Twisted Fate Build Guide by Kappash
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Twisted Fate Build
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
I don't recommend playing TF if you can't get the cards down properly. Missing yellow cards in team fights is essential and very unforgiving. Personally I could draw the cards I needed properly the second game I played him and improved since then. You should be able to draw at least the card you want that pops up second. If you're truly a pro take them even if it's the first in it's sequence. You can either practice it I think that if it doesn't work for you within the first 3-4 games you should probably not play Twisted Faith.
Pros / Cons
- Great range with Wild Cards gives you a good poke;
- Can (split) push quite nicely;
- Potential to gank the jungler til midgame after you get your ultimate;
- 2s stuns every 5-8 seconds in team fights.
- Extremely squishy, needs good positioning;
- Need to be able to pull off drawing the right cards, especially in team fights.
After the ultimate nerf I don't pick Twisted Faith very often as IMO there are generally speaking better picks now.
If you wish to play him anyway, play him like a standard AP carry either solo mid or solo top.
Receiving ganks from your junglers can be made easy with your golden card combined with a flash, followed up by some CC by him to swipe him away!
The Marks are standard for any AP carry and cannot be switched out.
For Seals I take MP5 over others just because the rest isn't all that useful and it let's you use a few more stun cards over blue's in the lane phase.
Good alternatives are: Armor, HP or even AP(/Lvl).
Glyphs, I prefer to take AP/Level over flat AP because in the lane you don't need it the first few levels as much as at 7+. Flat AP will do just fine either way.
And finally for quintessence's I take magic penetration over flat AP because the few last mpen matters the most %-wise. (Along with your sorcerer's boots you'll have 30+ 15% mpen to kill squishies easier in your mid game before they get a Negatron Cloak.)
Once again, flat AP would do fine too as well as flat HP. I don't recommend the 'per level' runes because they scale less good than most primary basic runes.
I take 9/0/21 and I don't really see what else you'd build on any AP carry.
I don't think I have to explain the offensive masteries, you obviously just want the spell pen and take whatever is best when getting there.
Moving onto the utility tree:
Good hands over Perseverance
Awareness over Expanded Mind: The exp helps gaining lane dominance and Expanded has no use on TF.
Greed and Meditation over Utility Mastery and Improved Clarity: Because you generally shouldn't need mana, thus no blue. Let alone red. Clarity you will never be taking so it can be taken out too.
Movement speed and improved flash, great!
The last 5 points fit nicely into extra CDR and improved teleport to get to your last point in the end mastery.
Your first priority is maxing wild cards as it's your main source of damage, taking a point in W at level one makes you able to join team fights as well as spam it at level 1 for farming purposes.
Flash is mandatory for almost every champion and includes TF.
Teleport is my second choice as ghost I find less appealing and ignite has a much shorter range than your Wild Cards and you usually want to stay in a safe position.
Teleport is great for saving towers, joining team fights and (split) pushing.
Alternatives to Teleport:
Tips & Tricks
Try to pull a card if you know you will use it soon.
(when you forsee a gank, before you ulti in)
Use your ulti to reveal stealthed enemies.
Farm passively with blue cards while throwing wild cards at your enemy. I recommend not harassing so much until level 3 or 5 so they finally do some damage. You can try and stun them, throw wild cards and walk back behind your minions to do some extra poke. Keep in mind that landing blue cards can be better than golden once as the base damage is significantly higher. You'll notice especially in your early game. From level 7, if not 9 you should be able to kill a row of (caster) minions with just 1 wild card but be aware of pushing too much if you have not warded enough.
Fun and dynamic champion to play, viable in higher ELO's although he's pretty crippled because of the last nerf to his ultimate. Requires good positioning and card pulling though!
In my opinion he's one of the most fun champions to play and good at what he does best.
I wish you all good luck and most importantly fun while playing this champ, hopefully this build will help you with it. ;)