|
ShakeDrizzle's Twisted Treeguide
Hi, I'm one of the 7 Twisted Treeline players in the world. I wrote this guide to try to get more TL'ers into playing this map and to better them at playing it.
First off, here are the similarities and differences of TT.
Differences
- Jungle control is much much more important on TT. Getting counter jungled on 5s is easy to comeback from but almost impossible on TT
- Dragon is much more important on TT. Think of dragon as baron but you can solo it at level 5.
- Getting behind in TT is extremely hard to come back from. Comebacks are very rare.
- No blue buff. This makes a lot of strong SR junglers bad on TT (Amumu, Udyr. Fiddle etc.) Note that Udyr is very strong on TT but just not as a jungle.
- Very short laning phase.
- Team comps are much different.
As you can see, TT is much, much different from SR.
TT is a very fast paced map that relies on buff control and teamfighting over laning. Because of this, some champs that are very strong on SR are bad on SR and vice versa. I'll go over teamcomps later in this guide.
Every single part of the jungle is extremely important, even mini-spawns.
You do not need to get the exp mastery on TT. Unlike on SR, any camp that would give you level 2 with the exp mastery, will give it you without the exp mastery. This is is great for 21 offense junglers that want to take nimbleness.
Buffs: Grez the Lizard Elder: Same as the red buff on 5v5, Grez grants the killer slow and true damage on their autoattacks (and abilities that proc on-hit effects). Grez spawns at 2:10 and respawns every 4 minutes. This is the only buff that doesn't grant a full exp level 1.Gives 50 gold. Lasts 2 minutes and 25 seconds.
Green Wolves: One of the 2 buffs that spawn in the top jungle, Green grants you 20% aspd and 10% cdr. Spawns at 1:55 and respawns every 3 minutes. Lasts 1 minute.Whole camp gives 125 gold. These wolves are very easy to kill for a buff, especially compared to.....
White Wraiths: The other buff that spawns in the top jungle, White grants you 30% movement speed (Think dominion speed buff but lasts for longer). White buff is very strong due to it's lifesteal and should not be attempted without smite pre-madreds. You can usually kill the big wraith quick but the little wraiths will destroy you while your smite/nukes are on CD. Spawns at 1:55 and respawns every 3 minutes. Lasts 1 minute. Whole camp gives 145 gold.
Dragon: The baron of the Twisted Treeline. Many games are decided by the first dragon because it grants 280 global gold to your team and a 5% damage buff for 2~ minutes. The dragon on TT is very weak compared to the Dragon on 5v5 and can be soloed by almost all wriggles junglers at around level 6. Spawns at 4:10 and respawns every 5 minutes. Lasts 2 minutes.
Mini-camps: There are 4 possible camp spawns at 1:40 and respawn every 115 seconds. Each give around 60 gold.
Mini-wolves: These spawn to the left/right of the top jungle. Like on 5v5, wolves give you 3/4thof a bar of exp at level 1 compared to golems which give you level 2. Sadly, Riot didn't change the RNG of wolves/golems for TT like they did for SR a long time ago.
Mini-golems: The other mini-spawn in the top jungle possible, golems are a bit tougher than wolves but grant more exp (a full level at level 1 and some).
Quad-wraith camp: One of the 2 spawns in the middle jungle possible, these wraiths are very weak and die instantly to AoE. Grant the same exp as wolves, around 3/4ths at lvl 1.
Triple lizard/golem thingies: The other mini spawn in the middle jungle possible, this camp gives a full bar of exp at lvl 1 and is fairly weak.
Team Comps As many people know, TT is generaly ruled by tanky teams. Lee Sin, Jax, Rumble, Garen, Udyr, Yorick, Singed etc That said, there isn't a set teamcomp people have to follow. Just pick 2 strong champs for your lanes and a strong jungler and outplay the enemy. You do NEED smite. A team without smite will never win. Jungling is the most common but it is possible to run a hyper-carry solo that holds smite for your team and farms all the things.
Strategy When you start a game, you want to decide if your team is stronger lvl 1 than the other team. If yes, then you invade their jungle and try to fight. If not, just stay back and leash for your jungler. Early game you want your eye on red buff and green/white buffs. It's almost necessary to ward these so that the enemy doesn't get those buffs for free. Early-mid game when the enemy jungler has enough levels/farm to solo dragon (doesn't need much) you need to be aware of where the enemy is and NEVER have 2 bot. If bot leaves from the enemy team, your bot needs to follow. Late game you either press the lead you've gotten or try to pull a comeback.
I'm not sure what to add to this guide at the moment so please ask me anything I didn't cover (which is probably a lot, I'm not the greatest writer) and I'll ad it to the OP.
Top tier 3v3 champ mini-guides Lee Sin + Show Spoiler +21/9/0 Smite / Exhaust
R > Q > W > E
Cloth + 5 pots or 2 pots + ward
Wriggles Tabi/Mercs Phage Finish triforce or mallet and then get tanky.
Lee Sin is the strongest jungler on TT. He can start anywhere, including white wraiths and has INSANE mobility and ganks. I level E first and have a teammate leash top right. If it's golems I smite one and gank top through dragon using Q to hit the enemy and E and exhaust to gurantee the kill. If you get wolves then save smite, do green buff, and gank top at lvl 2.
Keep a couple of wards in your inventory at all times for escape since you won't be running flash.
Tryndamere + Show Spoiler +21/9/0 Smite / Exhaust
R > Q > E > W
Cloth + 5 pots or 2 pots + ward
Wriggles Tabi/Zerkers PD IE or BC, depending if you need apen or just want more dmg.
Trynd is my 2nd favorite 3v3 jungler. He is very fast at clearing the jungle and has really good sustain which allows him to never have to bluepill. He has very strong ganks since you can spin through most walls on TT and have a slow (make sure to use when they turn their back!)
|
I have a LOT to post on this topic.
The number one thing I should emphasize for somebody new to this map is that dragon is almost as important as baron and it's ridiculously easy to take. If you give up dragon you just sent the game DOWN. THE DRAIN.
from another thread
On September 21 2011 04:10 UniversalSnip wrote:I played with my friends in a 3s tournament last month and won a bunch of RP. In the title alone you are actually asking two separate questions. * Why aren't 3s competitive? There is exactly ONE reason and only one reason why 3s are not competitive: very few people play them. * Why aren't 3s suited for competitive play? This is a different and more interesting question. Even if people did play it, the map would not be good for high level organized play. Reasons why - Turtling is too strong. The terrain around the base turrets is too defensively oriented, they're extremely difficult to dive, and depending on the team comps the nexus turret can be even worse. The team with map control doesn't get enough farm advantage over a turtling team to consistently overcome the above disadvantages so the game can stall out pretty hard. - Dragon is too easy to take. Once the jungler gets razors you need it warded all the time; once he gets wriggles the bottom half of the map is basically off limits while dragon is up. - Random buff spawns. This is just obnoxious, makes a huge difference since the wraiths are almost as tough as dragon whereas the wolves can be your bitches at level 2. - Level two jungle ganks are too strong. Plain and simple. You cannot get enough vision to prevent this with any degree of reliability. - Champ balance. People way way way overstate the degree to which champions are imbalanced in 3s, but there are some champs that are a free win if played decently (singed and until recently morde come to mind) and some I would never pick (ashe). Almost all viable champs on this map are counterpickable though. Not really. Would be nice, both for 3s and 5s, but no, wouldn't be a huge deal. I don't view it as an issue. Entirely...? Nothing. Need both map changes and a separate balance system. Some carries are ok, but they're all very easily counterpicked.
A laning guide I wrote for my friends:
General Lane Principles 1) Laning is all about advantageous trades. Taking free hits is very, very bad. 2) A lane that is pushing will continue pushing until the waves reach a tower. When a wave hits a tower it will kill all the creeps, sending the wave pushing back in the opposite direction. The larger the wave you send at the tower, the longer the tower spends attacking the creeps - and the larger the eventual counterpush. 3) Harassing an enemy champion with autoattacks will push the lane, since you will attract aggro and effectively be tanking for your creeps. 4) When are you pushing, you receive more experience and gold. Then when the lane pushes back at the tower, the experience and gold become equalized again. There are four ways to extend this temporary advantage into a permanent one. a) Kill the opponent by hitting an important level before he does. Level two and level six are often kill opportunities for the player who hits them first. b) Send the wave into the tower while the opponent isn’t there. Every wave a tower kills without an opponent there is a significant loss. c) Send the wave into the tower against a weak counterpusher. Only certain champions can last hit effectively under a tower. This only denies gold initially, but many champions will be forced to expend mana or health trying to push the creeps of their tower as quickly as possible. Extended pushing can therefore send them back to base and deny experience. Some heroes will simply lose their lane to this (blitz for example), but there are three effective counters. i) Push back harder. Not always possible. ii) Gank the pushing champion. iii) Superior sustain. Powerful, cheap ways of building sustain include multiple doran’s blades/shields/rings, catalyst, and wriggles. d) Exploit the map control strong pushing grants to accomplish other objectives. For example, in fives, mid can push their lanes, then go do the enemy wraiths and gain a significant advantage. In threes you could push and then rush red. 5) Freezing a lane is when the opponent has a lane that is in the process of pushing, which you then ‘halt’ by equalizing it with your wave at a desired point. Example: A large enemy wave is coming down the lane. Instead of letting it do so, I block them for a few seconds until my wave arrives, then attack his wave until it’s equal strength with mine – that way it won’t eventually push into my tower. If I last hit carefully now, the wave will stay where I parked it for a long time. a) If you control your lane poorly and the opponent freezes it in an advantageous spot, there isn’t very much you can do. Either he has to push it with last hitting or you have to push the lane into his tower to get a counterpush going. If you try to push it into his tower, the lane won’t fully reset unless your wave is large, so it may not be possible to fix the situation this way. Treeline Specific Notes 1) Every lane position is bad without constant warding. 2) Top lane has five positions. a) Opponent’s wave just outside your tower. This is an extremely weak position. You cannot leave your lane without telegraphing your destination, your opponent can leave at any time without your knowledge and is difficult to gank as the approach paths are weak. Your jungler is crippled because he is revealed if he attempts to cross from top to bottom jungle or vice versa, unless he gives up xp and gold by taking the long back route. You cannot be easily ganked from this position, but your jungle and bot lane are very insecure. b) Opponent’s wave pushed just past the bushes. This is not as bad, but still disadvantaged. Your opponent can leave easily as he controls the bushes, and you are gankable, but the overall team position on the map is stronger. c) Waves in the center of the map. Equal. Both players vulnerable to ganks. d) The other two positions are the reverse of the first two. These are the strongest positions. 3) Bot lane has three positions. a) Just outside your tower. You lose control of red, but otherwise this is nowhere near as bad as when top lane’s waves are at the tower. b) Central. I really don’t know what the strengths/weaknesses of this position are. If you have a ward up, shouldn’t be gankable. c) The reverse of the first position. When the lane is here, if red is pinked this is a key opportunity to three man ninja red.
Some notes on picking:
- Always have a jungler. There may be very specific (you could call them gimmick) team comps that are superior to having a jungler but I don't know them and they may not be resilient. There will never, ever be a viable team comp without a smite in the current form of this map. - Exhaust is the best summoner, barring smite. - Tanky DPS is overrated, but there is one pick you can NEVER give the opponent: singed. If you have first pick, you should attempt to wheel singed literally every time. I cannot overemphasize how broken he is on this map. - A number of heroes people don't really consider viable on this map are playable but cannot be picked early because they can be shut down with a counterpick.
Heroes never to give them:
atm singed and lee sin
Heroes I consider top picks:
Gangplank (sorta...) Kennen Yorick Nocturne Rumble Morgana Brand Nidalee
I play a lot of olaf on this map but I don't really think he's that good, just hella fun. Quite good vs melee DPSers though.
Some counterpicks to popular heroes: Singed: None, never give them singed. Lee Sin: Don't give them lee sin either, but he'll be nerfed next week and might actually be pickable. Annie is probably the strongest counterpick to lee sin. Tryndamere: Nasus. Jax: Nasus. Annie: Nidalee, Soraka. Any ranged carry: Poppy.
|
Might wanna mention in the OP (if you did I didn't see it) that the 5% damage boost is only for the first Dragon kill (at level 5 as you mentioned), because it's equal to the champion's level when applied.
|
old but helpful guide from the odd one highlights: + Show Spoiler +Twisted Treeline Ranked 3v3 Tier List:
Tier 1/Dr.Fundo, PHD in fun Tier: Dr.Mundo
Tier 2/SHAKE SHAKE SHAKE Tier: Singed
Tier 3: Nunu, Gragas, Mordekaiser,Pantheon, Sona, Xin Zhao, Annie, Leblanc, Kennen, Nidalee, Corki, Urgot, Miss Fortune, Zilean, Cho'gath
Tier 4: Akali, Irelia, Shaco, Teemo, Poppy, Olaf, Anivia, Swain, Udyr, Warwick, Janna, Ashe, Morganna, Heimer, Sion, Kassadin, Shen, Galio, Rammus
Tier 5: Garen, Jax, Taric, Tryndamere, Ezreal, Trist, Twitch, Malzahar, Katarina, Vladimir,Amumu, Malphite, Ryze, Master Yi
Tier Fail: All the champion that didn't come to mind when making this tier list since they're probably irrelevant or they're new and I didn't want to throw away IP on another Urgot so I have no idea what they do.
Reasoning for dr. mundo: unkillable with only 3 enemies
Reasoning for singed: same
|
Why would you link a 9 month old tier list?
|
Thanks for posting this, I've only played a few TT games and I just haven't taken the time to learn more about the gameplay so this definitely helps
|
Rugfeeder's guide to Treeline mundo feed10kills 5 mins spiritvisage 5 mins enemyteambad = get free dragon 5 mins xp quint/mastery = lv 16 5 mins get leviathan, no more die only stacks
|
|
|
|