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Spells:
Flash
Teleport
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Introduction
AP Cardmaster is still viable, despite the ultimate nerfs.
Why? Because he's the best at what he does. (within reason)
A quick evaluation:
- Twisted fate has among the best AP poke in the game. Some might say that





- Twisted fate has a spammable stun. This is not exclusive to twisted fate, but it's a virtue that very few AP carries have. If you account for picking the card, it has a ~6 second cooldown. I'm not going to sugar coat it and pretend it's #1 stun in the game, but it's definitely a potent aspect of his kit.
- Twisted fate is simply the best AP backdoor there is.



So, all this added together makes twisted fate not the #1 AP carry of the month, but it does put him in league with many other viable AP carry champions.

The best summoner spell in the game, this makes you a monster of a champion. You can









Optional Summoner Spells:



This makes your burst combo stronger early game, so that you can




Row 1: I take 4 points in

Row 2: I take 4 points in

Row 3: I take 1 point in


Row 4: I get 4 points in

Row 5: I get 4 points in

Row 6: I get 1 points in

In General: I get 21 points in offense because the options in utility for mages now are pretty mediocre. The options in offense are pretty good.
Utility:
Row 1: I take 3 points in




Row 2: I take 4 points in


Row 3: I take 1 point in

In General: I go 9 points into utility because the move speed, buff duration, and a bit of mana are going to benefit TF more than the resistances provided in the lower tiers of defense.

Second Sight: This is a good passive, mostly because it gives everyone on your team enough gold to buy a few wards. More map awareness means more win, amirite?

Wild Cards: Your main damage dealer, this gives great poke at long range. There's not much more to say about this.
- The range is longer than tower range, so hit enemies under their tower with this.
- This activates


Pick a Card: many skills in one, this has varied uses.
- Draw gold for epic combo kill.
- Red actually isn't that great - some say it's good for clearing minion waves, but usually I like to draw blue to keep my mana up, and use

- Blue is great for harassing and last hitting.
- Blue does the most damage to towers.
- Draw

- Usually when you're just attacking a champ for damage (in the heat of a battle), you'll want to just slam the PAC button and hit them with whatever card you draw. However, try your best to draw gold when you're in a more calculated battle, or when you're about to engage and you have time to focus on which card you'll draw.

Stacked Deck: this skill is okay, but it's not exactly a major component of your kit. It's still useful, though.
- Auto attack enemies as much as possible to get that 4th proc in the middle of battle, but don't sacrifice positioning for it. You can attack from afar with

- You can time the proc in lane to match up with


Destiny: Recently nerfed, this teleport only reaches 5500 units, or almost from mid to side lanes. Use sparingly now, since it doesn't reach far.
- To gank, just walk into the river a ways and teleport behind the enemy.
- Have

- Try to teleport in front of the enemy, but not too far ahead. If you teleport right next to them, the enemy will be out of gold card range by the time you port in. If you teleport too far ahead of the enemy, they'll just take a different path. Try to take the middle road, so that you lead the enemy's movements but you don't make them change direction. In short - land that gold card!
- Don't hesitate to use it for the reveal in crucial situations; sometimes it's necessary to see the enemy for a perfect initiate/counter initiate.
- You can still backdoor/gank with your ultimate, just not nearly as well.
- Be sure to mouse over the skill before activating, so you can see the range (and if you can teleport to where you'd like to land).
- Nearing the end of a teamfight, you can catch the runners by teleporting in front of them, kind of like a less predictable but more free-willed




Priority:
R>Q>W>E
I start with

- gold card is best for level 1 team fights
- blue card keeps mana topped off, while you'll run out of mana fast with level 1

After that I max

I max


I max


With

Seals: I get greater seal of replenishment x9 because despite getting lots of mana (from


Glyphs: I get

Quints: Like the glyphs, I get







catalyst the protector]
catalyst the protector: Buying this is a quick and easy way to get defense (through health), mana, and sustain. Sustain comes from 2 sources: first, the bonus mana/health pool, which means you can take more hits and use more spells before you run out, and the passive, which regenerates mana and health when you level up. This means that Catalyst will be great for keeping Twisted Fate in lane, and it'll provide enough defense for a long time to come.














Don't get any of the other MPen/MReduction items. Your only other options are









OPTIONAL:

ALSO OPTIONAL:






Be sure to use this in the best of times. Good examples are when you dip into dangerous range to gold card stun the enemy, and you're about to get bombarded with a bunch of stuff -

OPTIONAL:

Defensive laning is the general build I use here. Here's the pros/cons for using this over the offense build:
+ Better for split-pushing late game
+ Faster

+ More sustain in lane
+ Easier to dodge skill shots with

+ Easier to land pick-a-cards with

- Much harder to beat enemy in lane
- Slower

- Squishier until you get catalyst the protector
- Less damage until

The reason I use this as my main build, as opposed to the offensive build, is because


Additionally, taking

Offensive is an alternative build I sometimes use for

+ Stronger in lane
+ Easier to get kills
+ Takes less total gold to get

+ More health very early on
- Less split-pushing late game
- Costs more total gold for entire build
- Less sustain (no potions)
- Between being more aggressive and no

- Probably a slower

For the offensive laning, you're going to switch your build up a bit.
First of all, take


Second, your item build is changed. Instead of the above listed build, we use this for early game:




After that, the build continues normally (resuming with

So. You're in lane. What do now?
Well, learn

- If you get into a fight at level 1, you want to BAM! Stun the enemy.
- If you get

Also, you'll be performing what I like to call "the harass dance" a lot. Here's what I'm talking about:
You go in to harass,

So, you've danced the harass tango with your enemy, now what can we do to prevent it?
- First, it's not entirely necessary to prevent. Sometimes you need to test the waters to see what your opponent is willing to do, and how they're playing (are they willing to trade blows? Can you interrupt their last hitting just by moving close to them?). So, if you need to dance, dance!
- Use

- Don't even try to use

- taking

- If you can guarantee a kill, you can


Okay, so we've covered the harass dance. Now, what else is there to mention?
Ah yes - farming!
Farming is important. It gets you gold. Farm a lot.
But seriously, twisted fate gets most of his power from



Fortunately, we can sustain the lane! 3




So, moral of the story: farm. a lot. Once you get your

Thanks also to JhoiJhoi for her awesome guide-writing guide!
Since I didn't want to make an entire section for one question (will later be expanded), here's the FAQ:
Q: Why is your defensive early game build the main build, and not the offensive build?
A: I didn't want to use the offensive build as a primary build because I figured that if you want a general AP caster, you're going to play someone else. If you're going to take a backdoor monster AP champion, you're going to play Twisted Fate. The defensive build accentuates this better by taking teleport and focusing more on farm (to get to

The offensive build is actually closer to high-risk high-reward, whereas the defensive build is low-risk medium-reward. Lane superiority can be reached rather easily with the defensive build, it just requires taking advantage of sustain over the enemy and fighting a battle of attrition (Twisted Fate's forte) over a battle of burst (though Twisted Fate has strong burst, many champions you're going to go against are just stronger).
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