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Twisted Fate General Guide by Gushis

AP Carry Gushis' CDR/Poke Oriented Twisted Fate

AP Carry Gushis' CDR/Poke Oriented Twisted Fate

Updated on August 14, 2015
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League of Legends Build Guide Author Gushis Build Guide By Gushis 12,147 Views 2 Comments
12,147 Views 2 Comments League of Legends Build Guide Author Gushis Twisted Fate Build Guide By Gushis Updated on August 14, 2015
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ghost

Ghost

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


Hello, my name is Gushis, you killed my father prepare to die and this is my CDR/Poke Twisted Fate guide. Twisted Fate is arguably the most badass human mage out thre, but I'm of course biased. Although Twisted Fate is not really meta right now, I hope this guide can bring him back into SoloQ as a poke type champion. This is inspired by UOL's mid-laner PowerOfEvil's Varus, so a shoutout to him. This is my first guide ever, so feedback is more than welcome. If you do leave feedback, it would be great if you could point out what you liked and what you didn't really like. Without further ado, let's get into the actual guide.



Pros:


[*]Great mid/late game poke
[*]Strong split pushing/sieging
[*] Consistent poke damage over long periods of time
[*]Good and quick roams using Destiny, can use this to turn skirmishes around
[*]Innate mana sustain


Cons:


[*]Weak early game
[*]No ult power-spike
[*]Must keep distance

Is this build better than the traditional build?


This build is turning Twisted Fate into a poke type champion, more than he already is. In an essence, the difference between traditional Twisted Fate and poke oriented Twisted Fate is that the traditional build relies on burst and on the innate mana sustain Twisted Fate already has. On the other hand this poke oriented build relies on having a large mana pool and early CDR so you can farm safely and help more in teamfights and sieging by consistently dealing high poke damage over a long period of time. Trying to do this with the traditional build will result in you losing all your mana really quickly as Wild Cards costs 100 mana. Although it may seem like you don't need the extra mana because you have your blue card, the blue card doesn't provide enough mana for rapid and consistent poke, has a cooldown, and also sacrifices your only CC ability and escape for one more Q before your mana runs out. Each build fits different matchups and games.


Loaded Dice - Upon killing a unit, Twisted Fate rolls his dice, gaining from 1 to 6 bonus gold. Naturally, Twisted Fate has a higher chance to receive a large bonus.
- This is pretty straight forward, you get a small gold boost which is always a good thing.

Wild Cards - ACTIVE: Twisted Fate throws 3 cards forward in an arc, dealing magic damage to enemies they pass through.
-This is your poke, main tear-stacking, wave clearing, and damaging ability

Pick A Card - ACTIVE: When first activated, cards flash over Twisted Fate's head in the following order: blue, then red, then gold (this cycle repeats itself). When he uses the ability again, he picks the current card over his head; the card picked converts his next basic attack within 6 seconds to deal magic damage and add a special effect. Twisted Fate has 6 seconds to select a card.
-Use this ability for mana sustain (blue card), wave clear/AoE damage (red card), and CC (gold card). The gold card is a great tool to initiate skirmishes. Keep in mind that you can select a card while using Destiny so you can teleport and instantly stun an enemy or get a free assist. It can be tricky to pick the right card sometimes, but with a little bit of practice I'm sure anyone can do it. Another thing to remember is that the cards keep cycling through even when Pick A Card is not activated, so with the right timing you can instantly pick a golden card and surprise your enemy laner. Additionally, Pick A Card will trigger Lich Bane passive upon activation, so you can use it for additional damage

Stacked Deck - PASSIVE: Twisted Fate gains bonus attack speed, and every fourth basic attack will deal bonus magic damage.
-You will not be using this ability too much. You would rather use it to get the cannon minion or for extra damage when using Pick A Card.

Destiny - ACTIVE: Twisted Fate reveals all enemy champions, including stealthed champions, for a duration. After a 0.5 second delay, Twisted Fate can use his gate once, while Destiny is active. Then after channeling for 1.5 seconds, Twisted Fate teleports to the target location within range.
-Information in the Using your ult section


Tear of the Goddess=> Archangel's Staff

- As your primary focus is going to be spamming your Q, you need to have a large mana pool to make sure you can continually output spells over a long period of time. Make sure you upgrade the Tear of the Goddess to the Archangel's Staff as soon as possible.

Needlessly Large Rod=> Luden's Tempest

- The AP and the passive proc of this item are insanely good for poking and wave clearing. After buying your tear you should be able sustain and farm for your Needlessly Large Rod. After you buy your Needlessly Large Rod you can just buy Ionian Boots of Lucidity and complete the Luden's Tempest later, depends on the circumstances.

Ionian Boots of Lucidity (over Sorcerer's Shoes)

- Your goal with this build is to spam your Q. Although additional magic penetration would be great, the early cooldown reduction is much better for consistent damage and better suits this build. You will get an equivalent amount of CDR with Morellonomicon but Ionian Boots of Lucidity are cheaper and give you movement speed.

Void Staff

- The AP and magic penetration are both stats that you really need for mid/late game.

Rabadon's Deathcap

- Because you already have enough CDR and mana, buying a Morellonomicon would be a waste of your money, and its only benefit to you is its AP.
New patch note: As AP is the only stat you need, it would make sense to get a [Rabadon's deathcap]] as it is the item that gives the most AP.

Last Item Options

- These are all valid last item options. The reason Lich Bane isn't on the list is because you usually don't get close to your enemies with this build.


If you have picked Twisted Fate into a favorable matchup then he becomes an incredibly oppressive mid-game lane bully once he gets enough CDR. He has long early cooldowns so try to avoid early trades. He has reliable harass that doubles as incredible wave clear whilst also being a major threat to the enemy’s outer-tower using his W.

The way you play the lane is dependent on which champion the enemy has picked, but I will cover a few general tips to help you in the most likely matchups that I’d pick Twisted Fate into:


Meely


Melee, low early wave-clear, low damage champions ( Diana, Cho'Gath & Katarina). In this lane it is important that you keep them under tower as long as it is safe to (watch for enemy jungler). You should always keep your distance from them, while constantly shoving the lane when you can. In trades, you sh1uld always keep y1ur distance by using Gold Card and then freely harassing them.


Ranged


Ranged, low-damage and/or waveclear champions ( Vladimir, Ryze). In this lane, you would harass in the same way as vs melee champions but as you’ll get fewer E or W procs due to the range disparity you should focus on maximizing your damage from your Q. Remember to use your Gold Card when they get close enough.

Vs Vladimir specifically, you should watch his pathing in lane and when he moves towards you to use his Q, use your Gold Card to stun him and get away, while also inflicting free Q damage. If he doesn’t Q you then you have just got a free trade anyway.

Vs Ryze you actually need to be more careful of the enemy jungler. In standard laning you should just be able to out-trade him most of the time, because he relies on using many spells, and stunning him would make him unable to cast spells and he will therefore lose the trade. Although, if he flashes and CC you with Rune Prison and1the enemy jungler ]anks you, you are in troub1e. Keep an eye on the enemy midlaner’s aggression.


Bad Mathups


Vs bad matchups ( LeBlanc, Zed, post 6- Ahri, Viktor). Abuse the fact that Crystalline Flask+4 Potions start is far too good right now. If you take a bad trade just play defensive for a while and use your potions to heal up and your Blue Card for mana sustain. It is really important that you understand that potions take a small amount of time to heal you up and that you try to maintain a level of at least 80% hp. During the time it takes for you to heal up, you have to be super-conscious of the positioning of the enemy jungler as you are most vulnerable during this time. If you are sure of the enemy jungler’s positioning and it’s not a threat, and particularly if the enemy APs have started dorans ring - you can actually abuse the fact that you have more sustain and take bad trades but eventually out-sustain them. Just remember to try and maintain that 80% hp status as much as possible.

Vs bad matchups where the enemy jungler is a high pressure jungler (Lee Sin, Gragas, Rek’Sai, Jarvan, Post-6 Rengar & Vi). You should never have picked Twisted Fate where this is a possibility. There is not a great deal you can do as if you get ganked where you’re more than halfway down the lane you either have to burn a summoner or you die. Ask your jungler or support for support via vision, try to wave clear from safe positions or just push the wave and then go take jungle camps.


Twisted Fate is a poke champion. In teamfights, skirmishes and stand-offs for objectives like Dragon or Baron you want to spend most of your time spamming your Q, poking down the enemy team. Your ideal circumstance is that you win the teamfight before it even happens.

The best targets to focus are people who are squishy with low sustain and enemies who are the primary damage sources, like the AD-Carry. If you see someone who is an engager but also squishy like a support (Morgana, Thresh, Annie etc.) position aggressively to try and look for an engage - just use your Gold Card on them and it will either chunk them enough that they have to base or can even get you a free kill. Champions like Annie are almost a special case because she’s squishier than most supports and she has such a reliable engage so if you land even 1-2 abilities she’ll be too chunked to do anything and then you basically get a free siege afterwards.

If the enemy does manage to engage on you or your team then your next job should be focusing on trying to land Q on as many enemy champions as you can, and using Gold Card on their AD-Carry if out of position. In teamfights, using a Red Card is actually preferable when they enemy team are standing close to each other, as you are inflicting even more AoE damage with your Red Card + Q . Use your Gold Card to catch fleeing low enemies out when the teamfight is coming to an end. If you can get away with it, try to make sure that as you are re-positioning to keep poking.

Using your ult


Since you will be building a lot of cooldown reduction you must recognize that your ultimate is on a pretty low cooldown. Abuse the fact that you can catch people out of position or if they are isolated. Particularly in soloQ, teleports are super useful as people misposition all the time. As explained in the ability details above, using your ultimate as soon as you see an opportunity to chunk catch someone is fine because the low cooldown means it will probably be ready to use again when you need to roam.

Remember to always look for opportunities to roam using your ult, especially in SoloQ. If your ult is up, you can be split pushing a lane while being ready to teleport and help you team in a teamfight. Remember to use your ult wisely when you are against an enemy that has invisibility (like Twitch, Evelynn, Shaco) to protect your squishes and catch enemies when they are trying to run away. Don't be afraid to use your ult for that. You have enough cooldown that even if you waste your ult it should be back up when you need it again. Also, your ult can be used to check if the enemy team are taking an objective that your team would like to contest, the ult mark above them might actually make them back off the objective, so you can then take it.
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