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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Introduction


When played as AP he has significant burst damage, but he also has a lot of AoE damage and quite low cooldowns, which makes him excel in teamfights if he can stay safe.
When played as AD he gains a lot of passive attack speed, and has some nice stuns and decent autoattack range.
Below is a random picture I did a while ago :):
+Great AoE damage +Long Range +Free gold from passive +Spammable Stun +Free Stealth Detection +Global ultimate |
|
Cons![]() -Squishy -Very vulnerable to CC -Relies heavily on positioning -Likely focused -Bad use of ![]() . . |
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is, IMO, the best summoner spell. It can help you to catch people and escape from bad situations.
-
is a very nice spell for AP, and adds to your burst enormously. It is only useful for first blood on AD
Twisted Fate or to reduce healing effectiveness, however.
-
is the normal secondary spell for ADC curently. It is useful for baiting and also your main task is to survive and deal damage, this spell helps you to achieve this.
-
is better on AD
Twisted Fate, as you will be in shorter range with AD.
-
great for returning to lane, particularly after using your
Destiny to gank another lane. Can also be useful for backdooring. A valid choice, but does cut down your burst.
-
is decent, and useful for catching people or escaping, but I prefer flash, as
Twisted Fate is very suseptible to CC effects.
Magic Penetration through

I don't take Greater Seal of Replenishment because


As such, I take

Magic resist from


Ability power from

On AD


I take

I also take

For Quints, I use






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Loaded Dice: Often regarded as a bad passive, 2 free gold per unit killed for EVERYONE on your team is quite strong.
In a typical game, often around ~800 minions are slain between all 5 members of your team, meaning that your team gains 1600 free gold.
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Wild Cards (Q): Basic AP skillshot, fires 3 cards in a cone for 1450 range! One of the longest skillshots in the game, enabling you to position yourself to stay safe and survive.
Below is a picture of the range with lines indicating where the 3 cards would go:
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Pick a Card (W): Correct usage of
Pick A Card is pivotal to the success of
Twisted Fate. Red is useful for stopping and damaging groups of enemies, blue is neccessary for sustain and gold is best used whilst ganking.
Learn what to use in situations, and also learn the rotation order to best useTwisted Fate. The order is BLUE > RED > GOLD > BLUE.
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Stacked Deck (E): A nice passive, giving you free attack speed and CDR, but best of all a bonus of magic damage every 4th basic attack. Combining this with
Pick A Card and a
Sheen or
Lich Bane provides you with a massive amount of burst, and is great especially when ganking with
Destiny.
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Destiny (R): A very nice ultimate. Allows you to transport and position yourself well for a gank. Allows you to roam really well and set up other lanes whilst getting kills. Correctly using
Destiny, especially throughout the laning phase, can help secure a snowball, but incorrect use may result in your swift death.
I always start with

I max

I then max


I also take

I always start with

I max



I then max



I also take

I start with


I grab a





I'll then finish off AP


After this, I'll grab a


I'll then grab a


After this point, I'm very strong but quite targettable, so I look to round off my build with a

I also start with


I then grab double


I then upgrade to






I turn my earlier













I would suggest against this
























It has a nice new active ability which halves healing, which is powerful especially if you don't have


It also offers some nice AP and a lot of cooldown reduction, allowing you to spam





Though after getting this 40% magic penetration and the 10% from runes and masteries,


















Alright, I have noticed that although a lot of people do know about when to get what, some people aren't sure, hence I have included this section.
Firstly, the equation for magic damage dealt/recieved:
([100 - % Magic Penetration]/100)
This means that, if you take the


It is important to note: Flat Magic Penetration can lower your opponent's magic resist into the negatives, meaning you will deal full (or slight bonus) damage.
After the default start mentioned above, you must make a call. You can choose to get neither of the


Check the magic resist of your opponents, if an additional 20 Magic Penetration, effectively offering you ~50 Flat Magic Penetration is sufficient,

However, if the opposing team does have significant Magic Resistance, you should get



Below, I will write some sample equations to demonstrate the difference:
(Assuming



50 MR champions:

Dam = (MaxDam - [50 - 48.55]) * ([100-10]/100)
After the first part of the equation, they would have 1.45 magic resist left, which would then be times by .9, meaning that the result = 1.3 magic resist remaining.

Dam = (MaxDam - [50 - 28.55]) * ([100-50]/100)
After the first part of the equation, they would have 21.45 magic resist left, which would then be times by .5, meaning that the result = 10.7 magic resist.


Dam = (MaxDam - [50 - 8.55]) * ([100-50]/100)
After the first part of the equation, they would have 41.55 magic resist left, which would then be times by .5, meaning that the result = 20.7 magic resist.
100 MR champions:

Dam = (MaxDam - [100 - 48.55]) * ([100-10]/100)
After the first part of the equation, they would have 51.45 magic resist left, which would then be times by .9, meaning that the result = 46.3 magic resist remaining.

Dam = (MaxDam - [100 - 28.55]) * ([100-50]/100)
After the first part of the equation, they would have 71.45 magic resist left, which would then be times by .5, meaning that the result = 35.7 magic resist.


Dam = (MaxDam - [100 - 8.55]) * ([100-50]/100)
After the first part of the equation, they would have 91.45 magic resist left, which would then be times by .5, meaning that the result = 45.7 magic resist.
200 MR champions:

Dam = (MaxDam - [200 - 48.55]) * ([100-10]/100)
After the first part of the equation, they would have 151.45 magic resist left, which would then be times by .9, meaning that the result = 136.3 magic resist remaining.

Dam = (MaxDam - [200 - 28.55]) * ([100-50]/100)
After the first part of the equation, they would have 171.45 magic resist left, which would then be times by .5, meaning that the result = 85.7 magic resist.


Dam = (MaxDam - [100 - 8.55]) * ([100-50]/100)
After the first part of the equation, they would have 191.45 magic resist left, which would then be times by .5, meaning that the result = 95.7 magic resist.
So, as seen above,


Also note that upon purchasing



For this reason, I suggest swapping




This above reasoning also applies to why you should not have a




Sight Wards are always a good idea, and farming is your highest priority. You do have a spammable stun in gold


Try to farm so that your opponent can't attack you, and if you can do so safely, poke them with a



As you become stronger, you can very easily take out the wraith camp. You should prioritise the enemy wraiths, but if your jungler is preoccupied, you can take your wraiths. Using a red







While they are stunned, hit your


If you have



Below are my ranked stats with

Unfortuantly, my last game with










In team fights, stay at the back whilst dealing a lot of damage to everyone with


With AD, play safe at a distance, always trying to use your





Baron buff makes you extremely strong, gaining 40 free AD and AP. Upon recieving baron buff, I like to grab an


If an opponent acquires a











Even if you don't use your



Have fun, stay back, farm and reap the rewards with the card master--

For help with BBCode, I used BBCode codex
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