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Introduction
This is TROLLing1999 yet with another marksman guide. This time I will be presenting my thoughts and tips on playing











"We think Twitch has awesome lategame power, but he's also got an offensively strong early game on top of having a lot of safety throughout. To focus on that safety aspect, Ambush's stealth often let Twitch make an escape even when already caught out by enemies. We do think the new AD itemization changes will benefit the smelly rat, but the focus here is (mostly) to provide some additional counterplay for preventing stealth (hit him in the face!)."
As a consequece the changes below took place:
Passive -

TRUE DAMAGE:
Q -

STEALTH TIMING: Time to stealth without taking damage now
STEALTH TIMING WHILE BEING HIT IN THE FACE: Maximum time to stealth while taking damage now
Right now

All in all,

Greater Mark of Attack Damage: This rune provides you with neccessary AD for last hitting and trading early game.
Greater Seal of Armor+
Greater Seal of Health: The combination of these two actually gives the most durability for a marksman when not running Armor Quints. It also makes you quite bukly(in terms of HP; ~600 Health Points with
Doran's Blade in the early levels.
Greater Glyph of Magic Resist: Since most marksmen have a magic damage spell and supports in their majority deal almost exclusively magic damage you need these to sustain the poke/ damage. Another option is
Greater Glyph of Scaling Magic Resist. It surpasses the amount of flat MR attack speed]]: I like to drop two of these in my setup for more damage output in trades.
Twitch directly benefits from these since he will be able to proc his passive much more often.
Greater Quintessence of Attack Damage: 1 of these will guarantee you easier last hits under turret at level 2-3.
M A S T E R I E S |
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// This is the best possible mastery setup for ![]() // In the offense tree you want to grab masteries that will directly increase your physical damage output and especially your DPS since you're not a caster-marksman. Thus it's legitimate to choose ![]() ![]() ![]() // The idea behind the points in the defensive tree is that they make you more durable in trades and thanks to the damage reduction, the healing regeneration and the increased health it will be much more difficult for opponents to force you out of lane. |
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After the buffs, ![]() ![]() ![]() |
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Laning PhaseAlways start the game with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Standard Mid-Late GameAfter completing botrk I usually try to buy ![]() ![]() ![]() ![]() ![]() |
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Noteworthy Alternatives![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Full Build Example #1This is my standard and most common build. It is centered around ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Full Build Example #2I don't use this buildpath very often. The combination of ![]() ![]() ![]() ![]() ![]() |
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(Passive) Deadly Venom![]() ![]() |
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(Q) Ambush This is another ability that is average in the laning phase and scales really well into late game. Early Game, i use ![]() ![]() |
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(W) Venom Cask This looks more like an ultility spell but also has its offensive uses. When trading always throw this if your enemy is backing off or is too far away. You will get more stacks in your passive and it will result into a harmful ![]() ![]() |
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(E) Contaminate This ability is ![]() ![]() |
rat-ta-tat-tat |
(R) Rat-Ta-Tat-Tat Upon acttivation your ultimate gives you lots of AA range(most range in the game), some AD and turns your AA into skill shots. The bolts also apply on hit effects, crit and ![]() ![]() You can also siege turrets easily since you now have more range than them and won't be hit. However, this use is very situational. Remember to move between auto attacks if it neccessary and aim carefully because otherwise you won't use it to full potential. |
At level 1 you want to grab







The Bottom Lane

This image illustrates the bottom lane and the three main zones you should be aware of when playing bottom lane. Before you proceed with the advanced tactics you should learn the basics and have the following things always in mind.
- Green Zone/Safe Zone: This is generally when you want to be if you don't have any vision at all. It is very hard for the enemy jungler to make a successful gank. You shouldn't let the enemies rule your safe zone at any cost.
- Orange Zone /Risk Zone: This is a risky zone. Being here means that you are susceptible to ganks but you won't neccessarily die.
- Red Zone /Danger Zone: If you're in the danger zone you are highly likely to die since the enemy jungler has much space to finish you off together with the enemy bot lane. Don't push that much if you don't have vision and the enemies bot are both alive.
Controlling the Minion Wave
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Last Hitting
Last hitting is the easiest and safest way to earn gold. What makes it different from simple farming is that you actually wait until the minion's hp falls low and then you only the killing blow. Thus you won't push the wave too much and you will stay in the safe zone. This way it will be much harder for the enemy jungler to make a good gank and you won't be susceptible to harass and all-ins either. The video at the left gives good information and tips about last hitting. |
Zoning
Zoning is the result of winning trades, having vision control and/or receiving a good gank. It means that you take control of the enemy's safety zone and thus deny him XP and gold. Once you recognize the advantage you have over your enemy start last hitting from the back by placing yourself between the enemy minions and the enemy. If the enemies try to approach they will receive a lot of damage and will loose the trade because you are stronger than them. This way you deny lots of gold and experience to enemies and increase your advantage. Note that when attempting to zone the enemy you should first "freeze" the lane. This means that you keep the minion wave at a place of your choice and is accomplished by last hitting at the very last moment. |
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Trading
As







Another tactic that is commonly used is keeping



Have in mind that most adcs can't outtrade

Extra Tips
- At level 1 you can attempt a fasr push in order to gain level 2 faster than your enemy. If you manage this you can force a trade and zone your opponent. Do not delay by leashing for your jungler because you will miss the first creeps.
- As long as the river is warded and you have map awareness you can escape from enemy ganks by activating
Ambush. Keep an eye on the minimap!
- When there is a single enemy in lane(adc or support) you have a very good chance to zone the enemy. Just throw in everything you have.
Split Pushing and RoamingIf your team is causing pressure mid game and can contest objectives in its own then you can splitpush. Slitpushing means pushing a lane as much as possible and thus securing farm and objectives for your team. No matter which build you follow as ![]() ![]() ![]() ![]() ![]() ![]() If you are way ahead you can roam around the map and gank enemy splitpushers. You can assassinate many champions thanks to your ![]() ![]() ![]() ![]() ![]() |
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The other option is grouping up with your team and siege turrets and contest objectives together. During mid game it's really important to win the vision game so that you can predict the enemy team's movements. Good vision along with winning teamfights(more later) will allow you to get dragon and turrets. Thus you can secure a gold lead for late game. Always keep an eye for large minion waves bot and top or for enemy squishies splitpushing. You can clear them and gain some extra gold.

Before the teamfight it's wise to stay in the back line and wait for your team to initiate or get initiated.


While moving around before the teamfight you should be trying to dodge any form of harass and at the same time find a good angle for a future rat-ta-tat-tat.
Once you initiate or get initiated you should immediately evaluate whether you can use your ultimate or not(yes=likely to win/no=likely to loose). If yes, pop it and auto attack as much as possible while keeping an eye for bruiser that might jump on you. Once you have landed 3-4 AA with your ultimate use throw


If somebody jumps in your face, then use



In case, you get initiated and find yourself in a bad position then just flash out and activate

Always remember, that a dead ADC can't do any damage so your level 1 should be staying alive so that you can deal lots of sustained damage. Also

The video below shows an exaple of a good teamfight as


The team composition I have shown above is really well-rounded. It is not as strong early game but if the team manage it through laning phase, they will have huge impact late game. The team lacks of pure initiator and relies more on






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If you have any questions or remakers, feel free to make them in the discussion box/section. If you choose to downvote, please give me a good reason so that I can improve.
Regards,
TROLLing1999
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