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Runes: Hyper carry
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order Standard item skill order
Deadly Venom (PASSIVE)
Twitch Passive Ability
Threats & Synergies
Amumu
has little threat in lane but if you let him press R on you you lose
Yuumi
Cat and rat are the perfect duo
Yuumi
Cat and rat are the perfect duo
Champion Build Guide
My guides are made in the hope that you can take the knowledge from this guide in order to help with your climb this season.
Please Let me know if there's more content you would like added or anything you have a questions about and I will do my best to Either add it into this guide or future guides that are in the works.
At this point I will be adding more Threats and synergies, as well as more lane specific mechanics and more detailed explanations for certain item choices etc.
If you enjoyed my guide please be sure to hit that greens thumbs up it really helps :)
You are always welcome to ask questions or pop by my stream and ask me in person.
- Press the Attack Press the Attack ![]() The problem with ![]() ![]() ![]() ![]() In my opinion ![]() ![]() ![]() |

While having clear cut weaknesses in lane and some very rough lane matchups (cough cough looking at you Caitlyn) Twitch will inevitably either out scale or allow you to outplay enemies with stealth.
Twitch's 3-4 Item power spikes can allow him to completely take over games and hard carry to victory if played properly.
I really encourage you to test items and runes in their own time to come to your own preferred style of play which will help adapt to each games draft and synergies.
There's no one right way to play league of legends its simply finding the style that works for you and applying proper fundamentals to that playstyle and sticking to it!

Passive: Deadly Venom (P)
Twitch's basic attacks on-hit apply a stack of
Deadly Venom for 6 seconds, stacking up to 6 times, during which the target is also inflicted with Poison. The duration of
Deadly Venom refreshes on subsequent applications.
Deadly Venom does not affect structures.
Deadly Venom cannot be parried nor
Shen's Spirit's Refuge. but can be dodged and/or missed if Twitch is Blinded.
Ambush (Q)
ACTIVE: After a 1 second delay, Twitch becomes Camouflaged for a duration. Attacking, casting
Venom Cask or
Contaminate breaks the stealth immediately.
While
stealthed, Twitch gains bonus movement speed, increased when he moves toward enemy champions within a 1000-range radius who cannot see him.
Ambush
Upon breaking stealth Twitch gains bonus Attack speed for 5 seconds.
Ambush's Cooldown is reset if an enemy champion dies while afflicted with
Deadly Venom.
Entering stealth cancels Twitch's current basic attack.
Ambush follows the same rules as stealth but he can still perform actions normally before entering Ambush. Activating Recall during the 1-second delay allows him to Channel it while stealthed.
If Twitch enters Stasis during the delay, he will gain the Ambush camouflage after the stasis ends.
Venom Cask (W)
Twitch hurls a cask of venom at the target location, applying a
Deadly Venom to all enemies hit within the area and granting Sight icon.png sight of the area.
The area then becomes contaminated for 3 seconds, applying a
Deadly Venom stack each second to all enemies within and slowing them.
Venom Cask can apply a maximum of 4
Deadly Venom Deadly Venom stacks per enemy.
Contaminate (E)
ACTIVE: Twitch sends out a lethal toxin to each nearby enemy afflicted by Deadly Venom, dealing physical damage upon arrival.
Contaminate deals additional physical damage and AP magic damage for each stack of Deadly Venom on the target.
A nearby enemy with
Deadly Venom is required to cast this ability, and targets do not have to be visible to be affected.
Twitch is given a range indicator for
Contaminates radius upon infecting an enemy champion with Deadly Venom (actual range is slightly larger than shown in-game.
Spray and Pray (R)
ACTIVE: Twitch gains bonus attack damage 300 bonus attack range for 6 seconds, during which his basic attacks are replaced by bolts that travel slightly further than his attack range in a straight line, dealing damage to every enemy unit they collide with in their path.
The bolts deal 100% − 60% (based on enemies hit) of the attack's damage, apply On-hit on-hit effects at 100% effectiveness to all targets and each attack can Critical strike critically strike all its targets.
Runaan's Hurricane's bolts can target the same units that are hit by Twitch's penetrated bolt, increasing the total damage dealt to them and applying On-hit effects twice.
Contaminate Spray and Pray allows Twitch to outrange turrets by 50 units, allowing him to hit them without them returning fire.
If Twitch is blinded before winding up the attack, the hits will miss against all targets.
There is a brief delay before the bolts reach targets at range due to finite missile speed, allowing even the primary target to physically dodge or flash the attack.
The bolt projectiles will naturally pass through terrain and enemy structures (the latter will be damaged by bolts even if they are not directly targeted).
Twitch's basic attacks on-hit apply a stack of





Ambush (Q)
ACTIVE: After a 1 second delay, Twitch becomes Camouflaged for a duration. Attacking, casting
Venom Cask or
Contaminate breaks the stealth immediately.
While
stealthed, Twitch gains bonus movement speed, increased when he moves toward enemy champions within a 1000-range radius who cannot see him.
Ambush
Upon breaking stealth Twitch gains bonus Attack speed for 5 seconds.
Ambush's Cooldown is reset if an enemy champion dies while afflicted with
Deadly Venom.
Entering stealth cancels Twitch's current basic attack.
Ambush follows the same rules as stealth but he can still perform actions normally before entering Ambush. Activating Recall during the 1-second delay allows him to Channel it while stealthed.
If Twitch enters Stasis during the delay, he will gain the Ambush camouflage after the stasis ends.
Venom Cask (W)
Twitch hurls a cask of venom at the target location, applying a
Deadly Venom to all enemies hit within the area and granting Sight icon.png sight of the area.
The area then becomes contaminated for 3 seconds, applying a
Deadly Venom stack each second to all enemies within and slowing them.
Venom Cask can apply a maximum of 4
Deadly Venom Deadly Venom stacks per enemy.
Contaminate (E)
ACTIVE: Twitch sends out a lethal toxin to each nearby enemy afflicted by Deadly Venom, dealing physical damage upon arrival.
Contaminate deals additional physical damage and AP magic damage for each stack of Deadly Venom on the target.
A nearby enemy with
Deadly Venom is required to cast this ability, and targets do not have to be visible to be affected.
Twitch is given a range indicator for
Contaminates radius upon infecting an enemy champion with Deadly Venom (actual range is slightly larger than shown in-game.
Spray and Pray (R)
ACTIVE: Twitch gains bonus attack damage 300 bonus attack range for 6 seconds, during which his basic attacks are replaced by bolts that travel slightly further than his attack range in a straight line, dealing damage to every enemy unit they collide with in their path.
The bolts deal 100% − 60% (based on enemies hit) of the attack's damage, apply On-hit on-hit effects at 100% effectiveness to all targets and each attack can Critical strike critically strike all its targets.
Runaan's Hurricane's bolts can target the same units that are hit by Twitch's penetrated bolt, increasing the total damage dealt to them and applying On-hit effects twice.
Contaminate Spray and Pray allows Twitch to outrange turrets by 50 units, allowing him to hit them without them returning fire.
If Twitch is blinded before winding up the attack, the hits will miss against all targets.
There is a brief delay before the bolts reach targets at range due to finite missile speed, allowing even the primary target to physically dodge or flash the attack.
The bolt projectiles will naturally pass through terrain and enemy structures (the latter will be damaged by bolts even if they are not directly targeted).
Ask yourself questions such as,
-What is the style of the enemy team comp?
-Do they have a lot of dive?
-Are they a heavy ranged poke comp,
-Do they have more than 2 tanks?
-Who can kill me and what role do I need to fulfill this game.
If you if think you need to play into a high burst comp and you don't have a shielding/healing support to help negate the burst look at building



Examples for this would be enemy team has Khazix and Zed and you have a Nautalus as your support.
Other Examples would be seeing that the enemy team has few or no tanks and changing your keystone rune from


Getting 6-8



Twitch is a squishy champion with no real self peel or cc so dodging champ selects is sometimes the best options or simply not picking twitch blind or into a losing comp/matchup unless you are confidant playing the matchup.
Level 1
Lane phase starts from The moment you load into the game.
DO NOT Afk at your towers or at the buff if you are leashing.
Either set up in one of the entrances and ping your jgler/sup to cover the other entrance.
This lets you know where the enemy team is not and can avoid a cheeky level 1 invade from the enemy team.
Once leashed go to lane taking the safest route. If Blue (Left) side try to avoid the tri brush unless you're 100% sure the enemy botlane isn't trying to cheese you, usually this is simply done by warding the Tri brush before you starting walking to leash. Or walking past Krugs into your lane.
Same applies to Red (right) side, either walk past Gromp or ensure the enemy is not in the river brush and make your way into lane.
Level 1 to 2
Once you're in lane take a second to evaluate some basic variables and keep re-evaluating them every 30 seconds to a minute.
-What abilities do they have skilled and what can they do to me/how do I need to space?.
-Do I win the level 1,2 ,3 2v2.
-Am I pinging my support to rush level 2? or are we ceding control to the enemy lane for the time being.
-What. Is. My Win. Con.?
-What wave am I wanting to back/how much gold do I want to back with.
-Less important now but keep in mind what is happening with your midlane and potential 'mid diff' roams the enemy mid laner can do to you when shoving
Level 2
Games and lanes can be won or lost at level 2 and can lead to an uncontrollable snowball into a victory for either team.
You have either pushed for level 2 or conceded the lane and the enemy has level 2.
You have two basic outcomes.
Outcome 1:
You got level 2, you should be pinging to your support your intent and try to either get the enemy Flash/Heal or a kill.From here try to hard shove the lane with your support to get a reset with the bonus gold you just gained.
Outcome 2:
Enemy laners got level 2 you should be aware that they are about to get level 2 e.g. the 3 melee minions on the second wave are dead or about to die.
Don't yourself in a position where they can kill you or force you to use your


Give up CS, its better to lose 50 gold than give the enemy 300-400 gold plus the lost minion waves to tower for killing you, the wave will come to you regardless since the enemy lane has to push it by default now.
:Secret Cheater outcome
If neither of the above happened and you have control of the lane, try to slow push the cannon 3rd wave and instantly back and buy, you can get a




Rushing completed




Always change to

Either of these buys will put you at an advantage and will cause the lane to push back into you, letting you create a freeze to deprive the enemy of XP and gold and/or kill them for having to push up and try to break the freeze.
Level 3
You can repeat the same theory as you did level 2 and potentially get a kill with your


Once you reach level 3 you will have an idea of how the enemy lane is reacting to you and should be now able to make a game plan for the next 3-4 levels.
Level 3 to 5
Once you are post level 3 and are farming towards your level 6 power spike try to maintain your laning goals and execute them.
Make sure that you have good warding if shoving, make sure you are checking the map for the enemy jungler and midlaner when pushing as getting 3 or 4 manned with your wave in a bad spot is asking to lose the game.
Level 6
Level 6 is where the real fun begins. with the recent buffs to



Your game plan here depends on the support you have and the enemy laners.
If the enemy support leaves lane to ward/roam or is in a poor position use your


You can usually 100-0 most enemy ADC's with a full rotation of your spells and finishing them off with a fully stacked


Even if you don't kill the enemy laners you should be able to get their summoners spells and force them to base letting you get tower plats and a bigger cs, XP and gold lead on them.
After level 6
Repeat everything above, you should be looking at freezing, slow pushing or hard pushing depending on the game state e.ge your jungler wants to get dragons or set up a dive on your enemy laners.

Make sure you recall and buy items and a

If there's no objectives up you should be in a lane last hitting all cs and taking whatever jungle camps are available, this is also the point that you should be asking your jungler for Red buff as well.
You want to be aiming for a 2-3 item spike before team fighting once you have completed your mythic






Wait until your team or the enemy team has engaged as you want crucial enemy crowd control to have been used before opening up


JG DIFF MID DIFF JG DIFF MID DIFF
Junglers and mid laners on both sides are either the bane or blessing of any bot laners existence.
Observing your own junglers location on the map can give you an idea of where the enemy jungler may be located. as well as observing camp respawn timers on the mini map.
Constantly check your map for movement. If there's no one on the map play with caution and get wards out to some safe locations.
The more aware of where the enemy jungler and midlaner are the higher your chance of not dying to them.
Ganking your own midlane during early levels can be a solid way to gain an out of lane lead on the enemy adc.
After building a stacked cannon wave and shoving it into the enemy tower, look to either roam mid or reset and walk down mid provided the enemy lane is not hard counter pushing the wave back into your tower.
Be sure to ping your intent to your midlaner and use



Making the most of using your Stealth Wards Stealth Ward and

The highlighted red circles (see below images) are very good warding locations for either


Make sure you ping where you want your support to ward if they haven't warded already.
Taking a few seconds to ward before pushing your can save you form a gank.
Always ward to the state of the game you're in not because myself or anyone else said 'this is where you need to ward' Solo Que is a chaotic environment and nothing is ever really set in stone.
Red side(Right side of the map)

Blue side (Left side of the map)

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