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Spells:
Teleport
Flash
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
A Quick Hello!
Welcome to my very first guide ever. Where my writing skills are lacking, I make up for with the love I put into this guide. :)
I look forward to hearing some constructive criticism on my writing and hopefully improving it in the future.

As a Utility

If you do have a good team you can definitely carry your team, not by killing enemy champs, but by farming all the minions, taking down those pesky towers, and messing with your enemy mentally. As long as you do not get overconfident or cocky, you'll always see the enemy coming.
This

I've always enjoyed playing AP


A Word to the Wise, Twisted Fate is best playing in a Pre-made game. In my experiences, Solo Queuing as Utility

Pros / Cons
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Pros
![]() + // Fairly Good Nuke Mid/Late Game + // Hybridness allows full use of Stacked Deck + // Balances DPS and Burst + // Great Farming and Harassing + // Gold Card is pretty useful. |
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Cons
![]() - // Squishy. - // Requires a lot of farm. - // Short Attack Range. - // Squishy. - // Hybrid DPS easily Countered. - // Squishy. |
Masteries
Now, in all honesty, These masteries probably aren't the best. I've only played one game with this new Mastery Setup so far and I need to get used to it. Expect an update in the very near future. For now, this is the Mastery setup I am running.
It is pretty much a basic 9/0/21 set up focusing on AP and Cooldown Reduction.
Runes
- 2x
Greater Quintessence of Magic Penetration: // Pretty self-explanatory really, Gotta have that Magic Pen.
- 1x
Greater Quintessence of Health: // This little bump of health has saved me so many times, I've truly lost count.
- 9x
Greater Mark of Magic Penetration: // Same as the quint, AP + Magic Pen = <3
- 9x
Greater Glyph of Scaling Ability Power: // Gonna have that added AP if you are going to play AP TF.
- 5x greater seal of Replenishment: // The combo of proper Blue Card throws and these Mana per 5 runes, you'll never be out of mana.
- 4x greater seal of vigor: // This little bit of HP/5 runes are really nice for a Squishy champ like
Twisted Fate
Now, I know I am going to hear some **** about this set up. I can just hear the comments now.
"Why are you using so many different runes?"
or
"What is the point of using 1

And the only real answer I can come up with is, because I want to. It's how I build my rune page, if you want to do it differently, be my guest.
Summoner Spells
God Tier
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Second Sight is an interesting passive. It is definitely very useful to the entire team, an Extra 2 gold per kill could be the difference between winning and losing. A lot of the people I usually play with love my passive because of all the free gold they get.

The Wild Cards go out in a cone and go straight through everything they hit. With a good range and a decent AP ratio, this skill is great for harassing and farming.

Blue Card deals 40/60/80/100/120 (+1.0 per attack damage) (+0.4 per ability power) magic damage, restoring mana equal to 65% of the damage dealt.
Red Card deals 30/45/60/75/90 (+1.0 per attack damage) (+0.4 per ability power) magic damage to all units around the target and slows their movement speeds by 30/35/40/45/50%.
Gold Card deals 15/22.5/30/37.5/45 (+1.0 per attack damage) (+0.4 per ability power) magic damage and stuns for 1/1.25/1.5/1.75/2 seconds.
Red Card deals 30/45/60/75/90 (+1.0 per attack damage) (+0.4 per ability power) magic damage to all units around the target and slows their movement speeds by 30/35/40/45/50%.
Gold Card deals 15/22.5/30/37.5/45 (+1.0 per attack damage) (+0.4 per ability power) magic damage and stuns for 1/1.25/1.5/1.75/2 seconds.
This right here is the main test while playing



This ability isn't really that useful until after you get


Reveals all enemy champions (including stealthed champions) for 6/8/10 seconds.
While Destiny is active, Twisted Fate can teleport with Gate (5500 range)
This used to be much nicer before the nerf. Oh how I miss the days of Global gate. Although it's not as amazing as it used to be, Destiny is still great for finding out where the enemy is and even with the 5500 range, Gate is still pretty useful for ganking and backdooring.
Ability Sequence Order
I like to start off by getting



Also, Obviously get

Items
I always start the game off with a

Depending on how the game is going, I may recall and grab my


After that I build my boots into

I then buy a




After the AP fun is over I build a


I then finish the build up with a


Early Game
Level 1-6:
Use your Blue Card to last hit minions, Red Card when you're high on mana and it is safe.
If the enemy is aggressive, save
Pick A Card for stunning with your Gold Card.
Don't start really harassing with
Wild Cards until they are level 2.
Try to play conservatively until you have a
Sheen.
If you anticipate a chance to harass with
Pick A Card, make sure to build up
Stacked Deck as well.
If the enemy is aggressive, save

Don't start really harassing with

Try to play conservatively until you have a

If you anticipate a chance to harass with


Level 6-11: Ganking Time
Recall and refill your resources when you have comfortable pushed the lane.
Head back to lane and farm casually, conserving your mana
Watch your mini map and take note of how much the other two lanes are pushing.
If you stop an enemy ready to be ganked; get your allies to initiate, run down river until half way to Baron/Dragon, load a Gold Card, activate Destiny and proceed to Gate in.
Head back to lane and farm casually, conserving your mana
Watch your mini map and take note of how much the other two lanes are pushing.
If you stop an enemy ready to be ganked; get your allies to initiate, run down river until half way to Baron/Dragon, load a Gold Card, activate Destiny and proceed to Gate in.
Level 12~18:
Wild Cards while your tank is CC'ing the enemy, then fall back to avoid being focused.
With high AP,
Wild Cards is a long-range poke that will make enemies fall back like any other skill shot, and Gold Card will do damage on top of a stun, making that 1 second combo much more intimidating.
Try to grab Blue Buff whenever you get a chance, the reduced cool downs make it much easier to throw some Gold Cards.
Team Fighting:
If they need help, go support them. Gold Card + 
With high AP,

Try to grab Blue Buff whenever you get a chance, the reduced cool downs make it much easier to throw some Gold Cards.
Note: Solo-Pushing does not equal Backdooring.
This right here is where Utility
Twisted Fate get fun.
Normally by late game, the enemy team will all group up and push mid like a punch of teenage girls at a Justin Beiber concert. This is when we go to work.
The Solo-Push:
Make your way to either side lane and proceed to farm minion waves and push down their tower. Always keep one eye on the mini-map to watch out for some tricky enemy who might try and get you.
The Escape:
Wait a few seconds, and then hit
Destiny. Use this time to check the map and find the locations of all of the enemies. Then, Gate to either a group of allies or to your Jungle in order to escape.
The Teleport:
Use your
Teleport to:
This right here is where Utility

Normally by late game, the enemy team will all group up and push mid like a punch of teenage girls at a Justin Beiber concert. This is when we go to work.
The Solo-Push:
Make your way to either side lane and proceed to farm minion waves and push down their tower. Always keep one eye on the mini-map to watch out for some tricky enemy who might try and get you.
The Escape:
Wait a few seconds, and then hit

The Teleport:
Use your

Damage Turrets. If there's a minion wave nearing a tower;
Teleport there before the enemies notice, and destroy that tower like a boss.
Push Another Tower: Say the enemies fell back, you realize you don't need to use
Destiny to find out where they went. Teleport to the opposite (top/bottom) lane and start the to push again.
Support your team: If the enemies initiate and you're not close to taking a turret, use
Teleport to let your allies know, Gold Card stun is there whenever they may need it.

Push Another Tower: Say the enemies fell back, you realize you don't need to use

Support your team: If the enemies initiate and you're not close to taking a turret, use

Remember,
Destiny keeps you one step ahead. One extra step can be easily turned around by enemies with
Teleport, and smart players in general.
Teleport puts you up to two steps ahead of the game. Only another
Twisted Fate could contest.
I hope this guide was helpful. If you see anything that could use some improvement, please feel free to leave a comment.




I hope this guide was helpful. If you see anything that could use some improvement, please feel free to leave a comment.
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