Twitch; Some Gameplay Tweaking

Stacona··3 votes·512 views

Twitch, a hyper marksman and very fun to play; a down side to him is that the other hyper marksmen, Ashe, Kog'Maw, Jinx, have stronger early games than Twitch with the same late game scaling which is why you will see the other 3 hypers getting played and Twitch to collect dust in the sewers. So simply put my ideas are to grant more reward to Twitch's late game, this may shave off some more early game power, but my ideas will be a net buff since his late game will be a lot more powerful when he gets into the late game. The goal here is keeping Twitch's kit the same and making changes to it that reflects better on Twitch's late game monstrosity.


Deadly Venom (Passive): Ranks: @levels 1/5/9/13/17 Twitch's basic attacks apply a stack of Deadly Venom that deals 2/3/4/5/6 true damage per second per stack for the next 6 seconds which stacks up to 6 times.

Ambush (Q): Cooldown: 16 seconds; Cost: 40/50/60/70/80 Mana Twitch enters stealth for 4/5/6/7/8 seconds after a 1.5 seconds delay and gaining 20% bonus movement speed while stealth. If Twitch takes damage entering stealth is delayed even further up to a maximum of 7/5.75/4.5/3.25/2 seconds.

After emerging from Stealth Twitch gains 20/35/50/65/80% bonus attack speed for 5 seconds.

Venom Cask (W): Cooldown: 13/12/11/10/9 seconds; Cost: 50/55/60/65/70 Mana; Range: 950 units Twitch hurls a cask of venom at the target location infecting all enemies hit with 2 stacks of Deadly Venom and slowing them by 25/30/35/40/45% for 3 seconds.

Enemies slowed by Venom Cask take 200/250/300/350/400% damage from Deadly Venom while slowed instead of 100%.

Contaminate (E): Cooldown: 16/15/14/13/12 seconds; Cost: 50/60/70/80/90 Mana; Range: 1200 units Passive: Twitch's basic attacks on-hit reduce Contaminate's cooldown by 1 second.

Active: Twitch damages all nearby enemies affected by Deadly Venom to deal 4/5/6/7/8% of the target's maximum health as physical damage plus 1/1.5/2/2.5/3%(+20%AP)(+25%BonusAD) of the target's missing health as physical damage per stack of Deadly Venom the target has.

If Contaminate executes an enemy then Twitch restores 20/25/30/35/40 Mana per enemy directly executed by Contaminate.

Rat-Ta-Tat-Tat (R): Cooldown: 120/110/100 seconds; Cost: 100 Mana; Range: 850 units Twitch gains 20/28/36 bonus attack damage and 300 units bonus range to his basic attacks for the next 7 seconds; Twitch's basic attacks on-hit extend Rat-Ta-Tat-Tat's duration by 1 second up to a maximum of 10/12/14 seconds.

Additionally, Twitch's basic attacks travel across their full range and skewer every enemy they pass through for the duration, dealing 20% less damage per enemy hit down to a minimum of 40% damage. These attacks apply on-hit effects to all affected enemies and can critically strike against each individual target.


Try to be quick overview of my changes:

Deadly Venom: None, this is unchanged.

Ambush: Adjusted Mana cost, it now scales per rank, lower cost early but also weaker early. Main change here is the extended delay to enter stealth goes down per rank it is slightly higher at rank 1, so this makes it so Twitch can use this spell for an escape late game but he cannot use it to escape in the early game. Current maximum delay is 6 seconds flat.

Venom Cask: I wanted to do something special here, the spell right now is good but is indeed lack luster and nothing special. So I decided to play around his Deadly Venom some more and have the Venom Cask slow to increase the damage of Deadly Venom while the enemies are slowed by Deadly Venom (aka it applies a 3 seconds debuff to struck enemies that increases Deadly Venom damage for the duration). So now you can use the spell to apply 2 stacks or use the spell after the target has 6 stacks for a bunch of true damage for a short time.

Contaminate: The Deadly Venom stack ratios are still the same flat values, but now it deals % max health and % missing health per stack respectively instead of flat base damage which means this spell is naturally weaker early and a lot stronger later. The passive I added is for Twitch gets a lot more Contaminates off late game with a bunch of attack speed and possibly hurricane too which increases the cooldown (I went with +4 seconds for each rank).

Rat-Ta-Tat-Tat: This is obviously Twitch's bread-and-butter spell and I wanted to do something here that allows Twitch to ensure he is Twitch within the entire teamfights late game since this is a one-time use spell unlike other spells like Jinx and Kog'Maw which can get their range whenever Twitch has a one time moment so I decided to grant the idea to give Twitch the ability to extend his Pray and Spray moment of being Twitch longer. The spell being a one-time thing makes Twitch already hard enough, so might as well ensure he can be Twitch for getting off a good ultimate and good positioning for the entire teamfight.

13 Comments

Crett1 votes

nice changes, i have a little bit of feedback 900+ total true damage from 6 hits with W LOL. i'm fine with this apart from a very notable problem that this will create. tank twitch WILL appear if you give him this high of a base. consider adding a bonus ad ratio unless you want to see this build on twitch item 3091 item 3143 item 3110 item 3065 item 3153 item 1316 his ultimate's duration is pretty much never a problem; usually it's more of a matter of timing, with it's actual use time within a teamfight amounting to 2 or 3 seconds at most

i feel like it may just need more up-time, via either a lower cooldown or some interaction that further intertwines it with his general play

Stacona2 votes

a longer duration makes more uptime --- i don't think the longer potential duration to double at rank 3 will have much of an effect, it will just ensure he can have his ultimate for the entire teamfight - i thought of other things like lower cooldown or cooldown reducing effect with it, but this seems like it would make it the most balanced just up the duration to ensure he is Twitch for the whole teamfight (+3/5/7 seconds)

The changes are for his other spells; give his Q a potential escape late game; give his W something more unique to it rather than just a skill shot slow; give his E more late game value with % damage rather than early game values of flat damages (Twitch does not have the best early game which is why it is weird him having flat damage to his E; i gave a mana refund mechanic like Kalista E to help Twitch farm with it in the early game by throwing W and lasting hitting with E or just help last hitting in general)


EDIT: Venom Cask is 3 seconds - so late game 36 true damage is 6 stacks - 400% damage makes this 144 true damage a second for 3 seconds so 432 true damage for the full 3 seconds late game OR thinking of it like 12 seconds of deadly venom quickened to be 3 seconds instead --- it makes his w feel better and a real choice to max second between W or Q rather than defaulting to Q max second every game (E will always be maxed first)

Tank Twitch will not be a thing ; he has too low utility for a tank and his utility are marksmen steroids, 850 units says he wants to be outside the fight not in it --- besides with this logic you basically say tank kalista is a thing since E has infinite stacking --- but i set it up so E needs a lot of attack speed so that late game you can spam E on a roughly 2 seconds cooldown with hurricane bolts going off (so a build like blade, hurricane, shiv, last whisper, bt would be something you would see to get your attack speed and armour pen for your E and AoE destroy the enemy team with your ultimate)

A Miss Fortune1 votes

Twitch's main issue is that his entire kit revolves around his passive. His W is just used to apply stacks of his passive, his E's main damage works with his passive, and his ultimate is used in teamfights to apply his passive to everyone. But at the same time, his passive really isn't that strong.

At max rank in the passive, with max stacks, at the max duration, the enemy takes I believe 235 true damage. Mind you that this damage is also over the course of I believe 6 seconds.

Twitch's passive early game doesn't even actually do damage, it just lowers/stops your health regen. It's pretty pathetic that a Morgana Support with only 3 health left is actually regenerating more health than your passive is doing in true damage.

The fact that Twitch's passive can be applied to potentially an entire team is nice, but this isn't that easy and even with 1 stack, you won't really do any damage. It makes him good against tanks, but then again the damage isn't anything amazing and if you wanted someone with true damage to fight tanks, Vayne would most likely be better.

I think they should buff Twitch's passive or just totally rework the champion. If they buffed Twitch's passive too hard, he'd become an extremely toxic champion and just return to his extremely overpowered state.

Riot makes Twitch's entire kit aside from his Q (Ambush) revolve around a passive, that rarely is that strong and only does noticeable damage in extended fights and while his kit fits the champion's theme really well and is probably one of my favorites in the game, there's just not a whole lot of reason to pick him over Vayne aside from Twitch having better teamfighting. Potentially. His ultimate is really good for hitting backlines, but can be tricky to use and also the damage is significanty lessened and he goes hitting the backine.

Stacona1 votes

i like playing around his passive, Deadly Venom, it is the unique aspect to Twitch --- and playing around a passive is not an issue, it is a champion's kit and it is fine having a kit like that

the passive is 6 true damage a second stacks 6 times for 36 true damage a second - duration being 6 seconds - by level 17

i actually play Twitch, i find him super fun to play and i know where he is weak and why he does not get played compared to other hypers like ashe, kog, and jinx - he is weaker early game and does not even outscale the other hypers so the other 3 get played and twitch does not --- which right there does mean Twitch can get some buffs, but i set it up where the buffs are all late game focused making his weak early game worth it because his late game will be monstrously good (i kind of want Twitch to be the KING Hyper Marksman and potentially outscale even kog'maw; but the difference would be pretty small and you would see twitch closer in power to the other hypers; but the power will definitely feel like a proper king hyper marksman)

but Twitch definitely does not need a rework- he has a good kit, he just needs some small tweaks and buffs, which is what i am suggesting here - leaving his very fun play style to play as intact

A Miss Fortune1 votes

I'm not saying that his passive isn't fun or unique about him. Though it definitely doesn't really make him any stronger. He potentially can do more true damage than Vayne, but very, very rarely happens and they center most of his kit around it. Twitch isn't viable in solo queue, but he can actually be pretty good in real teams. Though if he falls behind, he's literally useless until late game.

If they rework him I want him to have his poisons and venoms, It's what makes him one of most favorite ADCs on top of his awesome visuals and personality. Though I'd also hope he would be stronger without being overbearing.

Stacona1 votes

Twitch does more true damage than Vayne every game--- it is easier to get off a stacking true damage poison every basic attack than some % true damage every so often

there is no point in giving twitch another rework - the current kit works and there are no balance issues with it, but we can make some changes to it which does not involve changing or reworking how anything works

Bloodhawk951 votes

IMO, he just needs more base HP

Stacona1 votes

makes no sense - also Twitch is a very high damage marksman, he does not need more health - prefer a glass cannon aspect that way it makes Twitch have to think where he unloads with spray and pray

Stacona1 votes

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