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TF Made by KingGoro

Last updated on April 17, 2012
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Middle Lane
Ranked #3 in
Middle Lane
Win 53%
Get More Stats

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: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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This build will teach you how to play TF if you know how to play mid. If you don't know how to play Mid, than pick up ryze and come back once you know the metagame.


    Help jungler pull first blue buff
    Get 2nd blue and on
    Last hit
    Become a real threat in teamfights by snowballing early

    Deny XP

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TF misconceptions

"TF doesnt need mana, he has blue card" -some jungler eager for blue buff

Blue buff goes to mid. I have yet to see a jungler validating that he needs blue buff over an AP mid that uses any kind of mana or energy. Yes TF has Blue card, this helps sustain him with mana. But this does not allow him to spam his abilities and to always have a gold card up.

"TF didn't do anything during the team fight, he kept running around" -some AD carry that's in love with auto attacking.

TF has very low cooldowns, but these cooldowns are similar in duration, so after his burst he is 2-3 seconds from the next burst. TF has to reposition his Wild Cards and select the correct card before re-engaging. Auto-Attacking does increase damage dealt some what and should always be done in ganks, but team battles have more variables and crowd ccontrol. You need to be able to select the correct spells and spell placement, avoid taunts, fear. If you see me running around in team fights, don't complain. Just say "thank you" once I stun the malzahar, nunu, karthus, MF or any other canneling hero.

"Omg TF, why didn't you ult your so useless" -Some fail ganker

Destiny has:

    Mana cost
    Ask to leave the lane (vs GP ult, karthus... )

Don't blame others for your failings. If you plan to gank or need help, ping and make sure mid is making a move before engaging.

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Pros / Cons

What can TF do in Mid vs what he cannot do.

Laning phase Pros:

    +Long range Harass
    +Easy to Keep mana high
    +Can Pressure side lanes with destiny
    +Can Get blue buff fast with wild cards
    +Great level 6 Gank
    +Fast Push if required

Laning phase Cons:
    -Low AA range (cannot pull red buff)
    -Can't heal
    -Can't Take harass
    -Can't Bait effectively
    -Lack of sudden burst
    -Vulnerable to ganking

Team fights Pros:
    +Area of effect damage
    +Long range harass
    +Mop up run away champs with destiny

Team fight cons:
    -Stun takes time to setup
    -No escape mechanism

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All a matter of personal preference,

I go MP marks, Mana Regen seals, AP glyphs and Quints.
You can go CDR glyphs and MP quints as well.

I hear magic resist runes can be good as well, tho you should abuse your range and not need them.

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classical 21/0/9 making sure to grab AP and jungle buff duration.

You can also go 9/0/21 if you want to sit back and relax, I would say it is an easier way to learn TF. decreased cooldown on flash and ignite make it so that you are less vulnerable, increased XP and CDR means that you will be able to play with your abilities a little more.

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You need doran's blade to establish lane dominance. once you get enough gold for a lucky pick (and maybe boots if you are doing well) push your lane with 1-2 wild cards and go back. Make sure you clear the cannon minion for extra XP.

Lucky pick will allow you to maintain a gold advantage, aided by your passive this helps snowball into late game items quickly.

Your advantage is gold, take it.

You want to progress into sorcerer shoes, as cooldown will stack up pretty quickly with stacked deck.

Hextech revolver is to give you sustainability. It triggers with every card pulled from pick a card, as well as the ability of stacked deck and, of course, wild cards.

Deathcap is for added damage, and for clearing waves in 1 wild card and 3 auto attacks.

This leave alot of space for situational items. Keep trying to build AP as you go so yo u don't trail behind in damage.
Zonya's hourglass: Great vs physical damage and plenty of DoT, ults and team fights. Its duration allows you to come out swinging with wild cards and pick a card.
Quicksilver Sash: Mandatory item if enemy has any form of DoT or CC ult. So if none of these champs are on the enemy team, then be my guest and don't buy it. I'm talking about:

Amumu, Annie, Ashe, Cassiopea, Fiddlesticks, Fizz (to be confirmed), Kennen, Malzahar, Mordekaiser, Morgana, Nocturne, Rammus, Ryze, Shaco, Shen, Sion, Skarner, Sona, Swain, Teemo, TF, Twitch, Udyr, Urgot, Veigar, Vladimir, Warwick, Xerath, Zilean.
Lich Bane: This item is great if you can easily kite in team fights. If you feel confident that you can land 2-3 auto attacks at a time this item is great. The movement speed, passive, and ability power buff all help towards kiting.
Will of the Ancients: You should complete this item when you need the extra 8% spellvamp and when team fights are more and more common. If a champion already has this item, then do not buy it. As hextech will stack but not multiple will of the ancients. so buying it would reduce your spell vamp from 32$ to 20$
Meija's Soulstealer: TF is already a squishy-snowball champion, if you feel confident buying this item, chances are that the game is over already, it's just too early for the other team to surrender.
Deathfire Grasp: This Item can be used to give an extra burst to TF, specially vs tanks. If this item is in your shopping list, then go ahead and get the fiendish codex early as all it's stats are beneficial to TF.

Other classics:

Void Staff if they start stacking mad magic resist