, and Ryze.
Early Game: Your attack speed makes it easier to last-hit minions. Harass overextended enemy champions constantly. A very valid strategy is to fake a Recall, cancel it, and move back into the brush. Some players may think you may have retreated, when you've only stealthed to prepare for a gank. Granted, this trick doesn't work all the time, but it can be enough to net you first blood. Use Ignite and Expunge liberally to deal that last bit of damage to a fleeing champion.
Mid Game: Your Bloodrazor will have you dealing excellent damage to just about anything. At level 6-7, you can easily obtain your Golem buff, although you may need a health potion to do so at these earlier levels. Try to keep Golem up constantly to keep spamming your abilities. Take out Dragon at level 8 or so. At this stage in the game, Twitch should be actively ganking enemy champions or pairs of enemy champions with the help of your teammates.
Late Game: You should have completed your build up to at least the Infinity Edge, so you're already incredibly powerful. Set up team pushes, and when the 5v5 commences, you will be the turning factor, dropping champions like flies with your combo. Make sure that you are not the first to attack. Let tanks absorb damage; that's their job. Your job is to assist the team from the rear right after your main team engages.
This build is a DPS build centered around attack speed and the bonuses from Madred's and Sword of the Divine. Done correctly, Twitch is an absolutely amazing carry that can easily score quadra or penta kills. Expect to see "Twitch scored an Ace!" quite often. And even if you play incorrectly, I guarantee that you'll still get numerous kills.