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Spells:
Exhaust
Flash
Items
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Threats & Synergies
Fizz
Fizz is a very complicated champ to deal with. Played well he's nigh on invincible and you'll need to call on your jungle for a good gank to keep him down. Try to gold card him whenever you can, seen as he cannot be stunned while flipping.
Introduction







1. Burst up the wazoo once he has a


2. Able to go from mid to any other lane in the space of a few seconds.
3. Extremely good sustain with his blue card.
4. Very strong pusher against both minion waves and champ with

5. A good laner once you can dodge pokes easily.
Con's
1. A very odd playstyle that will take getting used to.
2. Far too squishy compared to other mid laners.
3. Your a very easy target for early ganks.
4. Very slow movement speed early game.
5. Very open and easy to kill if you are without




Flash is wonderful on Twisted Fate. His strong need for maneuverability makes Flash a perfect choice for both escaping a teamfight gone wrong, or catching up to a retreating champion. This works well with


You already have 1 teleport, what's the harm in having a manaless one too? This allows you to go from mid to bot and help out there and be either back in lane or even top before the enemy team can react fast enough to stop you!

Twisted Fate relies on damaging champs enough to make them run away, it's that chase if they do start running that will allow TF to secure a kill and Exhaust will help greatly in that. Mostly because the slow will probably allow you to either gold card them or even flash and gold card just so you're a little closer when exhaust finally ends.

Overall not really needed on TF. If you feel as if you're having trouble securing those final moments on a champ to get a kill then this will help you get them. But not really needed once you know how to stun effectively. Especially when


Ghost's a good gap closer and also good to get away. Combining flash and ghost would make TF very good at controlling lane. But not much else. Ghost and Teleport might allow you to quickly get to another lane in need or to a ward and quickly get back before anything bad happens in lane. But not much else.

Take this only when you're first starting out as TF if you've yet to master the dodges. Beyond that, heal is just a waste of a slot that could be better used with



This is the same as heal, only take it if you are just starting out. TF might be mana hungry but if you keep a good eye on your mana and cast a blue card every now and then while farming. You'll have no trouble when it comes to mana.










Lich Bane, quite literally the bane of the other mid's existence. This item helps you out hugely when playing



Sheen is a cheaper alternative if you still like having spellblade but don't want to keep





This item works really when in conjunction with



These boots are pretty basic, I would say putting either



One of my favourite AP items in the game. You can build it quickly and the base 70AP is pretty nice to get withing the first 15-20 minutes. However, it's the passive





This item is actually your main defense against melee champions. The active on it causes two ghosts to seek out nearby champions and slow them down. This can help you both in chancing and in escaping. The slow that the ghost's cause can reduce the movement speed of an incoming champ just enough to give you an edge over them. Also, 80 AP is just a bonus when really your buying this item for defensive purposes.

This item will probably be your second to last item unless you have enough gold to buy a




This item is extremely powerful on most mid laners. The active itself works very well with TF's burst damage but the only problem is getting near those champions to cast it anyway. In the middle of a teamfight, using that ability will allow your team to burst them down even faster than they would normally (especially against someone like




This item is what will push











Saving people.
Due to the speed of Destiny it is an extremely good ganking ability. Especially if you go straight into an un-warded bush. They'll never see you coming! Especially if you manage to come in when they're pushing your team mates against the tower. Giving the ADC time to turn around an get more kills. It is courteous to let the ADC get the kills if it's in their lane until the point where you are all roaming.
Tracking down the stragglers.
There's be times when an enemy champion will pull back behind the tower so that they can return to base. If you think they are low enough, teleport into a place you don't think they'd see, or even right next to them. A single Q will more often than not take them out, if not, get a gold card ready before you teleport. As soon as you come in (if you're close enough) you'll stun them and you can take them out.Once you do that though, make sure you get out of there as soon as possible as the enemy team won't be too far away!
Tips/tricks.
Make sure you put all your points into

Never teleport in place sight of an enemy champion unless they are extremely low!



Do not EVER use

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