This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Introduction
Twisted Fate is a card-throwing, luck-based champion who is a pure Ability Power Champion. He tends to have a bad early game, due to being an absolute mana devourer, but his mid and late game turn into amazing, card trick filled, death sentences. He's one of the most versatile Champions in the game, capable of being on every lane, even jungling, playing any role. He could be an ADC, APC, a Support even. This build, however, is my favorite, making TF both extremely tanky, with quick auto-attacks, and strong Abilities.
First of all: Go bot lane, and bring a support. I tend to bring a person playing Sona, Soraka, or Nidalee with me, as they are all extremely helpful when pushing the lane. Whenever you can, try and keep your support from dying. You cannot let them die, unless they're intentionally serving as a massive shield. Supports can make the difference between life and death, or could also be the difference between losing or gaining ground. Always use your Q ability when enemies are vulnerable and close to your turret, as I find it does incredible damage. Whenever you can, push until you believe it's too risky, then fall back.
If you fall behind in levels or need quick gold, go jungling. This Twisted Fate build makes him a pretty decent jungler who can quickly get a good 1000 gold.
For his ability sequence:
Q is your first priority. It's your heaviest output of damage, and your most ranged. Once you get your full set of items and all your spells upgraded, people will be running, but Flash is your guaranteed kill. If you want a quick push into the enemy base, your Ultimate is your best opportunity. Free teleportation into their base, which gives you time to place a vision ward into their base, so you're never unprepared.
Your W and E do not do much, but are helpful for early and even late game.
Starting with the offense Masteries:
4 Points in Sorcery. If you're going to eat mana like fried Oreos, at least take some advantage and a little bit of CDR. Seriously, who wants to wait 12 seconds between casting a spell that throws 3 giant cards which do quite a lot of damage? To me, CDR seems like basic logic.
1 Point in Expose Weakness. You're usually going to go bot lane with this build, why not help your Support help you? Helping them do more seems like a good trade-off for one skill point in my eyes.
3 Points in Mental Force. Reason seen below.
1 Point in Arcane Mastery (Not Ryze's passive, dammit.) 8 AP. Why wouldn't you want this?
1 Point in Executioner. WHY would you not want to be able to finish someone incredibly low on HP off faster than normal? I mean really, most of these masteries are basic logic.
Defensive Masteries:
2 Points in Block. Basic defense is still defense, and TF is squishy to start. We want him tanky, so I don't see why taking a little less damage doesn't help with that.
2 Points in Recovery. I mean, HP Regen can't be bad either.
2 Points in Enchanted Armor. Again, we're making him a tanky cowboy.
3 Points in Veteran Scars. More. Health.
1 Point in Juggernaut. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Utility Masteries:
1 Point in Fleet of Foot. He's slow. Speed the tank up a 'lil bit.
3 Points in Medatation. We discussed Mana Regen earlier.
The other 3 Masteries are for sustainability, I'm sick of talking about masteries.
-Can easily harass a lane, and is very flexible as far as what lane he can go.
- Very strong, pokes hard.
-Easy ganks can take place if you go into the jungle.
-Can give vision of every enemy player, making him a great team player.
Cons-
-Slow Movement Speed. Not very good for getaways.
-Squishy until about mid-game.
-If people take down your support, you're gonna have a tough time 'til they're back
-Consumes mana VERY fast in the first 20-30 minutes.
You must be logged in to comment. Please login or register.