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Twisted Fate Build Guide by Borgash

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 Borgash

Ap Twisted

Borgash Last updated on November 27, 2011
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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: 9

Honor Guard

Defense: 0

Strength of Spirit

Utility: 21

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Practice build, comments appreciated

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Ok for the runes

Greater Mark of Insight - Magic Penetration: This build focuses on magic damage heavily so magic penetration is a must

Greater Seal of Fortitude - Flat Health: This helps you keep in the lane during laning phases for longer and at lower levels where TF is most squishy

Greater Seal of Vigor - Flat Health Regen: Exactly the same reasons as Fortitude

Greater Glyph of Potency - Flat Ability Power: Adding some extra sting to the early wild cards and easier mana recuperation in the early phases

Greater Glyph of Force - Ability Power: Sting for the later wild card phases

Greater Quintessence of Swiftness - Movement Speed: TF is naturally slow, this combined with ghost helps avoid most ganks and easier to get that gold card stun on fleeing enemies so you can finish them off whilst destiny is on cooldown

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Offensive Masteries: Focused on cooldown reduction and ability power, Arcane Knowledge is a MUST for the magic penentration

Utility Masteries: Summoner's Insight affects both your summoner spells so worth it, improved recall let's you get back that little bit faster and hence back in the fight faster too. Expanded mind for some nice mana. Swiftness for the same reasons as the quints, spell vamp is a nice addition for some staying power, gold is chosen as the extra cooldown reduction later on is pointless as you will hit the cap due to items, skills and the offensive masteries. Awareness will let you level that much faster making your wild cards hit harder, perseverance is a nice boost to help you stay in the game longer and mastermind makes you incredibly mobile with teleport being up when destiny/gate isn't.

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Meki Pendant first, allows you to spam red and gold cards for finishing minions and harassing enemy champions, blue card for regaining mana if you are in a squeeze. If you find yourself taking too much damage get the health potions whilst you are there.

Fiendish Codex and boots now, allowing you to spam those wild cards and harrass champions denying them opportunity to lane effectively as wella s catch up to people for a gold card stun or escape ganks whick will start to come soon.

Hextech revolver next to reduce your need to teleport back to the base, by now you should be in the mid game so the spell vamp on wildcard will heal you enough..

Sorceror's shoes and Void Staff now, this will ramp up your killing factor with magic penetration Note if the enemy has not stacked much magic resistance then get the abyssal sceptre instead, if you don't have enough money for the void staff on this return then get the max ability power you can for your gold.

Morello's Evil Tome and Sheen next to allow those Wild Cards to be spammed to the max and finish off fleeing champions with the extra bility power to combine with your ferocious magic penetration, the passive on sheen will absolutely hammer towers and up the power of your pick a card very nicely.

The needlessley large rod is optional, I would suggest assessing the game and deciding whether another item will benefit you more than the Rabbadon's deathcap in the long run, sometimes a banshees veil or armour/magic resist such as guardian angel or a Zhonya's may work out much better in the long run.

Lich Bane next, the upgraded passive on this combined with the large ability power you have stacked up will annhialate any opponents to stand in your way as well as remove towers/inhibitors with wanton abandon, backdooring is now quite easy even with teh nerf on the ultimate.

Rabbadon's Deathcap now (Provided you went for this item of course) Now your AP will destroy anyone, upgrading the Lich Bane passive and hitting like a brick with your wild cards.

Hextech gunblade is the final item to upgrade your revolver and add some nice AD which scales well with your pick a card, using the active right after deathfire grasp results in severe damage to even full health champions, a good combo is Gold card - Wild Card - Hextech - Wild Card - Gold Card - Wild Card that will kill almost anyone, even champions at full health will struggle to survive this unless they have stacked large amount of magic resistance/health

NOTE: If you are doing well on the kill/assist front and are avoiding taking damage that could kill you then Mejai's soulstealer should be bought early on, replacing Deathfire Grasp in the build

Ideal gold per return to base:

1st: 1205
2nd: 1200
3rd: 3045
4th: 2315
5th: 1600
6th: 2210
7th: 2000
8th: 2425

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Skill Sequence

Destiny should be levelled wherever possible, this is your main ganking and finishing tool as well as making you an expert tower destroyer able of backdooring

Wild Cards are the focus of the build, they are your main harrasing and champion killing weapons as well as excellent for farming, these should be levelled as much as possible.

Pick a card is the second priority normal ability, this should be levelled as your first skill for blue card in the early laning phase, this is great for last hitting and comboing with wild cards, catching champions unsuspecting when they don't think you have enough mana to kill them.

Stacked deck is the least useful of all the abilities in this build, level it once then leave it to the end, the first level adds a nice boost to damage but other than that the wild cards/pick a card are way more effective.

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Summoner Spells

Flash, can be used to escape ganks and teleport away, very useful and almost standard spell.

Teleport allows TF to become a mobile tower destroyer, combining this with Gate allows huge map mobility and can be used in the early laning phases as a way of returning to the fray with minimal time lost

Ghost is a potential, it's all on personal preference whether you prefer this over one of the others selected.

Do not use: Clarity, blue card is an effective mana restorer and by the end you shoudl have more than enough mana to remove the need for this completely

Clairvoyance, You are not the support hence should not take this, if no one else has taken it then you need to question your team, destiny will allow you reasonable sight so clairvoyance is really a no for TF

Rally: You don't rely on attack damage, there is no need for this at all

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Destiny + Gate

Keep an eye out for MIA and low health champions, popping destiny at the right time can save your team mates from ganks even if you have no need for gate.

Gate + Teleport can lead to multiple pushes on towers on the opposite side of the map, confusing the enemy and altering the pushing point.

Gate can also be used to save allies with a well placed gold card stun on pursuers. Like wise fleeing enemies can be hunted down with impunity, preparing a gold card before you gate is useful, allowing for a stun then wildcard to finish them off. Only do this is the enemy is alone, gating to an injured enemy can result in a quick death for you if you are not careful.

One underestimated use of destiny is the popping of banshee veils, activate this before a team fight if the enemy are using them and your team suddenly holds the advantage

Map awareness is key to the use of this skill, team work makes this a lot easier with people calling out injured/missing champions