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Twitch Build Guide by Nightcast

AD Carry KILL SECURED

AD Carry KILL SECURED

Updated on December 10, 2015
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League of Legends Build Guide Author Nightcast Build Guide By Nightcast 55,309 Views 0 Comments
55,309 Views 0 Comments League of Legends Build Guide Author Nightcast Twitch Build Guide By Nightcast Updated on December 10, 2015
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

The following document is a guide for beginners/intermediate level and Twitch players who wish to improve their gameplay! I will help you learn how to play twitch as an AD carry.

Although the first couple games as twitch may be difficult like the first games played with any character, once you get the hang of him, you'll be shred people in seconds ;)
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Pros+/Cons-

+Best or 2nd best late game scaling of any ADC
+Really long range abilities
+Venom Cask and Contaminate make it easy to catch runners
+Very Strong harasser
+Potential for tons of damage to an entire team!
+Mastering twitch makes you a better player.
+Outduels most other carries

-Brings nearly no cc into fights ( just his slow from w)
-TWITCH IS NOT TANKY!
-Reliant on a decent team composition for effective use
-Gets focused in team fights, if he's too close
-No quick escape spells (besides Flash)
-Cannot lane bottom without a support
-Early game is rude
-Gets rekt by assasins
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Ability Eplanations

Deadly Venom :

Twitch's basic attacks infect the target, dealing damage every second for 6 seconds. Stacks up to 6 times. A very nice DoT that applies with your hits. This Damage over time stacks up to 6 times, and does TRUE DAMAGE!!!! The strength of these DoTs progressively increase as you level.

Ambush:

This is one of twitch's core spells. Early game, this ability implements an effective jungle invasion. It serves as an escape spell and a decent initiator.
Use this early game to check bushes
Middle game, this ability allows for escapes, easy ganks, relatively safe lane pushing, and excellent map awareness.
Late game, this spell allows for ridiculously high DPS thanks to its attack speed buff, continued map awareness, escapability, and positioning for your Rat-Ta-Tat-Tat

note: Avoid roaming if the other teams has started to buy excessive pink wards and oracles. This usually applies late game, but can apply mid game as well

Venom Cask:

This ability gives twitch a very heavy slow, which is great for getting a couple more hits off on your enemies, and then picking them off with your Contaminate.
Keep in mind that Venom Cask has an incredibly long range. If you feel safe, you can use this to slow any enemies that are chasing one of your teammates, too.
This ability resets your autoattack timer, giving you the ability to outduel many other carries during the early levels.
Use this ability after trades to cause your Deadly Venom to reset its' duration. This is very important and can make a significant difference in trading.

Contaminate:

This ability is HUGE for twitch! Contaminate, at maximum stacks, can do around 300-400 damage to champions (armor accounted for), just in the early game. While this is insignificant late game, this chunks enemy champions in the early game. This is why I max this first; It best ensures that I get a kill early game
Early game, this turns out to be a very strong way of harassing the opponents. it costs a lot of mana though , so try not to use it, unless you find yourself at full mana
Effective at Kill-Stealing your allies' kills. I suggest taking the kill anyways; It's better to assure your team a kill, than even risk having the enemy Flash + Locket of the Iron Solari away at the last moment. Anyways, It really isn't considered kill-stealing, if the gold and experience is going to the AD carry now, is it? ;)

Rat ta tat tat:

Using this spell separates good Twitches from bad ones. This spell can easily lead to a quadra or a penta kill, and if not that, and easy win in a team fight. Conversely, using this spell poorly can lead to your death, and the loss of a game.
This spell makes you have a longer attack range than turrets. Use this to push and knock down a low turret, if you think that you it's safe to do so.
In team fights, you can use this as a range extender to damage assassins from afar.
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Laning Phase/Earlygame

If you decide to play ranked with twitch, it can be quite difficult to have a good early game with twitch. If their jungler comes to gank, Ambush's short duration may cause you to run into some trouble if you're trying to get out in a snap.
This is why i recommend having an offensive support, like the ones I mentioned earlier, will allow you to push lane, and act threatening enough for you to reposition yourself in lane without getting zoned severely. Should your support suck, or elects for a more passive playstyle, you should ask your jungler to hop in and gank often, as you will find yourself pushed to your tower often.

With the new vision changes, twitches' Ambush has become more difficult to stop.

Twitch thrives in a constant combat environment. By this, i don't mean that you should always try to go all-in on their AD carries, but rather that the best way to abuse Twitches' early game damage is by keeping Deadly Venom up, at a high stack level, for as long as possible. For instance, let's say you're level 3 or something, and decide to trade with the opposing ADC, and both of you trade 4 Autoattacks. After your fourth autoattack, you immediately Contaminate, and then disengage. 5 or so Seconds later, you Venom Cask the ADC. Then, another 6 seconds later, you immediately Contaminate again. From your initial autoattack exchange, you took 4 Autoattacks worth of damage. Your opposing ADC took 4 Autoattacks worth of damage, from Contaminate ,True Damage from Deadly Venom, then more true damage from Deadly Venom's stack increase and duration reset, and then 200 more physical damage from your second Contaminate. Because you stayed in extended combat, you dealt them More true damage, and More physical damage (after resistances)... At level 3, that's what you did


I suggest that you only hit them when they come up to farm. When the enemy ADC last hits a ranged minion, they are briefly locked into that attack animation. During this time, you can freely attack them with very little cost to you. Try not to get too cocky though. If they are at low enough health so that you think that you can go in for the kill, back off for a little bit, and Ambush them. It usually works =)

Sometimes, you may want to play mind games with your opponents, and occasionally Ambush. Still, try to manage your mana well, though. Doing this will
Freak your opponents out, possibly making them lose CS, AND
make it easier for your jungler to set up ganks

Lastly, remember that it's okay to lose a minion here and there. It's not worth it to kill a caster minion, and take 300 damage and possibly die in return. Know when it's safe to CS through good brush control/vision, smart positioning, and attentiveness remembering your opponents' Cooldowns.
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Teamfights

~When the Team fight starts, DO NOT IMMEDIATELY Break out of Ambush!! Wait for the bruisers to blow their CC and gapclosers on another one of your allies! I typically wait up to 3 seconds before engaging
~Hit Rat-Ta-Tat-Tat (If appropriate) and Let 'er rip!
~After 3 or so seconds of your engagement, weigh in on the team fight - Ask yourself:
Am I losing this fight? Do I think my team will start to run away soon?
If this is the case, try and stay in the team fight as long as possible; When your tank(s) dies or start to run, that’s when you can make your way out of the team fight. That's when you run, and don't look back!
Am I winning this fight? Do I think my team will follow the enemy?
oh great! I should use Venom Cask and Contaminate to secure as many kills as I ('my team') can!
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