Twisted Fate Build Guide by Rantolon
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Twisted Fate Build
Although born to poor gypsy parents, the champion known as Twisted Fate was able to gamble his way to prosperity as a card shark in the seedy underground gambling circuits of Demacia and Noxus. No matter how close the authorities came to catching him, the rogue always found a way to slip through their fingers. Despite his good fortune, he was never able to win that which he truly desired - the ability to control magic. When Twisted Fate learned of an experiment being conducted in Zaun that might help him with his wish, he did the only thing a gambler of his worth could do - he went all in and volunteered for the experiment.
Conducted by the infamous Dr. Xavier Rath, Twisted Fate was told that the wager for such participation might be steep. He might change forever, or nothing might happen, or he might die horribly. Pain, however, was likely a part of the deal no matter the outcome. These were hardly the worst odds the gambler had faced; his hopes raised, Twisted Fate underwent the experiment, enduring what he must for a chance at his dream. Then, it ended - with seemingly no effect whatsoever. The gypsy rogue flew into a murderous rage, but, before he could strike down the team, he suddenly teleported himself miles away. With a sly grin, he realized his luck had won out yet again. He now brings his luck and rakish charm to the Institute of War, where he is the Champion of choice for many - especially the gambling kind. To this day, Twisted Fate has avoided his inevitable reunion with Dr. Rath. The Card Master knows, however, that a confrontation is coming.
While the future may be mysterious and unknown to most, Twisted Fate is certain that his future lies within the cards.
Twisted Fate is a highly skilled champion that requires a keen eye and a quick reaction time. He reminds me a lot of the X-Men Gambit who could channel energy into anything, but favored the classic 52 bicycle deck of cards. This build emphasizes these cards.
Warning this is a build for early game owning. This build becomes harder and harder to win with come late game, do to the lack of defense, unless you are a skilled TF player. This build has never gotten me to games lasting longer then 30 minutes.
Your gonna want to go
Att Sp Reds
You need to get fed early game and with the extra damage on your cards being Red, Blue and Gold
(*Your W stacks on both AD/AP)you can easily get 1st blood and win the lane.
Item Build Strategy
The choices behind the items rely heavily on getting your attacks out as fast as possible before the enemy champ can do any real damage to you. If damage is dealt to you the Hextech Gunblade allows for quick health regeneration and also has a slow to help with running away as well as chasing. The Wit's End allows for the additional attack speed, as well as, some stacking defense from incoming magical abilities. With the stacking of the Guinsoo's Rageblade your cards become unavoidably strong, resulting in quick defeats of your opponent. The Nashor's Tooth allows for greater offence as well as sustain. With the mana regeneration combined with the Blue Card you never need to leave lane or grab a blue buff. Wit's End is a no brainer. You are going to need some form of magic resist while mid lanning and this allows for more attack speed. Lich Bane allows to increase the power of your attacks. Combine your E with Lich Bane's passive and your gold card and you do a substantial amount of damage. Now why Berserker's Greaves and not Sorcerer's Shoes, or Ionian Boots. That is completely up to you. Either of those 3 boots will work it depends on your play stile. I happen to like to have the early game poke that Berserker's Greaves offers because I don't want to make it to late game. I'd rather end the game as fast as possible and with this build you will.
Flash is a must on this build for two reasons. The first being for escapes and the second for initiating. You are extremely squishy and you need to run in fights as quickly as you run out. Your job is to quickly take out the champions being centered by your team and move on to pushing a lane, which ever that might be. Having Flash allows you to Flash in and stun with your Gold Card or the opposite stun and flash out. Another great idea is to Ulti in pump a Red Card to slow or a Gold Card to stun and flash away allow for your team to get easy kills upon a good chase.
Ignite is good for an early game advantage with TF. Since you really aren't going to get your key damage items till later in the match it is important to have Ignite to finish off enemy champions in your lane. You aren't gonna be one shoting champions till you get a couple levels on them so Ignite would definitely help secure a kill early game. As for mid game and late game use it to secure kills in team fights. Trust me you will want to have it on this strongly offensive build.
Remember to own early game and have fun on the Fields of Justice.
*Skill Sequences are to be followed loosely. I believe skill leveling is situational, but I highly recommend maxing your W asap.