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Twisted Fate Build Guide by D34thDr4g00n

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League of Legends Build Guide Author D34thDr4g00n

Twisted Fate Support Guide

D34thDr4g00n Last updated on December 30, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 0

Honor Guard

Defense: 7


Utility: 23

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Introduction: Twisted Fate

Twisted Fate is a priceless source of CC with his 3.6 CD of singular stun and AoE slow but is almost always a glass cannon playing as an AS/DPS TF. He is even more of a glass cannon as his medium range (rather short for an AD carry, and it was even smaller before) forces him to get rather close to the other team and once focused, dies in a two seconds having only 1860 health at max. An AP TF who pokes with wild cards and holds incredible burst requires extreme skill and is also a glass cannon once you step in with your Lich Bane. Hybrid TF is a mix of those two but still steps in to die. AP/Hybrid TF is very good for ranked play; however, in blind pick, that may not be the choice depending on the opponents.

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Introduction: Twisted Fate is Support

Twisted Fate is great support once he picks up max CDR, health, and mana. One may argue that many true tanks are better than a Twisted Fate tank; however, this is not a tank TF. This is a TF who initiates the battle and then circulates, throwing out CC and attacking constantly.

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First, lane in mid. You'll need all the farm and exp you can get. If you're up against a caster, you shouldn't have many problems. Against a ranged though, like Caitlyn, Ashe,or Vayne, you will have trouble as they do much more damage to you. You may want to toss an extra skill point into Wild Cards at level 4 or 5 instead of PaC in order to push more effectively. Furthermore, keep moving and pay attention to dodge skill shots such as Ahri's Orb of Deception. And remember, poke the enemy with Red Card by hitting the mages in the back. Use Red Card -> AA -> Wild Cards -> AA for an AA reset to push and farm. (You can catch the mages in the back with Wild Cards if you hit the front minions at an angle) Last hit with Blue Cards and Stacked Deck, or even better, try to land both on the enemy champion to poke every once in a while.

As mid, pay attention to ganks and communicate with your team to set up ganks. Also, if your pushing well, pretend to gank and recall or take the enemy in mid by surprise from the side.

In team fights, initiate and run out and circulate onto the enemy's half of the battle; in the worst case, cleanse or flash out. Constantly throw CC and focus on an enemy. Use Red Card to slow runners or chasers as well as Randuin's Omen.

As support, start carrying wards once you hit ~3000 health and place them throughout lanes and next to dead turrets as well as the jungle. Late game, Destiny will not be as effective so you can cast it at times just for a global clairvoyance and Gate.

Try to pick up as many assists as possible as well as last hit buff carriers. You're team may hate you for it, but you need the Mana Regen from blue and On-hit Slow from red, and you will not have time to take out Blue Cards for mana in a team fight.

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For Marks, I take 9 Greater Marks of Destruction (It says Desolation because Mobafire has not added in Marks of Destruction yet) for Armor/Magic penetration. It's an overall good rune to carry.

Seals, I take 9 Greater Seals of Regeneration for increasing Health Regen. Once again, you need a lot of survivability to stay in fights for a long time.

Glyphs, I take flat CDR with 9 Greater Glyphs of Focus; this will contribute to 40% CDR (well, actually more than that, but it caps at 40%) as well as provide early-game PaC abuse.

Quintessences, I normally take 3 Greater Quintessences of Transmutation for 6% Spell Vamp + 3% from masteries. This provides more survivability when laning early game with a champion like Vayne when used with Red Cards and Wild Cards. It's also fine to take flat Health Quintessences.

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0-7-23, odd right? First, you obviously don't need any attack....

Utilities provide Mana and Mana Regen, and Improved Recall is overall good. You need an extra point to move onto the next level of masteries so put 1 in Scout as +0.5% movement speed is useless. Transmutation gives Spell Vamp, Awareness provides more exp, Strength of Spirit increases Health Regen relative to amount of mana, and Intelligence increases CDR. Mastermind is just amazing for reducing Cleanse and Flash CD.

Defense is composed of the leftover points. If needed, take out 3 points from Defense and 1 from Scout, and put them into Swiftness, though as a TF player, you should be used to being slow (until you pick up a Lich Bane), and leave 1 in Resistance and 2 in Hardiness.

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1.) Start with a Regrowth Pendant and a Health/Mana Potion.
2.) Pick up Boots of Speed and some more health with a Ruby Crystal.
3.) Get Mercury Treads as soon as possible as you'll be most likely laning against a caster or some incredibly annoying ranged character who can chase you down because they have tier 2 boots and ice arrows.
4.) Pick up a Heart of Gold, you'll be holding onto it for a while.
5.) Get a Soul Shroud unless you have, ie: a Sona who picked up a mana manipulator. In this case, go directly for a Warmog's Armor. (It is actually preferable to get a Warmog's Armor first as Stacked Deck + CDR Runes/Masteries should be enough for CDR. Furthermore, you may prefer getting 3 Warmog's instead depending on how the game goes.)
6.) Atma's Impaler for Armor and Attack
7.) Start on another Warmog's Armor and begin getting wards though it may not be entirely needed. (If you're picking up some assists, and an ally has a Soul Shroud, you can try stacking a Leviathan before another Warmog's Armor)
8.) Randuin's Omen
9.) If you didn't make a Soul Shroud or Leviathan, get a Banshee's Veil or Shurelya's Reverie. If there isn't much time left in the game, or you need an item fast, take Aegis of the Legion. It may be better if your team is evenly matched with the enemy.

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Summoner Spells

Cleanse and Flash; perfect for running.

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This method of playing TF requires much experience of playing TF beforehand. It's important to farm well with Red Cards and maximize the amount of minions hit with Wild Cards. If you normally play a AS/DPS build, get used to getting last hits as your AD and AS will be significantly lower. Furthermore, keep a close eye on your mana and try to last hit with Blue Card. Many people will think you're trolling them, including the other team. In fact, you are trolling them; however, there's nothing wrong with a successful troll ;)