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Twisted Fate Build Guide by Alenena

Twisted Fate: A Prospective Guide for Dominion

Twisted Fate: A Prospective Guide for Dominion

Updated on August 21, 2011
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League of Legends Build Guide Author Alenena Build Guide By Alenena 12,191 Views 4 Comments
12,191 Views 4 Comments League of Legends Build Guide Author Alenena Twisted Fate Build Guide By Alenena Updated on August 21, 2011
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Choose Champion Build:

  • LoL Champion: Twisted Fate
  • LoL Champion: Twisted Fate

Spells:

LoL Summoner Spell: Ghost

Ghost

LoL Summoner Spell: Flash

Flash

Introduction

Welcome to my prospective Twisted Fate guide, for Dominion, the upcoming game mode for LoL. It is a capture-and-hold style map, and this build of TF is designed to keep the enemy from capturing any bases.

DISCLAIMER


I have not yet had a chance to play Dominion- I've only seen the live streams from Gamescon at this point.

This means that I do not know what items are not available in CS (Crystal Scar). Nor do I know what new items are available. This is a PROSPECTIVE guide. Essentially, I'm looking at what I think could be useful and trying to use what strengths TF has.

Additionally, this is a guide for disruption as TF. If you want a normal guide, go look at this here guide: Twisted Fate: Doin' It [100% of Fate].
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Summoner Spells

You want to be everywhere, so Ghost and Flash are the two summoner spells of choice for that. Additionally, they can help you get out of a bad situation or chase down a fleeing opponent.

Other options include Garrison and Clairvoyance.

Garrison will help you either hold or capture any of the bases. If you throw it on one your opponents are trying to grab, it will slow down their rate of capture while increasing the damage the turret deals. It is not yet implemented, but will be released with Dominion.

Clairvoyance will let you see where your enemies are. However, you have Destiny and since all of the bases are lit up, as are the primary paths between them, this will have less use then it does in Summoner's Rift.
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Runes/Masteries

Runes



I hope the rune choices are fairly obvious.

Greater Quintessence of Movement Speed: The bonus move-speed is good for getting around. This is fairly no-brainer.

Greater Glyph of Cooldown Reduction/ Greater Glyph of Scaling Cooldown Reduction: You can use either of these for their CDR. With max CDR you have a 3.6s CD on Wild Cards, so you can spam it to keep enemies off your bases. While I would normally suggest Focus over Celerity because it gives you more early game, you start at level 3 on Crystal Scar and you quickly go up levels, so per-level runes might see a surge in popularity.

Greater Seal of Scaling Magic Resist: These I took just for the defense- any defensive rune will do. Again, go with per-level as you will hit the point where the per-levels are better than the static-value runes a lot faster than you would in SR.

Greater Mark of Magic Penetration: You can go with either Armor Pen or Spell Pen, it doesn't really matter, it just depends on your skill sequence.

Masteries



Standard 9/0/21, going for the extra CDR. That's all that we care about. Also, we grab points for reducing the CD on our summoners AND getting the talents for those spells. If you grab Garrison or Clairvoyance you will want to move those point around.

Also, you'll notice that I put points into Good Hands instead of Perseverance. This is because I expect this build to die. Seriously- you're going to be going ahead of your team to essentially initiate a fight. As a squishy, you're going to die a lot. With the reduced death times on CS, this won't be such a huge problem, but the more time on the field the better.
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Skill Sequence

Just drop a point in all of your abilities at spawn. You can choose to go Q/E/E instead of Q/W/E, as the first level (to level 4) usually happens within a minute or two of the start of the battle.

You definitely want one rank in Q, as that is what you're going to be using to harass with. It has a pretty ridiculous range and it passes through everything, so it can interrupt multiple enemy champions who are channeling onto your base. Additionally, since they aren't moving (they have to stand still to channel) it is easier for you to hit them.

You also want to have your E maxed as quickly as possible. With that, your Masteries and your Runes, you'll be at 40% CDR pretty quickly.

I also max out Destiny because it will let you jump around the arena constantly. Not only can you use it to backdoor, but you can defend a base very easily with it. With Max CDR it'll be about a minute long CD, so you're not going to be able to get every base, but you'll be able to get to alot. Additionally, you don't have to defeat your opponent- you just have to keep them from capping the point until your teammates arrive.

That last point is why you want to rank up your W, so you have the stun. This will also interrupt channeling and the CC will keep them in the area until teammates show up. With max CDR this has a 3s CD, so you'll be able to chuck out cards like nobodies business.

You can alternate your Q and W or you can max one- it is really up to, as both of them have a constant CD.
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Items

Yeah. I'll admit it, this part I have don't have too much solid information on. There are items that will be removed for Crystal Scar and there will be some that are added. So, if you know where I can find information on those, drop a link in the comments so I can take a look and see what fits this build.

First Buy


Get Mobility Boots and an Elixir of Brilliance. The Boots will let you get to any point faster- again, keeping up the Disruption/be everywhere feel of this guide.
The Elixir gives you 10% CDR which will help you achieve your 40% goal. With your Masteries and Runes, you get about 15%, with this 25% and with your E you get up to 40%.

Core


Your Core consists of Sheen. Well, ok, other important items are Rabadon's Deathcap and eventually Lich Bane. These Items are more directed towards a AP heavy build, and bursting down your opponent.

If you want to go the AD/Attack Speed Route, I would suggest getting a Trinity Force, a couple on-hit items like Malady and Wit's End and then just getting as many Phantom Dancers as you can get.

Even for AP, getting a Phantom Dancer isn't a bad idea. It will make your auto-attacks (which, to be honest are most of your attacks) stronger, it will proc Stacked Deck more often (which scales off AP) and best of all gives you some more movespeed!

Extras


Once you have Sheen, you can start getting more defensive items, or just whatever you want. Rod of Ages gives solid AP and defensive stats, but has the downside of taking 10 minutes to fully charge. In games that are only 20 minutes long, 10 minutes is an eternity.

Additionally, there are capture speed items being released with Dominion. It might be prudent to get those, so you can Destiny into a quick Capture, especially for Quest Points.

You might also want to get Tiamat. If two enemies are standing close to eachother, you'll be able to interrupt both of them with one attack. I'm not sure how effective this would be, but it might be worth it.
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Summary

Remember, at this point in time, I know next-to-nothing about Crystal Scar, the items, and the play-style. I haven't had a chance to play the game yet, but I will when it comes out and I'll update this guide appropriately.

So, you're going to rush in, throw down a Wild Cards to interrupt their channeling, and then rush to another base. If you move quickly enough and put out enough harass, you might be able to keep them down to one base in the early game.

Essentially, you're a zergling. Congratulations. Zerg-rush go!
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Twisted Fate: A Prospective Guide for Dominion

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