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Twitch Build Guide by ifound1dollar

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Twitch: The Sneaky Assassin (Patch 9.18)

By ifound1dollar | Updated on September 11, 2019
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Runes: Late Game

Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace

Sorcery
Nullifying Orb
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Standard Bot
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

LeagueSpy Logo
ADC Role
Ranked #2 in
ADC Role
Win 54%
Get More Stats

Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

Twitch: The Sneaky Assassin (Patch 9.18)

By ifound1dollar









Hi! I'm ifound1dollar, a Diamond Vayne main in North America (spoiler: this isn't a Vayne guide). I have decent experience on Twitch, so I decided to make an in-depth guide for him!

This is my in-depth guide to Twitch. I hope you learn a thing or two!






Pros:
+Strongest late game ADC
+Camouflage
+High range with ult
+Good roam potential
+Great burst late game
Twitch is easily one of the strongest late-game ADCs in the game. With 100% Critical Strike chance and Spray and Pray's AD and bonus range, he's able to 3 shot any squishy come late game. Though his early game is weak, especially compared to some other ADCs, he doesn't actually have that much difficulty in the early stages of the game. He's easily able to quietly farm and scale up until he get 2-3 items where he really starts to shine. However, Ambush's Camouflage does allow him to have map pressure early game, because he can pull a surprise gank on the enemy midlaner.

Cons:
-Very weak early game
-Squishy
-Weak to hard CC
-Cool-down reliant
-Takes time to scale
Though his late game is incredible, Twitch can get absolutely destroyed in the laning phase by champions like Draven or Miss Fortune. If played properly, lane bullies can zone him out of farm for extended periods of time and there isn't anything he can actually do about it. Being a squishy marksman, Twitch is very susceptible to hard CC. His only defense mechanism is his Ambush, but he can easily be revealed by a Control Ward. Another issue is that he's gated by cool-downs, especially late game. It's near impossible to win a fight late game without Spray and Pray up.






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

This is the standard ability sequence for Twitch. You'll want to start off with a point in Contaminate, as it can help with farming and level 1 trades. Level 2 you should get a point in Venom Cask, because the slow and passive stacks can mean winning or losing a level 2 trade/all-in. Ambush should be taken at level 3. Contaminate should always be maxed first, as it's damage increases a lot per rank, and should be followed by maxing Ambush for the increased Camouflage duration/Attack Speed. A point in Spray and Pray should be taken at level 6, 11, and 16. Venom Cask should be maxed last, as it only increases the slow and decreases the cool-down.



Passive: Deadly Venom
Cost: None
Cooldown: None
Range: Self

Deadly Venom: Twitch's basic attacks infect the target, dealing 1/2/3/4/5 True Damage every second for 6 seconds, stacking up to 6 times. The amount is increased every 4 levels.

Twitch's passive is the cornerstone of his kit, as his Ambush reset, Contaminate damage, and Venom Cask rely completely on it. It may not have much use early game, but late game, 30 True Damage every second definitely adds up.



Q: Ambush
Cost: 40 Mana
Cooldown: 16s
Range: Self

Ambush: After 1.5 seconds, Twitch becomes Camouflaged for 10/11/12/13/14 seconds. While Camouflaged, Twitch gains 10% bonus Movement Speed. If Twitch attacks an enemy unit while Camouflaged, he gains 30/35/40/45/50% bonus Attack Speed for 5 seconds.
Ambush's cool-down is reset when an enemy effected by Deadly Venom dies.
If Twitch takes any damage while casting Ambush, the activation is delayed to 4.5 seconds.
Twitch gains 30% bonus Movement Speed when near an enemy that can't see him.

Ambush plays a large part in Twitch's kit, as he relies on it to safely get to the enemy back line to blow them up. The bonus Attack Speed it grants when the effect ends is also a huge part of the ability's effectiveness, as it allows him to 3-shot the enemy back line near instantly.

Tip: When Ambush resets after an enemy effected by Deadly Venom dies, the Mana cost is temporarily 0. Because of this, it's often a good idea to instantly re-activate Ambush upon killing an enemy champion, as it won't use up any Mana.



W: Venom Cask
Cost: 70 Mana
Cooldown: 13/12/11/10/9s
Range: 1200

Venom Cask: Twitch hurls a cask of venom that explodes in an area, adding 1 stack of Deadly Venom, leaving a cloud of toxic gas that slows enemies by 25/30/35/40/45% and adds a stack of deadly venom every second to enemies inside of it.
The cloud lasts 3 seconds.

Venom Cask is Twitch's only real way to stick to his targets, and his most important trading tool in lane. It's slow can allow your support to get a good engage on the enemy if they're hit directly by it, which will likely result in a won trade. Be careful, though - the enemy can capitalize on your Venom Cask being on cool-down and hard engage on you.



E: Contaminate
Cost: 50/60/70/80/90 Mana
Cooldown: 12/11/10/9/8s
Range: 1200

Contaminate: Deals 20/30/40/50/60 Physical Damage to enemies effected by Deadly Venom. It deals an additional 15/20/25/30/35 (+20% Ability Power) (+.35 per bonus Attack Damage) Physical Damage per stack of Deadly Venom on them.

This is Twitch's only ability that directly damages enemies, and is a very important execution tool as the damage increases per Deadly Venom stack. This does decent damage in the early game, and deals massive AOE damage come late game thanks to Spray and Pray and Runaan's Hurricane. When trading, it's important to save this ability until the last possible moment, because it scales up per every stack and has incredibly long range.



R: Spray and Pray
Cost: 100 Mana
Cooldown: 120/110/100s
Range: 850

Spray and Pray: For 5 seconds, Twitch gains 300 attack range, 20/30/40 bonus Attack Damage, and his attacks become piercing bolts that deal 20% less damage to subsequent targets, down to a minimum of 40%.

Twitch's ult is why he's such a strong late game champion; it deals AOE damage to all targets in an area that can Critically Strike. Late game, when he has 100% Crit and 300+ Attack Damage, this ability's bonus AD and range will allow twitch to 3-shot the entire enemy back line from 850 range. Because you'll be attacking from so far away and so quickly, the enemy team likely won't be able to react fast enough to actually stop you from melting them, which is the reason Twitch is near unstoppable late game.

Tip: You can activate Spray and Pray while Camouflaged from Ambush, and you won't lose the effect. This can definitely catch enemies off guard, because the ability will have already been activated by the time you open up on the enemy team. Use this to your advantage.







RUNE STATS

OFFENSE
+10% Attack Speed
FLEX
+9 Adaptive Force (5.4 AD)
DEFENSE
+6 Armor or +8 Magic Resist




PRIMARY TREE


PRECISION

Press the Attack
Press the Attack deals bonus adaptive damage to an enemy champion after auto attacking them 3 times, and increases the damage they take for a period of time after. Being that Twitch's damage is primarily through auto attacks, this synergizes very well with him. Fleet Footwork is another option. Twitch has a weak laning phase, so the sustain from this rune can help him survive, at the cost of more late game effectiveness. Lethal Tempo grants Attack Speed only after a delay, which counter's Twitch's kit. He's designed to 3-shot squishies late in the game, so delayed Attack Speed doesn't synergize with him at all. Conqueror is a rune designed for bruisers, and therefore doesn't work well with Twitch at all.


Triumph

Triumph heals you for 12% of your current Health and grants 20 bonus gold on a takedown. This can be the difference between life and death in skirmishes and teamfights, so it's always a safe option. Overheal is another option, because can be useful when running Fleet Footwork or when paired with a healing support like Soraka. Presence of Mind is a very niche option. It can be useful when you're getting a lot of kills and are using a lot of abilities, but it's not very consistent.


Legend: Alacrity

Out of the 3 'Legend' options, Legend: Alacrity is the best option for any marksman, as Twitch relies heavily on Attack Speed. Legend: Bloodline can also be useful, but when building Blade of the Ruined King, it can be a little redundant. Legend: Tenacity isn't a viable option because as a marksman, Twitch doesn't rely on tenacity.


Coup de Grace

Coup de Grace is a very well-rounded, consistent option for basically any carry. The bonus damage to enemies below 40% Health will always have use in every game, and the stats on takedown are a nice touch. However, Cut Down is definitely a viable option when facing tanky champions, but it falls off a bit late game when you have Armor Penetraton. Last Stand grants quite a bit of bonus damage, but it's very inconsistent. As a marksman, you shouldn't rely on being low Health to deal damage.




SECONDARY TREE


SORCERY

Nullifying Orb
Nullifying Orb can really help when facing poke supports and/or heavy Magic Damage comps. It provides a Magic Damage shield when you fall below a Health threshold, which can be the difference between life and death. Manaflow Band doesn't really have any use on Twitch because as a Crit marksman, he doesn't rely much on Mana. Nimbus Cloak can make kiting a little easier, but there are better options available.


Celerity
Celerity causes Movement Speed bonuses to be 7% more effective on you (and gain 1% total Movement Speed). This can be useful for Twitch, as it does synergize with Ambush, but it's not very consistent. Transcendence isn't a very good rune for Twitch because he doesn't rely much on CDR. Absolute Focus can be useful, but it's not very consistent and there are better options available.


Gathering Storm
Gathering Storm is crucial for any late game champion. It grants infinitely stacking adaptive stats, which becomes very strong after 30 minutes. Scorch isn't very useful on Twitch because it's designed for champions that poke with abilities. Waterwalking is a very underwhelming rune and shouldn't be taken.







Crit Build:
Blade of the Ruined King should always be your first item. It's incredibly efficient; it makes his laning phase much more bearable and scales incredibly well into the late game. It has great stats, and the Life Steal it grants really helps him to sustain both in and out of lane. The most important part of the item is it's active and passive. The active deals 100 Magic Damage to an enemy champion and steals 25% Movement Speed for 3 seconds, which is a good bit of burst while making it much easier to kite. The passive deals 8% of the target's current Health as bonus Physical Damage, which absolutely melts enemies like Darius or Sejuani who build Health items.



Runaan's Hurricane should be your first item, as it synergizes very well with Twitch. It's passive allows him to deal Spray and Pray's damage to multiple targets simultaneously, and also helps his ability to clear waves. As a Crit champion, he needs to be able to get Critical Strike chance as soon as possible so he can be useful as soon as possible. After getting this item as well as Blade of the Ruined King, Twitch begins to deal a lot of damage to more than one enemy.



Your next item should be Infinity Edge. This item is vital on any Crit champion because of the Attack Damage and 25% Critical Strike chance it grants. Upon purchasing this item, you'll reach 50% Critical Strike chance, meaning you'll Crit on half of your attacks. The most important part of this item, however, is it's passive. It causes Critical Strikes to deal 225% damage instead of 200%, which is an enormous powerspike for any Crit champion.



Your fourth item needs to be your final Crit item. It'll bring you to 75% Critical Strike chance, meaning you'll Crit on most of your autos, which is vital for any Crit champion. This is the point in the game where you'll need to shred the enemy team, so you'll need to Crit as much as possible. Realistically, though, you can choose any of the 3 remaining Zeal items: Phantom Dancer for more survivability, Statikk Shiv for more burst, or Rapid Firecannon for the extra range and damage to towers.





Your final item should always reflect the enemy team's composition. For example, if they're all building armor, you should purchase a Lord Dominik's Regards or even a Mortal Reminder if they have a lot of healing. Without one of them, you could wind up being useless and losing the game as a result. However, if the enemy team can easily burst you down, you should get a Guardian Angel for the Armor and revive, or possibly a Maw of Malmortius to negate Magic Damage burst.



For the most part, you'll want to pick up a Berserker's Greaves when playing Twitch. However, like your final item, which boots you buy should depend on the enemy team. If they have multiple enemies who deal Physical Damage, a Ninja Tabi can be a very effective option, but at the cost of less Attack Speed. On the flip side, if the enemy team has a lot of CC and/or Magic Damage, you could buy a Mercury's Treads instead.






I'm extremely greatful for jhoijhoi's Making A Guide, because without it, I wouldn't have been able to create this guide.

If you liked the guide, feel free to vote and/or leave a comment or suggestion!


Feel free to check out my other guides:












June 4, 2019
Spoiler: Click to view

February 6, 2019
Spoiler: Click to view

January 24, 2019
Spoiler: Click to view

January 9, 2019
Spoiler: Click to view

December 4, 2018
Spoiler: Click to view


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