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Build Guide by Rootdown

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.


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League of Legends Build Guide Author Rootdown

Twisted Fate: Fearless (AS)

Rootdown Last updated on December 17, 2010
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Ability Sequence

13
14
15
17
18
Ability Key Q
1
4
9
10
11
Ability Key W
2
3
5
7
8
Ability Key E
6
12
16
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.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Lvl 1-5: Play very safe, you should be soloing. Try to use blue cards for last hit and let them push you, once your pushed to your tower you can drop some red cards. If the other champion cannot harass that well get 3 points in stack a deck and drop a red, blue or gold card on the enemy champ for some damage. Getting the enemy lane champ low really helps for jungle ganks.

Lvl 6: Push your lane hard half way through lvl 5, blue pill back at 6 then gank with gold and ult. Get back to your lane asap.

Lvl 7-18: Farm like crazy, gank whenever your ult is up, get your reds. Don't farm in a distant lane to much when your ult is down you need to be able to get to team fights quick.

Summary:This Tf build is based on Magic Procs from stacked deck and sword of the divine. This is the reason for all the attack speed runes. Sword of the divine makes up for no Armor Pen.
Playing this tf is a lot like playing twitch, you wanna enter team fights around 2-3 seconds after they start. Make sure the other team has focused on a target and blown some cooldowns if they have not they can switch to you very quickly. You need to be somewhat suicidal, do not back down once you start you need to throw as many cards as possible. Sort of a game of chicken who will run first.

If they all switch to you, flash back and keep shooting, if needed hit ghost and kite. People will not expect the extra damage when your 155(skill)+100(sword) proc. Try and enter a gank or team fight with 3 points in stacked deck.

Masteries + Spells:
I take 9/0/21. Main reason is for summoner spell cooldowns, you need your flash and ghost TF is so squishy these two spells will save your *** all the time. I don't recommend anything else. The way I see it is if your alive to throw 3 more cards thats your 4% more damage from 21 the offense tree. If you avoid a stun with flash or get out of a gank thats way more than 4% from you defensive tree.

Items: If you get to the point where you have to sell a Doran's Blade for the Banshee's Viel you can choose also to pick a Guardian Angle depending on the team.
If there isn't much cc on the other team you can take boots of swiftness.
Your next two items for really late game can be personal pref. Items that work should have crit, dmg and life steal or you can get more defensive items.

Runes:
Quint's: Attack Speed (must)
Mark's: Attack Speed (must)

Here's where the build can vary, if you feel like the extra defends doesn't matter and you want 10% more attack speed then go for it. I personally get dodge and flat MR, getting one lucky dodge can be worth a lot of HP. Mind you dodge is worthless vs a mainly AP team.

Seal's: Hp flat, Hp per lvl, Dodge, or Attack speed(AS is not cost effective)
Glyph's: MR flat, MR per lvl, Magic Pen, or Attack speed(AS is not cost effective)