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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Awesome Banner by Xiron

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.



Thanks to jhoijhoi for her build and massive help on BBCoding.
Pros/Cons
spaaaaaaace |
Pros
+ ![]() ![]() + Has a variety of choices from his ![]() + Very long range for his ![]() + The angles of his ![]() + Very successful ganks due to ![]() + Vision when using ![]() |
space |
space |
Cons
- Very Squishy without items - Ultimate does not damage - Going AD or AS will make your ![]() - Passive does not help in team fights - Global ult got nerfed - Missing your ![]() |
AP Carry Masteries
-
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
-
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
-
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.
AP Runes
Greater Quintessence of Ability Power: Base AP is very good. Three of these runes allow you to have 15 base AP. You can switch these runes for magic penetration runes.
Greater Mark of Magic Penetration: These runes give magic penetration (9%) This is good late game. You may be able to switch these marks for base ability power runes.
Greater Glyph of Scaling Ability Power: Ability power per level will help later game, while your flat ability power will help earlier. This is about the same effect as flat mid game, but gives more late.
- greater seal of vitality: Hp/lvl runes, do it like Phreak! These will help a lot late game, giving you 162 hp at level 18.
AD Runes
Greater Quintessence of Scaling Attack Damage: This quintessence gives 0.25 attack damage per level, that is 4.5 attack damage each rune. That is about 14 extra attack damage at level 18. This is about 1.4 of a
Long Sword
Greater Mark of Attack Damage: Flat attack damage coupled with attack damage per level makes you deal massive damage early game while being just as strong late game.
Greater Glyph of Health: This is the better buy switching the seals. (1.41 armor and ~2.6 hp vs. .7 armor and 5.2 hp) this gives 1 total more armor than the second combination.
Greater Seal of Armor: Flat armor was recommended by Icecreamy. They are amazing early game which affects the late game damage.
AS Runes
Greater Quintessence of Attack Speed: More attack speed, what can I say?
Greater Mark of Magic Penetration: Magic penetration for the magic damage of your
Stacked Deck and items.
Greater Glyph of Scaling Magic Resist: Same reason as AD.
- greater seal of Defense: ^
Very Viable Summoner Spells













Good Summoner Spells








Do-Not-Get Summoner Spells













AP



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

Late Game: These boots combined with





Early Game: Keep the


Mid Game: By now, you should have


Late Game: With







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



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.



Early Game: (none)
Mid Game: By now, you should be building or have

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



Early Game: (none)
Mid Game: After



Late Game: Getting






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



Early Game: Early game, boots and health potions are the best items to start with. The first two items (



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.




Early Game:

Mid Game: Keep





Late Game: If you farmed well, you should now have max charges on your



Early Game: After getting your beginning items, start your

Mid Game: By now, you should have at least an


Late Game: With the (almost) completed build, you should have at least 1,000 critical strike damage with the help of



Early Game: Have

Mid Game: By now, you should have

Late Game: One of these and




Early Game: (none)
Mid Game: If you are fed, you may or may not have at least a

Late Game: You will be able to take down even tanks with all the armor penetration from



Early Game: (none)
Mid Game: (none)
Late Game:


AS ON-HIT



Early Game:

Mid Game:

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.


Early Game:




Mid Game: By now, he should be dealing very good damage each 4th subsequent hit from



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).





Early Game: With a high level

Mid Game: With a bunch of attack speed, the four hits will come fast as

Late Game: It will get increasingly difficult to survive


Early Game: You should have at least


Mid Game: Finally, you have it!

Late Game: When they get




Early Game: (none)
Mid Game: You may have started your


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.


Early Game: (none)
Mid Game: (none)
Late Game:

Boots


Items













Boots


Items








Zeke's Herald 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.






Boots


Items











AP Skill Sequence
OR




AD Skill Sequence
Why don't I get any points in


Maxing

By maxing



AS Skill Sequence


Starting with

Note: farming withBlue Card allows you to last hit minions a lot easier and keep up with mana costs. This applies with

In teamfights, remember to stay in a good position.
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.
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.
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.
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

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

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:

Good Laning Partners













Other Good Supports





































Controversial Supports













Not recommended Supports








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.























Your mortal enemy,
















































Draven
Difficulty=Medium



I don't know... How good are you?





































Yes, yes folks,






































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.
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 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 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 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!
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



Unfortunately for you,













AP












More coming soon!

When Chasing
Mouse over your



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


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


Rudmed let me use this map. This map was made by jhoijhoi.

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

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!
Thanks again to jhoijhoi for her guide to making a guide. Cheers!

If you have any scores, I will post them up here, just put them in the comments!
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
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
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