Twinshot Guide for Teamfight Tactics

In-depth guide for The Twinshot Class in Set 6.5 in TFT

The Twinshot composition in-depth guide for Teamfight Tactics is here!


The Twinshot composition, is a composition that believes that quantity tops quality. But it’s not what you think. You see, there are only 4 units that share the Twinshot trait, and we could divide them into 2 really bad ones and 2 great ones. So we can see that Riot has balanced this one perfectly, and that is something that they don’t do very often.

The Twinshot trait is a special one because its bonus helps the units in this composition to launch more attacks when they fire their basic attack. But not only that, since the primary thing in this composition is that it buffs the attack damage of its units, and gives them a chance to attack twice, rather than just once per single auto attack. This can be a really strong buff if you equip your Twinshot champions with some good Attack Speed and Attack damage items. The more attack speed means that the units will launch their basic attacks more times per second, so again there is a higher chance that with some of those basic attacks they will attack twice. And the bonus attack damage means that they will kill their enemies faster then usual. Combine those two things and you get a pretty strong composition.

But The Twinshot composition is not without it’s flaws. You see, like I said, there are only 4 units in this composition and they are completely different from one another, so apart from the Twinshot bonus that they activate when they are on the field, there is absolutely nothing that connects this units. Also , the units are quite squishy, with the Gangplank being the strongman of the bunch. And he is pretty weak. You see what I’m talking about.

You will need a lot of other champions to cover their back and activate some strong trait bonuses if you are going to win with these guys.

The another problem occurs when it comes to the items, since every single item that you need for this composition is Attack Damage or Attack Speed item, and even in the perfect case scenario that is really something highly unlikely to happen. So you have to use what the game gives you and get creative. Who knows , you might just find some loophole and find that your Lucian or Jinx are scaling with Ap! But, again, highly unlikely.

Now, I don’t want to break your spirit, but the issues don’t end there, the main problem with Twinshots is that you are so highly Augment dependant, since there is no chance to get The Twinshot Emblem trough the items or The Carousel. This basically means that you have to pray to the Dear Lord and Saviour that the game gives you The Twinshot Augment, so you can count as you have additional Twinshot in the team. This wouldn’t be such a problem, since the game is designed to give you what you need most of the time. But, the way that this works is that game looks at your units and sees what synergy you are going for and suggests you some of the compatible Augments. Some of you, more experienced players will see right away what the problem is. The champions. Basically since your cheapest unit is Corki with the cost of 2 golden coins, you will miss that train when it come to the first Augment choice, and since you other two units, Lucian and Gangplank, cost 3 gold coins, you are again likely to miss even the second Augment choice in the game. Basically your last chance is the third Augment pick, if you manage to get all of your units, and the game has mercy so you gain the additional Twinshot trait active.

The Twinshot Trait

Twinshots gain bonus Attack Damage. When a Twinshot attacks, they have a chance to attack twice instead.

  • 2
    • 10 Attack Damage, 40% chance
  • 3
    • 25 Attack Damage, 55% chance
  • 4
    • 45 Attack Damage, 70% chance
  • 5
    • 80 Attack Damage, 100% chance

But I think I have scared you enough with this, let’s check out the squad!


  1. Corki
  2. Lucian
  3. Gangplank
  4. Jinx



Our most recent member of our team, who was awarded place among The Yordles in the patch  6.5. Corki is a decent pick.. He’s certainly tougher than he seems. You know, he looks like an old man who has a mid-life crisis. This is what he’s actually looking like. Based on the comp you are playing him comes the issue of positioning and the items.

If you’re playing The Twinshot comp, he shouldn’t be your main carry as Lucian should be.

For Yordles he is a best pick alongside Vex until Veigar arrives to dance. Veigar will be able to utilize The Magnetic Remover on you If you have the item. This just means that you should unequip all of Corki’s items and put them on Veigar. Veigar and his items are perfectly in sync. The cost is 2 gold coins and you will get a lot for your money. He isn’t even comparable to Lulu from The Yordle because he is justa better choice for the price.

The items for Corki should be The Spear of Shojin, Hextech Gunblade, and a pick between The Blue Buff, The Archangel’s Staff, The Rabbadon’s Deathcap, or even consider The Guinsoo’s Rageblade.

Corki should be positioned somewhere in the back, but you don’t have to put him far behind as he doesn’t have that great range, and in the back, he is most likely to get squashed down by some random assassin.

In The Yordle comp, level him as fast as Vex, and in the Twinishot comp, I would consider some other options before him.

Ability: Bombardment

Corki fires a missile at his target that explodes on impact, dealing magic damage to nearby enemies.



Lucian is the strongest unit for both of his traits. He is a Hextech Twinshot, and a pretty strong one.

Lucian costs three golden coins and you get a lot for that price. He is like a cheaper version of Zeri, but equally strong. His ultimate lets him become untargetable every time he casts his spell, while dealing damage to his enemies. With a reasonable cost and high damage output, Lucian quickly became the sensation of the set 6.5.

When we are already talking about  set 6.5, let’s also say that Lucian came along with the said set and The Hextech composition. He is a main carry for Hextechs and Twinshots.

If you play your cards right he can carry you like a mother carries her newborn child. With a good choice of items and a little bit help from lady luck, you will have him at level three and with full items. It is important to note that you should protect him by all means since he tends to be quite squishy.

Since he is mid range with it comes to the price, you won’t be finding him on every corner and your best chances for obtaining him are somewhere trough mid to late game. You should definitely spend all your gold on a chance to level him up, since Lucian on level three is pretty strong unit, and that should be considered a priority.

He benefits from ADC items like The Guinsoo’s Rageblade that works perfectly with this ultimate, The Bloodthirster that works great with Guinsoo’s and The Infinity Edge that works perfectly with both of the said items. In addition to that you can always go for The Edge of Night and Quicksilver for some form of sustain.

He should be positioned somewhere in the mid-back line, preferably in the back, protected from attacks of the enemy frontline units.

Ability: Relentless Pursuit

Lucian dashes away from his current target and fires shots at nearby enemies that deal magic damage.



Gangplank is a champion who doesn’t really take the spotlight, but does well behind the scenes of others. It’s almost like Gangplank is a tutor for the math genius. He doesn’t get any credit, but he does give one (pun intended) since he gives gold for his kills.

My guy GP was more useful in the old patch than he was there. Kog Maw was a Twinshot and a Sniper. GP was Merc and Twinshot so they would work together.

I’ve played many games of this patch, but I’ve never seen anyone use the four twinshot trait. It will be possible, I swear.

GP is mainly used to fill in the role of lacking Merc, since his utility has been cut in half by the departure of Kog Mw. He is still useful, but it doesn’t mean that he is ineffective. If you don’t have two spatulas or an extra spot for GP and you don’t have enough, you should replace him immediately after the late game begins. TheTwinshot bonus is no longer available to you because Kog Maw has been removed. Tahm is a better choice.

You can still do some damage with him and get some gold coins for each enemy he shoots using his pistol.

Because he is quick to die, he should be placed just behind the front line.

He can use the Infinity Edge or Last Whisper to his advantage, but also benefit from some sustain such as Warmog’s cape or Sunfire cape.

Ability: Parrrley

Gangplank shoots his target, dealing a percentage of his Attack Damage and bonus damage. If this kills a champion, Gangplank plunders 1 gold.



Jinx was around from the beginnings of the set 6, Gizmos and Gadgets, but she was slightly different back then.

Jinx had a minor rework when The Neon Nights set came around on February 16th , and her unique trait called Sisters, that she shared with Vi, was changed into Rivals and now it has completely opposite bonus from the one it had on the prior set. Before it would buff you if you had both Vi and Jinx on the field, and now it brings the bonus if you don’t.

The Rivals trait: This trait is active when you have exactly 1 unique Rival unit, as Rivals refuse to work together. Vi’s mana cost is reduced by 20. Jinx gains 40% Attack Speed for 3 seconds after scoring a takedown.

Jinx is a Scrap, Twinshot Rival. With the price of 5 golden coins per unit, she is an legendary unit that brings TONS OF DAMAGE to the table. (Sorry Phreak). She is quite worth the money since she has three traits active. The reason why she was given three traits is the fact that all of her traits are mediocre at best, and when it comes to the 5 gold costing units, I think that Jinx has the worst traits of them all. Don’t get me wrong, as a unit she is incredibly strong, and she is capable of carrying the game, but when it comes to the traits that she has, they are garbage. Look at other units that cost 5 gold. Galio is mental, Kai’Sa is sick, Tahm Kench is a beast, I mean I can go on but you get the point.

Even if her traits are garbage, utter disaster she holds onto a great power. She should be levelled up asap as any five star unit, but as we all know that really doesn’t happen as much, since the games on the lower end of the ranked scale then to end much faster due to the increasing amounts of smurfs in  the game.

Her items should be some cross section between Attack damage and Attack Speed, with the best of the bunch being The Infinity Edge, The Last Whisper and The Guinsoo’s Rageblade. The Bloodthirster and The Edge of Night can work wonders too.

She should be tucked in somewhere far from the reach of your enemies, since she is a ranged champion that can do some sick damage from a far, far away. The best thing would be to surround her with other units so she can’t be reached easily.

Ability: Super Mega Death Rocket

Jinx rides her rocket high into the sky, then comes crashing down near the center-most enemy, dealing magic damage to enemies around the epicenter, and 50% to all other enemies in a large area. The epicenter burns every unit except Jinx for 5 seconds, dealing a percent of the target’s maximum Health as true damage, and reducing healing for the duration. She then swaps to her rocket launcher and targets random units for the rest of combat. Her attacks now explode, dealing a percent of her Attack Damage in a small area around her target.

Supporting champions

As you have probably guessed by now, that is if you skipped the intro, there is very few units in this composition. We will need loads of help for this guys to even be able to contest for winning the game. Let’s begin!

  1. Illaoi
  2. Vex
  3. Gnar
  4. Tahm Kench



Illaoi is a must-have in every composition, whether it’s snipers or mercenaries you are going to favor in that particular game. Low-cost, high damage, even higher healing, and immense sustain, Illaoi benefits from any kind of sustain and tanky items that you equip her with. But she is important the most since she is cheap and can be quite strong when leveled up.

Bear in mind that she may look weak, but trust me, she is not. Compared to the five cost champions with high levels, she is quite a decent opponent. And because a lot of people don’t know this, she isn’t used that much, so you have a pretty high chance of maxing her level as early as level four of the game.

 Do a couple of rerolls, and you sure won’t regret it!

The items she benefits the most from are Bramble’s vest, Warmog’s armor, Dragon’s claw, Titan’s resolve, Zz’Rot Portal, Sunfire Cape, Redemption, and any kind of similar item. You get the pattern. I had even won some games when I had her equipped with Morello’s. Don’t ask, just don’t.

Ability: Harsh Lesson

Illaoi slams her target, linking her soul to it for 5 seconds and dealing magic damage. While linked, Illaoi is healed for a percentage of the damage taken by her target.



The champion is our primary defense in any composition she participates in. Depending on the composition you are trying to put her in, she will only have one job. To defend. If she is with the Arcanists she will create a strong wall of defence with Swain, and with Yordles she will stand along with Poppy. Poppy should be a tank but even for that role Vex is just a better pick. Makes sense if you consider the cost, but doesn’t, if you consider their traits with Vex being an Arcanist and Poppy is a bodyguard.. Tank items reflect off her shield and help sustain. When using The Arcanist comp, if you have enough arcanists and some AP on her, she can get the full HP shield for her ultimate. She is going to hang around for a decent amount of time, just enough for your mains to execute squishies.  The champion was the same in patch 6, despite the patch 6.5 changes. She is a strong pick in any competition, but since we have many stronger Arcanists that she is, she shines the brightest when she is at the top of The Yordle comp. In that comp she is our primary star of the team until Veigar comes along.

Her place is in the front line with some champions that can hold of enemy fire for some time.

For items, I would select The Sunfire Cape, The Warmog’s Armor, The Dragon’s Claw, or The Spear of Shojin. She can also benefit from The Bramble’s vest.

As for leveling, she is the champion you want to level asap, but that might come a bit harder than one might expect since both of these comps are pretty high on demand. It is needless to say that with the Yordle comp, you will max your Vex very soon since you get them for free.

Ability: Personal Space

Vex shields herself against damage over 4 seconds. When the shield expires, it deals magic damage to all enemies within 2 hexes, and additional damage if it wasn’t destroyed. If it was destroyed, Personal Space becomes 25% stronger this combat. This effect can stack.



Gnar is a champion who is in the spotlight in the latest patch, brings three characteristics to the field or the bench. Gnar can be described as Yordle and Socialite, as well as Striker which makes him a great option for a variety of combinations. Due to his versatility, he becomes perfect glue that connects many impossible compositions. He is a fantastic striker. Because he’s an Socialite He provides you with that vital boost in any game. The 5 Socialite bonus has some serious damage. It’s a method to inflict unimaginable pain on your adversaries. But, it could be difficult to acquire because it comes with a high risk and a high chance of loss. Gnar is an excellent option for all your opponents. If you do include the trait of The Augment to him, Gnar will become a four trait threat that can wipe off his enemies.

For most of the time, I would just position him wherever his Socialite spot appears since he is a strong and reliable pick that has a lot of sustain while dealing some serious damage to his enemies. He is a good striker, that’s for sure, and Riot really hit the jackpot by naming him as one of the Strikers who needed his versatility a lot and also his utility as well. He has that big knock-up, push, whatever you wanna call it, which damages the first enemy and brings aoe damage to a place where his rock hits the field.

His items should be The Warmog’s Armor, The Sunfire Cape, some augment trait if you have it, and you can go Guinsoo’s Rageblade as it is universally good on most of the champions. You can go for The Spear of Shojin if you like too.

He should be leveled ASAP, but if you are going for The Yordle comp, that won’t be much of an issue since the units level themselves after each combat.

If you have a better pick for a Socialite spot, then he is an aggressive frontline and sustain champion, and he should be equipped with the items that are compatible with that strategy.

If you are going for the striker comp, you will already have some strong front line, so you can place him a hex or two behind your primary tanks since he is more of a bruiser than a tank.

Ability: GNAR!

Gnar transforms into Mega Gnar for the rest of combat. Mega Gnar throws a boulder at the farthest enemy within boulder range, dealing a percentage of his Attack Damage plus bonus damage as physical damage to all enemies it passes through.

While in Mega Gnar form, Gnar is melee, gains Health, and his mana costs are reduced by 20.

Tahm Kench

tahm kench
Tahm Kench

By far one of the most powerful champions in the current set, since he can devour even the strongest of the enemy champions!

His mechanics and looks on regular Summoner’s Rift, to his use in the magical world TFT. Tahm Kench, who is hot at the price of five golds, is a game-changer. He is an integral component of Merc – Snipers and Sniper – Mercs compositions. You can’t win without him. This is how the game works.

He is a much better choice from Gangplank and you should have this in mind, even if your Gangplank is level three, Tahm Kench is a better solution, in the long run, so you should always replace GP with Tahm Kench.

While still at level one, I will admit he won’t do much, in case of doing the actual work around the field, but rather annoy you with his damage-less ability. But once he hits level two, god forbid level three, that’s where the fun begins.

Tahm Kench’s magic begins to shine once he starts eating his foes like he did in his lore. If you run Merc – Sniper composition, it is likely that you will have five Mercs by the time Tahm hits your board. And if you’re lucky, maybe even seven. It happened once to me, happy times. However, if you return to Tahm and you have five mercenaries, then you can buy Tahm if you have done well in the game. This is the final game. Since you have five Mercs, you will probably have some crazy items. There are a lot. You are expected to have three to four more items than your opponents at level eight.

You can use it to your advantage. No, abuse it. Tahm will benefit from whatever you give him. When it comes to food, he is similar to me. But I would rather not indulge in that.

The best items for Tahm come from the tank, or a section of items. My recommendations are Titan’s resolve and Warmog’s armor, as well as the Jeweled Gauntlet. You can also choose to go for Blue Buff or Rabbadon’s and Redemption. It is up to you. It’s actually up to him, since once he reaches level 2, you won’t be much of an influence on the board. Sett, you’re done. It’s The Boss, the mighty Tahm Kennech!

Ability: Devour

Tahm Kench devours his target, storing them in his belly for 3 seconds and dealing magic damage over the duration. During this time, they are invulnerable to other sources of damage and Tahm Kench takes 40% reduced damage. If they die while inside, Tahm Kench spits out a random item component they were holding or the cost of the unit in gold. Otherwise, he spits them towards the farthest enemy, briefly stunning targets they impact.

The Twinshot Composition

The Twinshot composition
The Twinshot Composition

The In-game guide

Early game

Oh, this is a tough one since we don’t have an early game when we are playing Twinshots in TFT. Your best choice for the early game is to chose what your supporting compositions and champions will be and just go for it. In my case I always go for Yordles and Mercenaries. So your best picks would be Illaoi, Corki. Other champions you should buy just to fill in the spots, maybe some high defensive champions like Bodyguards for an example. It doesn’t really matter, since you will be selling them pretty soon.

Mid game

Okay, the mid game is the most important for this composition. You need to get Gangplank and Lucian as soon as you can. At this moment Vex and Gnar should also start appearing in your shop so you really will need a lot of gold for the mid game. That is why it is imperative not to spend your gold at all, until you reach level 5 or 6. Don’t upgrade any unit before that, apart from Corki and Illaoi if you are going for the Mercenaries as your supporting composition.

Late game

This is where the luck takes place the most. But many times it’s the absence of the luck. At this time it will be clear if you are going to get that Augment Twinshot bonus or not. This is also a time to try and search for Jinx and Tahm Kench since they will be the strongest units in your team. Use your best items on Lucian and Jinx, that is of course the AD items, and all of the tanky items should go on Tahm Kench!


The Twinshot composition is among the hardest ones to pull off in Teamfight Tactics. I know that, but I still wanted to make this guide for a couple of you brave souls that are willing to take a risk and just go for it. This composition is also pretty hard to even start, since you have a very small amount of units available and sometimes they just might never appear in your shop. Don’t force it, just let the game dictate your flow and your compositions.

Stay tuned, since there is a lot more stuff to cover in Teamfight Tactics, only on The Games Cabin!