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Spells:
Teleport
Flash
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Introduction
many use him to AD, but that is some ********, he is made for AP.
And he is a good champion
enjoy :) i will update some times.
make a comment if you like it :D
Teleport.
As for Teleport, Mandatory.
You may be thinking having Teleport AND Destiny is a bit redundant. Trust me, it's not; it is borderline OP, and necessary for maximizing TF.
Early game, this means you'll have a stronger laning phase. You can go back when you'd normally be hesitant of falling behind in exp or gold.
Late game, teleport is your ticket to the lane the enemies are far from, so you can farm while your allies hold off a group push. Destiny is your ticket to safety when they realize you're messing with their tower and try to gank you.
I will elaborate further in the game-phase-tactics section below.
Alternatives to Clairvoyance:
Now, this is suppose to be a guide after all, not a garden path you can't divert from. If Clairvoyance isn't your thing, you want an escape mechanism.
Choose wisely based on your own style:
Flash
Flash:
Flash is your standard escape mechanism and blink for a quick Gold-Card trapping.
Good Way to get a kill
As for Teleport, Mandatory.
You may be thinking having Teleport AND Destiny is a bit redundant. Trust me, it's not; it is borderline OP, and necessary for maximizing TF.
Early game, this means you'll have a stronger laning phase. You can go back when you'd normally be hesitant of falling behind in exp or gold.
Late game, teleport is your ticket to the lane the enemies are far from, so you can farm while your allies hold off a group push. Destiny is your ticket to safety when they realize you're messing with their tower and try to gank you.
I will elaborate further in the game-phase-tactics section below.
Alternatives to Clairvoyance:
Now, this is suppose to be a guide after all, not a garden path you can't divert from. If Clairvoyance isn't your thing, you want an escape mechanism.
Choose wisely based on your own style:
Flash
Flash:
Flash is your standard escape mechanism and blink for a quick Gold-Card trapping.
Good Way to get a kill
Runes (and Masteries)
AP Caster build
Magic Penetration Marks, standard.
Mana Regen per Level Seals, keeps Twisted Fate on the battle field throughout the game. I like them~
Ability Power per Level Glyphs, originally CDR of the "Standard Caster build," I now take AP to strengthen my late-game, after firmly place Ionian Boots of Lucidity my build I no longer need the flat CDR.
Flat HP Quintessences, any Magic user's early-game crutch for staying alive longer.
As for Masteries, the utmost importance goes to:
"Presence of the Master"
The top tier Utility mastery will allow you to maximize Clairvoyance and Teleport usage.
Sorcery, Awareness, Intelligence
Getting a level advantage is very important, at the very least you want to keep up with your enemies who will also often be bringing this mastery into play.
With only 7 points in Offensive and Utility, you can leave the spawning pool with 9% CDR, combined with Stacked Deck and Runes, you'll be running with 29% CDR late-game.
Quickness, Archaic Knowledge
Basic stat boosters to help Twisted Fate.
AP Caster build
Magic Penetration Marks, standard.
Mana Regen per Level Seals, keeps Twisted Fate on the battle field throughout the game. I like them~
Ability Power per Level Glyphs, originally CDR of the "Standard Caster build," I now take AP to strengthen my late-game, after firmly place Ionian Boots of Lucidity my build I no longer need the flat CDR.
Flat HP Quintessences, any Magic user's early-game crutch for staying alive longer.
As for Masteries, the utmost importance goes to:
"Presence of the Master"
The top tier Utility mastery will allow you to maximize Clairvoyance and Teleport usage.
Sorcery, Awareness, Intelligence
Getting a level advantage is very important, at the very least you want to keep up with your enemies who will also often be bringing this mastery into play.
With only 7 points in Offensive and Utility, you can leave the spawning pool with 9% CDR, combined with Stacked Deck and Runes, you'll be running with 29% CDR late-game.
Quickness, Archaic Knowledge
Basic stat boosters to help Twisted Fate.
Wild Cards:
is weak at the start, but you have to upgade it. its thsi spell you gonna use much in the game.
Pick a Card:
this spell helps you to get mana fast again. and it also stun, this helps you much in the game.
If you using gold card (stun) and wild cards, you make a lot of Dmg.
Stacked Deck:
This is maxed in tandem with Pick A Card, as the cooldown reduction is important to allowing more Gate-usage.
Destiny:
This is why I love Twisted Fate so much. His Ultimate is just so much fun for both ganking and escaping.
look around on the map, and try to find some to gank.
use destiny, lock the gold card, teleport, cast the stun and spam your wild crads :)
is weak at the start, but you have to upgade it. its thsi spell you gonna use much in the game.
Pick a Card:
this spell helps you to get mana fast again. and it also stun, this helps you much in the game.
If you using gold card (stun) and wild cards, you make a lot of Dmg.
Stacked Deck:
This is maxed in tandem with Pick A Card, as the cooldown reduction is important to allowing more Gate-usage.
Destiny:
This is why I love Twisted Fate so much. His Ultimate is just so much fun for both ganking and escaping.
look around on the map, and try to find some to gank.
use destiny, lock the gold card, teleport, cast the stun and spam your wild crads :)
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