The usual team for TT is a fighter, a mage, and a jungler. The jungler can be any kind of role.
The mage usually goes bot, and the fighter top, but this is more of an unwritten rule, and less of a developed strategy set in stone.
5 is rare, but it does happen. It used to happen more, but it's proven to not be that useful most of the time. Now, more than ever, with the jungle being harder, you rarely see people risk anything to set them back even further.
You'll almost always see a Lee Sin, he's just a big of a problem in 3s as he is in 5s. He loses his ability to ward hop, but he can Q to nearly 1/3 of the map due to the placement of the monsters and lanes. Champions should either be powerful early game, or late game. Mid game champs like Vlad and Shen are very bad on that map, because they never have a time to be effective. Pantheon, Darius, or Renekton would be a good example of an early game AD pick. They have powerful early games, and could start building tanky the longer the game lasts to avoid falling off.
Mages are often Annie, Syndra, or Cass, due to how quickly they become a threat. I personally love late game champs on that map like Anivia, but you have to be prepared for the hyper aggressive early game that many players will try to do (starting with all flat runes and two Doran's Rings is pretty common, although it falls off really hard if it doesn't work).
Above all, the most important thing to keep in mind is that glass/pure tank builds never work. All champs should have a balance of damage and tankiness. You can go full damage early on If you want, but if the game lasts longer than 15-20 mins, you'll begin to die in every fight without being able to do anything unless you get a really good engage.
Personal Examples
Typical Anivia Build: 



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Typical Maokai Full Build: 




