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Twisted Fate Build Guide by Aratisil

TF stands for "Too Fed"

TF stands for "Too Fed"

Updated on December 27, 2011
7.3
5
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League of Legends Build Guide Author Aratisil Build Guide By Aratisil 5 1 17,844 Views 12 Comments
5 1 17,844 Views 12 Comments League of Legends Build Guide Author Aratisil Twisted Fate Build Guide By Aratisil Updated on December 27, 2011
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1
Aratisil (2) | April 12, 2011 7:32pm
heavily re-edited my item build after a month more of playing dps TF.
as the down-voter pointed out oh so nicely, there wasn't enough crit chance to warrant the phantom dancers.
1
Wrecklore | April 12, 2011 8:34am
Voted -1
noob gtfo, get rid of phantom, the crit is usless if you dont have enough. get a witts end or some ****
1
Atha | March 23, 2011 6:52am
Voted +1
I am mainly a kennon player and i like this build cause i can keep my "I love Kennon" runes and still be good

went 8/3/11 with is a few min ago
1
Aratisil (2) | March 5, 2011 11:16am
No, thank you very much for the input. I never realized that a "utility" TF could push so hard. Your reasoning makes sense though. The map control from ult/summoner spells allows you to safely push lanes and your items gives you the damage output to do so.


We should team up sometime... I wanna see TF played this way :P
1
rorman13 | March 4, 2011 9:23am
I use Clairvoyance and Teleport. I know a lot of TFs find both of these redundant but, I consider that my job on the team is map awareness and global engagement so I use both of those often.

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.
1
Aratisil (2) | March 4, 2011 12:52am
So you like to play pushing TF? How does that build look in comparison to this one?

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.
1
rorman13 | March 3, 2011 4:34pm
Voted +1
I like your build and reasoning for your stratedgy. I use a different approach and I am more of a building burner. Good job.
1
Aratisil (2) | February 27, 2011 12:54pm
Thanks for all the input!

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.
1
nigelf | February 14, 2011 8:45am
Voted +1
pro build i had very much attack speed and enemy had no chance to run
1
ShadowReign757 (61) | February 9, 2011 9:20pm
Voted +1
This is a good build, but I do agree that a little more attack speed would be nice, but it would be overkill on the movement speed. So to balance this out, just replace your boots for another PD, as you will end up with pretty much the same move speed and more attack speed.

That's just what I would do anyway. Good build, +1.
1
Aratisil (2) | February 8, 2011 9:01am
so your main suggestion is to go another PD instead of frozen mallet? you don't find that to be overkill for the movement speed?

thanks for the comment :)
1
hammylein21 | February 7, 2011 10:22pm
Voted +1
Nice build at all but for this one you need more speed maybe no frozen mallet but a Phantom Dancer the 21 0 9 masteries is ok :). Thanks for sharing your build :)
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TF stands for "Too Fed"

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