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Twisted Fate Build Guide by 0MJ0

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League of Legends Build Guide Author 0MJ0

Hybrid AS TF

0MJ0 Last updated on February 15, 2012
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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.



Offense: 24

Honor Guard

Defense: 5

Strength of Spirit

Utility: 1

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Welcome to my hybrid guide for TF. I play TF as a hybrid, mainly focusing on attack speed, which gives him quite a lot of dps. This is my first time making a guide so I hope you will find it useful.

I liked TF at first basically because he looked cool and because I saw him as a guy with 6 different skills (due to Pick A Card) when I got him as my first champion. He kind of reminded me of Gambit from the X-Men. I looked at a few guides but they didn't really seem to give me what I wanted, and eventually came up with my own build. This guide will be about that build.

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Pros / Cons


Great DPS
Teleportation for running away/Ganks
Map awareness
Stealth Detection
Awesome in 1v1 fights
Won't really face Mana problems
Great passive CDR


Gets focused a lot as with all carries
Warnings for your opponents before a Destiny teleport and Pick a card stun/slow

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Summoner Spells

The Summoner Spells are quite straightforward for any AD carry.

for chasing or running away from ganks
to close gaps after you pick a Gold card, and also to escape from ganks

Other possible summoner spells:

Better in a 1v1 but I prefer Ghost since it lasts much longer

Useful because of the healing reduction and also becasue of the extra AD and AP you'll get while it's on CD (Due to summoner's wrath, perfect for a hybrid champion)

I wouldn't really get this, it helps for faster farming but other than that it just serves as another destiny with a longer CD. (I'd get this if you're still not summoner level 1-6, otherwise Ghost + Ignite is probably better for level 7-11)

Can be handy at times, as TF is quite squishy but usually exhaust or ghostwalk is better as a getaway tool, and those both have faster CDs.

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Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Lethality

The runes are quite straightforward for any champion.
Greater Mark of Desolation Greater Mark of Desolation
Greater Quintessence of Desolation Greater Quintessence of Desolation

The armor penetration gives you more damage for you as an AD carry.

Greater Seal of Resilience
Greater Glyph of Warding

These are for more resistance to damage for the early game. This is because TF is quite a squishy champion so you don't want to let him die so easily. Alternatively you can use Greater Seal of DefenseGreater Seal of Defense and Greater Glyph of Scaling Magic ResistGreater Glyph of Shielding as those give you higher defensive stats for the late game.

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I run a 25:4:1 Mastery tree. This is a personal choice though, as I like the 3% lifesteal from Vampirism . If you want, you can shift those 3 points into the defense tree and put 1 more point in Hardiness and 2 in Durability . If you would like a more offense oriented build, you can take out points from the Resistance and Hardiness and put them into Deadliness, although I feel that the defense is better. The defensive points are again to help TF's survivability, and the 1 in Summoner's Insight is to give your Flash a faster CD

Now to explain the Masteries in the order you should get them (For those non-level 30 guys out there).


Summoner's Wrath Out of your 2 summoner spells, at least 1 should be Ghost, Exhaust or Ignite and this boosts them all

Brute Force Extra AD for getting more DPS

Alacrity Again, more DPS

Weapon Expertise Armor Penetration is not as vital with this build but it will still give you much more DPS

Havoc More DPS yet again

Vampirism You may or may not want to get this, but if you're summoner level 13-15, the CDR from Sorcery doesn't do anything for you, so you're better off with Vampirism. Otherwise, until you reach Summoner level 17, you can put these points in Deadliness and/or Summoner's Insight

Deadliness It's not in my final build for TF but if you're still new and not at level 30, you get this becasuse Sorcery is pretty much useless for you.

Sorcery This mastery is completely useless for you, but you need it for the tree. At this point you should be summoner level 17 or more. Take away the 3 points you put into Deadliness or Vampirism and put them in this

Arcane Knowledge This is why you learned the useless Sorcery. Magic Penetration is hard to come by in items. As this TF guide is a hybrid build, this will help enhance his damage even more.

Sunder Armor Pen = more DPS, especially against tanks like Rammus or Amumu You can get this at levels 17-20 as well if you think you rather have Armor Pen than Magic Pen (in this case, keep the 3 points in Vampirism/Deadliness)

Executioner As TF is an assasin, your enemies should be below 40% hp fairly often. This will be just what you need

Summoner's Insight Extra CDR for flash, 15 seconds out of 265 is around 5.6%. It may not seem like a lot, but 15s in game time is huge.

Resistance Magic resistance > Armor in your case because AP carries with nukes will kill you faster than an AD carry, meaning less time to regain the life from your lifesteal

Hardiness More defense, TF is too squishy

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Loaded Dice

Excellent passive for farmers. Giving you 2 extra gold for each kill, this helps you outfarm your enemies even if you're a bit behind on the minions kills. Not to mention this effect is global, so it will help your entire team.

Wild Cards

Pretty much useless for this build. You might want to get 1 level in this early if you're having trouble farming though. You will need to farm to do your job as a carry.

Pick A Card

What made me originally like TF, this skill itself is like having 3 different skills each with their own uses. It's important to remember that the order the cards appear in is Red > Gold > Blue. Here's when to use each card:

Gold Card: The most useful of the cards, giving a 2 second stun at max level.
You want to pick gold when you're ganking an enemy champion or in 1v1 situations as it takes the guy out of combat completely.

The stun is also great for running away from enemy champions while getting chased in a 1v1 situation. While running, choose gold. Turn around and hit them once, then continue running away. Just make sure they don't have a nuke that could kill you when you do this, otherwise you're better off to just continue running

Red Card: Gives a slow and deals AoE damage

Use this for harassing an enemy. They will usually back up when they see you running over with your Pick A Card flipping over your head. Choose the red one, and attack a minion near them. the AoE range of the Red Card should usually be enough to hit them.

In a teamfight with 3 or more enemies grouped closely together, I will sometimes pick red over gold as it gives you more damage from the skill itself (90 at lv 4 compared to 30 from the Gold), and also becuause it hits multiple targets.

The AoE slow would also help your team catch up to more than 1 enemy champion while chasing as opposed to just catching the stunned guy

Blue Card: Gives you mana regeneration equal to 65% of the damage dealt. this is what allows TF to constantly use his skills and basically never run out of mana.

Use this for farming. It gives you the most extra damage making it easier to last hit with

When you run out of mana (obviously)

There is also an important factor to take not of when using the blue card. This happens when you've attacked 3 times already for your Stacked Deck, and then you choose your Blue Card. When you attack a unit that has low enough life to die from the blue card's extra damage (meaning you don't need the extra damage from the Stacked Deck), your Stacked Deck hit will not get debuffed, meaning the next attack you do will deal the extra Stacked Deck damage. the Red and Gold cards won't grant you this extra bonus

Stacked Deck

IMO, this is Twisted Fate's most OP skill. The 15% extra attack speed is nice and the 155 extra damage every 4 hits is what allows TF to be a hybrid champion. I find the most OP thing about this skill is the 15% CDR at level 5 though. This makes your Pick A Card cooldown very fast giving you many extra abilities in a short period of time.


Use this for ganks by teleporting behind the enemy or into the brush. It can also be used to set-up ambushes, especially after you've been missing from your lane for a while. Although your opponents can see that red sun thing above their head when you use Destiny, unless they're all together, they won't really know who you're going for. Also, you can use this when up against enemies with stealth abilities such as Akali or Twitch, allowing you to see them and continue fighting or chasing when they use their abilities. Also, if you see an impending gank, you can use this to run very far very fast.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

In this build, Wild Cards is useless, so you won't be learning it till level 13.
Why I don't learn Destiny at level 11?
This is because you use Destiny mainly just to teleport towards a teamfight or away from a gank at these levels. The extra 2 seconds you get for the skill's activation is not really required, and you'll likely level another time before the 25 seconds extra cooldown is needed as well.

The rest of the build is quite straightforward. You'll want the stun and extra effects from Pick A Card so you learn that at level 1. You want to max Stacked Deck first because of the extra attack speed it gives you, as well as the insane 15% CDR.

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Start off with a Vampiric Scepter so you can survive in your lane by lifestealing off minions for life. Get Wriggle's Lantern first since it's an awesome item, giving you bonus armor for survival, extra lifesteal, and extra damage. It will let you stay in the lane from the lifesteal, as well as give you a 20% chance to pretty much instantly kill a minion. Also, the ward will help prevent you from getting ganked by enemy champions.

Next you'll want boots to move faster for chasing. I get Beserker's Greaves as a level 2 boots to give more attack speed. If you're having trouble with CC heroes though you can get Mercury Treads. I usually change my boots to the treads as well in the late game.

Next I like to farm out Madred's Bloodrazor, this gives you a lot of dps due to the extra AS and damage, even if the enemy isn't a tanky champion. If they are, you'll still be cutting through them really quick because of the bonus passive. Get Pickaxe first as that gives you the most extra dps, followed by the Recurve Bow. If you're having trouble in your lane you could get the Cloth Armor first though.

After that I tend to farm for Nashor's Tooth. This will max out TF's CDR, making your Pick A Card have a cd of only 3.6s. With your Gold Card's stun lasting 2 seconds at level 5, in a 1v1, your opponents will basically only have 2 seconds to do things before getting stunned again. Get the Stinger half of the Tooth first as that give you more damage than the Fiendish Codex

These 4 items are the ones which I will get for every game where I play this build of TF. The remaining 2 items will depend on the opponent teams and what works the best against them.

The next item I normally get is Guinsoo's Rageblade. It gives you extra AD and AP. With your attack speed, your attacks will be hurting a lot and your Stacked Deck will be dealing a lot of damage, especially with the passive on the blade.

Wit's End will give you extra Magic resist if your opponents have too many nukers. Also, the extra magic damage that you get from it will put a dent in your opponent's life.

Mercury Treads

You can get the Mercury Treads at any point from mid-late game where you feel like you're getting hit by too much CC. The final items should have Mercury Treads over Beserker's Greaves though as you should be getting focused in the late game.

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Optional Items

Quicksilver Sash is something to get if your opponents have too much CC.

Thornmail I'll usually get if I'm up against too many AD carry champions.

Ionic Spark and Malady

These are what I'll get if instead of the rageblade and gunblade if the enemy team is full of squishies and have no tanks. This will make you fully AS based champion

Trinity Force grants good overall stats and you could consider getting it over the rageblade as well. I usually tend not to as it's expensive but if the game goes too long you'll end up with too much money anyways.

Hextech Gunblade Allows you to gain a massive amount of lifesteal because of your extra damage from both pick a card and from your stacked deck. The spellvamp gives you 20hp/s while you're autoattacking from just your stacked deck, and the extra lifesteal also helps with your sustainability. The active ability from this is just the icing on the cake.

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In your lane

Most of TF's early game should be spent farming and harrasing an opponent, going in for the occasional kill. Use Blue cards to give yourself more damage against a minion and to ensure you don't run out of mana. Use the Red and Gold cards to harrass opponents and hopefully go in for the kill.

When ganked, try to stun or slow your enemies, and flash out in the worst case scenario.

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In this build, TF is mainly an auto-attack champion. Use Pick A Card to get Gold or Red Cards in a fight and after that just auto-attack. With this guide, the CD for his Pick A Card is only 3.6s. This is going to be very fast so you'll need to constantly press W as you're attacking. Use your Destiny to chase champions which are escaping (sometimes you can tower dive with this if your enemy's health is low enough)

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14/2/2012 - Made the guide

15/2/2012 - Added Trinity Force to optional items, changed around some item builds added some BBC codes. Will probably continue updating sometime later today.

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Thanks for reading my guide, I hope you enjoyed it and found it useful. It is my first guide so I would appreciate any constructive feedback/comments :D

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jhoijhoi- For the good "guide for making guides"