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Twisted Fate Runes

Creator: Gh0stP1rate June 28, 2011 4:09pm
Gh0stP1rate
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Hey guys,

I've got a Twisted Fate guide and I'm not sure if I've chosen the best runes. I can't decide:

1) Runes for Survivability - HP, Regen, Armor, etc. TF is very squishy and needs help, and maybe the runes could take the place of an early game survivability item (I'd love to buy Doran's Blade instead of Vampiric Scepter but I need the lifesteal to stay in lane).

2) Runes for Damage - Armor Penetration, Magic Penetration, Crit chance? With my build I find myself dealing plenty of damage, but more is better?

Lemme know what y'all think.
Just wrote up a new Hybrid Twisted Fate build -check it out!
Searz
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NEVER start with Vampiric Scepter.
ALWAYS build Trinity OR Lich Bane.

Runes are:
ArP or MrP marks
MP5 seals (flat or per lvl, it's your choice)
AP/lvl or CDR glyphs
HP or AP quints
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DEWO
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Link removed.

Vamp scepter is a valid choice as 1st item on range champs, but not on all. Only those with decent range on the basics like Caitlyn. it isnt the best option there is but still can get you lane forever just on lasthits even if you get harrased here and there.
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Penetration are the only valid Marks, except for flat damage for some specific champions like Akali, and Jax.

For Seals, I recommend flat mana regen. (Replenishment)

For Gylphs, cooldown reduction is good, unless you plan to buy ionian boots. Then use Magic Resist or AP per Level Gylphs.

Quints, I'd say Health. TF is squishy after all. If you can handle the low health early game, but Movement speed. His mobility is very low when Gate isn't factored in, which is a solid 99% of the time.
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Gh0stP1rate
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I agree on the Marks, I build Hybrid with a focus on late game auto-attack DPS so ArP are better for me.

I agree on the glyphs, AP per level is great.

I agree on the Quints, 75 health or so is a wonderful early game boost.

Seals, however, i'm not convinced about: the flat MP5 seals give .41 MP5 each, for a total of 3.69 MP5. This isn't very much - it's about half of a Meki Pendant. The scaling MP5 is a little better, but by the end game one blue card restores 300 mana, and it has a 4 second cooldown. I just don't think TF needs MP5 seals.

So, what's your second opinion on seals?
Just wrote up a new Hybrid Twisted Fate build -check it out!
Searz
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Yea, ignore the rune guru --.--
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Runes=Early game
Skills/Items=Late game
He needs the MP5 unless you are godly at landing the blue card all early game and never using Wild cards or any other portion of PaC until you get your full itemset. Still think you don't need those MP5 seals?


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Well, as i often play TF as a ap carry, I use:
flat AP quints
ap/lvl glyphs
magic pen marks
mana reg/lvl seals
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