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The Cardslinger - Twisted Fate Mechanics and Strategy Guide






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Recommended Items
Spells:
Flash
Ghost
Items
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Threats & Synergies
Yasuo
His Wind Wall combined with his knock-ups can put you on edge and under-farmd during the early game. His passive makes it hard to poke him down as well. Play passively against Yasuo and just hope that your jungler is good. Gank the other lanes ASAP because you're not getting much gold from your own lane - and pray that the rest of team doesn't do bad. On the bright side, everyone seems to go Yasuo these days so you'll learn how to deal with him pretty fast.
Introduction
Note: I've gotten more experience with TF and the game in general. If anyone interested in an update of this guide, let me know.
Pros
+ Good kiting and escape (escape through kiting; not sure if that's a thing)
+ Secures kills easily
+ Great poke/long-term damage
+ Crucial team fighter
+ Strong late-game pusher
Cons
- Medium squishy
- Mega annoying - you'll be the first to get focused down if you let them
- All-or-nothing commitments
- Situationally luck dependent
- Very item dependent
- Team dependent
Runes
Mark of Magic Penetration - Almost all your damage comes from magic so you this works well to increase your damage.
Seal of Scaling Health - Sometimes that bit of damage from ignite kills you, or you could've came out alive with the kill if you soaked up that 1 extra basic attack. This rune keeps your squishiness at bay. Alternatively, you can get armor or magic resistance if you know who you're up against.
Quint of Movement Speed - Movement speed is needed for positioning for the entire game. It also helps you chase people down and land your stuns.
CD Reduction - This helps you poke more and get stuns out faster in the mid-game. Also helps with landing last hits. With 6 flat runes and 3 scaling, you'll have 10 CD reduction at level 18 - a nice, incremental number.
Masteries
The masteries are pretty straightforward for an AP poker. Get as much damage in your shots as you can, even sacrificing durability, because you'll be far enough away to not need the durability.
Note: Check out Greedforce's guide for a more experienced take on Twisted Fate and his build.




The Rest - I can't see why any of the other summoner spells would be better than those listed above for Twisted Fate.



Core
The unique perks Core items provide are invaluable.
The main thing you need shoes and an enchantment for is the movement speed because you're relatively squishy and you need to chase people down for your stun. Furor helps you secure the kills as well as run away after you land a stun while alacrity gives you a constant movement speed bonus - good if you can't land your basic attacks.



Feeling the Squish
If you're getting consistently, successfully focused at any time, get a Zhonya's Hourglass. It'll save you from bursts in team fights and keep you on the battlefield to put more damage on the other team. If you have a full inventory late-game, feel free to sacrifice

Defensive
If your team is sucking or the enemy just has too much damage, get defensive items so you don't have to die every time your teammates do. These items make you more useful from afar since getting close is too dangerous.




Offensive
If you feel comfortable with getting close (i.e. you have a good tank to hide behind or you're just a badass), pick up a



Late Game

Replace your previous shoes with


During the laning phase, your W is the most useful ability but it doesn't scale well with upgrades, and actually costs much more mana at higher levels. Level 2 W will significantly help with last hitting but after that, you'll start getting diminishing returns. Max your Q to increase the pressure you can put on the enemy mid
I think this is fairly standard strategy but I'll mention it anyways: Only push to their tower if you have wards up. Otherwise, keep the minions in a healthy center position of the lane so you won't get ganked.
When team fights start, you should linger around the outside and only use your Q and stuns until after the enemy team uses their bursts. Stay close enough so you can secure a kill or chase down the enemy team if they run, but far enough so they can't focus you.
If you have Zhonya's hourglass and it's not on CD, feel free to get close and land as many stuns as you can.
With your Ultimate, your cleanup is amazing mid-game which is why you Athene's Unholy Grail works so well. As soon as you get a kill or assist in a team fight and the enemy team scrams, you'll have enough mana to teleport and execute your combos.
Offensive
In late game team fights, you'll be doing some epic basic attack damage with your Nashor's tooth. Instead of lingering on the outskirts the entire fight, try to find an opening where you can Ghost -> Stun -> Kill/massively damage -> Scram. Since you're one of the squishiest champs in the late game, you'll have to play your cards quick, safe, and right.
Keep in mind that your late-game pushing power is amazing. Your basic attack damage does upwards of 200 with Nashor's tooth, and around 600 with Lich Bane's effect. Combined with a colored card, you can take down a turret in less than 5 shots. With

Your wave clear is even better than the damage you do against buildings. With a single red card and a Q, you can clear the majority of 3 stacked minion waves then clean up the survivors with your awesome basic attack. Since enemy champions'll kill you pretty fast, you shouldn't hang around them without your team. Your top priority is to put constant minion pressure on the enemy and sneak a building kill whenever you can.
Split push whenever your ult is up and you see a lack of enemies on a lane. Keep pressure on the enemy on all lanes, forcing them to invest valuable time clearing the minions you've pushed to their base, all while you're just 2 seconds away from your team.
If a fight is forced out of your team, pop

Defensive
If your team was getting pummeled and you had to go the defensive, you'll have to play passively and wait until the enemy makes a mistake. Ideally, you'll transition to the offensive build to unlock your full pushing power but if your team can't get any momentum, don't bother with getting items for pushing. Defend, play it smart, and be greedy with your KDA. In my experience, there's not much a Twisted Fate can do to turn a losing game around.
After the laning phase, your Q is one of the best pokes there is. Long range, reasonably hard to dodge, low cooldown, and low mana cost all make it an amazing long-term damage dealer.
Max this first because it's your highest damage ability.
Quick Tip: If you're trying to hit enemy champions, aiming a side card at them sometimes catches them off guard.

Here's a synopsis each card's use:
Blue - Mana regen. The bit of extra damage isn't as useful as a slow or stun so the only reason why you'd use the blue card is to get mana and/or last hits.
Red - I use red card if I need that bit of extra range to hit the enemy champion. Hitting a minion close to the enemy champ will apply the slow on the enemy and allow you to easily land your Q. Later on in the game, red card is very good for keeping away a group who's chasing you but keep in mind that if they're already on top you, a stun's usually better since it cuts off one enemy's DPS. If your team is chasing a group of enemies, don't hesitate to secure all of those kills with a well-placed slow but remember that they can still fight back. Red is also useful for clearing minion waves and clumps of monsters (i.e. chickens) for that extra bit of gold.
Gold - This is your best friend. Always have a stun within reach in case someone decides to chase you or you can chase them and secure a kill. Use this card as often as possible in team fights. Target the enemies your team is focusing or the ones who have strong CC or damage.
You always want enough mana in the bank for 2 card picks and 1 wild card unless you have the crazy mana regen you get from Athene's Grail. This way, you're always a threat. You can stun the opponent and guarantee a Wild Cards hit and still be protected from ganks. If the enemy decides to chase you after you extend, pick your gold card again and stun them while you run away laughing. If they don't chase you, you can always farm back your mana with your Blue Card. Your W ability is your sword, shield, and bread.
In the laning phase, picking a card often feels like playing a polyrythmic piano piece. One part of your brain needs to keep track of picking the card. The other needs to pay attention to attack rate and last hitting minions. This is one of the reasons why a well-versed Twisted Fate can be so much better than an inexperienced one because the timing is something that's difficult to get down without practice - and gives you a huge advantage in laning. While they're missing their cards and last hits, you're farming your passive and getting mana as soon as your cooldown finishes.
Max this second because you can't spare the extra mana until later on.
Quick Tip: You don't always need to pick the card right away. As long as you don't lock in, you can threaten enemies with a gold card if they come close or farm mana with a blue card if they don't. Delaying the locking in also gives you more time with the card activated which is invaluable in pursuits where you need to take time to catch up.
If you want to trade, have a stacked deck up to add to your stun, sending out some extra damage in the trade.

At level 6, this is a free teleport. If you don't see any gankable targets, you can recall, buy your items, then use your ultimate to clear a big chunk of the lane. Just make sure you're standing on the spawn for the mana regen because this ability uses a decent chunk of mana.
After a team fight or against a wandering squishy, you can use your ultimate to secure the kill. If you can help it, teleport into an unwarded bush close to or on the trajectory of the victim for extra surprise. If you spot your team chasing a high-priority target, feel free to stop the chase with the same strategy.
If you're about to be surrounded, pop a stun on the guy chasing you and teleport to safety. Against champions without stuns/knockbacks, you might not even need the stun. Sometimes you can take the damage like a man and channel away your teleport.
Gold->Q is a pretty straightforward combo. If you have Lich Bane or Nashor's Tooth, it might be worth it to land follow-up attacks while the enemy's still stunned but before your basic attack does any significant damage, it's better to play it safe and take home what you can without receiving any damage yourself.
Red->Q is like Gold->Q but only more useful when 1. You need the extra range from the splash or 2. You're trying to land hits on a group of enemies. Generally, it's better to use Gold-Q because it removes any chance of retaliation and lets you get an extra basic attack in after the Q.
In tight situations where you're running away, it's sometimes better to double tap W and pop a card asap. You have a 2/3 chance to put some CC on the enemy which makes the odds in your favor. If you have Rylai's Sceptor, you'll even apply a slow with your blue card making getaways much easier.
Thanks for reading my guide and good luck with rage inducing.
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