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Twisted Fate Build Guide by LollWutt

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Updated on December 21, 2011
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League of Legends Build Guide Author LollWutt Build Guide By LollWutt 9,184 Views 15 Comments
9,184 Views 15 Comments League of Legends Build Guide Author LollWutt Twisted Fate Build Guide By LollWutt Updated on December 21, 2011
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Introduction

Hi guys! This is my first League of Legends guide, and I hope that you don't criticize me too much. Since this is my first guide, and I love AP TF so much, I feel that making this guide would be a good way to pass time. (Y)

Well hope you have fun reading! :D
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Pros/Cons

Pros and Cons of Twisted Fate



Pros:


Beast Farm
High CC
Good Poking
Great Gank Potential

Cons:


Squishy if not played right
Hard to master
Pretty Hard to 1v1 if you're in a bad position
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Runes

I like to use Greater Mark of Magic Penetration, greater seal of force], [[greater glyph of potency, and greater quint of Potency. The reason that I chose these runes is standard in my opinion.

Greater mark of Insight


Standard.

Greater seal of Force


I like to use AP per level Yellows because it's just an extra boost in your AP :D

Greater seal of Resilience


Sometimes, I use armour yellows if I feel like I'm not doing well. It helps you stay in lane longer too.

Greater glyph of Potency


I use Flat AP blues over AP per level blues because you only need the small AP bonus for the beginning. This is because later on, the flat AP runes won't be as useful, but in the beginning, the flat AP runes is what makes a difference.

greater quint of potency

Greater quint of Potency


Standard.
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Skills


Twisted Fate and his allies receive an additional 2 gold per unit kill. This bonus is lost while Twisted Fate is dead.

His passive's used just for farm. Last hitting + his passive gets a LOT of money.

(Active): Twisted Fate fires 3 cards forward in a cone, passing through targets and damaging everything in their way.
Cooldown: 6 seconds
Range: 1,450

Cost: 60 / 70 / 80 / 90 / 100 mana
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.65 per ability power)[/color]

This is TF's main damage output. It deals a **** ton of damage! Max first please! If you know how to aim it, its really REALLY good.

Cards flash over Twisted Fate's head in the following order: blue, then red, then gold, then blue again, starting randomly with any of the three and then continuing this pattern. When he uses the ability again, he picks the current card over his head, and the card picked gives a special effect to his next attack. This attack cannot miss or be dodged.
Cooldown: 6 seconds after card is thrown.
Cost: 40 / 55 / 70 / 85 / 100 mana[/color]

Used for CC, Slows, and Restoration of Mana. Helps you land your Q better, and lets you sustain in lane for a MUCH longer time!
His next attack will deal magic damage and will restore mana equal to 65% of the damage done.
Magic Damage: 40 / 60 / 80 / 100 / 120 (+1.0 per attack damage) (+0.4 per ability power)

Blue Card is what keeps you in lane for the beginning of the game because you can spam your Q's and NEVER run out of mana. What more could you ask for?[/color]

His next attack will deal magic damage and will damage all enemies around the main target for the same amount as the target. All enemies hit will also be slowed for 2.5 seconds.
AoE Radius: 200
Slow: 30 / 35 / 40 / 45 / 50 %
Magic Damage: 30 / 45 / 60 / 75 / 90 (+1.0 per attack damage) (+0.4 per ability power)


SPAM DA RED CARDZ FOR DA FARMZ! Also, sometimes when you're chasing, don't always use your yellow cards! Gotta know when to use red cards and when to use yellow! The slow is insanely good!
His next attack will deal magic damage and stun the target.
Stun Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
Magic Damage: 15 / 22.5 / 30 / 37.5 / 45 (+1.0 per attack damage) (+0.4 per ability power)


Yellow Card Stuns.. Enough said..


Twisted Fate gains bonus attack speed and cooldown reduction. In addition, every fourth autoattack will deal bonus magic damage.
Bonus Magic Damage: 55 / 80 / 105 / 130 / 155 (+0.4 per ability power)
Bonus Attack Speed: 3 / 6 / 9 / 12 / 15 %

Cooldown Reduction: 3 / 6 / 9 / 12 / 15 %


This is actually really good, and most people think that it's not useful on AP TF, but it is! It's just not as useful as his Q and W! Use it combined with your W to land insane damage + a Q!

Twisted Fate reveals all enemy champions, including stealthed champions, for a few seconds. While Destiny is active, Twisted Fate can use Gate once.
Cost: 150 / 125 / 100 mana
Cooldown: 150 / 135 / 120 seconds
Duration: 6 / 8 / 10 seconds
[/color]

Use this for da g0nkz

gateTwisted Fate teleports to a target location, within a large radius, after a 2 second delay.
Range: 5500
[/color]

g0nkz..
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Items

I start off with and 3 Health Potions because it gives you great sustain, and the potential to harass.
Against champions such as Leblanc, you could start off with all health potions. This is so that you can stay in lane for as long as possible and just farm your *** off, but this isn't recommended.
I try not to go back until I've got enough for 2 Dorans Rings. This is because it gives you a great AP boost and health boost.
After that, I try to not get back until I've got enough for a Needlessly Large Rod. Don't want to waste a trip back.
Then, I finish my boots. You could get CDR boots if you REALLY feel that it'd help, but Sorc boots gives you insane damage.
Finish off your Rabadons, then work your way towards Lichbane. Depending on their team, I either get Blasting Wand or the MR item.
After Lichbane, I like to get a Void Staff because by now, you should just be beasting it up, and they're going to be getting MR to counter you. Void Staff counters that (Y).
Banshees Veil ... no need to explain. :D

Situational Items:



Will of Ancients is a ni
Code:
ce alternative to get after Lichbane. Get this if they're not stacking MR because the Spell Vamp is super useful.
Zhonya's is good too because it gives a LOT of armour and AP! What more could you want? Also... dat activation...
Rylai's gives you the HP boost, and makes your Q and cards do super slowz. Nuff said :D

Don't forget to buy elixirs!
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Skill Sequence

Priorities
R>Q>W>E

Maxing out your R is so you can gank WHENEVER possible! Gives you longer range, and a longer amount of time to teleport!

Next, I max my Q because it's your main source of damage
Next I max out W because it's a beast.
Then E.

For your W, the order of the cards are Red>Yellow>Blue>Red>etc.
Always be looking, because knowing the order really helps!

Try to predict where your enemy is going to be, so you can hit your Q!
If you ever have a stacked deck, don't underestimate it. Hitting a Yellow card + Stacked Deck + a Q can deal serious damage!
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Summoner Spells

I choose Flash and Teleport because Flash just gets you out of those sticky situations! I take Teleport over Ignite because it gives you more gank potential, and can really turn team fights around if your ult is on CD. You could take ignite if you see they have someone like Swain, because Ignite>Swain.
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Laning

I like to play TF Mid because he farms REALLY well, and can stay in lane for a long time. Plus, he can harass whoever they put mid and deny them from getting CS unless they like dying heheheheh.

Levels 1-6, you want to be farming as much as possible. At level 6, you want to be looking for as many ganks as you can! Always try to harass who you're against with your Q. Don't be afraid to spam your Q because you can replenish mana with Blue Card

Levels 7-11, Just continue banking in farming
Remember to pick up blue from your jungler because CDR on TF is amazing, and to continue harassing!
12-18, Just insta-gib their whole team.
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Farminnn

Farming is easy as TF.

Red Card + Q... Whole minion wave should be dead.

Almost out of mana from spamming red card? Throw a blue card! Theres another 3 red cards :P
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Team Fights

Team Fights are simple for AP TF. Sit in the back and just Q the squishies!! You want to target their AP Carry's and AD Carry's. You should be able to kill them with 1 W, and 2 of 3 Q's. If anybody's ever caught out of position, Throw a Yellow Card! Sometimes, when you're chasing a large mob, throw red cards! Don't always be dependent on Yellow Cards.
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When to choose AP TF

Honestly, AP TF isn't always the best AP carry to choose. There are champions that just 100% counter AP TF. The key to doing well is to know when to pick him. In Draft Picks and in Ranked,you can see which AP carry they have. If they have someone who requires to get close to you, and doesn't have a gap closure, such as Ryze, Annie, etc. then AP TF is the one to pick! With his great harass, they won't even get close enough to insta-gib you!

Another time to pick AP TF is against people that you know won't be able to harass you very well, like Veigar, Malz, etc. That way, you can farm freely, and then rapp em later!
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Conclusion

Kay. Obviously. AP TF is actually the best way to play TF. He does so much damage, and if built right, is just amazing. He's not hard to play, but if you want to take him seriously, then it requires lots of practice. I hope you guys enjoyed reading my guide on AP TF, and I hope you guys have as much fun playing him as I do!
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League of Legends Build Guide Author LollWutt
LollWutt Twisted Fate Guide
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