There are many advanced gameplay tips and design flaws that may not be apparent to Twisted Treeline players at first sight, but can prove to be extremely advantageous to a skilled player. In today’s article, I will be listing 10 of these flaws in; some of these can be used to improve your personal gameplay, while others are problems with Twisted Treeline that need to be addressed.
Flaws with Jungling
1. As a jungler, the first health relic is important because the jungler who takes it gets an automatic advantage over the enemy jungler by having more HP and mana, which simply means the enemy jungler will not be able to fight your own jungler. And so, the importance of the health relic leads all junglers to take the fastest route in the jungle, which is wraiths -> smiting the big wolf -> rushing health relic. This limits the routes you can start with as a jungler and makes the game entirely too predictable.
2. Level 2 for junglers is really important because that’s when junglers fight each other or gank lanes. Champions who are strong at level 2, such as Jarvan IV or Udyr, become a lot more viable than champions who don’t have a strong level 2, such as Warwick or Fiddlesticks. Again, this limits the choice of viable junglers on the Twisted Treeline by a large margin compared to the selection on Summoner’s Rift.
3. Counterjungling is too easy because you can always take the big creep in a camp, thereby crippling the experience level of the camps for the other jungler. Since the big creeps of each camp are worth so much, the enemy jungler is set behind heavily by counterjungling with poor potential to recover. If a jungler falls behind in the early game, it becomes extremely hard to recover the game as there are only three players on a team instead of five.
Flaws with Vilemaw
4. Simply put, Vilemaw is too easy to kill; some champions like Udyr, Tryndamere, and Aatrox, champions with innate sustain, can solo the spider right when it spawns at ten minutes. They don’t have to be too fed or have too many items so a team can grow a huge advantage by having those champions that can solo the spider.
5. When jumping on Vilemaw with someone like Lee Sin or Xin Zhao, the dash goes through Vilemaw and puts the champion on the other side. While this may seem like a small issue, this can actually mess up the aggro of Vilemaw. In turn, this can be really risky when you are trying to take the spider at low HP levels, as unpredictable aggro patterns may lead to your team taking more damage than intended.
6. Vilemaw’s pull mechanic can be very random and change the result of a team fight drastically when fighting around it. There is no way to find out when Vilemaw is going to pull, and so, there is no way to work around it. If you have an AoE team, it can be beneficial as it becomes easier to land all the AoE skills on the enemy team once the spider pulls all them in. Fighting around Vilemaw is difficult alone, but it becomes even more difficult to contest when the enemy team has a strong AoE composition.
General 3v3 Flaws
7. Minions in lane are really buggy. They often chase champions into the jungle which grants enemy team vision of whatever champion is being chased. Similarly, jungle monsters can chase champions to lane and don’t reset properly.
8. Taking both altars early isn’t too beneficial in terms of the 10% AD/AP, which equates to around 3-8 AD and AP in the early game, but instead can cause the team with any sort of early lead at three minutes to snowball harder by denying the other team a flat 240 gold and any potential gold from the additional 3 gold from last hits that comes from controlling one altar. In the mid or late game, controlling both altars becomes extremely potent in that it allows the team with the advantage to snowball harder in regards to team fights. When falling behind, the enemy team can force fights on your own altar because they have the advantage. Also, when the enemy team gets ahead it becomes really hard to enter your own jungle to farm camps or caputer the altar, which makes 3v3 games snowball quickly.
9. Champions like Kassadin and Lissandra shouldn’t be able to jump through really thick walls such as the huge wall between base and jungle or the wall between health relic and top lane. It just gives them way too much mobility and allows very little counter play since they can push bot lane and get to top lane way too fast to gank.
10. Finally, queue times in ranked Twisted Treeline for Challenger players are too long. It’s usually above 30 minutes and that leads to high Elo 3s players making new teams and getting matched with low Elo players. It’s certainly frustrating sometimes for low Elo players to play against challenger due to the skill difference. The whole ordeal ruins their games and sometimes their promotion games.