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.
I'm in the progress of rebuilding this guide while I re-learn the character after the patch. It's like learning a totally new character, which plays completely different. Any advice in the comments would be nice as well.
Since Twisted Fate can no longer teleport all over the place, his mana regen will come by throwing blue cards or simply neglecting WC spam. Actually, with no ability power, you come out just about even if you pick a blue card. Still no need to stack tons of mana/mana regen.
Although some builds stack attack speed almost exclusively, it needs to be balanced somewhat with damage and survivability to be effective. Including Stacked Deck's passive, this build reaches about 2.25 attack speed when finished.
Most of the summoner skills have some useful purpose. It's best to play a few games, and then say to yourself, which of these skills would have saved my life/enabled a tower kill/let me get a kill. I've come up with my favorite ones, but that's based on my play-style.
Flash is great offensively for getting in one last gold card, or defensively for getting your squishy self away from the fray. If you're elite, you can negate spells with a travel time using Flash after they've been cast. Ghost is also arguably as useful for escape/catching up, and both synergize well with a utility build.
Exhaust is also useful, since TF lacks a slow after the initial stun, and functions both offensively and defensively.
Ignite is great for ganking. If you take it, DO NOT take the talent in the offensive tree.
Cleanse: While I generally find it to be unhelpful, it can allow you to avoid getting separated or focused in team fights. However, lots of those issues can be solved by applying effective positioning strategy. Your mileage may vary.
Heal: It can be useful for staying in the fight, especially during early laning, but there are better options.
Teleport: Could be viable after the latest patch, but you'll probably find it's not being used as much as it could be since you have your own. Nice if you want to separate the teleport effect from Destiny.
Any combination of health, armor penetration, armor/magic resistance (TF has really low magic resist), or mana regeneration would work here. Try to pick +resistance from glyphs, +health from seals, etc., if you're using multiple types.
Usually PaC first, then E, W, R, Q. I like to get at least one level of Wild Cards if I decide to get Sheen. Remember that the stun duration of Gold Cards now increases with every level of PaC, so you'll want to get it up fairly fast too if you're depending on the stun.
Very rarely in this build do I get past the 4th or 5th item. I've been starting with Sapphire + health pots >> Sheen, but it doesn't provide enough power since you're not using Wild Cards nearly as much. I think the items speak for themselves as far as usefulness. I end up essentially 0 AP which is about the most you'd really want with the new scaling, and a excellent amount of attack speed, average damage, and some survivability.
If you think you'll be able to get a ton of kills/assists without dying, Mejais or SotO are OK items, though not nearly what they used to be. This build would probably be better suited to getting SotO. As with any snowball item, you want to get them fairly early. I normally avoid these, since attack speed (not damage) is the name of the game.
You'll only have room for 2/3 between Last Whisper, Sword of the Divine, and Wit's End. Pick the most appropriate, which is explained below.
The order after the first two items (boots + lifesteal) is pretty optional. I actually like to get 2x Recurve Bow and then start completing items. This is necessary because TF is so item dependent that he requires lots of attack speed right away to be effective.
Doran's Shield: Possibly a good starting if you find CM's low health problematic. I can usually get away with a couple of health pots and +health quints to keep me alive at the beginning. The health regen is nice, about the equivalent of about a health pot every 2 mins, although you often waste some time at full health. You can trade it in whenever you feel comfortable without it.
Boots: Attack speed boots are nice, but against heavy cc/melee, choose the appropriate ones. No sense getting +3 movement ones.
Frozen Mallet: This turns your attacks (which are pretty fast end-game) into something similar to Ashe where they all slow, which feels awesome. It also provides some survivability. However, its usefulness is debatable. If you're at the point which you need survivability because you've been dying, it's likely too late for this to help (and will wreck your dps). Only really useful if you're already even/ahead of the other team, but they have some carries that will become threatening.
Last Whisper: The 40% armor reduction occurs before armor pen from Stark's and runes, so it makes you a tank destroyer in conjunction with Madred's. Not quite as useful against lower armor targets.
Sword of the Divine: Necessary if your enemy is stacking any sort of dodge, or if you're playing against Jax or Sivir. A good second or third item. If you want to compare items, I like to think of it as a 25 damage (100/4), 55 speed item. As a tip, you can move items around in your inventory, so move this to a convenient slot and don't forget to activate its effect. It's best to use it to make sure a gold/red card lands. The reason I usually don't get it is the extra micromanagement.
Wit's End: Not useful against Shen, Mord, Katarina, Tryn, or Mundo, since they have no mana. Again, I consider this a 42 damage, 40 attack speed item, with the added bonus of magic resist, which is very helpful for TF's low resistance.