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Twisted Fate Build Guide by RgKTiamat#50444

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League of Legends Build Guide Author RgKTiamat#50444

Twisted Fate - The Machine Gun (DPS Build) (Long, In-Depth)

RgKTiamat#50444 Last updated on March 2, 2012
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Middle Lane
Ranked #13 in
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Win 51%
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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: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Hello everyone, I'm RgKTiamat, and this is my first build and Character guide. Yes, I'm going to work on sizing it down, if everyone thinks it's too long I'll try deleting some of the text that doesn't absolutely NEED to be there. I spent a LOT of time on this, mainly because I want A) to make a good impression on the folk on here and B) new TF players who come here looking for whatever they need find the info they're looking for in an understandable, easy-to-read format. Depending on how this goes, I may or may not make others sometime in the future for a couple of my other favorites.

Anyway, this build makes TF an overall great DPS character, destroying carries, squishies, and tanks alike, so long as you keep your map and situational awareness up at all times. With a stun, AoE slow, and the ability to both reveal every champion on the map (including those pesky stealthers), and THEN Teleport wherever he chooses, it occurred to me that TF has a LOT more utility than just as damage. I tinkered around with the different kinds of AD and DPS builds, looked through some TF builds online (A ton of credit to QQ More Plz for the build I originally started with and built off of, "DPS Fate The Way to Win") and eventually began regularly using this build, with minor variations here and there as necessary.

Also, note, when I'm playing a chain of games with friends and people they know, I usually end up changing an item or two each game, or buy something out of my usual order, and I get a ton of "Why don't you ever just use the same build? Why do you keep changing your items/strategy every single time?" Well, my answer is, let's face it: No game is ever EXACTLY the same, so no build should ever be EXACTLY the same, either. Different situations call for different items, or sometimes just different build orders, so feel free to tweak anything you need to here or there as necessary.

All of the icons in this guide are mouseover-to-read, which I felt saved space, and would be redundant to explain every ability there AND in the icon, so if you want the details about something in particular, hover over the icon. And, if you have comments, criticism, things you like, didn't like, want to see added or explained, etc. leave them in a comment and maybe throw in a vote. I'm always open to what you guys have to say, because you're the ones reading it, so I want to make it as awesome of a guide as I can. ^_^

Now then, on with the show! (Magnificent TF pun intended)

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Pros / Cons

High attack speed
High Crit % and moderate damage
Lots of move speed
Very good at 1v1 vs. non heavy CC champs
Excellent late game
Awesome Backdoor
Very short CC cooldowns

Semi-weak early game
A bit tricky to learn
Eaten by Thornmail (less so with the addition of lifesteal into masteries)
Can be CCed to death easily
Easily focused or ganked without cooldowns
Super Squishy

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Runes & Masteries

Alright, to start off, Twisted Fate can be built a number of ways. I've seen AP builds, where Pick a Card and Wild Cards hit like trucks, Crit builds, Lifesteal builds, even a Tank TF. But, the runes are really mostly personal preference. With this guide, since I focus on auto-attacks, I went with Attack Damage Marks and Seals for a lot of early game oomph, Attack Speed Glyphs, and Armor Penetration Quintessences. All of these have a HUGE benefit to an AD oriented playstyle. Sure, you could stack crit or other stats, and if you'd like, feel free, but in my opinion, these runes have a much lower ratio of effectiveness, and won't make any real noticible difference late game. You might see a few more crits late game if you stack Crit in all 4 rune types, but that will probably gimp your damage output when compared to the extra 5.7% attack speed, 12 extra damage per shot and 10 Armor Penetration the other runes give you.

As far as masteries go, again, many points are personal preference. I go with a 21/0/9 build, netting myself all the typical attack damage masteries then I nab the reduced time dead, move speed and the buff duration point, though if you want, for example if you're having trouble against carries like Xin Zhao, Master Yi, etc. you can drop the 9 points in Utility and move them to the armor, MR and health masteries, whichever you need most. Also, for me at the moment, it's a tossup between taking 4 in Deadliness and the crit talent, or only 2 and instead maxing Havoc. I haven't done enough testing to see which improves my game overall more.

In the Utility tree, I choose Good Hands over the mana regen because that 7-8 seconds end game CAN make or break a game, whereas your mana is very stable late game. However, if you want the mana talent because you struggle early game with mana conservation or always seem to go oom right when you need a spell the most, I don't see why not. I just personally don't have mana problems with him mid to late game as it is, so I don't end up having a use for the mana regen after about 10 minutes or so, and it makes only a minor difference in the early game. The last point I placed into Runic Affinity, as even though it is not the only mastery of any use in that tier, with only one point left to spend, the buff durations are quite significant. Twisted Fate benefits greatly from both the Golem buff AND the Lizard buff, since he auto attacks for the brunt of his damage, but also uses Pick a Card pretty much whenever it's up, so the CDR and mana regen is great for TF. Whether you pick these buffs up on your own, or happen to kill enemies with them, they make you a much bigger powerhouse and the longer they last, the better.

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Summoner 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 its 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.


Particularly brutal on AD builds, this spell instantly supercharges your champion with anywhere from 10-72 Attack Damage and 35% more attack speed for 12 seconds to add to TF's already-impressive arsenal. Needless to say, it has everything AD TF loves. Damage for harder hits, Attack Speed for faster Picks and more rapid Stacked Deck procs. Synergizes very well with Twisted Fate.

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 other than supports, and sometimes not even then. 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. However, if you're someone who's good at predicting enemy movements, by all means take it. Use it to check bushes for a gank, possibly saving your allies, check Baron if the whole team is MIA. It could be the difference between being ganked or ace-ing the other team with a planned counter attack. Better for premades, though. Not so much for solo queue.

It's awesome, viable on anybody, a very versatile spell great for split pushing without sacrificing a champion for a team fight. On use, the nearest tank minion is promoted, becoming much, much larger, gaining a vast health pool and increased stats. Takes turrets and even champions considerable time to down this minion. Actually, recently, I had a teammate use this spell to split push all game long and a player from the other team went to rage on the forums about nerfing it after we won. But I digress, all in all it's a great spell for anyone.


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.


You're not jungling with this build (I don't think TF is ever going to be a very good 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. Minimally useful with the super long CD it has.

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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 throw the card 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 stop auto attacking anything until you right click to target, in order to keep from accidentally losing the stun to a minion because of stupid stuff. 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 ability 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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Okay, I'll explain my item choices, why I picked them, and possible alternatives. Keep in mind, things must be tweaked and swapped as necessary, so if you need to change something up, or if a different item or order works better for you, by all means go right ahead. This guide is just that, a GUIDE, not the Twisted Fate laws set in stone.

Very rarely do I buy Doran's items first, I prefer to begin building my first item immediately. However, the Doran's Blade will give you a BIG boost in the early game. 10 extra damage, plus 100 health, and 3% lifesteal. All three of those will give you a lot more survivability, especially if you're mid and combined with your masteries. You'll be recalling less to heal, be harder to kill, and kill minions faster, meaning you spend more time getting gold to build and less time running back and forth. Alternately, you could open the game by starting your boots right away, either item would be beneficial.

Why build boots first? Because, they're cheap and will give you an advantage over enemies who opt to build something else first and their boots second, like a caster who gets their Tear of the Goddess first, or a tank who builds a Heart of Gold to upgrade into a Randuin's Omen later. I never ever EVER get anything else before these, other than the Doran's blade to open with. It gives you two awesome stats for Twisted Fate. First, move speed. This is often overlooked, but getting your boots first means when your opponent begins backing off to heal, you can catch them no sweat and keep firing away, stunning whenever it's up, and likely resulting in netting an extra kill or two while they build their own boots. Second, the attack speed isn't just for damage. Since Pick a Card fires on auto attacks, then having more attack speed means you'll get those cards out faster. Early game, it can seem like it takes an eternity to throw that Stun or AoE card, and the boots attack speed helps you get them off just that much faster. Whenever building items with more than one component, I always pick up the attack speed items first. So if you have to recall before you have the 920 gold for the boots as a whole, grab the Dagger first and then the Boots of Speed if you have the gold for it. Same for Phantom Dancer, grab the attack speed items before the crit ones, because the attack speed is going to impact your DPS and abilites more than the crit will, since the attack speed is ALWAYS active.

New item to replace the Sword of the Divine, which lost its main use with the removal of dodge. Similar base items, Recurve Bow and Ruby Crystal, giving you 250 health and 50% attack speed, the real beauty of this item is the passive. Every fourth attack, it deals an electrical shock of 110 bonus damage to the main target, and up to 3 other targets within 400 range. Beautiful synergy with Stacked Deck, and makes clearing minion waves a snap, plus adds one more AoE to TF for teamfights, as well as hybridizing him a bit more. Everything about this item works great with Twisted Fate's mechanics.

___________Anything (especially the order) below this line can be changed or tweaked as necessary_____________

Pick this up when you can because it's super cheap, and will help you lane a lot longer. Later it'll build into a Bloodthirster.

The Phantom Dancer. This is one of the most well rounded items for TF. It has it all, attack speed, crit, even move speed to help run down that fleeing Yordle or escape a close call if you're ganked. When building it, I recommend grabbing the Zeal, then the Dagger, then the Cloak of Agility, then the actual PD. This has all your bread and butter stats on it, in heaping amounts. 30% crit, a whopping 55% attack speed, plus 15% move speed to boot. Booyah.

All the crit you've been stacking is now going to become one of your biggest assets. In addition to the 75 Attack Damage AND the 20% crit you gain from just having this item, giving you anywhere from 50-60% crit based on your runes and masteries, all of your crits will hit ridiculously hard. Granted, you won't be critting for 950 damage a shot, like a Xin Zhao might, but at over 2 attacks a second, in 2 seconds, 3 out of 4 hits critting for ~650, you just did about 2,000 damage. Crit heavy builds REALLY shine when built with this.

Now that you've got most of your core items, time for that stat DPS's ALL love to have: LIFESTEAL! Not to mention, when you've fully built it off of minion kills, it has the most attack damage in the game, totaling +100 damage and 25% life steal. Remember those 650 crits I just mentioned? Now you're healing for 160 every time you get one., more if you haven't sold Doran's blade yet (which you really shouldn't, since every little bit helps, but if it's to make room for the second component, then go ahead). I STRONGLY recommend getting the Vampiric Scepter first, because not only is it insanely cheap, but the lifesteal is probably going to help you more than the damage will. Yeah, your hits do a little more damage with a B.F. Sword but you survive longer in a fight with the lifesteal, meaning you'll do more damage overall.


Credit to Crazy Smurf here. Completely forgot about this item. Probably one of THE best items for an AD champion. First of all, it gives lots of survivability. +700 HP. Now you can be quite difficult to take down. Second, it gives a bit of extra AD, maybe giving you that bit of oomph you need to finish off enemies. But, if that wasn't bad enough, now all of your attacks slow, so you're just like a mana-free Ashe! So much for outrunning you, considering the slow + the move speed from the Phantom Dancer and your boots, not to mention your ulti (if all else fails). Works great as a sixth item in my experience, the phage is a cheap pickup at any time that rounds out really well with TF.

Picking up a second Phantom Dancer gives you about 90% crit, and Attack speed out the wazoo. Grab another one of these if you're just wrecking stuff left and right, and they aren't focusing you down. At this point, you have almost reached AS cap, and you're throwing cards like it's nobody's business, critting almost all the time. Fun ****.

This is your anti-tank item. The passive + your attack speed = tank dead in about 10 seconds. Throw in the bonuses from the Sword and Stacked Deck, and you have one dead champion. Use this if they have a tank without a lot of Magic Resist, since it reduces the effects of Madred's significantly. (Thanks Rudmed for pointing that out!)

This is another anti tank item, more useful against single type tanks stacking armor, such as Rammus. About half that armor is now gone now, between this item and your runes and masteries.

Pick up one of these if there's a caster or CC on the enemy team giving you a lot of trouble (i.e. Sion's stun or an Annie) The MR will help you survive magic attacks while the passive will save you from CC's time and time again, as it seems the majority of enemy summoners don't care what your items are and just open with their CC every time. I watch all sorts of champions do it, and I laugh. However, watch for those that learn, because if you get caught in a stun against someone with a high AP, you may as well kiss your cards goodbye.

This is a pretty nice item for AD champions in general, even though it lacks survivability. It has a bit of AD, Crit chance, Armor Penetration and 15% CDR passively. However, what really makes this shine is the Active. The bonus move and attack speed will make you untouchable without CC, and as often as you're attacking, getting those extra 2 hits for the max duration should be no problem. Useful if your Pick a Card keeps coming off just a moment too late.

Very nice item, especially for a Hybrid Twisted Fate. With 60 bonus AD, 75 AP for a slight boost to PaC and Wild Cards, 20% lifesteal AND 25% spell vamp (also benefits the procs of Sword of the Devine and Stacked Deck), it definitely adds a LOT of survivability. Everything is hitting harder, proccing stronger, healing you, and if that isn't enough, the active makes it a nightmare. 300 extra magic damage AND a 50% slow for 3 seconds every minute, definitely a great item for a mix of power and survivability. Thanks for the suggestion, Toco123!

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Tips and Tricks

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, 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, as well as when you can or can't do it.

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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Closing & Change Log


Hopefully this helped you all, whether you're a new Twisted Fate player who was looking for tips and help on how to play him, or a Veteran TF looking for a new build. Maybe even the vets picked up a new trick or two. Again, I apologize that it's a wall of text, but I really haven't seen any in-depth guides to Twisted Fate, so I wanted to be sure I covered everything. And any suggestions, comments, constructive critcisms, additions, whatever you want to say or see, leave it in a comment and vote if you like it! If you don't, then comment and tell me why, so that I can improve it.

Change Log

Format: MM/DD/YY

03/16/11 - Original release!
03/17/11 - Added Frozen Mallet. Thank you, Crazy Smurf! Also, moved 2 spells around. Thanks to rorman13 and all the different sites and guides I visited leading me to that change!
03/17/11 - Fixed some typos I found, and changed the note for Madred's Bloodrazor. Thanks Rudmed!
05/24/11 - UPDATED Spells with Patch! All 3 colors of Pick a Card now scale off AD + AP!! Benefits this build! =]
06/16/11 - Fixed a typo. Thanks CreepsyShadow!
07/21/11 - Added the note to grab the Vampiric Scepter early. Thanks to Mujis for bringing that to my attention!
09/19/11 - BACK! Sorry, swamped with school and that thing called a job. Updated for the TF Nerf to Destiny :( And adding Hextech Gunblade to alternate items! Thanks Toco123!
03/02/12 - Back from overseas, updated for all the new changes in the last 6 months, such as removal of dodge (THANK GOD) and thus SotD ( =( ) and replaced with Ionic Spark, as well as the changes to summoner spells.