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Pretty nice build! However, my friend used Twisted Fate in ranked games, and we realised that it is REALLY important that TF is in the battle. Even if he might down a couple of inhibs (we actually downed 3 inhibitors while the distraction occurred), the other 3 of our teammates got pwnt. Since most lanes' creeps were not close to tower, we cannot use them to tank. By the time they reached the enemy nexus, our own was destroyed (Unable to do anything about it). So, late game we lost since the teamfight had failed and the opponents forged on upon the inhibitors.
Another game, where I was playing Rammus and the same TF, we did the same backdooring method. We had the advantage of 2 lanes' inhibitor down but they won the teamfight. We teleported to our hidden ward (Just outside their base) and rushed the Nexus turrets where unluckily, we lost by seconds as the opponent inhibitors had spawn in time.
So, in my opinion, unless your team is owning, TF should NEVER backdoor until the enemy are distracted by anything BESIDES team fight.
Good guide, detailed and quite nice :) Hope you take my suggestion of not backdooring unless the team can hold safely (3v5 usually is really hard to win for the 3) :) Keep up the good work!
Plus, you can then build Malady if they begin stacking Magic Resistance, where with your current build you would be forced to build
Also, I don't think the Mpen quints are worth it. They only provide .7 more than the marks, and you can have 9 marks verses 3 quints. I would say flat AP or flat AD would be better.
AP/Attack Speed TF isn't so good, seeing the attack speed isn't much help as your damage isn't increased. Going Pure AP or pure AD/AS is better in my opinion, but AP still has the problem of only 2 skills dependent on it (Wild cards is hard to aim, Pick a card does not get affected much)
As for items, Tank items are NOT viable. Unless you go for something like 4 warmogs, 1 Force of Nature and 1 Thornmail, TF will forever stay squishy. And getting tank items is useless, seeing your damage/AP will be ****. An easy way to stay alive is to get a tanker with an escaping ability to rush in and help. I use Vladimir through this method. With high AP and HP (Crimson pact gives hp from ap and ap from hp), I do good damage upon opponents, sanguine pooling after facing a ton of CCs and Ultis and finally my own ulti to initiate our revenge. This way, no one in your team is in much danger besides you and ALL fragile champions can easily blast the enemy team off :) I suggest TF to be one of those people who stand back and wait for the pain to end before rushing in for damage and kills
If you took these surggestions into account this could be a very solid guide and build.
Pretty nice build! However, my friend used Twisted Fate in ranked games, and we realised that it is REALLY important that TF is in the battle...So, in my opinion, unless your team is owning, TF should NEVER backdoor until the enemy are distracted by anything BESIDES team fight.
Good guide, detailed and quite nice :) Hope you take my suggestion of not backdooring unless the team can hold safely (3v5 usually is really hard to win for the 3) :) Keep up the good work!
This man speaks the truth. I really need to fix that section of the guide with more guidelines on WHEN backdooring is acceptable. You really don't want to be the one responsible for your team losing the teamfight. Expect that section to change soon.
@Deathalo44: ??? I don't remember recommending any tank items in my build, unless you count Rylai's Crystal Scepter or Thornmail in the optional items section, so I don't really know what your gripe with my items is. On the subject of your other comments: you have three skills that scale with AP.
@Noitcurtsed: I had thought about adding in
@soelra: I can see how that early CDR from masteries could be useful. The main reason that I didn't take 6 of the 9% was that I felt like those points were totally wasted late-game. It might be nice to shave an extra 1/3s off of your abilities cooldowns (or 9s off of your ult at lvl6), but I figure that
Also, I will probably be adding some info to the guide's intro on why I like to play AP/AS rather than full physical DPS, full AP, or AD/AP hybrid. I will also be adding a short section or two on how to deal with different laning buddies/opponents. Thanks to all who are helping to improve my guide, rather than just saying that it needs to be about 20% cooler or that my playstyle sucks. Don't forget to vote when you comment!
@Noitcurtsed: I had thought about adding in
The reason I stray away form Maladay with TF is he is a very get in, kill, and GTFO character. Your first attack will always only have 4 Mpen (Add a bit for the mastery, like 4). Malady takes 4 attacks to gain full effect. And they should be dead by then.
Plus, keep in mind this means your gold card opener will always do approx -30% damage. And don't forget the nice ArPen on Divine.