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Spells:
Teleport
Ignite
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Introduction and Reasons
But after a while of playing this style I found that it lacked a certain something against mage classes, especially in the early game. This guide is most viable if the enemy is made of a wide array of enemy types, if you are facing a purely magician-team or purely-tank-team an AP or AD TF would probably fare better.
The great thing about this Magic Damage found in this TF guide is that it completely cuts itself off of your AP, no need to scale the AP to get more damage.
Starting with that here are two few pet peeves of mine
-

- I will also not post screenshots of my stats, if you try this build out and it is good for you, awesome, if not, no skin off my back. I'm currently testing out champions so my stats look all screwed up, suffice to say this build gives me well over 20 kills with 0 deaths in intermediate bot games regularely and at least 10-15 kills with 0 deaths in PVP.
I hate pro's and con's lists but here you go anyway
Pro's

-Suprising attack speed paired with debuffs make for a pusher that has no equal
-Speaking of pushing, minions will pretty much suicide when they see you
-Magic users who are used to targetting you meet with suprising resistance, and then death.
-Tank classes who specialize in armor and not magic resistance suddenly have to deal with both
Con's

-Jungling is not viable for a while

There is nearly no arguing this one. With your Ultimate and Teleport you can be anywhere suddenly and suprisingly. Sadly it's not avaible in Dominion.

I use this to score some early kills paired with a gold card and

Other options would be





Runes




The runes here are by far not the best, however except the Desolation runes I don't really rely on runes all that much in the first place.
Greater Mark of Desolation
9 of these bad boys, what else. You're a Magic and Attack Speed and Attack Damage TF, only armor is in your way of cutting into the flesh of your opponents and giving them wicked papercuts.
Greater Seal of Vitality
9 of these, you're squishy, give yourself a (laughable small) health boost. These runes are the reason why I don't like to rely on runes in the first place, the small health boost is pretty much negligable.

9 of the little useless blue things. Same as Vitality really.
Greater Quintessence of Desolation
Words cannot describe how much I love armor piercing, even if the runes don't give all that much, doing True Damage to a tank or a mage class is worth spending IP on.
Other viable choices for this build are


You're an AS TF, duh. However you're already getting a LOT of Attack Speed from your items, a balance between damage (indirectly given by Desolation runes), magic (the next set of runes) and Attack Speed is what you're aiming for.


I'm never sure whether the magic damage from items uses penetration, I assume it does, making these a viable option if you want to make your magic damage a little more...damagy.
Item Sequence






Berserker's Greaves
1100

Recurve Bow
700

Wit's End
2800

Phage
1100

Recurve Bow
700

Ionic Spark
2100

B. F. Sword
1300

Black Cleaver
3000

Recurve Bow
700

Madred's Bloodrazor
3800

Trinity Force
3333
We start with the




The












Whether you max out



With




This was my very first guide and I probably forgot or deliberately left out a lot. Everyone has a unique playing style and I won't talk you into using my tactics to score kills. Whether you take the Recurving Bow or the AD items in your line up to the Bloodrazor for example always depends on the enemy line up, who you are facing regularely and whether or not you think your team is pushing or being pushed.
My last closing word is one of scorn for the need to kill the most people. Don't be too afraid to get into the fight and push a lane to the end to take away peoples attention from your own, nearly fallen lane to a TF suddenly standing in their base and killing turrets with only 5-6 Minions behind him. You have the ability and the obligation to use your insane Attack Speed and Magic Damage to harrass and push lanes and keep the enemy divided. A single AD or AS TF can keep 2-3 enemies occupied for a long, long time. The problem with this is that you WILL sacrifice your kill count. But it's the winner who counts the kills once a battle is over, the loser may have killed more or has better stats, but you just beat them anyway.
My last closing word is one of scorn for the need to kill the most people. Don't be too afraid to get into the fight and push a lane to the end to take away peoples attention from your own, nearly fallen lane to a TF suddenly standing in their base and killing turrets with only 5-6 Minions behind him. You have the ability and the obligation to use your insane Attack Speed and Magic Damage to harrass and push lanes and keep the enemy divided. A single AD or AS TF can keep 2-3 enemies occupied for a long, long time. The problem with this is that you WILL sacrifice your kill count. But it's the winner who counts the kills once a battle is over, the loser may have killed more or has better stats, but you just beat them anyway.
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