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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Deadly Venom (PASSIVE)
Twitch Passive Ability
Introduction
I am a 1900 ELO player. I am the designated jungler on my ranked team, "Anthrax Sandwich"
Here are my stats:

The following document is a guide for beginners/intermediate level

Twitch, is often misconceived to be a troll player, where in reality,

In this guide, you will learn many strategies used by pro Twitch players, and myself. 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 triple/quadra killing people in no time! =)
As a side note, If you disagree with my reasoning or decisions for any part of this guide, PLEASE tell me! I love hearing different opinions on things! Leave a comment, send me a PM, or e-mail me at mk.harris8@gmail.com
+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 little CC to fights -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 nothing special -Gets messed up by assassins |
Marks:
Seals:
Glpyhs:
Quintessences:
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Flat Attack damage is really the way to go. As with most AD carries, attack damage/level (![]() ![]() |
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Seals:
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Because you are twitch, and you already have ungodly low amounts of armor and Magic resist, I Strongly suggest you use ![]() |
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An alternative to ![]() |
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Glpyhs:
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In addition to having low armor, Twitch also has really low magic resist. Twitch has enough trouble surviving already! Getting Greater Glyph of Resist makes twitches' weak early game more forgiving against heavy AP supports like ![]() ![]() ![]() |
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Quintessences:
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Running ![]() |
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Viable Summoner Spells:

You have more lee-way with your summoner spell. Heres what i think:
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Twitch, of all players should really have this ability. He has no other instant way of escaping a bruisers, like ![]() ![]() ![]() ![]() ![]() |
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You have more lee-way with your summoner spell. Heres what i think:
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A very strong summoner spell, and one that has recently gained a lot of favor among ADCs. One of my favorites. While it doesn't mitigate as much damage as ![]() |
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This is another strong summoner spell to get. Cleanse will remove some of your early game kill potential, because you cannot grab ![]() ![]() Later in the game, ![]() |
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Another Strong Defensive Summoner Spell. Twitch has difficulty kiting bruisers compared to other carries. This Summoner spell is great to give you an extra defensive boost to help survive any burst. |
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- The effectiveness of twitch's abilities varies on the amount of stacks of
Deadly Venom an opponent has on them.
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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
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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

- 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.
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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 | Rat-ta-tat-tat: For 7 seconds, Twitch gains 300 attack range, bonus 20/28/36 Attack Damage, and his basic attacks become piecing bolts that deal 20% less to subsequent targets, down to a minimum of 40% damage. |
Using this spell separates good

- 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.
- This ability merits its own section in the guide.
- In team fights, you can use this as a range extender to damage assassins from afar.
My Skill sequence is usually
-I max Rat-ta-tat-tat whenever possible. The effect of this ultimate will change the direction of team fights - for good, or for bad. The use of this ult is so important, it merits its own section.
-I Put a point in on
Ambush at level 4, because I just do not feel secure enough without my 4 second invisibility spell. It is an effective initiator into a bot lane fight, or as an escape spell. Putting a point in on W, allows you to more effectively use your ult, and chase down escapers during your laning phase in particular.
-I max Rat-ta-tat-tat whenever possible. It's just simply amazing.
-I max
Contaminate first, because it (in my opinion) most easily secures a kill. The range on your
Contaminate is huge, so if an enemy champion tries to run, you can just throw down an
Ignite, then hit
Contaminate which more often than not, guarantees a kill, especially if you have a support that can do some damage
-Next I max
Ambush, because the attack speed increase can be quite nice, especially around that time of the game. Additionally, this will give you more time to roam safely.
-I max
Venom Cask last, to help me ('my team') finish off those pesky runners, and to help me kite bruisers and assassins in team fights. I Only need one point in
Venom Cask at level 2, because it can set up ganks well, and its effect allows you to outduel most other ADC.
-I Put a point in on

- If you are getting pressured against a kill lane, leading a jungle invasion, or need to facecheck brush, get
Ambush at level 1.
-I max Rat-ta-tat-tat whenever possible. It's just simply amazing.
-I max




-Next I max

-I max


Good Supports:
Thresh,
Leona,
Morgana,
Annie,
Sona,
Nami,
Lulu,
Alistar,
Blitzcrank,
Zyra,
Taric,
Fiddlesticks
Okay Supports:
Nunu & Willump,
Soraka,
Janna,
Shen,
Karma(outdated, will update soon),
Kayle
Trololol:
Zilean
Read The section below, for the reasons as to why i grouped individual champions in these tiers
My starting build typically varies depending on the kind of support to have.
I rank my supports in their Ability to hard CC, tank damage, dual-sustain, and engage.
Strong Supports:

'Meh' Supports
Soraka &
Twitch lane can be played increadibly offensively. Please ask the rest of your team to choose tankier characters, though!
Overall a very strong support; The only downside is that she has trouble dealing with burst lanes that have champs like
Graves,
Draven and
Blitzcrank.
Having a

****ing Hilarious Supports:
. It worked when my friend and I tried it, but be that as it may, I would not try that again; Zilean yields no sustain for poor old twitch, he does not give any hard CC (even though his slow is quite nice) and will likely take some of twitch's creep score with
Time Bomb. Zilean is a better candidate for mid.
If you can make it to mid game easily, he turns out to actually be a pretty fun support. His ultimate allows you to come back to life after death. This proves to be useful, as it will allow you to survive any pounding enemy bruisers will do.
I rank my supports in their Ability to hard CC, tank damage, dual-sustain, and engage.
Strong Supports:
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Thresh is a really strong support for twitch. He offers good peel in team fights, gives twitch an escape ability, and a reliable, very strong CC for twitch. |
Death Sentence's passive provides noticeable early game damage. DON'T OVERLOOK THIS! Plus, the active provides a great displacement + stun on a target. If he lands this on a carry, it is devestating. Synergizes with Rat-ta-tat-tat
Dark Passage Gives a nice shield to help against harass, plus it gives you an escape mechanism. This is very helpful in team fights, and relocating to a more favorable position. While this is not as good as a heal during the laning phase, the shield seems to be good enough of a defensive boost.
Dark Passage solves twitches' inability to escape from bruisers.
Flay is a good CC. It yields good damage early game, that can also displace an enemy carry, making jungle ganks & duels in lane a lot easier. Late game, this is an amazing peel for you.
The Box is a good CC. It deals good damage, and applies a nasty slow effect. The box synergizes well with Rat-ta-tat-tat if thresh can box in several people.
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Leona is a very strong support for twitch, but she is
Very hard
to lane with. You two must play offensively, and have very good coordination! You must be ready and able and in position to hit any ChampionLeona hits with her spells, while still being able to farm Creep score. Twitch doesn't have a dash or spell that deals damage on its' own, like
Piltover Peacemaker, so he needs to followup leona's
Zenith Blade with as many autoattacks as possible.
Sunlight yields a massive increase in
Twitches already pretty high damage, as
Deadly Venom is capable of proccing sunlight.
- Leona's abilities can stun a single target for up to 3.25 seconds with
Zenith Blade and
Shield of Daybreak, and can stun a group for 1.5 seconds (with her ultimate,
Solar Flare. She has a lot of CC
Dark Binding is the strongest invading spell in the entire game.
Dark Binding has a high base damage early game, and a very long duration. A morgana that can land several bindings early game can force a recall. Her landing a binding on a weakened champion that is caught out of place will more likely result in a kill. Lastly, this spell is really good at setting up ganks/dives with a jungler.
Black Shield can help you get away from ganks, reposition safely, help stop CC locks from some champions, or just mitigate some harass that you might be taking.
Soul Shackles can help force all-ins that will likely end up in your favor. It is also very strong follow up CC in team fights.
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A very strong support. While she provides few defensive bonuses for twitch, annie provides lane presence by way of CC & tons of damage. Few supports, or even ADCs can match her early game damage. |
Pyromania gives very strong CC.
Disintegrate, along with her passive charged allows for easy, and usually safe trades in lane.
Incinerate as a follow up makes her one of the highest damage dealing supports you can get.
- Is fairly tanky early game due to
Molten Shield
- Long autoattack range; Will have the longest autoattack range come patch 4.4
Summon: Tibbers, when prepared for correctly, is an instant AoE stun. Allows for good all-ins, when you hit level 6, along with good initiates for team fights
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A great support. She is a force to be reckoned with early game. You and her will win most trades early game, beacause of her attack speed buffs. Late game, she most useful because of her ult, ![]() |
- Her
Aria of Perseverance will help heal both her, and you/ one of your buddies.
- Her
Song of Celerity, although not quite as good as a
Shurelya's Battlesong, is quite effective for engaging/escaping fights, or just roaming. Early game, the on hit effects of this help set up jungle ganks well.
- Finally, her
Hymn of Valor - her slow/damage debuff can be quite effective if she uses it well with her passive. Don't overlook it's early game damage
Crescendo: Large AoE Damage/stun? Yes, please! Combos with Rat-ta-tat-tat
Aqua Prison is a tough to land skillshot. However, it is an AoE stun that synergizes well with Rat-ta-tat-tat. A nami that can land this spell will win team fights. Hitting this spell in lane will secure a kill, or force a flash.
Ebb and Flow is a Damage/Healing ability. Early game, this will be her main contribution to duels. It provides a surprisingly strong heal, and some nice damage too. However, this ability does not scale well into the mid-late game.
Tidecaller's Blessing gives you an attack steroid. It gives a slight damage boost for the late game, but is mostly used to help you duel the opposing carry during the laning phase.
Tidal Wave offers good peel and kiting capabilities for team fights. Decent synergy with Rat-ta-tat-tat.
- An experienced lulu will use
Glitterlance well, harassing the opposing bottom lane, so you don't have to.
- In the early levels, Lulu/twitch lane will win trades in small pokes/exchanges. Avoid long, drawn out fights, until you are sure you have the upper hand due to good harassment!
Help, Pix!: The shield this gives you pales in comparison to say, Janna's
Eye of the Storm, but it has more utility as early game harassment. Don't overlook the damage this can deal.
Late game, Lulu shines because ofWild Growth. It allows for any character she casts it on, to become substantially tankier for a short duration! Twitch loves the feeling of being tanky, especially if he doesn't have to buy any extra items!
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Great as a support. He makes up for his weak early game (1-3) with his ability to set-up future ganks well. Additionally, he has a noticable late game presence and acts as a fine offtank with ![]() |
- Absolutely Amazing CC: ~1 second stun on target + 1-1.5 second stun on AoE
- He can tank damage for you early game, and your team late game! Gotta love
Unbreakable Will!
Triumphant Roar acts as a dual-sustainer! =)
- He may run in to mana problems, though, so try and work with him by positioning yourself to be able to attack a carry in case he is able to land off a knocked airborne combo
- Alistar's
Pulverize +
Headbutt combo, allows for your auto attacks to amount to more or less, 350 damage. In the early game, that can be nearly half of a carries' total health pool right there. If your jungler adds another CC to that, you can easily get 6 stacks off of your poison, which is another 350-ish damage. Combo with
Ignite, and its nearly impossible for the enemy support to heal through that burst...
- The plants zyra can produce from
Rampant Growth yield strong, sustained damage, and can be effectively used to zone other carries.
- deadly bloom has a very long casting range, and will allow for "free" harassment against most carries.
Grasping Roots scales very well in terms of damage. If she throws some spores down on her roots, she'll get plants that do a lot of damage, and slow. Getting a snare + spore combo on an ADC will probably win a trade, or secure a kill if your jungler is coming to help.
Stranglethorns deals a lot of damage. It provides excellent CC, and most importantly, it synergizes with Rat-ta-tat-tat, because it will allow you always have the range advantage over other carries - especially when complemented with her
Grasping Roots (which is very easy to land if your opponents are airborne.
Zyra is a fairly strong lane for twitch. While she has no sustain, she can deal a lot of damage, and also runs quite a bit of CC in her kit. Levels 1-3 will be rough if pitted against a poke heavy bot lane (
Sona
Caitlyn e.g.). Aside from that, she is an excellent support. Her ultimate,
Stranglethorns is comparable with sona's
Crescendo, in terms of lockdown. She will provide great peel for you, so long as you are not pitted against champions with low cooldown gap closers like
Akali. Also, she scales very well into late game.





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Blitzcrank is an amazing support. He can create a large zoning area by simply standing in brush. He can be built as an off-tank, except he helps secure kills exceptionally well. He has no sustain, but can engage early game fights well, and can help you commit to fights with his peeling power. We weary when playing champions with good poking power, like ![]() ![]() ![]() |
Rocket Grab yields excellent killing potential - early and late game. It wins games
- Being one of the best defensive supports in the game, he can make tower dives against you much harder than they should be. If your blitzcrank is good, he can
Rocket Grab a carry/tank into your tower and force a
Flash.
Power Fist is an amazing CC that can also do excellent damage.
Static Field Allows for AMAZING lockdown of AP carries, especially late game. This is especially good, since most assassins with mobility (like
Katarina or
Kassadin) cannot just jump in and kill you immediately
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LOVE him as a support. Possibly one of the best supports you can have, because of his good offensive and defensive buffs, stun, tankiness, and early game sustain. His nerfs to ![]() |
Dazzle allows you to get several stacks off of your target, and a possible kill if your jungler helps gank too!
Imbue is amazing at sustaining you and him, and can have a short cool down relative to other supports; Especially early game.
Shatter gives you tremendous amounts of armor (great for sustaining) and can give your enemies a nasty armor debuff, which can basically make your attacks deal them true damage in the early game. He has great late game presence, too, because he can
Radiance, giving you extra attack damage. Who doesn't want free AD? I'll tell you who - the
Sivir on the other team who is getting her socks rocked!
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Okay, bet you didn't see this one coming. Even after the nerfs, supportlesticks is still a really strong support for twitch, falling just behind ![]() ![]() |
Terrify ensures that you can freely auto-attack the opposing carry for 2.25 seconds.
- Fiddlesticks has great self-sustain in lane, and can safely harass the carry bot with
Reap
- Deals noticeable damage with
Bountiful Harvest and
Crowstorm. Additionally,
Bountiful Harvest is an effective way to tank & secure key objectives like dragon and baron.

'Meh' Supports
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![]() ![]() ![]() ![]() ![]() If you can get him to tank the enemies' hits, he'll be an effective support. Easier said than done though. |
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I put Soraka on the bottom of the strong support list because although her ![]() ![]() ![]() ![]() |
- Yes, her armor buff from her
Astral Blessing helps a TON, but i do not view it as too much of a help, because a good team will notice the target of her heal, and then just switch targets.
- Her
Infuse is quite good for spamming abilities, silencing the enemy, AND harassing the enemy! Twitch already has a fast mana regeneration, but the infinite mana from this ability means that he can safely AND effectively harass his enemy from afar! (
Venom Cask +
Contaminate is probably one of the safest, and most reliable harassment means against a non-sustainable opposing bot lane)
- Soraka's
Wish changes games. It has saved so many of my teammates - me among them!


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A good support. Her ![]() |
- If she uses her
Zephyr's slow on an enemy too, the carry/support will likely have to pop their flash to escape the massive damage about to come, unless they have their support right there to peel for them a little.
Eye of the Storm allows you to effectively zone enemies, and gives you a large attack damage bonus, if you are lucky enough to get into a fight with them. It is difficult for a janna to always land an ideal shield, so if her skills as a janna support are in question, just play your lane safe.
Monsoon, if well placed, can function to separate you from an enemy, or to separate an enemy from the rest of their team = free kill :) In the early game, this will protect you from tower dives.
Overall a very strong support; The only downside is that she has trouble dealing with burst lanes that have champs like



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Shen isn't really a "support", nor is it easy to lane with him. He can secure a kill easily with ![]() |
- Although his heals through
Vorpal Blade could be quite good, your heals depend on the amount of damage you can deal. This means that it is difficult to regain health AND avoid pushing the lane.
- Although he may suffer a little late game due to possible lack of farm, his
Shadow Dash taunt is quite effective
- You and your team are guaranteed a safer game, since his
Stand United is global, and gives a nice shield!
Although with all of his buffs, I wouldn't see why he would go bot support, rather than solotop
Karma's
Gathering Fire synergizes well with the passivity of the bottom lane. Due to the occasional passivity of the bottom lane, karma can easily keep >1 stack of
Mantra up.
Inner Flame is a strong damaging ability in brawls in bottom lane, when your opposing laners are fighting you, and are forced to stay in the AoE of inner flame. It has a low cooldown too, so it can be spammed easily in lane for safe harassment. This may end up pushing your lane though
Focused Resolve allows for effective disengages and chases. With twitches' low AA range pre-6 though, it won't have much offensive use in early fights that you have with her. If karma does not use this ability defensively, she is trying to set up a gank or kill.
Inspire gives a good shield and can help you kite and disengage from fights. Take advantage of the temporary movespeed buff to distance yourself from bruisers in team fights, as it is difficult for twitch to kite against bruisers otherwise.
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I've always love having ![]() ![]() |
Having a
Kayle on your team will give you the most survivability, when facing some of your hard counters.
- Kayle lacks hard CC, but may make up for it in the amount of damage she can dish out to an enemy champion.
- Finally, her
Intervention combined with the movement speed buff from
Divine Blessing make it quite easy to escape from a team fight, help you commit to a fight, or in rare cases, help you get back into a fight.
- Finally, please look carefully at the duration of
Intervention; 3 seconds of invulnerability is ~Huge~. 3 seconds is usually enough for twitch to mow everyone down, and to life-steal his way back up from near-death moments.
Now, all this time, I have been listing a plethora of pros to choosing Kayle. You are probably wondering, "Why the Bleep is Kayle a decent support, then, utopus!?!?" Good question - I list Kayle as only an OK support, because of her small metagame presence.
- Kayle lacks any hard CC; Other support champions have some sort of Area-of-Effect, team wide buff, or CC.
Taric has
Radiance,
Sona has
Crescendo,
Janna has
Monsoon, and even
Soraka with
Wish, they all have some sort of Area-of-Effect, team-wide Buff or CC.
- Kayle lacks the ability to effectively harass, or initiate in bottom lane, because of the short casting range of her
Reckoning
- Much of her late game damage potential is lost, if she is denied farm

****ing Hilarious Supports:
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If you haven't seen this combo, prepare to laugh. I read on a forum that someone wanted to make a combo, where twitch would go ![]() ![]() ![]() |

If you can make it to mid game easily, he turns out to actually be a pretty fun support. His ultimate allows you to come back to life after death. This proves to be useful, as it will allow you to survive any pounding enemy bruisers will do.
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. (~250). Your opposing ADC took 4 Autoattacks worth of damage(250), 150 from
Contaminate ,48 True Damage from
Deadly Venom, then 72 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 120 More true damage, and 350 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
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.

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'

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








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

Sometimes, you may want to play mind games with your opponents, and occasionally

-
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.
~~Your starting Build~~
These two openings are in my opinion, the most effective. While twitch doesn't have the greatest early game damage, it's certainly nothing to laugh at either. Getting a high stack count of
Deadly Venom &
Contaminateing will likely result in a won exchange. In terms of laning, twitch becomes particularly strong trades after level 4.
Until you get
Ambush at level 4, twitch does lack early game mobility, and could have trouble escaping from an early level gank.
This item path is strong if you and your support are looking to all in your opposing laners.
An alternative build path, which i prefer against low damage front liners (
Zac &
Amumu e.g.) is as follows:

After early game is over, I suggest you get an attack speed item, and a
Last Whisper somewhere along the way. These will increase your damage dramatically, especially if your opponents are building armor. If nobody on your opposing team is building armor, I rush my
Infinity Edge
After you get
Infinity Edge item, your damage will spike. What's best about this item, is that if you use it with your ult and crit, Rat-ta-tat-tat, Twitch will apply critical strike damage to every enemy he crits. Yes, that's right - Everyone. This means you can tear apart the enemy AP carry, and AD carry, and Support. Of course you can shred the bruisers too, but they will be more difficult to deal with.

I suggest getting
Infinity Edge +
Statikk Shiv and then getting a defensive item like
Banshee's Veil or
Guardian Angel or
Mercurial Scimitar - only building into
Last Whisper once my opponents start building significant amounts of armor. Any of the above three core items yield a massive spike in your damage output.

These two openings are in my opinion, the most effective. While twitch doesn't have the greatest early game damage, it's certainly nothing to laugh at either. Getting a high stack count of


Until you get

This item path is strong if you and your support are looking to all in your opposing laners.
Item Sequence






Health Potion
50

Bilgewater Cutlass
1600

Boots
300

Blade of the Ruined King
3200
An alternative build path, which i prefer against low damage front liners (


Item Sequence






B. F. Sword
1300

Vampiric Scepter
900

Boots
300

Bloodthirster
3400

After early game is over, I suggest you get an attack speed item, and a


After you get


~~Your Core Build~~
I suggest getting







![]() |
: This is your main damage dealer. This dramatically increases the critical strike damage you do, give a likable amount of CSC, and a fat amount of damage! |
![]() |
Okay. This item is okay for twitch. It gives twitch a team-wide armor stacking debuff, extra health, attack damage, and a small yet still significant amount of armor penetration. It synergizes well with Rat-ta-tat-tat. The reasons why this item isn't always optimal is because for twitch, it will take a significant amount of time for the armor reduction debuff to really add up, and because twitch simply cannot use the Cooldown reduction as well as some other carries. Champions build into ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
GOOD It is inexpensive, gives you a small amount of AD, but is effective at what it does - it helps you shred tanks. It makes the armor stacking they do next to useless. Being probably the only person on your team who can deal consistent, sustained damage, it is ultimately your responsibility to drop tanks. While they are obviously not your first priority, you will need this item, or ![]() |
![]() |
Strong! Everyone's been there. The enemy team has a fed-to-the-heavens corporate mundo, that has a full tank build with 4.5k health, 170 armor, and somehow, as much AD as you. This is my solution, friends. It is the king of tank shredders. The passive will give you a noticeably high amount of life back, and the base stats on the item aren't bad either and really hurt that mundo! The cost effectiveness of this item sharply decreases the less tankiness the opposing team runs, though. Every single stat on this item works well for twitch. The passive of this item synergizes very well with Rat-ta-tat-tat. However, the true beauty of this item is the item's active. The active on this item makes twitch a true terror during the end of the laning phase. The active from ![]() |
![]() |
Gives you a spell shield every 45 seconds. This spell shield gives you protection from ![]() ![]() ![]() ![]() ![]() |
- If you cast your Ambush right before you die, you can resurrect already stealthed!
![]() |
GOOD A rather standard item for an AD carry. I buy it late game, because any extra mobility I can get my hands on helps greatly! The extra mobility allows you to more easily ![]() |
![]() |
GOODThis item is about as good as ![]() ![]() ![]() |

OTHER ITEMS YOU MAY WANT TO CONSIDER:
Against an AP heavy team:
![]() |
GOODHexdrinker is a very effective Item against an AP heavy team. The extra shield you get helps a lot with surviving those pesky ![]() ![]() ![]() |
![]() And ![]() |
good Great! we can have a cleanse once every 90 seconds! This item can be O.K. if the enemy team is stock full of CC's (![]() ![]() ![]() ![]() ![]() The answer is, NOT MUCH! I tend to refrain from buying this unless their team has >1 suppressors. Lastly, get this when you are playing against a ![]() ![]() |
![]() |
GOOD I usually never get this item, because I don't like the idea of on-hit twitch. However, the extra on-hit effect simply cannot be overlooked, since it can synergize quite well with Rat-ta-tat-tat. Hitting the enemy with Rat-ta-tat-tat will give you (almost instantly) the 4 magic resist stacks ![]() |
[icom=warmog's armor]Good against champions with poor AP ratios When i have to fight against champions like a fed![]() ![]() ![]() ![]() Against AD heavy teams
![]() Final items to consider:
NOTE:PLEASE GET THIS IF THE ENEMY TEAM HAS A![]() ![]() ![]() ![]()
|
By the time you have completed twitch's build/nearly completed twitch's build, he will be a powerhouse, steamrolling over the poor enemy team. To give you a damage run through, I have made a hypothetical scenario:
Spoiler: Click to view
--
In a matter of less than five or so seconds, you have single handedly dealt every person on the enemy team 3000 damage - And my prediction is low-balling it! That being said, if you can hit several champions (ideally, the Carries + Support) you will have just won a battle for your team; You will destroy their front line in 10 shots, and most carries would either be dead, or near death after 5 shots. Since positioning is so key to wining team battles as twitch, my next section will focus only on the usage of twitch's Rat-ta-tat-tat.
The following picture gives you a good idea as to when & where you would want to fire your ult. Please note that using your ultimate may not always be a good idea, as it makes your auto attacks become skill shots - they will not lock on, and you CAN miss!
Green zones: Spots where you will likely hit many champions with your ult. It is desirable to have team fights in these areas. You can be easily defended by your team while attacking
Yellow spots: Spots where Your ult will probably only hit several enemy champions if they are CC'ed. You have some natural protection, but staying close to your support is very important for maintaining your survival! In these zones, it is difficult for bruisers to get to you, but assassins can burst you down if you aren't careful
Orange Spots: Spots where your ult can hit several champions, but your enemy team can reposition themselves somewhat easily, so that they can escape your ult. Additionally, it is somewhat easy for the enemy team to get to you and focus you in these areas. Avoid fighting here if at all possible. This area offers some natural protection against assassins, but bruisers can reach you somewhat easily. In these spots, save ambush as an escape/reposition spell if you know the bruisers can jump you.
Red Zones: Avoid fighting here if at all possible. It is unlikely that you hit several carries, and there are no natural barriers protecting you from the enemy bruiser.
In this zone, you will need to kite. Save
Ambush for repositioning, NO EXCEPTIONS! Avoid fighting here if at all possible. If a fight that happens, don't run away - True plague rats do not fear death.

Thanks to sukero for the awesome image!

--
In a matter of less than five or so seconds, you have single handedly dealt every person on the enemy team 3000 damage - And my prediction is low-balling it! That being said, if you can hit several champions (ideally, the Carries + Support) you will have just won a battle for your team; You will destroy their front line in 10 shots, and most carries would either be dead, or near death after 5 shots. Since positioning is so key to wining team battles as twitch, my next section will focus only on the usage of twitch's Rat-ta-tat-tat.
The following picture gives you a good idea as to when & where you would want to fire your ult. Please note that using your ultimate may not always be a good idea, as it makes your auto attacks become skill shots - they will not lock on, and you CAN miss!
Green zones: Spots where you will likely hit many champions with your ult. It is desirable to have team fights in these areas. You can be easily defended by your team while attacking
Yellow spots: Spots where Your ult will probably only hit several enemy champions if they are CC'ed. You have some natural protection, but staying close to your support is very important for maintaining your survival! In these zones, it is difficult for bruisers to get to you, but assassins can burst you down if you aren't careful
Orange Spots: Spots where your ult can hit several champions, but your enemy team can reposition themselves somewhat easily, so that they can escape your ult. Additionally, it is somewhat easy for the enemy team to get to you and focus you in these areas. Avoid fighting here if at all possible. This area offers some natural protection against assassins, but bruisers can reach you somewhat easily. In these spots, save ambush as an escape/reposition spell if you know the bruisers can jump you.
Red Zones: Avoid fighting here if at all possible. It is unlikely that you hit several carries, and there are no natural barriers protecting you from the enemy bruiser.
In this zone, you will need to kite. Save


Thanks to sukero for the awesome image!
~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?

~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!


Once you've decided that you are strong enough to noticeably help your teammates in team fights. You must remember these golden rules of playing twitch. Tattoo them onto your eyelids if you think you will forget - They are SO important!
~Twitch is not a tank. If you engage in team fights, you will get killed so quickly, that you won't have half a second to deal damage, nonetheless the two seconds you need to shutdown their team.
~TWITCH IS STILL NOT A TANK! Stay behind your team, so that enemies will have a harder time getting to you!
~Twitch is not a tank! Don't engage at the same time as your buddies! Wait a second or so, so that all of the enemy bruisers and supports have used up their CC's!
~TWITCH IS NOT A TANK!!!!! Know when it's smart to leave a teammate to die. If one of your noob teammates overextends and gets ganked in a 1v5 without a flash, dishing out some damage will not help your teammate survive, and it probably won't yield you a kill either. In fact, it would probably lead to your death if you just engaged out of your invisibility.
~TWITCH IS STILL NOT A TANK! Stay behind your team, so that enemies will have a harder time getting to you!
~Twitch is not a tank! Don't engage at the same time as your buddies! Wait a second or so, so that all of the enemy bruisers and supports have used up their CC's!
~TWITCH IS NOT A TANK!!!!! Know when it's smart to leave a teammate to die. If one of your noob teammates overextends and gets ganked in a 1v5 without a flash, dishing out some damage will not help your teammate survive, and it probably won't yield you a kill either. In fact, it would probably lead to your death if you just engaged out of your invisibility.
For those who don't get the reference:
Here are some of the Particularly nasty Characters that mess twitch up a little. I judge the difficulty of each individual character based on their killing power, their ability to avoid CC, and their ability to avoid death. The suggestions i give may likely mess with your build, but it (in my opinion) is amongst the few ways you can stop these characters from hard-countering you.
Lane Counters:
Twitch outduels most ADCs, the exceptions being
Caitlyn early game and maybe
Corki. Twitch gets countered by the supports.
Leona: 9/10
She counters you pretty badly in lane. You can get chain CC'ed for 3+ seconds, she deals a ton of damage, and after she hits level 6,
Solar Flare can zone you pretty well from getting CS. Shes too tanky for you to harass without risking dying. Having
Morgana support is a must, as her
Black Shield muffles her
Zenith Blade +
Shield of Daybreak CC, as well as reduce the damage you will like take from her
Sunlight procs.
More coming soon!
Lee Sin: 10/10
I honestly believe that Lee sin is the counter to Twitch players. As far as a twitch player is concerned, this guy basically has a built-in
Oracle's Elixir, which he can use more or less, once every 5 seconds. What makes it worse, is that he is very mobile, tanky, and hard to kill! Fortunately, many people don't really know how to play Lee Sin, so if you face one, you will likely be able to stop him before he does too much harm.
Sonic Wave / Resonating Strike, If it hits twitch, gives Lee sin and his friends vision of you for 3 seconds. Resonating Strike acts as a gap closer for Lee Sin; If you get hit by Sonic wave, you better pray there are some allies there to push Lee sin away, or at least CC him
Tempest / Cripple Is another move that Devestates Twitch players. There have been many times in which I happened to pass by a
Lee Sin, and he would just randomly cast this spell. The slow this spell yields, along with the ridiculously long vision time it has, makes it very hard to both a) Damage Lee sin, or b) Escape from him.
Safeguard / Iron Will Gives Lee sin an amazing amount of mobility, and harass. An experienced Lee Sin player will know to Safeguard/Iron Will towards your creep wave, and then immediately Tempest/Cripple The wave, so as to try to get vision on you. This nasty combo can lead to you being zoned, or killed!

Zed 6/10
Death Mark, grab a
Quicksilver Sash somewhere along the way. It'll hurt your damage for sure, but it'll take away many of the threats that zed has off the board.

Xin Zhao 4/10
While Xin is typically flamed for dropping off hard late game, that is not the case when he plays against a twitch. Xin's movespeed makes it hard to escape without
Ambush, and
Audacious Charge's ridiculously large casting range makes it very difficult to escape.
Three Talon Strike Makes it more difficult to
Flash +
Ambush
His massive lifesteal and armor makes it very difficult to 1v1 unless you have
Ignite; even THEN, the battle's in his favor!

Garen 6/10
Garen is most dangerous when he is lurking around brush. His Spin-to-win (
Decisive Strike +
Judgment +
Demacian Justice) Makes it VERY difficult to escape, and even harder to live! That combo by itself can kill you, and there's very little you can do about it!
With that in mind, you should stay nice and close with your support; They'll help out a lot :)

Twisted Fate 5/10
Oh man, this guy is annoying! While he tends to be a source of many of your kills in the early game, he can be such a pain late game! While you probably won't get sniped down from the low range of the gate on
Destiny, or just a standard battle between you and the
Twisted Fate, a 10-second reveal on twitch is devestating - more than enough time for the enemy team to find you and beat you down.

Tryndamere 9/10
This guy can be so imbalanced some time. While having only 5 seconds of immortality ( infinite rage) doesn't seem like a lot, It tends to be more than enough time for him to punch you down, and more often than not, your entire team. The few ways to counter him is to:

Fizz 8/10

Riven 8/10

Kassadin 7.9/10
Here is my list of what to expect from this hooligan

Rengar: 7.5/10
Rengar (or Fox Mccloud) can be dealt with at most stages of the game. While he doesn't pose a direct threat to you, you should be careful

Teemo 3/10
Bruiser teemo will beat you in one-on-one encounters at all stages of the game. In team fights, Counter him by either getting a
Yorick solotop, or having someone on your team be a very large, immovable wall, like
Cho'Gath.
Here are some of the Particularly nasty Characters that mess twitch up a little. I judge the difficulty of each individual character based on their killing power, their ability to avoid CC, and their ability to avoid death. The suggestions i give may likely mess with your build, but it (in my opinion) is amongst the few ways you can stop these characters from hard-countering you.
Lane Counters:
Twitch outduels most ADCs, the exceptions being



She counters you pretty badly in lane. You can get chain CC'ed for 3+ seconds, she deals a ton of damage, and after she hits level 6,






- There are no items you can get to counter her during the early game.
- Try to CS on your side that is closer to river, so that you will have time to react if she zenith blades from brush. If that is not an option, have your support ward brush and try your best to dodge those lances.
- Never try to CS under 60% health. She can jump you and stun lock you to death if you don't flash up. That said, be sure to stock up on potions.
- Freeze lane. Note that if leona is still playing aggressively, a towerdive is imminent.
- Getting
Heal against a leona is a must!
- Always stay behind your front line, so if she tries to engage with a solar flare, you can help damage the opposing front line.
More coming soon!

I honestly believe that Lee sin is the counter to Twitch players. As far as a twitch player is concerned, this guy basically has a built-in







-
The nerfs hurt his kill potential. If you find yourself being jumped frequently in team fights, and dying to




While Xin is typically flamed for dropping off hard late game, that is not the case when he plays against a twitch. Xin's movespeed makes it hard to escape without





His massive lifesteal and armor makes it very difficult to 1v1 unless you have



Garen is most dangerous when he is lurking around brush. His Spin-to-win (



With that in mind, you should stay nice and close with your support; They'll help out a lot :)


Oh man, this guy is annoying! While he tends to be a source of many of your kills in the early game, he can be such a pain late game! While you probably won't get sniped down from the low range of the gate on




This guy can be so imbalanced some time. While having only 5 seconds of immortality ( infinite rage) doesn't seem like a lot, It tends to be more than enough time for him to punch you down, and more often than not, your entire team. The few ways to counter him is to:
- Have someone on your team be
Lux,
Morgana, or
Alistar. These people have snares that absolutely devastate much of the Damage he will be throwing at you.
- Ask one or two teammates to get
Exhaust. This will shut down his DPS
- position yourself so that your Rat-ta-tat-tat hits 4-5 people. This will give you 40-100% lifesteal, depending on the amount of enemies you hit and the stacks on
Bloodthirster, but this gives amazing sustainability for surviving!
- Buy a
Guardian Angel or (if you REALLY need to counter him a
Randuin's Omen).
While these will kill your damage output, It will give you the survivability necessary to survive tryndamere. If tryndamere is carrying his team, I suggest you get both of these, since an insta-deadTwitch is not a very useful twitch.


- counter with a
Guardian Angel, or by having a
Morgana/
Kayle on your team.
Fizz's abilites are meant to burst you down; With that in mind, he really can't sustain himself, or deal continuous damage to you
Heal helps a lot because of its' grievous wounds removal. Just make sure you use it once you are sure fizz can no longer use
Seastone Trident to reapply the grievous wounds debuff.


- STAY AWAY FROM HER! You're going to need help from your team to draw some of her hard-hitting fire! Always try to get a CC on her. In a team fight, she is your most dangerous threat.


Here is my list of what to expect from this hooligan
- This guy is mobile! He WILL get to you, so don't even try to position yourself away from him. Still try and maintain a healthy distance from the rest of the enemy team, though!
- He will burst, and he will hurt. So long as your Mid did not feed him, you should be able to survive a burst rotation though. The gap will be enough time for a support to either heal you, or CC him.
- When fighting against
Kassadin's team, life steal is your friend!


Rengar (or Fox Mccloud) can be dealt with at most stages of the game. While he doesn't pose a direct threat to you, you should be careful
Thrill of the Hunt does not reveal invisible units, but it does give their general location. If you have
Ambush leveled a decent amount, you should be able to get away from him, if he is chasing you.
Battle Roar acts as a tank steroid and a self-heal... Be sure to pop an early
Ignite on him, or buy a
Executioner's Calling and use it often. Rengar can regain a lot of health this way... he can regain much more if his
Bloodthirster has full stacks.
Bola Strike acts as a pretty good gap closer. If he is particularly fed, think of investing in an early
Phantom Dancer for mobility
- When in doubt, stick close to your support. Rengar is all Attack damage, so
Taric is a good counterpick.
- If you are at all bit worried about rengar, don't hesitate to blow an
Exhaust on him. It can really mess him up


Bruiser teemo will beat you in one-on-one encounters at all stages of the game. In team fights, Counter him by either getting a


- You scale throughout the game. Bruiser teemo does not. Be aware that the team teemo is on needs some sort of momentum to shift the game in their favor - whether it be kills, objectives, or towers. Try give them as little as possibe.
Some of you may think that despite all of my props to twitch, he still sucks. So below, i posted some of the previous games i have played with twitch this last week, in addition to some other particularly good games in the past!
RANKED:
Well done, Shneems!
Well done, TommyLee!


Congrats to ilovemonkeybutts on his platinum promotion series! Well done, friend!
Props to bowen!





Normal:
Please, If you have other hilarious/awesome games you've played with twitch, please PM me, E-mail me @ mk.harris8@gmail.com, or post a link in the comment section below
RANKED:
Well done, Shneems!

Well done, TommyLee!



Congrats to ilovemonkeybutts on his platinum promotion series! Well done, friend!
Props to bowen!






Please, If you have other hilarious/awesome games you've played with twitch, please PM me, E-mail me @ mk.harris8@gmail.com, or post a link in the comment section below

PLEASE either PM me or post your questions/comments/advice into the comment section below! If you enjoyed reading my guide, or found it helpful, upvoting it or +repping me helps me out a lot!
Feel free to use any information as you like, but I ask that if you were to use information in my guide in a document, could you give me props? thanksss!
PROPS TO JHOIJHOI FOR BEING AWESOME AND TEACHING ME TO BBCODE!
thankyou for your time,
~Utopus
Want to reach me about any questions? Want to send me a pic of your awesome game that you just carried as twitch? just throw me a PM or shoot me an email at
E-mail: Mk.harris8@gmail.com
E-mail: Mk.harris8@gmail.com
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