Twisted Fate Build Guide by
Not Updated For Current Season
Twisted Fate Build
Not Updated For Current Season
Welcome to my prospective Twisted Fate guide, for Dominion, the upcoming game mode for LoL. It is a capture-and-hold style map, and this build of TF is designed to keep the enemy from capturing any bases.
I have not yet had a chance to play Dominion- I've only seen the live streams from Gamescon at this point.
This means that I do not know what items are not available in CS (Crystal Scar). Nor do I know what new items are available. This is a PROSPECTIVE guide. Essentially, I'm looking at what I think could be useful and trying to use what strengths TF has.
Additionally, this is a guide for disruption as TF. If you want a normal guide, go look at this here guide: Twisted Fate: Doin' It [100% of Fate].
You want to be everywhere, so Ghost and Flash are the two summoner spells of choice for that. Additionally, they can help you get out of a bad situation or chase down a fleeing opponent.
Other options include Garrison and Clairvoyance.
Garrison will help you either hold or capture any of the bases. If you throw it on one your opponents are trying to grab, it will slow down their rate of capture while increasing the damage the turret deals. It is not yet implemented, but will be released with Dominion.
Clairvoyance will let you see where your enemies are. However, you have Destiny and since all of the bases are lit up, as are the primary paths between them, this will have less use then it does in Summoner's Rift.
I hope the rune choices are fairly obvious.
Greater Quintessence of Movement Speed: The bonus move-speed is good for getting around. This is fairly no-brainer.
Greater Glyph of Cooldown Reduction/ Greater Glyph of Scaling Cooldown Reduction: You can use either of these for their CDR. With max CDR you have a 3.6s CD on Wild Cards, so you can spam it to keep enemies off your bases. While I would normally suggest Focus over Celerity because it gives you more early game, you start at level 3 on Crystal Scar and you quickly go up levels, so per-level runes might see a surge in popularity.
Greater Seal of Scaling Magic Resist: These I took just for the defense- any defensive rune will do. Again, go with per-level as you will hit the point where the per-levels are better than the static-value runes a lot faster than you would in SR.
Greater Mark of Magic Penetration: You can go with either Armor Pen or Spell Pen, it doesn't really matter, it just depends on your skill sequence.
Just drop a point in all of your abilities at spawn. You can choose to go Q/E/E instead of Q/W/E, as the first level (to level 4) usually happens within a minute or two of the start of the battle.
You definitely want one rank in Q, as that is what you're going to be using to harass with. It has a pretty ridiculous range and it passes through everything, so it can interrupt multiple enemy champions who are channeling onto your base. Additionally, since they aren't moving (they have to stand still to channel) it is easier for you to hit them.
You also want to have your E maxed as quickly as possible. With that, your Masteries and your Runes, you'll be at 40% CDR pretty quickly.
I also max out Destiny because it will let you jump around the arena constantly. Not only can you use it to backdoor, but you can defend a base very easily with it. With Max CDR it'll be about a minute long CD, so you're not going to be able to get every base, but you'll be able to get to alot. Additionally, you don't have to defeat your opponent- you just have to keep them from capping the point until your teammates arrive.
That last point is why you want to rank up your W, so you have the stun. This will also interrupt channeling and the CC will keep them in the area until teammates show up. With max CDR this has a 3s CD, so you'll be able to chuck out cards like nobodies business.