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Recommended Items
Spells:
Flash
Ghost
Items
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Introduction



Smart Casting is a NECESSITY in League of Legends. It gives you much faster reaction times and enables you to chain together your abilities so much easier. With
Twisted Fate, you have to be quick as your cd's are rather low in mid to late game fights. With smart casting, you can get those clutch stuns on the enemy adc, and abuse your
Wild Cards so much better. Try it!


Runes




This is the standard AP

















Grab your W
Pick A Card 99% of the time at level one to deter any invades, allow your team to invade, easier csing at level one, and overall just more opportunities you can take due to the versatility of
Pick A Card. However, even though this spell is extremely versatile, you should be maxing your Q
Wild Cards for the rest of the laning phase, taking points in
Destiny at levels 6, 11, and 16.
Wild Cards gives you great waveclear and a much safer laning phase as
Twisted Fate is generally not considered a strong laner.






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Gives you better roam potential, allows you to dodge more skill shots, and much needed magic penetration to maximize your damage. Needed especially if the enemy team is stacking magic resist, otherwise, you can pick up ![]() |
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Gives you HUGE damage on your ![]() |
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Blue Card: deals 40 / 60 / 80 / 100 / 120 (+1.0 per attack damage) (+40% of ability power) bonus damage and restores 50 / 75 / 100 / 125 / 150 mana to Twisted Fate. Great for last hitting, gaining mana back, and pushing down towers.
Red Card: deals 30 / 45 / 60 / 75 / 90 (+1.0 per attack damage) (+40% of ability power) bonus damage to units around the target and slows their movement speed by 30 / 35 / 40 / 45 / 50% for 2.5 seconds. Great for wave clear and large AoE damage in Teamfights.
Gold Card: deals 15 / 22.5 / 30 / 37.5 / 45 (+1.0 per attack damage) (+40% of ability power) bonus damage and stuns the target for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. Main assassination tool and the card you will most likely pull out when fighting anyone. Targeted stuns are great and the fact that its 2 seconds long makes it extremely deadly when bursting down, say, an adc lategame.
Card order when "shuffling" goes blue, red, yellow... Remember this! Practice using it in lane and drawing blue cards to last hit, and of course when ulting to gank lanes remember to look for a lane, ult, pick a card, and then port in for maximum effectiveness.
Just a quick tip on farming and shoving lane. If you're doing decently in the game and have enough damage for it, you can red card the second creep as it comes down the lane, then use
Wild Cards down the line to clear the entire wave. If you're not fed enough, no biggy, you just get to easily last hit from there. Just always make sure you push your lane and then gank. This goes for any champion.


Teamwork is extremely important and wins games in solo queue. Mentality in solo queue is probably the biggest and most helpful point, yet the hardest one to grasp in my opinion. The ability to make 4 people think like you do, the ability to blend yourself into the other 4 people so that you might actually be a team. It starts in champion select. I don't care if someone picks Karma, as long as they are completely confident in their ability to do well let them play what they want. Don't "OH MY GOD NOT HEIMERDINGER" when they ask for mid. Let people play what they're good at. If you truly belong at a higher Elo than you are then you will get there. You can carry a game as support, it's just more challenging and you have to be precise about what you do.
The absolute most important thing though is this: NO RAGING. The second you say something like "You are so terrible why are you in ranked?" or something even less friendly your teammate instantly plays worse whether or not they admit it. Instead of putting your teammate down try to give helpful advice. "Stop feeding" is not helpful advice. "Play passively" isn't either. Typically what works for me is saying "Just cs until I gank for you." That statement goes hand in hand with my next point.
Every loss is your fault. This is a philosophy that I adopted and after doing so I quickly raised 200 Elo. Some of you might say "But Ucazean, I just went 30/0/5 and I just couldn't carry! I had a 0/X/0 on my team!" I don't care. It's your fault. You should have prevented their team from capitalizing on your weak link, whether that be by warding for him, ganking for him, or just plain out sitting in his lane with him as a support. Do something to fix a mistake. If you don't you're in no place to point a finger and say "Your fault." This philosophy is taxing on oneself mentally because it's hard to see how to do better when you have double CS of your lane and you go something like 10/0/10. While you played well, their team played better. Maybe after your third kill you should have tried to give your kills away to give weaker players gold. Maybe the 10 assists you have you should have stolen the kill to keep the gold where it will be in use (away from your weaker players). They don't call it Solo Queue for nothing.
The absolute most important thing though is this: NO RAGING. The second you say something like "You are so terrible why are you in ranked?" or something even less friendly your teammate instantly plays worse whether or not they admit it. Instead of putting your teammate down try to give helpful advice. "Stop feeding" is not helpful advice. "Play passively" isn't either. Typically what works for me is saying "Just cs until I gank for you." That statement goes hand in hand with my next point.
Every loss is your fault. This is a philosophy that I adopted and after doing so I quickly raised 200 Elo. Some of you might say "But Ucazean, I just went 30/0/5 and I just couldn't carry! I had a 0/X/0 on my team!" I don't care. It's your fault. You should have prevented their team from capitalizing on your weak link, whether that be by warding for him, ganking for him, or just plain out sitting in his lane with him as a support. Do something to fix a mistake. If you don't you're in no place to point a finger and say "Your fault." This philosophy is taxing on oneself mentally because it's hard to see how to do better when you have double CS of your lane and you go something like 10/0/10. While you played well, their team played better. Maybe after your third kill you should have tried to give your kills away to give weaker players gold. Maybe the 10 assists you have you should have stolen the kill to keep the gold where it will be in use (away from your weaker players). They don't call it Solo Queue for nothing.
Warding has changed in S4, allowing everyone on the team a chance to allow vision for their allies. As Mid, you should always take the free ward trinket at the beginning, and switch to the red trinket in the later stages of the game. Not only do you constantly try to keep this ward up somewhere on the map, try to also buy extra wards for your team to control objectives and jungles on both sides of the map. As Mid, you should ward key areas for your team.
A ward by the enemy wraith camp is a great spot as it stops river pressure, shows your team where the enemy jungler is, and allows you to "steal" their jungle camps if you get ahead of your lane.

On the other side of your lane, opposite of the enemy wraith camp, warding the "banana bush" is equally effective for you and your team. Though it's usually only necessary to ward the enemies' wraiths, this is a useful spot as well.

A ward by the enemy wraith camp is a great spot as it stops river pressure, shows your team where the enemy jungler is, and allows you to "steal" their jungle camps if you get ahead of your lane.

On the other side of your lane, opposite of the enemy wraith camp, warding the "banana bush" is equally effective for you and your team. Though it's usually only necessary to ward the enemies' wraiths, this is a useful spot as well.
Here are some of the most common matchups you'll face in midlane. Twisted Fate usually will lose lane (especially to assassins) until he has some items, just shove your lane and roam:
Ahri. I have very little trouble with Ahri, compared to some other mids out there these days. She can't dodge your Gold Card with all her jumping about, and the only worry you'll have is if you go up against an aggressive Ahri player. Getting hit by a charm into a full combo can and will kill you, but that goes for most mid laners when they're playing against this fox. You can outpush her with Wild Cards and Red Card, especially if you have blue buff, and your roaming is, of course, better. DECENT matchup.
Akali. She'll rip you apart after 6 with her three ult charges to your one stun, but pre-6 you'll do fine and be able to bully her around the lane all you please. Destiny makes her shroud utterly useless aside from the token MR/armour benefits it gives, too. Just watch out after 6, because once she has her ultimate you'll find it almost impossible to lane against her for any length of time. DECENT matchup.
Anivia. A mixed bag here; her stun is much harder to land than yours, being an extremely slow moving skillshot, and pre-6 there's not a lot she can do to you; you should dominate the lane at this stage. After level 6, though, she takes a massive jump in power. Her ultimate lets her clear waves very very fast, and makes it easier for her to spike half your health off with one E. Certainly play a lot more cautiously after this point, ESPECIALLY if she gets blue. Overall though, I never find her to be too much trouble to deal with, so long as you make sure to shut her down with great harass pre-6. Alternatively, or in addition, remember that she's probably the most mana-hungry champion in the game, so if you can somehow keep her from getting her blues, you'll be laughing all the way to the bank. GOOD matchup.
Annie. Not really played much these days, still quite a threat. She outranges your autoattack/Pick A Card, so you might have some difficulty last hitting versus this little girl. Her burst at 6 is also huge, but a wise Twisted Fate will play extremely passively if she has her stun up or about to come up. She is manageable, though; good Wild Cards harass will force her to play a bit more defensively if she tries to bully you too much in lane. However, just like with Ahri, don't get involved in a full spell-flinging contest. She has much more burst than you and will easily win a heavy exchange. DECENT matchup.
Brand. This champion is such an *******. Four damaging spells all of which hurt like hell due to his passive. Thankfully, his Q is relatively easy to fake out and dodge and if you keep moving he will have difficulty landing a W. You should be able to beat this guy with smart play; use your minions as cover, punish him with Gold Card/Wild Card combos once he uses his W, anticipate and juke the Q if he tags you with his E. Beware, though; one full combo from this guy will flatten you, no doubt about it. GOOD matchup.
Cassiopeia. I don't have much to say about Cassiopeia; Twisted Fate performs about as well against her as most AP mids do versus her. That is, she will probably roll all over you. Her Q spam will be constant and deadly; getting hit by even one will trigger a barrage of Es that will have you down to below half health and cowering below your turret. Like champions before her, her post-6 combo will, once again, probably let her one-shot you. She can be dealt with somewhat by getting an early blue and Wild Carding to victory, but you'll probably have a rough time against this girl no matter what. Asking your jungler for help is recommended, along with very passive play. BAD matchup.
Diana. See Akali, except twice as tanky with CC and nearly the same damage. Almost as bad as Fizz to lane against. Gap closes all day and shreds you into little tiny card shaped pieces. TERRIBLE matchup.
Fizz. Right, having played more and more against Fizz I've had to revise my opinion on this bastard; this guy is one of your worst matchups as TF. Ability to dodge pretty much every Gold Card with his E, Fizz can utterly zone you out of XP range, let alone getting good last hits aside from long-range Wild Cards ones. You'll need jungler help, but he'll still be very hard to gank with his E up. At least you can outpush him in the early game. TERRIBLE matchup.
Galio. Always irritating to go up against as an AP mid, Galio can be very annoying to go up against. He's a melee range last hitter with really big mana problems, which plays to your advantage. On the downside, his passive means that he'll probably end up buying early magic resist, simultaneously making your attacks worse and powering his own up. His Q hits like a truck and can be a bit tricky to dodge, as well. Get kills on him early or not at all. If he gets a lot of MR early your harass will just bounce off, to the point where you might not even want to bother. Just waveclear and try to gank as normal if this happens. Oh, and his ultimate is a game changer. Get caught in that when their jungler is ganking, and you're almost certainly dead. DECENT matchup.
Gragas. Tanky as hell for a mage, this guy will shrug off a lot of your harass due to his amazing passive. He is melee range, though, so you should have little trouble tagging him with constant Wild Cards as he goes in for last hits, and have little to fear from him in the way of counter-harassment. His barrels are easy enough to dodge, although they do hit like a truck should he manage to connect with even one. Post-6 he can be kind of scary with his full combo, but he doesn't stun you like a lot of mids do so a Gold Card to the face will stop him in his tracks. He also can't wave clear as well as you can, so you won't have to return to lane as urgently as against some other champions. All in all, a GOOD matchup.
Karthus. Not that bad to deal with, honestly; his Q hits you for half damage if you stick around your minions and it's easy enough to dodge in any case. You have superior harass to him, you can easily duck in and out to regenerate mana constantly with Blue Card, you trade better than him if you're quick on your feet and dodge his Qs. Twisted Fate players who are real men will also make it a point to interrupt his ultimate with a Gold Card, even if this necessitates flashing at him to do so. Be sure to taunt as you perform this dashing manoeuver, letting him know who wears the trousers in THIS lane. GOOD matchup.
Kassadin. Well, ****. Pre-6, you might wonder what all the fuss is about. Kassadin can't trade for toffee with you; he'll eat a Gold or Blue card every time he comes in for Null Sphere and will have to contend with the constant Wild Card spam that Twisted Fate loves to throw out. You should roll all over him in this stage of the game; but sadly, that's exactly what Kassadin players expect you and ninety percent of all mid champs to do. After 6, your game just got a whole less easy. This ****er will jump right in your face with no warning, leaving you helpless to avoid a Q and E eating up a third of your health bar. At this point, pretend he's a Cassiopeia or LeBlanc and sit behind your tower while in lane, clearing waves with Wild Cards then doing your usual ganky thing. Don't even try to trade with him after 6, he'll steamroller you. Thankfully, he can't push for ****, and Wild Cards let you continue your godlike pushing even from a safe distance. Overall, though, Kassadin is a BAD matchup.
(And for god's sake, DON'T FEED HIM)
Katarina. Once a great opponent to see on the loading screen, the new improved Katarina is all of a sudden very hard to deal with. She has other ways of doing damage than her Death Lotus now, and so your Gold Card won't shut her down anywhere near as much. Additionally, her lane harass with Q, E+W is huge, and you'll find yourself hard pressed to stop her pushing all day as well. BAD matchup.
Kennen. Infinite resource champion, Kennen is a pain because of that alone. Thankfully, his Q is blocked by minions, so abuse that fact. Somewhat less helpfully, he will autoattack you when his W passive is up followed by a proc with W's active, which will start to hurt. I feel that Wild Cards is still the superior harass, though, so you have that over on him. His pushing is all right, but yours is better, so you have THAT over on him as well. He -does- have better burst damage, though, especially after 6. As with most mid champs, don't get involved in a herpa derpa throw-all-spells trade with him after 6, or you'll probably give him 300g to play with. DECENT matchup.
Kog'Maw. AP Kog is showing up more and more in mid lane these days, even after the nerf to his ultimate. He's super blue hungry and has a terrible, terrible early game though, so this lane should be great for you. Bully early with Gold Card + Wild Cards, maybe even score an early kill. If your jungler comes to gank, too, Kog has no escapes and you can really make life difficult for him. GOOD matchup.
LeBlanc. NO. You might be able to hold your own against her pre-6, but post-6 this ***** is a joke. Say goodbye to your health bar with absolutely no way to stop her from doing it. The only thing that might work against her is pushing as hard and as much as humanly possible, because she has literally no pushing power and sucks at last hitting under her tower. She'll probably combo you from 100 to dead if you try this after level 6, though. HORRIBLE matchup.
Lissandra. I haven't much experience playing against Lissandras, as they seem to be very rare. Anyway, she has good poke, good mana sustainability, an escape/gapcloser (although it doesn't dodge Gold Cards) and a reasonably scary post-6 combo. On paper, it sounds pretty scary. Now, if only she ever got picked... UNKNOWN matchup.
Lux. Annoying annoying annoying, her E is irritatingly difficult to dodge if she plays well, even with a boots start. Huge range on it too, meaning that she tends to win on harassment in the earliest parts of the game. Her combo at 6 can also see you killed if you get snagged by a Q on lowish health, so be careful. After the initial few levels, though, she shouldn't be much a problem at all for you. She has high mana costs and no way to replenish it, so she simply can't keep up with the sheer volume of harass you can throw out. GOOD matchup.
Malzahar. Not too bad, generally; stay away from your minions if he puts his E on them, dodge his Qs (they're kind of easy to anticipate) and don't get caught with his combo after 6. He's remarkably good at pushing, though, so there is that to watch out for. DECENT matchup.
Mordekaiser. Very annoying to deal with, Morde will often push push push like there's no tomorrow, causing problems for you with his constant shield absorbing significant amounts of your burst. No escapes though, so with jungler help Gold Card can put him in a lot of trouble. That said, you will find it almost impossible to outpush him if he wants to stop you, and this can cause issues. Also extremely strong damage overall considering your short range on anything but Wild Cards. DECENT matchup.
Morgana. Eh. Not too dangerous, but still not the best girl to go against. Black Shield makes your Gold Cards bounce right off, she can wave clear and sustain all day with her Tormented Soil and passive. Not an aggressive laner, so you don't -really- have to worry about being killed, but don't let her Q you regardless of how she appears to be playing. You probably won't ever kill her, though. Pretty even lane. DECENT matchup.
Orianna. A very common sight on the rift these days. She's a very well designed champion, extremely fun to play and with a lot of utility. Anyway, we're here to discuss how she fares against Twisted Fate in lane, to which the answer is: not very well. Her damage is pretty middleground compared to a lot of AP mids these days, but her ball can be dodged somewhat easily. Surprisingly for a character with pretty middle of the pack damage, she's also extremely mana hungry, and the poor girl will frequently find herself low on juice while you chuckle from the other side of the lane, pelting her and her minions with delicious, refreshing Blue Cards. Not much of a threat, overall. GOOD matchup.
Ryze. Shorter range than you; abuse this. Kind of weak early game; abuse this. Once he starts charging his Tear, though, he becomes a force to be reckoned with. Can't push well, another plus for you. Same old, same old; harass all day, keep your mana topped off, etc. Be careful around him later in the game, though. GOOD matchup.
Swain Not the best, but far from the worst. Can't push for toffee, so he'll probably spend a lot of time under his tower anyway if you're throwing out plenty of Wild Cards. He trades very well even with just his E, and can really bring on the pain if you slip up and get caught by a Nevermove. Stay mobile and get your Sorcerer's Shoes early if you have particular trouble anticipating and dodging his W. Once he hits 6, he becomes surprisingly hard to take down while he's in raven form, and you should bear this in mind if you're both standing there fully committed to taking each other down. He is, however, EXTREMELY blue dependent, and if you can somehow get your team's hands on the enemy blue or keep it from him in some other way, you'll have a much easier time. GOOD matchup.
Syndra. A joke at release, Syndra has thrown off the shackles of her bad launch to become a truly dominant mid-laner. She has more damage than you and can easily kill you at 6 if you aren't careful. You have the range advantage and a reliable stun, though, so you can make things work with a bit of finesse. DECENT matchup.
Veigar. Ugh, such a horrible champion to play against. Before 6, congratulations, it's the easiest lane possible. You'll have such a fun time pushing this guy all over the place, and you might even kill him. After 6, he gets huge burst but might not be able to fully oneshot you like Le***** can. Sadly, though, even if you get super fed and he gets rocked all day and goes 0/14, this ****er's ultimate mechanic means that he'll still oneshot you every single teamfight. *******. His laning phase is incredibly bad, though, so you can sort-of capitalise there. Just realise that there's very little you can do to stop this guy oneshotting you later in the game if he catches you. DECENT matchup.
Vladimir. Another infinite resource champion, Vladimir suffers from a shorter range than you on all of his spells. This is great; his cooldowns at low levels are also huge, so you can roll all over him pre level 9. Once he gets level 9 and/or a revolver, he'll sustain all day so good luck pushing him out of lane anymore. His range will forever be low and his burst not that impressive either, so I don't find this guy too hard to deal with. The infamous trollpool will gobble up your Gold Cards, though. GOOD matchup.
Xerath. A really underplayed champion, Xerath is VERY potent in the right hands. Huge range and good poke before 6, and can burst with the best of them once he gets his ulti. Don't underestimate this guy, just because you never see him doesn't mean he's bad. Wild Cards does have the edge on Arcanopulse, though, so you should be able to win the initial harass war in lane. DECENT matchup.
Zed. It's like Lee Sin went through an extreme makeover and came out the other end specially designed to destroy Twisted Fate. This guy is a ****; he can dodge your Gold Card with his ultimate, and generally makes your life very very bad after he hits level 6. Pre-6, he is somewhat manageable, so take your opportunity to push him around the lane a little. It's the only chance you'll get. I advise you make friends with your jungler. TERRIBLE matchup.
Ziggs. A good one can still be very scary. Sometimes this champion is easy to deal with, other times he will give you a bit more trouble. This guy relies heavily on the skill of the person playing him. Figure out how his Q works quickly, otherwise you'll get hit even when you think you're safe behind your minions. And if he gets you low, please please PLEASE don't recall at your tower, otherwise you'll literally get nuked and he'll start snowballing. DECENT matchup.
Zilean. Hugely underplayed, this guy rarely shows up in games at all, but woe betide you if this bastard turns up in your lane. Long range, high damage targeted bombs which he can double up for some amazingly heavy harass, one of the most debilitating slows or powerful speed boosts in the game, and effectively has two lives if you try to kill him in lane. Zilean has, in my opinion, the most frustratingly effective and hard to avoid harass in the game. He can't miss, so he's only going to spend mana if a bomb actually ends up floating above your head. Thankfully, he has really big mana issues, so if he isn't frugal with his blue bar he'll run out of explosives to throw at you pretty fast. Still, a good Zilean will drive you up the wall and bully you all over the lane. BAD matchup.












(And for god's sake, DON'T FEED HIM)



















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