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Twisted Fate Build Guide by Hubert Hung

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 Hubert Hung

Twisted Fate, the Card Master

Hubert Hung Last updated on December 24, 2013
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9


Guide Top

Introduction

Nice Harrowing Skin :) Just bought it at this October.
Hey guys,welcome to my guide for Twisted Fate, the Card Master. After reading this guide, you may say, "hey, I think I play TF better now." Also, you may say, "hm, this looks like Twisted Fate the master of Cards guide." I can told you that I didn't copy nor take information from it. Also, please tolerate my grammar and my language usage. So ,if you like TF, then please enjoy this guide and comment. :)


Guide Top

Pros / Cons


Pros:
  • Not lack of mana
  • Good at ganking other lanes
  • Decent Burst Damage
  • God for farming when have one or two core items
  • Good CC (Slow, Stun)
Cons
  • Squishy
  • Not great at laning
  • Gets Counter from Champions that can leap or dash


Guide Top

Runes


Magic Penetration: Simply, if you don't have magic penetration, then your ability power is just useless.
Scaling Armor: Sometimes when you are playing mid lane, you may meet opponents like Zed or Talon. They are AD, and they can clean you up really quickly upon level 6, so having some armor would help to reduce the damage.
Scaling Magic Resist: Becuase you won't gain magic resist upon leveling up, you need this to fight against those AP Casters.
Movement Speed: Twisted Fate can't burst others down by his Q and W. So, you got to ran away and wait for the cooldowns. Then you can kill them.


Guide Top

Summoner Spells


: This is allows TF to catch up with opponents to stun them withgold card.
: Like what I said before, TF doesn't have that much burst damage to get someone from 100 to 0 health. So, we need this to increase our burst damage.


Guide Top

Masteries


Masteries
4/1
1/1
3/5
1/5
3/5
3/1
1/
3/
1/
1/
1/5
3/5
3/1
1/5
1/1
Sorcery : This give us CD reduction so that we can use our Pick A Card for frequently.
Butcher : I took this because it is kind of hard to farm when it is in your pre-6 levels.
Mental Force : Obviously, this gives TF more ability power.
Arcane Mastery: This also gave TF some ability power in early game.
Executioner : Like I said before, TF get burst someone down instantly. This helps us kill our enemy faster.
Archmage : Becasue when you got your full build, you would have like 650 AP. With this point, it would boost your AP higher by about 30 AP, that's a lot!
Dangerous Game : TF is squishy, so if you kill like three people in a team fight, you would still get some health and mana back. By this, you would not need to recall and you could push your lane.
Devastating Strikes : This gives you the important thing: magic penetration. It is just really important.
Arcane Blade : This makes you better at getting torrents, inhibitors, and nexus. Also, you can deal more damages to other champions.
Havoc : Increases your damage output.
Phase Walker: Since we need one point to move on the mastery, this is the best choice.
Fleet of Foot: Like what I said in the previous chapters, TF needs movement speed.
Summoner's Insight : This lets us to have a shorter cooldown for flash and ignite, this mean more potential at killing others.
Alchemist : We need another point to move on, then this is the best choice.
Runic Affinity : This gives us a longer duration of are blue buff, which we will rely on.


Guide Top

Starting Items


Best Choice:


TF needs mobility so take boots at first. Also, buy as many health potions as you can, because TF is squishy.


Guide Top

First Back Items


First Back:


Take sheen for your first time returning. Sheen is going to lead us to build Lich Bane. Also, we need to buy wards and health potions for are safety. Because, TF is squishy!!!


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Second Back Items


Second Back:


Lich Bane is really important to TF, especially the passive effect from sheen. It lets us deal way more damage then we can think. Then, still the same concept, buy wards and health potion for safety.

Not Enough Money?

or
If you don't have enough money for your second back, buy Blasting Wand or Sorcerer's Shoes. If you think that you are lack of ability power, take Blasting Wand. Lack of mobility? Sorcerer's Shoes.


Guide Top

Core and Defense Items


First Rush:


Deathcap is really important to TF, since it gives TF a huge boost on ability power. When you get Deathcap and Lich Bane, OMG so TF is OP!!! (If you haven't bought Sorcerer's Shoes yet, then buy it first.)

Defense Core Items:


Next, we will choose are defense core itm. If you feel like having a hard time on AP champs, then go for Scepter. If not, take hourglass because hourglass gives you more AP and its active is pretty handy. The active basically lets you become an invulnerable object. Also, you can't do anything while in the active, but it is still pretty useful.


Guide Top

The Last Two Items and Enchantment for Boots


The Last Two Core Items:


Void Staff is really useful because it gives you magic penetration and some AP. By this way, you can do a whole lot of damage to others. Deathfire Grasp comes in really handy because it gives you significant AP and 10% CD. Also, Deathfire's active deals tons of damage and it increases TF bursting potential. I recommend taking this first then Deathfire because I think M.Pen. is really important.

Enchantment for Boots:

or
Alacirty gives you extra speed permanently while homeguard gives you extra speed when you get back to base. Mostly, I would take Alacirty because TF needs movement speed. I take homeguard while we are losing, just like other champions.


Guide Top

Ability Sequence and Explanation


Loaded Dice:

Upon killing a unit, Twisted Fate rolls his dice, gaining anywhere from 1 to 6 bonus gold. Naturally, Twisted Fate has a higher chance to receive a larger bonus.
This ability gives TF a really good way to earn money. This helps us getting are items faster and more efficiently.

Wild Cards:

Throws three cards which deals 60/110/160/210/260 (+65% of ability power) magic damage to each enemy unit they pass through.
This is a really good harassing skill because of its long range . Also, it clears the minion wave really fast. I take this ability at level 2/3/5/7/9, by maxing it first.

Pick a Card:

Cast once to shuffle the deck and again to choose your card, enhancing your next attack.
When you press W, the cards starts to shuffles up your head. When you press W again, it locks the card it shuffles to. The pattern of the cards is Blue/Red/Gold. The start card (when you press W, the first card it appears) can't be predicted. However, you should memorize the pattern of the cards in order to lock the card you want. I take this ability at level 1 because you don't have any AP at level 1. Pick a Card is scale by both AD and AP, and it give you a 1:1 ration of AD, so we take it at level 1. We max it second because there is three abilities in one, and it is really useful. I take this ability at level 1/8/10/12/13.

Blue Card:

Blue card deals 40/60/80/100/120 (+1.0 per attack damage) (+40% of ability power) bonus damage and restores 50/75/100/125/150 mana to Twisted Fate.
Blue Card deals the most damage among the three cards, and restores mana back. It is a really good farming ability and early gaming because you can farm by don't wasting your mana. It also gives a really good sustainability. Most mid-laners are lack of mana but TF wouldn't. Also,it is a really good harass ability. (More Details in the Gaming Chapters)

Red Card:

Red Card deals 30/45/60/75/90 (+1.0 per attack damage) (+40% of ability power) bones damage to units around the target and slows their movement speed by 30/35/40/45/50% for 2.5 seconds.
Red Card deals the second most damage. Also, it slows the target and gives AOE damage around the target. It is really good for clearing minion waves at mid game. Also, you can deal a lot of damage in team fight if the enemies are all crowd together. (More Details in the Gaming Chapters)

Gold Card:

Gold Card deals 15/22.5/30/37.5/45 (+1.0 per attack damage) (+40% of ability power) bonus damage and stuns the target for 1/1.25/1.50/1.75/2 seconds.
Gold card deals the least damage but it stuns the target. It is really useful when dueling with others. It also really important that you use gold card when your team wants to lock down the target. (More Details in the Gaming Chapters)

Stacked Deck:

Passive: Every 4 attacks, Twisted Fate deals an additional 55/80/105/130/155 (+40% of ability power) damage.
In addition, his attack speed is increased by 10/15/20/25/30%.
Stacked Deck is gives you additional attack speed and a ok passive. Every fourth attack, your auto attack's damage would have a boost. It is not really useful and early game, so I give it a point at level 4 and max it last. (More Details in the Gaming Chapters)

Destiny:

Reveals all champions (including stealthed champions) for 6/8/10 seconds. While Destiny is active, Twisted Fate can teleport withGate. (5500 Range)

Gate:

After channeling for 1.5 seconds, Twisted Fate teleports to target location, within a large radius.
Basically, you use your ult to gank other lanes. It really terrifies to enemies when you suddenly got there. Don't use your ult just to reveal enemies, becuase this ult has a very long cooldown. So, like most ults, I take this at level 6/11/16 to reduce the cooldown.(More Details in the Gaming Chapters)


Guide Top

Early Game


So, at early game you would start by helping your jungler leash. Then, go to the lane and start farming. You may find it difficult to farm so use yourBlue Card and Wild Cards to do so. Also, Wild Cards is a great ability to harass your enemy.

More often or not your enemy will be stronger than you, and they trade with you. TF is not a high burster, so don't trade with them. This means that you should play more passively. Also, you should be cautious because some mid-laners had CCs that would kill you instantly.

If you think you are better than your enemy, then get closer when you are using Pick a Card. This would scare them away because you could instantly lock a gold card and stun them. Also, when you got your Stacked Deck's passive, try to hit it on your enemy. By the way, TF have this combo:Gold Card then Wild Cards, then ignite. This hopefully can kill your enemy when you got Sheen or Lich Bane. If not, don't go near the tower and try to kill them. In addition, you could flash over to your enemy, and then use the combo, this would really freak your enemy out.

You should always be buying wards when you are laning, becuase when someone gank you, 99% you would be dead. So please buy wards to ensure that you would be killed easily.

TF is a excellent ganker when he got his ult. Destiny is a really good ability to gank, especially in early game. You should use your ult when ever you think you can get your enemy, but be sure to clear some minion wave first, you should always lock yourGold Card when ulting to stun enemies, and use it like this:

This lets you accurate where you are teleporting to. But, you need to be cautious about been hit by enemy when doing this.


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Mid Game


Mid Game is where TF starts to show his insane potential. By this time, your AP should be about 200-300. This lets you farm and destroy towers really fast. You should useRed Card and Wild Card to farm. With these two abilities, the wave is cleared.

For destroying tower, useBlue Card to hit it. If an enemy comes, and you are picking your card, wait for some moments, then lock the blue card. When finishing hitting your blue card, you should run, because the enemy knows that you can't stun him now. This is really dangerous to TF, so be cautious.

At this time, using your ult is really important, whether saving your teammates, or ambushing your enemies. Like I said in the earlier chapter, lock Gold Card so your enemy won't run away.

In this time, some champions would have some really decent speed, so I don't recommend TF chasing down enemies that have high speed because when you are chasing, the enemy's teammate will come and kill you instantly.


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Late Game


Hopefully by now, you are nearly to your full build. Because of this, you could destroy a tower really quickly thanks by Lich Bane andBlue Card.

In late game, team fights would happen. Mostly, you should use your Wild Cards to poke the other team. When the fight really starts, you have two options, one is to stun someone with yourGold Card. You only stun that enemy because he/she is really fed/important. If not, use your Red Card. This would mostly damage all the enemies, and with your Wild Cards, you will had slain someone.

TF is doesn't really count as a main damage output champion, he is more like a supporting your team's champion in the team fight, so don't go in by yourself, make sure to wait for your team. Also, be sure to don't go alone at late game, because TF is pretty squishy, and he don't really have any escaping abilities, so stick with your team.


Guide Top

Ending

Guys, thank you for watching my first guide, and feel free to comment. I hope you enjoy this guide:)Another great skin you should buy if you don't have Underworld Twisted Fate.