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prime

Build Guide by mudshovle

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 mudshovle

Twisted Fate: Royal Flush

mudshovle Last updated on December 28, 2010
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Ability Sequence

9
13
15
16
18
Ability Key Q
1
4
5
8
12
Ability Key W
2
3
7
10
14
Ability Key E
6
11
17
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

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


This is my first build so im sorry if i missed alot of stuff :)

Summary Analysis of AD vs Hybrid vs AP

AD:
Stronger attack flow -> More vulnerable to counter measures by the enemy
Breaks Towers quickly (The most impressive role TF can play)
Renders Wild Cards virtually useless.

Hybrid:
Similar range issues as AD TF
Utilizes skill scaling.
Weaker then AD, but stronger then AP in pure damage output.
Key item provides a max cooldoon. (Nashor's Tooth)
Wild Cards decreases in strength as game stretches on.

AP:
Strong burst damage, scales with all skills - Superior survivability!
Full utilization of AP scaling, Wild Cards utilized
Terrible late-game team-fight capacity.
Key item provides AD supplement that almost matches Hybrid's AS boost. (Lich Bane)



Pros and Cons
Pros
- Great DPS damage dealer
- Very mobile, as Destiny lets you get anywhere, with a pretty low cooldown
- Excellent Ganker
- Good stun OR AoE slow because of Pick a Card
- Great Farmer (thanks to Loaded Dice passive)

Cons
- Very Squishy
- An Overall Slow Hero
- Very Targetable in a Team Fight
- Difficult to Position (Shorter Range)



Now that last item is kinda what ever you need,If there tank(if they have one)is becoming hard to kill i go for black cleaver but you can get Phantom Dancer if there tank isn't a problem and you just want to nuke faster.

Laning: I usually try to farm\ harras with my gold card or red card until me and my lane partner can take them both or atleast one out, and help gank when level 6 :)

Reason to not using wild cards: Too me the wild cards are a waste of mana, not enough damage unless you go AP witch is useless...Grab them earlier if you like but I dislike wild cards.



Game Phase Tactics:

Here, I will try to shed a little light on what should be going on.

Early Farming Basics: This is something everyone should learn ASAP.
Never mindlessly attack the minions. This will cause your minions to push closer to the enemy turret; in a bot game this is good, in a normal game it will lead to you getting ganked.
Let your minions attack, and watch for the enemy unit being damaged most. Attack accordingly to score gold. This will keep your wave from pushing too far ahead.
Always be walking around. Try to avoid the enemy, and stay behind/beside your minions. Idling will give your enemy time to aim for harass damage.
This will also allow you to stay near the enemy minions without auto-attacking them.
Tank minions and Melee minions give more gold. (Just thought I'd throw that in there)


Escape:
Count to 5 and use Destiny. Take a moment to check where the enemies are, then Gate out to one of the following:
Safely nearby your team to support a fight
Base to buy items
The opposite lane to farm/push even more while the enemy wastes time walking across the map. (Only if all the enemies are in their base or coming after you, so there's zero risk in jumping to that lane. Otherwise, pick the other 2)


Teleport - Use it to:
Damage Turrets: There's a minion wave nearing a tower; Teleport there before the enemies notice, and crack that tower good.
Double Push: The enemies fell back, and you realize you don't need Destiny or MapHacks to tell you where they went. Teleport to the opposite (top/bottom) lane and start the cat-and-mouse game all over again.
Support your team: Your allies should be tower-hugging. If the enemies initiate and you're not close to breaking a turret, use Teleport to show your allies Gold Card stun is there when they need it.


Accomplishments:

Now... after using both Teleport and Destiny and getting home safely:
What have you accomplished?

If applied properly, this strategy will:
Get you lots of easy gold
Push lanes and damage towers. (Enemies: "Don't touch our towers!" You: *TOUCH*)
Deny them the pleasure of ganking/stopping you.
(Enemies: "We're gonna get you..." You: *Destiny* Oh, they're coming. *Gate Out*
Enemies: " **** Destiny!!" )
Force the enemy to choose: Lose a tower, or abandon the push effort.
Lead the enemy into a predictable pattern for the team. Every time you use Destiny, your team also sees the enemy, and can respond more efficiently.



I hope this guide was helpful. If you see anything wrong with it, leave a comment and I will try my best to justify myself or fix it.

Good luck and have fun, Summoners!