Build Guide by Frostmyth
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Twisted Fate Build
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.
[*] Wild Cards - Twisted Fate throws three cards, dealing damage to each enemy unit they pass through.
Throws three cards which deal 60/110/160/210/260 (+0.65) magic damage to each enemy unit they pass through.
[*] Pick A Card - Twisted Fate chooses a magic card from his deck, and uses that for his next attack, causing bonus effects.
Cast once to shuffle the deck and again to choose your card, enhancing your next attack.
Blue Card deals 40/60/80/100/120 (+0.4) bonus magic damage and restores the bonus damage in mana to Twisted Fate.
Red Card deals 40/60/80/100/120 (0.4+) bonus magic damage to units around the target and slows their movement speed by 30/35/40/45/50%.
Gold Card deals half the bonus magic damage of Red and Blue Cards (+0.4) and stuns for 1/1.25/1.5/1.75/2 seconds.
[*] Stacked Deck - Every 4 attacks, Twisted Fate deals bonus damage. In addition, his attack speed is increased and his cooldowns are decreased.
Passive: Every 4 attacks, Twisted Fate deals an additional 55/80/105/130/155 (+0.4) magic damage.
In addition, his attack speed is increased by 3/6/9/12/15% and his cooldowns are decreased by 3/6/9/12/15%.
[*] Destiny - Twisted Fate predicts the fortunes of his foes, revealing all enemy champions and enabling the use of Gate.
Reveals all enemy champions (including stealthed champions) for 6/6/6 seconds.
While Destiny is active, Twisted Fate can teleport anywhere on the map.
[*] Second Sight - Twisted Fate and his allies receive an additional 2 gold per kill.
Although born to poor gypsy parents, the champion known as Twisted Fate was able to gamble his way to prosperity as a card shark in the seedy underground gambling circuits of Demacia. No matter how close the authorities came to catching him, the rogue always found a way to slip through their fingers. Despite his good fortune, he was never able to win that which he truly desired - the ability to control magic. When Twisted Fate learned of an experiment being conducted in Zaun that might help him with his wish, he did the only thing a gambler of his worth could do - he went all in and volunteered for the experiment.
Conducted by the infamous Dr. Xavier Rath, Twisted Fate was told that the wager for such participation might be steep. He might change forever, or nothing might happen, or he might die horribly. Pain, however, was likely a part of the deal no matter the outcome. These were hardly the worst odds the gambler had faced; his hopes raised, Twisted Fate underwent the experiment, enduring what he must for a chance at his dream. Then, it ended - with seemingly no affect whatsoever. The gypsy rogue flew into a murderous rage, but, before he could strike down the team, he suddenly teleported himself miles away. With a sly grin, he realized his luck had won out yet again. He now brings his luck and rakish charm to the Institute of War, where he is the Champion of choice for many - especially the gambling kind. To this day, Twisted Fate has avoided his inevitable reunion with Dr. Rath. The Card Master knows, however, that a confrontation is coming.
Since Twisted Fate is an extremely fragile champion i use flat health Quints and Seals. This allows me to be able to survive the early laning phase without having to recall a lot. I use magic penetration marks to help with early game damage. I also use ability power glyphs to help with early game damage.
For hybrid Twisted Fate I run 9/0/21 masteries. I use the offense tree to get the extra 15% extra magic penetration because it helps immensely in dealing more damage. I put the 21 in utility for the improved ghost to help stay alive longer. The health/mana regen allows you to stay in lane longer ,and the extra buff duration will help you harass a lot more. The cooldown reduction on your summoner spells also helps you stay alive longer, and even help you get more kills.
As hybrid Twisted Fate, you will want to max wild cards out first. It's level 1 and 2 damage is almost completely useless but as soon as it hits level 3 it starts to take big chunks out of your opponent's health. Next you will want to max pick a card. At lvl 1 it allows you to be able to last hit a lot easier with blue card and save you mana. The higher level in pick a card the longer the stun on gold card is. Stacked deck i find not to be as important as pick a card and wild cards. I would max this last because the ability power ratio is not that high on it. Pick it up at level 4 to make harassing and farming easier.
This is one of the most important things to consider while playing Twisted Fate. Not one of his spells has a way to let him escape. That is why i chose to use ghost/flash. Flash allows me to escape possible ganks and get out of team fights quickly. Ghost allows me to get even farther away after using flash. You can always gold card the enemy and ghost away to safety.
The great thing about ghost and flash is that you can use them for both defensive and offensive properties. Flash is great on Twisted Fate because you can pick a gold card flash to the enemy stun them and get your combo off. Ghost will also help you catch enemies who may have low health after a teamfight.
[*] Extremely versatile champion who can play many roles
[*] Has some great Crowd Control
[*] Has spammable abilites which make harassing great
[*] Has an ultimate that allows him to gank/backdoor etc
[*] Excellent farmer
[*] Extremely, extremely fragile
[*] has short attack range and low movement speed
[*] is very item dependent
[*] requires some skill to play
[*] needs a good team to help him out
Twisted fate is an excellent farmer. His red card and wild cards allows him to wipe out complete minion waves at a time.
I believe Twisted Fate needs a good team to back him up in order to be successful. I think Malphite or Cho' Gath are great allies to have on your team. Another great ally would be Shen as he could help you backdoor. Twisted Fate cannot nuke their entire team in one combo, so you need a good AP nuke. He also isn't the best DPS so you need a solid dps. Where does this leave TF? I believe that TF is more like a support/DPS champ. He doesn't really have any supporting skills but he doesnt have super strong nuke/dps skills either which makes him a cross. His Pick a Card can hand out some CC and help your teamates out while at the same time dishing out enough damage to be noticed.
I like to be hybrid Twisted Fate for 2 reasons.
1) He is a god a backdooring.
2) He can dish out some damage with a sheen/stacked deck/ gold card/ wild card combo
making all of his skills useful in stead of straight dps rendering WC usless.
The main idea of play hybrid Twisted Fate is stunning the carry while your team helps you
bring them down. Early game a gold card wild card with another spell or two can easily kill
somebody in the laning phase.
I recommend getting either an amplifying tome with a health pot or a mana crystal with 2 health pots. This way it will be easier to build into sheen. I would get tier 1 boots and a sheen your first time back. That will help with your stacked deck pick a card burst. After getting a sheen pick up a rage blade as soon as you can. You have 2 options from here. If you are not getting hurt a lot and are getting kills i would suggest building nashors tooth right away. If you find yourself taking heavy damage i suggest getting banshee's veil after sheen/rageblade. After banshees veil you can finish Nashors Tooth and then trinity force. Once you finish the trinity force start building a gunblade.
Early, Mid, Late Game
-Early game: Early game Twisted Fate doesn't do a lot of damage. If you are in a lane with someone who does a lot of damage it can be easy to pick up first blood or get a kill early.
If you are mid you have to play a little more defensively and just last hit minion with blude card.
-Mid Game: This is where Twisted Fate is just beginning to shine. With his burst damage and another ally you can easily kill most people. With rageblade, sheen, and part of nashors you can dish out a lot of damage.
-Late Game: This is TF's most important part of the game. By now you should have most of your items and should start to backdoor. If you're team can handle fighting 4v5 backdoor as much as you can. If they need you hop into the teamfight and stun the prioritized champion. You can dish out a lot of burst and some sustained dps by now so you are a real threat.
-Changed a few items and the order you purchase them.
- Added info on early,mid,late game.