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as the down-voter pointed out oh so nicely, there wasn't enough crit chance to warrant the phantom dancers.
went 8/3/11 with is a few min ago
We should team up sometime... I wanna see TF played this way :P
I go 9/0/21 on the masteries making sure to include the clairvoyance and teleport enhancing talents to make them stronger and the cooldowns quicker.
The runes I use are red armor penetration, blue cooldowns, yellow can be mana regen per level and quints are MS, AS, or AP. Pretty flexible with those depending on your playstyle.
The items are not set in stone as everyone already knows because the enemy team composition is variable but generally I like…Swiftness Boots, Phantom Dancer, Bloodthirster and the Last Whisper for the armor penetration. After those the Bloodrazor is a luxury that I like if the game is long enough. I usually end up buying a lot of wards and sometimes the AS potion.
The reason I use those two summon skills is because I don’t always want to blow the Ult just to get a picture of an area when clairvoyance will do. The items help you move fast down a lane like a freight train and you can fill the Bloodthirster pretty fast. I do not have an exact defendable statement for when you should leave a lane but, you kind of have to go by feel like, “I feel like I have probably been here to long,” then I pull over into the bushes and shoot a clairvoyance in an area where I would be coming if I were going to gank someone in that lane and more often than you would think you see people coming. If I add the use of wards which I usually sprinkle in the jungle of the side where I am going to hit then I usually see them coming. That is where the second teleport comes in because then I pop over to the other lane and start the process on that side. It is really helpful to get a golem buff because you can cruise through the cooldown period and really frustrate the enemy by applying pressure. Generally, the later the game goes, the better it is for a TF because you can catch them all forward in a standoff with your team at our base towers and port over to their side and eventually get an inhibitor. Once you have one inhibitor, they will usually commit one of there guys to permanent defense and you can lean on the other two lanes and grind them down.
The best TF wins are not the ones when we steamroll the team but for example, I was pretty important factor in winning a game when the team kill count was 28-62. The big opportunity was one time we scored an ace and got the top second tower and then the base tower down and then retreated. I told the team eventually I will catch them over-extended and port over and burn the inhibitor down and that is what happened and they had to commit people to defense and we took over map control and it was just a matter of time then.
Sorry this turned out a bit long.
I often find that if the opponents are occupied in another lane and don't notice me next to one of their untended turrets, I can usually pull cards fast enough to take it down and successfully run away.
I tried the dual phantom dancers and it worked well, but it took a hella lot of kills and farming. The game ended at like 50 minutes.
That's just what I would do anyway. Good build, +1.
thanks for the comment :)