Twisted Fate Build Guide by Ruthless1337
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Twisted Fate Build
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hey guys and welcome to my first guide! You're here to learn about 'A.P Twisted Fate' and i will go through everything from the pro's and cons to skill sequences...
Pros / Cons
Long range on 'Q' (great harass)
Great at ganking
High magic resist
Takes more skill than A.D
Relies on CDS more than A.D
Requires 'Stacked deck' to be ready to go off for MAX burst
Less mana from blue card than A.D
Slow speed at start of game
For reds/marks I take Greater Mark of Insight
This gives me that little boost to magic penetration I need to let my damage go through.
For yellows/seals I take Greater Seal of Shielding
This gives me that extra magical resistance on top of my items in order to be really resistant against A.P champions.
For blues/glyphs I take Greater Glyph of Potency
This gives me that extra 'Early-Game' ability power that I need to help reassure a good late game.
For purples/quintessences I take Greater Quintessence of Swiftness
This gives me the extra speed I need (due to the fact that T.F is naturally slow) to be able to escape/chase to a nice level.
For masteries I take a standard 9/0/21 build taking 15% magical penetration & improved exhaust in offense, along with movement speed, experience gain and cooldown reduction in utility.
For items I always start off with an Amplifying Tome and a Health Potion, Next I transition into a Sheen for the great damage on my auto-attacks it provides and quickly jump into building my Mercury Treads as once T.F is stunned he is an easy target due to his squishiness, Sorcerer's shoes are also a great choice if the opposing team don't have that much CC. Next i pick up Kage's Lucky Pick for the additional gold and to help build my Deathfire Grasp late game. After that i go forward to build my Lich Bane for the great burst and a Quicksilver Sash to help get out of ganks. Lastly I start to make the finishing touches to my build, grabbing Rabadon's Deathcap (for the great A.P), A void staff as they've probably noticed me as a threat and built up some magic resistance (+ the extra A.P) and then i finish with a Deathfire Grasp - the on use effect helps me BLOW people up, with around 465 A.P it deals roughly 45% of their current health.
Ok, here is where perfecting your skills comes in... where many people mess up, and where many people give up...
As Twisted Fate your skills require a lot of practice to get right, your 'Q' and your 'W'.
For your 'Q' you are going to practice knowing the angles of which the cards are thrown out of (surprisingly it is not a 'cone' ability when you cast it so you have to know the angles). However, because of the long range of this ability, once mastered it becomes one of the best 'harassments' in the game.
For your 'W' you just have to practice your timing, the different colour cards switch around very quickly after appearing, some people get it too late, or too early and its costs them their life.
Mkay, here is where I am going to talk about ganking, how to set up ganks and what you should do to be effective at it...
T.F is a natural ganker due to his ultimate due to the fact it lets him teleport AND see stealthed units (no chance of a failed/backfired gank... or you could gank a stealthed target).
Before you teleport to your target your going to want to make sure your jungler is able to come and help, and make it so that your next attack is affected by 'Stacked Deck', once you arrive you are going to want to pick a GOLD card and initiate with your Deathfire Grasp (if you have it) followed by an auto-attack, whilst your target is stunned you should use 'Wild Cards' (this deals extreme damage and cannot miss now they're stunned) and follow up with an Exhaust / Ignite if necessary, with your junglers help this should be enough to secure the kill.
The 4 spells I would consider using for T.F are:
I've heard that teleport can be nice too, going to test it out and see if I'm going to use it instead of exhaust/ignite
I personally choose Exhaust and ignite for fast ganks, however flash can be useful if they flash away or for chasing, and ghost can be especially useful for chasing. However, it all comes down to personal preferance
T.F In mid?
YES! YES! YES!
T.F is great in mid! he is a natural ganker and mid is surrounded by the jungle (for your jungler to help out) + he is very squishy (if two people gang up on him he can die easily). He has an excellent harass with his 'Q' ability due to its long range and relatively large damage. Additionally he is great at farming creeps and never runs out of mana unless your not careful - meaning constant harassment and farming.
Well, for farming you're just going to last hit like any other champion except, if you can, you are going to get a blue card - it does great damage for last hitting, and refunds more mana than it takes to spend it, meaning your harassment with your 'Q' ability can never stop! if a group of minions is low you can use your red card to get them all, just know that if you do this then you'll lose a bit of mana, meaning that you may have to 'skip out' on a use of your 'Q' ability.