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TF- Towers of Cardboard (Physical build)






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Spells:
Teleport
Clairvoyance
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Introduction
Great farmer
Towers are little more than cardboard boxes before his might
teleport
map awareness
stun, slow, and mana regen
awesome ganker
Has an epic hat of awesome
Cons:
Squishy
Often targeted first
Makes people rage
Has trouble in team fights
Can ace his own team (more detail in gameplay)
Masteries
I go 9/0/21 because of the cuts to cool-downs, extra exp, and less time spent dead, however 21/0/9 is also perfectly viable. In the offensive tree I choose Alacrity over Sorcery because with my rune setup the extra attack speed helps my early game a lot. Swapping it for sorcery/Archaic knowledge is fine.
Runes
I hate these things with a passion, due to the fact that I can never settle on a champion type to buy them for. As such I'm hardly in a position to give advice but I've found that attack speed and crit chance really help early game, and I suppose damage would be good where you can fit it.










Situational items include Madreds Bloodrazor for hp heavy tanks, last whisper for tank heavy teams, and the Black cleaver for teams with beefy melee but few serious tanks like malphite or rammus.
Items not to get

As for sequence alternate between pick a card and stacked deck, destiny whenever possible and wild cards last.
(The exception to this is if you're really having trouble against a long ranged opponent, if that's the case drop 3 points into wild cards early, but try to avoid doing so if you can.)


Exauhst Good for keeping yourself or a teammate from being owned by an Akali or for getting early kills. Late game PAC should be enough.

Others- I would advise against ghost or ignite, just not worth it IMO, revive and heal are terrible for you, and so it Clarity (blue cards should keep you from ever running out of mana). Cleanse is iffy but I suppose it could work. Fortify, rally and smite are totally out of the question.
MID GAME: You now have destiny, zeal, sheen, and some boots (I hope) use destiny to gank or finish runners and use teleport to get back to lane. Before long you should have your Trinity force and sword of the divine. Grab your gunblade and start on IE; you shouldn't be chillin too much, but don't do anything crazy yet. Just get ready for the rage because here comes end-game
END GAME: People are going to be angry, you will likely get a hundred thousand comments on how you're a backdooring noob. Ignore them, because you aren't backdooring. You're gonna be knocking on all their doors at once. Grab you're IE and avoid teamfights, you should be in an empty lane pushing minions. Once all lanes are advancing you can either a) chill in a lane and push more minions, or b) go mid and help you're teamates stare down the enemy for 10 minutes. Either way as soon as minions get near a turret destiny to it, break the thing like the weak little piece of scrap it is and destiny to the opposite lane right before the enemies reach you. Push the opposite tower for about 20 seconds and recall. Right about now they should be pissed at your cross map juke. If they have an inhibitor bare destiny into it, kill it, and teleport to a friendly turret or minion, same with turrets that have 50% hp or less. You should be able to kill them before enemies come and tele out. The one thing to watch for when doing this is stuns, avoid getting caught unaware by stunners or you'll waste a teleport. Focus on towers and rely on your team to hold mid like the pros I hope they are, but help out when needed, the tower isn't worth an enemy quadra kill and 2 turrets of your own. Besides that heres some tips against enemies.



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