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Twisted Fate Build Guide by Sevresth

Full House

Full House

Updated on October 28, 2012
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League of Legends Build Guide Author Sevresth Build Guide By Sevresth 25 3 108,909 Views 19 Comments
25 3 108,909 Views 19 Comments League of Legends Build Guide Author Sevresth Twisted Fate Build Guide By Sevresth Updated on October 28, 2012
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Choose Champion Build:

  • LoL Champion: Twisted Fate
  • LoL Champion: Twisted Fate
  • LoL Champion: Twisted Fate
  • LoL Champion: Twisted Fate
  • LoL Champion: Twisted Fate

Spells:

LoL Summoner Spell: Teleport

Teleport

LoL Summoner Spell: Flash

Flash

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 Teleport to get next to a tower, quickly kill it, then Destiny out again.

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 Wukong or Pantheon

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 Twisted Fate jungle? Well, with Pick A Card, he has the capability to gank at level 1, Loaded Dice gives him an extra 2 gold after every kill, and his Destiny lets him check on enemy junglers as well as make effective ganks from across the map; giving him a lot of gold income and quick, diverse forms of ganking potential.
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My First Build: AD Twisted Fate

Runes
This setup lets makes last hitting a little easier because of the increased attack speed as well as making me a little bit more durable thanks to the Greater Glyph of Magic Resist. This durability lasts into the late game because of the greater seal of vitality and I keep my damage as high as I can throughout the game because of greater mark of desolation



Masteries
I focus most of my mastery points around the offensive tree; taking any increase to physical damage that I could and maxing out Sorcery so that my Destiny is up more often. I also make sure to take a point in Summoner's Insight so that I get the improved Teleport and Flash. I neglect the defensive tree because as a carry, the biggest contribution that you can make to your team is damage. That, and there isn't really a bonus in the defensive tree that really makes up for your squishiness. As for the utility tree, this build doesn't focus as much on abilities, so the cooldowns are not as high a priority as for the AP guide
.



Skill Sequence
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I start the game with Pick A Card so that I immediately have the utility and damage, ranking it again through rank 3 in between getting each of the other skills. After that, I prioritize Stacked Deck for the increase to attack speed increase and finish ranking up Pick A Card next. I leave Wild Cards until the end because I don't rank up my AP at all. Always get Destiny when it's up



Summoner Spells


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 Destiny because you
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.
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AD Items

Early Game
I start the game with Doran's Blade because it gives me a bit of early game health to help with my survivability. Don't be afraid to stack Doran's Blade if you're feeling pressured. I just about always get Berserker's Greaves for the attack speed bonus. For a ranged AD, your attack speed is like the cooldown for an AP champion; and just like an AP champion, the lower your cooldowns are, the more you can apply your damage. So, getting a higher attack speed increases the rate that you can deal out your damage. Next, I try and get a Zeal for the extra attack speed, movement speed, and critical chance followed by a B. F. Sword. However, if I'm having trouble in my lane, then I'll go ahead and purchase Vampiric Scepter so I can stay in lane for a little longer and try and farm back into the game.

Mid Game
As the mid game begins, work toward upgrading your Zeal to Phantom Dancer so that all of those awesome stats carry over. Next, I try and work toward upgrading my B. F. Sword to Infinity Edge, however, if I had trouble during the early game and I'm still getting killed a lot during dueling scenarios, then I go ahead and upgrade to a Bloodthirster.

Late Game
It's around this time that I work toward getting the other B. F. Sword item that I didnt' get during the mid game, either Bloodthirster or Infinity Edge. At this point in the game, you're going to be needing some durability. So I get a Guardian Angel because it gives some pretty good mitigation to every form of damage and its passive brings me back from the dead to wreak some more havoc.
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My Second Build: AP Twisted Fate

Runes
Greater Mark of Magic Penetration and Greater Quintessence of Magic Penetration both help me to blow through the enemy magic resistance, meaning that the percent of damage that is reduced from my attacks are reduced. Next, I take Greater Glyph of Cooldown Reduction. This is because under this build, Twisted Fate is very burst reliant, so in order to deliver all that damage, you have to have your combo ready to go as much as possible; hence the cooldown reduction. Next, I get a little bit of durability that carries over into the late game by getting greater seal of vitality.



Masteries
This setup is to allow my abilities to be off cooldown as much as possible because once again, an AP Twisted Fate with abilities is a Twisted Fate who is pwning faces. I take just enough in the offensive tree to get Arcane Knowledge , taking Sorcery and improved Exhaust along the way. In the utility tree, I take everything associated with cooldown reduction, Transmutation , Greed , and Wealth . I avoid the masteries involved with regeneration because for the most part, as a burst champion, flat health is going to determine your ability to survive and mana is never a problem because of Pick A Card.



Skill Sequence
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
With AP fate, your main damage dealer is going to be Wild Cards, so I take this whenever I can with the exception of the very first level. This is because the utility from Pick A Card is very varied and useful in almost any situation. After that, I prioritize Pick A Card so that the mana regenerated from Blue card is increased and the stun from Gold card is increased. I rank Stacked Deck last because I don't need the attack speed. While it is true that the cooldown reduction is nice, the metagame presented helps with problem, so the extra is more of a perk than a necessity.


Summoner Spells

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 Twisted Fate, it will let you hop that last little distance to pull of Gold card and snag a kill.
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AP Items

Early Game
I start the game off with a Doran's Ring because it's very cheap for the bonuses that it gives, and all of those bonuses are very important for Twisted Fate. Health for durability, AP for increased damage on Wild Cards and Pick A Card, and a little mana regeneration so you don't have to spam Pick A Card as much. Don't be afraid to stack Doran's Ring if you're feeling pressured. Next I get Sorcerer's Shoes because again, the less mitigation the enemy has, the more damage that I can do. To finish the early game, I get Sheen. This gives a massive amount of burst to your attacks at this stage and it really lets you open up on combos to punish your opponents for getting in too close.

Mid Game
These items both increase Twisted Fate's damage output by a lot. It's normally about this point that you can start bursting down any squishies on the enemy team, resulting in the enemy team calling you OP.

Late Game
So, during the Mid Game, you started pwning hardcore to the point that the other team went, 'You know, we should probably building some magic resistance so we don't keep getting melted by this Twisted Fate'. So, your response is, 'Fine, build magic resistance, I'm getting Void Staff so all that gold you just spend just got wasted newb'. I also get Banshee's Veil because using an AP build, Twisted Fate is susceptible to a lot of the problems that other casters are like silence or stun locks. So, Banshee's Veil lets you shrug off that initial silence so you can turn around and pwn their face or gives you a little bit more time to Flash out before the entire team collapses in on you.
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My Third Build: Hybrid Twisted Fate

Runes
These runes focus around Twisted Fate being able to carry his power into the later portion of the game. To do this, I take Greater Mark of Precision and Greater Quintessence of Precision since as a Hybrid, I'm going to be doing both magic and physical damage. Next, I take greater seal of vitality so that I have a little bit of durability during the end of the game and finally, I take Greater Glyph of Scaling Ability Power for increased power in my attacks. The reason that I take the per level as opposed to the flat glyphs is because with Greater Glyph of Scaling Ability Power, the turnover rate is at level 6, meaning that they become just as effective as Greater Glyph of Ability Power around the same time that you get your ultimate and start to really get serious about your ganking.

Masteries
Since Twisted Fate relies on 2 forms of damage, penetration from both Archaic Knowledge and Weapon Expertise are essential. After that, I get Havoc and balance out increasing stats, neglecting Deadliness and Blast . I take Havoc over Deadliness because this build does not focus very much on building up critical chances, so the bonus 4% is very small compared to an extra 100 or so damage every time from a Pick A Card/ Trinity Force combo.


Skill Sequence
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I prioritize Pick A Card in this build because the majority of your damage is going to be from proccing Trinity Force/ Sheen. Pick A Card is also very powerful in this build because it scales off of both AD and AP, meaning that it takes full advantage of the increase to both stats. Next, I level up Wild Cards to take advantage of my early game AP bonus. Next, I take Stacked Deck to get a big increase to my attack speed and add a nuke to my 4th hit. The passive cooldown reduction is also very nice because it keeps Pick A Card and Destiny up more. I tend to wait until the end of the game to level up Wild Cards because it is the hardest skill to pull off a successful combo with; that being said, this build does add quite a bit of damage to it, so if you have the opportunity to use it, by all means do so.


Summoner Spells

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 Wild Cards hurt. ALOT.

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 Pick A Card and unleash your full wrath.
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Hybrid Items

Early Game
I start the game off with an Amplifying Tome so that I get a head start on my damage output and it lets me quickly work into Sheen. Sheen will be your bread and butter for a significant portion of the game because it lets you pull amazing, almost op burst damage from one basic attack. The next item I get are Sorcerer's Shoes because I want to cut through damage mitigation so that my abilities deal out more damage. The reason that I get these instead of berserkers's greaves is because throughout the build, I'll accumulate plenty of attack speed from Nashor's Tooth. However, spell penetration never goes out of style, no matter what you build (and as long as you're dealing magic damage x.x). Towards the end of the early game, you should pick up hexteh gunblade. This is the ULTIMATE hybrid item; it gives both lifesteal AND spell vamp as well as giving both AP and AD and a killer active that is useful for almost any champion.

Mid Game
At this point, it's time to work up a little extra quickness for my damage output, so I get Nashor's Tooth. Not only does it raise your attack speed, increasing the rate that you deal your physical damage, but it also gives you AP, mana regeneration, and cooldown reduction, meaning your magic damage is stronger and up more often. Overall, a very good and often overlooked item that is perfect for a Hybrid build.

Late Game
At this point, you're dealing **** tons of damage, so why not augment it? Trinity Force finishes off the bonuses that you started getting when you bought Sheen as well as a lot of other really fun goodies. I also get a defensive item, in this case Guardian Angel because it gives me damage reduction from every source as well as revive me when I die so I can return and get some sweet revenge 8D.
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My Fourth Build: On-Hit Twisted Fate

Runes
This build primarily focuses around spitting out attacks very quickly and having all of those attacks apply an additional effect of some form. Your damage is going to come from basic attacks with bonus effects, meaning that you're dealing magic damage as well as physical damage; so I prefer Greater Mark of Precision so I can try to do the most damage as possible from both of these sources. Next, I get Greater Glyph of Magic Resist to make me a little bit more durable against mages. The last thing to talk about here are my choice of seals and quintessences. Twisted Fate's starting AD is sub par compared to a lot of the newer ranged AD carries that are being created, so to make up for this, I prefer to start with a lot of attack speed so that the extra 55 damage from Stacked Deck gives me a huge burst of damage to even the odds when fighting these types of champions.



Masteries
I select a 21-0-9 setup for this build; taking increased damage and attack speed as well as both Weapon Expertise and Arcane Knowledge . I also continue working down the AD based side by getting Vampirism and Sunder and finally finishing with Executioner . I do this because the on-hit items do not increase their damage from AP stats, and since the method of delivery is through my basic attack, increasing the damage with them also increasing the damage that is done overall. In the utility side, I take improved Flash as well as Good Hands and Swiftness . I select to take Transmutation because while the 1% spell vamp won't do much in a practicable real world setting, the very smallest edge could be the difference between a kill and a death, and Greed is very underpowered unless you invest heavily into it; but since we can't do that, the chance of extra survivability outweighs the extra .5 gold generation.


Skill Sequence
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I prioritize Stacked Deck over my other skills in this build because it will let me increase my attack speed with no investment; and the best bonuses are free! After that, I rank up Pick A Card for the increased utility and damage and then finally rank up Wild Cards.



Summoner Spells

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 Wit's End

Best summoner spell in the game; lets you get away, lets you catch up. Perfect all around.
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On-Hit Items

Early Game
I start with Doran's Blade because the cheap stats that it gives are EXTREMELY useful during the early game; especially for a really squishy champion like Twisted Fate. Don't be afraid to stack Doran's Blade if you're feeling pressured. The next thing that I get are Berserker's Greaves for the early game attack speed combined with the upgraded movement speed. Finally, before I start my ganking and before teamfights get too serious, I want to have Wit's End ready; for the increased durability from the stacking magic resistance, the attack speed bonus, and finally, on-hit 42 point damage increase.

Mid Game
These next 2 items are to increase the damage that you do with each hit. Ionic Spark is neat because it synchronizes OPly (I think that's a word...) well with Stacked Deck. That, and the massive attack speed increase combined with the awesome passive that deals more damage to 4 people and grants health makes it a great item on Twisted Fate. Madred's Bloodrazor is great against tankier opponents and squishies alike because remember, it does percent max health, so while it is true that you deal more POINTS of damage against tankier opponents, you still do the same RELATIVE damage to all opponents.

Late Game
These last 2 items are for survivability. Bloodthirster fills this role by both giving you a lot of lifesteal to sustain you in fights as well as some base AD to make your DPS much higher. Banshee's Veil is awesome too because it renders the initial CC from attack invalid against you, meaning it's that much longer that you have liquidate the other team.
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My Fifth Build: Jungle Twisted Fate

Runes
These are centered around helping me get through the jungle as fast as I possibly can while maintaining enough survivability to run out and gank. So, I take Greater Mark of Attack Speed and Greater Glyph of Attack Speed to proc Stacked Deck as often as possible early game, making the jungle easier to take out. Greater Seal of Armor helps me survive the monsters and greater quintessence of desolation leads to increased damage to monsters and champions alike with basic attacks.


Masteries
In the offensive tree, I take increased minion damage and increased AD so that I deal out more damage in the jungle. After that, I take Alacrity for some more attack speed. In the utility tree, I take everything having to do with gold as well as maxing out Awareness . This is to make sure that I can get my items as quickly as possible and level up as fast as I can so I can start my super ganks.


Skill Sequence
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I start the game with Pick A Card so I can use the stun to hold down stronger enemies so that by Level 2, Stacked Deck begins to really take effect. After that, I alternate them until Level 5, when I pick up Wild Cards and finally Destiny at Level 6. After that, I continue alternating Pick A Card and Stacked Deck, taking Destiny when it's up and saving Wild Cards until the end of the game since the build for this follows a more AD focus.


Summoner Spells

This is a mandatory jungling summoner spell; especially on Twisted Fate. This lets you quickly wipe out stronger monsters as well as well as add substantially to your gold income thanks to Summoner's Resolve .

The most useful summoner spell in the game; just take it. Trust me.
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Jungle Items

Early Game
I start the game with Cloth Armor and 6 Health Potion. After that, I work toward a Wriggle's Lantern for lifesteal, some AD, and a reusable sight ward; which is really everything that a jungler needs. I take Berserker's Greaves for the extra attack speed because attack speed is the equivalent of cooldowns on casters; you can only do damage as long as your basic attack is off cooldown, so making it happen more often means you can apply damage more often. It also leads to easier jungling due to the increase in procs for Stacked Deck.

Mid Game
This build focuses on getting a lot of critical strikes and having them do a lot of damage; and there are just no better items for the job than the combination of Phantom Dancer and Infinity Edge.

Late Game
These last few items are for survivability. Bloodthirster combines with Wriggle's Lantern to give you an OP amount of lifesteal and if they do manage to burst you down, just respawn on the spot with Guardian Angel 8D.
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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.

Got Popcorn?


/league-of-legends/champion/twisted-fate-28
Jungle Route

To start, I go to the wraith camp and Smite the blue one and then auto attack the rest, using Pick A Card and selecting Gold Card as it becomes available. Next, I go to the wolves and follow the same pattern; focusing down the wolf with the health buff until he falls, and then turning attention to the others and using Gold Card every time it's off cooldown; you should reach level 2 and your first rank in Stacked Deck after you kill your second wolf. Then, return to the wraith camp and auto attack/Gold Card into submission. Next, go to the lesser golems and initiate with Gold Card onto the smaller golem and finish with auto attacks. By the time you finish it, reactivate Pick A Card and use Gold Card followed immediately by Smite to kill the bigger golem. After that, recall. Get another Health Potion and return to the jungle. Walk up to the Red Buff and use Gold Card and Smite on the main lizard and finish it until it dies, then finish off the encampment. Move onto the wraiths and kill all of them and then recall for Madred's Razors. Finally, go back to the jungle and take blue buff by using Gold Card coupled with Smite. Then make 2 circuits, starting at wolves, wraiths, lesser golems and back. Now you're level 6.

Summary of route:
*Wraiths
*Wolves
*Wraiths
*Lesser Golems
*Recall
*Red Buff
*Wraiths
*Recall
*Blue Buff
*Wolves
*Wraiths
*Lesser Golems
*Wolves
*Wraiths
*Lesser Golems
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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!!!
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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
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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
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