Build Guide by Maybellene
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
I chose Twisted Fate on a whim and didn't realize how difficult he can be to play. For those of you trying him out and feel like he's too squishy, just stick to it, play conservative and by end game you can 1v1 anyone (save for Xin and Jarvan). With stuns, slows, and the ability to never run out of mana he can be an amazing pusher, and works best when he's able to solo a lane so he can hit 6, get Destiny, and start ganking early.
I chose the hp per level Seals because by level 6 you're already above the HP of the stock 5.35s. TF being as squishy as he is, you need all the HP you can get, and because 9 times out of 10 as TF you solo mid, you should be level 6 5-6 minutes in. The Glyphs help with those first 5 minutes by giving you a base of about 20 extra HP. Now that may not seem like a lot, but I can't count the times I've missed a kill or lived because of 10-15 hp.
Starting with Vampiric Scepter is a good way to keep yourself in the lane longer. Doran's blade is never a bad choice with the extra 100 hp, 9 damage, and slight life steal, but if you play TF properly you shouldn't be taking much damage, and when you do that extra 9% of life steal gets you back up to full that much faster. Getting Beserker Greaves and Sword of the Divine quickly usually makes the difference between kills and enemies escaping. With stacked deck and 1.5 attack speed with those 2 items, champs usually go down right quick at 6 and below. By the time you have your first Phantom Dancer, you'll easily be able to drop chunks of peoples health while they run away. Once you reach your second Phantom Dancer, and on your way to your Bloodthirster, you're basically killing people with one stun and an auto attack. Come late game I replace Sword of Divine (unless there's a Jax), and get a Frozen mallet for the slow, but mostly for the 700 HP.
Obviously heving more burst is the best way to harass and kill. Getting Stacked Deck 2 times in a row (at level 2 and 3) gives you that extra bit of hit when harassing. If you play TF aggressively, which is possible depending on who you're laned with, you can get a kill by people being unprepared for that extra 85 damage + gold card hit. Usually a level 3 champion with 10% or less hp is dead with a well placed gold card + well timed Stacked Deck. Level 2 Stacked Deck can be the difference between First Blood, and the enemy getting away.
The two summoners spells chosen are amazing synergy for TF. First, Flash. As posted above a well placed gold card + Stacked Deck can be devestating. Flashing from the bushes onto an enemy's face at low hp with a gold card up, and Stacked Deck loaded is usually a kill. It can also help you get out of sticky situations. As TF you'll be targeted A LOT if you don't play it smart in team fights. If you manage to get ahead of your tanks, you can easily pop out to save your nuts and kite enemies through your team, where you can stun them and kill them.
Exhaust can make TF one of the best 1v1. Come end game, with your attack speed, life steal, and hits over 700, TF can take almost anyone on 1v1. Obviously casters make this difficult, but at the same time if you get your stuns off properly, they'll be dead in the 1.5 second duration of gold card. Taking on champions that rely on AD to kill, that 3 seconds of exhaust + 1.5 seconds of stun (sometimes it takes 2 stuns) makes you unkillable, while dropping their hp in seconds.
TF is an amazing DPS hero. Shooting shots of 700+ at a 2.5 attack speed, with Stacked Deck bursts, tear up any champion all day. He's difficult to master, and dont get frustrated when you die in 2 shots early, and 3 shots late. Play defensively, although it may seem tedious to tower hump, until you're good with your card rotation, flash jumps, and your attack speed is high enough, it's necessary to avoid any and all incoming damage. Once you've gotten comfortable with the card rotation (blue,red,gold,repeat) you can put out a little more pressure on champions when soloing a lane. Keeping out of team fights until you're SURE you won't be killed instantly is the best way to play TF. Once you've got a handle on this hero, he by far one of the most fun champions out there. Destiny can also be used effectivly as a clean up for team fights, as well as pushing lanes hard while your team is defending.
A note here for keeping your mana up, is using Blue card on towers, as well as using it to poach creeps. It's a good shot of damage even at level one, and by level 5 the blue card gives back the mana cost of the spell + some. Use it often, but don't put yourself in a situation where your cards are on CD and you die because you can't stun and run.