Twinblast, Tank-destroyer extraordinaire. Build

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Ability Leveling

Doubleshot (left-click)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Rapid Fire (right-click)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Grenade! (Q)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Rocket Dash (E)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Ventilate (R)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Build Guide

Ladies and gentlemen, welcome to the maths nerd's guide to twin blast.

This is not a slap-dash 5 minute build.

We are not trying to one-shot their squishy.

We are not here to pub-stomp with silly, easily countered builds.

We are here to pump out as much damage as physically possible, while staying very much alive - because a dead marksman offers no DPS. We are going to shoot up Agora and have a damn good time.

Pros/cons of this build


  • Best damage for your card points
  • Sustain during fights
  • Sustain between fights
  • Anti-tank
  • Wards
  • Smooth build path
  • Insane damage vs structures.


  • Need to stick on to targets to get the most out of this build
  • Will lose a one-for-one poking contest
  • No key
  • Can be bursted by assassins

Build order explained

The general gist

Crit is dead and it's attack-speed's turn to be the star of the show. With this build, you're going to be scraping the underbelly of the attack-speed cap when you pop Nitro. You won't hit for stupid amounts, but you'll be wielding those pistols like Uzis and yes - this will get you a much tastier looking DPS. We're going to kill their natural resistance and allow enough pen to shred their tanks, and we're going to stay alive like a vampire in the night... who lights candles everywhere. We are, however, relying on our teammates to buy keys and capture the harvesters. At least we can collect them on our way to/from lane!

Oh, also: Get red. That orb looks so, so good on you baby. <3

Start + first back

Alright, so we're going to start with a health pot and one flash-fire piston (with 2-cost upgrades linked.) This will give us some nice starting stats and sustain while we do our little jungle run with the squad. Or, if you lane - do so carefully and closer to tower since you have no ward.

I like to go back as soon as i've grabbed my first 6 card points. We want that ward asap, and the other 3 points will allow us to put a health and two damage on there. 200 Health really helps with early trades, and some raw damage will help us to last hit the minions better. Why is this on a ward, you might ask? Because wards are your key to staying alive in a gank-heavy meta. Whether you're trying to farm a lane safely, keep a lookout behind you when you run around, or even get a cheeky spot on the enemy jungler(s) by dropping a ward in their jungle as you run up the river. And upgrading the ward is just as cost effective as most other completion bonuses, so enjoy!

Early build order

At the start (and up to 20 minutes), you should be going back every 6-9 points religiously. Every point matters this early on. After polishing off your brawler's ward, you're going to put the upgrades on the Flashfire Piston you started with, giving you 4 more points of damage and your first 2 in kinetic. And then you're going to buy the Rust-Breaker, but don't upgrade it.

3 points of stats for 3 card points is a fair trade, so we don't need to rush to complete it. This is also our flexi-card. The initial 16 points of pen will nullify any squishy's natural resistance, and most of a tank's natural resistance as well. As the rest of the game progresses, feel free to drop another 3-cost pierce in there (and another... and another...) as their tank becomes more of a problem, building against what will clearly be your mass killing spree. If they don't have a tank, or they arn't a problem for you yet, carry on to your other flashfire piston.

Why base when you can become a vampire?

After the 30 minute mark in the game, towers have gone and the lanes feel as long as the death timers; staying out in the field for longer is important. So after finishing our second Flashfire Piston, we have enough damage to build tonnes of lifesteal. I wholeheartedly recommend these 9 points in to it. (Before I forget, you can trade in your health pot now) Not only will the insane life-steal let you go toe-to-toe verses the rampage with a hard-on for you, but you'll be able to back off mid-fight, shoot up some minions, and re-enter fresh as a daisy if things aren't going so well. If you're fed enough, you'll even be able to abuse this level of lifesteal by going toe-to-toe with grux and feng-mau, then leaving with full health.

But be weary: Since we're not getting defence other than the 200 health we bought at the start, you can still be bursted by a smart kallari or a really fat murdock crit. So when you get down to a quarter health, make sure you can definitely shoot something, even if it's just backing off and focusing their giant-hitbox tank or shooting the minions.

And to round it off

...More damage! Yay! Let's complete our build with a major-stacked wind-carver. One on attack speed and two on damage should do. After this, finish your Rust-Breaker with more damage, if there are any spots left after piling on the pen.

About the abilities...

There's reasoning for this order: safety. You probably won't win a straight up fight with Grim.exe at the start of the game and you're soft. So to buy you time to grab a few items, we're getting the dash and CC first, then Nitro. We're also going to level up Rocket Dash over Grenade! because it's a more reliable gap-closer/escape tool. You can miss a grenade, you can't miss a dash. (Yes, Grenade!'s damage goes up, but that's minuscule compared to what you'll pump out with your autos)

The priority for maxing abilities should go like this: Basic attack > Barrage > Nitro > Rocket Dash >  Grenade!

General notes

  • Don't have FlashFire piston? No worries! Start with a health pot, and any combination of: Strike token, kinetic token, mana pot, harvester key. Sell these when you have upgraded your ward. And lower the upgrade of kinetic by 1. The result will be the same.
  • DO NOT SELL YOUR HEALTH POTION. NOPE. NO EXCUSE. Untill you have lifesteal, it is your ONLY sustain. Don't throw it away for that extra bit of damage.
  • For flexibility, i like to have a couple of tokens in my deck to fill in the gaps between upgrades and buy/discard them as necessary. Do recommend.
  • Is this too much attack speed? No. It is perfect. Any less, and we lose DPS. Any more, and we break the attack-speed cap.
  • Why no crit? Crit went out the window as soon as the update hit. Unless you're going for a one-hit-wonder build, you will get WAY more damage with an attack speed build.