Twisted Fate Build Guide by Sevresth
| Health | 2114.96 |
| Health Regen | 15.3 |
| Mana | 886 |
| Mana Regen | 9.4 |
| Armor | 118.85 |
| Magic Resist | 72.06 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 310.81 |
| Attack Speed | 99.207 |
| Crit Chance | 65%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| 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Mastery Tree Is Outdated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
Introduction
Twisted Fate is one of my favorite champions to play because he's really fun and because he can fill so many different roles.
So, here are the different ways that I build
Twisted Fate.
In this guide I primarily focus on 5 distinct builds:
The first one is a Physical Damage Build, getting AD really high and combining it with a high critical chance. This allows for a very quick DPS style of gameplay that lets you quickly melt through health and easily bring down towers in case backdooring is needed. I generally take this build when we need an AD carry on the team or if I feel like playing a guerilla style of game; using
The Second Build is centered around Magic based damage. This is really good for when you either need another AP DPS champion on the team or if you enjoy stepping out of the bush from nowhere, bursting down your opponent before they have time to react, and then walking away.
The Third Build is a Hybrid Build. This is good if you see the enemy team and notice that they have a pretty tanky team. This works well against tanks because to be an effective tank, they have to mitigate damage, and if they have to build up both armor and magic resistance, than they have less gold for other items like lifesteal/spell vamp or damage. Likewise, if they don't build against both, than you can demolish them with both sets of damage. It's also a great build if you enjoy the playstyle of AD casters like
The Fourth Build is an On-Hit Build and is my personal favorite. This focuses around Attack Speed and applying extra effects off of your basic attacks. This is great for players who enjoy the feeling of being a machine gun for cards.
The Fifth Build is a Jungle Twisted Fate Build. Why would
My First Build: AD Twisted Fate
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Scaling Health 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Attack Speed 3 |
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I take this because I like the map control that this gives in conjunction with gate. It lets you quickly get to towers to backdoor, and makes it much less costly to use still have the ability to quickly move around the map when you need to. |
space[/space] |
This is the ultimate 'GTFO!!' card. It's great for getting away from ganks or getting that extra distance to finish off the opponent. |
AD Items
My Second Build: AP Twisted Fate
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Scaling Health 9 |
Greater Glyph of Cooldown Reduction 9 |
Greater Quintessence of Magic Penetration 3 |
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I take this for 2 reasons: The first is because it has one of the greatest utility capabilities in the game, being able to slow for a getaway or to finish a kill, or weaken the enemy so that in a dueling/1v1 scenario, you have the upper hand by a significant portion. Definitely one of my favorites |
This is probably the most useful spell in the game. It is the ultimate 'GTFO!!' card and for |
AP Items
My Third Build: Hybrid Twisted Fate
| Runes | |||||||||||||||
Greater Mark of Hybrid Penetration 9 |
Greater Seal of Scaling Health 9 |
Greater Glyph of Cooldown Reduction 9 |
Greater Quintessence of Hybrid Penetration 3 |
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This is by far the best summoner spell for hybrids EVER!! It increases your attack speed, reducing the time you have to wait to apply your massive AD and it boosts you AP, making your |
The best 'GTFO!!' ability in the game. Its utility is also very diverse since you can use it hop walls for ganks (and for getaways) or to get in close to pop off you |
Hybrid Items
My Fourth Build: On-Hit Twisted Fate
| Runes | |||||||||||||||
Greater Mark of Hybrid Penetration 9 |
Greater Seal of Attack Speed 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Attack Speed 3 |
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This adds a lot extra to your DPS and makes getting those early game kills and dueling a little easier before you get a hold of your |
Best summoner spell in the game; lets you get away, lets you catch up. Perfect all around. |
On-Hit Items
My Fifth Build: Jungle Twisted Fate
| Runes | |||||||||||||||
Greater Mark of Attack Speed 9 |
Greater Seal of Armor 9 |
Greater Glyph of Attack Speed 9 |
Greater Quintessence of Armor Penetration 3 |
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This is a mandatory jungling summoner spell; especially on |
The most useful summoner spell in the game; just take it. Trust me. |
Jungle Items
How to Jungle with Twisted Fate
So, while I have run this a few times, it's far from perfect (I'm not that great at jungling) however, I have figured out all of this and it works for the most part. That being said, I am more than open to suggestions as to better routes or strategies.
This is a video that I found on youtube when I was first trying to figure out a route and skill order. My route is similar to this; however it has been changed slightly to adjust to the jungle update that gives you less experience and gold. But, it pretty accurately shows that
To start, I go to the wraith camp and
Summary of route:
*Wraiths
*Wolves
*Wraiths
*Lesser Golems
*Recall
*Red Buff
*Wraiths
*Recall
*Blue Buff
*Wolves
*Wraiths
*Lesser Golems
*Wolves
*Wraiths
*Lesser Golems
Tips & Tricks
- Using
Pick A Card/Gold Card first makes landing
Wild Cards much easier.
- When you use
Destiny, land in behind and slightly off to the side of the lane or in the bushes. Whenever opponents see the little eye over their heads, their first reaction is to run, so if you are behind them, than they run towards you.
- Using
Pick A Card/Red Card followed by
Wild Cards lets you clear minion waves VERY quickly
- Minion AI makes them line up, for instance, they come down the lane in single file and when they set up to attack, there's one horizontal line of caster minions, and one horizontal line of melee minions; which makes hitting them with
Wild Cards very easy; just get in the line and let it rip!
Pick A Card has a set rotation; Blue Card, Red Card, and then Gold Card. However the color that the roulette starts on is different every time that you use the ability. But, as long as you know what the starting card is, you have a general idea of when to stop the roulette to get the card that you want.
Pick A Card applies extra damage to towers and the effects apply (with the exception of Gold Card). So, if there's an opponent who's tower hugging directly behind, launch a Red Card at the tower to hit them or a Blue Card to refill your mana.
- Likewise, during the laning phase, you can use
Pick A Card/Red Card and use it on a minion to hit the enemy who's trying to stay out of range behind the minion line.
- Use
Pick A Card/Gold Card before you use
Destiny so that when you land, all you have to do is attack the champion to apply the CC.
- A lot of people will see you pull up the roulette for
Pick A Card and run. So, to help you pull off that hit, go ahead and activate the roulette and run toward the enemy champion (this will make them run) don't lock in your choice, instead, hit minions a few times to continue your last hits. If they don't come back, return just before the roulette runs out and consider that a valuable zoning tactic. If they do try and get aggressive, quickly lock in Gold Card and tag them with it and punish them for thinking that they can take you on. It takes a little practice to make it convincing, but if you can get good at it, than it'll work against just about any opponent regardless of skill level.
- If you're going mid against a squishy opponent and started with a
Doran's Blade, walk around and hide in the strip of bush at the top of the lane. Then wait. The other guy will come out with the first minion wave. After they have cleared the first wave of your minions or they are half way down the lane, lock in Gold Card and nail them with it and proceed to auto attack them. This will either get them to use
Flash very early in the game to escape your assault and then force them to b, giving you lots of time with their minions and tower, or it will give you First Blood.
- Under the current meta, it is common for an AP
Twisted Fate to go mid and an AD or On-Hit
Twisted Fate to take the bottom lane with a support. Hybrid can take either mid or bot, however whichever one you decide on tends to dictate which stat to focus on during the early game.
- A really easy pester early game is to use
Stacked Deck. Stand back just last hit minions and each time you attack, count. Once you get to 2, walk a little closer to the enemy champion and hit a minion nearby and quickly launch another card at the champion. This will trigger
Stacked Deck and deal damage; it's also hard for the enemy to keep up with because there's a brief delay between when the cards start swirling around you and when the proc for
Stacked Deck actually becomes available; meaning that it's really hard for the enemy to keep up with unless they are constantly watching you and counting your cards (which is illegal in almost any city).
If there's any that I missed or any that you want to add, leave a comment below and I'll be sure to add it!!!
Conclusion
Twisted Fate is a really fun champion who is capable of filling many different roles, making him a viable choice on any team.
But he is also a little difficult to master, so don't get discouraged if you aren't pulling off massive KD spreads right away; give it some time, practice, and hang in there because he's a champion who is worth learning how to play.
Thanks for reading this guide! Leave any comments, questions, or suggestions below and I'll work to get back to you as soon as I can.
gl and hf 8D
Credits
- Thanks to Brackley for the video!
- Special thanks to Jhoijhoi for the organization ideas and information on how to do it!!
- Thanks to Bugsydor for pointing out an error with my Hybrid rune setup
Change Log
- 12/15- Build is published!!!
- 12/23- Made a change to the Hybrid Overview regarding rune setup and translated the change to the appropiate rune section of the Hybrid chapter. Change regarded changing
Greater Glyph of Cooldown Reduction to
Greater Glyph of Scaling Ability Power.
- 1/22- Replaced
Sword of the Divine with
Ionic Spark in the on-hit build due to
Sword of the Divine being removed from the game along with the dodge stat.
- 2/5- Replaced
Zeke's Herald with
The Bloodthirster in the on-hit section to account for the change in its purpose.
- 2/16- Fixed
Madred's Razors in the How to Jungle Section so that it shows the picture
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