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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Awesome Banner by Xiron
Hi! Iownedya here, bringing you a
Twisted Fate guide!
Twisted Fate has a lot of different, unique ways to play him. I play him either AP, AD, or AS. These builds work very well against teams who are agressive AND defensive because they give a slight bulkiness to
Twisted Fate as well as a bunch of damage.
Thanks to jhoijhoi for her build and massive help on BBCoding.
Thanks to jhoijhoi for her build and massive help on BBCoding.
Pros/Cons
| spaaaaaaace |
Pros
+ + Has a variety of choices from his + Very long range for his + The angles of his + Very successful ganks due to + Vision when using |
space |
space |
Cons
- Very Squishy without items - Ultimate does not damage - Going AD or AS will make your - Passive does not help in team fights - Global ult got nerfed - Missing your |
AP Carry Masteries
-
Summoner's Wrath
+
Summoner's Insight
-
Flash and
Ignite have give small benefits dealing with the cooldown of your summoner spells.
Flash receives less cooldown and
Ignite gives a bonus 5 attack damage and ability power to you when on cooldown. -
Brute Force
and
Butcher
allow you to last hit minions. This gives a good advantage late game. -
Blast
and
Archmage
give extra ability power.
Blast
gives ability power per level and
Archmage
gives percent ability power (similar to
Rabadon's Deathcap). -
Brute Force
gives increased damage. Taking this will allow you to deal one extra damage per point in it. Only a space filler because this is better than
Mental Force
. -
Executioner
gives percent increased damage if the target has 40% health or lower. -
Expanded Mind
gives bonus mana. Only get this to unlock the next mastery,
Meditation
for the increased mana regen per 5 seconds. - Enhanced Recall gives 1 second reduced recall time. This can save your life if recalling in a brush.
-
Runic Affinity
can really help you if you have a jungler in your team. It increases the duration of any buff. This is important if you want to outlane your opponent in mid usingbluee buff.
AD Carry Masteries
-
Summoner's Wrath
- The extra 5 attack damage and ability power could really help from
Ignite's cooldown. -
Brute Force
gives 3 base attack damage, extremely important early game. -
Alacrity
gives 4% extra attack speed. Get this for the armor penetration.
Weapon Expertise
gives increased armor penetration. -
Deadliness
gives extra attack damage and allows you to get the next mastery,
lethality. This gives 10% extra critical strike damage. -
Vampirism
allows you to have 3% lifesteal which is important late game and mid game when you get more damage. -
Sunder
gives armor penetration. Very important when they start building armor against you. -
Executioner
lets you deal increased damage to champions under 40% health. -
Resistance
Extra magic resist anyone? -
Hardiness
Extra armor for the opposing AD carry in bot lane. -
Durability
gives bonus health and allows you to get another big bonus of health,
Veteran's Scars
AS on-hit Masteries
-
Summoner's Wrath
and
Summoner's Insight
to upgrade
Flash and
Ignite. Pretty standard really. -
Brute Force
gives 3 AD for your auto attacks. This is just a space filler for the next few stats. -
Alacrity
and
Weapon Expertise
are good.
Alacrity
gives 4% extra attack speed. While
Weapon Expertise
gives armor penetration for late game.
Sorcery and
Arcane Knowledge
help for maximum damage.
Sorcery is really useless unless you wish to spam your
Pick A Cards, but
Sorcery still won't help as much.
Arcane Knowledge
REALLY helps your magic damage per hit/4th hit. Since you are mainly magic damage, this allows you to deal a lot more damage.-
Butcher
allows you to farm very well.
Demolitionist
allows you to push turrets down quicker. -
Sunder
gives even more armor penetration. This allows you to shred tanks easily as well as the squishies. -
Executioner
lets you deal increased damage to champions below 40% health. This is really helpful to take out low health champions. -
Expanded Mind
is just base mana. It is a space filler, nothing more. -
Improved Recall
is extremely important. I disagree with people who do not take this mastery. It can save you a lot. Usually, you may want to recall behind the turret or in a brush, so when recalling in a brush, that one extra second can save you from enemy sight. -
Swiftness
is just a good movement speed boost for
Twisted Fate. He needs it because he will have no movement speed items in this build.
AP Runes
Greater Quintessence of Ability Power: Base AP is very good. Three of these runes allow you to have 15 base AP. You can switch these runes for magic penetration runes.
Greater Mark of Magic Penetration: These runes give magic penetration (9%) This is good late game. You may be able to switch these marks for base ability power runes.
Greater Glyph of Scaling Ability Power: Ability power per level will help later game, while your flat ability power will help earlier. This is about the same effect as flat mid game, but gives more late.
- greater seal of vitality: Hp/lvl runes, do it like Phreak! These will help a lot late game, giving you 162 hp at level 18.
AD Runes
Greater Quintessence of Scaling Attack Damage: This quintessence gives 0.25 attack damage per level, that is 4.5 attack damage each rune. That is about 14 extra attack damage at level 18. This is about 1.4 of a
Long Sword
Greater Mark of Attack Damage: Flat attack damage coupled with attack damage per level makes you deal massive damage early game while being just as strong late game.
Greater Glyph of Health: This is the better buy switching the seals. (1.41 armor and ~2.6 hp vs. .7 armor and 5.2 hp) this gives 1 total more armor than the second combination.
Greater Seal of Armor: Flat armor was recommended by Icecreamy. They are amazing early game which affects the late game damage.
AS Runes
Greater Quintessence of Attack Speed: More attack speed, what can I say?
Greater Mark of Magic Penetration: Magic penetration for the magic damage of your
Stacked Deck and items.
Greater Glyph of Scaling Magic Resist: Same reason as AD.
- greater seal of Defense: ^
Very Viable Summoner Spells
The BEST summoner spell out there. This allows you to escape over walls, get a stun and kill an opponent, steal important buffs (
This spell is very good. Instead of getting
This summoner spell allows you to reduce the attack damage and movement speed of an enemy champion. Use this in teamfights on the opposing ranged AD champion to ensure the least amount of damage done to your team.
This summoner spell is strongly recommended fot the basic AD carry or AS carry. This allows you to survive in teamfights while helping other teammates survive. This spell is a lot more viable since the
A great spell to get when facing teams with heavy CCs, such as
Good Summoner Spells
Do-Not-Get Summoner Spells
I understand that you may run out of mana, but that is no reason to get
No, just no... You should not be dying in the first place.
You do not need it, for you are not jungling. Very rarely will you be able to steal Baron or Dragon with this.
This is on the borderline of being a good summoner spell or a horrible one. When in teamfights, this spell can deal out massive damage (as attack speed
AP
->
The boots give Enhanced Movement, which boosts your movement. The Early Game: The movement speed will help you dodge many skillshots, harrass easier, and save your life. The health pots can also be of big use because you may need those pots when laning.
Mid Game: By now, you should have
Late Game: These boots combined with
->
After using an ability, these two items both give an extra effect to your next basic attack. The Early Game: Keep the
Mid Game: By now, you should have
Late Game: With
Early Game: You should be building this item DURING early game. If you are fed enough, you could have this during the early game time.
Mid Game: By now, you should be finished with
Late Game: With all your magic penetration and AP, you will be able to do a lot of damage. This allows you to carry easily.
Early Game: (none)
Mid Game: By now, you should be building or have
Late Game: Now, each of your spells will slow your enemy. If you use blue card for mana, you will be able to slow as well as get mana back. The slow will give an extra 15% slow to your red card and a slow for your gold card after they are done being stunned. It could possibly slow everyone when you use
The Early Game: (none)
Mid Game: After
Late Game: Getting
This item blocks one spell every 45 seconds. It gives good health, mana, and magic resist. Very good against bursty AP champions.Early Game: (none)
Mid Game: (none)
Late Game: Usually, games end before you can finish your builds. If you have enough time, you will be able to survive teamfights, destroy all global ultimates, etc.
AD
->
These boots give movement speed boosts. Early Game: Early game, boots and health potions are the best items to start with. The first two items (
Mid Game: The attack speed boost is very important because it can mean one more hit. That one hit could be a critical strike, doing double damage and healing you more than usual.
Late Game: With the damage, critical strike damage, and slow per hit, you will pummel through your opponents easily. If they are underlevel and/or underfed, you can basically stun them and they are dead.
->
Both of these items give a good amount of lifesteal. Sell Early Game:
Mid Game: Keep
Late Game: If you farmed well, you should now have max charges on your
Early Game: After getting your beginning items, start your
Mid Game: By now, you should have at least an
Late Game: With the (almost) completed build, you should have at least 1,000 critical strike damage with the help of
Early Game: Have
Mid Game: By now, you should have
Late Game: One of these and
Early Game: (none)
Mid Game: If you are fed, you may or may not have at least a
Late Game: You will be able to take down even tanks with all the armor penetration from
Early Game: (none)
Mid Game: (none)
Late Game:
AS ON-HIT
->
Again, these boots give Enhanced Movement, making your movement speed increased by 30 (Enhanced Movement 1) and 50 (Enhanced Movement 2). Early Game:
Mid Game:
Late Game: These are your main source of movement and are important. With these on, you should have about 390 movement speed (minus runes and masteries). Baiting, chasing, and running all need this movement speed boost.
Malady is an extremely cheap item. It gives a very good attack speed boost and a small ability power boost. Each hit with Early Game:
Mid Game: By now, he should be dealing very good damage each 4th subsequent hit from
Late Game: Late game, you should be dealing at least 500 damage each 4th hit and 200 each other hit (including magic resist and armor).
Each 4th hit deals bonus magic damage in a chain lightning hitting up to 5 other people. Procs well with Early Game: With a high level
Mid Game: With a bunch of attack speed, the four hits will come fast as
Late Game: It will get increasingly difficult to survive
This item deals a portion of the target's maximum health as magic damage. Good for health tanks and people building health.Early Game: You should have at least
Mid Game: Finally, you have it!
Late Game: When they get
Early Game: (none)
Mid Game: You may have started your
Late Game: Helps you survive team fights, major CC, chase people down, etc. Basically all you need to be tanky but still have massive damage.
Early Game: (none)
Mid Game: (none)
Late Game:
Boots
- For less CC and more magic resist.
Items
Need armor? Fighting
Do you feel you aren't bursty enough?
This item is another very good item. This allows you to have extreme health, mana, and ability power after 10 minutes. Also, if you are not levek 18, the effect on Catalyst The Protector still works on
Boots
- to chase down enemies and run away.
Items
If you want to shred their armor, get this item. This item is extremely bad with
This item is similar to
If they have a massive healer such asZeke's Herald An aura item that helps your team if you have a lot of AD
champions in your team. Also, it gives health and cooldown reduction for yourself.
This item gives you cooldown reduction, attack damage, armor penetration, and critical strike damage. This could really help for your damage especially with the active. There is one downside, you cannot receive the extra duration because you are not a melee champion.
This is an item many AD carries get to counter enemy
If you are being focused down, this will help a lot. While you are reviving, your team will kill the rest of the opposing team. If you do die, and there is still at least one enemy remaining,
Boots
- Tenacity and magic resist to survive
Items
A good on-hit item, giving good magic resist and damage. It is cheap giving a lot of attack speed.
Another good item for on-hit people. It gives ability power, attack speed, cooldown reduction, and mana regeneration. People like
You can heal from your
If you are getting CCed to death, get this. It is a
Same reason as AD situational item.
AP Skill Sequence
OR
AD Skill Sequence
Why don't I get any points in
Maxing
By maxing
AS Skill Sequence
Starting with
Note: farming withBlue Card allows you to last hit minions a lot easier and keep up with mana costs. This applies with
In teamfights, remember to stay in a good position.
Remember to stay away from the direct fight until your tank initiates. Immediately stun their AP or AD carry. Shut them down quickly and then run back to the back. Toss out your
Wild Cards until you get stun back up. Repeat the same process either to the remaining carry or their tanky bruiser.
As AD carry, you tend to get focused. The enemy assasins will most likely jump for you, so be prepared. Have your support protect you from these guys. Shut down the closest carry as quickly as possible then do the same to the other carries. Same order as the AP
Twisted Fate.
For this build, your focus is special. First, you focus their AP carry. If the bruiser has little magic resist, go for him. Leave the AD carry third. Kill the support and finally the tank. Before you start attacking, stun their AD carry and let your team finish him off.
It is the same for all of these:
Destiny in with Gold Card, stun their AD carry and wreak havoc upon the enemy team.
AP
Remember to stay away from the direct fight until your tank initiates. Immediately stun their AP or AD carry. Shut them down quickly and then run back to the back. Toss out your
AD
As AD carry, you tend to get focused. The enemy assasins will most likely jump for you, so be prepared. Have your support protect you from these guys. Shut down the closest carry as quickly as possible then do the same to the other carries. Same order as the AP
AS
For this build, your focus is special. First, you focus their AP carry. If the bruiser has little magic resist, go for him. Leave the AD carry third. Kill the support and finally the tank. Before you start attacking, stun their AD carry and let your team finish him off.
It is the same for all of these:
Good Laning Partners
Other Good Supports
Controversial Supports
Not recommended Supports
I believe
Mirror laning, the hardest to do because it depends who has more skill. Have a better support than him and you can be deadly. It all depends on your skill, his skill, and the supports and their skill.
Your mortal enemy,
Draven
Difficulty=Medium
I don't know... How good are you?
Yes, yes folks,
Le Blanc
Le Blanc
Difficulty=Hard
Le Blanc has extremely strong nuking power. Do not underestimate her. She is a deadly champion, especially after the Jayce Patch buff (Damn Riot). At level 6, she becomes unbearable in lane. Try to start fighting her at level 1, where she is weakest. At level 2, she has decent damage, but by level 4, she already has strong burst. If she uses
Distortion, use a Gold Card to stun her, use
Wild Cards, then run away. She has a gap closer and can fly past your
Wild Cards. Be careful not to get too close to her.
Unfortunately for you,
Lux has HUGE range poke. She has nice burst at level 6 and a deadly passive. A good
Lux will lead you with
Lucent Singularity and deal damage to you. Identify where they shoot the
Lucent Singularity the most and move away from that direction. Be careful of her
Light Binding -> send iut
Lucent Singularity -> Finales Funkeln -> activate
Lucent Singularity -> AA combo. That can literally rip away all of your heath in a mere second.
Malzahar has a lot of damage over time spells. He can suppress you, so you may want an early
Quicksilver Sash to counteract this. His way of farming can push the lane, but gives him a lot of mana. He can place a damaging area beneath you, put
Malefic Visions on you, and suppress you with
Ignite on you. This, like
Lux's, rips apart your health instantly. The Voidling also helps
Malzahar kill you easily.
AP
Master Yi has many down sides, even if it is extremely good. His spells are long cooldown and only his
Alpha Strike deals major damage. Kill him early game and easily beat him in lane. If he decides to level 1 fight you, you should
Flash under your tower as he is casting
Alpha Strike. Stun him and there is a free kill for you. If he decides to
Meditate, instantly stun him and throw out your
Wild Cards.
Morgana is one of those champions. Her
Dark Binding has a similar range to your
Wild Cards. She can block all of your damage with a
Black Shield.
Morgana excels at mid lane, so do not expect to beat her easily. Keep poking behind your minions so that you will not be caught with a
Dark Binding. Do not try to fight her unless she has extremely low health and you can burst her down. Also, keep a close eye on her mana. If she has low mana, engage then disengage to ensure some damage.
More coming soon!
Le Blanc
Difficulty=Hard
Le Blanc has extremely strong nuking power. Do not underestimate her. She is a deadly champion, especially after the Jayce Patch buff (Damn Riot). At level 6, she becomes unbearable in lane. Try to start fighting her at level 1, where she is weakest. At level 2, she has decent damage, but by level 4, she already has strong burst. If she uses
Unfortunately for you,
AP
More coming soon!
When Chasing
Mouse over your
When Ganking
Refer to the map to see ganking ranges.
Gate behind the champions you are ganking. This means you will most likely get the enemy team. They may be able to escape you if they have CC and a blink, but you should have Gold Card ready at your disposal. If you accidentaly lock in Red Card or Blue Card, just gank anyway. Your allies should have a gap closer or some form of CC to do a bunch of damage to the enemies.
When Escaping
Use
If you are under pressure because they have trapped you in a small brush and it is 5v1, click in range of the minimap when using

Rudmed let me use this map. This map was made by jhoijhoi.

Thanks for jhoijhoi for this warding image.
As you can see, the lane protection places are mainly in the brushes, but usually I put it in the river next to the brush and near the tribush. You may also be able to ward at the intersection between dragon and blue buff because it protects you, allows you to steal dragon, and protect/steal the enemy blue buff.
Usually, you have a support warding when going AD or AS, but when you are AP, you are solely responsible for your lane protection.
Use
Thank you for taking your time to read my guide! Please comment and give me constructive criticsm based on how I did. There will be updates when I add pictures and videos to this build.
Thanks again to jhoijhoi for her guide to making a guide. Cheers!
Thanks to Xiron for the amazing banners!
If you have any scores, I will post them up here, just put them in the comments!
Thanks again to jhoijhoi for her guide to making a guide. Cheers!
Thanks to Xiron for the amazing banners!
If you have any scores, I will post them up here, just put them in the comments!
5/6/12: Published Guide
5/9/12: Fixed a few mistakes
5/13/12: Fixed more mistakes
5/17/12: Fixed runes
5/19/12: Added bottom banner
5/22/12: Fixed some masteries, added top banner, added videos
5/23/12: Added another video
5/30/12: Added the "Teamfights" chapter
5/31/12: Added the "Laning Partners" and "Who am I Laning Against? (AD Carry)" chapters
6/6/12: Added more supports to the "Who am I Laning With?" chapter
6/11/12: Added "Destiny" chapter
6/30/12: Added some champions to the "Who am I Laning Against? (AP Carry)" chapter
7/3/12: Added more champions to the "Who am I Laning Against? (AP Carry)" chapter
5/9/12: Fixed a few mistakes
5/13/12: Fixed more mistakes
5/17/12: Fixed runes
5/19/12: Added bottom banner
5/22/12: Fixed some masteries, added top banner, added videos
5/23/12: Added another video
5/30/12: Added the "Teamfights" chapter
5/31/12: Added the "Laning Partners" and "Who am I Laning Against? (AD Carry)" chapters
6/6/12: Added more supports to the "Who am I Laning With?" chapter
6/11/12: Added "Destiny" chapter
6/30/12: Added some champions to the "Who am I Laning Against? (AP Carry)" chapter
7/3/12: Added more champions to the "Who am I Laning Against? (AP Carry)" chapter






Miscellaneous Video
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