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Twisted Fate Build Guide by RAPMONSTA



Updated on April 10, 2018
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League of Legends Build Guide Author RAPMONSTA Build Guide By RAPMONSTA 13,199 Views 6 Comments
13,199 Views 6 Comments League of Legends Build Guide Author RAPMONSTA Twisted Fate Build Guide By RAPMONSTA Updated on April 10, 2018
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Hello and thank YOU for clicking on this guide. I hope that this guide will help you understand the current meta/optimal build for Twisted Fate. My name is RAPMONSTA2 and I create champion guides & stream on Twitch. I love League of Legends & also love to share my knowledge in the ever-changing world on the Summoner's Rift. I've been playing League of Legends since season 3. I am a Mid-lane main and my favorite champions include: Ryze, Corki, Cassiopeia, Anivia, Twisted Fate, Orianna, and Fizz. I had a TON of fun making this guide for YOU. Any and all feedback would be greatly appreciated. If you have any questions, feel free to tune into my Twitch stream and ask in the chat.

Without further ado, let us get into the guide.

Flash is a must-have in order to make plays and get out of sticky situations.
Ignite will give you kill pressure in-lane & counters healers, such as Vladimir and Swain.
Teleport gets you back to lane quicker and Teleport to other lanes and help turn ganks.
Cleanse is a MUST when you are vs. Twisted Fate & other heavy-CC champions.
Exhaust will help negate all-in potential from assassins, such as Zed, Fizz & etc.
Heal is a better option than Barrier if you plan on roaming together with your jungler. ]
Barrier is a better option than Heal in 1v1 situations.
Ghost is great if you need to kite and/or gap-close.

Unsealed Spellbook: Twisted Fate wants to start the game off with Ignite to have in-lane pressure and do additional damage when porting with Destiny. However as the game goes into the mid/late game, Twisted Fate wants to use other summoner spells, such as Ghost or Teleport to either gap-close or split-push. Also, Twisted Fate needs Flash on a minimal cooldown from Unsealed Spellbook’s summoner spell CDR.

Perfect Timing: Twisted Fate’s build will eventually ends up buying a Zhonya's Hourglass so the Perfect Timing helps with that. Also, it is great against burst & assassins.

Minion Dematerializer: What Twisted Fate excels at is shoving in the wave with Wild Cards and disappearing into the Fog of War, threatening to roam with Destiny. Minion Dematerializer helps Twisted Fate do just that by helping shove in the wave.

Cosmic Insight: Twisted Fate’s biggest weakness is that he has no gap-closer. The 5% CDR on Summoner Spells along with Ionian Boots of Lucidity’s Summoner Spell CDR puts Flash at the lowest CDR possible to make Flash Gold Card plays.

Celerity: Back in the old Rune system, Twisted Fate took Movement Speed Quints to close the gap to land Gold Card. Celerity does just that as Twisted Fate needs the Movement Speed from Celerity.

Scorch: The extra burn damage from Scorch helps secure the damage when roaming into the side lanes with Destiny. An alternative to Scorch is Gathering Storm.

Loaded Dice (Passive): When Twisted Fate kills a unit, he gets additional gold ranging from 1-6 gold. Remember that even if you are behind in CS, Loaded Dice helps make up the gold difference.

Wild Cards (Q): Wild Cards are Twisted Fate’s main wave clear spell. He throws three cards at deal damage to each enemy unit it passes through. Remember that Wild Cards has 10,000 range so you can Wild Cards from a really safe distance.

Pick A Card (W): A point-and-click ability where Twisted Fate picks a card and has a bonus effect. Blue card gives Mana, Red card applies an AOE slow, and Yellow card stun a target for up to 2 seconds. Pick A Card is what makes Twisted Fate a unique champion.

Stacked Deck (E): Every 4 auto attacks, Twisted Fate does bonus damage that scales with his AP. Stacked Deck also passively increasing his attack speed.

Destiny (R): Twisted Fate reveals all enemy champions on the gate and can teleport anywhere within 5,500 range in 1.5 seconds. Destiny applies so much map pressure so remember to abuse Fog of War to threaten the potential use of Destiny. This wil help out your side lanes a ton.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >

When should I go Sorcerer's Shoes? If the enemy team has not yet built MR yet and for the extra magic penetration.

When should I go Ninja Tabi? If the enemy team has multiple AD champions and/or if you are against an AD-assassin, such as Zed, Talon, Jayce, Pantheon & etc.

When should I go Mercury's Treads? If the enemy team has multiple AP champions and/or if you are against an AP-assassin, such as LeBlanc, Katarina, Fizz & etc.

When should I go Boots of Swiftness? It is rare to go Boots of Swiftness but only if you REALLY NEED the movement speed.

When should I go Mobility Boots? If you plan to roaming a ton.

When should I go Ionian Boots of Lucidity? For the additional 10% CDR and the 10% CDR on your Summoner Spells.

Void Staff

When should I go Void Staff? If they enemy team has multiple MR items, then Void Staff is a great choice.

Liandry's Torment

When should I go Liandry's Torment? If the enemy team has multiple champions with high-HP and/or building HP items. The burn from Liandry's Torment will help against champions with a lot of HP.


Does the enemy team has HP-healers/HP-sustaining champions? Swain, Vladimir, Soraka, Sona, etc? The Grievous Wounds applied from Morellonomicon’s passive will considerably reduce the healing/HP-sustain.

Zhonya's Hourglass

When should I go Zhonya's Hourglass? Zhonya's Hourglass is great against AD-matchups & burst assassins. Examples would be Zed, Talon, Jayce & Yasuo. There is special case for Fizz. Zhonya's Hourglass will completely negate Fizz’s ult, Chum the Waters. I highly recommend Zhonya's Hourglass against Fizz as you can survive Chum the Waters every time and its makes the Fizz matchup a lot easier.

Banshee's Veil

Are you against an AP-assassin or does the enemy team has multiple AP champions? If so, Banshee's Veil is a great choice. An example where you would go Banshee's Veil would be against LeBlanc mid with a Nidalee jungle. Because of the nerf to Abyssal Mask in Patch 8.6, Banshee's Veil is a better MR item for ranged AP champions than Abyssal Mask.

Banshee's Veil

Abyssal Mask
Banshee’s Veil gives 60 MR, 70 AP & 10% CDR. Chances are if you are building Banshee’s, you are probably building Rod of Ages as well. Since Abyssal Mask was nerfed in Patch 8.6, Banshee’s is the better MR item for ranged-AP champions. Abyssal Mask gives 55 MR, 350 HP, 300 MP & 10% CDR. All of these stats are great but the nerf to its’ passive does not make it optimal on ranged AP champions. If you buy Abyssal Mask on a ranged-AP champion, you will not be utilizing the Aura efficiently due to its Aura range being pretty much melee range.

Rabadon's Deathcap

In terms of raw AP and increasing your AP damage output, Rabadon's Deathcap is the best item in the game for that. No other item can match Rabadon's passive. Spellbinder is a unique item because it synergies really well with champions that spam their spells. In addition, the movement speed and active from Spellbinder helps catch out enemies who are mispositioned. If you value movement speed, then Spellbinder might be the better option for you.

Twisted Fate excels in the mid-game, where he can apply global map pressure with Destiny. However, he can struggle in-lane against lane bullies and requires macro-game knowledge. In this guide, we will talk about how we can mask his weaknesses and let YOU take over the game as Twisted Fate and climb the ranked ladder.

Laning: I will now explain exactly how I play the lane in-depth so you can have a smooth laning phase.

There are two opening routes on Twisted Fate that are common among Twisted Fate mains.

RED-RED-RED-BLUE-BLUE-RED: You can Triple Red card on the caster minions followed up with Double Blue cards (for mana) and Red again (Red-Red-Red-Blu-Blue-Red). The Triple Red card route is great against low wave clear mages or low mana-sustain mages. It creates lane pressure and is great if you want to play the lane aggressively . Triple Red shoves the wave into the tower and forces the enemy laner to last hit under tower. If you start the Triple Red route, after you shove, you MUST ward for the enemy jungler. If you just sit in-lane, you are in extreme danger of the infamous LEVEL 3 jungle gank. If you are against an easy matchup, look to open with the Triple Red, Double Blue, Red route to establish lane dominance and work with your jungler.

RED-BLUE-BLUE-RED: The Red-Blue-Blue-Red opening route is if you want to play defensively and pull the wave towards your tower. It protects you from ganks and is a great opening route to set up a Freeze right outside your tower. Look to use the Red-Blue-Blue-Red opening route against MELEE champions because once you set up the Freeze, you can look to zone by shuffle thru Pick A Card and threatening with a GOLD card. The weakness to the Red-Blue-Blue-Red opening route is that you cannot help your jungler if he invades because you are pulling the lane towards you. So be wary of this with the Red-Blue-Blue-Red route. This route is great against assassins/burst champion, i.e. [[fizz]

As Twisted Fate you want to control the minions and manipulate them so you are not in a bad position to be ganked & to be set up to roam.

First back The ideal back timing for Twisted Fate is at level 5 and if you CS’d well, you will be sitting at around 1200-1300 gold. All Twisted Fate mains know that the level 5 back is crucial because if you don’t, you will run OOM during your level 6/7 Destiny roam. If you backed at level 5 with 1200-1300 gold, you have enough for Catalyst of Aeons or Sheen. Catalyst of Aeons is the safe buy and Sheen is the offensive/greedy buy.

How to set up to roam with Destiny: Double Red Card the melee minions and Wild Cards will clear the wave (fastest way to clear the wave). While this is all happening, keep a close eye on your mini-map to see if you can potentially roam to any side lanes or invade with your jungler. Sometimes, to apply global map pressure, just disappear into the Fog of War and just threaten to use Destiny. You don’t have to use Destiny but the threat alone will help out your side laners a lot. Remember that when you use Destiny, you can still use Pick A Card and can see which card you are going to pull out on your HUD bar.

Level 3 cheese: Level 3, when you have Wild Cards, Pick A Card and Stacked Deck along with Ignite. If you poked well the lane levels 1 & 2, and was able to bring down the enemies HP down to 60%-75%, you can look to go for an all-in at level 3 with auto, Pick A Card, auto, Wild Cards, auto, auto Stacked Deck proc, and ignite. Squeeze in as many auto-attacks possible. This level 3 all-in surprisingly does a lot of damage and will catch a ton of people off-guard.

Ganks : Twisted Fate is great at setting up ganks because you have a point-and-click stun with Pick A Card. Remember to abuse a low cooldown point-and-click stun to your advantage.

Each lane match-up/game requires different ways to play the laning phase. Down below, I will try to give you as much information about the laning phase so you can apply this to imrpove your gameplay. During the load-in screen, you want to be actively thinking how you want to play out the laning phase and come up with a strategy on how to come out with a lead during the laning phase. By planning ahead, you are able to follow guidelines and set yourself up for success because you are actively thinking about what to do next/how to react to certain scenarios.

Laning Phase is one of the most important parts in League of Legends. It is the start of the game and a strong laning phase helps you smoothly transition into the mid/late game.

The Laning Phase composes of CS (creep score), Wave Control, Trading, and Pressure. Most players know only one, two or maybe even three out of the four major components of the Laning Phase. High-elo players understand how to efficiently control all four major components of the Laning Phase and therefore, are able to play their champions optimally. In this guide, I will break down all four major components of the Laning Phase and hopefully, help you gain LP.

The first phase of Laning is creep score or commonly known as CS. CS is the number of minions that you have collected gold from through last-hitting them. CS will be your MAIN source of gold income and helps you build items.

A perfect CS score at the 10 minute mark will be around 107-114. The important part of CSing is that you are consistent game-to-game and that you are building a solid foundation through your mechanics. If you are currently getting around 50 CS at the 10 minute mark, aim to improve and get 70+ next game. You can achieve this through optimal back timings, wave control, trading, pressure, and mechanics, all which we will talk about later in this guide.

The second phase is Wave Control. Wave Control or Wave Manipulation can be broken down into 2 basic concepts. The wave is either Pushing or Freezing.

Let’s talk about Pushing first because the majority of players will subconsciously just Push the wave without knowing the advantages/disadvantages of Pushing the wave. Pushing the wave is damaging the enemy minions faster than the enemy can, which creates an imbalance of minions for each side. If you have more minions than the enemy, you will create a Push.

Let’s break down the two different types of Push(s): Slow Push vs Fast Push

A Slow Push, simply put is killing the enemy caster minions first. By doing so, you are taking away the damage portion of the enemy minion wave. Remember, caster minions do the damage, melee minions do the tanking, and cannon minions do both. If you kill the caster minions first, you are taking away the damage portion from the minion wave and creating a slow push as the melee minions tank the minion damage. Slow Push(s) usually results in your minion wave stacking and becoming bigger (in numbers) than the enemy minion wave. Slow Push(s) are great if you are trying to roam, base, put down a ward, and/or tower dive. When you create a Slow Push into the enemy, the wave will eventually bounce back and cause a Slow Push back to you. Because of this, you will not lose out of much XP and CS from roaming or basing rather than if you didn’t Slow Push into the enemy tower and based/roamed.

Fash Push is where you are killing the enemy melee minions first. By doing so, you are taking away the tank portion of the enemy minion wave and creating a Fash Push because there are less minions to tank your minions' damage. Also, a Fash Push can be created by just killing as many enemy minions as fast as possible. Fast Push(s) are great if the enemy laner just based and you want to deny them CS and XP. It is also great if the enemy is low and you want to tower dive with your jungler. If you are Split-Pushing, Fast Pushing creates Pressure onto an objective. Also, you can Fash Push to set up vision around your lane if you feel like you may be ganked soon. Remember, Fash Pushing leaves you vulnerable to enemy ganks and it is highly NOT recommended if you are low-HP and/or do NOT have vision on the enemy jungler/laners.

The important theme in Wave Control is you want to be conscious on what you want to achieve with the minion wave. Are you close to leveling up? You might want to push to get level 2 before the enemy so you can get a more favorable trade. Are you against an assassin who excels in gap-closer? Then you might not want to push and give him a long-lane to gap-close onto you. Are you planning to dive with your teammates? Then you might want to create a Slow Push in advance, so you have a huge minion wave to help with the tower dive. OR you can Fast Push if you are short on time.

Pushing the wave will help you gain EXP faster due to the enemy’s minions dying faster. It also creates Pressure in-lane because you can push in the wave and threaten to roam to other lanes or invade the enemy jungle. Lastly, it forces the enemy laner to CS under-tower and have their tower take damage from the minions.

Freezing the minion wave. This is a harder concept for many players to apply to their gameplay. It requires patience and game knowledge. A Freeze is keeping the minions for both sides equal. To create a freeze, you would want to try to keep the number of minions for both lanes equal while last-hitting for CS at the very last possible second. The most optimal position for a Freeze would be right in-front of your tower but just outside your tower’s range. It creates Pressure on the enemy because they have to expose themselves to a gank by being so far up in-lane. Also, they cannot freely trade against you because they are threatened by the Tower. Also, CSing that far up in-lane will also open them up to being ganked. Just from this, a Freeze is great to set-up ganks and/or deny the enemy laner from CSing/trading with you. Also, Freezing the wave is great to limit the gank potential from the enemy jungler, if you are looking to deny XP and/or CS from your enemy laner, and if you want to base. Earlier we talked about Fash Pushing if you are looking to base. An alternative to having an optimal base timing, is to base on a frozen wave that is slightly pushing towards you. Not only do you get an optimal base timing but also get to deny CS/XP.

Let’s say you got a Freeze against you, how do you break a freeze? You can either try to wave-clear and reset the wave OR you can call for your jungler to help push out the wave 2v1 and reset the wave that way. The important part of breaking a freeze and resetting the wave is understanding what caused the Freeze in the first place and not repeating it again.

The third phase is Trading. Trading is dealing damage between laners. By doing so, you create Pressure by bringing down their HP. Now, you want to do more damage than your opponent in trades. But sometimes, you can get Trades where you take no damage while damaging the enemy laner. How? When the enemy goes to last hit a CS, they are in a vulnerable spot to take a bad trade. At that split-second they must make a decision. Do I go for that CS and take this unfavorable trade or do I forfeit that CS and not take this bad trade? This is what is called Pressure. They are pressured into making an uncomfortable decision in the heat of the moment. Abuse this to get favorable Trades in-lane. 99% of players do not actively look to trade when the opponent is about to go for a last hit on the CS. Trust me, this single concept alone can make your laning phase go from good to great!

The last and final major phase is called Pressure. Pressure is extremely important because it can translate into Tempo. Pressure is created when you push in the wave and look to roam. Now the enemy laner feels pressured because they have to decide, do I CS these minions and be late to the roam or do I leave the CS and match the roam? The opportunity cost created from Pressure can expose players’ flaws and poor understanding of the Macro-game. ABUSE Fog of War to create Pressure. Just the threat alone on being off the map creates Pressure on other lanes and put them in an uncomfortable spot.

All four phases of the Laning Phase are connected to each other and by actively thinking about what you want to achieve in the lane and executing that plan will build a solid foundation so you can smoothly transition into the mid/late game with a lead/advantage.

Other Key Concepts:

Positioning: Ask yourself, should I be sitting in my minion wave or should I standing aside my minion wave? If I am pushed up this far, how exposed am I to being ganked? Based on your answers, you should adjust your positioning to cover your weaknesses.

Build small advantages over the laning phase and they will add up later in the game. If you get a lead, snowball that lead to your advantage by either roaming to other lanes or killing your laner.

Now I will give you a common & difficult matchup to help you understand how to plan out the laning phase, and execute that plan.

Matchup: You are “Twisted Fate” vs an enemy “Fizz”

From prior games and game knowledge: you know that pre-6, Twisted Fate can poke and harass Fizz in-lane. But if you don’t poke/harass Fizz and create pressure in-lane pre-6, Fizz will kill you as soon as he turns level 6 with his ultimate.

How I want to play this matchup pre-6: I want to allow him to push in the wave as soon as the game starts but I want to freeze the wave just outside my tower’s range. Then, I want to create Pressure, where he is forced to overextend in-lane and CS is an uncomfortable spot. This exposes him to an early gank, where he can be set behind. Also, I want to trade every time he goes for a CS but I also want to be aware not to aggro the minions too long because it will break my freeze.

How I want to play this matchup post-6: Now that Fizz is level 6 and has ultimate, if I push the wave and stay in-lane, I will be exposed to being caught by his ultimate. So how do I counter this? I fast-push and look to create pressure by roaming. This covers my worries about being caught by his ultimate if I were to sit mid after I push the wave, and at the same time, I create pressure of the map.

Thank you for taking the time to read my guide. I hope you enjoyed the read and picks up a few things along the way. If you have any comments, questions or queries about my guide, please don't hesitate to ask any questions. I would LOVE to answer any questions.

Your best chances of reaching me will be on my Twitch stream at the top of the guide. If you just want a place to hang out and chat, feel free to hang out in my Twitch stream. We can talk about League or other random topics. Once again, thank YOU.

If you have the time and would not mind, please UPVOTE if you liked the guide. Once again, thank YOU for clicking on this guide and I hope to see you again.


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