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Twisted Fate - Isn't this a Kogmaw build?
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Spells:
Flash
Exhaust
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Introduction
I always grab Pick A Card first because i like to have my stun from the very start of them game, blue card helps to last hit effectively and regenerate your mana. Its always good for harassment and if your not solo its definitely good for major harassment. The biggest reason I choose this is because of habit, Stacked Deck can do you just as much good for your last hitting and harassing and it doesn't even use mana. If you choose stacked deck make sure to get pick a card second.
Pros
-Good DPS
-Strong laning phase because of blue card
-Excellent crowd control
-Strong ganker/finishing off the runner
Cons
-Very squishy
-Weak jungler
-Low move speed
-Hard to get used to when using Pick A Card
-Short range for a range DPS champ
-Good DPS
-Strong laning phase because of blue card
-Excellent crowd control
-Strong ganker/finishing off the runner
Cons
-Very squishy
-Weak jungler
-Low move speed
-Hard to get used to when using Pick A Card
-Short range for a range DPS champ
Flash is definitely a necessity for TF because he is so squishy that you need to be able to jump out of those tight situations, position yourself in team fights and to guarantee the death of an escaping enemy. If used with Destiny even the most aware opponents who evade you can be caught by flashing over walls or just to get closer and get your gold card on them.
The reason for exhaust is because it is a very versatile spell that can be used offensively and defensively. TF usually does not have problems keeping back or even shutting down casters completely. Efficiently stunning and kiting is very effective on casters. Twisted Fate's biggest problem is hard hitting life-stealing auto attacking mofos. Exhaust is an easy way to get the advantage over another DPS champ. Combining this with dodge runes, masteries and boots can put out their chances of taking you down.
Other choices are...
or
Both of these are also good for keep you out of the focus fire and are very viable options.
Marks
Armour Pen
Seals
Armour per level
This is your defense, other runes like MP5 or health aren't as useful
Glyphs
Magic Resist per level
This is your defense, other runes like cooldown reduction aren't as useful because your Pick A Card cooldown is short enough.
Quintessences
2 Armour Pen
1 Health
The health quint takes the edge off of early harrassment. If you prefer, you can also run with 3 Armour Pen OR 3 Health Quints.
Armour Pen
Seals
Armour per level
This is your defense, other runes like MP5 or health aren't as useful
Glyphs
Magic Resist per level
This is your defense, other runes like cooldown reduction aren't as useful because your Pick A Card cooldown is short enough.
Quintessences
2 Armour Pen
1 Health
The health quint takes the edge off of early harrassment. If you prefer, you can also run with 3 Armour Pen OR 3 Health Quints.
I recommend a fairly nonstandard 21/9/0 build.
The things you want to focus on getting are
Cripple, because you should be rolling with exhaust.
Archaic Knowledge , a large portion of your damage is magic from on hit effects.
Alacrity , Because you are an attack speed based champion and need all you can get.
Sunder , even though a lot of your damage is from items, with black cleaver you will have a decent attack damage and want to be able to hit for 100% of it so you should take as much armour pen as you can get. *Also the occasional bloodthirster never hurt to become more of an AD carry*
I take the MR and Armour masteries because TF is especially squishy and combined with MR and Armour runes, you will never need more than 1 defensive item if you even need one at all.
The things you want to focus on getting are
Cripple, because you should be rolling with exhaust.
Archaic Knowledge , a large portion of your damage is magic from on hit effects.
Alacrity , Because you are an attack speed based champion and need all you can get.
Sunder , even though a lot of your damage is from items, with black cleaver you will have a decent attack damage and want to be able to hit for 100% of it so you should take as much armour pen as you can get. *Also the occasional bloodthirster never hurt to become more of an AD carry*
I take the MR and Armour masteries because TF is especially squishy and combined with MR and Armour runes, you will never need more than 1 defensive item if you even need one at all.
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