Twisted Fate Build Guide by HeadinPants
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Twisted Fate
| Health | 2384.37 |
| Health Regen | 15.3 |
| Mana | 1086 |
| Mana Regen | 9.4 |
| Armor | 126.95 |
| Magic Resist | 54.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 250.81 |
| Attack Speed | 136.007 |
| Crit Chance | 10%S |
| Crit Damage | 0% |
| Ability Power | 240 |
| Life Steal | 22% |
| Spell Vamp | 22 |
| Armor Penetration | 9.89 |
| Magic Penetration | 6.9 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Read this If Nothing Else
If you aren't going to read this entire guide, please don't bother to vote or comment- I prefer to receive REAL feedback. I would also like to note to readers that I am in the process of putting videos and images together, so they should be in this guide sometime during December at the latest (sorry, but high school has arrived). Thank you, and please, read on!
Introduction
Hello to all of my fellow
MOBAFire friends and all that. This build is meant to take the versatility of
Twisted Fate and push it to its full potential by dealing large portions of both magical and physical damage. While it doesn't provide the magical damage of an AP
Twisted Fate or the physical damage of an AD one, it has a good portion of both. I hope you enjoy this guide or at least find it informative.
Twisted Fate- Lore and Emotes
If you find these interesting, take a good read, but otherwise, go ahead and skip them.
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.
Pros & Cons
| space |
Pros
+ Immense damage output + Demolishes tanks + Can slow without casting + Damages well no matter which defense is focused in an enemy build + Amazing Sustainabality + + Can arrive at a major fight on short notice + Stun on a short cooldown + + Can 1v1 a |
spc |
spac |
Cons
- Squishy late game, forcing him to fight from the back - Relies on being able to make basic attacks - hitting the correct choice with - Doesn't have the spell power of a straight AP - Doesn't have to basic attack power of a straight AD - Can't survive large bursts, especially from AP carries - Has only 19% cooldown reduction end game |
Masteries
The masteries of this build are focused on providing consistent damage from
Stacked Deck, penetration, and good sustain. Here are the masteries I take and reasons for each one.
Summoner's Wrath
-
Since I take two summoner spells that benefit from
Summoner's Wrath
, it would be rather foolish not to take it. Since the ability power and attack speed from surge immensely increase my damage output and I deal mixed damage (regarding the 10 effective armor and magic penetration from
Exhaust), this mastery makes my 1v1 fights end much faster.
Mental Force
-
4 additional ability power at level one increases my damage out put from my primary damage tools (
Stacked Deck and
Pick A Card).
Demolitionist
-
Bonus damage to turrets will allow you to get a turret advantage on the enemy much faster.
Alacrity
-
Allows me to trigger
Stacked Deck more often and allows access to
Weapon Expertise
.
Sorcery
-
Cooldown reduction allows me to cast my scouting and emergency travel spell
Destiny and other spells more often, which becomes very helpful late game. Also allows access to
Arcane Knowledge
.
Weapon Expertise
-
Allows me to deal my physical damage more consistently to champions stacking armor.
Arcane Knowledge
-
Allows me to deal my magic damage more consistently to champions stacking magic resistance.
Vampirism
-
Sustain early game and helps survive late game when targeted.
Expanded Mind
-
Let's face it-
Good Hands
is pretty useless if you can have more mana instead.
Improved Recall
-
Normally I don't take it, but there's no point in taking
Summoner's Insight
and I shouldn't die enough for
Good Hands
to be helpful, so it's a better option.
Swiftness
-
Provides better speed before I build boots and makes me much faster late game when combined with
Trinity Force and
Berserker's Greaves.
Transmutation
-
Turns your great damage from
Stacked Deck into amazing sustain.
Runes
Many people probably said something along the lines of "What's wrong with this guy?" when they saw my runes above. I assure you, I have good reasons for these choices. Here are my reasons for each.
Marks-
After much debate, I decided on
Greater Mark of Hybrid Penetration. Since I already have 10% armor and magic penetration from masteries, the additional flat penetration proves itself quite useful.
Seals-
For seals I decided to cover my weaknesses. My main weak points were late and early game health, and late game armor. Naturally I decided on deviding between each weakness evenly, building 3 greater seal of defense, 3 greater seal of defense, and 3 greater seal of vitality.
Glyphs-
I choose to cover my weak magic resist end game with my glyphs, building
Greater Glyph of Scaling Magic Resist.
Quintessences-
Another weird set of runes, I am well aware. I split between lifesteal and spell vamp to provide higher amounts of sustain. With the last I build
Greater Quintessence of Hybrid Penetration to help deal with enemies stacking armor and magic resist.
Summoner Spells
Surge-
Between the attack speed and ability power buffs,
Surge gives much higher damage output.
Exhaust-
- Since it reduces incoming damage and slows, it can be used as an escape.
- Provides 10 effective armor and magic penetration on the target because of
Summoner's Wrath
. - Excellent way to help finish off an enemy if your stun is on cooldown.
Reasons for not using other summoner spells:
Healing isn't an issue as long as you can make basic attacks.
Useful, but best when on cooldown.
Good, but
Pushing power isn't helpful on this build because it has plenty of push of its own.
Excellent spell. It really is, and underused. Excellent for escaping and/or counter-disabling with
Useful but not the most effective escape, especially compared with
For a non-
Skill Sequence/Ability Explainations
Passive:
Every time an ally champion kills a unit, they receive an extra 2 gold, which increases the rate at which your team gets fed, even if slightly.
Q:
video
W:
Over the next few seconds, 3 cards will appear above
Damage comparison: Blue > Red > Yellow/Gold
-Red Card:
Enemies around the attacked unit (and the attacked unit) take magic damage. all enemies damaged by the red card are slowed.
video
-Yellow/Gold Card:
The target struck by this card is stunned briefly and takes some magic damage.
video
-Blue Card:
The target struck by the blue card takes some magic damage.
video
As a secondary damage source, I max
E:
Passive #1:
Passive #2: Every fourth basic attack
video
As my primary damage source, I max
R:
Destiny: Upon casting,
Gate:
video
As an ultimate, I put points into
Items: What to/What not to Buy
Game Starting Items:
Option 1:
Vampiric Scepter
Option 2:
Boots of Speed,
Sight Ward,
Health Potion
Option 3:
Boots of Speed, 3
Health Potions
Choosing which option to try is probably best decided by what play style you are used to playing with
Twisted Fate or what champions you tend to play. The
Vampiric Scepter option is very good if you want to focus on winning trades. If you are used to starting with a mid lane ward, I recommend playing with the second option. If you prefer playing mid lane with speed and sustain without harassing most of the time, I would recommend the first option. These build starters are aimed at building large amounts of sustain, and speed if you prefer. However, the
Vampiric Scepter option is specialized for this build in that it plays very much into the focus on basic attacks and survivability through spell vamp and lifesteal.
Second Item Step:
This item will make farming easier, especially if you are not very good at estimating when to last-hit. It provides some armor for early physical durability. It also builds into two great items for late game,
Third Item Step:
Since
Fourth Item Step:
This is a core item in this build, and it is comparable to an early dessert cake. This item will make
Fifth Item Step:
This id possibly one of the best Items a hybrid offense champion can buy. It gives 20 AD in the form of magic damage, attack speed, ability power, and magic resist reduction. This item is truly lovable. The counterpart,
Sixth Item Step:
Even if you are not feeling the need to build
Seventh Item Step:
This is a core item for this build, and puts extra icing on your dessert cake,
Eighth Item Step:
Option 1:
Option 2:
Option 3:
Ninth Item Step:
This is a great item, especially when combined with
Early Game
Example 2: Two or more enemies close in to kill you. You have
Example 3: Two enemies engage for the kill. You have
Mid & Late Game
Baron Nashor- the Do's and Don'ts
When your team fights
Baron Nashor
, save your ultimate for when
Baron Nashor
's heal drops to about a third. At this point the enemy team should have figured out what you're doing. At this point, cast
Destiny for the sight of the enemy, and prepare
Pick A Card (red) or
Pick A Card (yellow), based on how many enemies come from a single direction. doing this should allow you to delay their team long enough to finish killing
Baron Nashor
, helping secure the buff. However, when you start your baron fight, focus him with
Pick A Card (blue) for until you cast your ultimate- since you can't disable
Baron Nashor
and your
Pick A Card (blue) has the highest damage output, you really can't go wrong. You can also use
Wild Cards, but if you do, focus it in the direction of your own jungle so the cards don't tip the enemy team off. (video)
Actual Statistics for Level 18
Some of the figures for final stats are wrong up above, so I have taken the liberty of calculating them for you. If any
MOBAFire staff are reading this, then it's a REALLY SUBTLE NOTICE THAT THEY NEED TO UPDATE THEIR STATISTICS BLOCK CODING. Haha, you're welcome everyone :) Note- These figures were calculated using the wiki figures for base stats and adding in all benefits that apply from the exact build in the overview, without the addition of potions.
Health: 2102.37
Health Regeneration per 5: 14.7
Mana: 1314
Mana Regeneration per 5: 15
Armor: 72.9
Magic Resistance: 54.3
Tenacity: 0
Movement Speed: 428.4
Range: 525
Gold Bonus: 0 per 5
Attack Damage: 212.51
Attack Speed: 2.5 (maximum)
Critical Chance: 15%
Critical Damage: Normal (+100% damage)
Ability Power: 349.7 (or 461.24 while
Surge is active)
Life Steal: 25%
Spell Vamp: 20%
Armor Penetration: 11 / 10%
Magic Penetration: 6.43 / 10%
Cooldown Reduction: 19%
Special Thanks
Special thanks to the following people:
-Those who actually read this entire guide.
-Those who give me upvotes.
-Those who give me constructive criticism for this build or complement it.
-JhoiJhoi, for giving me great coding info that I didn't have (I may love "Code Monkey" by Jonathan Coulton, but I am so not a coder).
-My real world friend (the best kind, yes?) and fellow League player Dain for assisting me with checking the coding and general layout.
-All of the other people who helped put together Making A Guide by JhoiJhoi.
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup EUW June
Registration Open
|
|
MOBAFire Community Cup NA May
Registration Open
|
|
Dominate Dominion #58
Registration Open
|
|
Dominate TT #11
Check In Open
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (3)




