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Twisted Fate Build Guide by DeOnde

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League of Legends Build Guide Author DeOnde

AD TF - The Forbidden One (S3 Marksman Twisted Fate)

DeOnde Last updated on November 10, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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League Glossary

This brief section is made for beginners who might not understand some of the LoL terms. It's spoiled since it's not necessary for the guide's readability. If you already understand LoL terms, skip this section

Spoiler: Click to view

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Hello fellow summoners, be welcome, to Mobafire's newest Twisted Fate guide!, TF is mostly played as a mid-lane AP assassin but he also can be played as an AD Carry, which is the objective of this guide. I'm not saying by any means that this is a Competitive build or that you will see Marksman Twisted Fate in the LCS or other important competition, but it sure has it's strengths and i hope this build can help you with winning some normal games or raising your elo in ranked play ;D

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Pros / Cons


  • Guaranteed stun with Pick A Card's gold card
  • Mana sustain with Blue Card
  • High damage output
  • Can reveal stealthed units (sup' Twitch?)
  • Free attack speed from Stacked Deck
  • Scales very well with farm because of Loaded Dice
  • Can splitpush fast with Red Card and quickly regroup with superior positioning with Destiny
  • Can gank other lanes very well


  • Low AA Range (525, the same as Graves and Quinn)
  • Doesn't work well with all supports
  • Squishy with no escapes ( Destiny is unreliable)
  • No AD scaling on his abilities
  • Wild Cards is "wasted"

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Runes & Masteries


Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Attack Damage

Greater Quintessence of Life Steal


Your masteries are 21/9/0, standard ADC ones we pick 21 points into offense to maximize our autoattack damage and 9 in defense to be more durable.

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Summoner Spells

The Ace In The Hole

Flash is a must-have, there is no better summoner spell for chasing or escaping. The ability to go through walls is also very important. You can also use this to dodge crucial skillshots, such as Sonic Wave or Charm; Also for hitting that important Flash + gold card. Helps both agressive and defensive playstyle.

Barrier is a very common choice for the bot-lane, it allows you to survive otherwise fatal bursts of damage. A very strong and safe choice.

You are a squishy carry with no mobility skills, having a built-in Quicksilver Sash can save you against some deadly CC abilities from champions like Taric or Leona

The Good Hand

Teleport is interesting, you can make some flashy plays by appearing in the other side of the map to join a teamfight, it can also be used for splitpushing and protecting your own turret since TF is known for pushing very easily. When combined with Destiny it gives you incredibly map presence. A good summoner spell, if you know how to use it.

Ignite is not very strong in Marksmen since you need to be close to use it and your support should be taking it if necessary; but as Twisted Fate is a low-ranged ADC that can function as a semi-assassin, he can use this summoner spell better than many of the others.

A Bad Deal

Revive is is considered a troll summoner spell nowadays. Even if you are a high-priority target, this summoner spell is much worse than the others since being dead is not a objective you should be looking for

Clarity is one of the weakest summoner spells in the game, you have mana sustain with your Blue Card so, you will never need this.

Clairvoyance is not bad, but we are not playing as a support here.

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- Loaded Dice (Passive) - You gain additional gold when killing an enemy unit, this value is most likely to be higher.

Your passive gives you a random (semi-random actually, there is a bigger chance to get higher values) ammount of gold every time you kill an enemy minion, neutral monster or champion. This will give you a HUGE advantage over the enemy Marksman by simply last-hitting.

Skill Tips

Spoiler: Click to view

- Wild Cards (Q) - Throws three cards that deal magic damage on each champion it passes

A wasted skill on AD Twisted Fate, it deals almost no damage if you don't have AP and you should take no points into it unless it's necessary (level 13).

Skill Tips

Spoiler: Click to view

- Pick a Card (W) - Three magical cards rotate over your head, each one has a different effect, pressing W again will lock in a card

This is an amazing skill, on activation three different cards will rotate over your head, whichever you lock in will modify your next attack.

The Blue Card deals the most damage and returns mana when used

The Red Card deals the 2nd more damage and slows in an AoE around the target

The Yellow Card deals the least damage, but will stun the target

Skill Tips

Spoiler: Click to view

- Stacked Deck (E) - Every fourth attack deals bonus damage, also gives passive attack speed.

This skill gives you passive attack speed as you level up, it also deals bonus damage every 4th attack. This will be the first skill you will maximize (by level 9)

Skill Tips

Spoiler: Click to view

- Destiny (R) - Your reveal all enemy champions for a short time, you can also reactivate to teleport to a target location.

Twisted Fate's ganking skill, it helps you get to the mid-lane without being noticed. It can also be used to reveal invisible units such as Twitch during Ambush.

Skill Tips

Spoiler: Click to view

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Starting Options:

The first items you go to lane with are very important and will influence the whole outcome of the laning phase. So, choosing them wisely is a MUST.

#1 Option: "Doran's"

The most common start for Marksmen, gives some early health, AD and hp on-hit. An awesome item for the early game, you can also buy one more for a stronger laning phase

#2 Option: "Longsword" x2

Good when you need faster healing than the slow hp on-hit from the Doran's Blade and is also good for rushing a Vampiric Scepter.

#3 Option: "Boots & Pots" x3

Good when you need early mobility, needed when laning against very skillshot reliant enemies.

AD Twisted does not scale too well with items that have high ammounts of AD such as The Bloodthirster, he instead works better with attack speed-centric items such as Blade of the Ruined King and Statikk Shiv. Your high dueling potential comes as soon as you have both of these items. If you wish to take Trinity Force instead of Statikk Shiv, it is recommended to get an early Phage and get it right away. Trinity Force works well with TF because of your Pick A Card, which has a high synerdy with the Sheen procs. After you get your AS item + Botrk, you should aim for higher damage with the Infinity Edge to make your crits fearsome. Your 5th item should almost always be Last Whisper, at this point in the game most of your enemies will have some armor and you will need this in order to deal any damage to those tanky front-liners. Your last item should reflect your specific game's late game status, as common defensive items Guardian Angel and Banshee's Veil work very well.

Core Build

Item Sequence

Blade of the Ruined King

Statikk Shiv

Infinity Edge

Last Whisper

Guardian Angel

The most common boots for marksmen, it increases your movement speed as well as your attack speed. It is a very effective boots for the increased movement speed while also adding some more damage output. The only other boots viable are Mercury's Treads if the enemy team has a lot of annoying hard CC (like Terrify), you can also replace your boots with Zephyr in the very late game.

Attack speed, Attack damage, Lifesteal, amazing passive & active, increased dueling power, there is nothing not to like in Botrk. It also helps with dealing with health stackers.

Statikk Shiv fits you very well, it adds a very good damage spike in the midgame. Attack speed, Critical strike chance combined with some extra magic damage is great. You will also have superior waveclear when you combine shiv's passive with red card

Now that you have enough attack speed it is time to deal some real damage, Infinity Edge is the deathcap of ADs. With huge ammounts of AD plus the crit chance and amplification makes this item an absolute must-buy.

This is a necessary item for late-game engagements, since you will be a major source of damage your enemies will probably buy armor to try to counter your damage, so you will need one of those in order to be able to deal any damage to their front-liners.

Guardian Angel is amongst the strongest items in the game, adding some additional armor and magic resist is cool and all but it's best part is the passive revive. Being able to come back from the dead after being bursted down by an assassin can completely destroy the enemy strategy.

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AD Twisted Fate is countered by:

Marksmen with long range are a natural counter to AD TF, Caitlyn's outstanding range completely destroys you in lane, and if she builds around AD with The Bloodthirster and an early Last Whisper, her abilities will make it impossible to stay there. Her AA range is 650, completely outranging you.

Ashe has a hard engage that can completely destroy your day because of your lack of escapes, she can poke from afar with Volley and is the queen of kiting. Her AA range is 600, being able to hit you with little chance for retaliation.

Varus' poke can be annoying if he chooses to max Piercing Arrow since you have no mobility ( Boots of Speed are recommended if he starts this way), Blighted Quiver procs are strong and Chain of Corruption will lock you in place for his devastating combo. His AA range is 575, highly outranging you.

AD Twisted Fate is stronger against:

AD Twisted Fate can reveal stealth units with Destiny and is a strong duelist, Twitch is an easy prey without his ultimate and if he can't get too many expunge stacks. His attack range is 550, almost the same as yours.

Vayne is known for being a very strong duelist, but you are also one, and her Condemn stun needs a wall to be effective, while your gold card is a sure stun; you can also reveal her with Destiny. Her 550 AA range is only a little bigger from yours.

Ezreal is known for his strong poke and excellent escape with Arcane Shift,
TF can easily outduel Ez, and if he has his support's CC alongside gold card, no Arcane Shift will save him. His 550 range is mostly unnoticed since he will mostly use his Mystic Shot.

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tl; dr

greater mark of armor penetration


(R) > (E) > (W) > (Q)

Thanks to jhoijhoi and PsiGuard for the template which you can find here

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November 11th 2013 (current patch: 3.13): Guide released!

Next Guides:

- There is no escaping Karma
- DeOnde's guide to Tristana
- Yonkou Gangplank (Secret Guide)

This guide will be constantly updating, if you have any impressions about this guide or wish to help improve it through good criticism, your opinion would be greatly appreciated. Please comment and don't downvote for no reason (as said before, if you have any ideas on how to make this guide better they will gladly be accepted).