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Introduction
Hi! Iownedya here, bringing you a
Twisted Fate guide!
Twisted Fate has a lot of different, unique ways to play him. I play him either AP, AD, or AS. These builds work very well against teams who are agressive AND defensive because they give a slight bulkiness to
Twisted Fate as well as a bunch of damage.
Thanks to jhoijhoi for her build and massive help on BBCoding.
Random Video Which Reminds Everyone of Their Favorite Cardmaster!

Miscellaneous Video
Masteries
AP Carry Masteries
| Masteries |
|
1/1
|
3/4
|
4/4
|
1/1
|
3/2
|
4/1
|
4/3
|
1/4
|
1/1
|
3/3
|
1/1
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3/3
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1/1
|
-
Summoner's Wrath
+
Summoner's Insight
-
Flash and
Ignite have give small benefits dealing with the cooldown of your summoner spells.
Flash receives less cooldown and
Ignite gives a bonus 5 attack damage and ability power to you when on cooldown.
-
Brute Force
and
Butcher
allow you to last hit minions. This gives a good advantage late game.
-
Blast
and
Archmage
give extra ability power.
Blast
gives ability power per level and
Archmage
gives percent ability power (similar to
Rabadon's Deathcap).
-
Brute Force
gives increased damage. Taking this will allow you to deal one extra damage per point in it. Only a space filler because this is better than
Mental Force
.
-
Executioner
gives percent increased damage if the target has 40% health or lower.
-
Expanded Mind
gives bonus mana. Only get this to unlock the next mastery,
Meditation
for the increased mana regen per 5 seconds.
- Enhanced Recall gives 1 second reduced recall time. This can save your life if recalling in a brush.
-
Runic Affinity
can really help you if you have a jungler in your team. It increases the duration of any buff. This is important if you want to outlane your opponent in mid usingbluee buff.
AD Carry Masteries
| Masteries |
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1/1
|
3/4
|
4/4
|
4/3
|
1/1
|
1/2
|
3/3
|
3/1
|
1/4
|
1/3
|
3/4
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4/3
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1/2
|
-
Summoner's Wrath
- The extra 5 attack damage and ability power could really help from
Ignite's cooldown.
-
Brute Force
gives 3 base attack damage, extremely important early game.
-
Alacrity
gives 4% extra attack speed. Get this for the armor penetration.
Weapon Expertise
gives increased armor penetration.
-
Deadliness
gives extra attack damage and allows you to get the next mastery,
Lethality
. This gives 10% extra critical strike damage.
-
Vampirism
allows you to have 3% lifesteal which is important late game and mid game when you get more damage.
-
Sunder
gives armor penetration. Very important when they start building armor against you.
-
Executioner
lets you deal increased damage to champions under 40% health.
-
Resistance
Extra magic resist anyone?
-
Hardiness
Extra armor for the opposing AD carry in bot lane.
-
Durability
gives bonus health and allows you to get another big bonus of health,
Veteran's Scars
AS on-hit Masteries
| Masteries |
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1/1
|
3/4
|
2/2
|
4/4
|
4/4
|
1/1
|
1/1
|
1/1
|
3/1
|
1/4
|
1/1
|
3/3
|
1/1
|
4/1
|
-
Summoner's Wrath
and
Summoner's Insight
to upgrade
Flash and
Ignite. Pretty standard really.
-
Brute Force
gives 3 AD for your auto attacks. This is just a space filler for the next few stats.
-
Alacrity
and
Weapon Expertise
are good.
Alacrity
gives 4% extra attack speed. While
Weapon Expertise
gives armor penetration for late game.
-
Sorcery
and
Arcane Knowledge
help for maximum damage.
Sorcery
is really useless unless you wish to spam your
Pick A Cards, but
Sorcery
still won't help as much.
Arcane Knowledge
REALLY helps your magic damage per hit/4th hit. Since you are mainly magic damage, this allows you to deal a lot more damage.
-
Butcher
allows you to farm very well.
Demolitionist
allows you to push turrets down quicker.
-
Sunder
gives even more armor penetration. This allows you to shred tanks easily as well as the squishies.
-
Executioner
lets you deal increased damage to champions below 40% health. This is really helpful to take out low health champions.
-
Expanded Mind
is just base mana. It is a space filler, nothing more.
-
Improved Recall
is extremely important. I disagree with people who do not take this mastery. It can save you a lot. Usually, you may want to recall behind the turret or in a brush, so when recalling in a brush, that one extra second can save you from enemy sight.
-
Swiftness
is just a good movement speed boost for
Twisted Fate. He needs it because he will have no movement speed items in this build.
Summoner Spells
Very Viable Summoner Spells
The BEST summoner spell out there. This allows you to escape over walls, get a stun and kill an opponent, steal important buffs (
Dragon
and/or
Baron Nashor
), etc.
This spell is very good. Instead of getting
Morello's Evil Tome or
Executioner's Calling, this item gives the enemy a greavous wound and damage over time. At level 18, it does 430 true damage. The mastery gives an extra 5 AP and 5 AD while it is on cooldown, so use it in the middle of a fight to secure a kill.
This summoner spell allows you to reduce the attack damage and movement speed of an enemy champion. Use this in teamfights on the opposing ranged AD champion to ensure the least amount of damage done to your team.
This summoner spell is strongly recommended fot the basic AD carry or AS carry. This allows you to survive in teamfights while helping other teammates survive. This spell is a lot more viable since the
Heal buffs.
A great spell to get when facing teams with heavy CCs, such as
Leona,
Morgana, etc.
DO NOT GET THIS WHEN FACING SUPPRESSION TEAMS! IT WILL NOT CLEANSE ANY SUPPRESSIONS! Get
Quicksilver Sash, instead.
Good Summoner Spells
Ghost is not as good as
Flash.
Ghost is better in chasing or running in straight lines. Also, you ignore unit collision, but there won't be a huge minion wave blocking your way that often.
Teleport is good for getting around to places. You can get into a team fight, escape, or save a turret this way. Also, you have that
Destiny which covers a distance of 5,500 units (around half the map of summoner's rift when standing in the center). Half the time,
Teleport is useless.
Do-Not-Get Summoner Spells
I understand that you may run out of mana, but that is no reason to get
Clarity. You are
Twisted Fate, use
Blue Card! Even worse, if a
Soraka is supporting you. Just don't get this summoner spell.
Clairvoyance is for supports. Do not get this. You already have your
Destiny vision. This spell is one of the worst to get.
Promote is a good summoner spell VERY early game, that is it. It is not viable elsewhere.
No, just no... You should not be dying in the first place.
You do not need it, for you are not jungling. Very rarely will you be able to steal
Baron or
Dragon with this.
This is on the borderline of being a good summoner spell or a horrible one. When in teamfights, this spell can deal out massive damage (as attack speed
Twisted Fate) to the enemy team.
Items
AP
->
The boots give Enhanced Movement, which boosts your movement. The
Sorcerer's Shoes give an extra 20 magic penetration.
Early Game: The movement speed will help you dodge many skillshots, harrass easier, and save your life. The health pots can also be of big use because you may need those pots when laning.
Mid Game: By now, you should have
Sorcerer's Shoes. The magic penetration will help do extra damage to people who are stacking MRes. Also, you need the extra boost of movement that most boots give.
Late Game: These boots combined with
Void Staff will ignore most of your target's MRes. This is extremely important because you need to have that magic damage in your team. Remember not to target tanks first!
->
After using an ability, these two items both give an extra effect to your next basic attack. The
Sheen gives your next basic attack bonus magic damage scaling 100% of your attack damage. The
Lich Bane gives your next basic attack bonus magic damage scaling 100% of your ability power.
Early Game: Keep the
Sheen early game to proc with your
Pick A Card skill. You will not have much AP early game, so keep it until you do.
Mid Game: By now, you should have
Rabadon's Deathcap and be working on building
Lich Bane.
Late Game: With
Lich Bane and
Pick A Card, you will do, as Phreak says TONS OF DAMAGE, except this is with a
Lich Bane, not
Trinity Force. Your AP amount and damage will be HUGE and with a
Lich Bane!
Rabadon's Deathcap gives 140 ability power. Also, as a unique passive, gives extra ability power scaling on 30% of your ability power.
Early Game: You should be building this item DURING early game. If you are fed enough, you could have this during the early game time.
Mid Game: By now, you should be finished with
Rabadon's Deathcap. This allows your poke (
Wild Cards) to be not your poke, but your main source of damage, along with
Lich Bane.
Late Game: With all your magic penetration and AP, you will be able to do a lot of damage. This allows you to carry easily.
Rabadon's Deathcap is a must-have for all AP casters.
Rylai's Crystal Scepter gives health and ability power. Each of your abilities slow by 35% (15% for AoE and damage over time spells).
Early Game: (none)
Mid Game: By now, you should be building or have
Rylai's Crystal Scepter. It would really help boost your survivability and damage.
Late Game: Now, each of your spells will slow your enemy. If you use blue card for mana, you will be able to slow as well as get mana back. The slow will give an extra 15% slow to your red card and a slow for your gold card after they are done being stunned. It could possibly slow everyone when you use
Destiny to teleport somewhere. I still haven't tested it yet.
The
Void Staff will give a nice boost of ability power as well as magic penetration. You will be able to do damage to people who start building magic resist.
Early Game: (none)
Mid Game: After
Rylai's Crystal Scepter, you should start on
Void Staff. You may have at least an
Amplifying Tome later in mid game.
Late Game: Getting
Void Staff will really help with people with
Abyssal Scepter,
Force of Nature, etc. The magic penetration combination from
Void Staff and
Sorcerer's Shoes will allow you do as much damage as possible.
This item blocks one spell every 45 seconds. It gives good health, mana, and magic resist. Very good against bursty AP champions.
Early Game: (none)
Mid Game: (none)
Late Game: Usually, games end before you can finish your builds. If you have enough time, you will be able to survive teamfights, destroy all global ultimates, etc.
AD
->
These boots give movement speed boosts.
Berserker's Greaves give a small attack speed bonus.
Early Game: Early game, boots and health potions are the best items to start with. The first two items (
Wriggle's Lantern and
Berserker's Greaves) are both very cheap and cost a 2,520 gold total. (You only need at least one
Doran's Blade making the cost a 2,995 total gold with one, and 3,470 gold with two.)
Mid Game: The attack speed boost is very important because it can mean one more hit. That one hit could be a critical strike, doing double damage and healing you more than usual.
Late Game: With the damage, critical strike damage, and slow per hit, you will pummel through your opponents easily. If they are underlevel and/or underfed, you can basically stun them and they are dead.
->
Both of these items give a good amount of lifesteal. Sell
Wriggle's Lantern for
The Bloodthirster later in the game.
Early Game:
Wriggle's Lantern is going to be your first full item. This item helps you farm well, sustain, do a little of damage, and be slightly tanky. You will be able to put a free ward at your lane every three minutes.
Mid Game: Keep
Wriggle's Lantern and start your
The Bloodthirster. Once you get the
B. F. Sword, sell
Wriggle's Lantern and get
The Bloodthirster.
Late Game: If you farmed well, you should now have max charges on your
The Bloodthirster (unless you die). This combined with critical strikes with your other items, you will be able to kill most opposing champions.
Infinity Edge is a good item for AD carries. It makes your critical strikes deal 250% damage instead of the regular 200% damage.
Early Game: After getting your beginning items, start your
B. F. Sword.
Mid Game: By now, you should have at least an
Infinity Edge with a
Zeal. This combo gives a lot of damage and critical strike damage.
Late Game: With the (almost) completed build, you should have at least 1,000 critical strike damage with the help of
Infinity Edge. Instead of 800 crits, it makes it 1,000.
Phantom Dancer gives the most attack speed, critical strike chance, and movement (not counting boots) in the game. Extremely useful for AD carries that want this extreme boost of stats.
Early Game: Have
Zeal and you are fine. If you don't it is still fine, but at least have 75 cs (creep score).
Mid Game: By now, you should have
Phantom Dancer. Each critical strike will do at least 400 damage at this stage of the game.
Late Game: One of these and
Twisted Fate's
Stacked Deck passive will give you at least 1.5 attack speed. This boasts 3 attacks per 2 seconds dealing around 800 - 1,000 damage to squishies.
Last Whisper gives a decent amount of attack damage as well as great armor penetration.
Early Game: (none)
Mid Game: If you are fed, you may or may not have at least a
Long Sword for this.
Late Game: You will be able to take down even tanks with all the armor penetration from
Last Whisper and your offensive tree masteries. This is about 50% armor penetration.
Frozen Mallet gives a good amount of health as well as damage. The unique passive slows the attacker's movement speed by 35% each hit almost always granting you an easy kill. (15 or 20% with ranged attacks.)
Early Game: (none)
Mid Game: (none)
Late Game:
Frozen Mallet can be bought either 5th or 6th switching
Last Whisper. The extra health will usually result in you surviving a massive CC that will allow you to lifesteal back to (almost) full hp. Slow per hit is extremely useful when chasing down enemies. (Remember, never chase an enemy too far, especially in their jungle.)
AS ON-HIT
->
Again, these boots give Enhanced Movement, making your movement speed increased by 30 (Enhanced Movement 1) and 50 (Enhanced Movement 2).
Berserker's Greaves are an extremely cheap pair of boots giving you a small attack speed bonus.
Early Game:
Boots of Speed allow you to poke. This will allow you to easily zone someone out and outlevel the opposing team's AD carry.
Mid Game:
Berserker's Greaves allow you to chase enemies with no boots and enemies who have the tier 1 boots. The attack speed bonus will bring your attack speed up to about 1. This is a good advantage when trying to last-hit minion waves.
Late Game: These are your main source of movement and are important. With these on, you should have about 390 movement speed (minus runes and masteries). Baiting, chasing, and running all need this movement speed boost.
Malady is an extremely cheap item. It gives a very good attack speed boost and a small ability power boost. Each hit with
Malady does extra magic damage.
Early Game:
Malady is one of the most important items for AS on-hit
Twisted Fate. His
Stacked Deck will deal bonus magic damage and it will recharge faster with
Malady. He should have this by 10:00 if he farmed well.
Mid Game: By now, he should be dealing very good damage each 4th subsequent hit from
Stacked Deck,
Ionic Spark, and
Malady. If the enemy team builds armor, not a worry! You are magic damage.
Late Game: Late game, you should be dealing at least 500 damage each 4th hit and 200 each other hit (including magic resist and armor).
Malady is one of the best items to get on
Twisted Fate on-hit because it is cheap, deals nice damage, and reduces the target's magic resist for extra magic damage.
Each 4th hit deals bonus magic damage in a chain lightning hitting up to 5 other people. Procs well with
Stacked Deck. Remember to have 0stacks of
Stacked Deck before buying this item because it will give you more burst damage.
Early Game: With a high level
Stacked Deck, you will deal at least 300 damage per 4th hit and 150 for other basic attacks.
Mid Game: With a bunch of attack speed, the four hits will come fast as
Twisted Fate throws out his cards. The chain lightnings will light off right before your eyes.
Late Game: It will get increasingly difficult to survive
Twisted Fate's card barrage as he stuns you. Late game, you will be... LEGENDARY!
This item deals a portion of the target's maximum health as magic damage. Good for health tanks and people building health.
Early Game: You should have at least
Madred's Razors or
Recurve Bow.
Mid Game: Finally, you have it!
Madred's Bloodrazor is one of the most expensive items in the game. It is imperative that you last hit and kill to get as close to getting it early game as possible.
Late Game: When they get
Rylai's Crystal Scepter or
Frozen Mallet, you will do increased damage to them. Lucky for you!
Frozen Mallet gives an extremely helpful hralth amount and a small damage amount. Each hit will slow your target by 35%. This makes up for your bad movement speed.
Early Game: (none)
Mid Game: You may have started your
Phage or gotten a
Giant's Belt.
Late Game: Helps you survive team fights, major CC, chase people down, etc. Basically all you need to be tanky but still have massive damage.
The Bloodthirster is your sustain item. At full charge, it will give you a decent amount of extra lifesteal and damage.
Early Game: (none)
Mid Game: (none)
Late Game:
The Bloodthirster will grant you that physical damage as well as sustain damage. Now, the enemy team has to start building armor as well as magic resist!
AP Situational Items
Boots
- To spam more spells with cooldown reduction.
- For less CC and more magic resist.
- For armor and reduced damage from badic attacks.
Items
Abyssal Scepter gives a nice boost of magic resist as well as reducing the enemy team's magic resist.
Wild Cards is long-ranged, so you may not want this item.
Need armor? Fighting
Karthus? No problem!
Zhonya's Hourglass gives good armor, nice ability power, and an amazing unique active. The active grants the user the ability to become in an invincible state for 2 seconds.
Do you feel you aren't bursty enough?
Deathfire Grasp could help you fix your problem. The active can come in use to kill an enemy after your burst is down or just to harrass.
This item is another very good item. This allows you to have extreme health, mana, and ability power after 10 minutes. Also, if you are not levek 18, the effect on
Catalyst the Protector still works on
Rod of Ages.
Morello's Evil Tome gives increased ability power, mana regeneration, and cooldown reduction. Now, after the new patch, it will give greavous wounds to enemy champions. This is good for healers and against
Soraka. This item is good on supports mainly, not AP carries.
AD Situational Items
Boots
- For tenacity and magic resist.
- to chase down enemies and run away.
- For increased armor and reduced damage for basic attacks.
Items
If you want to shred their armor, get this item. This item is extremely bad with
Last Whisper, so don't combine them if you can help it.
This item is similar to
Lich Bane, but scales on attack damage, not ability power. It procs on your
Pick A Card skill, so it can be either extremely good or bad. The damage is not very significant later in the game, so I put this item as a "situational item".
If they have a massive healer such as
Dr. Mundo,
Sion, etc., get this item to reduce their healing drastically.
An aura item that helps your team if you have a lot of AD
champions in your team. Also, it gives health and cooldown reduction for yourself.
This item gives you cooldown reduction, attack damage, armor penetration, and critical strike damage. This could really help for your damage especially with the active. There is one downside, you cannot receive the extra duration because you are not a melee champion.
This is an item many AD carries get to counter enemy
Malzahar,
Warwick, and/or any other suppressions. It also helps for stuns and other big CC effects.
If you are being focused down, this will help a lot. While you are reviving, your team will kill the rest of the opposing team. If you do die, and there is still at least one enemy remaining,
Destiny and kill that champion.
AS Situational Items
Boots
- Magic penetration for your magic on-hit damage.
- Tenacity and magic resist to survive
- Armor and reduced damage from basic attacks.
Items
A good on-hit item, giving good magic resist and damage. It is cheap giving a lot of attack speed.
Another good item for on-hit people. It gives ability power, attack speed, cooldown reduction, and mana regeneration. People like
Kayle and
Teemo use this item.
You can heal from your
Stacked Deck, auto attacks,
Pick A Card, and
Wild Cards. The active deals some damage and slows the enemy down.
If you are getting CCed to death, get this. It is a
Cleanse-in-a-bag. This is used mainly against suppressors.
Same reason as AD situational item.
Skill Sequence
AP Skill Sequence
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
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OR
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
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Wild Cards is one of the best pokes (when going AP
Twisted Fate) in-game. Max this first for the most poke damage. This will deny your opponent EXP and gold. As you get well-farmed, you may ask for ganks from your jungler.
Pick A Card scales off of AP as well as AD, so you will be able to do a bunch of damage with your AP. Remember, the
Sheen proc works on this skill. You may be able to get this first and max it second as shown in the second skill sequence.
AD Skill Sequence
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
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Why don't I get any points in
Wild Cards? The answer is because it deals
ABSOLUTELY NO DAMAGE, WHATSOEVER. When
Wild Cards has five points in it, the scaling is good, but the base damage is horrible.
Maxing
Pick A Card first allows more mana from
Blue Card, more damage and slow from
Red Card, and more stun from
Gold Card.
By maxing
Stacked Deck second, you will be able to have less cooldown on
Pick A Card and have more attack speed to go with your
Phantom Dancer.
AS Skill Sequence
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
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Stacked Deck is your main source of damage, while
Wild Cards is practically useless. Every fourth attack deals about 500 damage with all the combined items (estimation, probably more).
Starting with
Pick A Card allows you to farm easily and damage your opponent cinsiderably.
Note: farming with
Blue Card allows you to last hit minions a lot easier and keep up with mana costs. This applies with
Stacked Deck as well.
Teamfights
In teamfights, remember to stay in a good position.
AP
Remember to stay away from the direct fight until your tank initiates. Immediately stun their AP or AD carry. Shut them down quickly and then run back to the back. Toss out your
Wild Cards until you get stun back up. Repeat the same process either to the remaining carry or their tanky bruiser.
AD
As AD carry, you tend to get focused. The enemy assasins will most likely jump for you, so be prepared. Have your support protect you from these guys. Shut down the closest carry as quickly as possible then do the same to the other carries. Same order as the AP
Twisted Fate.
AS
For this build, your focus is special. First, you focus their AP carry. If the bruiser has little magic resist, go for him. Leave the AD carry third. Kill the support and finally the tank. Before you start attacking, stun their AD carry and let your team finish him off.
It is the same for all of these:
Destiny in with
Gold Card, stun their AD carry and wreak havoc upon the enemy team.
Laning Partners (AD + AS)
Good Laning Partners
Sona is great for TF because she has many skills. If you get low, she can heal you quickly. Her Q is an excellent harrasing tool and gives you more AD and AP, which go with your Q, W, and E. You have slow movement speed, but she can give you a little more with her E. Sona's
Crescendo can go in sync with yours. If you land a stun, the target can be stun locked and easily killed.
Alistar has great heals and CC. He is beefy and can tank for very long. Since you have very little mobility pre-6, his
Headbutts will allow you to escape.
Alistar can have
MANY heals or very little depending on how many minions, monsters, or champions die around him.
Pulverize allows you be escape and deal out tons of damage as they fly into the air.
Karma is a misunderstood champion. She excels at giving survivability and is very good in harrassing. She can shield, heal, and speed up or slow down.
Karma's
Mantra is her best tool. She gets three charges and the extra effects
Mantra gives are crazy.
Other Good Supports
Soraka has many heals and can help you lane sustain for
very long. She has magic resist reduce, perfect for AS
Twisted Fate. She does not have any speed ups or slow downs, and her
Infuse is practically useless, as you have
Blue Card.
Janna is a very good support. She has great mobility and an awesome shield. This shield gives extra AD as well as the damage absorb. She has a blow away, a blow up, and a slow. All of these are very good for
Twisted Fate because then he could channel his
Destiny without being disrupted.
Leona is one of those damage supports. She doesn't give her laning partner much survivability, but has tons of CC. This allows you to stun lock anyone with
Gold Card. Her passive is good with your
Pick A Card and
Stacked Deck skills. She can initiate fights durong the team fight phase, but you may have little to no chance of survival as the carry.
Lulu has a speed up that gives AP. This can go with your
Pick A Card and
Stacked Deck very well. Her shield lets your attacks deal a little increased magic damage, great for AS
Twisted Fate. Her ult knocks everyone around you up and gives bonus max health for a short time. You can bait enemies in with this and
Heal.
Blitzcrank is another damage support. With no survivability, he may be devastating for you. He can
Rocket Grab an enemy right into your
Gold Card, guaranteeing an instant kill. Survivng pre-6 would be a problem for you because blitzcrank can only silence and knock up enemies for a short duration.
Orianna has a great shield. She has decent poking ability with her ball. A good thing about
Orianna is that she has a slow down enemies/speed up allies type of AoE.
Orianna can disrupt enemy champions with her ult and knock them into your
Gold Card.
Nautilus is a great champion. He is similar to a
Leona/
Blitzcrank combo. His damage is good, he has crazy CC, and he has a pull and leap. His knockup ult knocks everything up in the path it goes and the target itself. This is useful in chasing enemies down. Also, he has a snare every - seconds to a single target. He can tank for you, but has no heals or shields that can protect you.
Nidalee has an amazing heal/attack speed boost. Good for
Twisted Fate. She has decent harrass and has free "wards" with her
Bushwhacks. She can stop to try to stall the enemies and escape with low health. Her Pounce is one of the most OP skills in the game to escape with. She has no
Hard CC, though.
Shen is usually solo top or jungling, but when he is supporting, he is good. He is another
OFFENSIVE support. He can literally disrupt the whole enemy team with his
Shadow Dash taunt. Also, he can give you lane sustainability with
Vorpal Blades. He can insta-shield you with his
Stand United. This shield gives a huge amount later in the game.
Controversial Supports
Lux has many skillshots. She has a great double shield and a snare. One bad reason about
Lux is that her poking power falls extremely low if she supports. Her snare can be blocked by minions and other champions. Her double shield is the anti damage over time. If the enemy has enough damage,
Lux becomes useless in saving you.
Poppy only has a stun and damage increase. She has to position herself perfectly to get the stun. If she targets the wrong person in a fight, they may lose it. Also, she can be a meat shield for you, so she is useful in that way. Usually, the enemies may want to focus you, so
Poppy disrupts them with
Heroic Charge.
Zilean is a personal
Guardian Angel when he reaches level 6. He has good harass with his
Time Bombs. A downside is that he can mistakenly KS with his bombs. Also, he has no
Hard CC. He has a speed up/slow down. Important for escaping when
Destiny is down.
Not recommended Supports
I believe
Taric is one of the worst supports out there. His heals are crazily bad at low levels and his armor aura can be wasted if you have a bad
Taric. His
Dazzle deals minimal damage, but does stun for a short duration. His ultimate gives an aura after having a burst of damage. This aura gives extra AP and AD, really the only skill worth mentioning. He has no mobility or damage.
Nunu may be even worse than
Taric. He has no heals and no hard CC. He has an easily canceled ultimate and only slows. His self heal takes your cs. The only support skill he has is the
Blood Boil. This increases attack speed and movement speed, not much compared to what other supports can achieve.
Who am I Laning Against? (AD Carry)
Twisted Fate
Difficulty=???
Mirror laning, the hardest to do because it depends who has more skill. Have a better support than him and you can be deadly. It all depends on your skill, his skill, and the supports and their skill.
Caitlyn
Difficulty=Medium
Caitlyn has great harrass with her
Piltover Peacemaker and
Yordle Snap Traps. When you see her lay down her gun, prepare to dodge a Peacemaker shot. Be wary of brushes that you suspect have traps in them. They can eventually lead to your doom. You can
Destiny away from
Caitlyn's
Ace in the Hole and have some stall time. If you can teleport to your fountain, you are safe. You can also teleport to behind your ally. This allows you to let that person block the shot.
Vayne
Difficulty=Medium-Hard
Vayne is a huge snowball champion (relies on kills). She becomes stronger as she levels up and gets farmed. Early game, she is moderately strong. You both have an attack proc (
Stacked Deck and
Silver Bolts.) Watch out if you stand against a wall. She can
Condemn and stun you. Beware of this combo: AA ->
Condemn ->
Tumble AA. This instantly procs
Silver Bolts and deals massive amounts of damage. Stay out of her range while harrasing her with
Gold Card and
Stacked Deck. Also, keep in mind: Farm > Harrass.
Varus
Difficulty=Hard
Varus outranges you with his Q harrass. Also, watch out for
Blight stacks on you. If he fully charges his Q with
Blight, it hits like a truck. If you ult, he can keep you win place with his ult. Very difficult to lane against. Don't fight in his
Hail of Arrows because your support may try to heal you up. Don't get greedy and tower dive because he can just snare you and you are dead.
AD Kennen
Difficulty=Medium-Hard
Kennen has a lot of mobility with his
Lightning Rush. He can stun you many times with his passive. Be careful not to fight him when he has his W passive on because he could instastun you. Ask for ganks often and lock him with
Gold Card before he can escape. His ult can stun you guys, so be careful if you gank him at level 6. Escaping will be easy because his stuns will be delayed, so
Destiny has time to channel.
Ezreal
Difficulty=Medium-Easy
Ezreal will be extremely easy to lane against because you can stand behind minion waves. If he engages with
Arcane Shift, he can be taken down extremely easily. The only problem with
Ezreal is his global ultimate and his attack speed reduce. If you can dodge hus attack speed reduce, you don't have to worry about anything, especially if fighting him behind a minion wave. Remember, minions can block his
Mystic Shot since they are very fat.
Graves
Difficulty=Medium
Your mortal enemy,
Graves! He has very strong harrassing tools and very fast attack speed. However, he cannot stop your ultimate from channeling. If he smoke screens you to get away, you can
Destiny to see where he went and intercept him.
Twisted Fate stuns and AAs with
Stacked Deck >
Graves with
Buckshot and
Quickdraw and AAs. There
is a downside though.
Graves will be
EXTREMELY tanky at early levels and late game. His passive,
True Grit gives ridiculous amounts of bo us statistics.
Ashe
Difficulty=Medium-Easy
Ashe has basically what we call the "perma-slow." She can keep you at 250 movement speed for a LONG time. This is where your
Gold Card comes in! She can stop your ultimate and even intercept you where you teleport with an amazing
Enchanted Crystalized Arrow. With good warding, she can literally hit you where you teleport to. If she grabs
Teleport, watch out. Once she hits 6, she will most likely go back to base and start shooting arrows and teleporting for a maximized 3.5 second stun. Troll her
Teleports by protecting your allies with your own teleports.
Kog'Maw
Difficulty=Hard
Kog'Maw has stupid damage and range. His ult deals magic damage but uses both physical and magic damage and has stupid range at level 3. His
Bio-Arcane Barrage gives him increased range and magic damage based on a percent of their max hp. His slow is ridiculous at higher levels and that
Caustic Spittle gives him ridiculous attack speed.
Kog'Maw is one of the hardest champions to play against. There is one good thing though, he cannot stop your
Destiny channel, but he can kill you as you channel it.
Urgot
Difficulty=Medium-Hard
Urgot has so much harrass. He can 2v1 because in a professional game, Team Moscow 5 had an
Urgot solo bot lane as
Alistar and
Lee Sin roamed like crazy. His shield gives his abilities to slow. His AAs and Q cause the target to deal percent reduced damage. He even has a lock-on skill for his Q. His E allows his Q to travel furthur and never miss. His ultimate grants him increased armor and magic resist and switches the place of one character to his place and he goes to that character's place. He can harrass and make you go
Recall
so many times, it'll get very annoying.
Miss Fortune
Difficulty=Easy
Miss Fortune is very easy to
Twisted Fate. He can stand in front of minions to negate her
Double Up or to their sides. He can stun her while she is using
Bullet Time. Bad
Miss Fortunes use up so much mana, that they become an easy target to harrass and eventually kill.
Sivir
Difficulty=Easy
Sivir is an extremely easy target. If laning against her, grab a point in
Wild Cards at level 4 or 3 to pop her spell shield. This will allow you to have a free hit on
Sivir with your stun.
Stacked Deck will not proc her shield, so feel free to AA her like crazy. Her harrass is weaker the more minions it passes through, so stand behind waves to take the least amount of damage.
Teemo
Difficulty=Medium-Easy
Teemo is not very good against
Twisted Fate.
Twisted Fate can still stun
Teemo through his
Blinding Dart. Also, if
Teemo decides to try and hide in a brush invisible, he can just ult and see him.
Teemo could easily chase down
Twisted Fate with
Move Quick, but
Twisted Fate can just click
Destiny. Lifesteal > poison, so you could lifesteal some minions if
Teemo dies while you are poisoned with extremely low health.
Twitch
Difficulty=Easy
Twitch is an extremely weak champion unless he is cleaning up. His invisibility is annoying, but you got sight for that, so you can kill him even after
Twitch's invisibility. This image should explain everything because
Twitch is bad everywhere unless the enemy team is grouped up in a straight line for him to ult through:
Draven
Difficulty=Medium
Draven does not have very amazing damage. He has a slow/knockback which can come in handy to disrupt your ult or stop you from chasing. His
Whirling Death can counter your ultimate, as his is global. His passive is a good execution, but when playing against him, you shiuld have a shield or heal support. His
Blood Rush is extremely potent, but you can negate all of that AS and MS with one single
Gold Card. Also using a
Gold Card, you can prevent him from changing his ult direction and prevent him from catching his Q.
Who am I Laning Against? (AP Carry)
Twisted Fate
Difficulty=???
I don't know... How good are you?
Ahri
Diifficulty=Medium-Hard
Ahri is very skillshot based. Try to dodge her
Charm and immediately use your
Gold Card/
Wild Cards combo. If you get hit once by her
Orb of Deception, move to the side and dodge the other part of it. Do not fight when low health. She has three damage blinks for her ultimate. It is still a risk even if you have your
Destiny ready.
Akali
Diifficulty=Medium
Akali has very strong burst late game. The damage early game is pathetic, though. Again, do not fight her when low health. She has three damage blinks similar to
Ahri. Do not get into melee range when you are hit by her
Mark of the Assasin. She can activate it and use
Crescent Sweep dealing a lot of damage. Stay in the back and keep poking with
Wild Cards.
Anivia
Diifficulty=Easy
Anivia may be very strong, but she is extremely squishy. She stands no chance against long-range poke. Dodge her
Flashfrosts and don't get in close if you get hit by hit. She can use
Frostbite to deal a lot of damage. Once she is level 6, she can deal a lot of damage with the toggle ult into
Frostbite. If the lane is pushing to your side, ask for a jungle gank.
Annie
Diifficulty=Medium
Annie has very decent poke, but sadly for her, you have the longer range poke. Do not get close once you see her
Pyromania is up. This can lead to you being severely injured or dying. Beware once she gets level 6.
Summon: Tibbers has a fairly long range and she can snag you with it and ultimately, kill you.
Brand
Diifficulty=Medium-Hard
Brand has very high damage and has long range. He also has special effects for each of his skills. He can stun you and burst you down easily. Once you are hit by one of his skills besides
Sear, use your
Gold Card/
Wild Cards combo. If you are fighting in lane, try to position yourself so his ultimate will not bounce to minions and back to you.
Cassiopeia
Difficulty=Hard
Cassiopeia has very strong, long range poke. Her
Twin Fangs have extreme damage and have very low cooldowns if the target is poisoned. Stay out of her
Miasma and try your best to dodge her
Noxious Blasts. If she suddenly decides to fight you, turn around quickly. If she ults, this will only slow you and not stun you.
AP Ezreal
Difficulty=Medium-Hard
Ezreal tends to have a lot of poke and long range. He can dodge your
Wild Cards with
Arcane Shift and then burst you down. His Q procs
Lich Bane, so be careful with that. If you get close enough to stun him, chances are that he will lash back at you and eventually kill you. His ultimate is global and does a lot of damage. If he shoots it to finish off your teammate, ping and quickly tell them to fall back. Recall in odd spaces, such as next to wolves, but not in lane because he can shoot his ultimate straight through and kill you.
Fiddlesticks
Difficulty=Hard
Fiddlesticks is an extremely hard champion to lane against. His
Terrify/
Drain combo outmatches your
Gold Card/
Wild Cards combo. He has massive lane sustain and very long range with
Dark Wind.
Dark Wind silences you, so be wary of that. It bounces 5 times and can hit you multiple times if you aren't careful. Save your
Gold Card until he starts channeling his ultimate or
Draining you. Poke him and shut him down early with a jungle gank.
Fizz
Difficulty=Medium-Hard
Fizz is a very mobile champion. He can easily dodge your
Wild Cards unless you stun him.
Fizz has insane gapclosers, so you may not be able to poke him as well as other champions. You can dodge his
Chum the Waters with early tier 2 boots. You may need a bit more magic resist. He has amazing escape tools, so wait for him to blow it all, then ult and finish him off. Beware: he can throw
Chum the Waters exactly where you
Gate.
Galio
Difficulty=Medium-Easy
Yes, yes folks,
Galio is easy. His main damage comes from his
Resolute Smite. You are his natural counter. You have long-ranged poke that surpasses
Galio's. When
Galio ults, you can be lucky enough to have
Gold Card ready, therefore wasting his ult. Also, your
Stacked Deck hits
Galio when he is ulting. His
Bulwark is hecka annoying, so that is why he is
Medium-Easy.
Gragas
Difficulty=Medium
Gragas has a similar playstyle to
Twisted Fate's, so they are evenly matched.
Gragas has long ranged poke. He has a dash ability that can dodge your
Wild Cards, but you can lock him in place with
Gold Card. His ult is annoying. He can position himself to kill you right when you
Destiny to finish him off.
Heimerdinger
Difficulty=Medium
Heimerdinger can kite you in and out when you try to
Gold Card him. Poke him and his turrets with
Wild Cards. If you ult, he can place two turrets next to you and stun you. This can kill you, so be careful of that. Also, feign attack to blow his ultimate, and then really fight him. This will make his damage output a lot lower.
Karthus
Difficulty=Easy
Karthus is indeed the easiest champion you will play against. His
Lay Waste is easily dodged. You out range him by far. If he ults, you can
Destiny over and stun him with
Gold Card. Fighting him under
Defile is a bad choice. That spell does a lot of damage over time in a large area. If he is bad, he will blow all of his mana and will be unable to recover any despite his
Defile passive.
Kassadin
Difficulty=Medium-Easy
Kassadin is an annoyance to low skill players. He has very small burst and his silence does little to nothing against you. If he blinks away, your
Wild Cards can catch him easily. If he blinks in to silence you, say, "I DON'T CARE" and stun him. While silenced, you are able to utilize
Stacked Deck against him. If he manages to escape, use
Destiny to catch him after he blinks.
Katarina
Difficulty=Medium-Easy
Katarina has very weak early game, and her poke is pitiful. Stay to the side and keep poking when not farming. If she starts a fight with
Shunpo, instantly start casting
Pick A Card to get
Gold Card out. This will ensure that if she ults, you will be able to immediately stun her. Make sure your
Wild Cards are facing the right direction and hit her with them. Make her rage ;)
AP Kennen
Difficulty=Hard
Kennen is an extremely hard champion to lane against. Like
Morgana, be wary of his
Thundering Shuriken. This spell deals a lot of damage and can ultimately lead into a stun from his passive. He can easily dodge your
Wild Cards with
Lightning Dash, and can cancel your ultimate with his many stuns. Your one
Gold Card should be used to stop his
Lightning Rush because that usually signals an initiation, which you do not want.
AP Kog'Maw
Difficulty=Hard
Kog'Maw has long ranged harass that is AoE. His ultimate and
Void Ooze deal massive damage and his AA range outstrips yours. His Q does decent damage and is close range, but you don't have to worry about that as much. Do not stay in lane with low health because he can easily kill you. His
Void Ooze has a wider radius than your
Wild Cards, about the same projectile speed, and slows. His ultimate is annoying because he can spam it with
Athene's Unholy Grail and
Archangel's Staff.
Le Blanc
Le Blanc
Difficulty=Hard
Le Blanc has extremely strong nuking power. Do not underestimate her. She is a deadly champion, especially after the Jayce Patch buff (Damn Riot). At level 6, she becomes unbearable in lane. Try to start fighting her at level 1, where she is weakest. At level 2, she has decent damage, but by level 4, she already has strong burst. If she uses
Distortion, use a Gold Card to stun her, use
Wild Cards, then run away. She has a gap closer and can fly past your
Wild Cards. Be careful not to get too close to her.
Lux
Difficulty=Medium-Hard
Unfortunately for you,
Lux has HUGE range poke. She has nice burst at level 6 and a deadly passive. A good
Lux will lead you with
Lucent Singularity and deal damage to you. Identify where they shoot the
Lucent Singularity the most and move away from that direction. Be careful of her
Light Binding -> send iut
Lucent Singularity ->
Finales Funkeln -> activate
Lucent Singularity -> AA combo. That can literally rip away all of your heath in a mere second.
Malzahar
Difficulty=Medium-Hard
Malzahar has a lot of damage over time spells. He can suppress you, so you may want an early
Quicksilver Sash to counteract this. His way of farming can push the lane, but gives him a lot of mana. He can place a damaging area beneath you, put
Malefic Visions on you, and suppress you with
Ignite on you. This, like
Lux's, rips apart your health instantly. The Voidling also helps
Malzahar kill you easily.
AP Master Yi
Difficulty=Medium-Easy
AP
Master Yi has many down sides, even if it is extremely good. His spells are long cooldown and only his
Alpha Strike deals major damage. Kill him early game and easily beat him in lane. If he decides to level 1 fight you, you should
Flash under your tower as he is casting
Alpha Strike. Stun him and there is a free kill for you. If he decides to
Meditate, instantly stun him and throw out your
Wild Cards.
Morgana
Difficulty=Hard
Morgana is one of
those champions. Her
Dark Binding has a similar range to your
Wild Cards. She can block all of your damage with a
Black Shield.
Morgana excels at mid lane, so do not expect to beat her easily. Keep poking
behind your minions so that you will not be caught with a
Dark Binding. Do not try to fight her unless she has extremely low health and you can burst her down. Also, keep a close eye on her mana. If she has low mana, engage then disengage to ensure some damage.
More coming soon!
Using Destiny
Destiny is a very useful spell. It gives you vision of all the enemy champions and allows you to Gate somewhere in a 5,500 range. When standing in the middle of the map, it is about half the map. When at the fountain, you can Gate to the steps at the end of your base.
When Chasing
Mouse over your
Destiny when planning to chase or gank a lane. It will show you the range. Guess about where the enemies are and
Gate in their path. If they are standing still or recalling, ult right on top of them. They can't escape from that unless they
Flash or
Ghost away. Do not do this when below 250 health because you may get stunned under a tower or the enemy team and get instantly killed.
When Ganking
Refer to the map to see ganking ranges.
Gate behind the champions you are ganking. This means you will most likely get the enemy team. They may be able to escape you if they have CC and a blink, but you should have
Gold Card ready at your disposal. If you accidentaly lock in
Red Card or
Blue Card, just gank anyway. Your allies should have a gap closer or some form of CC to do a bunch of damage to the enemies.
When Escaping
Use
Destiny in a brush.
Gate away from all enemies in your sight. If they trap you, you may use
Destiny to get
EXECUTED by the enemy tower, denying them gold.
If you are under pressure because they have trapped you in a small brush and it is 5v1, click in range of the minimap when using
Destiny. Be careful not to click outside the range of the minimap, this will result in you walking out of the brush to
Gate to that location. The enemy team may have already killed you by the time you have
Gated.
Rudmed let me use this map. This map was made by
jhoijhoi.
Warding

Thanks for jhoijhoi for this warding image.
As you can see, the lane protection places are mainly in the brushes, but usually I put it in the river next to the brush and near the tribush. You may also be able to ward at the intersection between dragon and blue buff because it protects you, allows you to steal dragon, and protect/steal the enemy blue buff.
Usually, you have a support warding when going AD or AS, but when you are AP, you are solely responsible for your lane protection.
Use
Wriggle's Lantern as a free ward, saving you and your support a bit of gold. This helps late game as you will have a lot more gold that you didnt spend on wards.
Summary
Thank you for taking your time to read my guide! Please comment and give me constructive criticsm based on how I did. There will be updates when I add pictures and videos to this build.
Thanks again to jhoijhoi for her guide to making a guide. Cheers!

Thanks to
Xiron for the amazing banners!
If you have any scores, I will post them up here, just put them in the comments!
Change Log
5/6/12: Published Guide
5/9/12: Fixed a few mistakes
5/13/12: Fixed more mistakes
5/17/12: Fixed runes
5/19/12: Added bottom banner
5/22/12: Fixed some masteries, added top banner, added videos
5/23/12: Added another video
5/30/12: Added the "Teamfights" chapter
5/31/12: Added the "Laning Partners" and "Who am I Laning Against? (AD Carry)" chapters
6/6/12: Added more supports to the "Who am I Laning With?" chapter
6/11/12: Added "Destiny" chapter
6/30/12: Added some champions to the "Who am I Laning Against? (AP Carry)" chapter
7/3/12: Added more champions to the "Who am I Laning Against? (AP Carry)" chapter