Twisted Fate Build Guide by tylerpulsifer
Champion Build: Twisted Fate
| Health | 2616 |
| Health Regen | 17.02 |
| Mana | 1636 |
| Mana Regen | 14.45 |
| Armor | 68.85 |
| Magic Resist | 75 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 135.81 |
| Attack Speed | 81.007 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 347.54 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 26.85 |
| 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Mastery Tree Is Outdated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
A Quick Hello!
Hey there, Tyler here. I go by "PacoIsANinja" on the Fields of Justice.
Welcome to my very first guide ever. Where my writing skills are lacking, I make up for with the love I put into this guide. :)
I look forward to hearing some constructive criticism on my writing and hopefully improving it in the future.
Introduction to Hybridish Utility Twisted Fate
Twisted Fate is the Ultimate Utility.
As a Utility
Twisted Fate, you are very dependent on your team.
If you do have a good team you can definitely carry your team, not by killing enemy champs, but by farming all the minions, taking down those pesky towers, and messing with your enemy mentally. As long as you do not get overconfident or cocky, you'll always see the enemy coming.
This
Twisted Fate build is mostly AP, with a few AS items thrown in.
I've always enjoyed playing AP
Twisted Fate much more than AD/DPS
Twisted Fate, but I always felt like something was missing. After experimenting with some new items, I came up with this build, and it's worked pretty well so far.
A Word to the Wise, Twisted Fate is best playing in a Pre-made game. In my experiences, Solo Queuing as Utility
Twisted Fate usually doesn't end too well.
Hybrid Twisted Fate Pros and Cons
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Pros
+ // Fairly Good Nuke Mid/Late Game + // Hybridness allows full use of Stacked Deck + // Balances DPS and Burst + // Great Farming and Harassing + // Gold Card is pretty useful. |
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Cons
- // Squishy. - // Requires a lot of farm. - // Short Attack Range. - // Squishy. - // Hybrid DPS easily Countered. - // Squishy. |
Masteries
Now, in all honesty, These masteries probably aren't the best. I've only played one game with this new Mastery Setup so far and I need to get used to it. Expect an update in the very near future. For now, this is the Mastery setup I am running.
It is pretty much a basic 9/0/21 set up focusing on AP and Cooldown Reduction.
Dem Runes
- 2x
Greater Quintessence of Magic Penetration: // Pretty self-explanatory really, Gotta have that Magic Pen.
- 1x
Greater Quintessence of Health: // This little bump of health has saved me so many times, I've truly lost count.
- 9x
Greater Mark of Magic Penetration: // Same as the quint, AP + Magic Pen = <3
- 9x
Greater Glyph of Scaling Ability Power: // Gonna have that added AP if you are going to play AP TF.
- 5x greater seal of Replenishment: // The combo of proper Blue Card throws and these Mana per 5 runes, you'll never be out of mana.
- 4x greater seal of vigor: // This little bit of HP/5 runes are really nice for a Squishy champ like
Twisted Fate
Now, I know I am going to hear some **** about this set up. I can just hear the comments now.
"Why are you using so many different runes?"
or
"What is the point of using 1
And the only real answer I can come up with is, because I want to. It's how I build my rune page, if you want to do it differently, be my guest.
Summoner Spells of Choice
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Twisted Fate's Abilities
Loaded Dice - Twisted Fate and his allies receive an additional 2 gold per kill.
Second Sight is an interesting passive. It is definitely very useful to the entire team, an Extra 2 gold per kill could be the difference between winning and losing. A lot of the people I usually play with love my passive because of all the free gold they get.
Wild Cards - Twisted Fate throws three cards that deal 60/110/160/210/260 (+0.65 per ability power) magic damage to each enemy unit they pass through.
The Wild Cards go out in a cone and go straight through everything they hit. With a good range and a decent AP ratio, this skill is great for harassing and farming.
Pick A Card - Twisted Fate chooses a magic card from his deck, and uses that for his next attack, causing bonus effects. Cast once to shuffle the deck and again to choose your card, enhancing your next attack.
Red Card deals 30/45/60/75/90 (+1.0 per attack damage) (+0.4 per ability power) magic damage to all units around the target and slows their movement speeds by 30/35/40/45/50%.
Gold Card deals 15/22.5/30/37.5/45 (+1.0 per attack damage) (+0.4 per ability power) magic damage and stuns for 1/1.25/1.5/1.75/2 seconds.
This right here is the main test while playing
This ability isn't really that useful until after you get
Reveals all enemy champions (including stealthed champions) for 6/8/10 seconds.
While Destiny is active, Twisted Fate can teleport with Gate (5500 range)
This used to be much nicer before the nerf. Oh how I miss the days of Global gate. Although it's not as amazing as it used to be, Destiny is still great for finding out where the enemy is and even with the 5500 range, Gate is still pretty useful for ganking and backdooring.
Ability Sequence
I like to start off by getting
Also, Obviously get
Item Build
I always start the game off with a
Depending on how the game is going, I may recall and grab my
After that I build my boots into
I then buy a
After the AP fun is over I build a
I then finish the build up with a
Early/Mid Game
Level 1-6:
If the enemy is aggressive, save
Don't start really harassing with
Try to play conservatively until you have a
If you anticipate a chance to harass with
Level 6-11: Ganking Time
Head back to lane and farm casually, conserving your mana
Watch your mini map and take note of how much the other two lanes are pushing.
If you stop an enemy ready to be ganked; get your allies to initiate, run down river until half way to Baron/Dragon, load a Gold Card, activate Destiny and proceed to Gate in.
Late Game/Team Fights
Level 12~18:
With high AP,
Try to grab Blue Buff whenever you get a chance, the reduced cool downs make it much easier to throw some Gold Cards.
Solo-Pushing
Note: Solo-Pushing does not equal Backdooring.
This right here is where Utility
Twisted Fate get fun.
Normally by late game, the enemy team will all group up and push mid like a punch of teenage girls at a Justin Beiber concert. This is when we go to work.
The Solo-Push:
Make your way to either side lane and proceed to farm minion waves and push down their tower. Always keep one eye on the mini-map to watch out for some tricky enemy who might try and get you.
The Escape:
Wait a few seconds, and then hit
Destiny. Use this time to check the map and find the locations of all of the enemies. Then, Gate to either a group of allies or to your Jungle in order to escape.
The Teleport:
Use your
Teleport to:
Push Another Tower: Say the enemies fell back, you realize you don't need to use
Support your team: If the enemies initiate and you're not close to taking a turret, use
Summary
Remember,
Destiny keeps you one step ahead. One extra step can be easily turned around by enemies with
Teleport, and smart players in general.
Teleport puts you up to two steps ahead of the game. Only another
Twisted Fate could contest.
I hope this guide was helpful. If you see anything that could use some improvement, please feel free to leave a comment.
Whats a Guide without some Proof Pictures


Feel free to post your own pictures from using this build, I'll add them here.
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