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Spells:
Flash
Ignite
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Intro
Passive:Loaded Dice is probably the most useless passive in game.2 extra gold/kill is nothing.If you have 200 minions(which is pretty good) you only get 400 extra gold.And there is nothing you can buy from that.This passive doesn't make Twisted Fate better.
Q:Wild Cards:This is Fate's harras and farm skill.It's pretty easy to dodge but the cards go in 3 directions which makes it a bit hard to dodge and a lot better to farm.It has a huge range.This ability allows TF to stand back in teamfights and just harras with Wild cards.
W:Pick A Card:This is what makes Twisted Fate a lot stronger.You can choose between 3 cards:
-blue:most damage+65% of damage returns as mana(great to restore mana)
-yellow:least damage,stuns for 1-2 seconds
-red:damage betweeen blue and yellow:has an AoE slow.
The only reason why this ability is annoying is because the colour of cards never starts with the same colour,but it always has the same sequence:red-yellow-blue(remeber the sequence,it will help you alot).It's very important that you pick the right card in the right situation:in teeamfights:use yellow on the ad carry,if you try to run away from more that one enemy:red,only 1 enemy:yellow.And for farming you should use blue,like that you can keep harassing the enemy and you'll never be oom.
E:Stacked Deck:Very important skill for AD TF,but not so important for AP TF.It's a passive skill,so would won't have to tap E to use it.It's better than nothing,but still not worth alot.The extra damage is usefull for harrassing a bit harder.
R:Destination:This is what makes TF very usefull/annoying during laning Phase.Destination shwows where all the enemy champions are+ let's you teleport over a range of 5500.This ability used to have a global teleport,which was very OP.5500 is not bad,but it's not enough to teleport directly from mid to top/bot.Anyway,if you see an allied champion struggling with a 1v1 fight,you can just teleport next to him and own the enemy champion,or you can make a 2v2 in bot lane a 3v2 and same with top.
Q:Wild Cards:This is Fate's harras and farm skill.It's pretty easy to dodge but the cards go in 3 directions which makes it a bit hard to dodge and a lot better to farm.It has a huge range.This ability allows TF to stand back in teamfights and just harras with Wild cards.
W:Pick A Card:This is what makes Twisted Fate a lot stronger.You can choose between 3 cards:
-blue:most damage+65% of damage returns as mana(great to restore mana)
-yellow:least damage,stuns for 1-2 seconds
-red:damage betweeen blue and yellow:has an AoE slow.
The only reason why this ability is annoying is because the colour of cards never starts with the same colour,but it always has the same sequence:red-yellow-blue(remeber the sequence,it will help you alot).It's very important that you pick the right card in the right situation:in teeamfights:use yellow on the ad carry,if you try to run away from more that one enemy:red,only 1 enemy:yellow.And for farming you should use blue,like that you can keep harassing the enemy and you'll never be oom.
E:Stacked Deck:Very important skill for AD TF,but not so important for AP TF.It's a passive skill,so would won't have to tap E to use it.It's better than nothing,but still not worth alot.The extra damage is usefull for harrassing a bit harder.
R:Destination:This is what makes TF very usefull/annoying during laning Phase.Destination shwows where all the enemy champions are+ let's you teleport over a range of 5500.This ability used to have a global teleport,which was very OP.5500 is not bad,but it's not enough to teleport directly from mid to top/bot.Anyway,if you see an allied champion struggling with a 1v1 fight,you can just teleport next to him and own the enemy champion,or you can make a 2v2 in bot lane a 3v2 and same with top.
Pro's
-Always usefull
-Wild Cards can deal a lot of damage to everybody in teamfights
-Once you get rabadons,very easy to farm
-Almost never oom during laning phase
-Great ganks with Destiny
-Awsome harassment
-Very fun to play
Cons
-Very squishy
-You have to keep calm when being ganked(Picking the right card is crucial)
-Enemy will know when you use R
-Pretty hard to escape ganks
-Pretty hard to master
-After you've done q and w,there is nothing left to do but wait for cooldowns to end.
-Very fast oom in teamfights.
-Always usefull
-Wild Cards can deal a lot of damage to everybody in teamfights
-Once you get rabadons,very easy to farm
-Almost never oom during laning phase
-Great ganks with Destiny
-Awsome harassment
-Very fun to play
Cons
-Very squishy
-You have to keep calm when being ganked(Picking the right card is crucial)
-Enemy will know when you use R
-Pretty hard to escape ganks
-Pretty hard to master
-After you've done q and w,there is nothing left to do but wait for cooldowns to end.
-Very fast oom in teamfights.
My runes are pretty basic for an ap caster.Ability power glyphs,magic penetration marks and ability power quins are pretty basic.Seals are pretty troublesome for a caster because there are no really usefull seals for an ap caster.I picked the ability power seals just because I didn't know what els to pick.I don't pick ability/level runes because i try to focus on early game.After all,early game decides how late game will be.
Same as runes:pretty basic ap caster runes:all the ability power masteries in offence,none in defence and mana/level and movement speed masteries in the utility tree.The reason why I don't pick any defensive masteries is because twisted fate is already so squishy,those 6 extra armor and MR won't make any diffrence.
You should always start with Boots Of Speed and Health Pots first.
Rabdadons Deathcap is the first item which makes you hit hard with q and w.
They will buy MR,so you should counter that with Magic penetration -> Void Staff
I pick Lich Bane not only because I find it very usefull for every caster,but also because it makes your w do damage.The extra magic damage every basic after using an ability is what can make the diffrence between kill or escape.But the main reason why I pick this item is because before you get Lich Bane,your Pick A Card is only usefull for it's stun/slow,and not really because of it's damage.With Lich Bane,Pick A Card gets about 400 damage extra;
By the time you get her,you'll notice that you are very squishy and easely targetted in teamfights,that's why I pick Guardian Angel.The enemy team won't target you as easely if they see you have a Guardian Angel.
My last item fits with Guardian Angel.The defensive bonusses from Guardian Angel + the Health bonus from rylais makes Twisted Fate harder to kill.The slow bonus + Wild Cards is also usefull against enemies that try to run away.
Rabdadons Deathcap is the first item which makes you hit hard with q and w.
They will buy MR,so you should counter that with Magic penetration -> Void Staff
I pick Lich Bane not only because I find it very usefull for every caster,but also because it makes your w do damage.The extra magic damage every basic after using an ability is what can make the diffrence between kill or escape.But the main reason why I pick this item is because before you get Lich Bane,your Pick A Card is only usefull for it's stun/slow,and not really because of it's damage.With Lich Bane,Pick A Card gets about 400 damage extra;
By the time you get her,you'll notice that you are very squishy and easely targetted in teamfights,that's why I pick Guardian Angel.The enemy team won't target you as easely if they see you have a Guardian Angel.
My last item fits with Guardian Angel.The defensive bonusses from Guardian Angel + the Health bonus from rylais makes Twisted Fate harder to kill.The slow bonus + Wild Cards is also usefull against enemies that try to run away.
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