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Twisted Fate Build Guide by mobamage

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.

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League of Legends Build Guide Author mobamage

Twisted Fate- The Hussler

mobamage Last updated on September 19, 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.


Brute Force
Improved Rally

Offense: 22

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 8

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Sumoner spells


Ghost is a great spell, especially for Twisted Fate. In all honestly, he's squishy as anything, and even moreso if they have something to negate a stun card. It has both offensive and defensive uses for any champion. See someone one or two hits away from dying trying to run back and recall under their turret? Pop ghost, right click them, get gold card ready, snag the kill and come right back through the minions. Someone pop exhaust trying to gank you? Stun one, pop ghost and gtfo to safety! So many uses, and the improved mastery is in the first tier of Utility, so it's easy to pick up.

This one really shines with TF, due to is utility from early game to end game. Exhaust is another multi-use spell, capable of both offensive and defensive uses. Obviously, one use is if someone overextends a bit too far and you have an opportunity at a kill, pop it and go to town. With the mastery, it drops their armor and magic resist, letting you hit harder too. You can also use it to escape a gank or just a death in general, especially when combined with Ghost or Flash. Exhaust their melee carry, such a Xin or Yi, stun a second if they have it, or if they're alone, start running off and when exhaust ends, turn and pop the stun card on 'em, then go right back to heading to turret. There's tons more but I'll leave it to you to come up with them, since this guide is long enough as is.

Ignite is a pretty nifty spell, dealing true damage based on level and cutting all healing and regeneration received in half. Use it to get that extra umph to finish off a low health champion, and it has a really good range too. Particularly useful against teams with a healer like Soraka, or characters like Master Yi, Dr. Mundo and especially Tryndamere. He pops Undying Rage, so right before he spins away to heal, pop ignite on him. He gets half the healing from Bloodlust, the ignite wears that health down, and he dies without his Undying Rage or Bloodlust to save him. Yi's Meditate will hardly make a dent, and Dr. Mundo's ultimate won't quite work as he thinks it will, so it's great for finishing him off in a team fight.


Flash is a great spell that teleports you directly to your cursor THE MOMENT YOU HIT THE KEY. It is NOT Queue+Click unless you click the icon with your mouse. It works with anybody, lots of uses, beautiful in combination with Pick a Card. Flash out of range/back to turret from a champion coming in for a kill, Flash ahead to snag a quick kill with a stun or AoE slow on a fleeing enemy, Flash into the jungle or across a wall to escape a gank. So on and so forth.

Cleanse is useful, but is a purely defensive spell. Upon use, Cleanse will remove all forms of CC from your champion, whether it be snares, silences, stuns, slows, whatever. As a bonus, it makes all CC effects applied over the next 3 seconds reduced to only 35% of their normal duration. Pick it up if you're in a ranked game and you see the other team has a ton of CC, or if you have trouble with being stunned or exhausted and killed.

You have Destiny, which is less than half the cooldown, cast time, and allows action while teleporting, and at the same time gives you a Clairvoyance, so I don't usually use this. However, using this in combination with it gives you superb lane and map control. You might teleport to a lane to clear the 4 wave minion clump about to hit your turret, then Destiny across the map for a gank. It has its uses, and when used right, it can make your opponents' lives hell when they're trying to push, because no matter where they go, there you are, stunning, eating squishies like a boss, and just generally messing their entire day up.

Heal is a decent spell, especially if you're just starting with a champion, and trying to learn how he works. Heal is more useful than Clarity to Twisted in the late game, as 500 health is a quarter of Twisted's health pool, so it may help you survive long enough to finish off that almost dead attacker, or to survive the CC you had thrown on you long enough to stun and pull back.

Personally, I've never used this spell, on anybody, ever. Mainly because I don't really have the intuition of when and where to use it, but also not on TF because Destiny works like a super Clairvoyance, revealing ALL champions no matter where they are. But, if you're someone who's good at predicting enemy movements, by all means. Use it to check bushes for a gank, possibly saving your allies, check baron if the whole team is MIA. Could be the difference between being ganked or aceing the other team with a planned counter attack. Better for premades, though. Not so much for solo queue.


Clarity has plenty of use early-mid game, but for Twisted it loses effectiveness towards the start of late game unless you're out clearing minions for like 10 minutes, spamming Pick a Card (not picking Blue Card) and Wild Cards whenever they're up. Clarity restores mana to your champion, and 50% of that to allies (100% with the mastery). I typically stay away from this on Twisted Fate, simply because he has a built in Clarity with Pick a Card. Mid-late game you can farm minions with just auto-attacks, maybe using an occasional Red Card for large groups, so that shouldn't be mana intensive, making Clarity a lot less useful. The only use at that point is to help a caster teammate who's oom.

It's an alright spell I suppose, but again, never really used it. The extra AD is nice, but not a huge difference. I'd say let a melee get it, if anybody.


Not particularly useful to TF. Let a tank get it, especially one that can benefit from the passive, like Shen.

You're not jungling with this build (I don't even know if TF CAN jungle, to be quite honest), and you will more or less one shot minions mid to late game. You don't need this.

Playing smart, you shouldn't die much, and if your team gets aced, either A) There's 3 or 4 enemies up and you alone aren't going to make too much of a difference, as squishy as you are. Or B) There's one, maybe two up, and they're probably low on health, so they'll typically need to recall before pushing anything.

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This is TF's passive. No range, given to all allies, lasts all game. Particularly useful to this build since quite a few of the items are expensive. You see a large group of minions pushing a lane, run or Destiny (if it's maxed and there's no fights happening) over and go to town, since a half built TF mows down minions like no tomorrow. Also counts on jungle minions, so take 'em down as you run by.

The least useful ability to an AD TF (for obvious reasons), however don't disregard it. It has a HUGE range, even for a skill shot. It's a Queue+click ability. When you use it, it flings 3 cards forward in a cone, damaging all enemies the cards pass through. It does NOT damage enemies between the cards, so it is dodgable. But, even without AP, this ability hits decently hard early-mid game. Very useful as a finisher for people running off with low health in combination with a Stun card, or harassing people under turrets with its ridiculous range.

This ability is a blast, but takes a bit of getting used to in order to use effectively. When you first hit W (or click it), the icon will begin changing, rotating through a red-colored icon, yellow-colored icon, and blue-colored icon. It ALWAYS follows this rotation, however, it can start on any one of the three cards, so pay attention. Those cards appear over TF's head while they queue too, visible to both your team and enemies. Push the button again to select the visible card. This icon, as well as the card over your head, will remain visible to everybody until you use the ability or run out of time and it puts itself on Cooldown. It has three different abilities, again, visible in the mouseover of the icon to save space. Once you've selected the card, it will trigger ON YOUR NEXT AUTO ATTACK, so be sure you pick your target ahead of time, or aren't attacking while selecting. DOES activate on turrets, but you cannot stun them, so red card for extra damage or blue for the mana.

UPDATE - All three colors of Pick a Card now scale off .4 of your AP PLUS 100% of your TOTAL AD. This AD bonus applies to the amount of mana restored by blue card (which has been altered to restore 65% of the total bonus damage), the AoE damage on Red Card, and the bonus burst on Gold Card.

This is possibly my favorite of TF's abilities. It's a passive abilities that, once learned, is always on, no toggling required. Synergizes so well with his other abilities and certain items, especially Sword of the Divine. With 3 different benefits, I opted to max this out relatively early. It increases Twisted Fate's attack speed by up to 15%, as well as CDR for the same amount, and deals additional magic damage every fourth attack. With 3 stacks of this ability (i.e. next attack triggers the damage) cards begins floating around Twisted Fate's body. Use this visual to aim the extra damage at an enemy champion, or the seige/super minions. Does NOT stack or activate on turrets.

This is what makes Twisted Fate such a BAMF. This is why your enemies hate you, this is why you will be focused down, especially by stealthers. On just a 90 second cooldown, you can be all over the map, all at once. The initial activation of this ability places an eye over all enemy champions, granting sight of all enemies (including stealthed ones) for 6 seconds (CAN be blocked by Banshee's Veil) During those 6 seconds, you can reactivate the ability to teleport within a moderate range (after a 2 second channel time) with just a queue and click, making you an excellent backdoor champion or adjacent lane ganker. The newer patch dropped the range from the entire map to just enough range to get from the pedestal to about halfway between the inhibitor and inner turrets. Not a massive range now, but with thought and proper positioning, it's still very usable throughout the game, especially when jumping in to a team fight in the jungle. With all the attack speed and damage, you can drop a turret or inhibitor in no time at all, and then book it out before the enemies are able to initiate and gank you. Alternatively, teleport to the bushes near a team fight and pop out of nowhere with stun card in hand and annihilate whosoever you choose. Just be sure you have the support from your team or an escape path, or you'll get eaten.

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Last hit minions whenever possible to make the most out of TF's passive. Snag the kills from your own minions all game. It really makes quite a difference, especially with large groups of minions.

Whenever you're playing Twisted Fate, but ESPECIALLY while midding, always remember how squishy and fragile you are. Any good jungler will rip you apart if they coordinate with their mid and you're over extended. Also, certain lane enemies are particularly tough for TF, such as Kassadin with Riftwalk and his silence that hits like a truck, and when I fought him, it seemed like even my auto attacks stacked his Force Pulse with Stacked Deck procs, so be sure to learn who you can and can't kill.

If there's no immediate danger, say you're just farming minions, and you find yourself low on mana for whatever reason, pop Pick a Card and select the Blue Card, then hit something. Just do that 3 or 4 times and you'll have plenty of mana. So long as you're not spamming Wild Cards and Red Card for minions, you'll have mana for when you actually need it. One Red Card for a large group as one of your first few attacks should do the trick, just aim at the middle of the group. Also, keep in mind that PaC procs Stacked Deck and Sword of the Divine as well, so plan accordingly. Any Card with Stacked Deck's 4x proc AND Sword of the Divine's 4x proc can be a devastating blow to the enemy directly attacked.

You'll notice, after a few stuns and harassments with Pick a Card, that when the cards begin popping over your head, and even sometimes when you start advancing, your enemies back away and stay out of range, so you'll need to disguise it, or surprise them with it. Example: You run towards them, they back away, so you stop in the middle of their minions and start firing away. As soon as they come up to attack you or minions, pop it real quick and right-click them. With practice, you can get the shot off pretty much all the time.

Another trick with Pick a Card, if the enemy is downright terrified of you (which is a reasonable response to a smart TF) or a ranged, and just turret hugging or standing at the very back of their minion clump, pick Red Card and hit a minion that's a tad closer to you than they are. Odds are, they'll get caught in the slow, take all the damage from the card, and while slowed, you can run up and pop off a few quick shots on them. Great harassing technique.

Pick a Card CAN be queued and chosen while teleporting with Destiny. It's not like you're doing anything else while you're waiting, so why not get that card ready? Great for ambushes. Destiny, begin the channel, then hit W and pick your card. Just be ready to right click your desired target the moment you show up, or you might stun a minion instead.

There's more uses to Destiny than just teleporting and attacking structures. Winning against an Eve, Twitch, Akali or the like? Wait for them to pop their stealth to escape and then pop Destiny to really let 'em have it. Their stealth is entirely useless now! =D If you're in a fight and an enemy comes out of a bush behind you and tries to pin you in, hit Destiny, hit it again, and just left click the map in a safe general area that's not where you are now. The only thing that'll stop you is getting stunned, suppressed or knocked up into the air, so beware against champions capable of this. The important thing to remember for this escape is that SPEED > LOCATION. It's not where, it's getting out before you're dead or shut down. If a bush is nearby, use it to break line of sight and buy you those precious few seconds to escape. Keep in mind, this technique is a LAST DITCH EFFORT! If they see you doing it, chances are they'll do whatever they can to stop you. You can also pop Destiny if the enemy team is MIA, to see if they're getting Baron Nashor or planning to gank someone.

Ganking on TF can be super easy, whether they're in lane or mid, especially with the Destiny & PaC combo. All it requires is that map awareness I mentioned. Particularly useful against mids and laners who tend to overextend, thinking they're safe (i.e. Ashe with her constant slows) or if the enemy is pulling back because of low health, you can skip the first step. Wait for your teammate to be ready and grab their attention by baiting them out, Destiny a little ways behind them (to account for the time they have to run while you port in) and stun them in place, then let loose with everything.

An effective (but slightly mana heavy) burst to finish off low-health champions you're already engaged with is to ghost, if you have it, then get your stun card ready and hit them with it. The moment you stun them, hit them with Wild Cards, pop any item cooldowns like Sword of the Divine, and auto attack them, ideally proccing the damage from Stacked Deck a couple times. Chances are, they're just worried about getting away, not fighting back. A Twisted Fate who gets to sit there and spam attack is a Twisted Fate who's going to absolutely wreck someone.

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Although born to poor gypsy parents, the champion known as Twisted Fate was able to gamble his way to prosperity as a card shark in the seedy underground gambling circuits of Demacia and Noxus. No matter how close the authorities came to catching him, the rogue always found a way to slip through their fingers. Despite his good fortune, he was never able to win that which he truly desired - the ability to control magic. When Twisted Fate learned of an experiment being conducted in Zaun that might help him with his wish, he did the only thing a gambler of his worth could do - he went all in and volunteered for the experiment.

Conducted by the infamous Dr. Xavier Rath, Twisted Fate was told that the wager for such participation might be steep. He might change forever, or nothing might happen, or he might die horribly. Pain, however, was likely a part of the deal no matter the outcome. These were hardly the worst odds the gambler had faced; his hopes raised, Twisted Fate underwent the experiment, enduring what he must for a chance at his dream. Then, it ended - with seemingly no effect whatsoever. The gypsy rogue flew into a murderous rage, but, before he could strike down the team, he suddenly teleported himself miles away. With a sly grin, he realized his luck had won out yet again. He now brings his luck and rakish charm to the Institute of War, where he is the Champion of choice for many - especially the gambling kind. To this day, Twisted Fate has avoided his inevitable reunion with Dr. Rath. The Card Master knows, however, that a confrontation is coming.

While the future may be mysterious and unknown to most, Twisted Fate is certain that his future lies within the cards.

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All in all you il b a very efective dps and deal lots of damage!! use ur ult when 1 gets away