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Runes:
Precision
Sorcery
Spells:
Flash
Smite
Items
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Kha'Zix
And most particulary all assassins jungler, when played well they will not hesitate to counter your jungle, steal your buffs. You can't 1v1 an assassin in early game.
Ideal
Strong
Ok
Low
None
About me
I'm currently in Silver Elo, I'm silver III and I main this champion, twisted fate, in this role, jungler. I think I can go much higher Elo with this pick, I'm currently grinding well, but I can't assure you it would work in Plat or Diam, altough I'm pretty sure you can play it in all Gold Elos.
In this guide you'll see my all-game build, with explained choices on why this item, why not this one. I wish you a good reading, and I hope you'll find this interesting.
This is my first guide so it'll one be perfect, I'll update it if you want for future patches.
Here I'll explain why this champion can be really effective in a game.
Twisted Fate kit is MADE for ganks.
- His ultimate, a huge range, quick, teleportation, helps a lot in positioning for a gank (Ex : Ult directly in the bush between the enemy toplaner and his first turret : you close him his way back to safety)
- His W : the gold card is a point and click stun, easy to land, nice duration.
Why shold you play him that way, in the jungle ? Another guide says to hear more the card-hitting sound. I totally agree. But the main reason for me is that you carry absolutely everygame you play, by making the right choice, the good gank, and because you snowball A LOT. Plus, it's totally fun to play. Shredding enemy team with what may be considered as a trollpick is satisfaying AF. Getting honored with a trollpick for carrying everybody is even more.
Twisted Fate kit is MADE for ganks.
- His ultimate, a huge range, quick, teleportation, helps a lot in positioning for a gank (Ex : Ult directly in the bush between the enemy toplaner and his first turret : you close him his way back to safety)
- His W : the gold card is a point and click stun, easy to land, nice duration.
Why shold you play him that way, in the jungle ? Another guide says to hear more the card-hitting sound. I totally agree. But the main reason for me is that you carry absolutely everygame you play, by making the right choice, the good gank, and because you snowball A LOT. Plus, it's totally fun to play. Shredding enemy team with what may be considered as a trollpick is satisfaying AF. Getting honored with a trollpick for carrying everybody is even more.
Here are the runes I use.
PRESS THE ATTACK : This one gives 12% more damages when you hit 3 times an enemy champion, and from all sources ! It's the best one to use on gank, since you are stacking attack speed, you use it fast ans your teammate laner can use this to do more damage too.
AND NOT : - LETHAL TEMPO : Could be useful, gives attack speed and allows you to override the AS limit. BUT, it effects only 1,5 after your first hit : it gives you bonus after your stun is finished. You actually want to use the stun to do your damages, if you need more time to kill an enemy, a squishy carry, it's not worth it. Prefer the PRESS THE ATTACK.
- FLEET FOOTWORK : can be useful to heal a bit in the jungle, but you don't really need it.
TRIUMPH : Is really useful to chain targets and kills/assists in teamfights. Can save you sometimes.
AND NOT : - PRESENCE OF MIND : you don't use that much mana.
- OVERHEAL : you don't regen health until you build some lifesteal, and you don't focus and lifesteal until the 4th item. So, don't use this.
LEGEND : ALACRITY : Well you stack attack speed. Allows you to change in late game your boots, when you already have max attack speed and don't need more.
AND NOT : TENACITY, BLOODLINE : Well, you stack attack speed. BLOODLINE can be interesting in combo with OVERHEAL, but, you stack attack speed.
COUP DE GRACE : Is usefull to finish enemys after you stun them, shred them but are still alive. You can also play with CUT DOWN if the enemy team has a lot of tank/off-tank champs which use health items. But most of the time you'll look for carries, squishy enemies, so it's to me nto the best one.
AND NOT : LAST STAND : You don't want to be low on health. It may be useful in very early game, when you gank at level 3 without your max health. But being low health when you gank is a dumb thing to do.
SECOND TREE : SORCERY
I like to play sorcery because the capacity ULTIMATE HAT allows you to use more often your ultimate, which has a pretty long cooldown. The second one I use is CELERITY or WATERWALKING, choose the one you prefer. One gives permanent movement speed, the one boosts it in the river. AD/AP boosts aren't noticeable in game because you play with On-Hit effects, your E and your items. The wrong side of this second tree is that it doesn't give you full attack speed but also AD/AP, depending of your items.
INSPIRATION
I don't play this one despite it's interesting abilities. First, it gives you the full 18% bonus Attack Speed. PERFECT TIMING may save your life, but you don't plan to use the broken stopwatch in any item. MAGICAL FOOTWEAR is useful to move quicker to, but it means you can't sell your boots, so you have to stick with Velocity or Berserker ones. FUTURE'S MARKET, COSMIC INSIGHT and TIME WARP TONIC are interesting too but to me not enough to replace ULTIMATE HAT. So here it's your choice, choose the one you want, both are viable with tiny differences, as I said your choice.

AND NOT : - LETHAL TEMPO : Could be useful, gives attack speed and allows you to override the AS limit. BUT, it effects only 1,5 after your first hit : it gives you bonus after your stun is finished. You actually want to use the stun to do your damages, if you need more time to kill an enemy, a squishy carry, it's not worth it. Prefer the PRESS THE ATTACK.
- FLEET FOOTWORK : can be useful to heal a bit in the jungle, but you don't really need it.
TRIUMPH : Is really useful to chain targets and kills/assists in teamfights. Can save you sometimes.
AND NOT : - PRESENCE OF MIND : you don't use that much mana.
- OVERHEAL : you don't regen health until you build some lifesteal, and you don't focus and lifesteal until the 4th item. So, don't use this.
LEGEND : ALACRITY : Well you stack attack speed. Allows you to change in late game your boots, when you already have max attack speed and don't need more.
AND NOT : TENACITY, BLOODLINE : Well, you stack attack speed. BLOODLINE can be interesting in combo with OVERHEAL, but, you stack attack speed.
COUP DE GRACE : Is usefull to finish enemys after you stun them, shred them but are still alive. You can also play with CUT DOWN if the enemy team has a lot of tank/off-tank champs which use health items. But most of the time you'll look for carries, squishy enemies, so it's to me nto the best one.
AND NOT : LAST STAND : You don't want to be low on health. It may be useful in very early game, when you gank at level 3 without your max health. But being low health when you gank is a dumb thing to do.
SECOND TREE : SORCERY
I like to play sorcery because the capacity ULTIMATE HAT allows you to use more often your ultimate, which has a pretty long cooldown. The second one I use is CELERITY or WATERWALKING, choose the one you prefer. One gives permanent movement speed, the one boosts it in the river. AD/AP boosts aren't noticeable in game because you play with On-Hit effects, your E and your items. The wrong side of this second tree is that it doesn't give you full attack speed but also AD/AP, depending of your items.
INSPIRATION
I don't play this one despite it's interesting abilities. First, it gives you the full 18% bonus Attack Speed. PERFECT TIMING may save your life, but you don't plan to use the broken stopwatch in any item. MAGICAL FOOTWEAR is useful to move quicker to, but it means you can't sell your boots, so you have to stick with Velocity or Berserker ones. FUTURE'S MARKET, COSMIC INSIGHT and TIME WARP TONIC are interesting too but to me not enough to replace ULTIMATE HAT. So here it's your choice, choose the one you want, both are viable with tiny differences, as I said your choice.
Here we'll talk about the skills.
The first one, our passive, LOADED DICE.
It gives you 1 to 6 gold, randomly, on creep kill. In jungle you don't get the full potential of your passive. You can't use it to get ahead in term of gold since you don't own a lane and you can't take the farm from your teammates.
Your Q, WILD CARDS.
This one scales on AP, you will almost never use it since you prefer to use AA on enemies. Altough you can use it to finish champions or monsters wich are running out of your AA range. You can also use it in trying to steal Nashor/Drake, after all we're speaking of a champion who's theme is luck. So you can hope for a little luck.
Your W, PICK A CARD.
Your main spell. Learn to master it. First active, your champ selects a random card, blue, red or yellow. It switch quickly from one card to another. Second active you select the card it's currently displaying. Learn to pick the card you want as soon as possible.
Then the card stays in your "hand" for a short time. You can land it on an enemy, an enemy creep, or a turret (Note : not on inhibitor or nexus). It has AA range, it benefits from the Rapid Firecannon. Let's now speak of the different cards
-The first one, the blue one.
Gives mana back, scales on AP. The card which does the most damages. Use it to push turret.
-The second one, the red one.
Does zone damages and slows. Use it to depush waves of creeps if you don't have the runan. Use it also in the center little bird, in the bird camp of the jungle. This way it will hurt ALL the birds of the camp, and proc your jungler item damage passive + the red buff fire. Useful to do damage to all the birds at the same time. Helps you kiting them with the slow.
-The third one, the gold one.
Stuns an enemy, a monster or a creep. Your main card. Throw it on carries to stun them then burst them down with your AAs. This way they can't react and you can quickly eliminates the enemy team most essentials champions. Most of enemies will try to make you loose your card so don't call it too soon.
Your E, passive, STACKED DECK.
Every 3 AA, gives a burst of magic damage to your 4th AA. Gives an additional 10% attack speed per level, that's why we max it before the W. Scales with AP tho.
Your ultimate, DESTINY.
It's a quick (1,5s), long range TP, on anywhere you want. Also provides vision on every enemy champion anywhere on the map, any range from you. Use it to gank quickly or counter gank. Use it to keep vision on enemy carries if they run away from you, like in a bush or behind a wall. Use it to finish running away enemies after a team fight. Use it to counter invisibilities like Vayne ultimate. The most difficult spell to use in TF kit, because it's not about skill but positionning it and deciding when to use it.
It has a long cooldown, so you have to use it wisely. You can pick a card in PICK A CARD while you're TP-ing, and you can see the cards changing in your skill bar, so use this to TP in a fight with your Gold Card ready. It clearly wins botlanes.
Don't forget to TP in bushes as much as possible, the enemy will not know where you're going if they don't have vision in the bush.
The first one, our passive, LOADED DICE.
It gives you 1 to 6 gold, randomly, on creep kill. In jungle you don't get the full potential of your passive. You can't use it to get ahead in term of gold since you don't own a lane and you can't take the farm from your teammates.
Your Q, WILD CARDS.
This one scales on AP, you will almost never use it since you prefer to use AA on enemies. Altough you can use it to finish champions or monsters wich are running out of your AA range. You can also use it in trying to steal Nashor/Drake, after all we're speaking of a champion who's theme is luck. So you can hope for a little luck.
Your W, PICK A CARD.
Your main spell. Learn to master it. First active, your champ selects a random card, blue, red or yellow. It switch quickly from one card to another. Second active you select the card it's currently displaying. Learn to pick the card you want as soon as possible.
Then the card stays in your "hand" for a short time. You can land it on an enemy, an enemy creep, or a turret (Note : not on inhibitor or nexus). It has AA range, it benefits from the Rapid Firecannon. Let's now speak of the different cards
-The first one, the blue one.
Gives mana back, scales on AP. The card which does the most damages. Use it to push turret.
-The second one, the red one.
Does zone damages and slows. Use it to depush waves of creeps if you don't have the runan. Use it also in the center little bird, in the bird camp of the jungle. This way it will hurt ALL the birds of the camp, and proc your jungler item damage passive + the red buff fire. Useful to do damage to all the birds at the same time. Helps you kiting them with the slow.
-The third one, the gold one.
Stuns an enemy, a monster or a creep. Your main card. Throw it on carries to stun them then burst them down with your AAs. This way they can't react and you can quickly eliminates the enemy team most essentials champions. Most of enemies will try to make you loose your card so don't call it too soon.
Your E, passive, STACKED DECK.
Every 3 AA, gives a burst of magic damage to your 4th AA. Gives an additional 10% attack speed per level, that's why we max it before the W. Scales with AP tho.
Your ultimate, DESTINY.
It's a quick (1,5s), long range TP, on anywhere you want. Also provides vision on every enemy champion anywhere on the map, any range from you. Use it to gank quickly or counter gank. Use it to keep vision on enemy carries if they run away from you, like in a bush or behind a wall. Use it to finish running away enemies after a team fight. Use it to counter invisibilities like Vayne ultimate. The most difficult spell to use in TF kit, because it's not about skill but positionning it and deciding when to use it.
It has a long cooldown, so you have to use it wisely. You can pick a card in PICK A CARD while you're TP-ing, and you can see the cards changing in your skill bar, so use this to TP in a fight with your Gold Card ready. It clearly wins botlanes.
Don't forget to TP in bushes as much as possible, the enemy will not know where you're going if they don't have vision in the bush.
Start to Red buff, always. Ask for a pull. Then go to Blue buff, then finish with Gromp, and then kill the river monster to heal a few HP.
Then gank a lane which has a kill/snowball potential. You're a jungler and you're here to win. Do not hesitate to camp weak enemies, overextending one, that will make them loose patience and will feed either you or your teammate.
Early game farming is kinda hard, you have to kite and you loose a lot of HP. But after you finish your first attack speed item, the jungler one, it gets easier. Twisted Fate in jungle is weak in early game, godlike in midgame and very strong dueling in late game. Do not get caught. Do not invade enemy jungle without being sure the enemy jungler will not catch you. Don't do Drake alone. Try to avoid face-checking bushes if you don't know where the enemy jungler is. Always buy pinkwards in early and wards strategical bushes, to prevent being caught. If you get killed in row in early, you'll probably loose the game. If you don't, you can make your team come back from far. I use it in solo Q and it works pretty well in my Elo.
Then gank a lane which has a kill/snowball potential. You're a jungler and you're here to win. Do not hesitate to camp weak enemies, overextending one, that will make them loose patience and will feed either you or your teammate.
Early game farming is kinda hard, you have to kite and you loose a lot of HP. But after you finish your first attack speed item, the jungler one, it gets easier. Twisted Fate in jungle is weak in early game, godlike in midgame and very strong dueling in late game. Do not get caught. Do not invade enemy jungle without being sure the enemy jungler will not catch you. Don't do Drake alone. Try to avoid face-checking bushes if you don't know where the enemy jungler is. Always buy pinkwards in early and wards strategical bushes, to prevent being caught. If you get killed in row in early, you'll probably loose the game. If you don't, you can make your team come back from far. I use it in solo Q and it works pretty well in my Elo.
You're squishy, in teamfight stay behind tanks and try to stun enemy carries from somewhere you'll not be seen. Rapid Firecannon helps a lot in this.
In ganks, try to take kills without getting ALL the kills. Always easier to win if everyone is doing well. But don't give everything away : you need the 3 core items before reaching your full potential.
When enemies are alone farming in a lane, do not hesitate to use your ultimate to get them down. It can win games, if you eliminate the enemy split-pusher then engage on a 5v4.
In ganks, try to take kills without getting ALL the kills. Always easier to win if everyone is doing well. But don't give everything away : you need the 3 core items before reaching your full potential.
When enemies are alone farming in a lane, do not hesitate to use your ultimate to get them down. It can win games, if you eliminate the enemy split-pusher then engage on a 5v4.
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