Twitch
TWITCHSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 15 | |||
| Cost | 40 | |||
| Duration | 8 | 9 | 10 | 11 |
| Attack Speed | 35% | 40% | 45% | 50% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 12 | 11 | 10 | 9 |
| Cost | 70 | |||
| Slow | 30% | 35% | 40% | 45% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 16 | 15 | 14 | 13 |
| Cost | 35 | 45 | 55 | 65 |
| Base Damage | 30 | 40 | 50 | 60 |
| Bonus Damage | 20 | 25 | 30 | 35 |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 75 | 70 | 65 |
| Cost | 100 | ||
| Bonus Attack Damage | 30 | 45 | 60 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+A← A50.8%7.9%4.5%
- Master+A← A50.7%8.4%5.1%
- ChallengerS← S50.9%10.2%7.8%
- LegendaryA← A49.2%9.2%6.2%
Tencent official (CN server) / ADC / 2026-11-07
Tier is A at both ends and S in between, a 1.7 point spread in win rate. Ban rate also moves 4.5% → 7.8%.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among ADC
One dot per championTier and numbers
- TierWinPickBan
- Diamond+D← D47.8%1.8%4.5%
- Master+D← D47.8%1.9%5.1%
- ChallengerD← D46.8%2.0%7.8%
- LegendaryD← D43.8%1.3%6.2%
Tencent official (CN server) / Jungle / 2026-11-07
Tier stays D at every rank, with only a 4.0 point win-rate spread — consistent across ranks.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Jungle
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)18 combos, by pick rateby win rate
- CombinationPickWin
- 55.8%
- 52.3%
- 52.1%
- 51.6%
- 57.3%
- 53.2%
- 52.2%
- 54.9%
- 54.2%
- 53.0%
- 52.8%
- 49.7%
- 52.6%
- 50.8%
- 51.9%
- 54.9%
- 47.5%
- 54.3%
Runes10 combos, by pick rateby win rate
- CombinationPickWin
- 51.1%
- 49.3%
- 51.6%
- 50.3%
- 56.8%
- 48.4%
- 52.0%
- 47.2%
- 51.1%
- 54.3%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 50.6%
- 51.8%
- 50.5%
- 49.4%
- 48.6%
- 49.5%
Official Tencent data (China server)Diamond+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 50.0%
- 49.6%
- 50.8%
- 54.2%
- 53.9%
- 52.0%
- 50.1%
- 55.2%
- 50.9%
- 53.7%
- 52.4%
- 43.4%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 46.2%
- 49.5%
- 48.1%
- 45.9%
- 47.5%
- 46.7%
- 48.6%
- 50.2%
- 50.0%
- 50.9%
- 47.3%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 47.4%
- 46.9%
Official Tencent data (China server)Master+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 50.3%
- 49.6%
- 50.2%
- 53.0%
- 52.8%
- 51.9%
- 49.8%
- 50.7%
- 54.4%
- 55.8%
- 51.9%
- 43.4%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 46.2%
- 49.2%
- 48.1%
- 45.0%
- 46.6%
- 47.9%
- 50.5%
- 45.0%
- 50.9%
- 49.4%
- 48.7%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 47.1%
- 47.1%
Official Tencent data (China server)Master+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)18 combos, by pick rateby win rate
- CombinationPickWin
- 55.7%
- 52.4%
- 52.3%
- 52.0%
- 57.4%
- 53.0%
- 51.5%
- 54.8%
- 54.0%
- 52.3%
- 53.2%
- 49.4%
- 51.5%
- 52.2%
- 55.3%
- 51.1%
- 46.3%
- 54.3%
Runes10 combos, by pick rateby win rate
- CombinationPickWin
- 50.9%
- 49.2%
- 51.5%
- 50.5%
- 57.0%
- 49.1%
- 51.7%
- 46.9%
- 50.6%
- 53.8%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 50.4%
- 51.6%
- 50.7%
- 49.3%
- 48.1%
- 48.4%
Official Tencent data (China server)Challenger / JungleAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 50.2%
- 50.3%
- 47.2%
- 51.7%
- 53.5%
- 56.5%
- 50.7%
- 48.9%
- 47.6%
- 43.4%
- 47.8%
- 58.5%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 43.1%
- 47.3%
- 48.8%
- 43.7%
- 45.9%
- 43.0%
- 54.9%
- 46.3%
- 52.5%
- 49.1%
- 49.1%
- 42.3%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 45.8%
- 46.4%
Official Tencent data (China server)Challenger / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)18 combos, by pick rateby win rate
- CombinationPickWin
- 55.6%
- 53.1%
- 51.8%
- 50.0%
- 59.1%
- 53.2%
- 53.2%
- 54.7%
- 57.4%
- 54.6%
- 53.3%
- 50.5%
- 49.6%
- 55.0%
- 53.2%
- 57.3%
- 49.8%
- 55.1%
Runes10 combos, by pick rateby win rate
- CombinationPickWin
- 49.3%
- 50.2%
- 51.3%
- 49.9%
- 57.0%
- 49.8%
- 54.8%
- 49.7%
- 46.6%
- 57.2%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 50.3%
- 52.0%
- 48.4%
- 50.1%
- 47.4%
Official Tencent data (China server)Legendary / JungleAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 4 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes4 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)17 combos, by pick rateby win rate
- CombinationPickWin
- 48.2%
- 48.3%
- 48.1%
- 46.8%
- 35.7%
- 50.0%
- 52.4%
- 42.9%
- 43.9%
- 32.0%
- 55.0%
- 52.9%
- 56.2%
- 30.8%
- 33.3%
- 18.2%
- 54.5%
Runes16 combos, by pick rateby win rate
- CombinationPickWin
- 42.8%
- 44.3%
- 44.8%
- 43.9%
- 38.7%
- 28.1%
- 35.7%
- 73.9%
- 40.0%
- 44.4%
- 50.0%
- 47.1%
- 31.2%
- 60.0%
- 35.7%
- 30.8%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 43.3%
- 25.0%
Official Tencent data (China server)Legendary / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)18 combos, by pick rateby win rate
- CombinationPickWin
- 52.6%
- 51.4%
- 49.2%
- 54.6%
- 53.6%
- 54.7%
- 51.1%
- 57.3%
- 59.5%
- 49.7%
- 57.2%
- 52.8%
- 55.1%
- 39.8%
- 46.3%
- 42.9%
- 52.4%
- 49.2%
Runes13 combos, by pick rateby win rate
- CombinationPickWin
- 47.5%
- 50.0%
- 49.4%
- 47.2%
- 56.4%
- 46.4%
- 49.8%
- 48.4%
- 54.5%
- 48.7%
- 53.6%
- 44.9%
- 53.9%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 47.9%
- 50.8%
- 48.6%
- 43.4%
- 45.8%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds4 builds
- Streamer / proCore itemsKeystone, spells
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Magic
Runes
Domination
Resolve
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3Changed
Base Stats
- Base Attack Damage: 54 → 58
- Attack Damage per Level: 4.5 → 4
- Attack Speed Ratio: 0.679
- Base Attack Speed: 0.679
- Base Bonus Attack Speed: 0.18
- Attack Speed per Level: 0.03
Deadly Venom
- Damage per stack: 1 / 2 / 3 / 4 / 5 + 2.5% Ability Power → 1 / 2 / 3 / 4 / 5 + 3% Ability Power
- [Removed] When enemy champions reach max poison stacks, Twitch gains 30 / 35 / 40 / 45 / 50% Attack Speed (at levels 1 / 4 / 7 / 10 / 13) for 5 seconds. Reapplying refreshes the duration.
Ambush
- [New] After leaving camouflage, Twitch gains 35 / 40 / 45 / 50% bonus Attack Speed for 6 seconds.
- [Removed] For 3 seconds after leaving camouflage, Twitch's basic attacks apply 2 stacks of Deadly Venom.
Venom Cask
- Twitch throws a Venom Cask into the target area, granting vision there and slowing enemies inside by 30% / 35% / 40% / 45% + 0.06% × Ability Power. The area lasts 3 seconds and applies 1 stack of Deadly Venom each second to enemies inside.
Contaminate
- Direct detonation physical damage: 25 / 35 / 45 / 55 → 30 / 40 / 50 / 60
- Physical damage per stack: 20 / 25 / 30 / 35 + 42% bonus Attack Damage + 18% Ability Power → 20 / 25 / 30 / 35 + 35% bonus Attack Damage
- [New] Magic damage per stack: 35% Ability Power
- [New] This ability can only be cast while a poisoned target is within 1200 units of Twitch.
Spray and Pray
- Cooldown: 70 / 65 / 60s → 75 / 70 / 65s
- Projectile speed: 60 → 65
7.1bChanged
Deadly Venom
- Attack Speed at maximum speed: 10/15/20/25/30% → 30/35/40/45/50%
Analysis
Nothing equippedCombat Power at Lv15 is 9,386 (#142 of 142, #26 of 26 Marksman). About the same as #134 at Lv1.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Marksman median | Rank |
|---|---|---|---|---|
| 1 | 5,299 | 5,897 | 5,544 | 134 |
| 2 | 5,620 | 6,459 | 5,924 | 142 |
| 3 | 6,162 | 6,934 | 6,418 | 137 |
| 4 | 6,429 | 7,485 | 6,880 | 140 |
| 5 | 6,678 | 7,899 | 7,352 | 142 |
| 6 | 6,928 | 8,244 | 7,648 | 142 |
| 7 | 7,238 | 8,552 | 7,938 | 142 |
| 8 | 7,472 | 8,948 | 8,262 | 142 |
| 9 | 7,741 | 9,378 | 8,635 | 142 |
| 10 | 7,995 | 9,716 | 8,922 | 142 |
| 11 | 8,301 | 10,018 | 9,168 | 142 |
| 12 | 8,568 | 10,461 | 9,551 | 142 |
| 13 | 8,818 | 10,786 | 9,864 | 142 |
| 14 | 9,080 | 11,138 | 10,153 | 142 |
| 15 | 9,386 | 11,462 | 10,439 | 142 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- True damage (Deadly Venom, max stacks)123G
Combat only: 50%At most once per 8sDamage valued like healing- +10% move speed (while camouflaged)501G
- +10% bonus move speed (while undetected)251G
- +35-50% attack speed (after leaving camouflage)333G
Combat only: 50%Survival factorMove speed % as flatChampion medianConditional bonus: 50%Skill ranks from level- Slow1,025G
Combat only: 50%Survival factorMove speed % as flatChampion medianSkill ranks from level- Physical damage (base)182G
- Physical damage (per venom stack)531G
- Magic damage (per venom stack)0G
Combat only: 50%Damage valued like healingSkill ranks from level- +30-60 AD (piercing attacks)115G
Combat only: 50%Skill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Conditional bonus: 50%
Bonuses that depend on the target's or your own state (extra effects on burning enemies, detonating marks, "if already ..." bonuses) and effects tied to a position or situation (near turrets, in brush, moving toward a low-health ally) assume the condition holds 50% of the time, so they count at half. Effects triggered by your own death are assumed once per 90 seconds, like takedowns. Empowerments spent by another ability (such as Karma's Mantra) count the bonus once per that ability's cooldown.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
| Lv 15 | Twitch | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,422 | 1,832 | 2,422 | 2,732 |
| Armor | 96 | 34 | 104 | 127 |
| Magic Resist | 46 | 45 | 60 | 80 |
| Attack | 114 | 50 | 109.5 | 147 |
| Attack Speed | 1.086 | 0.735 | 0.951 | 1.252 |
| Move Speed | 340 | 335 | 350 | 360 |
| HP regen | 16 | 14 | 19 | 29 |
| MP | 1,040 | 802 | 1,080 | 1,390 |
| MP regen | 28 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




