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Twitch Build Guide by Vapora Dark


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League of Legends Build Guide Author Vapora Dark

Vapora's Guide To Twitch

Vapora Dark Last updated on September 1, 2017
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-Table of Contents-


Hi friends! Before I get on with the guide, I just want to let you guys know that I've recently set up an official Discord server for readers to easily contact me if you have any questions, and to more easily communicate with readers/viewers of my stream as to when I'm live on Twitch. It's also just a kind of general hub for all conversation relating to my stream and my guides, which you could think of as a Twitch chat for when my stream is offline. Overall it just seems like a really cool way of connecting with fans of either my guides or my stream (generally both), so I've placed this at the very top of my guides to ensure anyone that's interested sees this.

Also I just want to put it out there that if you any of you are grateful enough for my guides to want to support me, the best way to do that is by supporting my Twitch stream! Drop a follow, watch the stream whenever you feel like it, and if you want you can subscribe to me for $5, $10 or $25 per month. You you can usually catch me streaming every day from 3 PM to 10 PM BST.

If you have no interest in Twitch streams but wish to thank me for my guides you can support me through Patreon. If you're not familiar with Patreon, it's like a monthly donation to content creators.

Thank you for reading, and thank you even more if you do take any measures to support me and my stream. I make very little for what I do, so you have no idea how much that means to me!



Hey guys, my name is Vapora Dark. In season 5 I was Master tier EUW on 2 separate accounts and in season 6 I climbed to Challenger Rank 131 in 11 days on RU, as well as getting to Master on EUW and EUNE. ADC is my most played role by far.

Twitch has an extremely unique playstyle for an ADC. He is as much an assassin as an ADC, and yet thanks to Spray and Pray he's also a hypercarry who can carry team-fights single-handedly with proper positioning, timing and focus. He has a fairly long duration stealth mechanic that makes him able to safely scout around for assassinations, or sneakily position himself in the perfect spot as a team-fight breaks out and bide his time before popping out of stealth and wreaking havoc on the enemy team with Spray and Pray.

Recently I've found Twitch to be one of my favourite champions thanks to the massive impact he has in games compared to most other ADCs.

I hope you enjoy reading the guide as much as I enjoyed writing it, and most importantly, that you take everything you can from it! And if you do enjoy it, upvotes are very much appreciated!

Follow me on Twitter @VaporaDark if you wanna hear from me outside of the guide, whether about League, life, or just simply posting when my stream is live!

If you like Twitch and would enjoy talking about him, come participate in /r/TwitchMains on Reddit.

Here's a small YouTube playlist containing some of my Twitch plays.

And if you ever want to see how I personally play Twitch, make sure to follow me on (lol) Twitch. I'm currently streaming every day from 2 PM to 10 PM BST. I play a variety of ADC's but mostly focus on Twitch right now. If you want me to play Twitch or any other ADC, let me know in the chat and we'll see if it's possible!


Subscribe to my YouTube channel if you'd like to keep up with my YouTube content.




Let's start with the obvious: As of the time of writing this, Twitch is the strongest solo queue ADC in the game. If your sole intention is gaining Elo, then Twitch should be your go-to ADC, provided you can play him.

Twitch is an ADC that doubles as both an assassin and a hypercarry, meaning he snowballs extremely well and can be very oppressive when ahead, since at any moment he could pop out of stealth and kill you, but at the same time if you group and team-fight, Twitch can win a team-fight single-handedly with Spray and Pray's AoE damage.
Additionally, in patch 6.22 Venom Cask was reworked, being much better in lane than the old one and this has actually increased his laning power substantially, whereas previously Twitch was one of the weakest laners in the game. There are plenty of matchups now which are favourable towards Twitch which used to be bad for him in the past.

He's not without weaknesses though. While the new Venom Cask made him much stronger in lane, he's still not the best laner by any means, and he finds it hard to deal with lane bullies, whether they be ADC ( Caitlyn) or support ( Zyra).

Additionally he lacks in mobility/safety, especially when he's just popped out of Ambush, which can make him vulnerable to ganks and divers.

However, when listing reasons why to play Twitch, let's not forget perhaps the most important factor: he's fun! Maybe it's just me and my Talon background, but I absolutely love Twitch's assassin ADC playstyle, and it's always fun when you feel like you have an impact over the game, which is a quality ADCs have been lacking in late, but Twitch is the most impactful of all thanks to both his extremely strong team-fighting, and his far better capability of making solo plays compared to other ADCs, in the form of Ambush assassinations.
All in all, you should play Twitch because he's the best of both worlds. Fun and strong!
AD marks give the strongest relevant stats for your role. These will help you last-hit better, allow you to deal more damage in trades through auto-attacks and spells, and increase your DPS.
You take armor because it's the most stat-efficient rune you can take through seals. Flat HP seals also give good stats nowadays, but armor is just straight up a better stat to take on bot lane. Both aim to make you tankier but armor is better for that when you're laning against an ADC.
You take magic resist here because again it's the most stat-efficient rune to take, although here you have room for a little variation, given that the enemy bottom lane's main damage threat is 90% of the time physical. On caster ADC's, it's common to take 5 magic resist glyphs and 4 mana regen glyphs. On more auto-attack oriented ADC's ( Twitch) it's common to run 4 or 5 attack speed glyphs and fill the rest of the slots with magic resist. If you prefer one of those variations it's still good to keep a full magic resist glyph page in reserve in case you have to lane against a high magic damage support such as Annie, Brand or Sona.
The standard AD carry page consists of 3 attack speed quints. AD quints sound better in theory, just like AD marks are better than attack speed marks, but attack speed quints are just really stat efficient. Think that 9 AS marks give 15% AS and 9 AD marks give 8.55 AD, and 3 AS quints also give 15% attack speed, but 3 AD quints only give 6.75 AD, nearly 2 AD less than the marks do. AD marks are stat efficient, AD quints not so much. They're not inefficient, which is why they're good on a lot of other champions, but on champions like AD carries, who use attack speed so well, it's just more worthwhile to run AS quints as they're more stat efficient than the alternative.

I won't spend too much time talking about the strengths and weaknesses of individual masteries, but here's the gist of it.

18 in Ferocity is optimal because it gives you access to Fervor of Battle , the strongest keystone for most ADCs.

As for the smaller masteries, it doesn't usually make a huge difference which you take and lots are viable, the ones I display on my guide are simply the ones I personally consider to be the best (and my opinion is subject to change).

The viable masteries are: Fury , Fresh Blood , Feast , Natural Talent , Vampirism , Battle Trance , Battering Blows , Fervor of Battle , Savagery , Secret Stash , Merciless and Dangerous Game .

Anything else is unarguably worse than the alternative and not worth running.

Though you could also put 12 points in Resolve rather than Cunning, in which case you'd take Recovery , Tough Skin , Runic Armor and Insight . The pros of this page is that it's stronger in lane and the decreased summoner cooldowns can make a huge difference. The downside is that it's purely defensive and thus you receive almost 0 benefit in situations where you either don't need survivability, or the added survivability is overkill.
Flash and Heal has been the standard ADC summoner spell combination since possibly mid-season 3. In fact, Flash has been the standard summoner spell to take on almost every single champion since forever. It's always been indisputably the best summoner spell in the game, so there's nothing you can replace it with.

Heal on the other hand, replaced Barrier when it got buffed in season 3 to give movement speed on the cast, which is the reason it's been standard over Barrier ever since, despite being affected by Ignite's Grievous Wounds. Aside from the small movement speed boost, which can be used both offensively and defensively, another reason why it's stronger than Barrier is it affects an ally, which is perfect for bot lane where you're laning with a support.

The reason you want a defensive summoner on ADC is that you have a lot of DPS, so the longer you can survive, the more damage you'll put out, usually out-damaging what you'd get from Ignite. And if it can go as far as to save your life, then that's even better, as ADC's are very important to have alive for both providing DPS and taking down objectives.
-Skill Order-

> >
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q E Q W Q R Q E Q E R E E W W R W W
Deadly Venom
Deadly Venom: Quite underrated passive since the damage it does can be very subtle even with high stacks, but the benefits of trading auto-attack for auto-attack with it at level 1 is better than having 6 extra AD, since it adds 6 more damage (potentially more if you hit another auto-attack before it runs out) that isn't mitigated by armor.

When the enemy has a stack on them it's great if you can auto-attack them to place another stack, since for example if they're 5 seconds in they've taken 5 damage from it, then your 2nd auto-attack refreshes the duration and gives them 2 stacks, making them take another 12 damage. In total you'd deal 17 damage, as opposed to the 12 damage it would do if you had auto-attacked them twice while not in time to refresh your passive.

The difference may not sound like much but finding advantages is all about the little things that all add up. The difference also gets bigger the more stacks you're refreshing, and the more damage the poison is doing per stack (it increases every 4 levels).

And obviously the more stacks you have, the more damage Contaminate will do if you cast it (the bigger reason as to why you'd want to refresh your passive on your opponent at every opportunity).
Ambush
Ambush: The spell that makes Twitch an assassin. It also doubles as an escape and as a way of positioning wherever he will do the most damage in team-fights. Importantly it's also a huge attack speed steroid, meaning it's optimal to use Spray and Pray right after you come out of stealth so you can combine the two to deal the most damage.

Since the patch 6.22 mini-rework, Ambush is no longer fully invisible and Twitch can now be seen by enemies who are very near him. However, they have to be very near him to be able to see him, leaving Ambush basically unaffected as an assassination tool (buffed even, since the duration is 6 seconds longer now), and as an escape tool I think it's even better since they removed the delay for going into stealth if you're taking damage (previously Ambush could cast 6 seconds late if you were taking damage that entire time).

While it not being full invisibility anymore may sound like a nerf, I'm firmly of the belief that the new Ambush is in fact a buff from the old one.
Venom Cask
Venom Cask: Thew new Venom Cask is much better than the old one, though it may not sound so on paper. The old one would instantly apply 2 Deadly Venom stacks to whoever it hit, while the new one only applies 1 but leaves an AoE area where enemies will receive an additional 1 stack per second if they stand on it.

This is way better because if you throw it on an enemy mid-trade, they have to immediately walk away from it, giving you the opportunity to land a free auto-attack or two (if they get too many Deadly Venom stacks they'll want to disengage rather than extend the trade by fighting back and getting full stacks in the process).

And if they don't walk away and give you free autos in the process, they'll instead very quickly reach full Deadly Venom stacks for a full-blown Contaminate, which can deal nearly 150 damage at rank 1, and nullifies Twitch's laning weakness of performing badly in short trades where he won't get many Deadly Venom stacks.

The new Venom Cask is also much better for wave-clear, which isn't a huge deal but it's better than nothing.

Using Venom Cask against champions out of laning phase is the only scenario where the Venom Cask change is generally a nerf, but it's a very small one since it's never been a very relevant spell at this stage anyway.

When popping out of stealth to use Venom Cask on a target you want to kill, auto-attack first and use Venom Cask right at the end of your auto-attack animation. It's more time-efficient than immediately opening up with Venom Cask since you're making use of your auto-attack downtime, whereas opening up with Venom Cask leaves you unable to auto-attack during a time where your auto-attack is actually available.
Contaminate
Contaminate: This is Twitch's main trading spell in lane, since Venom Cask is mainly for zoning and increasing Contaminate damage rather than dealing damage of its own.

Proper usage of Contaminate is simply knowing when it's worth casting and when it's not. For example, using Contaminate on an enemy that only has 1 Deadly Venom stack at level 1 deals 40 damage, which is a lot less than most spells' base damage alone. That just isn't even worth the mana. It's only really worthwhile using Contaminate when the enemy has 4+ Deadly Venom stacks (3 if you're full on mana anyway), and the more the better.

And unless the enemy already has 6 Deadly Venom stacks in them, it's better to not instantly use Contaminate as soon as you think "yeah these stacks'll do", but rather wait until the stacks are reaching the end of their duration before casting Contaminate, so you have as much time as possible to try and add additional stacks to maximize its damage before casting it. The exception is when your enemy is trying to leave Contaminate range so they can wait out the Deadly Venom stacks before getting back in range, at which point you just use Contaminate while you still can.

Late-game Contaminate becomes less important as your auto-attacks begin to deal a lot more damage, but it's still good for quickly bursting people in between auto-attacks during duels, and for dealing damage to/executing enemies who have left your auto-attack range. Also it can be a good source of AoE when your stacks spread to multiple enemies in team-fights thanks to Spray and Pray and Runaan's Hurricane.
Spray and Pray
Spray and Pray: Hypercarry baby. Spray and Pray combined with Runaan's Hurricane will have Twitch decimating team-fights. Alternatively you could also use Spray and Pray to strongly improve your assassinations, since even with Flash it's very hard to get away from a Twitch using Spray and Pray, and the extra AD will make them die faster too.

In team-fights you'll generally want to use it when coming out of Ambush to combine it with the Ambush attack speed steroid, and during Ambush you'll want to position wherever you'll do the most damage, while still remaining safe.
Doran's Blade
Doran's Blade: Doran's Blade may give less AD than Long Sword, but the HP makes you tankier and more able to survive all-ins, which is invaluable. Going Long Sword + 3 Health Potions would overall give you more sustain, but if you get all-in'd and either die or get zoned away from the minion wave then it's not worth it. It's also a more gold-efficient start as Doran's Blade is a super cost-effective item and you'll be spending 50 gold on pots rather than 150 gold, and eventually Doran's Blade's HP + lifesteal will outsustain those 2 HP pots anyway.
B.F. Sword
B. F. Sword: This is what you should aim for on your first back. You'll be building Runaan's Hurricane as your first non-boots complete item, but before that you want some AD to back up all the attack speed you'll be building. If you can't afford a B. F. Sword on your first back, generally people replace it with Pickaxe.
Berserker's Greaves
Berserker's Greaves: I get these after B. F. Sword if I go back on around 1,100 gold. However, I think that with 1,300 gold you should instead go for a Zeal. Runaan's Hurricane is a very strong powerspike on Twitch so the sooner you build it the better, and these components are strong enough that you can forgo Berserker's Greaves for them.
Runaan's Hurricane
Runaan's Hurricane: This item has immense synergy with Twitch. First off, the bolts it fires increase in range depending on your champion's auto-attack range. With Spray and Pray Twitch has the highest auto-attack range in the game at 850 range, so he's the best champion for potentially hitting the most enemies with Runaan's bolts. Secondly, each bolt applies Deadly Venom, which greatly increases Twitch's AoE when he can use Contaminate on multiple enemies. It's also just really good for waveclear, not as good as Statikk Shiv in that regard, but still good waveclear.
Infinity Edge
Infinity Edge: Combined with Runaan's Hurricane, Infinity Edge becomes a very strong powerspike for you, where your team-fight damage and assassination potential become much stronger. Your crits will deal 250% of your regular auto-attack damage and you'll have 50% crit chance.
Statikk Shiv
Statikk Shiv: Generally after Infinity Edge you'll want to build a second Zeal upgrade, in the form of either Statikk Shiv or Phantom Dancer. Statikk Shiv is the generally best upgrade as it greatly increases your assassination potential thanks to the passive giving you a lot of burst. Phantom Dancer on the other hand is also viable as a more defensive-oriented item or as an item more geared towards taking down tanks since it gives +10% attack speed over Statikk Shiv.
Mortal Reminder
Mortal Reminder: You'll almost always want to build armor pen at this point in your build as enemies will have likely built a decent amount of armor. Whether to build Lord Dominik's Regards or Mortal Reminder depends on whether the enemies are generally tankier than you or not, and whether they have sustain or not. Mortal Reminder is generally the best of the two upgrades right now since there's so much healing in the game with Redemption, Ardent Censer and Warlord's Bloodlust .
The Bloodthirster
The Bloodthirster: You almost always want lifesteal from either Mercurial Scimitar or The Bloodthirster in your build, and The Bloodthirster is IMO generally the best option for Twitch, since Spray and Pray tends to keep him well out of CC range. However, it's also situational and Mercurial Scimitar is something you'll very commonly have to buy instead anyway. An important thing to note is that there's a way to cancel knockups/knockbacks with Mercurial Scimitar, which involves using the cleanse during the CC. That alone won't get rid of it, but once you've cleansed, it'll allow you to cancel the knockback/knockup by using Flash, or any kind of dash. Demonstration by faker. So if you ever get caught by Dragon's Rage or Unstoppable Force while you have Flash up, with good enough reactions you can stay alive.
Guardian Angel
Guardian Angel: This is a very good item when you know you're going to have a hard time surviving team-fights. Only build it as a 5th or 6th item, though you can build Cloth Armor sooner if the armor is really that important. It replaces either The Bloodthirster or Lord Dominik's Regards, depending on which item is more important for you.
Maw of Malmortius
Maw of Malmortius: A very strong defensive item when you're taking heavy AP damage in fights. You start off with Hexdrinker and can build it earlier on then just sit on it until you reach 6 items before upgrading it to Maw of Malmortius if it's more important for you to finish the rest of your build. Generally this replaces Mercurial Scimitar/ The Bloodthirster, but it can replace your Last Whisper upgrade instead if you don't need armor penetration.
Early Game
You'll want to take Contaminate at level 1 as it's your main trading tool. It usually doesn't do much damage at this stage since it's hard to get many Deadly Venom stacks, and often you won't even use it at all at level 1, but Venom Cask is useless without Contaminate anyway and sneaking up to enemies with Ambush isn't useful until you're actually stronger than your enemies, for which you need at least Contaminate. However you can level Ambush at level 1 if you get surprised by an invade and need to use it to help you get out alive or without blowing summoners.

When you get into lane, you should spam auto-attacks to push as fast as possible to beat the enemy bot lane to level 2. You can try and poke the enemy ADC with free auto-attacks if a good opportunity arises, but for the most part you shouldn't be actively seeking these and should just focus on pushing faster than the enemy bot lane.

Whichever bot lane starts losing the push should begin to back off once they've clearly fallen behind in the push, to avoid trading against the bot lane with the minion advantage. As Twitch you're one of the slowest level 1 pushers and will commonly find yourself losing the race, in which case you should back off when the enemy bot lane is approaching level 2 if you're not going to match them or beat them.

Should you win the race though, and the enemy bot lane backs off to prevent being engaged on, at this point you don't want to keep pushing, but rather begin to freeze by only auto-attacking the minions to last-hit. This is for two reasons: The most obvious reason is that when your minions get low from being auto-attacked by the minions you're intentionally leaving alive, the enemy ADC has to walk towards you if they want to last-hit it and take free poke in exchange, and rather than do that they will instead choose to miss that CS, placing you at a CS advantage.

The second reason is that while you want to push for your level 2 powerspike, your level 2 powerspike is useless if you push the enemy bot lane safely under tower. You want the minion waves to stay as close to the middle of the lane as possible, so that when you hit level 2, if the enemy bot lane don't let themselves be zoned far enough away you can just all-in them for a kill, or at least chunk them for a lot of damage. Good minion wave management at this stage will have you winning the level 2 race without the minions budging from the very middle of the lane until later.

At level 2 you should skill Venom Cask as it strongly enhances your trading power with Contaminate and better helps you zone the enemy ADC from last-hits, as well as helps you shove the lane to obtain an advantage in minion numbers, which will do more damage to the enemy in trades.

Throughout laning phase you'll probably find yourself using Venom Cask more than Contaminate. Contaminate is weak unless you get to 4+ Deadly Venom stacks, making Twitch weak in short trades if he doesn't use Venom Cask. So at the beginning of these short trades, whether initiated by you or the enemy ADC, you'll immediately be throwing Venom Cask at their feet to force them to prioritize repositioning out of it over effectively trading with you, since if they focus on most efficiently trading auto-attacks and take too many Deadly Venom stacks as a result, it nullifies your weakness of being weak in short trades, but if they prioritize repositioning out of it, you can easily just sneak in an extra auto-attack as they're walking away then back off before they can retaliate.

As a result you'll often be using Venom Cask without following it up with Contaminate because you don't have enough Deadly Venom stacks to make the mana cost worthwhile, but at the same time your Venom Cask usage was worth it because it allowed you to get an extra auto-attack in. And often if you don't get an auto-attack advantage from it, it's because they didn't focus on leaving Venom Cask so they have enough Deadly Venom stacks for you to use Contaminate on top of it.

When you're repeatedly shoving the minion waves and forcing the enemy ADC to last-hit under tower, due to Deadly Venom causing you to take tower focus you can't harass them much while they're last-hitting melee minions. However, when they're last-hitting caster minions, if you can spare the mana then you can throw Venom Cask on them but slightly behind them, forcing them to either give up a CS or two as they go around behind their tower to move into a position where they can keep last-hitting without getting 4 Deadly Venom stacks, or take the shorter route in front of the tower where they'll be in your auto-attack poke range far enough away from the tower that you should have enough time to leave the tower range before it actually attacks you after you take aggro.

Out of Lane

Outside of laning phase, your objective is to destroy the nexus. No I'm not kidding, that's literally the best way to describe it. Every action you take in laning phase is to set you up for mid-late game, every action you take outside of laning phase is to bring you one step closer to destroying the enemy nexus. The way you do this is by performing actions that will make killing the enemy team easier (acquiring gold, dragons, barons) so that you have less resistance, and destroying towers as a way to acquire gold, have better control of the map, and open up routes to the nexus.

At this point you should be grouping with your team as much as possible to teamfight and siege down towers. Twitch is unfortunately one of the worst ADC's at sieging towers partly because of his mediocre attack range without Spray and Pray, but mainly because Venom Cask means he can't auto-attack a tower for 6 seconds after harassing an enemy. Even so, sieging is a situation you'll find yourself in many times in which you must do your job as the ADC, even if you're one of the worst ADC's for the job.

Sieging towers is pretty simple, but you need to be careful about it. When both teams are alive and your team is trying to take a tower, it's your job to do as much damage as you can to the tower without dying. You need to do as much damage as you can while remaining safe. This means you can't just walk up to the tower and stand there auto-attacking until it dies; this leaves you open to get engaged upon, unless there's no resistance from the enemy team. Instead you have to repeatedly poke the tower. Walk up to it, attack it a bit, back off if someone dangerous is walking up to you. Now you might think "but what if they never stop protecting their tower? Doesn't that mean it's never safe for me to auto-attack it?". If they're constantly standing in a defensive position in relation to their tower, then they're most likely to be in range for your team to poke them and force them back. They need to be in a place where it's safe for them to sit and look for a good engage, where your team has no way to attack them without tower diving them. And if they advance, that takes them further out of safety, so if you match their movements to stay safe from an engage, they'll be forced to move back for their own safety again, as they don't want to get engaged on in a bad position either, nor poked down to a point where they need to recall to recover their HP.

So you should think of sieging as slowly whittling down a tower. It almost never takes a single minion wave to destroy a tower (unless you have baron buff), it can take many, many waves, but slowly but surely, the tower will go down if you can siege it properly.

When you're attacking a tower with enemies nearby you always want to be positioned at max distance from the tower while you auto-attack, and in between auto-attacks you should move backwards then forwards, so that while your auto-attack is "on cooldown", you're not spending any more time closer to the danger than necessary. It's also good habit in case they start to try an engage and you're already automatically moving backwards the moment you finish your auto-attack, meaning you'll often protect yourself from an engage faster than you can actually react to it, so long as you notice in time to not move back towards the tower for your next auto-attack.



Against teams with very high wave clear (hello Anivia), it can be very hard if not impossible to siege down towers, especially inhibitor towers that actually recover HP all the time. Your options in these situations are to engage on the enemy team under their tower, which only works when you're reaaaaaaaally far ahead, get another lane to slow push then rotate to it when the wave is reaching the tower, or go get baron. The enemy team won't usually just give up baron for free though, and so you can use this to bait them into a fight. They'll need to constantly have vision on baron to make sure you're not doing it, which can be hard to keep up if your team places Control Wards and uses Oracle Alteration to clear their wards, so at some point they might have no choice but to face check baron to make sure you're not doing it. Even if you are, you can take the opportunity to turn around and team-fight, so long as your team hasn't become too low to fight.

You should also frequently go into Ambush and scout ahead for free kills whenever it's safe to do so and you have nothing better to do. Enemies you encounter won't be expecting to run into you any time soon and will frequently be caught in a horrible position where they can't avoid dying to you. Just make sure you're picking good fights and not becoming the one that's getting caught, it's called scouting because you don't have to go in and kill someone, you can take a look around then retreat back to safety if you don't find any good opportunities.

Example 1

Example 2

Ever wondered how pros can get 300 CS at 30 minutes before? No, it's not completely down to "insanely good last-hitting mechanics". You can do it too, just by using a simple wave control technique. Watch this video to understand how minion waves work.

So when 2 minion waves collide on bot lane, in the middle of the lane, you should be there to push those 6 minions. And then you leave bot lane. No, you don't stay to push the 2nd minion wave too and force your wave to hit the tower. Aside from being at risk if you do that, it's also just not smart to do it. Because once you clear the first wave and your minions advance to crash into the next minion wave, your minions will be on the enemy's side of the map, and as you just learnt from the video, that means that the wave will slowly but inevitably start to push towards your side of the map.

After clearing that first wave you just go pressure mid or teamfight or whatever, then you just return bot lane in 2-3 minutes when the enemy minion wave has finished pushing to your tower (and make sure to get there before the minions start dying to the tower). At that point it'll be a 15-20 minion wave. Assuming it's 20 minions, and you've been off of bot lane for 2 minutes, you'll be getting 20 minions for the 2 minutes you've spent off lane, keeping with the 10 cs per minute rule you always want to aim for (though won't always be able to achieve).

But even if it isn't quite 20 minions, the time that you've spent off of bot lane, you'll have spent farming mid lane, and maybe even jungle monsters. You'll essentially be farming 2 lanes at once, keeping you easily above the 10 CS per minute rule so long as you can consistently get to the bottom lane wave in time before the minions start dying to the tower. This won't always be possible, as CS isn't the most important thing in the game. Sometimes you'll be busy teamfighting, or making sure you're around in case a teamfight starts. But in general you'll want to go farm the wave as much as possible, then push the wave onto the enemey's side of the map to restart the push, both to get ahead in farm and to avoid having a huge minion wave destroy your tower.

When the wave that you're pushing is a cannon wave, that messes with this technique a little bit. Because you'll be killing the enemy cannon minion and letting your own cannon minion push uninterrupted, the enemy minion wave won't slowly push up to your tower. Instead your minions will continue to push forwards, very slowly. When it's a cannon wave, you should either push the 2nd wave too (if it's safe to do so, not at all safe to do when the enemy team is ahead in towers and enemy threats are unaccounted for on the minimap), or just recognize that you won't be able to get the wave to push back to you in this specific situation and settle for creating a slow push instead, rather than trying to create a farming opportunity for yourself later on.

The video also explains how to create a slow push, but this technique is very rarely useful in solo queue with how uncoordinated everyone is outside of very high Elo. Keep it in mind in case you ever think it could be useful, but most of the time it just ends up creating a huge minion wave for the enemy AD carry to farm, getting him ahead in farm instead of you. It's better suited for ranked 5s assuming your team understands the strength of a slow push, or if you're a high Challenger player and for some reason reading a MOBAFire guide.

In some situations, notably when you expect to be sieging for a while and especially sieging towers that are really close to the enemy base, such as inner towers and inhibitor towers, it's really not ideal to have to force yourself to go back bot lane to farm every 2 minutes. If you do the technique and you can't go bot you'll essentially have just created a slow push against yourself, causing the enemy minions to die to tower, wasting gold, damaging your tower, and possibly even destroying it. Rather than putting yourself in that situation, this is when you want to create a slow push against the enemy team, as they'll hopefully be too busy defending against the siege to send someone to clear bot. This way they'll be the ones losing minions to the tower, taking tower damage, and possibly losing a tower if it's already low. And if they do send someone to clear it, you'll either have an easier time sieging or your team will be able to dive the enemy team 5v4 under tower.

When it comes to team-fighting as an ADC, there is one golden rule which is the most basic team-fighting rule of all, and yet makes you an infinitely better team-fighter if you start following it; attack whoever's closest to you. If you stand at the back, behind your frontline, and just auto-attack whichever enemy is absolutely closest to you, you have the best possible positioning, as you'll only be in focus range of whoever's diving you, or whoever you're attacking. It's recommended in general to take down the enemy carries before the tanks, but as the ADC if you try to attack a carry then you're in range of every single member of the enemy team, and if they all focus you then you'll go down in under a second. By keeping your distance and attacking just whatever's closest, you'll be hardest to kill, and can therefore output maximum DPS by just staying alive and being able to auto-attack all fight long. The only time you should attack the enemy team's carries is when there's no other enemies standing between you and them, when they're horribly positioned, or if through Ambush you've managed to position somewhere you can safely open fire on the enemy backline while also being far away from the enemy frontline, and if you're confident the backline won't just immediately blow you up when you pop out of stealth.

The best players of all know not only when to follow that one basic rule, but also when to take even further measures to stay safe. Before you ever even get into a team-fight, you should have already analyzed what all the threats to you on the enemy team are, and play more safely or aggressively accordingly. For example, if a Shyvana is the one trying to dive you, you'd want to follow the rule of attacking whatever's closest, and just kite her while your team also hopefully tries to peel her.



But sometimes you need to turn the safety notch up another level and straight up walk away from someone that could be a threat to you. For example, if you're playing vs Zed, you cannot be one of the ones trying to focus him down while he still has enough cooldowns and HP to be a threat. Even if he's the only person in range of you, and you have 3-4 team-mates around you, you still can't be auto-attacking him until the threat he presents has been neutralized ( Death Mark goes on CD, or he gets so low that he'd die before he could burst you). All the skill and mechanics in the world won't stop him bursting you down in half a second if he gets near enough. And you not only need to stay out of his Death Mark range, you also have to account for the extra distance he can cover with Living Shadow, Youmuu's Ghostblade and Flash, and how quickly they can help him close the gap.

No, when you're playing against Zed and you see him running in your direction, you stay as far the f**k away from him as you can get. Don't help your team kill him, that's not your job. The assassin's job is to kill you, your job is to not die to him, and your team's job is to protect you from assassins by killing them. If the assassin commits their cooldowns onto someone else when they realize they can't get to you, that's when it's safe for you to walk back into the fight. Or if the assassin gets CC'd and blown up uselessly before they get to do anything, then it's also safe!





Champions that present such a large threat to you aren't just limited to assassins ( Talon, Zed, LeBlanc) that can burst you down within a second. Other champions, mostly if fed, can just out-duel you so brutally, that even if you have 2-3 team-mates helping you in an effective 1v3/1v4, you're still going to die if they can get in range of you. Champions that can commonly do this when fed are bruisers like Irelia, Jax, Renekton, etc. Champions tanky enough to qualify as tanks while still dealing huge damage to a squishy target like you, especially when fed.

Against champions like these, it's really necessary for you to watch out and keep your distance. You can throw Venom Cask at them, but you can't fully commit to DPS'ing them down until again, they either fall so low at your team's hands that they're no longer a threat, or realizing that they can't get to you, they commit their most important cooldowns (mobility and/or CC) onto someone else. In Irelia's case, it's safe to commit onto her when she's used either Bladesurge, as she won't be able to gap close to you or burst you with it (though Flash may still pose a threat), or Equilibrium Strike, as it'll prevent her using her deadly 2 second stun on you. And if she's used both then until they come off of cooldown she presents almost no threat at all, so long as you maintain good positioning and kite if she tries to walk towards you.

The good news is that with Twitch thankfully you hang around invisible with Ambush and bait these champions into using their cooldowns on other champions while they don't think you're in the fight, and then you can pop out of stealth and open up with Spray and Pray to melt them and their team-mates down before their cooldowns have a chance to come back up.

When following the rule of "attack whoever's closest", often you'll have to choose between two champions that are at a more or less equal distance from you, and it'll be optimal for you to attack one or the other, but it's hard to be completely certain about who the right target is. That being said, here are some things for you to consider which will hopefully lead to you making the right choice:

1) Which is the bigger threat?
You'll want to take out whoever's the biggest threat not just to yourself, but to your team as a whole, and disregard the weaker enemy. Sometimes it's not very clear cut, others you have to choose between a fed Riven and a 1/1/5 jungle Sion, in which case it's a very obvious choice which you should focus.

2) Who would die faster?
When the targets are equally threatening, you'll want to focus whichever one is squishiest/lower HP, as the sooner they're out of the fight, the sooner your team gains a numbers advantage. Sometimes even if they're the lower threat, it's still worth focusing them down first if they're going to die significantly faster, but only sometimes, and it depends on how big a threat the other possible target is.

3) Who's least likely to get away from you?
The less mobile one is the least likely to walk away and succeed in getting away. You'll want to focus the least mobile one as they're the ones most likely to die if they get low. A tank with gap closers like Zac (and let's just say his passive isn't up so you don't need to worry about that) may get low, then just leave the fight with Elastic Slingshot before you can finish him off. If your other option is an equally tanky Sion for example, he's less likely to be able to get away alive when he gets low, so it'd be smarter to focus him in a situation where it's just as easy to auto-attack both.

Generally, from top to bottom those would be the most important factors to take into account respectively, but sometimes one factor, if it's big enough, can over-ride a generally more important factor. For example, choosing to DPS down a negative KDA, full AD Lee Sin, over a fed Irelia, because you can kill the Lee in about 2 seconds while the Irelia is a lot tankier, so takes a fair while longer to kill.
Hopper is Bae

That's it for my Twitch guide. I hope you found this helpful and learn to play Twitch as well as you want to. He's been one of my favourite ADC's for a long time and hopefully you'll find him equally fun!

If you enjoyed this guide you may also enjoy Vapora's Guide To Tristana, my guide to my other favourite ADC. They have slightly different playstyles but I find Tristana fun to play as well. Otherwise you may still want to read it if you're wanting to improve your ADC skills because it's kind of like a general ADC guide as much as it is a Tristana guide.

Special thanks to Hopper for doing banners and coding. (Go check her shop out!)

If you're interested to see me play, follow my stream! Right now when I'm tryharding I pretty much only play Twitch, but if you would like to see me play any other ADC within my champion pool then let me know in the chat and we'll see if it's possible!