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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
Intro
AP Twisted Fate focuses on hit-and-run tactics. This means you should be getting yur combo off, then generally backing off most of the time.
If you don't feel like reading too much, you can skip to the "Skills (Pick a Card Strategy)" chapter of this small guide.
I'm open to any nice suggestions as well :D
These are for you to figure out mostly, but here are my opinions of TF's pro's and cons~
- Your ultimate can help gank people, very useful in general.
- Has some CC (Gold card Stuns, Red card slows)
- Has built in auto mana regen.
Pick A Card Blue card gives mana (and makes easier to CS)
- Good TF players change games, and will be praised :D
- Gangnam Style Dance~ (Type in "/d" in the chat bar to start dancing)
- Hard to play.
- Especially hard for beginners, usually, to always pick the right card.
- Not easy to master :(
PRO
- Your ultimate can help gank people, very useful in general.
- Has some CC (Gold card Stuns, Red card slows)
- Has built in auto mana regen.

- Good TF players change games, and will be praised :D
- Gangnam Style Dance~ (Type in "/d" in the chat bar to start dancing)
CON
- Hard to play.
- Especially hard for beginners, usually, to always pick the right card.
- Not easy to master :(
The 9
Greater Mark of Magic Penetration give you 8.5 magic penetration. 9 magic pen. is decent, just a bit to counter whatever magic resistance runes your enemy has.
The 9
Greater Seal of Health is for an extra 48.15 HP. 48 HP COMBINED with 36 at level 1 from my masteries and 26 from a quintessence is equal to 100 bonus HP at level 1. This will give you enough HP to survive more earlier in the laning phase, if the enemy gets a few hits on you.
9 Greater Glyphs of Warding is fore more survival during laning. They give 12.06 magic resist (MR). Plus 6 MR from masteries, 18 bonus magic resist will help you take less damage from enemy spells.
1
Greater Quintessence of Health will help you survive more. 26 may not seem like a lot, but combined with other HP buffs +100 HP at level 1 is pretty good.
2
Greater Quintessence of Ability Power Just a simple boost of AP for early gaming. This will give 9.9 ability power. 10 AP + 4 AP from masteries will give you about 15 AP at level 1. A decent amount to have.
My masteries, there isn't much. Take the AP boosing stats, and get some in defence for early survival. Thats it.
These runes and masteries are my own, and you can improvise to see whats best for you, but these work best for me.

The 9

9 Greater Glyphs of Warding is fore more survival during laning. They give 12.06 magic resist (MR). Plus 6 MR from masteries, 18 bonus magic resist will help you take less damage from enemy spells.
1

2

My masteries, there isn't much. Take the AP boosing stats, and get some in defence for early survival. Thats it.
These runes and masteries are my own, and you can improvise to see whats best for you, but these work best for me.

Since base movespeed was buffed for season 3, boots might not be as good start item.


Upgrade to Sorcerer's Boots for some early magic penetration, added with your runes, should give 29 magic penetration. This should bring the enemies magic resistance down enough to have you do a good deal of damage.
Next I buy some HP for, again, early survival. Catalyst the Protector gives 290 HP which is BIG boost in your survivability. I usually don't finish this into a


Next is



It should be around Mid-Game now. (maybe the 20-25 minute mark)
Finish your

I get


- Building rabadons first takes much longer, and only until you finish building it will give you noticeable damage.
- Lich bane is built of many cheap, useful items, so you can still gain usefulness slowly.
- lich bane gives much more stats needed mid game. Rabadons is for pure damage, suited for late game.
After your lich bane, you really should aim for the


Really late game, you USUALLY need a bit more survivability, so I finish Catalyst the Protector into


You really should be ending the game about now, but sometimes there are very looong games. For those long games, you can now get a

Game should seriously be over now. If not, sell your



OTHER ITEMS
I have recieved some suggestions to build certain items. Here is a section to talk about them. I'll add more, with some suggestions from people :D

This item is a good alternative to




If you have no trouble with late game deaths, you can scrap a


The 2 second stasis is somewhat situational, but still very useful. Just pop it when you're in trouble that only lasts a few seconds, and *pop*, you're fine!

This is a good choice, because it just gives SO much more burst, and one of its components, kage's lucky pick, will give you more gold over time. I sometimes build this, but to me, it doesn't really shine as much on TF. Good item though, reccommended if you want to ditch the



An interesting choice to pick...
300 HP is a nice bonus for a bit more survivability.
60 AP good for damage, not too bad.
15 magic penetration combines with boots for 30 magic penetration which is a good amount.
Unique Passive: Dealing spell damage burns enemies for 5% of their current health as magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect. Multi-target or periodic effects deals 2.5% over 1.5 seconds. 300 max damage vs monsters. A decent passive, and when you realize that it deals DOUBLE damage when someone is CC'ed you can see that it goes great with




For this skill, you can also put leave it on a few rotations. Move toward your enemy as you leave the skill cycling between the cards. If they stay in range, lock down a gold card and stun them, then use


:)

Max Destiny -> Max Wild Cards -> Max Pick A Card -> Max Stacked Deck last




You CAN max stacked deck after you have about 3 points in

Here is a picture to explain better.
You should try and aim a bit behind them, so that if they run back, you are there with a
gold card waiting for them. If they keep fighting after you teleport, make sure you teleported close enough to give your allies support.
In the picture above ^^^ I would have been too far away to help, if the enemy continued to kill my teammates.

You should try and aim a bit behind them, so that if they run back, you are there with a
gold card waiting for them. If they keep fighting after you teleport, make sure you teleported close enough to give your allies support.
In the picture above ^^^ I would have been too far away to help, if the enemy continued to kill my teammates.
Ahri can be tough for some people to face, and not so tough for others. Against

- Stay behind minions and dodge her

- Even behind minions, watch out for her

- Farm up, gank lanes with your

- Try to harass, but don't trade. She will outdamage you, if she lands her skills.
- Remember to call "MIA" whenever Ahri is out of your sight for more than 3 seconds!
I have been against


She outranges you with her

- When she walks toward you with a stun ready,


- Farm with

- WATCH OUT at level 6, she has


- Call your jungler to gank. If SHE is constantly walking toward you to try and get her

- Finish your



- He can't stun you with


- Staying behind minions to dodge


- conflagaration is not a skillshot, but it does have relatively short range. If he walks up to you and tries to use conflagaration, get a gold card ready, and still be on your guard for

- Stay back, out of range of his conflagaration and dodge


- Overall, you should win this lane if you can dodge his skillshots. Don't focus TOO hard on harassing him, but try it when there is a good opportunity.
To be honest,



- Dodge his skillshots. His main damage,


- Stay out of his general range, meaning far enough so that he has to walk up near minions if he wants to hurt you. THIS DOES NOT MEAN LOSE FARM.
- You can, very effectively, harass karthus. You can choose to just shoot




- Basically the standard gold card plus

Ah...

- Your first priority is to dodge

- If he DOES manage to catch you in nevermove, gold card him, and flash away.
- Use

- His


- Try ganking other lanes to keep yourself not TOO far behind, while netting other lanes some kills. This is probably the best way to play aginst swain, unless all other lanes are pushed to the enemy turret.
- Avoid going against



- Before level 6, you should win EASILY. He has no real big damage, and his mana costs are just way too high to effectively harass you pre-6. Standard gold card then

- At lvl 6+ though, if he stuns you, uses

- BUY A

- Big emphasis against

I WILL KEEP UPDATING THIS OVER SOME TIME, THERE WILL BE MORE. Please leave a comment if you really want to see a specific champion talked about.
Short message: Hit-and-run tactics work best. Use you gold card on an enemy,
Wild Cards then RUN OUT. Yes you can do more damage with
Stacked Deck passive but...it's not worth it. Your job is to burst the enemy and run, then wait till you can burst again. Try to aim for the AD carries, like
Ashe,
Vayne or their mid laner, like
Annie,or
Malzahar.






Farming can be really easy with TF. At first, use your autoattacks when minions are at about 50 HP. after some time, you can simply look at their health bar and tell if they can be killed with an AA or not. For when you have enough mana, use your red card on a bunch of minions, then
Wild Cards. This is a really easy farming tactic. this SAME tactic can be used on the wraiths jungle camp, if you want to kill those as well.

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