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Spells:
Ignite
Flash
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Introduction
Twisted fate has not had much love since his ult got nerfed a long time ago, but in my opinion he is still strong. I find him to be a good solo queue champ because of his ability to push up his lane and quickly gank others. This will in turn help your team snowball into victory through kills. I have played him a lot in ranked and normals, and this build works well in both.
TF requires a unique playstyle that is different from most AP champs. In lane he pokes you to death and outfarms you, and in teamfights he can assassinate the carry and control the enemy through a low cooldown stun.
This is a decent passive. It gives your whole team an edge on farm. Not much to worry about playstyle-wise though.
Insane poke. You usually need to combine this spell with
In my opinion the most versatile skill in the game. Need a stun? Yellow card. Need mana? Blue card. Need to farm? Red card.Just remember... Yellow Blue Red Yellow Blue Red Picking the right card when you need to is vital to success, and comes with practice.
When your stacked deck is ready it gives nice burst on your next autoattack. This skill will help you burst, and once it's leveled give you some nice free CDR. Sadly since we level this last you won't get the CDR for a while.
An ancient OP (for those of you who don't remember, Destiny didn't used to have a range to teleport!) now a balanced skill. You can still split push and gank from close to one lane away. I also use this to secure kills from low health targets under towers. If you didn't understand it, the first time you use R you activate the sight portion of it, the 2nd time you hit R you need to target somewhere on the map to teleport to.
- This tends to be the choice I pick most often which is why I put it in the build at the top. This starting setup if you need sustain in lane against those pesky poke champs such as Laning:
Remember pick
As soon as the game starts buy your starting items and head into your jungle to protect your jungler. You'll probably want to take a spot in the brush to look for incoming ganks (though if theyre's a
Focus on farming by using your Blue card for some extra last hitting oomph. I find that using my blue card to last hit makes it infinitely easier. Once you're level 2 you can start using
FIRST BLOOD! I find that it's very easy to get first blood with TF. As you've been farming your stray wild cards have been hitting your enemy, slowly lowering their health. If they are ~200 health you can kill them with a simple trick.
1. Make sure your next hit will proc
2. Lock in your Yellow Card when you're within Flash distance.
3.
4. Aim your
5.
6. Profit.
This can also be accomplished if they are b'ing under tower (though I wouldn't do it vs a lvl 6
Having Troube?:
If you are having trouble against your enemy mid, never fear! One of the best things about TF is he can choose to not duke it out with his lane mate, and gank other lanes instead. For instance I recently had a ranked game where I versed an AP
If you are low on farm you can always pick up
Avoiding Ganks:
You will quickly notice you are pushing up the lane quite a bit, and are therefore vulnerable to ganks. This is ok, because TF is a hard champion to gank since he can usually Yellow Card and run away. However, if you're against a jungler with a nice gap closer such as
First Return:
- Get this if you've been awesome at farming / ganking, and have the money to buy it when you go back.
- Get this if you don't have the money for Needless, and especially if you're trying to avoid pokers such as
- You can either go the doran's stacking route, or get needless if you have enough money. 9 times out of 10 you will go doran's stacking because it's much easier to do. TF needs to have strong ganks at 6 and up, so you need to make sure to always keep him up to date with his items. Doran's stacking provides you a strong mid game start which is where TF needs it most.catalyst the protector - I only get this if I'm literally getting owned in lane. Just try to not die and farm.
- A possible alternative, I prefer lower CD stuns to a little more damage.
1. Push your lane up past midpoint.
2. Make sure your next hit will proc
3. Walk backwards into the fog of war so your enemy doesn't see where you go.
4. Walk towards the lane you want to gank. (Mouseover your R to see the range of his ult)
5. Once you're close enough lock in Yellow Card then use
6. Click R again where you want to port in.
7. Hit them with your Yellow Card if they're not already stunned (or stun right after the other stun ends if they are already stunned).
8. Hit them with
9.
10. Profit.
The reason for locking in Yellow Card before you ult is because
So Where Do I Port in When I Ult?
When ganking another lane try to port in either in a nearby brush that will cut off the fleeing enemy. (I'll try to get a screenshot of this whenever I remember to hit Print Screen while killing fools).
If you are finishing off a low health champ by yourself just port in right on top of the enemy so they cannot run. If they use
Focus on securing objective such as Dragon or Baron. If your team is fighting or grouping to fight make sure you're either with them or within ult range of them. Communicate with your team to let them know you'll ult in if a fight breaks loose, or else they will think they are 4v5.
Items:
- If everything is going to plan you should have this item, and with it chunk the enemy carry during fights.sheen rod - You should have this item as well, it will give you a nice boost to your burst damage and more importantly help you kill turrets when you split push.
- If you are doing really well you might also have this item by now, and you will be able to chunk squishies AND turrets.
- If you did poorly early game and built a catalyst the protector you should build into this item. Building this item is also helpful if you have another AP carry on your team since TF doesn't NEED blue. You should let them have it if you're doing well.
- If you are getting roflstomp'd you should probably build this using your catalyst the protector. TF can still be useful without damage (as long as you have other damage dealers on your team) since he can stun on a low CD, and that's better than feeding.
The reason split pushing is so strong is it forces the other team to make quick decisions.
Case 1: They force a fight on your team since you're split from them. You ult in and even the odds of the fight while the creeps do work on their tower.
Case 2: They send 1 person to stop your split push. You tell your team to initiate on them, you ult in, the fight is now 5v4.
Otherwise make sure to always be with your team. Late game is all about winning teamfights, and if your team gets caught in a bad position or down a man it could mean GG. Roam as a team, and make sure to stay in the back since you will be quite squishy.
Items:
- If you're doing well and don't need much defense, take this.
- If the other team is building MR, take this.
- You should definitely have this by now, but if you don't, please buy it!
- Take this if you are getting caught in CC initiators. This is a good mid/late game item since it will make you a lot harder to kill in teamfights. However, I don't like this much for my last item slot since it doesn't offer that much survivability apart from the active.
- This makes a good last item if you need survivability. Makes you much harder to kill and punishes those that dive you since they have to kill you twice and wait for you to come up. Since you are in the back this means your team will be wailing on them while they're waiting to kill you again.
If a team fight breaks out in the jungle or where there's a lot of brush make sure to use
When you're in teamfights try to Yellow Card /
Just remember, BOB AND WEAVE BOB AND WEAVE!
If their AD carry is just wrecking your team, you may want to consider diving them with
greater seal of vitality: Since TF doesn't need much mana regen because of his Blue Cards these are great runes to take. There aren't many other good alternatives.
Some viable alternatives:
The offense tree masteries are pretty straightforward. I find reduced time dead and increased movespeed better than the mana regen masteries since TF has blue cards.
That being said 9/0/21 is also viable, it will let you be more controlly / supporty but deal less damage.
- Necessary for getting early kills. I think it's a must have since TF is all about snowballing early/mid game through ganks.
- TF lacks a quick escape method. You can normally get away by stunning enemies that are chasing / ganking you, but Flash will cover those cases when cards aren't enough.Optional:
- Used if you want to focus on split pushing moreso than ganking. I am not really a big fan but a lot of other people like it.I wouldn't really get anything else.





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