Twisted Fate Build Guide by XLRDARK

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.

League of Legends Build Guide Author XLRDARK

The AD Carry TF

XLRDARK Last updated on March 31, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Being a Great AD Twisted Fate

To become a great Twisted Fate you must last hit to keep up with the game and when you are using your pick a card you have to think alot about what you need and the reason you never get a mana potion is because his pick a card the blue one replenishes mana. Also using your ultimate to help the team locate where the other team is very good because it can either help know if the team is doing baron or hiding and waiting to jump you.

This build was originally kenste69's but since he's such a great guy he told me to post this but all the credit goes to him and.
NOTE: Do Not Sell the berserker grieves sell the wriggles lantern and buy the bloodthirster as your last priority and feel free to add me in game BallSack69

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(skip this and return if you dont know something)

U.C. = Under Construction (Not completed part of guide).
IMO = In my opinion.

Crowd controller = Champion who has heavy crowd control (non-slow).
Squishy = Low-health champion / Easy to kill (Mostly focused during the teamfights).
Glass-cannon = Squishy champion with high damage output.
Spawn = Your spawning pool, place when you are rebirthed if you die. Spawn include shop.
Shop = Place when you buy new items (oh really?).
Burst = High damage output over short time.
Poke/Harass = simple attack on enemy champion, during laning, to make him issues with sustain.
Bait = To attract enemy champion with your low-health, to ambush and kill him with help of your hidden teammates.
Laning Phase = Early-game phase when players (excluding Jungler) are staying in their lanes (to Farm and get XP).
Teamfight = Battle between entire teams (Only mid-late game).
Mana-starving = Champion having problems with mana, not enough mana.
Facecheck = To check brush by simply walking into it (Risk to get ambushed by enemy).
Turret aggro = when turret focus you because you attacked enemy champion.
Towerdive = to follow enemy champion to its own Turret, to kill him before Turret kills you.
Pull (Jungle term) = To hit Jungle creep with one ranged autoattack/ability, helps Jungler at start of match.

AoE = Area of effect ability (Can hit multiple targets at once).
DoT = Damage over time.
Blue = Blue buff, obtained by killing Ancient golem jungle (Helpful for AP carries standing in Solo-mid).
Red = Red buff, obtained by killing Lizard king in jungle.
CDR = Cooldown reduction.
CC = Crowd control (stun, slow, snare, fear, knock up, taunt, suppress etc.).
Root = Snare = Being immobilized.

Jungle = space between lanes, occupied by neutral creeps.
Gank/Ganking = Quick action leading to advantage (1v2, 2v3), mostly performed by Jungler.
Farming = Obtaining gold from last-hitting enemy minions.
Last-hitting = using autoattack on enemy low-health minion to obtain gold from. (Tree with last-hit priority: AD Carry -> AP Carry -> Tank -> Support).
Pushing = Quickly killing enemy minion waves to get your own minions to enemy turret.
AD carry = Champion using his autoattacks (and AD-scaling abilities) as main damage source.
AP carry = Champion using his abilities as main damage source.
Tank = Champion who is built to take big amounts of damage.
Jungler = player/champion using jungle to obtain Gold and Experience.
Fighter = Usually AD based champion with better survivability than normal AD carries.
Support = Champion who is helping other teammates (Giving them possitive auras, Healing them, shielding them etc.).

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For utility movement speed is crucial but the extra mana, and respawn time reduction is fantastic.

For your attack masteries the extra attack and life steal adds on to a great fed Twisted Fate at the end of the game.

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Creeping / Jungling

To be a great AD carry ask your jungler for his 2nd blue and his 2nd red because the burn damage and the cool-down reduction is very good for a successful Twisted Fate

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Pros- His passive gives 2extra gold after each minion kill.
-Has a two second stun.
- Splash slow
- He is not mana hungry at all.
-Great Farmer
-Amazing Back doorer and has a great ganking ability and teleports everywhere.

Cons-Very Squishy
-Prone to ganks
-You can get baffled while using Pick a Card