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.
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.
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.
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.
Mental Force 4pts:
+1 / 2 / 3 / 4 Ability Power
+.25 / .5 / .75 / 1 Ability Power per level (+4.5 / 9 / 13.5 / 18 Ability Power at level 18)
+1.25 / 2.5 / 3.75 / 5% Ability Power
Arcane Knowledge 1pt:
+10% Magic Penetration
+1 / 2 / 3 / 4% Cooldown Reduction
+1 / 2 / 3% Attack Speed
Increases damage dealt by 6% to targets below 40% Health
Nothing here :p
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
+.5 / 1 / 1.5 / 2 Movement Speed
Runic Affinity 1pt:
20% Increased duration on shrine, relic, quest, and neutral monster buffs
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.
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)
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)