Build Guide by Bugsydor
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
Not Updated For Current Season
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.
The point of this build is to maximize the usefulness of the Wild Cards technique.
The main way that I use Wild Cards is I sit with my opponents at or near my max range and shoot cards of doom at them. This is quite useful for damaging a turret hugger without risking being fired upon by the turret. A good thing to remember is that you have more range with this attack than most other champions have, so they need to come closer to you to retaliate. Use this to your advantage by spamming this attack whilst kiting your foe.
Another highly effective use for Wild Cards is to spam them at pursuers while retreating. I have killed a surprising number of champions that had me on the run that way.
Pick a Card
While it isn't the focus of this build, the Pick a Card ability has its uses.
The blue card should be used regularly to regenerate mana, and it will be regenerating a sizable amount of mana at higher levels. You will probably need to use this card a lot. Don't be afraid to spam this card at minions to regain mana. That is what it is there for.
The red card isn't as useful for this build, but it's slowdown and splash damage are useful if you are facing or are pursued by a group of champions. It is also suitable for clearing a turret of minions, but Wild Cards seem to work better for destroying closely packed groups of minions.
The gold card quite powerful. Although it only adds half of the bonus damage of the other two card types, its stun effect is excellent for lining up a wild card attack or helping a teammate close the distance on a retreating enemy. If you are running away from a lone champion, then you should smack him with a gold card to give yourself a second or two of a head start.
I selected Glyphs and Quints of Force for the obvious purpose of increasing AP per level. I find these AP per level runes superior to the instant AP runes because of their greater utility throughout the game.
I selected Marks of Insight so because they improve the damage done against enemies via wild cards. Also, they qualify as attack power modifiers and are thus a specialty of marks.
I selected Seals of Evasion because I wasn't sure what kind of seals to get, and I like dodging better than damage reduction. Feel free to suggest a different seal in the comments, but be sure to include the reasoning behind it.
This is my first build, and my summoner level is fifteen at the time of writing. In other words, I am pretty new here. Please leave constructive criticism on how I can improve this build in the comments.
This build is heavily influenced by Crazy Smurf's AP-centric Twisted Fate build. Check out his guide. It's great.