Build Guide by CarDioShoCk
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Twisted Fate Build
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.
Welcome to my guide on Twisted Fate, the Cardmaster. Twisted Fate is by FAR my favorite character to play, and I would like to show you how I play him.
- Extreme damage output early and late game
- Can backdoor extremely easily
- Great Support with stuns and slows
- Has great map control
- Very Squishy
- Is often first targeted
- Skill level required to master Gold Cards is high
The summoner spells I take are Flash and Ignite. I take Flash because most players, once they see the gold card, will quickly stay out of range of your attack. It can help to quickly get in range for the stun, and makes using Destiny a whole lot easier, because even if you whiff the placement of your teleport, you can flash into range.
I take Ignite because often you just cant get the last hit on a hero before they go past their turret, and ignite can often finish them off. Because of the Cleanse nerf, it still works on heroes with Cleanse, so don't be afraid to use it on them. The other reason i take Ignite is because in a battle that you may lose normally, it can add extra dps and may change the outcome of the fight.
Although I take Flash and Ignite, Ghost, Cleanse, and Exhaust are also extremely good spells for Twisted Fate.
As for spells you should NOT take, Heal, Teleport, and Clarity are all extremely poor choices. However, Teleport, is BY FAR the worst spell you can have on Twisted Fate. If Destiny can't get you around the map fast enough, go kill a golem. Heal is also close to useless, because early game, you have the Vampric Scepter to heal you, and late game, the reality is, in most cases when you need Heal, you're going to die. Clarity is a summoner spell you should'nt take, because the only spell that will really be eating your mana is Pick A Card, and early game, you'll be using Blue Cards to last hit minions.
Core Item Build
- Madred's Bloodrazor
- Berserker's Greaves
- Sword of the Divine
- Phantom Dancer
- Black Cleaver
Situational item choices:
While Berserkers Greaves are often the most helpful, when facing a team with multiple stuns/slows, Mercury's Treads can be extremely helpful. Lategame, if it gets to the point where you have all your items, all of the elixers can be bought, and this will outbalance the loss of attack speed from purchasing Merc Treads.
If you are facing a team with extremely high - armor champions, the Zeal and eventually the Phantom Dancer can be replaced with the Last Whisper. The extra 40% armor pen can shred through most players armor ( even against champions like Rammus).However, be aware that this does lower the Critical chance by a massive 30%.
Wild Cards (Q):
Twisted Fate throws three cards which deal 60/110/160/210/260 (+0.65) magic damage to each enemy unit they pass through.
Cost:60/70/80/90/100 Mana Range: 1000
While getting Wild Cards is useless early game, it can be used late game to severely damage minion waves giving your team a lot of extra time to push towers. When standing directly in the minion's path, and using it directly at them when they become fairly close to you can make Wild Cards damage every single one of the minions in the lane, and when it is maxed, reduce the ranged minion's health to under 100. However, due to the extreme mana cost and Twisted Fate's poor mana regeneration, it is not a priority until after you have maxed both Pick a Card and Stacked Deck.
Pick A Card: (W)
Cast once to shuffle the deck and again to choose your card, enhancing your next attack.
Blue Card deals 30/45/60/75/90 (+0.4) bonus magic damage and restores the bonus damage in mana to Twisted Fate.
Red Card deals 30/45/60/75/90 (0.4+) bonus magic damage to units around the target and slows their movement speed by 30/35/40/45/50%.
Gold Card deals half the bonus magic damage of Red and Blue Cards (+0.4) and stuns for 1/1.25/1.5/1.75/2 seconds.
Pick a Card is the skill that will define your skill at being Twisted Fate. Pulling Gold Cards when needed can turn the tides of battles and also provide a stun, giving you easily enough time for you and your team to finish off squishy heroes.
The easiest way to get the card you want is to stop it at the colour immediately prior to the colour you want - For Blue Cards, stop it at Gold, for Red, stop it at Blue, and for Golds (MOST IMPORTANT), stop it at red. Blue cards are extremely valuble early game because it gives bonus damage but also a nearly complete mana refund. Red Cards are best used mid - late game for killing minion waves off quickly, or when getting the Lizard or Golem Buff, to damage all three of the minions in the area.
Cost: 40/55/70/85/100 Mana Range: 200
Stacked Deck (E): Passive: Every 4 attacks, Twisted Fate deals an additional 55/80/105/130/155 (+0.4) magic damage.
In addition, his attack speed is increased by 3/6/9/12/15% and his cooldowns are decreased by 3/6/9/12/15%.
Stacked Deck is the ability that is maxed first, due to the extreme damage it does early game. Because of the bonus damage, getting the last hit on minions early game is made extremely easy. Also, it is an extremely good harass move and can often force enemy champions to heal.
Destiny (R): Reveals all enemy champions (including stealthed champions) for 6/6/6 seconds.
While Destiny is active, Twisted Fate can teleport anywhere on the map.
Cost: 150/125/100 Mana Range: 25000
Destiny is the one skill that makes Twisted Fate an assassin. It can be used to quickly get back to your lane, get a kill, and then push the tower, or it can be used to provide an extra person in a fight in any lane. It is an extremely good ganking move, and can be used from anywhere in the map. Theres also been many times where I've gotten a double kill with it, scoring a kill in the bottom lane, quickly locking a Gold card, and then using it and Gating to top, just to score another kill. Because it briefly reveals all enemy champions, Think of it like Karthus' Ult - whenever theres a enemy champion at low health (especially late game!) you can teleport directly on top of them and quickly kill them. However, there are a few things to remember in order to make your Destiny gank ALWAYS a success:
Lock a Gold Card!!!!
Locking a Gold Card immediately before you Gate in ensures a one second stun, and if you teleported to either the Top or Bottom lane, usually gives your teamates enough time to jump in and quickly dispatch the enemy.
Know when your stacked deck is available!
Stacked Deck has extremely high damage output early game, so it is ideal if its at 3 before you lock your Gold Card. This means that your first attack on the enemy champion will often deal in excess of 300 damage, making Twisted Fate an excellent Last - Hitter.
The location of your teleport!:
Reality is, if you Gate to a really, really bad spot (say, theyre running towards their turret, and you teleport where theyve ALREADY BEEN) you just wasted Destiny. Destiny is an extremely skill - related move, and many inexperienced players place it in a bad spot. However, where you should place it is where they will be in the next few seconds. However, most enemy champions are smart enough NOT to run into the big, red, glowing circle, and this is the exact reason why I bring Flash. It lets you immediately get into range to stun them with the Gold Card you always draw, and can often net you the kill, if it is coupled with Ignite.
In Game Strategies
Early Game (Levels 1 - 5)
Twisted Fate is one of the heroes that often solos the mid lane. However, champions like Karthus, Whose ultimate deals damage to all champions, should always take mid before you. However, in my opinion, Twisted Fate should almost ALWAYS go mid, because, quite simply, once you get your ult, you can be in ANY GANK, ANYWHERE, ANY TIME you need to be. Basically, the faster you get to 6, the faster you gain map control. When you are mid, last hitting minions with Blue Card and Stacked Deck provide extreme amounts of gold and and can often let you push their tower almost every creep wave. However, when you are facing champions like Sivir and Mordekaiser in mid, don't be too over - aggressive, due to the extreme damage you can take from Riccochet and Mordekaiser's mace. Just concentrating on last - hitting minions can often be very beneficial. However, as for harassing, using a Blue/Red Card, combined with Stacked Deck, can often deal 2 - 300 damage to the enemy champion, forcing them to stay far back, preventing gold accumulation, and in some cases, exp gain. I have known a lot of people that get desperate for exp, and stay in the lane even at extremely low health. Locking a Gold Card, then flashing in, attacking them, and using Ignite, can often destroy the enemy champion.
Mid Game (Levels 6 - 12)
Mid Game starts for you at Level 6, when you gain your true power - map control. I know a lot of people say Teleport back to your base at level 6, when you can buy items and Destiny in for a gank. However, i find that in those times when a gank isn't available, and all the enemy champions are at high health, that not using Destiny and running back to the mid lane is often a waste of time and can cause your tower to be pushed more than you want it to be. I find that saving Destiny and concentrating on using Blue Cards to harass and get minion kills can be more effective. This way, when you are guaranteed a kill/assist, you can use it to immediately get into the fight. However, knowing when to join the fight and when to run away is extremely necessary, because your job is to deal damage, and if you're dead, guess what? You're not dealing damage. Sacrificing yourself for a kill is definately not beneficial to your team.
Late Game (Levels 13- 18)
The only difference from Mid to Late Game is team fights and now, you start to get Wild Cards. Using Wild Cards can effectively decimate creep waves and can give your team a lot longer to push turrets. As for team fights, positioning yourself to the back of your team is a MUST. Don't let yourself get drawn to the front lines just to get a kill - Twisted Fate is an extremely squishy character, and will often be targeted and killed off first. Staying at the back of your team means that you stay alive longer, and the longer you are alive, the more damage you deal.
Have fun with the build, and all criticism is welcome! Please comment on what you think of the build and guide, I would love to hear feedback as it is my first build. A video of me using this build In - Game will be posted soon here.