Twisted Fate Build Guide by tylerpulsifer
Mastery Tree Is Outdated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.
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
+ // 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.
- // Squishy.
- // Requires a lot of farm.
- // Short Attack Range.
- // Squishy.
- // Hybrid DPS easily Countered.
- // Squishy.
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.
- 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?"
"What is the point of using 1 Greater Glyph of Ability Power?"
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
Teleport: I almost always take Teleport on Twisted Fate, The combination of this spell and his Gate literally allows TF to almost be in two places at once!.
Flash: Flash is my second spell 100% of the time. This spell is basically a get out of jail free card, only from death.
Ignite: Sometimes I will take Ignite instead of Teleport, it is very rarely but sometimes the added Damage is nice. It all depends on your personal play style.
Ghost or Exhaust
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 Twisted Fate, the proper use and timing of your Pick A Card is crucial to playing TF successfully. Most of your time will be spent picking the correct card. The cards follow the order: Blue, Red, Gold,Blue, Red, Gold etc. All good TF players should know this by heart and every shuffle is a test to picking the right card faster. Remember, Pick a Card will convert your basic attack into magic damage, but on-hit effects from Sheen and Lich Bane are not affected.
Stacked Deck - Passive: Every 4 attacks, Twisted Fate deals an additional 55/80/105/130/155 (+0.4 per Ability Power) magic 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%.
This ability isn't really that useful until after you get Sword of the Divine but after that, you're good to go. Every fourth attack is like a miniature bomb. Remember, it does not work on turrets.
Destiny - Twisted Fate predicts the fortunes of his foes, revealing all enemy champions and enabling the use of Gate.
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.
I like to start off by getting Pick A Card but after that I always max Wild Cards first in order to get the most out of my harassing and farming. A grab one Stacked Deck at level 4 but don't really touch it again until Late Game.
Also, Obviously get Destiny every time its available. (Levels 6/11/16)
I always start the game off with a Doran's Ring for that starting Mana Regen and AP.
Depending on how the game is going, I may recall and grab my Boots of Speed pretty early or sometimes I just stick in lane until I have enough to buy Sheen and I just buy boots later.
After that I build my boots into Sorcerer's Shoes and head back to lane.
I then buy a Blasting Wand and then follow up by building it into a Rabadon's Deathcap and after that, I build my Sheen into a Lich Bane.
After the AP fun is over I build a Sword of the Divine to give me some Attack Speed and a new passive to help out with Stacked Deck.
I then finish the build up with a Guinsoo's Rageblade for some more AS and AP and a Banshee's Veil for some protection.
If the enemy is aggressive, save Pick A Card for stunning with your Gold Card.
Don't start really harassing with Wild Cards until they are level 2.
Try to play conservatively until you have a Sheen.
If you anticipate a chance to harass with Pick A Card, make sure to build up Stacked Deck as well.
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
With high AP, Wild Cards is a long-range poke that will make enemies fall back like any other skill shot, and Gold Card will do damage on top of a stun, making that 1 second combo much more intimidating.
Try to grab Blue Buff whenever you get a chance, the reduced cool downs make it much easier to throw some Gold Cards.
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.
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.
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.
Use your Teleport to:
Push Another Tower: Say the enemies fell back, you realize you don't need to use Destiny to find out where they went. Teleport to the opposite (top/bottom) lane and start the to push again.
Support your team: If the enemies initiate and you're not close to taking a turret, use Teleport to let your allies know, Gold Card stun is there whenever they may need it.
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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