Build Guide by Platina
Not Updated For Current Season
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Twisted Fate Build
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 - Introduction
So I felt it's my time to contribute with a guide to the TF community mainly because I've seen the vast majority is building TF as an AP champion, sure it works out quite well in some cases.
I've never felt that AP fit me nor my playstyle with Twisted Fate, so here's my way of playing him, enjoy. :)
Abbreviations that may or may not be used in this guide:
AA = Auto-attack (Basic Attacks)
CC = Crowd Control (Stun, fear, slow, snare, etc)
FB = First Blood
AP = Ability Power
AD = Attack Damage
AT = Anti tank
MD = Magic Damage
AS = Attack Speed
MS = Movement Speed
MR = Magic Resistance
PaC = Pick a Card
WC = Wild Card
SD = Stacked Deck
ArPen = Armor Penetration
MPen = Magic Penetration
LS = Life Steal
SV = Spell Vamp
DPS = Strong Auto-attacker
MDPS = Strong spells; casters
CDR = Cooldown Reduction
OOM = Out of Mana
MP = Mana pool
HP = Health pool
MP Regen = Mana Regeneration per 5 seconds
HP Regen = Health Regeneration per 5 seconds
II - Pros / Cons
- Great mid-late game
- Good mid and sidelane farm.
- High-end backdoorer
- Heavy nuke without relying on wildcards
- Will be a nightmare too the carry's aswell as tanks in teamfights and 1vs1's.
- Able to take the 1v2 sololane's, depending on the opposite team's composition.
- Squishy against heavynuke champs such as Brand early game.
- Can have a slow start if you don't manage to lasthit the creeps in your lane.
- Will have a hard time early game while duolaning if you cannot rely on your partner to do the nuking or ccing with you
III - Early Game
Laneing and harrassing
So PaC is your best friend as TF. You want to use your Blue Card to secure those creep-lasthits, it's a great contribute to TF as it comes to the laning phase since you'll be able to stay at full mana pretty much throughout the entire phase.
Red Card Is something that you'll want to use for harassing and last hitting (occasionally), if there's a group of minions that's at a low amount of hp, you will want to use this for lasthitting to ensure that you get as many of them as possible.
So, how do I harass with the Red Card? Well, that's quite an easy question to answer, you can take advantage of your enemies mistakes and just let them taste the splash damage and slow, or you could just throw it directly at them for the added AA damage and hope that the splash will reach onto the minions.
Recurve Bow Or atleast close to getting one.
IV - Mid Game
Ganking, killing and controlling the lane
Ganking is something that you don't wish to do whenever you please too, there's a couple of important rules to have in mind when it comes to doing thus.
In mid lane you wont be able to gank whenever you please, unless your jungler can cover up for you, however, if you are sure that your lane will be under control during the gank, go for it.
In a side lane you can gank alot more than you would being in the mid lane, mainly if you know you can trust that your partner will be able to cover the lane.
Whenever you go in for a gank you will want to use theYellow Card for the stun.
Sword of the Divine
Catalyst the Protector
V - Late Game
Teamfights and backdooring
The that you will want to be using during teamfights, is obviously the Yellow Card for it's stun effect.
So since your an antitank, it really doesn't matter who you aim, still I would advice you to aim their carrys, since the faster that they go down the less damage will be put out onto you and your team.
But what if I want to go for the tank, you might ask? Well, go for it you got the damage to nuke him down in seconds.
Backdooring? How do I know when to do it?, well it's qujite simple actually since you can nuke a turret and an inhibitor down in seconds due to your huge AS and your Blue Cards.
But please, make sure that the enemies are not MIA because if they are, this could end really bad for you.
Sword of the Divine
VI - Summoner Spells
What to get
I've got so much love for this SS, it just works great for me with TF.
The summoner spell I find myself using most of the times, along with flash.
Exhaust, this is a great tool if you spend a point into it - The blind and slow really helps.
Ghost, this can be a good tool, when I go with it I like to combine it with either flash or exhaust.
Teleport, a great 2nd ganking/rescuing-turret spell, I like to get this every now and then.
Cleanse, can be usefull from time to time when facing a hard cc team, however I'd recommend that you get mercury treads if that's the case.
Heal, can be used occasionally, I don't find my self using this tho.
Clairovoyance If your support is not willing to get this and you feel like you need to get a tad bit of extra map awareness, go with it.
What not to get
Revive, I find this to have a too high cooldown in order to be usefull to me, sorry next.
Clarity, useless, hello use your blue card for gods sake.
Rally, no, just forget about it.
Fortify, let your support or tankish player get this.
Smite, you're not a jungler, so no.
VII - Items
Optional items (Sixth Item)
Frozen Mallet, great slowing effect, HP bonus and an additional 20 damage.
The Bloodthirster, some lifesteal works good with the AS, and also, the LS is just a pure win.
Infinity Edge, holy ****, this badboy can do some devastating work.
The BC, is just an imba item, the arp, damage and attackspeed is just too good to be true, you should get this item if you feel like you for some reason need to get their tanks down quicker.
Trinity Force, great item really nothing to complain about, if you are in the mood for it, I'd say definitly go for it, with all the perks that it gives, heck yeah.
Last Whisper, some additional ARP and Damage.
Phantom Dancer, movement speed, crit and attackspeed, go for it if you need that extra edge to your backdooring, also works great with your on-hit effect items.
Malady, another good on-hit item.
Quicksilver sash, Works good against a CC team if you didn't feel like picking up Cleanse.
VIII - Masteries
Well, since we're going mainly AS (Anti-tank) with this build you will want the perks that the offense tree brings to us, the extra crit, AD, AS, ARP is just too good to say no to.
The 9 points into the utility tree is mainly to bring out the extra exp that it brings, level 6 faster equals faster ganks so this is a must to have as Twisted Fate.
IX - Runes
Mark: ARP is just what I find to be the most usefull for an anti-tank champion, escpecially early game.
Seal: So, the additional AS is something that I wanted purely for a headstart in the laneing phase.
Glyph: Extra MR, just gotta love it.
Quints: As I used to find TF way too squishy earlygame I decided I'd try out the HP quints and it just worked out great to see that you're able to get above 500 HP at lvl 1.
XI - Summary
So, what do I think of TF?, yeah well, he's my absolute favorite champion to play, I'll try to keep this guide up-to-date and bring whatever knowledge or new paths that I find along the way of my travels.
For now I'll just be having the Anti-tank way of TF up here.
Twisted Fate - Beat it.