Twisted Fate Build
Not Updated For Current Season
Threats to Twisted Fate with this build
Standard on most mid laners. It helps you escape, gap close, jump walls, re-position - it's simply too good to pass up. There's simply no other spell that's as versatile as Flash. The fact that you can use it to escape, dodge spells, or go aggressive is what makes it such a strong spell.
Ignite is taken to increase your damage. This helps you with 1v1 fights in lane, but can also secure kills in team fights. The healing reduction is very strong against champions that rely on spell vamp such as Swain or helps reduce the AD carries life steal such as Caitlyn. Don't be too afraid of using ignite as there's nothing worse than an enemy escaping with 50 hp because you didn't ignite them. It has a relatively low cooldown so even if it was "wasted" on a kill it will be back soon enough. If you're planning on all-ining someone you should ignite near the start of your combo. This is because you want to reduce their healing in half. A lot of the time people will consume health pots while you're fighting. By igniting early on when we're trying to kill someone we reduce their natural regeneration they receive from base stats as well as the healing from their health pots.
Go barrier against extremely high burst champions that you will struggle against. It can work well against Zed, Fizz, and Malzahar just to name a few.
Heal is good against anyone who doesn't have a lot of front loaded burst. It scales better than Barrier and the fact that you can use it on an ally means that it's very useful in small skirmishes or in team fights. The movement speed increase also helps you kite better.
Exhaust can be a good pickup when facing high burst assassins such as Zed or Fizz. This is because it will reduce the amount of damage they deal helping you survive the burst. It also helps shut them down in team fights for the same reason. Can also help kiting them too since it reduces their movement speed.
Ghost can be taken along with Flash to give you a ton of escapability. It helps you kite people and chase people down. It's also extremely effective if you plan on split pushing since if multiple enemies come you can use ghost and flash to escape and waste their time or outplay them.
Teleport can be taken if you want to focus on impacting other lanes and having a map presence over trying to fight your lane opponent. You want to build homeguard boots if you take teleport as it will allow you to teleport with homeguards active, which can be very good at catching people off guard. Be careful of taking Teleport into matchups where you need a more defensive spell, such as Exhaust, to survive the laning phase.
Flat Ability Power
You take the flat ability power quints to increase the damage on your abilities. Not only does this increase your burst damage against enemy champions, but it also helps you clear minion waves faster since your spells will do more damage.
Flat Movement Speed
You can also take flat movement speed - this comes down to player preference. The idea behind movement speed quints is to give you more kiting potential. Since Twisted Fate doesn't have any spells to escape movement speed can help you simply outrun people and use your Pick a Card to keep kiting them. It can also help you chase down people, secure kills, and move out of lane faster to land an ultimate.
The best mark for increasing your damage. All Champions start with 30 magic resistance and ranged Champions do not gain magic resist per level. Against a ranged middle lane champion who doesn't have magic resist in their rune page this magic penetration will give you the best damage increase.
Flat Magic Resist
You want to take Magic Resist glyphs since the vast majority of the time you will be facing Ability Power champions that do magic damage in the middle lane. This will help reduce the amount of damage that they do thereby helping you win trades and all-ins. Some people take scaling magic resist, but I prefer flat magic resist to help me in the early game.
Cooldown Reduction per Level
This will reduce the cooldown of your ultimate so that you can get more ults off during the laning phase, which is key to having success with Twisted Fate. I would take cooldown reduction per level glyphs when facing a physical damage mid laner since you won't need the magic resistance. I would also take it against mid laners that I feel very comfortable in the laning phase against.
Ability Power per Level
You can take ability power per level as an alternative to cooldown reduction if you prefer to have more burst/damage than lower cooldowns.
Health per Level
Health Per Level seals are very strong. They will synergyze with your magic resistance glyphs to give you more effective health - meaning you will be tankier and the opponent will have to do more damage to kill you. The combination of health and magic resist in your seals and glyphs will help you survive the magic damage casters' burst that you're facing in the mid lane.
Take this when facing a physical damage mid laner. Melee physical assassins such as Talon, Zed, etc. will often be fighting you from level 1. We want Flat Armor against them to give us a boost to our early game so we can fight for control of the lane immediately if needed.
Ferocity - 12 points
Sorcery is taken for increase in damage
Feast is taken for the additional sustain in lane
Vampirism is taken because Natural Talent is simply too weak
Oppressor is taken to increase your damage as the enemy will often have impaired movement due to your Pick a Card
Cunning - 18 Points
Savagery is taken to make last hitting easier, but Wanderer is still a viable option on Twisted Fate due to his roaming
Secret Stash is taken to give you additional sustain in lane as well as the instant restore of an additional 20 health and 10 mana can sometimes save you when you have a DoT on you.
Merciless is taken for the damage increase
Dangerous game is taken as it will often save you in close fights.
Precision is taken to increase damage
Thunderlord's is taken to increase your burst