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Last active January 2, 2016 23:19
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Twisted Treeline Cheatsheet

General Knowledge: Good things to know around the map

Early game

  • Alters unlock at 3 minutes
  • Solo lanes has 3 waves come before 3 minutes. Level 3 is obtainable but you must push
  • Jungle can clear 1 round of camps and repeat wolves for before 3 minutes (tested with Riven)
  • Quick Jungle clear with counter jungle @ 2:38 with level 3. With Udyr I could get 3 and be in their bush by altar by 2:50 (nuts)

Enemy Wolves -> Golems -> Wraiths -> Wolves

  • Securing an alter takes 10 seconds (same as a back)

Strong Champion List: Champions that excel at winning games.

  • Wukong: Early game damage is lane is unheard of and will look for a level 2 kill if he can get poke during level 1. If shut down early not an issue but if you let him go uh oh
  • Jayce: Amazing fight presence from level 2 onward. Tank masteries are strong because every extra spell he gets off in either form is tremendously helpful in the team fight. Without tank masteries he is too squishy for what he offers (vayne would be a better pick)
  • Pantheon: Obvious snowball and offers a strong combo in early - mid game team fights.
  • Dr. Mundo: Has absolutely everything you could want for mid-late game team fights. Has a strong jungle clear and is annoying to kill if he gets going in any way.
  • Shyvana: Strong clear and good fighting potential.
  • Udyr: Completely broken at the moment.
  • Karma: Every spell is super useful in team fights and she can build however she wants and turn into a Gragas like champ.
  • Gragas: He is amazing because of his ability to be useful in every team fight. He remains tanky at all levels and as the ability to seperate enemies with ease. (even pre-6 with his E)

Team Compositions: A good team comp makes every game manageable and is no team comp is a free win.

  • Burst Comps: Many come to mind with the popularity of assassins and bruisers in the mode.

The Goal: Burst targets down in team fights and hope that damage is enough to get favorable ace.

Stopping: If the burst comp gets ahead they can typically stay ahead as long as they can keep forcing good fights. A burst team can be handled as soon as each player can handle the initial burst and still put damage down after dropping aggro. If damage is not being juggled and the burst comp is getting clean focused damage you will lose. Team coordination is huge throughout the game. Play within your limits and do not let the game get out of control.

  • CC Everywhere Comps: Ryze, Udyr, Pantheon or anything like this. Where there is just way too much CC to reasonably dodge / fight directly into.

The Goal: Lock down and chain stuns together to get themselves into favorable positions.

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