Twisted Fate Build Guide by Anastasios
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Twisted Fate
| Health | 2560 |
| Health Regen | 15.3 |
| Mana | 1286 |
| Mana Regen | 9.4 |
| Armor | 131.54 |
| Magic Resist | 104.3 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 195.81 |
| Attack Speed | 346.007 |
| Crit Chance | 20%S |
| Crit Damage | 0% |
| Ability Power | 80 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 5.37 |
| Magic Penetration | 12.06 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello everyone, and welcome to my third guide on Mobafire.
I decided to do something different from my other two, so here it is: an on-hit DPS Twisted Fate, personally customised after many, many games.
Unarguably,
Twisted Fate can be played in many different ways: AP, AD, Hybrid, and On-Hit. This guide will cover solely On-Hit TF, who i believe is a very fun and quite uncommon way of playing him.
Note: The build shown above is my preferred, but more will be discussed in the respective chapter.
Warning: These builds have not been tested in ranked matches. Use them at your own risk.
Twisted fate, The Card Master
Twisted Fate is a 1350 IP / 585 RP champion with multiple playstyles. He can be played as a ranged AD carry, an AP carry, an AD/AP hybrid, an AP/AS hybrid, and on-hit DPS. We will focus on the last one, as it gives us huge, sustained damage against all enemies.
| space |
Pros:
+Huge late-game DPS. +Mixed damage (physical/magical) +A lot of versatility with +Able to teleport at a very long distance +Built-in gold boost +Map awareness & stealth detction from |
space | space |
Cons:
-Weak early game -Longish CD on his ultimate -Suscptible to CC (Blinds cripple him) - -Enemies are warned when you use |
Masteries
As you can see, i use 21/0/9 masteries.
In the Offensive Tree we pick:
-
Summoner's Wrath
for the improved Ignite/Ghost/Exhaust/Surge. -
Brute Force
for the increased attack damage, since it is what fits us most. -
Alacrity
for the increased attack speed, a core stat of On-Hit TF. -
Sorcery
for the CDR, allowing us to reach 39% with
Stacked Deck and blue buff. -
Weapon Expertise
for the armor penetration. -
Arcane Knowledge
for the magic penetration, since all on-hit effects deal magic damage. -
Sunder
for some extra armor penetraton. -
Executioner
for the increased damage against low HP targets.
In the Utility Tree we pick:
-
Summoner's Insight
for the improved Flash/Teleport. -
Good Hands
for reduced time spent dead. You will die sometimes, it's unavoidable; this mastery becomes noticable (and more useful) later in the game, when the respawn timers start getting longer. -
Swiftness
for the increased movement speed, as you will need all the mobility you can get. -
Runic Affinity
for the increased buff duration, since both buffs work well with TF.
These masteries are what i use, so they are by no means binding, but they have proved very effective so far. Of course there are other options, so feel free to suggest your own, and i will try them out.
Runes
These are the runes i find the most viable in an On-Hit TF build:
|
|
|
|
|
|
|
With these Quintessences, our marks, and
|
Again, these are the options i find most effective; if you have an alternative, i will be happy to hear it!
Summoner Spells
Twisted Fate has a lot of viable summoner spells, allowing for easy customization according to your preferences. I believe that you can take whatever combination you want from the list below, but i suggest
Flash as a core spell.
|
An amazing all-around spell, gives that extra bit of damage, as well as healing reduction. Works miracles against |
|
|
I think that |
|
|
A very useful spell for shutting down the enemy AD carries, with a nice slow as an bonus. It can also reduce the enemy armor and magic resist. |
|
|
What? Teleport? But you have |
|
|
Surge is useless on most other champions, but hybrids make good use of it. Extra attack speed to proc more on-hit effects, plus the bonus AP allows your |
|
|
Heal is lately being picked up by the AD carries, so feel free to take it. It can save you from tight situations, and help in teamfights giving your team a boost. |
|
|
A decent choice, removes almost all CC and summoner spell debuffs, reducing the duration of others by 65% for a short time. It can be helpful, but |
|
Any other spell has no use on
Skill Explanation
Twisted Fate and his allies receive an additional 2 gold per kill.
Not much to say here. Every time someone in your team kills something, he gains 2 extra gold. This may seem like a small amount, but when the cs start stacking up, you will see a noticable difference. Note that turrets and inhibitors count as well, same goes for
Throws three cards which deal 60 / 110 / 160 / 210 / 260 (+65% of ability power) magic damage to each enemy unit they pass through.
Range: 1450
This ability has next to zero utility with our build, so we max it last. If you want, you can take a point early on and leave it there, but the damage is minimal, and it will burn through your mana. Also, the projectiles are quite slow, meaning they are easy to doge.
In the late game, you can use it to pop enemy
Cast once to shuffle the deck and again to choose your card, enhancing your next attack.
This is your main active ability, giving you 3 options for your next autoattack:
Blue Card deals 40 / 60 / 80 / 100 / 120 (+1.0 per attack damage) (+40% of ability power) bonus damage and restores 65% of the bonus damage in mana to Twisted Fate. It offers the greatest bonus damage of the others, and refunds you mana, allowing you to indefinately harass with your other 2 options (or
Red Card deals 30 / 45 / 60 / 75 / 90 (+1.0 per attack damage) (+40% of ability power) bonus damage to units around the target and slows their movement speed by 30 / 35 / 40 / 45 / 50% for 2.5 seconds. This is an AoE slow attack, useful for farming and when the enemies are clustered. This can be used more effectively than the Gold Card to catch up to a group of opponents, rather than a single one.
Gold Card deals 15 / 22.5 / 30 / 37.5 / 45 (+1.0 per attack damage) (+40% of ability power) bonus damage and stuns the target for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. This is your main card, used for initiating, ganking, escaping, disabling, everything you need.
The bonus damage is applied to towers, so Blue Card can be great for split pushing.
Passive: Every 4 attacks, Twisted Fate deals an additional 55 / 80 / 105 / 130 / 155 (+40% of ability power) damage.
In addition, his attack speed is increased by 3 / 6 / 9 / 12 / 15% and his cooldowns are decreased by 3 / 6 / 9 / 12 / 15%.
Our whole build is centered around this ability. First, it offers a 15% increase in attack speed, synegising with the overall on-hit concept. Second, it gives a 15% CDR; this helps in more
Remeber that you do not gain stacks by attacking structures, and the bonus damage isn't applied as well.
When
Reveals all enemy champions (including stealthed champions) for 6 / 8 / 10 seconds.
While Destiny is active, Twisted Fate can teleport with Gate. (5500 range)
An amazing ultimate that consists of 2 parts:
When you activate it, all opponents on the map become visible, even if they are stealthed. This allows you to check if the enemy team is doing Baron/Dragon or setting up a trap, as well as reveal enemies like
After you have activated it, you can use a second ability, called Gate. This allows you to teleport up to 5500 units away after a brief channeling period, during which you are unable to move or attack. This can be used for ganking literally out of nowhere, split pushing and then getting in teamfights without delay, or escaping certain situations. While channeling, you are still able to cast and lock
Be extra careful when there is an enemy
Starting Items
|
I start with these 95% of the time. It gives me good mobility for harassing with |
|
Meh. I used to start with this a lot, but it just doesn't cut it. I don't suggest you buy it. It doesn't give you the mobility boots do, and the extra AS won't really help you this early on. |
Core Items
|
More attack speed, more defense with some HP, and an on-hit effect that seems too good to be true. Every fourth attack will now deal 125 magic damage to up to four enemies, on top of your Make sure that when you buy it, your |
|
Whether you upgrade it to a |
|
|
Boots, of course. You can pick out of 4:
|
Viable Items: Offensive
|
An item with good stats and low price, shreds magic resists and deals extra magic damage. A solid choice for all on-hit builds. |
|
The jack-of-all-trades, this item gives you mainly health, damage, and attack speed, but what makes it shine on TF is the passives: a 25% chance to slow the target, and 150% of your base damage for your next attack when you cast a spell. This will add burst to your |
|
Good damage and attack speed, and the passive helps against people like |
|
This will speed up farming a lot, and the lifesteal will sustain you immensely, plus free wards are always nice. Get this early, and sell it when you get your other items for something more powerful. |
|
This gives you lifesteal and some crit chance, as well as a decent on-hit effect. However, we only buy this for the active: 50% healing reduction for 8 whole seconds, and with just a 20 sec cooldown. If the enemy team has |
|
Gives some good stats, you should only take this as your last item for sustain. You will heal from autoattacks and |
|
Much more fitting to hybrid TF, but you do benefit from the AD, attack speed, and AP for more damage on |
Viable Items: Defensive
|
Gives you a s**tload of health, and a 30% slow on your autoattacks. This means that once you attack someone, they are not getting away that easily. You can also take this if the enemy team has a lot of true damage ( |
|
The most standard defensive item, gives mana, HP, Magic resist, and The Bubble. It can save you from deadly enemy spells, but don't get too cocky! |
|
Every champion can buy this item, no exceptions. It removes ALL debuffs from you champion, meaning: all CC, including suppresions ( |
|
This is your final resort when assasins and casters burst you down in fractions of a second (i'm looking at you, |
|
The newest item added, It can give you some serious defense against burst casters, and it gives some AD as well. You shouldn't try to abuse the extra AD per missing HP however, since you are squishy. I still prefer |
|
Enemy |
Item Q&A
-Q: Why don't you get a
Last Whisper?
-A: Because it is useless on On-Hit TF. You don't get a whole lot of AD, and your main damage are the on-hit effects, that are magic damage.
The Black Cleaver fits you much better.
-Q: Then why not
Void Staff?
-A: Because it too is not very useful.
Malady,
Sorcerer's Shoes, and runes should be enough MPen.
-Q: Should i buy snowball items?
-A: NO. Snowball items are a huge risk. Only get them if the enemy team has trolls in it, or are blind people with broken arms in a coma.
-Q: How about
Moonflair Spellblade,
Eleisa's Miracle, or
Cloak and Dagger?
-A: Why would you ever do that? You have
Mercury's Treads! Don't waste your gold and an item slot on these items.
-Q: What elixirs should i buy, and at what order?
-A: Depends on what your build is.
1) If you have reached the 2.5 attack speed cap, buy
Elixir of Fortitude first,
Elixir of Brilliance second, and
Elixir of Agility third.
2) If you are close, but not quite there (e.g. 2,35 or something similar), buy
Elixir of Fortitude first,
Elixir of Agility second, and
Elixir of Brilliance third.
3) If you are far from the cap (e.g. 2,1 or 1,9), buy
Elixir of Agility first,
Elixir of Fortitude second, and
Elixir of Brilliance last.
As for
Oracle's Elixir, that is up to you to buy early on if there is an
Evelynn or
Twitch in the opponents' team, a bit later on for Teemo's
Noxious Traps, or as your very last item just for finding wards.
-Q: Why so many viable items? How will i choose what i must take?
-A: I cannot tell you exactly what to take. I can only give you some generic instructions on how you should decide, but then it is up to you. The best thing about TF is that he can be customized to fit everyone's preferences. On-hit TF has a wide variety of builds, so find the one you are most comfortable with, and perfect it.
-Q: At what order should i buy my items?
-A: This is another important question. My answer is the obvious: Build situationaly. If the enemy has some AD, and you are falling behind in farm, get a
Wriggle's Lantern. If the enemy team has
Singed,
Nunu,
Vladimir and
Rumble, get a
Wit's End first and a
Madred's Bloodrazor after. You just have to figure out what will help you the most during that time.
Full Builds
Build #1: Full AS/On-Hit Damage
This is the standard full offense build. It will get you very close to the 2.5 attack speed cap, and has a lot of powerful on-hit effects: a total of 62+4% of the maximum HP as magic damage, and every fourth attack deals an additional 125+177=302 magic damage. You also have the
Build #2: Shredder
This is a build that works against tanky enemy teams, offering Magic resistance and Armor reduction, Magic penetration, %HP damage, as well as some extra burst and survivability from
Build #3: Tanky
This build sacrifices a lot of damage for survivability. You still have your importand on-hit effects, but not too much attack speed to back them up. You can however swap
-Note: If you consider an
Early Game Phase
Get your starting items, put a rank in
Pick A Card, and head down the lane. Start farming and play carefully, since your early game is quite weak.
You are now level 2, so get a point in
Stacked Deck. Now you can either use it for harassing every fourth attack, or make last hitting easier. If you have an aggressive jungler (e.g.
Shaco), you can easily get First Blood: wait for your
Stacked Deck to get ready, then get in the brush and load your Gold Card from
Pick A Card. When the card above your head disappears, walk back in the lane, and autoattack your opponent; this would do considerable burst damage, and with some summoner spells used (
Exhaust,
Ignite) and help from your teammates, it should lead to a kill.
When you have enough gold, go back and start buying your main items. If you have trouble with farming, get an early
Madred's Razors and leave it there, or upgrade it to a
Wriggle's Lantern if you have trouble with sustain as well.
You are now level 6. When you get your ultimate, it is time to pay extra attention to the map. When you see an ally in trouble, or an enemy low enough, get your Gold Card, teleport in and save the day.
Don't forget to call SS/MIA!
If multiple opponents are missing at the same time, you can use
Destiny to make sure you are in no danger. Better safe than sorry!
Mid Game Phase
Now ganks will be often from both teams, but keep your eyes open and your lane warded, and you should be safe.
You should have some items finished by now, and your
Stacked Deck starts to pack a punch. Farm as much as you can, either push your lane and go out for kills with
Destiny, or bait enemy ganks for multiple kills.
The first teamfights will also start to happen. Your role here is simple: Stun the most dangerous enemy, then proceed to throw cards at his/her face until he/she dies or retreats. Try to have your
Stacked Deck ready before the initiation, for some extra damage right from the start.
Time to start warding Dragon/Baron, since they are very importand objectives. You might even want to invest some money on
Vision Wards, if noone on your team gets them.
Late Game Phase
This is where you shine. With most of your build complete, your DPS is very high. Never, ever, EVER go out alone; always stick to your team. The respawn timers start to get very long, so a silly mistake could spiral out of control to a defeat.
If you suspect the enemies are trying to get baron, use
Destiny to make sure. Dont barge in and suicide however, launch an attack with your entire team there.
At teamfights, stun key targets (
Nunu,
Warwick,
Katarina etc) and focus the carries. You will still deal some AoE damage with
Ionic Spark and Red Card, while your primary target gets melted away from your DPS. Don't forget to use
Wild Cards to pop enemy spell shields (
Banshee's Veil,
Spell Shield,
Shroud of Darkness) to allow your casters do their part uninterupted. Don't forget to pop
Destiny as well, if there are stealth champions on the enemy team.
Don't forget to buy elixirs, at this order:
Elixir of Fortitude,
Elixir of Agility,
Elixir of Brilliance.
Keep farming and pushing, split push if you have a chance and are safe, and keep a constant eye on Dragon and Baron Nashor. Keep their respawn timers (6 and 7 minutes respectively), and make sure you have superior map awareness.
Laning
On-Hit
Twisted Fate is most fitting on the bottom lane.
He gets a lot of cheap, early damage (
Wit's End,
Ionic Spark,
Stacked Deck, etc) that gives him an advantage over the other AD carries that need high-price items (
The Bloodthirster,
Infinity Edge etc). Plus, not many carries have infinite mana return and stuns.
Lane Partners:
I tend to categorize supports by giving them 4 different attributes: Buffer, Sustain, CC, and Debuffer.
-Buffers are supports that enhance your basic stats (AD, AP, Armor, Movement Speed etc), so they are mostly offensive.
-Sustain means thet the support can either heal you or shield you from damage, allowing you to stay in the lane longer. Often defensive.
-CC means that the particular support has a lot of Crowd Control skills, easily setting up kills for you. Generally offensive.
-Debuffers are supports that lower a lot of enemy basic stats (AS, Movement Speed, Armor etc), giving you increased damage against your target. Also mostly offensive.
On to the supports themselves:
(They are written alphabetically and not in a list of best-to-worst.)
|
|
CC, Sustain Alistar in one of those supports that can totally wreck your opponent if played correctly. His massive CC capabilities with Downsides: high mana costs, may lose cs to |
|
|
CC The only reason Blitzcrank is played as a support is because he has so much ******* CC. Downsides: high damage may get your kill, high mana costs, no sustain |
|
|
Sustain She has a lot of sustain with a shield and a heal, and her speedup/slow is a neat bonus. However she is very underplayed, despite her awesome utility and beautiful skins (Sakura Karma ftw). With a Downsides: mana problems, |
|
|
CC, Buffer Same as Blitzcrank, Leona has an insane amount of CC. Her passive also gives you a huge damage boost, so once she lands Downsides: no sustain |
|
|
Buffer, Debuffer Nunu works great with TF, giving additional Attack and Movement Speed, and slowing the enemy all day long. His ultimate can be devestating in teamfights as well. Downsides: no sustain, needs some cs for |
|
|
Sustain, Buffer, Debuffer Almost immovable from lane, gives you HP and mana like crazy, and free armor and magic resist are never bad. Downsides: loooong cds. |
|
|
Sustain, Buffer, CC, Debuffer What a fabulous support. He gives extra armor with Downsides: needs to whack minions for his huge mana problems and lower heal CDs. |
Champions like
I haven't found the "perfect" support for TF, but among the best are
That's it for your allies in the bottom lane.
AD Carry matchups:
On-Hit TF has an advantage over AD carries. This is because he has very good early and mid game damage with
His other advantage is a stun. No other ranged AD carry has such a hard cc, and on such a low cooldown. If you land a stun first, you can pretty much win the fight.
Remember that TF's range is 525, smaller than most other AD carries. This hinders his harass a bit, but with proper use of the brush and help from supports you can still dominate the lane.
|
|
Range: 600 A lot of slows and a devestating ultimate, plus she has her own personal |
|
|
Range: 650 Cait has the longest base range of all champions at level 1. She also has a lot of damage with |
|
|
Range: 550 Another 550 range carry with no CC and incredibly squishy. However he has lots of damage and a blink, and his AS reduction isn't good news for you. |
|
|
Range: 525 Tankier than other AD carries thanks to |
|
|
Range: 500-710 Until he gets some points in |
|
|
Range: 500 Sivir has a LOT of mobility with her passive and ultimate, and her |
|
|
Range: 550-703 Trist has an insane AS boost ( |
|
|
Range: 550 Vayne has very high damage thanks to |
It is not a good idea to go mid, since he usually cannot cope with the much more powerful than him AP carries like
He can be a decent solo top, but he loses to the early-game beasts (
Conclusion
Thic concludes my
Twisted Fate guide, i hope you found it useful.
If you find any mistakes (typos, item-related, skill-related), leave a comment and i will fix it as soon as possible.
Constuctive criticism is always appreciated, i will try to adress any issues as soon as possible.
Many thanks to:
jhoijhoi and her guide on how to write a guide.
IceCreamy, for his guide on how to use columns
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup NA May
Registration Open
|
|
Dominate Dominion #58
Registration Open
|
|
Dominate TT #11
Registration Open
|
|
Dominate Dominion #57
Finished
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (36)




