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Runes: Maverick
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Heal
Items
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Threats & Synergies
Morgana
A skilled used of Black Shield combined with frequent roots can end your game before it begins.
Senna
Ranged pressure, sustainability, and roots you can follow up on. Play calmly and few opponents pose a imminent threat.
Senna
Ranged pressure, sustainability, and roots you can follow up on. Play calmly and few opponents pose a imminent threat.
Champion Build Guide
-Disclaimer-
This build was developed as the result of experimentation and theory-crafting which focused on team play and achieving objectives. This is not designed for overwhelming power or to exploit system mechanics to your benefit. It requires focus and forethought to play effectively, often becoming dependent on team co-operation.
If this prospect has dissuaded you, then I suggest trying a different build.
-Spells-
"Safe Bet"
Always be a team player. The extra sustain and speed from

-Items-
This is where most of the build deviation comes in, as well as confusion.
I will attempt to explain the base logic behind the categories and the priorities within, and encourage players to adapt from this format as situations dictate.
>Pocket: The first two cards dealt to you face down, for your own private use.
Similarly, these items are prioritized highly within your build order and can often define your options in comparison to other champions.







As





When







>The Flop: The three community cards dealt face up after the first round of betting.
These options seem fairly self evident, so I will only highlight certain synergies.



>The Turn: The fourth community card, often the point at which players determine whether they should fold or not.
These are options to monopolize on advantages you have over enemy champions.




>The River: The last community card in a hand of Poker, and the potential to turn the tide for those who stayed in the game.
These items are merely suggestions for what to build should you desire more versatility or a more specific way to counter your opponents.
With the exception of



and

-Abilities-


Blue cards are good for quick damage and help keep your Mana above half.
A Red Card in the midst of the Warrior Minions slows the whole wave, while the same card into the Mage Minions cleans up quickly and provides pressure to your lane opponent.
Gold Cards should be used as an deterrent and punishing tool for when your opponents try to break the line.
No matter the situation; ALWAYS look to monopolize on opportunities.
-Runes-
"Maverick"
This rune set rewards vigilant use of all your resources.
If played right, you can break the speed cap shortly after level 12 assuming you get your Flop items.
Combining


Twisted Fate's abilities become expensive quickly, which



-Tactics-
These are from my experiences and will likely differ depending on individual play-styles.
Twisted Fate's versatility comes at the cost of having some of the most sub-par attributes until late game.
Even then, the ability set and resource management would make other options seem more practical: Twisted Fate's major damage is predictable and in a relatively small area, he has only one form of Crowd Control which forces the player to choose between options instead of combining them, and the reliance on Basic Attacks creates so many counter opportunities for other champions it can seem laughable to try to engage them.
Despite this, or perhaps because of these limitations, Twisted Fate thrives as an opportunist and team tactician.
While it is true any advantage makes an engagement easier, the ability to selectively target types of Crowd Control as well as the use of

With these thoughts in mind; Twisted Fate cycles through multiple styles of play as situation dictates.
>The Cooler
Prominent in early play as well as team fight standoffs, your mere presence severely impacts how the enemy can initiate combat.
Staying safely out of reach; just close enough that you can punish aggression with a swift stun from


This style can be difficult to maintain against champions with extended range, but can still be well worth the effort to give you allies reprieve from the onslaught.
"Nothing better than a fool playing tough..."
>The Hustler
Around mid-game you have the option to become a highly mobile threat, but less so in the traditional manner.
You do not gain a movement speed boost or scale walls like others, you simply can be very effective when engaging from the Jungle suddenly to bolster another lane for a push or defense. Show up with a Gold or Red card in hand and the tide of the battle changes, often to lethal effect! Should you be left to freely clear waves with Red Cards the enemy will rapidly find multiple lanes pushed up and the transgressor able to disappear into the darkness.
The freedom of this tactic can become rather addictive, but if you lower your guard you can be easily picked off by a clever assassin. It is immensely important to actively place wards and clear enemy wards as you traverse the Jungle.
"Never lost a fair game... or played one."
>The Shark
You never know when lady luck will come knocking, all you can do is be ready for her.
That Mage in the back line making a team fight impossible, the Assassin escaping to the bush, the Marksman daring to dart around at half health... time to make a play.
One card your team can monopolize on, one card and you deny escape, one card and their gambit was a mistake. You must act quick and without hesitation, trust that your team will not let your winning hand go to waste.
This is where most want to be, what many players think of when they see Twisted Fate. Coordinating with your team is the difference between survival and suicide in the face of your foes.
If your allies are unwilling or unable to act try to resist the urge to throw yourself into the fray.
If you can punish a lone threat always do so with an advantage.
"Only a fool plays the hand he's dealt."
-Math-
The following are a series of details and calculations that have contributed to this build and may hopefully be useful to others.
>Attack Speed
Twisted Fate's Base Attack Speed is 0.651 per second and increases by ~3.22% per level, which is slightly lower than

Attack Speed is calculated by taking a champion's Base Attack Speed and then increasing that rate by the listed percentage which is then scaled to the Statistic's Growth Formula*.
Basically you are not getting the full benefit of increases until later levels,
this is why buying Attack Speed closer to mid or late game has a much more immediate effect.
Attack Speed Cap is 2.5 per second which


while also being affected by the aforementioned Statistic's Growth Formula.
The ideal level for breaking the Attack Speed Cap due to both

>Damage
Twisted Fate's Attack Damage starts at just under 50 and progresses* at a rate of 3.3 per level, which is barely higher than

This means that even at end game your Base Attack Damage will still be well below average.
Ability Power must be purchased and the highest ratio for an ability's damage is 90% for Pick a Card while benefiting from 100% of your Attack Damage and denying the ability to slow or stun the target.
Unfortunately while the

The optimal path for dealing damage therefore appears to be in between these extremes, which is why I chose a dual AD and AP build that monopolizes On-Hit effects.
The loss in instant damage is quickly compensated for by the DPS which surges at both the initial engagement and during the conclusion.
> Practice Data
Lvl 12 TF with Full Stacks and Flop Items
vs 2000 Health Dummy with 50 Armor and Resist
AD = 149 (84 Base + 65 Bonus)
AP = 169
AS = 1.95 < 2.26


Basic Attack DPS = 1200-650 which falls with target's current health
CDR = 30% :


-Technicalities-

- It is an Empowered Attack and not an On Attack or On Hit effect.
- The use of
Pick A Card will convert the entirety of the attack's damage to magic.
Pick A Card cannot Critically Hit despite otherwise following Basic Attack mechanics.
Certain Crowd Control interactions should be kept in mind to plan out your engagements.
- Because
Pick A Card registers as a Empowered Attack it is unaffected by debuffs that would affect your cast animation like Slow, and due to it becoming a "Unstoppable Basic Attack" Attack Speed Reduction and Interrupt effects will not affect it.
- After you have chosen a card, Silence will not revert your next empowered attack, but a spell shield will negate it's effects.
- If you are Blinded after the
Pick A Card has left your hand, it will still miss if the Blind is in effect.
- Hook abilities will not be stopped by Stun, but Slow effects will affect the animation and Hitbox.
Nocturne's
Paranoia will negate
Destiny's vision but still allow you to teleport using it.
MORE TO FOLLOW...
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