Twisted Fate Build Guide by Jammo1818
Not Updated For Current Season
Twisted Fate Build
Example Final Build (ahead)
Not Updated For Current Season
- Runes and Masteries
- Item Build
- Jungle Route and Ganking
- Team Composition
- Pro's and Cons
*author's note: Hey all! With the recent influx of TF jungle players I thought I'd update the guide a little, to how TF jungle should be played in 4.20 and onwards. I haven't had a chance to edit the text section yet, just a little touch up on the items. Many of you will have noticed that it's not the same as that one pro went in the IEM tournament! Correct! The game is very different at that level of play, and junglers simply don't get enough gold to go full squishy ranged ADC, so he itemized defensively, relying on base magic damage hits more than his AD. Real men play AD lads, don't be swayed by the professionals! Have fun everyone, peace out.
Maybe another sentence is needed here. I do not play him in solo q, typically, ever. Doing this requires a high level of teamwork which I sadly do not seem to find these days in solo q. But with some friends, some co-ordination, this is very fun, and if you can learn him, it is good too.
Playing Twisted Fate jungle is an option for everyone, but I feel that there is really a certain type of player who will get the most out of it; someone who mains jungle and sometimes gets bored of playing the meta champions ( Lee Sin, Vi, Elise, blah blah blah).
Although AD Twisted Fate jungle is by no means in "the meta" this does not mean he is not viable (contrary to what Mobafire's guide making guide may believe). In fact, if you can learn to play him well, his not being in the meta actually works to your advantage; players have learned what the meta junglers can do and will often underestimate your Twisted Fate right up until they die. Repeatedly.
In this guide I'll explain my choices of items and runes and masteries etc, discuss Twisted Fate's spells in relation to their usefulness in jungle farming and ganking, then talk a bit more about general strategy.
Runes and Masteries
When playing AP carry junglers the first few levels are notoriously the hardest. Flat AD runes really help here, and the armour and magic resist runes are pretty important throughout the whole game.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Damage
I don't really have anything special to say about the masteries, except that with most junglers I usually leave out Tough Skin and Bladed Armor but with Twisted Fate it helps that early squishiness be less of an issue, not nullifying it but making it less noticeable.
1. Wriggle's Lantern
Let's talk about the jungle item first. Usually I go with a spirit item, and the most obvious choice here would be the Spirit of the Elder Lizard but this is one of those rare cases where it is less beneficial than the cheaper, less popular Wriggle's Lantern. The mana regen side of the spirit item is useless, just draw blue cards whenever mana is running low, and since all your damage comes from auto attacks, the clear time and healing effects are higher with the Wriggle's Lantern
2. Berserker's Greaves
Nothing special here, the standard adc boots. Boots of Mobility are not needed for running into lane at high speed, for your gank initiate is on your auto attack range, and you should be fast enough with these boots to get into range for one auto at least.
When you pick up this item you will have a massive power spike. By this point you will have high attack speed thanks to your first two items and your Stacked Deck, so with the addition of this item you now have very high dps.
4. Trinity Force
This is an incredible item for you. The first unique passive helps chasing kills immensely, and the second increases your damage on that first w, giving you a burst which is akin to AP Twisted Fate. Everything else on this item helps too, more AD, more attack speed, a bit of crit which will help later, movement speed, health, but lastly it also gives a litle AP, which is not irrelevant on ADC Twisted Fate.
5. Last Whisper
In today's game there are a lot of strong bulky bruisers and tanks, so this item is pretty essential. Plus it's cheap, which is nice.
6. Infinity Edge
This item's usefulness is self explanatory on your build. More AD, but it now adds some more crit chance and crit damage.
7. Statikk Shiv
This item can be picked up instead of the Last Whisper if you manage to find yourself in a game against no tanky champions, or they refuse to build armour. After this game they will be less likely to make that mistake again.
8. Guardian Angel
Ahhh Wriggle's Lantern you were great but you have now outlived your usefulness. This is the item I pick up when I sell wriggle's at the late game phase. Makes you a bit more bulky, and lets you punish bursty champions after they use all their cooldowns with your dps.
This is a nice little passive to have working away in the background, generating more gold for you.
Little known fact; on AD Fate, Wild Cards are actually called "The Bubble popper 5000" for their only use is to pop Banshee's veils late game, so you can then land your Pick A Card.
Pick a Card
When farming in the jungle, proper application of this is key. To start a camp I will use the gold card, but then after that I will just instantly lock in the first card and throw it. This sounds like a noob play, but this allows me to get more uses of Pick A Card in the shortest amount of time, plus each card is useful; there isn't one stand out superior card for clearing a camp. The blue does more damage, the red hits the smaller creeps, and the gold stuns the biggest damage dealer to you. So by spammming Pick A Card you can clear the jungle much faster.
This will give you some nice attack speed which is amazing for clearing the jungle with Wriggle's Lantern and the extra damage, even although you don't bolster it with AP, is still quite nice, 155 extra magic damage every four auto attacks with a high attack speed is not too shabby.
A very unique ultimate. I will talk more about this in the ganking section, but as for a basic description of why it is useful; many people think it is just about being able to instantly go anywhere on the map (more or less) but quite often the more useful side is revealing EVERY enemy champion on the map. But more on that later.
Jungle Route and Ganking
The first piece of advice I have for Ganking a lane with Twisted Fate is to press Pick A Card once, but do not lock it in when you are just about to run into lane. As you get closer to the target you should have the cycle and timings in your head, so you know when the gold card comes up. Then when you get almost into auto attack range, lock in the gold card. You do this because there is a relatively short time between when you lock in the card and when it goes back on cooldown should you not get the auto attack off, whereas you can have the cards cycling for a far longer time. After this step there is nothing to teach, its a case of mechanical adc skill to finish off the kill, or force the flash. But it is super important to learn not to lock in the card in the bush, but only do so when close to the target.
I start with the elder lizard then do the wraith camp, then on to the ancient golem . After this I gank top or mid. At this point in the game, you are squishy and do not offer a great deal of burst or dps, however your stun is not a skillshot, its on your auto, and lasts 1.25 seconds at this point in the game, and you can get it every 6 seconds. This combined with the average to low dps you have means you can actually gank effectively at low level. The stun alone can be sometimes all that is needed to tip the edge in a lane. At this point in the game it's important to note that getting the kill isn't necessarily the objective, but forcing the lane opponent to back, or flash allows your teammate to get an edge in cs and in experience over him, and win the lane easier. Later, when you have a bit more dps, you can easily get the kills.
Destiny Right, how to gank with the ultimate. Your first instinct may be to ult in lane behind them, pantheon style, with a gold card locked in, and start owning. And this works. You're not wrong. But if you can get into range normally, via the bushes, and start the gank then this is always better. This means you can use your ult to finish off a fleeing target, or save it for another gank. In summary, try to gank normally, it's just as effective, but if it's warded or you can't gank for another reason then of course feel free to drop in and say hi.
ADC's are pretty essential for team fights later in the game, hence we have one in bot lane with a support to help it. But with jungle Twisted Fate you now have a few things open to you in terms of team composition you couldn't do before. You could go with two adc's, which works fine as long as you have a great front line to help you peel. Or you could try something different in bot lane. The adc is there for the teamfights in the late game, so you can put something other than an adc in bot lane, designed to kill the other adc and support, such as bursty assassins, and tanks like Rammus. An example would be LeBlanc with Leona; Leona acting as the usual no-cs support role.
Pro's and Cons
In conclusion, anyone who has been playing League of Legends for a few years will remember how good AD Twisted Fate used to be, and to them I say this is a way of bringing him back and fitting him into the current meta, as a jungler. Dramatic stuff. To everyone, I would say try him, it's fun, and powerful.