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Twisted Fate Build Guide by Tesseractual

Fire Twisted Fate

Fire Twisted Fate

Updated on March 4, 2016
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League of Legends Build Guide Author Tesseractual Build Guide By Tesseractual 42,090 Views 0 Comments
42,090 Views 0 Comments League of Legends Build Guide Author Tesseractual Twisted Fate Build Guide By Tesseractual Updated on March 4, 2016
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

Twisted Fate was one of my first champions when I started playing League last year. He's been a faithful companion through my journey to level 30 and in ranked. I started playing him mid, but realized his AD potential after playing him bottom lane and eventually in the jungle. With the relatively new item Rapid Firecannon that gives his stun +150 range, TF is a god when it comes to kiting. In addition, his kit offers him a considerable amount of magic damage which makes itemizing against you difficult.

This build is definitely viable in ranked games (at least in gold) when your team is tanky enough, and offers a hybrid ADC with great wave clear, map presence, and hard CC.
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Strengths and Weaknesses


Strengths
    + Level 1 CC. You have invade potential and you can punish enemies for being in your jungle.
    + Relatively safe early game. Not many junglers can secure a kill on you if you stun them and run.
    + Ult counters common junglers like Shaco and Rengar
    + Decent dueling. Your stun can shut down 1 person for a decent amount of time, perfect if you're fighting just 1 enemy.
    + Hybrid. Tanks will find it hard to itemize against you.
    + Long-range stun and kiting potential
    + Semi-global teleport ult. You can split push in top lane then ult to your team in team fights or take dragon then teleport to contest baron. For ganks, you can bypass all enemy wards and get behind them.


Weaknesses
    - Difficult to pick up. Standing still while hitting jungle monsters will make you take a lot of damage you can't sustain.
    - Mediocre clear speed early game.
    - Dependent on runes for early-game sustain.
    - Unusual. Low-elo teammates might get mad at you.
    - Very dependent on
Pick A Card stun. This makes you very susceptible to getting hard countered.
    - No escape, although you can get out of awkward positions with
Destiny and get away from champions without hard CC.

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Runes and Masteries

Runes
Get as much efficient early game attack speed as you can. The other runes are optional although Greater Glyph of Magic Penetration helps you do more damage efficiently. 10% CDR glyphs are also decent for more stuns, but isn't a focus of this build.

Greater Seal of Armor makes each health point count for more making heals more efficient.

Masteries
Fervor of Battle is the main reason why we go down the Ferocity path. It synergizes well with attack speed and gets applied twice by devourer every 4th hit.

Feast is helpful for getting in an early gank and general sustain while Natural Talent offers multiple stats we can use.

Piercing Thoughts helps us late game when the majority of our damage comes is magic.

Savagry helps with te early-game clearing power we lack.
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Items

You might be wondering why this build is called Fire Twisted Fate. Many of the items in this build, as well as abilities, have a strong presence of the colors of fire (blue, red, yellow). Here are the items and why they work for this build:

Skirmisher's Sabre - Devourer is a great item because it'll make dueling almost anyone a sure thing. If you can survive an enemy's burst and get your Guinsoo's Rageblade and Fervor of Battle stacks, you'll quickly melt any enemy foolish enough to eat your stun. Stalker's Blade is another, team-oriented option that will provide more CC after your stun and help secure kills. A sated Enchantment: Devourer is absolutely crucial to Fire TF because it essentially increases his damage output by almost 25% since most of his damage comes from on-hit effects.

Rapid Firecannon is what makes AD TF so frikin awesome. It gives a decent AS and movement speed bonus but more importantly, it gives you +150 range on your stun when the charge is up. It helps you stun from a safer distance as well, improve your chase and kiting, and makes positioning easier.

After those first 2 essential items, you should start working on the following to further improve your damage output.

Berserker's Greaves - Furor These boots increase your movement speed and attack speed, both useful for getting more shots off. Enchantment: Furor is more useful for kiting than chasing, since people who you've caught up with get hard CC'd. With Fervor, you can pull off your 675 range stun then dodge or run away safely.

Statikk Shiv This item provides the same useful stats that Rapid Firecannon does and synergizes with it to give you more burst at long range.

Guinsoo's Rageblade When you finish this item, you will have officially hit late game Fire TF. With the high attack speed you have from runes, items, and Stacked Deck, you can get Rageblade stacks pretty fast. With the addition of Fervor of Battle , your attacks will pack a punch with both physical and magic damage.

With just 1 more spot in your inventory space, you should finish off your build with an item that compliments the kind of damage you do as well as fill in anything that's lacking. So far, we've built no defense and the only thing going for us in the survivability department is movement speed. At this point, anyone who can get through our stun (which is easy with a simple Quicksilver Sash) and stick to us can kill us pretty fast.

Consider buying one of these 2 defensive items:

Zhonya's Hourglass is a great item on squishies who can make use of the AP. It saves you from burst and offers some more damage to your kit.

Wit's End - the Black Cleaver for magic damage - is another great item because of the chunk of magic resist it gives and the stacking effect that synergizes with Guinsoo's Rageblade. The bonus 40 on-hit magic damage also works great with Enchantment - Devourer. If you're not as scared of burst and want to put event more pressure on the enemy's front-line tanks, get this item.

Finally, to top off your build, buy an Elixir of Sorcery. At the end of the day, you're still a mage. While the physical damage you output is respectable, it's dwarfed by your magic damage so the lifesteal from Elixir of Wrath won't be put to full use. Elixir of Sorcery gives you some AP, oh-so-sweet mana regen, and a bit of extra true damage.

If you still have some gold lying around, sell your Berserker's Greaves and get a Trinity Force. It offers better overall stats, spellblade, and a mini-furor.
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Abilities

Wild Cards Sadly, this long range ability that is the hallmark damage of AP Twisted Fates will be only useful for a bit of extra aoe for jungle camps or adding a little extra burst. Use this ability as a luxury.

Pick A Card is absolutely essential. The stun and slow help you take less damage against monsters via kiting and the blue card is great for mana sustain. Combined with the +150 range from a charged Rapid Firecannon, you can send out hard hitting hard CC from a safe distance. While more points in this ability increases the stun duration and damage, just 1 point in this ability gives you a huge boost in sustain and damage while subsequent upgrades don't. Also keep in mind that as you upgrade this ability, the mana cost increases. Early game, you can do without the blue buff but late game, mana will be a problem if you don't sustain with blue card.


Stacked Deck is another crucial ability to Fire TF. The extra damage is decent and gets triggered a lot with the high attack speed of this build, and the attack speed buff helps you throughout the game, especially early on when you need more damage to clear the jungle. Max this first.

Destiny is great for ganking, split pushing, and map awareness. In mid lane, you still have to be missing to use Destiny effectively on another lane because of the 5500 range but in the jungle, you're almost always missing and can bypass wards to catch the enemy off guard.
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Jungling

A key part of killing jungle monsters with this build is CC. Every moment the monster is stunned or out of range is time you don't take damage from it. For this reason, start Krugs and clear red and chickens to reach level 3. Crest of Cinders from red will help you pull off a gank at level 3 as well as well as clear faster. At level 3, you will have all 3 abilities for a decent amount of burst damage, as well as a stun for your laner to dish some damage and apply any CC they can. Health pots and Feast will help you maintain health for the gank.

If you don't find an opportunity to gank, continue on to the other side of your jungle and continue farming for Skirmisher's Blade. After that, keep farming and ganking when you can. Continue building the essential items and help your team out as much as possible. Always keep in mind that while getting fed is nice, it's not your job.

Keep in mind that since we're not taking any lifesteal as we're going for hybrid damage, soloing dragon usually won't be viable.
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Thanks for reading!

I hope you have as much fun with this build as I did, and improve on it in any way you can (just leave a comment for me to get it into the guide).

Here's a video with commentary for this build: https://www.youtube.com/watch?v=8qGDqR089yg&feature=youtu.be.
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League of Legends Build Guide Author Tesseractual
Tesseractual Twisted Fate Guide
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