Twisted Fate Build
Not Updated For Current Season
Pros/Cons of these builds
- High mobility
- Crazy burst damage with Wild Cards and Lichbane procs
- Survivability for better staying power
- Strong team support thanks to high cooldown reduction
- Weak in 1-on-1 fights
- Not as much sustained dps as AD Twisted Fate
Put 14 in Offensive so that you can get Archaic knowledge as well as obtain just enough auto attack damage for early game farming without a doran's sword (I'll explain in items section).
The 16 in utility is for the mana regen, golem buffs duration boost, and the very important move speed boost.
I've tested setups from 21-0-9, 9-21-0, 9-0-21, and everything in between, and so far this setup has worked best.
- Maximize your magic damage output
5x - Mitigate some of your early game squishiness
4x Greater Seal of Vitality - Improve survivability for mid-late game
9x - AP champs are your worst enemy because they can nuke you down really fast.
Choose pick a card as your first skill. Gold card helps in any potential early game team ganks, and blue card is an amazing tool for last hitting minions. Generally, I keep this skill at level 1 and max it last. The reason being that it scales really well with attack damage and ability power, so this helps to keep the mana cost low, while still providing me with an excellent source of mana replenishment and stun.
Skill up your Wild cards so that you can farm, push, and harass like its no one's business.
One point in Stacked Deck . Again, helps your farming and harassment game. The cooldown and attack speed are icing on the cake.
Max Wildcards first, getting Destiny at levels 6, 11, and 16, and then max Stacked Deck next. If you feel like you need more crowd control presence, alternate between Stacked deck and Pick a card so that your stun/slow lasts longer.
Here we favor Ghost
because it gives you a longer boost in mobility for team fights, kiting, and chasing, as well as a decent tool for running away in a pinch.
Teleport is simply amazing as it allows you to leave the lane to shop and return instantly so you don't miss out on any farm. Also, solo que games are rather unorganized, so it becomes increasingly important to be able to quickly move around the map and support your team or defend a turret.
Items and Play style
Your bread and butter combo is Gold card stun immediately followed up with Wild cards and then one auto attack. To make it easier to land this combo, start off with Boots of Speed and 3x Health Potions . You're welcome to harass a little bit with Gold Card stun at level 1, but ideally you want to wait till you reach level 3 when you have level 2 Wild Cards for more damage.
As soon as you reach 1260 gold, buy yourself a Sheen . By this time you should be level 6, so start watching the minimap for potential Destiny ganks. Otherwise, continue farming and harassing your lane.
Next you should get your Sorcerer's Shoes and Guinsoo's Rageblade which will make you a ganking monster and a prime target to the opposing team.
Survivability = more kills for your team
If you're doing well (and you should be!), you'll find your self doing more running than attacking because everyone and their mother wants you dead. This is where Kindlegem comes in handy. The additional hp allows you to take an extra hit or two, and the cooldown reduction provides you with more stun and run opportunities. I like to think of it as a defensive item that doubles as an offensive one because all your spells become ready much quicker. I can't tell you how many times enemies try to chase me while I'm stunning and running, and the rest of my team pummels on them for free.
Kindlegem also builds into Shurelya's Reverie Shurelya's Reverie which has a fantastic active ability that can help your team catch up or run away. The additional hp and mana regen also ensures you'll have enough mana to keep spamming the wild cards for pushing and defending.
Support your team
While your main role is to gank and dish out big damage, don't forget that your stuns and slows can mean the difference between an ally getting away or dying. Gold card that carry to help the team focus them down easier, or to stun a fleeing enemy.