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Twisted Fate Build Guide by Shoaron

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 Shoaron

Twisted Fate Master of the Cards (Updated: Season3)

Shoaron Last updated on December 11, 2012
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Team 1

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 9


Guide Top

Introduction

HELLO!! Fellow summoners and welcome to my first ever guide on Twisted Fate The Card Master. I am making this build because quite frankly i am tired of only having the ability to rely on Twisted's Q and W for any kind of damage. Why am I say this you ask??? I am say this because you could not possibly count the amount of times other summoners have escaped my grasp because of these 2 skills happen to be on cooldown, and those few seconds that they are on cool down I can not confide in my auto attack to finish off my opponent and they end up escaping. Or if i find my self in a team match I basically become an spectator of a 4v5 match for a few seconds (which a match can be decided in these few seconds), and that upsets me.

In this build you will find that the items / runes / mastery set up will allow you to utilize your auto attacks + E for continued damage to the enemy team considering your Q and W are under cooldown while still being able to be considered and AP Carry with considerable amount of ability power you will be receiving.


Guide Top

Runes

9 Greater Glyph of Shielding

    Will help you withstand incoming AP damage that is 99% of time used in middle lane fighting.

9 Greater Mark of Insight

    Will allow you to by pass some of the Magic Resist that the enemy team will be sure to build considering you'll be killing them left and right.

9 Greater Seal of Alacrity

    Will give you a small boost to your attack speed that will just make your auto attack + E combination that much more potent.

3 Greater Quintessence of Potency

    Is for adding that extra kick for the start of the match before you start outfitting yourself with you items to wreck the other team.


Guide Top

Masteries

Offense: 21pts


Mental Force 4pts:

    +1 / 2 / 3 / 4 Ability Power

Blast 4pts:

    +.25 / .5 / .75 / 1 Ability Power per level (+4.5 / 9 / 13.5 / 18 Ability Power at level 18)

Archmage 4pts:

    +1.25 / 2.5 / 3.75 / 5% Ability Power

Arcane Knowledge 1pt:

    +10% Magic Penetration

Sorcery 4pts:

    +1 / 2 / 3 / 4% Cooldown Reduction

Alacrity 3pts:

    +1 / 2 / 3% Attack Speed

Executioner 1pt:

    Increases damage dealt by 6% to targets below 40% Health

Defense: 0pts


Nothing here :p

Utility: 9pts


Summoner's Insight 1pt:

    15 second Time reduction on Flash summoner spell
    1 second reduced casting time on Teleport summoner spell

Good Hands 3pts:

    4 / 7 / 10% Reduced time spent dead

Swiftness 4pts:

    +.5 / 1 / 1.5 / 2 Movement Speed

Runic Affinity 1pt:

    20% Increased duration on shrine, relic, quest, and neutral monster buffs


Guide Top

Skill Sequence

The order in which you should spend your skill points is pretty obvious with this AP heavy build. Max your R ASAP. Max your Q W & E in order respectively.


Guide Top

Summoner Spells

Flash


Will allow you to get out of any sticky situation like a gank because your pushed in your lane or if a team fight breaks out and your team isn't quite up to par and you find yourself surrounded. The Flash summoner spell will allow you to teleport a small distance in the direction of your mouse pointer. (using the Flash summoner spell to short warp over a wall is great for escaping)

Teleport


This summoner spell can be used to get back to your lane quickly by teleporting any amount of distance on top of any friendly minion, tower, and sight/vision ward (can also be used to teleport to any summoned monster or placed structure used by another champ like Jarvin IV's flag or Heimerdinger's mini turrets)