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






you tube -- http://www.youtube.com/user/drakkarmunr1234
My time zone :(UTC-08:00) Pacific Time (US & Canada)

- Why chose AP? The reason is
Twisted Fate is only strong after he obtains his
Lich Bane so it is better to have AP that make's your own
Lich Bane stronger and since when you use your
Pick A Card the bonus damage from
Lich Bane and damage from skill nuke your target at once, it is great to have more AP early and late game when you need to burst those champs down.
- Why chose Magic penetration? The main reason why to chose Magic penetration on
Twisted Fate is to get your damage closer to true damage. Unlike physical defense Magic defense does not scale as a base stat. Which means the more Magic pen you have the close to true damage you will be unless they build Magic defense. THE MAIN REASON --->> When you have your
Lich Bane it scales off your AP which means that it also is reduced by magic defense, so the less magic defense your opponent has the better chance you have to win in a fight against that target.
I take these overGreater Quintessence of Magic Penetration mostly because i prefer it, it honestly does not make a huge difference there both great runes. If you find you play well with extra AP then take these but if you want that closer to true damage stat take
Greater Quintessence of Magic Penetration
-
- Makes attack animation faster which helps last hit better. since you need 4 points good to invest.
-
- Gives you Extra AP whats not to like ^.^
-
- Increases your overall damage, Again pretty self explanatory since your an AP Carry
-
- Gives you much needed magic penetration that will stack with your
to make your burst damage consistent.
-
- Important**
- This skill is useful on
for a reason, When you obtain your
you will be auto attack every time after your throw a
, so as you progress to late game this allows you to do that little extra damage scaling from your own AP.



(this is completely theoretical just follow my trail of thought) even if he is out farming you, you will still receive an additional 1-6 gold per creep kill which assuming that you averaged 3 gold per creep kill, your actual creep count would be about 110 ish, Overall this skill has great potential and can easily feed you with gold.
-Interesting fact BTW- I have done allot of testing lately with this skill in some custom matches for my own curiosity. It says in the description of

so overall i found that the rough percentage is around these numbers -->
1 gold = 8.2%, 2 gold= 9.4%, 3 gold= 23.6%, 4 gold= 33.8%, 5 gold= 13.6%, 6 gold=11.4%
---So overall i found out that you have the highest chance of getting 3 and 4 gold and the chance of getting 1-2 gold are low.




first is the reason above and also





The Blue Card is what gives you such a reliable early game in lane. This skill deals the MOST AMOUNT of damage out of all the skills, so if you want to quickly kill the cannon minion kill him with a blue, or if your opponent is overextending in lane Nail him with the Blue card if you know you will take no damage in return. If you proc


The Gold Card is your little pet people fear, This card instantly stuns your opponent, does the least amount of damage, but the stun is 1-2 secs based on rank and the cool down is only 5 seconds!!!!!, When to use Gold Card? Personaly, I only use the Gold Card in team fights,or during early game When i have the mana to use Gold Card then throw


Why put a second rank into this skill at lvl 4 early game if its base damage is bad early on? The skill




























































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