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Spells:
Flash
Ignite
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Introduction
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.
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Pros:
+Huge late-game DPS. +Mixed damage (physical/magical) +A lot of versatility with Pick A Card +Able to teleport at a very long distance +Built-in gold boost +Map awareness & stealth detction from Destiny |
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Cons:
-Weak early game -Longish CD on his ultimate -Suscptible to CC (Blinds cripple him) - Wild Cards are kind of useless with this build -Enemies are warned when you use Pick A Card or Destiny |
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.
Greater Mark of Magic Penetration for the magic penetration, useful for all the on-hit effects. |
Greater Seal of Armor for the increased armor, giving you some defense. These are probably the best seals you can buy. |
Greater Glyph of Scaling Magic Resist for the increased magic resist, used in conjunction with the armor seals to somewhat fix your squishyness issues. |
With these Quintessences, our marks, and Sunder , our armor penetration and magic penetration are at about 10 and 12 flat respectively, plus 10% from masteries; not a bad amount at all. |
Again, these are the options i find most effective; if you have an alternative, i will be happy to hear it!
An amazing all-around spell, gives that extra bit of damage, as well as healing reduction. Works miracles against Swain, Dr. Mundo, Vladimir etc, and overall adds to your DPS. |
I think that Ghost is a very good choice for on-hit TF, giving him amazing mobility along with Flash and Destiny for easy escapes, and the ability to stick to targets no matter how much they run away. |
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 Destiny! It doesn't matter. Teleport allows you to jump around in the map getting back in the lane, split pushing, and getting in teamfights if your ultimate is down. |
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 Stacked Deck to hit harder. |
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 Flash is a much better safety spell. |
Any other spell has no use on Twisted Fate.
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 Yorick's ghouls that normally give no gold.
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 Banshee's Veils and generally magic shields ( Hexdrinker, Black Shield etc) for your casters. Don't use it on Dragon or Baron, as enemies on the other side of the wall will notice.
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 Wild Cards, if you choose to).
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.
Pick A Card will always follow a set rotation: Blue Card, then Red Card, then Gold Card. You need to memorize this, as it will help you pick your option faster. The sequence can begin from any card, and is irrelevant to what your last pick was.
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 Pick A Card spamming and Destiny usage, and along with masteries and Blue Buff you are at 39% CDR. The third, and most importand aspect however, is the increased damage. Every fourth attack will be a mini-nuke, and since we max this first, it will deal a whole lot of damage to opponents early on. Late game, due to our massive attack speed, this will be applied about once every 2 seconds.
Remeber that you do not gain stacks by attacking structures, and the bonus damage isn't applied as well.
When Stacked Deck is ready, TF chuckles, and you see cards floating around him. Note that the enemies see that too.
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 Akali, Talon, Wukong etc in teamfights. A very importand thing to note is that it can pop enemy Banshee's Veils, but that means that they won't become visible.
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 Pick A Card, and you are advised to do so, in order to instantly have a stun or slow ready when you arrive in the middle of the battle.
Be extra careful when there is an enemy Nocturne. His Paranoia completely blocks your vision, so you might just teleport in a group of enemies and give them a free kill.
I start with these 95% of the time. It gives me good mobility for harassing with Pick A Card and avoiding skillshots ( Mystic Shot, Piltover Peacemaker, etc). Start with 3 Health Potions, Mana pots are not needed since you have Blue Card. |
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. |
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 Stacked Deck. This gives you a very strong burst every few seconds that is too much to handle this early in the game, and also makes farming a lot easier. Make sure that when you buy it, your Stacked Deck count is at zero, in order to get both effects to proc on the same autoattack for extra burst. |
Whether you upgrade it to a Frozen Mallet or a Trinity Force, this item is worth it. It gives HP, a little bit of AD, and most importantly, a 25% chance to slow your opponent. |
Boots, of course. You can pick out of 4:
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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 Pick A Card, as well as to your overall DPS, since you can use Wild Cards often to proc it. |
Good damage and attack speed, and the passive helps against people like Malphite and Rammus. Take this if the enemy team is very tanky. |
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 Dr. Mundo in the jungle, Vladimir top, and Swain mid, not taking it would be a crime. Too bad it doesn't upgrade to anything :( hopefully Riot will do something similar to Hexdrinker with this guy. |
Gives some good stats, you should only take this as your last item for sustain. You will heal from autoattacks and Stacked Deck, making you more sustained in teamfights. The active can also be useful if you don't have Phage, or if you miss your Red Card or Gold Card. It is however too expensive, so you may be hesitant about buying it. |
Much more fitting to hybrid TF, but you do benefit from the AD, attack speed, and AP for more damage on Stacked Deck. |
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 ( Ahri, Olaf, Ignites). |
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 ( Nether Grasp, Infinite Duress, Impale), DoTs ( Torment, Malefic Visions, Ignite etc), and other debuffs (AS reduction, Armor + MRes reduction, Grevious Wound, etc). |
This is your final resort when assasins and casters burst you down in fractions of a second (i'm looking at you, Talon, LeBlanc, and the likes). With good defensive bonuses and the passive, you shouldn't die as often. Remember however that it has a looong cooldown time, 5 whole minutes. |
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 Banshee's Veil over this though. |
Enemy Tryndamere is giving you a hard time? 5 AD carries on the opponent's team? Not a problem anymore. Thornmail, with 100 armor and a fantastic passive, will make them think again before attacking you. And Frozen Heart, with 99 armor and an aura that reduces their attack speed by a whole lot (20%!), will make them cry, while at the same time it gives you extra mana and CDR for more Pick A Card spam! |
-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. 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 & Willump, 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.
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 Sheen proc, and a chance to slow your target. It has decent resistances, but lacks HP, so play carefully.
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 Trinity Force and Ionic Spark.
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 Guardian Angel with something else, if you are not having too much trouble.
-Note: If you consider an Atma's Impaler instead of Guardian Angel, know that it will give you aproximately 40 damage.
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!
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.
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 & Willump, 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.
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 ( 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 Headbutt can get you easy early kills while the opponent stays stunned inside your territory with Pulverize and Gold Card. He also has a good heal in a low CD, so you shouldn't have any HP problems. Downsides: high mana costs, may lose cs to Trample. |
CC The only reason Blitzcrank is played as a support is because he has so much ******* CC. Rocket Grab is usually enough to set up and secure a kill, but when he adds Power Fist and Static Field to the mix, it gets oh so deadly. A very offensive lane, he will get your team a lot of kills. 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 Karma, if you get in lane, you stay in lane. Downsides: mana problems, Mantra dependant |
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 Zenith Blade your opponent won't have much of a chance. She is also naturally tanky thanks to Eclipse, and has low CDs all around. 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 Consume and Visionary |
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 Shatter,and AD and AP with his ultimate; he also has a heal on a low CD, and an AoE armor debuff, as well as a reliable stun. Downsides: needs to whack minions for his huge mana problems and lower heal CDs. |
Champions like Lux, Zilean, Kayle and Nidalee aren't covered, since you won't see them much in a support role.
I haven't found the "perfect" support for TF, but among the best are Janna, Alistar, Leona, and Nunu & Willump.
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 Stacked Deck and some attack speed, while standard AD carries need expensive items to reach their full potential ) Infinity Edge, Bloodthirster etc).
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 Loaded Dice and mini-ward ( Hawkshot). However, she lacks defense and escape mechanisms, and really needs items to do damage. |
Range: 650 Cait has the longest base range of all champions at level 1. She also has a lot of damage with Headshot and Piltover Peacemaker, and an easy escape with 90 Caliber Net. Her traps are also very dangerous, so she can easily zone and harass you. However, she can easily run out of mana, and you can just walk around Yordle Snap Trap to avoid it. |
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 True Grit and a lot of early damage with Buckshot. Smoke Screen can hurt you bad, and he also has a dash to escape/catch up. However, he doesn't have much in terms of CC, and is slow both ms- and as-wise. |
Range: 500-710 Until he gets some points in Bio-Arcane Barrage, his range is smaller than yours. He is also very squishy, and his only CC is a linear, easily avoided skillshot. However, he gets crazy strong late game with high AS, % damage, and insane poking capability from Living Artillery. Also beware of the little surprise after his death. |
Range: 500 Sivir has a LOT of mobility with her passive and ultimate, and her Spell Shield is just a pain in the *** when you want to land a stun. Get an early point in Wild Cards to pop it, and harass her a lot since she is squishy. |
Range: 550-703 Trist has an insane AS boost ( Rapid Fire), the largest base range at level 18, a dash ( Rocket Jump behaves like a dash, not a blink), a knockback ( Buster Shot), and Grevious Wound. Overall one of the strongest carries you will find, her weaknesses are a weak early game (so abuse her then), a low mana pool, and general squishyness. Gold Card is her nightmare. |
Range: 550 Vayne has very high damage thanks to Silver Bolts, as well as a knockback/potential stun. She also has very high mobility with Night Hunter, Tumble and Final Hour. However, she has no AoE, is easily zoned, and Destiny counters her short invisibility. |
It is not a good idea to go mid, since he usually cannot cope with the much more powerful than him AP carries like Malzahar, Ahri, Cassiopeia etc. If you want to go mid, don't build him on-hit, build him full AP or AP-AS.
He can be a decent solo top, but he loses to the early-game beasts ( Garen, Renekton etc). However, he is good against others, thanks to the decent survivability the on-hit build offers, along with the shredding effects ( Black Cleaver, Malady, Madred's Bloodrazor).
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
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