Twisted Fate Build Guide by FatManOnWheels
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Not Updated For Current Season
Twisted Fate Build
Not Updated For Current Season
Welcome to my AP Twisted Fate build and guide. I play Twisted Fate as a mid lane AP carry. He has great lane presence and ganking potential. He is able to push the enemy to their turret very effectively and then gank or counter jungle. The best way to play AP Twisted Fate is by being an early game assassin and ganker and a late game split pusher or poke champion.
Twisted Fate can be played AP, AD, or even as a Hybrid. I have played with all three, and my favorite is AP by far. He gains very good and unexpected burst and poke and benefits from all of his abilites building AP. Due to his short range, champions like Caitlyn, Tristana, and Kog'Maw will easily out range you forcing you closer to the fight just to get jumped.
Second Sight [Passive]
Twisted Fate and his allies gain 2 extra gold per kill.
Decent and unnoticed passive. Doesn't really give you that much extra gold, but a little extra never hurts.
Wild Cards [Q]
Twisted Fate tosses three cards in a cone in front of him dealing damage to all targets they pass through.
Twisted Fate's main form of damage and farming. With a few levels and some AP, it can clear the ranged minions with one shot. It has good range and can be used to harass champions hugging their turret.
Pick a Card [W]
Twisted Fate shuffles his deck upon activation then locks in a card after a second activation.
Blue Card: Twisted Fate's next auto-attack deals damage and returns the damage done into mana for Twisted Fate.
Red Card: Your next auto-attack deals AoE damage and slows all targets hit.
Gold Card: Your next auto-attack will stun the target and deal damage.
Pick a Card is great for different situations with the different card choices. Blue Card is good for last hitting in lane and getting back your mana, Red Card is good for pushing and harassing, and Gold Card is good for harassing and ganking.
Stacked Deck [E]
Twisted Fate passively gains slight attack speed and cooldown reduction. Every fourth auto-attack deals extra magic damage.
The extra damage is good for more burst, but the main reason I max this before Pick A Card is for the extra cooldown reduction. The 15% at level 5 plus blue buff will give you 40% cooldown reduction.
Upon activation, Twisted Fate reveals all enemy champions then can teleport up to a certain range.
A great ultimate that has many uses. Good early game for ganking a lane or jungle. Can be used to get to or away from a fight. And can be used to reveal enemy champions to prevent you or your team from getting ganked or reveal an enemy dragon or baron attempt.
greater seal of vitality
Greater Mark of Magic Penetration gives you an extra kick to your spells to counter your enemies base magic resist.
greater seal of vitality will give you some extra health as the game progresses.
Greater Glyph of Scaling Ability Power give you some extra AP as you level up. Because Twisted Fate weakens as the game goes on, extra AP is always needed.
Greater Quintessence of Ability Power give you a slight boost of AP for the laning phase. Because I like to start with Boots of Speed and pots instead of Doran's Ring, the extra AP really helps.
Greater Seal of Armor Greater Seal of Scaling Mana Regeneration
Greater Glyph of Magic Resist Greater Glyph of Ability Power
Greater Quintessence of Health Greater Quintessence of Scaling Ability Power
Masteries and Summoner Spells
For masteries I like to go with 21/0/9 for better damage output. The 9 points in utility are for longer blue buff duration because as the AP carry, you will need blue buff to maximize your usefulness.
Good Summoner Spells:
Ignite is good for insuring kills and countering high healing champions like Swain.
Flash allows for unexpected ganks or aggression and helps get out of ganks.
Ghost is a good replacement if you do not like flash.
Teleport goes well with your ultimate in maximum map control. Allows you to be in every teamfight and amazing split pushing.
Exhaust is a good option as it completely shuts down its target for the duration. Decreases movement speed, damage output, and defenses. Just a great summoner spell.
x3 or or x5
Boots of Speed is my primary option as it gives good mobility for dodging skiil shots as well as some good sustain with the three potions.
Doran's Ring gives you some extra health and ability power for the start of the laning phase. It lacks sustain but allows you to deal more damage.
Cloth Armor gives the most defense when you have a physical match-up like Talon or Pantheon. The extra 5 health potions will allow you to stay in the lane for a while.
Which Build to Choose:
Depending on your lane opponent depends on which build you should follow.
Against an easy lane with dodgeable skill shots and champions you should be able to out harass.
Against a hard lane with heavy harass and damage output (i.e. Kassadin, LeBlanc, Sion)
The first build gives you some great early game burst and poke whereas the second build focuses more on sustain and survivability.
After getting your Sheen or Rod of Ages you need to work on getting a Rabadon's Deathcap to maximize your AP. After you get a deathcap, finish your Lich Bane (if you went Sheen). Then get a Void Staff to counter enemy magic resist. In the case the enemy has not gotten magic resist yet, do not get it right away but get it later.
Zhonya's Hourglass gives great AP as well as some nice armor and the invincibility active if you are getting focused.
Deathfire Grasp is a situational item that is good when you need to "one-shot" an enemy champion maybe because they are fed or counter you.
Will of the Ancients is a great item to get when you lack a sustain support and you need a way to regenerate health before and after fights.
Hextech Gunblade is an alternative to Will of the Ancients if you are the only one that benefits from the aura. This gives you some extra AD, the same spell vamp, the slow active, and... some life steal for the lols.
Quicksilver Sash is an item I get most of the time because the cleanse active is so good for getting out of lethal stuns.
Banshee's Veil is a good alternative to Quicksilver Sash if you need the health and the enemy team doesn't have any really lethal CC.
Guardian Angel is a great item that gives great defenses as well as the second wind passive.
Twisted Fate should be played aggressively in the lane unless you are facing a difficult lane like LeBlanc or Sion. His early game is very strong and an easy Flash->Gold Card-> Wild Cards-> Ignite can get you an easy kill at low levels. Twisted Fate is also good at helping his jungler gank due to his pocket stun for insuring kills.
Do not push your lane though so try to use Wild Cards sparingly as it tends to push the lane when you try to harass the enemy champion with it. Mainly just last hit and occasionally poke until you whittle them down enough to grab a kill.
Now you should have your ultimate, so now it is time to look for ganks. Ganking with your jungler can result in a 4v2 or a 3v1 easy kill. If your target does not have strong CC (i.e. Caitlyn/ Soraka lane) you can initiate the gank with your ultimate. If they have CC, try to get your teammates to bait the stun then jump in when the enemy thinks they have the advantage and before they can react.
Before ganking, try to push up your lane. Twisted Fate is a great pusher with a simple Red Card to the second melee minion and a Wild Cards through the creep wave. The reason behind pushing your lane before ganking is so you do not miss too much experience and gold while you are not in your lane.
When your ultimate is not up, you can still gank or counter jungle while your lane is pushed up.
Twisted Fate is an amazing split-pusher late game. Let your team push or defend mid while you push top or bot. When someone comes to counter push you, tell your team to initiate the 4v4 then Destiny to the fight giving your team the advantage. If the counter pusher does not have Teleport, it should be an easy fight for your team.