Twisted Fate Build
Threats to Twisted Fate with this build
|Zyra||Blue card takes out her plants in one shot for free.|
|Veigar||Only dangerous when he gets ganks. His only CC is telegraphed clearly and early, so he needs help to pin you down. But if he does, you're dead. Squishy enough to delete early on.|
Briefly about me
To start: I have played hundreds of ranked Twisted Fate matches, with a overall win rate of around 60%.
I love Twisted Fate for his unique kit and his relatively rare occurrence in ranked, especially in lower elo. Master the master of cards, and you will at least get yourself out of elo hell in no-time.
Don't forget to vote (hit +) if you like this guide :)
Introduction to the New Twisted Fate
Even though Twisted Fate has only seen minor direct changes lately (small Wild Card nerf), he has been heavily affected by changes like overall mobility reduction, removal of boots enchantment and overall item changes. These changes have been fast-paced in season 6, and I will try to keep up.
The one key to playing Twisted Fate, and carrying your team, is map awareness. I cannot stress this enough. You should be checking on top and bottom lane at every possible moment, to see if the situation allows a gank. This is especially essential when you have a tough lane opponent. As Twisted Fate you shouldn't be looking for kills in your own lane, but rather get ahead of your direct opponent on assists and kills in other lanes. This allows you to get ahead of your direct lane opponent without too much risk of being assassinated yourself.
With this build I try to maximize mobility, both for dodging and chasing.
Pros / Cons
+ global presence
+ high burst potential
+ lots of utility with W
+ lots of fun to play
- lack of mobility without runes/items
- can have a hard laning phase
Items and build order
- Lich Bane: still the item that makes TF a turret shredder and a monster in his combo's, now with more Thunder and Lightning :)
- Sorcerer's Shoes: too bad there is no distortion enchantment anymore. Need shoes upgrade for more movement and a bigger punch. Lucidity boots are no longer needed due to item changes.
- Morellonomicon: CDR, Mana and a lot of AP. The mage update also brought changes to mana regen (all but removed from the game). Mana regen used to be the main reason to get Morellonomicon, because even with Blue Card, you need a lot of mana to spam Wild Cards. Additionally, its passive works really well with TF's burst damage. With one Gold Pick A Card + Wild Cards combo you will have most AD/AP carry or squishy support down to below 40%, making this passive really useful for finishing them off. And as a bonus, it has a nice synergy with the Dangerous Game mastery, keeping your mana nicely topped up during heavy fights, as long as your team gets some kills, allowing you to spam even more Gold Cards and Wild Cards.
- Luden's Echo: Very powerful overall. Take this for relatively cheap damage output and more movement speed.
- Rabadon's Deathcap: by now you should be picking off the ADC/APC solo. It's very likely that a Blue Card will one-shot the ADC or their mid AP, however, you should always go for the safe option of Gold Pick A Card + Wild Cards.
- Hextech Protobelt-01 This is a new one in TF's kit. It doesn't give a lot of raw damage output due to the relatively low AP bonus, but its active is incredibly useful. It gives you a mini flash-stun at a 40 second cooldown, or an additional escape. Since we exchanged Ghost for Barrier or Teleport, we could use some extra mobility.
- Zhonya's Hourglass: even more damage, OR to keep them from focusing you too much.
- Void Staff: A lot of people consider this item a must for mages, but that is only valid when the enemy team (or your lane opponent) has MR. Void Staff only reduces additional MR, it does NOT act as penetration boots (similar to Last Whisper for AD).
- Rod of Ages I see a lot of players building this for more sustain. However, you need to build it early to have it stacked early, which comes at a high cost of damage early on. I tried it several times now, and I cannot adapt to the required play style enough. However, if you can, go for it.
Special mention: Control Ward: always have a red on the map. I try to get a red on my first back, together with Boots of Speed and Aether Wisp. Best place is in the bushes of the first southern entrance to the enemy jungle or the bushes on your own northern jungle entrance if you get ganked a lot from behind. Be sure to place them as close to the river as possible, to have vision over the little river brush as well. The reason for a Red over normal ward is permamence, like the old pink wards.
Skills and skill Sequence
Level 1: Pick A Card for mana sustain in lane.
Level 2: Wild Cards: your main source of damage for huge wave clear and scary poke.
Level 3: Stacked Deck, can also be postponed one level. I like it for its proc together with Blue Pick A Card
After that, max Wild Cards first, since this is your main source of damage at huge range (and not deminished through minions) and take Destiny whenever available to reduce its cooldown.
This is your main source of damage. Your Wild Cards have the longest poke range of the game without diminishing damage after first hit. This means that you can poke from a distance and absolutely shred through a tightly packed team fight from up close. When going in for an assassination, this can two-shot many ADC/APC's when combined with Gold Pick A Card.
During laning, use this point blank on an incoming wave, to cut through the whole line. Around level 3 you will be able to take out the caster minions with Red Pick A Card after using Wild Cards this way.
As a starting TF player, you may need to spend some time in learning to pick the right card; being able to pick Gold can mean the difference between life and death. Some TF players will argue that your Red Card is nearly useless, but I use all three cards throughout the game:
- BLUE - this is what keeps you poking in lane while keeping your mana topped up. Use this with a Stacked Deck on your opponent for heavy poke and mana refill. Also very useful for last hitting as its mana refill is not a percentage of damage, but keep in mind that you will be vulnerable for about 4-6 seconds until your Gold Card becomes available again. Also works on towers, and when fed, a Blue Card can take a turret down 50%. When low on mana you can safely top up on the river crab, which will not fight back.
- RED I normallly use this for fast wave clear in combination with Wild Cards. Sometimes useful in team fights when there are low health enemies, but mostly Gold Card is preferred in team fights to take out the carry.
- GOLD After gate, this is Twisted Fate's most dreaded ability. A 2 second stun at max rank, which takes half your health on hit. Use it wisely and make sure you have enough mana before a team fight to keep throwing Gold Cards. If not, fill up before the fight, for example on the river crab.
Special note: some champions can dodge or block your Gold Card (Yi, Fizz, Fiora, Jax). To bait their defense, lock in Gold Card, throw Wild Cards, then throw your stun. 9/10 They will flinch and use their dodge, so you can stun them afterwards. Remember that your Q will be on cooldown then, so this tactic is best vs low health targets or when you have backup in your chase.
Increase your Pick A Card proc damage by stacking first, also before a gate gank.
Mastering the use of Destiny and gate is essential if you want to be a good Twisted Fate player. If you haven't played many champions with global ults, like Gangplank, Shen or Ziggs, you will probably need a period to develop a higher level of map awareness. Normally, map awareness is mostly about positioning, but with global ults you need to be aware of the exact situation over the whole map. You need to know who is fighting whom, at which health level: can you set up a gank? Is somebody getting away on low health? Does one of your team mates need help getting away? Do you suspect a drake or baron, but are you lacking vision? Aside from the necessity of this awareness for Twisted Fate, the developed habit of this high awareness also helps you getting better in general, but especially in jungle.
The decision to gate is simple when you are chasing a running champion. Just get into range, activate Pick A Card, activate Destiny, gate (preferably) into a bush or around a corner in front of the running enemy and while channeling, lock in Gold Card. On arrival, W-Q combo to secure the kill.
Another matter is when preparing a gank. Make sure you communicate beforehand on your intended port location, which should be either directly in between the enemy and his escape route OR the bushes to the side. Make sure to push your own minion wave and retreat out of vision for your lane opponent before you move towards your target lane. Preferably stack up Stacked Deck before you ult, which you can do in the jungle if needed.
Some special notes on Destiny/ gate:
- Activating Pick A Card triggers Lich Bane, so your W will always be empowered.
- You should use Destiny whenever your team's lack of vision becomes a possible threat. It gives you full vision and probably scares off the enemy from whatever they were planning.
- Luden's Echo stacks on moving distance, which means that in 99% of the cases, you will arrive at your destination with a fully stacked Luden's Echo. This is your killer single attack, which will take ADC/APC down 90% in late game: Stacked Deck + Gold Pick A Card + Luden's Echo. Note that this is even without wild card, which you can then use to finish them off.
- The preferred place to gate is where your animation is not very visible. The color of your target location is GREEN (possibly changed to RED for enemy, needs verification), making it less visible in bushes. The BEST place to gate into is ON TOP OF an enemy who has activated recall . The animation and sound effect of recall nearly fully mask the animation and sound from your ult, making you arrival a complete surprise.
As spells, there are a few options, as Ghost got nerfed by the removal of the Distortion enchantment. Take Flash with Barrier, Ghost or Teleport.
- Use offensively with Gold Card, or defensively to dodge CC. Keep in mind that you are squishy and will most likely die when focused with hard CC.
- My current default, as I am now climbing a bit more in the ladder. At lower ranks you can afford to play much more aggressive without being punished too hard for mistakes. Therefore Ghost is probably the best at ranks at which you are really comfortable. When you get into higher ranks, and therefore better opponents, you may want to switch to Barrier. As soon as you level out again on a rank, you may want to consider switching back to Ghost. Always take Barrier vs Annie.
- Your prey tends to run when you ult in, so having a prolonged gap closer helps a lot. See explanation above for choice between Ghost and Barrier.
- This will allow more ganks, and also gives a bit more breathing room early game if you need to go back when you are being stomped. Can be really awesome together with a Shen or Pantheon with TP as well.
The big exceptions: against Zed, Talon and Katarina, consider Exhaust instead of Barrier.
Baron double kill:
I suspected a baron rush, so I ulted to get vision. After the double kill we went on to finish Baron who had only 1-2k hp left.
As soon as I have them I will add:
* Ulting onto recalling enemy
* Wave clearing with Q and W
23-10-2016: added pink ward map + some small layout changes
19-10-2016: added pink ward
28-09-2016: changed masteries: Natural Talent to Vampirism for sustain
12-11-2016: updated masteries and wards for patch 6.22. Removed old damage calculations.
17-11-2016: bit more clarification on Morellonomicon, fixed some links. Added Syndra
27-12-2016: added remarks on Rod of Ages