Twitch; A Gameplay Update

Stacona··2 votes·520 views

All ideas here will be a very small amount of changes and keep Twitch as someone super fun to play and keep his gameplay the same as this king hyper marksrat. Right now if you compare Twitch to the other hyper marksmen then there are no reasons to play him because his early to mid game is so weak unless he snowballs (outlier case) that his late game needs to be monstrously good to compensate, but he is either equal to or slightly weaker than the other hyper marksmen compared to their late game on top of him being weaker than them early to mid game. So my ideas will keep his gameplay the same (no reason to change it since it is not in a toxic spot overall) and focus on him being the king of the hyper marksmen; meaning a lot of late game buffs, but early to mid game nerfs, so that you are picking Twitch for a superior late game marksmen and teamfighter and give him a place there. I will still give Twitch effective tools to make it out of the early to mid game of course.


Basic Attack Range: 550 /575/600/625 (this makes him slightly less reliant on his ultimate's active late game, but not take away from his ultimate's power; ultimate will grant only 850 units skill shot basic attacks like it does now) Movement: 325 units per second

Deadly Venom (Passive): Ranks: @levels 1/5/9/13/17 Twitch's basic attacks each apply a stack of Deadly Venom to deal 2/3/4/5/6 true damage per second for 6 seconds and stacking up to 6 times.

Ambush (Q): Cooldown: 16 seconds; Cost: 30/35/40/45/50 Mana Twitch enters stealth after a 1.25 seconds delay which increases up to 7/5.75/4.5/3.25/2 seconds if Twitch takes damage, to stealth for up to 4/5/6/7/8 seconds and gain 10 plus 20% bonus movement speed while stealth. After emerging from stealth Twitch gains 30/40/50/60/70% bonus attack speed for 5 seconds.

Venom Cask (W): Cooldown: 13/12/11/10/9 seconds; Cost: 45/50/55/60/65 Mana; Range: 950 units Twitch hurls a cask of venom at the target location to slow struck enemies by 20/30/40/50/60% for 3 seconds and apply 2 stacks of Deadly Venom.

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

Contaminate (E): Cooldown: 18 seconds; Cost: 50/60/70/80/90 Mana; Range: 1400 units Passive: Twitch's basic attacks on-hit lower the cooldown of Contaminate by 1/1.5/2/2.5/3 seconds.

Active: Twitch deals 4/4.5/5/5.5/6% of enemies' maximum health as physical damage to enemies inflicted with Deadly Venom plus an additional 1/1.5/2/2.5/3%(+0.1% per 10 bonus AD)(+0.1% per 10AP) of enemies' missing health as physical damage per Deadly Venom stack the enemy has (max 400/500/600/700/800 damage against monsters).

For every enemy directly executed by Contaminate restores 25/30/35/40/45 Mana up to 50/60/70/80/90 Mana.

Rat-Ta-Tat-Tat (R): Cooldown: 120/100/80 seconds; Cost: 100 Mana; Range: 850 units Passive: Twitch permanently gains +25/50/75 units bonus range to his basic attacks.

Active: Twitch increases his basic attack range to 850 units and deals 6/7/8% of his targets' current health as bonus physical damage on-hit for the next 7 seconds (max 80 damage against monsters).

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.


9 Comments

Gigahappytown1 votes

Twitch has the best ultimate for a marksman hands down the problem is his q is only good for well.. ambushing players, and the rest of his kit is garbage.

Stacona1 votes

I like Twitch's kit and I find him very fun to play and satisfying to play with his very high skill cap; which is why I did no gameplay changes (both since it is fun to play as and I do not deem it toxic gameplay; i usually play Twitch so i am almost never on the other end of this and actually against a Twitch; but i never feel Twitch is easy to play or can never not be handled unless he has a specific comp around him like a Jugger-Rat comp)

His ultimate is an ultimate teamfight tool for a marksmen and it is strong which is why it mostly identical to what it is now, just instead of flat ad he gets % current health; so less power early and more power later; but a lot has to be set up before hand to get a good spray and pray off so it is not so easy to use and adds to his difficulty -

overall i wanted to emphasize his damage being deadly venom and contaminate ; and a cool decision making with his venom cask to use it for the 2 stacks and/or slow OR use it after you reach maximum stacks for the most possible true damage of deadly venom and create a unique decision making there for what Twitch would like to do - and Ambush I do want it mostly for ambushing people, BUT later on allow it to have it as a delayed escaped with the maximum delay going down per rank so that early to mid game he can ambush someone or scout with it and late game can be used for an escape in some scenarios-- which allows for Twitch to get punished early to mid game, but then late game he can use it to help him to try to get out of harms way

Rebonack1 votes

I was going to ask if it was the Ult increasing his base range or his level, but then I went and read the whole thing.

I don't really have enough experience with Twitch to make in-depth comments, but he seems like the sort of champion that needs a careful, light touch when changing. 's sort of like the situation with Koggy. Changes to the high-range hyper-carries have a vastly different impact on Solo and the LCS level of play.

Stacona1 votes

These are pretty light since it still keeps him as a hyper marksman; just emphasizes him being a late game monster more with an exploitable against him early game. This way picking Twitch means you want to pick champions that can get him into the late game for he can take over teamfights, and on the other end the enemy team wants to try to win before Twitch gets scary with levels and items; so it places the opposing team on a timer, but even then it is not like Twitch cannot be dealt with at all since he is immobile and squishy.

Of course coordinated teams hyper marksmen are more commonly picked since it is greater chances of getting your hyper marksman into the late game and you can properly peel, protect and keep them alive. But I want Twitch to be picked because you want a super scaling teamfighting marksmen with some objective control.


The extra passive range is to help Twitch siege in the late game which is something you want your marksmen to do, especially as a hyper, Ashe, Kog, Jinx can siege fine so Twitch should be in that realm too; I don't want him to be the absolute best sieger, just the ability to siege towers in the late game at least; his strength should be late game monster rat and teamfighter with a good spray and pray. And then I also want his damage to mainly revolve around contaminate and Deadly Venom and give his slow more options to use it, so you can use it for the slow and 2 stacks OR save it for maximum amount of increased true damage with Deadly Venom at 6 stacks (for the 3 seconds).

But I really wanted to keep his play style the same and just emphasize on his strengths better

Stacona1 votes

Let's give our lovable rat some love! <3

Stacona1 votes

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