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Twisted Fate Build Guide by ZionLiam

Assassin Jungle Twisted Fate guide

Assassin Jungle Twisted Fate guide

Updated on February 15, 2016
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League of Legends Build Guide Author ZionLiam Build Guide By ZionLiam 15 1 550,268 Views 14 Comments
15 1 550,268 Views 14 Comments League of Legends Build Guide Author ZionLiam Twisted Fate Build Guide By ZionLiam Updated on February 15, 2016
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Spells:

LoL Summoner Spell: Smite

Smite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

About me.


Hello :) my name is Liam, i am a current Platinum jungle main. I have been playing since the start of season 2 but only in the last year taken to playing ranked play. My favourite types of champion are assassin/fighter's ( Rengar, Shaco, Rek'Sai ect.) as well as unconventional junglers ( Twisted Fate, Cho'Gath, Ekko). I managed to get from bronze 4 after my provisional games to gold 3 in just a few weeks and after a bad spell (not feeling up to league/bored of league) i decided to stop playing for a while. However the new updates to summoners rift and all the new champions coming out have drawn me back in and I'm having so much fun. I've decided to make some guides to champions that i have lots of experience with and hope to share my knowledge with the community of mobafire. Sorry for the TLDR but i hope you enjoy my guide, a rating would also be greatly appreciated and I'm open to any suggestions/criticisms that you guys have! see you on the rift!
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Want to see more guides?

Check out my youtube channel - here
and my twitch channel - Here to keep up to date with new guides and Unconventional jungle picks
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An introduction to Jungle Twisted Fate.

Jungle Twisted Fate can be extremely deadly if played right, but there are so many factors that come in to play on his viability. He has a fair number of counters but if you manage to outplay them you can come out on top.

In the following chapters i will cover the basics to Farming the jungle as TF and how to gank effectively.
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Video.

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When to pick TF jungle.

I tend to pick Twisted Fate when i feel that my team has enough tanky champions on it ( Dr. Mundo, Shyvana etc.) and can risk going for a "squishier" jungler. He has really strong gank potential as well as great 1v1 dueling. I recommend that you practice alot before you head out into ranked play as he is a difficult jungler to master, but once you get used to him it should be no problem and you will be a great jungle Twisted Fate player in no time!
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Pros and Cons.

Pros

+ Reliable CC
+ Strong ganks
+ Fast jungle clearing
+ Semi-Global Ultimate
+ Great mana sustain
Cons

- High skill cap
- Can fall behind easily
- Considered "troll" in ranked play.
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Abilties Overview.

Loaded Dice is Twisted Fate's passive, It gives between 1-6 bonus gold whenever Twisted Fate kills a unit. The chance of getting 6 gold is 1/3, while the chance of getting 1-5 gold is 2/15 each, making the total average gold 4.

Wild Cards- [Q] TF throws 3 cards in an ark dealing magic damage to enemies that they pass through. Pretty useless on this build but is good if you are going for an AP build.
-MAGIC DAMAGE: 60 / 110 / 160 / 210 / 260 (+ 65% AP)

Pick a Card-[W] When first activated, cards flash over Twisted Fate's head in the following order: blue, red, then gold (this cycle repeats itself). When he uses the ability again, he picks the current card over his head; the card picked converts his next basic attack within 6 seconds to deal magic damage and add a special effect. Twisted Fate has 6 seconds to select a card.
Blue Card - Twisted Fate's next basic attack will deal magic damage and restore mana.
-MAGIC DAMAGE: 40 / 60 / 80 / 100 / 120 (+ 100% AD) (+ 50% AP)
-MANA RESTORED: 50 / 75 / 100 / 125 / 150

Red Card - Twisted Fate's next basic attack will deal magic damage to both the target and all enemies within 100-range of the target. All damaged enemies will also be slowed for 2.5 seconds.
-MAGIC DAMAGE: 30 / 45 / 60 / 75 / 90 (+ 100% AD) (+ 50% AP)
-SLOW: 30 / 35 / 40 / 45 / 50%

Yellow Card - Twisted Fate's next basic attack will deal magic damage and stun the target.
-MAGIC DAMAGE: 15 / 22.5 / 30 / 37.5 / 45 (+ 100% AD) (+ 50% AP)
-STUN DURATION: 1 / 1.25 / 1.5 / 1.75 / 2


Stacked Deck-[E] (PASSIVE) Twisted Fate gains bonus attack speed, and every fourth basic attack will deal bonus magic damage.
-MAGIC DAMAGE: 55 / 80 / 105 / 130 / 155 (+ 50% AP)
-ATTACK SPEED BONUS: 10 / 15 / 20 / 25 / 30%)

Destiny/Gate-[R] ACTIVE: Twisted Fate reveals all enemy champions, including stealthed champions, for a duration. After a 0.5 second delay, Twisted Fate can use Gate once, while Destiny is active.
-DURATION: 6 / 8 / 10

gate ACTIVE: After channeling for 1.5 seconds, Twisted Fate teleports to the target location within range.
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Skill Sequence.


For jungle Twisted Fate i start with a point in my stacked as you will be smiting the krug camp and getting its heavy hands buff and the bonus attack speed will proc the stun more often.

As this is an on-hit build i max Stacked Deck first and then Pick A Card. I don't put any points into my Wild Cards until i have to as it deals very little damage at max rank with this build and isnt worth sacrificing your other abilities.
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Runes.


I have tried many different rune combinations and this is by far the superior one for this build. Full attack speed reds and quints work in conjunction with the on-hit items and Stacked Deck, scaling armor yellows help with late game scaling and flat cdr blues help with your early game (ability cooldown greatly decreased meaning spamming of abilities) and Scaling CDR blues give you extra cdr for the late game scaling.
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Masteries.


21-6-3

Pretty standard AD offensive masteries, i put 1 point into Dangerous Game as you will be involved in alot of fights so its good to have regen on assists or kills.

In the defensive tree i like to put 2 points into Block and 1 point in Unyielding as it helps you soak up more damage without it being the full potential damage that could be taken from basic attacks. I also like to put 1 point into Bladed Armor as it works sort of like a gromp buff and helps alot with clearing jungle camps.

In the utility tree i like to put 3 points into Fleet of Foot as it basically acts like a movement speed quint and means that you can rush devourer without worrying about getting boots.
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Items.

Standard on-hit build here - Skirmisher's Sabre - Devourer is great for increased attack speed, on hit damage with devourer stacks and saber lets you deal true damage to your opponent while taking 20% reduced damage from them which is great for early 1v1 dueling.
5.13 update - Sated Devourer is finally live! Works great on Twisted Fate as his e proc's every 2 basic attacks instead of 3. BROKEN AF.

Wit's End is again for the attack speed and on hit damage.

Blade of the Ruined King is a great item on Twisted Fate as it gives you alot of damage,life steal and attack speed.

Berserker's Greaves is a good boot choice as it gives you more attack speed, but if you feel the need for more tanky items then you can get Mercury's Treads or Ninja Tabi.

After these items i like to build tanky as it will help you stay alive longer so that you can cast as many gold cards and auto attacks as possible.
However if you feel like your team has a strong/tanky frontline and you can risk going for more damage then by all means build damage items.

-SEE BUILD FOR TANKY/DAMAGE ITEM OPTIONS.
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Farming.

Since the camp resets were cut in half (now 5 soft resets before a hard reset) you will not be able to take as few damage as you could before the patch.



Make sure you put your first point into Stacked Deck as it will help dramatically with your jungle clears by proccing the heavy hands buff.

When playing Twisted Fate jungle, start on the Krug camp. Smiting the camp will give you the Heavy hands buff and will help you with kiting the other camps in combination with your Gold card.

From the Krug camp, head to one of the two Red buff camp kiting spots and finish off the camp.

Head over to the Blue buff camp and get into the kiting spot and get the buff from it.

Get the Murk wolves camp next, and when you reach level 4/5 start the Gromp camp. The Gromp is the only camp in the jungle that cannot be kited (Besides Baron and Dragon) so make sure you have plenty of Health (Which you should have if you kited correctly) Smite the Gromp to gain its poison buff and be sure to use your
Gold card to stun it as much as possible.

You can either recall or head over to the raptor camp and then do another round on the respawning camps if you feel that you don't need to go back to base.

You can either start ganking from level 3 or wait until level 6 to have your ult in order to make a more effective gank. I personally like to gank at about level 3 or 4 considering the lane you are ganking is viable to gank.

The new jungle has many benefits from the buff's that the new jungle camps give, which you can use to your advantage. For example if i wanted to scout a lane and i didn't know if it was warded, i would smite the raptor camp to give me the true vision buff to clear any wards on/near that lane. Or say there was a team fight about to occur, i would smite the Gromp camp to get the poison buff that it gives which would aid me when taking damage from basic attacks in teamfights. Be sure to plan your jungle route in consideration with what you want to do next.
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Kiting Spots.

In the images below Twisted fate is standing in the EXACT spot that will cause the camps to soft reset. REMEMBER - on the 5th Soft reset the camps will Hard reset and begin regaining health and will return to the initial spot.
Note- sometimes the Blue/Red camps will get stuck behind their small minions and will not move at all and won't attack so you can kite without the risk of it hard resetting.

Blue buff kiting spot.Murk Wolves kiting spot.
Red buff kiting spot's.Krug kiting spot's.
Raptor kiting spot.

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Ganking.

When you consider ganking (Level 3 or Level 6, up to you) make sure you have enough time to use your Pick A Card and pick a Gold card, when the Gold card is ready try to run behind the champion you are ganking and hit them with it, if your laner has CC this is the perfect opportunity for them to hit them up with it. After your Pick A Card is off cooldown choose to either Stun them again, or hit them with some Damage to finish them off.

For me, as a jungler, i almost always gank mid lane first. If you can keep an eye on where the enemy mid laner puts his wards you can come from the other side and surprise him. As twisted fate it is very effective if you gank from their side of the jungle (The small lane that goes into their jungle from mid lane) as you will catch the opponent by surprise and can get in behind them to ensure they are in range for the Gold card stun.

Pre-level 6 you will , for the most part, be walking into the lane to gank which isn't necessarily a bad thing but if the opponent you're ganking has abilities that can negate your Pick A Card for example fizz's Playful / Trickster or Yasuo's Wind Wall it is probably not a good idea to gank them, instead head to a lane where there is a champion that you can gank more effectively. However if it is an even match up for ganking, and you see an opportunity to get the gank off pre level 6 then you should go for it, the on hit CC from the Gold card is really strong and effective.

It is a good idea to wait until you get Destiny to ult into a bush and gank from there.

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My other guides.

Thanks for reading my guide, and i hope it has helped! If you are interested in any other of my guides i have left links to them below. Thanks again and take care!

Jungle Cho'Gath

Jungle Ekko

Jungle Master Yi

Jungle Rengar

Jungle Evelynn

Jungle Riven

Jungle Rek'Sai
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