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Twisted Fate Build Guide by Tio Pixerino

AP Carry TURBO FATE - The Ballad of Tio Pixerino

AP Carry TURBO FATE - The Ballad of Tio Pixerino

Updated on November 30, 2015
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League of Legends Build Guide Author Tio Pixerino Build Guide By Tio Pixerino 4,672 Views 0 Comments
4,672 Views 0 Comments League of Legends Build Guide Author Tio Pixerino Twisted Fate Build Guide By Tio Pixerino Updated on November 30, 2015
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Spells:

LoL Summoner Spell: Ghost

Ghost

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

So what the hell is this all about?

This build is intended for a diamond+ team as a late game, numerically powerful variant for TF or for smurfs trying to maximize their killing potential. I have tried this build with platinum level teams and it is simply not as effective because your team will have to adjust their playstyle, and platinum players are not that good at it. Below platinum this build might be impossible to pull off because people will not properly pace the dives to maximize your utility unless you yourself are smurfing, but once the general skill level is high enough, it becomes oppressive. I'm a mid diamond player coming back from a long period of retirement and I've always been interested in trollish builds. This is my magnum opus, my AP Tryndamere.

I found this build while playing back to diamond and trying several variations to test the power level of the different new items in season 6.
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How does my playstyle change?

Twisted fate is very good at some things, and horrible at others. By itself, he is just another mage with the same difficulties as other assassins that need to take risks to kill, but amplified because sometimes he needs to put himself on extra tight spots to try plays with Destiny. He has efficient lane clear, very long range (but not very effective) poke, and has a hard time itemizing for sustained damage on the late game, since Wild Cards are very mana intensive and the blue card can be used sparingly. His main issue is that the Pick A Card is announced eons before you can land it on anybody. This last issue is where we're going to focus: with this build, you will land all the cards you want, all the time.

The key item of the build is the rapid fire cannon, since it effectively adds 150 range to TF's attacks. This by itself wouldn't be such a big deal, unless by the amplification of movespeed you should get by combining Rapid Firecannon, Luden's Tempest, Lich Bane, Sorcerer's Shoes, Statikk Shiv, Enchantment: Alacrity. All these items act on the on hit proc of TF's cards, so they will ALL discharge on the card.
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Pros / Cons

Pros
  • Amazing at initiation
  • Really good at kiting people
  • Incredible late game potential for sustained burst and crowd control
  • Destiny becomes infinitely more powerful since you can safely perform many more chases due to extreme base move speed

Cons
  • Team needs to change pace from a regular TF. Clears are slightly riskier in mid game, get much less risky in late game as you get enough IAS and AP.
  • Relatively weak mid game compared to a full AP TF. This can be mitigated by going Lich Bane before Rapid Firecannon. YMMV.
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Numerical analysis

I have more or less thought about the numbers, but a more thorough analysis might be required. Let's consider the tradeoffs with more traditional builds:

Items: lichbane/ludens/rabbadon/zhonyas/boots/void staff.
Total movespeed: ~400.
Total AP: 800.
Total AD: 103.
Magic Pen: 20/40%.
Fully charged magic damage card proc at max level:

Pick A Card:120 + 1.0 AD ratio + 1.25 AP ratio)
Lich Bane: 0.75 base AD ratio + 0.5 AP ratio
Stacked Deck: 155 + 0.5 AP ratio
Luden's Tempest: 100 + 0.1 AP ratio

Total damage: 375 + 0.75 base AD + 1.0 AD + 2.35 AP ratio ~ 375+(~560)+1880 = 2815 AP damage before reductions

Total combo damage: 3595 Magic Damage before reductions

vs

Items: rfc/ludens/statikk/lichbane/alacrity sorcs/void staff.
Total movespeed: 502.
Total AP: 400.
Total AD: 103.
Magic Pen: 20/40%.

Fully charged magic damage card proc at max level:

Pick A Card: Crit(120 + 1.0 AD ratio + 1.25 AP ratio) ~ (192 + 1.6 AD ratio + 2 AP ratio) EV
Lich Bane: 0.75 base AD ratio + 0.5 AP ratio
Stacked Deck: 155 + 0.5 AP ratio
Luden's Tempest: 100 + 0.1 AP ratio
Rapid Firecannon: 200
Statikk Shiv: Crit(100) ~ 160 EV

note: EV means Expected Value, or in other words, on average
Total damage: 807 + 0.75 base AD + 1.6 AD + 3.1 AP ratio ~ 807+(~250)+1240 = 2297 AP damage before reductions

Total combo damage: Magic Damage before reductions 2712.

With 502 movespeed, you will be outrunning a Dr. Mundo in his ultimate. Remember you have on demand hard cc with extreme range and very, very high damage.

Remember the fact that this cards are now Extremely high range, helping TF reduce his exposure to CC/long range poke, and augmenting his maneuverability in fights in incredible ways. The build is also less mana intensive since it doesn't rely on Wild Cards to damage, and can very well survive using blue cards when needed, since we won't have to expose ourselves to potentially deadly CC most of the time.
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Summary

I hope you enjoyed this guide to a new flavor of TF, a control mage out of control. You can find me on LAS Server under the name Tio Pixerino, or visit me on facebook at My Homepage
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League of Legends Build Guide Author Tio Pixerino
Tio Pixerino Twisted Fate Guide
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TURBO FATE - The Ballad of Tio Pixerino

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