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Build Guide by dave iv

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League of Legends Build Guide Author dave iv

Guide to the Competative Twisted Fate

dave iv Last updated on April 14, 2011
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Middle Lane
Ranked #13 in
Middle Lane
Win 51%
Get More Stats

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.


Brute Force
Improved Rally

Offense: 12

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 18

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Hello there, welcome to dave's Guide to the Competative Twisted Fate.

Depending on how competative you are determines your success with this build.

I will be as brief as possible with my explainations, my understanding of english isnt great... and i hope you have lots of fun and success with the build.

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3X Greater Quintessence of Alacrity
9X Greater Seal of Alacrity
9X Greater Glyph of Alacrity
Greater Mark of Desolation9X Greater Mark of Desolation

[*] Greater Quintessence of Alacrity (Movement Speed Quintessences )

I find these important for moving around, TF has short range and slow movement speed and needs to be able to both chase and run away if nessecary.

[*]Greater Glyphs and Seals of Alacrity (Attack Speed glyphs and seals & )

13% attack speed is handy earlygame for lasthitting and harass. You can replace the seals with flat armor to get an advantage in autoattack tradeoffs.

[*] Greater Mark of Desolation (Armor Pen MarksGreater Mark of Desolation)

I didnt get armor pen quints because its not as important as some make out. Eventually players have around 60-80 armor flat by the end of the game and movement speed will treat you well throughout the game.


3X Greater Quintessence of Insight
Greater Seal of Vitality9X Greater Seal of Vitality
6X Greater Glyph of Insight
3X Greater Glyph of Insight
9X Greater Mark of Insight

Greater Mark of Insight(Magic Penetration Marks )

Always nice to penetrate, right?

A quick bit about why penetration is important (i lol'd)

Lets say the opponent has 30 magic resist, and you have 0 ability power and 0 magic pen. Your wild card deals 260 damage. But a percentage of that damage is taken off. (Lets call it 15% = 39 damage)

We try this again; The opponent has 30 magic resistance, you have 500 ability power and 0 magic pen. You throw a wild card, it hits; The same percentage is taken off as before which is a nice chunk of damage thats wasted. 87.75 damage out of 575 is not done.

Greater Seal of Vitality(Health per level seals Greater Seal of Vitality)

Health per level seals are handy to give you that advantage over who you are laning against, by level 5 they have already contributed as much as 2 flat health quintessences.

Greater Glyph of Force (Ability Power Glyphs ) & Greater Glyph of Insight (Magic Penetration Glyphs )

Ability power per level glyphs to add just a little bit more whack (about an ability tome) and 3 magic pen glyphs to round up the 8.5 magic pen to 10.

A) I dont like uneven numbers, 8.5 sounds... horrible :p
B) Some champs have different / scaling magic resistance to 30.

Greater Quintessence of Insight (Magic Penetration Quintessences )

To achieve around 15 total flat magicpen. with sorc boots you should be doing true or near true damage to squishies or at least a bit more than you would without.

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AD Masteries are simple.
As much armor pen as possible, bit of magic pen to maximise the damage output from sword of the devine, stacked deck and your card abilities.

AP Masteries are also simply explained;
Maximum penetration to get the most out of your card abilities, and points in the utility tree for mobility.

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Third Build

Theres a third build in there, next to the AP one. It has revival quints and 3 points in time dead reduction.

Its a backdooring build, pushing build. No wasted points in pen there. Just a strong build for killing towers and getting out again.

Hourglass is a must early on.

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Items; You will BARELY EVER reach your items peak.
You might get 1 or 2 items before the game ends.

Berserkers boots. HAI. Yes! better than merc treads on tf. if your caught in that stun. you can dub yourself dead regardless of the 35% reduction. Better early-midgame. Later mercs are way better. And you can swap round.
Sword of the devine. HM. Yes please, 60% attack speed isit? 100 extra damage (about 60) every 4 hits that works great with stacked deck? SotD and SD work great together.
Infinity Edge. A good item on any AD, really.
Trinity Force. I get the sheen REALLY earlygame, after boots version 1, then upgrade later. The sheen on your PAC and the wildcards at 4 allow you to constantly have this procced.
Executioners calling. Lifesteal, crit. Slight damage over time... please. Yes.
Hextech gunblade; You see the lifesteal and spellvamp working with your infinity edge, sword of the devine, stacked deck... and life feels good!

I build AD this way

* Boots 1
* Sheen
* Upgrade boots to beserkers.
* BF Sword
* Upgrade your BF Sword to Infinity Edge
* Finish trinity force
* Executioners Calling
* Sword of the divine.
* Hextech Gunblade (WHY?) Hextech gives you lifesteal AND spellvamp. Sword of the divine does magic dmg, stacked deck does magic damage, all your cards do magic damage. Need i say more?

AP TF is pretty standard. Kill things quickly and contribute to the teamfight with high damaging ap nukes. Only autoattack if in close range and bombard the enemy team with 900 hitting wildcards.

I build AP this way

* Boots 1
* Sheen
* Upgrade boots to sorcerers shoes.
* Needlessly large rod
* Upgrade your Needlessly large rod to Rabadons Deathcap
* Finish Lich bane
* Get the hourglass now. It is important in getting the hell out of there.
* Nashors tooth for quick tower destruction.
* Rylais. You are running away. You pick a card, you panic and select a blue. You hit the guy with it, and he is slowed by 35% allowing you to run.

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Summoner Spells

Teleport Flash / Ghost Flash are standard for TF.

Flash is a must for lifesaving teleport is a must for constant farm.

Constant farm gives you obvious advantage over the enemy (in an equal game of course) and whazzam. You Carry to victory with superior items.

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Ranked Play

In ranked you want to be constantly lanepushing and ganking and applying pressure to the other team. If three lanes arent pushed at the same time, your not doing your job as TF.

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Team Work

While you are pushing top, your team must be pushing the bot lane.
If you are pushing bot, your team must be pushing top. If they dont send someone to attack you, you will get a fast inhibitor. If they do, your team can fight them 4v4 and you can ult in 5v4.

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CONSTANTLY farm the map. EVERYWHERE. the world is your oyster and your about to feed on it.
Item advantage = won game.

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To summarise tf is great built AP or AD.

Like AP sion, AP TF is safer, like AD sion AD tf is stronger.

Pick between strength and safety and ill see you ingame, yeah?

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Add in sword of the devine always buy it after using stacked deck.
This means both will proc at the same time for more burst damage.

Sorry for the awful formatting, im not the most literate person in the world; or organised for that matter, i cant color things in nicely, i cant make stuff nice and neat but i can provide the basic knowledge required.