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Twisted Fate Build Guide by Shadow Fang75

AP Carry Twisted Fate Master of Cards (All lanes, all roles)

AP Carry Twisted Fate Master of Cards (All lanes, all roles)

Updated on May 5, 2015
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League of Legends Build Guide Author Shadow Fang75 Build Guide By Shadow Fang75 12,695 Views 0 Comments
12,695 Views 0 Comments League of Legends Build Guide Author Shadow Fang75 Twisted Fate Build Guide By Shadow Fang75 Updated on May 5, 2015
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Choose Champion Build:

  • LoL Champion: Twisted Fate
    Mid-Lane AP
  • LoL Champion: Twisted Fate
    Jungle full AD TF
  • LoL Champion: Twisted Fate
    Jungle Hybrid TF (Experimental

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ghost

Ghost

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

Hey!! My name is Shadow Fang75, I'm a dedicated TF main who has played him basically everywhere :). This is my first guide ever so expect some random hiccups and it not looking to nice. I have a 100% win rate in ranked with him due to me only completing 4 promotionals and winning 3 of them with TF and losing one of them with Kat. I have been sick quite recently and will update my progress on him later.
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Pro's and Con's

Pros

+ Amazing Ganks and Map Control
+ Okay Scaling and Cooldowns on abilities
+ 2 Second stun every 3 seconds
+ Global Teleport
+ Amazing Waveclear
+ Long Range Poke
+ Small Mana Sustain
+ Can win teamfights and skirmishes by stunning the right targets
+ Can be built both AD and AP leaving to great mindgames
TF is amazing, he can assassinate when fed just a few kills, can feed a carry using his gold cards, can shut down split pushers using his Destiny and stun and has a great all around kit. He can use his Wild Cards to poke and get back mana sustain with his Pick A Card. He can also use his Stacked Deck to do an unexpected amount of damage if timed properly.
Cons

- Really Darn Squishy
- Useless if really behind
- Can't carry hard (but can help feed Jax etc...)
- Requires team co-operation
- Q is useless if building Full AD
- E isn't really great if building AP
- High Mana Costs and CD on Ult
TF is countered by basically everything, due to him not having great lane pressure, he is quite 2 dimensional since he doesn't really have something like a knockback or a easy escape and relies on Movement Speed superiority and Pick A Card to escape. Destiny has a really high cooldown and due to its high mana cost you will often need to back just to get full mana so you can gank. Destiny can't always be used to escape since you can be interrupted/killed during its cast time.
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Viable Summoners Spells


flash: Yes 95% of the time.
heal: Only as ADC maybe.
ghost: If mid this or ignite.
teleport: Only top lane.
ignite: If mid this or ghost.
clairvoyance: You don't need the vision.
barrier: Versing a fizz or ADC maybe.
clarity: You have enough mana sustain.
exhaust: Only as support.
smite: Only as jungler.
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What does the spells do?

Okay so you may be wondering what is so good about TF's spells and why is he played?



Loaded Dice: +1-6 gold on last hit. Whenever you deal the last hit to a target you will receive an extra 1-6 gold (randomly selected). This includes wards, enemy players, minions, monsters and everything else that counts as a unit (maybe towers?).



Wild Cards: High AP Scaling 3 Card Skill Shot. This is an interesting ability that is either amazing and is your bread and butter or utterly horrible. It shoots out 3 cards at 45 degree angles (one to the left, one straight in-front, and one to the right). These cards scale pretty highly of AP (65% if I remember right) and also do a decent base damage. If you are running AP/Hybrid TF then this will be pretty good for you. Else if you are running Full AD TF then this won't be amazing and you won't touch this for most of the game.

Tips and Tricks
  • // Its a skill shot, that travels quite slowly so line it up.
  • // Turn on smart-cast it will make it easier to hit since you want need to line it up so much
  • // Whenever you are going to use this try to get at least 2-4 minions + hitting the enemy laner.
  • // This + Pick A Card will clear waves super quickly. Throw a red card on the second minion then Q them. If you one shot the castors (and are running AP TF) then you are ahead else you are behind.



Pick A Card: 2 Second Stun, AOE 50% Slow and Mana Sustain in one ability. Welcome to the hardest ability TF has... He is mechanically quite simple but this does take a little time to get used to. When activated TF will cycle through the cards (there is also a little indicator above your HUD as well as above his head) and when you press it again he will select that card. On his next auto attack that card will go flying dealing extra damage and doing an effect based on which card he chose. Red slows is an AOE card that does damage around the auto-attack target and has a 30/35/40/45/50% slow, it does the second most damage. Blue does the most damage and return the mana cost + 10/20/30/40/50 extra mana. Yellow does the least damage but has a 1/1.25/1.5/1.75/2 second stun, this is amazing and the ability only has a 5 second CD which means you can get a 2 second stun every 3-4 seconds depending on CD Reduction.

Tips and Tricks
  • // The order of the cards is Blue, Red, Yellow.
  • // The enemy can see what card is cycling and what card you have picked.
  • // Because of ^^ you want to be cycling through your cards till you are going to throw the card because if you just pick a blue card the they will jump on you since you don't have the stun.
  • // In teamfights gold card specific targets if they need to be collapsed on otherwise slow the entire enemy team with a red card.



Stacked Deck: Extra Damage every 4 attacks + extra AS. This isn't too good for AP TF but since it scales of AP it makes it deal an unexpected amount of damage. It does give extra AS which is nice but you are a mage.

Tips and Tricks
  • // When you have the stacked deck up (cards will float around you in a circle) try to land a pick a card on the opponent which will do a lot of damage + you maybe be able to get a Q off.
  • // Before using Destiny make sure you have your Stacked Deck up, since the damage is really nice.
  • // It will stack up when attacking towers but doesn't get used up on towers or wards.



Destiny: Reveal all champions and teleport halfway across the map. This is the king of solo-queue. A 5500 range teleport that reveals all champions (even stealthed ones). This makes it so you can teleport from Mid down to bottom or up to top easily and if an uses shroud to try to escape just Destiny and you will see her. Also quite strong against .

Tips and Tricks
  • // Use to see or or any other nasty little stealther.
  • // Teleport to insta-gank/get away.
  • // The teleport has a cast time of 1.5 seconds so be careful.
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Skill Sequence

AP Mid TF



> > >
Upgrade Destiny whenever you can, Wild Cards does the most damage when maxed since you are AP. Pick A Card does okay damage but you mostly max it for the extra stun duration and more % slows and mana sustain. Stacked Deck isn't bad but since you are a mage you will not do much attacking so it is maxed last.

AD Jungle TF


> / >
Upgrade Destiny whenever you can, Stacked Deck/ Pick A Card does the most damage when maxed since you are AD and stacked deck will stack faster since you run a lot of AS and Pick A Card does run off AD to (100% scaling). Wild Cards does very minimal damage since it requires AP to do damage so max it last.

Hybrid Jungle TF


> / /
Upgrade Destiny whenever you can, you are hybrid but require a lot of AS to be useful so you do want to put about 2-3 points in Stacked Deck before you max Pick A Card also get Wild Cards when you get Zhonya's Hourglass or are building Needlessly Large Rod or Seeker's Armguard.
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Runes

Runes


Mid AP TF:

Jungle TF (Full AD and Hybrid):
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Masteries

AP Mid TF Mastery Explanations



This is a really good starting place for TF AP mid, you can change things like move less points in Utility and more points in Defence or pick up some Mana Regen.





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OFFENSE TREE


Tier 1 // Sorcery is just amazing for TF since you get 5% CD right of the bat. I really like Butcher it helps a little with last hitting

Tier 2 // Just more AP and some small sustain

Tier 3 // Some flat damage and some situational damage that will really make a difference.

Tier 4 // You don't need just 2 points in Archmage and one in Dangerous Game you can have just three points in Archmage , I like Dangerous Game for the sustain that can save you from ignite/other things.

Tier 5 // This is the good stuff! Devastating Strikes will help with damage a lot and Arcane Blade really racks up in damage as you build AP.

Tier 6 // Havoc is one of the best masteries, 3% increased damage across everything is just so good for TF since he is quite a hybrid naturally.






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UTILITY TREE


Tier 1 // Fleet of Foot for more movement speed. I personally like Phasewalker but some people like Scout more. You could take Meditation but I can deal without it since I can handle mana pretty well.

Tier 2 // Summoner's Insight is very good since you will get your spells back a lot sooner and is very important if you are running ghost. Alchemist is one of the reasons why I go down this tree since the amount of extra health you get is very good!

Tier 3 // Culinary Master damn this is really good since you can spam them if you need like 10 more mana instantly and the health they give you can save you from ignite and scary situations.


Full AD Jungle TF Mastery Explanations



Standard TF AD Jungle. You can't change too much since you really need a lot of it.





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OFFENSE TREE


Tier 1 // Fury is just a brilliant mastery for Jungle TF and Butcher is really nice in the jungle.

Tier 2 // Brute Force is just more AD really.

Tier 3 // Martial Mastery is simply just extra AD which is nice and Executioner is just simply a lot more damage.

Tier 4 // Warlord scales amazingly well since it is +5% of all your extra attack damage. Dangerous Game will just save you from sticky situations.

Tier 5 // Frenzy is interesting and I normally don't run a lot of crit on TF but it makes Blade of the Ruined King very interesting. Devastating Strikes is just more damage really.

Tier 6 // Havoc is really good on TF Jungle since it affects everything including on hit effects.






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DEFENSE TREE


Tier 1 // Recovery is quite nice for the jungle but you can take Enchanted Armor or Block if you feel you won't take any damage. Tough Skin is really good for jungle

Tier 2 // Veteran Scars improves survivability and Bladed Armor saves you a lot of hassle from the jungle.

Tier 3 // Juggernaut Just more health really, not too complex


Hybrid Jungle TF Mastery Explanations



Okay. This is a really weird set of masteries but Its pretty strong. I have only played about 15 games with this character build so any feedback would be nice on what you would change?





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OFFENSE TREE


Tier 1 // Fury is just a brilliant mastery for Jungle TF and Butcher is really nice in the jungle.

Tier 2 // Brute Force is just more AD really. Mental Force is just more AP really.

Tier 3 // Martial Mastery is simply just extra AD and Arcane Mastery is just some more AP.

Tier 4 // Warlord and Archmage do the same thing... give you more AP and AD

Tier 5 // This is the really good part of Hybrid TF (On hit effects) Arcane Blade makes you do more damage on each auto, and Devastating Strikes makes each auto do more damage naturally.

Tier 6 // Havoc is really good on TF Jungle since it affects everything including on hit effects.






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DEFENSE TREE


Tier 1 // Recovery is quite nice for the jungle but you can take Enchanted Armor or Block if you feel you won't take any damage. Tough Skin is really good for jungle

Tier 2 // Veteran Scars improves survivability and Bladed Armor saves you a lot of hassle from the jungle.

Tier 3 // Juggernaut Just more health really, not too complex
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Items

AP Mid TF Options:

Lich Bane or Luden's Echo This is really difficult to choose from but essentially boils down to a simple thing. Are you going to be teamfighting or pushing? If you are going to be pushing whether or not thats split pushing top or just pushing out your lane or whatever, Lich Bane is the better item. Otherwise Luden's Tempest's value is just soooo good! It gives you everything you need, Wave clear (EVEN MOAR), Movement speed (a little more than Lich Bane), 120 Damage (more than lich bane). Lich bane does give you mana and some nice AA Damage, but in team fights you won't be able to abuse that as much as Luden's.
Damage Options Void Staff is your 2nd last or last item (if ahead 2nd last, if behind or 50/50 then Banshee's Veil). Twin Shadows or Lich Bane (Both are similar lich is better for W and mana, twin gives CD and a nice Active). Morellonomicon isn't great for TF since he really doesn't want a slot used up for a item that doesn't give him a lot of bonuses. Rabadon's Deathcap Now this is amazing and really a must buy but its not really your core.

Defensive Options Banshee's Veil This is essential for heavy AP comps (3+) or against a Leblanc, Nidalee, Blitz, Lee Sin who requires an ability to go off for their damage. Zhonya's Hourglass Must have for heavy AD Comps (3+) essentially every game. MUST HAVE against Zed, Talon or even Yasuo. Good for champions like Fizz. Rylai's Crystal Scepter This is interesting but you build so much MS you should stick anyway without the slow. Maybe good in slow comps so you can go ahead and set up kills for your team. Athene's Unholy Grail This is kinda good since you won't have any more mana problems meaning you can split push all day every day. Only good if you need to split push a lot since you have mana expensive split pushes. Make sure if you are getting this item you get a LichBane before since that allows you to split push in the first place. Quicksilver Sash This is actually really good against certain comps. If you have a debuff heavy team, for example; Morgana, Fizz, Zed, Cassiopeia and so on then this is amazing. Otherwise not so good.
Boot Options Sorcerer's Shoes for most match ups (magic pen), Ionian Boots of Lucidity only in some matchups when you are running 0 CD and you feel you need some. Mercury's Treads against really heavy CC and Boots of Swiftness if enemy team is really mobile.

Boot Enchantment Options Furor is the best one here since you are really mobile and it gives you nice stick to carriers. Homeguard if you are going back to base a lot or enemy has a heavy splitpusher (tryn, jax etc). Alacrity really never since I normally want furor more but maybe against an enemy comp in which they have a lot of disengage.
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League of Legends Build Guide Author Shadow Fang75
Shadow Fang75 Twisted Fate Guide
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Twisted Fate Master of Cards (All lanes, all roles)

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