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All Guides Twisted Fate Guides It ain't luck, it's Destiny
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Twisted Fate Statistics for InventDestiny

Author's performance with Twisted Fate compared to the ranked average.

Value
Average
Games Played
58
6
Win %
52
43
Kills
6.3
5.8
Assists
9.4
8.0
Deaths
5.1
7.1
KA:D Ratio
3.1
2.0
Gold Earned
12.5K
12.2K
Creep Score
167.3
152.6
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

6.png4.png Ghost/Flash are my go to summoner spells if I do not need the others for kill pressure/ to keep me alive. The nice thing about Ghost is that it can be used for both kill pressure or to keep you alive in a sticky situation where you have to outrun an enemy or close in quickly for the kill on a low mobility carry.
21.png4.png I usually take Barrier/Flash against burst heavy champions such as 7_64.png103_64.png45_64.png1_64.png91_64.png
7.png4.png I usually take Heal/Flash against champions who I need survivability against and they don't build 3165.png or have grievous wounds in their kit such as 34.png.
14.png4.png I will usually stay away from taking Ignite/Flash if I can afford it due to the fact that Ghost can give TF strong kill pressure with strong chase, and help him to escape from hard situations, but Ignite is very helpful against champions that heal consistently such as 50_64.png8_64.png84_64.png especially if you don't plan on building 3165_32.png and it can be great if you plan to play aggressively in the lane phase.
1.png4.png I will take Cleanse/Flash against Enemy Midlaners or Enemy teams with heavy CC, champions such as 134_64.png9_64.png85_64.png127_64.png come to mind. It is also very useful to get 14.png and 11.png off of you. DO NOT TAKE CLEANSE VS 90_64.png only 3140_32.png interrupts his ult because it is a suppression.
12.png4.png Teleport/Flash gives you an incredible amount of map pressure, and works well as a counter to heavy lane pushers such as 10_64.png74_64.png268_64.png. With teleport you can gank bot or top pre 6, or post 6 gank with your ult and teleport back to lane to save turret. 
3.png4.png Exhaust/Flash is useful for shutting down assassins when they engage on you, and it leaves them vulnerable for a little bit after with decreased MR. Use against 238_64.png91_64.png38_64.png157_64.png or most other melees.

Runes Back to Top

  • 9x
    +0.87 magic penetration Greater Mark of Magic Penetration
  • 3x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 6x
    -0.09% cooldowns per level Greater Glyph of Scaling Cooldown Reduction
  • 9x
    +1.33 health per level Greater Seal of Scaling Health
  • 3x
    +1.5% movement speed Greater Quintessence of Movement Speed

Runes are Personal Preference to an extent, but I will try to explain my personal choices here


Reds


You can run Hybrid Pen runes in order to help my auto attack harass in the early game and still have decent spell damage throughout the game.
Straight Magic Pen runes will help you do a bit more damage with your spells throughout the game, and are more effective than the Hybrid Pen runes late game

Yellows:


I usually run HP/Level to help me survive late game teamfights better, and usually I run them on my generic TF page.
Straight HP yellows can help you out if you find yourself in a hard lane matchup or struggling in laning phase in general.
Armor yellows are the best in AD match ups if you can spare an additional page for them.

Blues:


I personally run CDR/Level Blues so that I can build Damage and 3158_32.png and get a lot of damage late in addition to max CDR.
If have a hard AP lane then I would choose MR Blues to help in your laning phase against other mages.
If you are agianst an AD opponent with the max CDR build I would recommend running AP/Level to help get some more damage late that you lose by building the full CDR type build.

Quints:


Quints of Movement Speed are the best by far on TF. They help you get kills, they help you get out of sticky situations, they help you get back to lane faster. 
Another option you can choose is Flat AP, however I think that the Movement Speed Quints are better both offensively and defensively because of TFs lackluster mobility.

Masteries Back to Top

0/5
5/5
0/5
5/5
0/5
0/5
12
FEROCITY
0/5
5/5
5/5
0/5
5/5
0/5
18
CUNNING
0/5
0/5
0/5
0/5
0/5
0/5
0
RESOLVE

This is now the standard mastery page for TF. Feel free to change Expose Weakness for Feast if you need the extra sustain in lane. If you plan on harassing your lane opponent early then I would suggest Precision>Intelligence as TF has a good amount of physical and magic damage early with extra AS and Magic damage from your E. If you don't plan on harassing your opponent early, I would suggest Intelligence>Precision


The mastery page that I run personally is a bit on the supporty side as that is how I like to play TF, but you can make more aggressive mastery choices such as:
Changing Feast for Fresh Blood
Changing Secret Stash for Assassin
Changing Double Edged Sword for Bounty Hunter
These changes will:
  • Give you more Damage, especially burst
But they will:
  • Reduce the amount of Red or Yellow cards you can throw quickly
  • Reduce your sustain in lane
  • Make you more squishy
  • Make you less effective without kills
I would suggest using these more aggressive mastery choices when you are building 3100.png>3285.png>3020.png  and plan on going quite aggressive early

Also before every game, I would suggest looking at the tier 2 ferocity mastery and asking yourself:
Do I want to harass heavily in lane? - Fresh Blood
Do I need more sustain in lane? - Feast
Do I not need sustain in lane and want to help my team deal more damage late? - Expose Weakness
This is also applicable to the tier 3 ferocity mastery and tier 2 cunning mastery which are both tradeoffs between sustain and damage. I would typically try to not go too hard on either side, so like taking 2 damage and 1 sustain as seen in the masteries seen above. My choice between Expose Weakness vs. Double Edged sword vs. Assassin typically hinges on how much of the damage I will be doing on the team.

Abilities Back to Top

Passive
Q
2
3
5
7
9
W
1
8
10
12
13
E
4
14
15
17
18
R
6
11
16

If you can harass heavily with auto attacks in lane take E at level 2 and then Q at levels 3 and 4. Always put 2 points in Q at subsequent levels.

Items Back to Top

Starting Items

    Standard Start if you don't feel you need the sustain of flask or don't feel like you will dominate lane with dorans
    Confident against Lane match up early
    Against an AD mid
    First back, if you don't have enough for sheen or armguard, etc. and started refillable potion.
    Very strong start right now, builds well into sheen or RoA.
    A Good start against lanes that you need health sustain, I would suggest trying to get a corrupting potion on your first back.

Core Items

    Core Items for Assassin TF
    Core Offensive Options for TF
    Always buy Hourglass Sometime throughout the game. It is a great anti-assassin item.
    Interesting itemization choice that sprung up recently. It has its own section later in the guide. This is currently the most commonly used build path for TF in season 6.

Situational Items

    Build Sorc Shoes for more Damage on your abilities, or Boots of Lucidity if other lanes are easily gankable with your ult or you are looking to get 40% CDR with either items or runes.
    Good Defensive Replacement Options for Void
    Other Boot Options

Really TL;DR TF Build: HERE

Starting items

Start with 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png against skill shot heavy lanes such as 103_64.png101_64.png69_64.png 30_64.pngetc.
Start with 1076_32.png2003_32.png2003_32.png against lanes where you will think that you will dominate such as 55_64.png84_64.png13_64.png or against lanes that you need the extra health for.
Start with 1029_32.png2003_32.png2003_32.png2003_32.png2003_32.pngagainst AD heavy lanes such as 91_64.png238_64.png6_64.png
Start with 1027.png2031.png against lanes that you think will be a farm lane
Start with 1082.png2031.png if you plan to upgrade to 2033.png and want to extra chance to snowball if ahead with the possibility to build into a 3041.png later.
Start with 2033.png if you are against a lane that will harass you heavily and that you can not dodge with higher movespeed such as 41.png38.png8.png

CDR on TF vs Burst Damage?

Currently there are 2 big builds for TF in the meta, one relying on an early 3285_32.png and 3100.png for burst damage to get picks easily and 1 shot the enemy carries with ease, and the other relying on building up a 3027.png and putting early pressure with ganks in order to help your team early and maintain a strong late game presence with the extra stats from the RoA. Both builds are perfectly viable, one makes TF geared to being more of an AP assassin and the other to being a Mage.

Typical AP Assassin Build:3020.png3100_32.png3285_32.png3157_32.png3089_32.png3135_32.png (take 12/18/0 w/ precision + 6 CDR/lvl runes)

Typical Mage Build:  3027.png3158.png3100.png3089.png3157.png3135.png (take 12/18/0 w/ Intelligence + 6 CDR/lvl runes)
I usually build the 3027.png build currently, however I will include a build order for the second due to the fact the both are perfectly viable. The difference this one change in item makes is huge, being your main core item, which scales with you not only early, but makes a big difference late as well.


If you want to play AD TF (Which I do not recommend from a viability perspective, though it's pretty fun)
Start with a 1055_32.png2003_32.png, rush a 3078_32.png into 3094.png into 3006_32.png then 3031_32.png  then 3033.png  or 3072.png depending on whether they have armor or now. Put a point into w level 1, then max R>E>W>Q, putting a second point into W at level 4 and putting points into Q as late as you can.

If you are interested in learning how to play support TF, I would highly recommend that you check out Chivibro's Support TF guide Here.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Hard
  • Akali
    Medium
  • Anivia
    Medium
  • Annie
    Hard
  • Azir
    Easy
  • Brand
    Medium
  • Cassiopeia
    Medium
  • Cho'Gath
    Hard
  • Corki
    Hard
  • Diana
    Medium
  • Ekko
    Medium
  • Ezreal
    Medium
  • Fizz
    Hard
  • Galio
    Easy
  • Gangplank
    Medium
  • Heimerdinger
    Easy
  • Jayce
    Hard
  • Karma
    Medium
  • Karthus
    Medium
  • Kassadin
    Hard
  • Katarina
    Easy
  • Kayle
    Medium
  • Kog'Maw
    Medium
  • LeBlanc
    Hard
  • Lissandra
    Medium
  • Lulu
    Medium
  • Lux
    Easy
  • Malzahar
    Medium
  • Morgana
    Medium
  • Orianna
    Medium
  • Ryze
    Easy
  • Swain
    Medium
  • Syndra
    Medium
  • Talon
    Hard
  • Varus
    Medium
  • Veigar
    Hard
  • Vel'Koz
    Medium
  • Viktor
    Medium
  • Vladimir
    Medium
  • Xerath
    Medium
  • Yasuo
    Medium
  • Zed
    Hard
  • Ziggs
    Easy
  • Zyra
    Medium

VS

Ahri

Hard

Summoners: 1.png4.png 

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003.png
Ahri is a scary matchup for TF because of her strong kill pressure at 6 and TF's semi low base movement speed. If she hits you with a charm past level 6 then you are very likely dead. Just try to stay behind your own minions and CS until 6 when you can try to gank other lanes, or get your jungler to gank her before she has her ult to escape.

VS

Akali

Medium

Summoner Spells: 14.png4.png  

Starting Items: 1056_32.png2003_32.png2003_32.png
You can harass Akali heavily early due to her lackluster early game. I would recommend putting points into e at level 2 and punishing her when she goes it to cs. After she hits level 6 she will have a lot of kill pressure on you, so I would recommend keeping your w up to stun if she ults onto you.

VS

Anivia

Medium

Summoner Spells: 6.png4.png 

Starting Items: 1027.png2003.png2003.png2003.png
Anivia can be a giant pain in your side if she can hit her Q consistently, you will win this lane if you can dodge her Q and harass her with auto attacks when she goes in for cs. If you feel confident that you can play against her, I would recommend getting E at level 2, otherwise get points into Q and try to out CS and out roam her with your ult.

VS

Annie

Hard

Summoner Spells:21.png4.png 

Starting Items: 1027.png2003.png2003.png2003.png
Annie is a tough matchup for TF because she can prevent you from CSing by sitting on a stun and late game flash tibbers you and Q you and you will probably be dead. I would recommend putting points into Q early, I would highly suggest building a 3027.png to try to survive the late game flash tibbers.

VS

Azir

Easy

Summoner Spells: 12.png4.png 

Starting Items: 1056.png2003.png2003.png
Azir can be annoying early, like really annoying, but just stay back and farm with Q until he makes a mistake that you can exploit or until 6 when you can gank bot or top with your ult. You will be much more useful than him in both teamfights and in the pressure that you exert on the map with your ult.

VS

Brand

Medium

Summoner Spells: 6.png4.png 

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003.png
Brand needs to land his skill shots to do any damage whatsoever, try to watch where he puts his pillar of flame and juke forward with a stun card pulled if he pillars behind you, and you will easily out trade him. Also remember that you should be able to stun faster with your gold card when compared to his sear.

VS

Cassiopeia

Medium

Summoner Spells: 6.png4.png  

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003.png
Cass relies on hitting her q or w and then spamming E early for harass, she is easy to out trade if her q or w are down or if she is out of mana, which is likely to happen early before she buys her 3070_32.png. It is not worth taking E at level 2 because it is scary to try to auto her early. As with most other mids you can out roam at 6, but she can have a large effect on teamfights with a good ult, so I would recommend trying to flash stun her early in the fight.

VS

Cho'Gath

Hard

Summoner Spells: 21.png4.png 

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003.png
Cho'Gath is easy to bully out of lane early with auto attack harass, so I would get E at level 2. You should be able to bully him out of lane as long as you can dodge his rupture, but he does a lot against you if he can land rupture and you can't counter attack due to his silence. At 6 you can push faster than him and roam to gank bot or top, however at 6 his feast burst is very scary if he can get close and silence you, if you can pop 21.png at the right time, it will save your life. As strange as it may sound consider running Utility masteries agianst Cho (look under the notes in the masteries section), the extra MS and sustain can be really helpful against him in and out of lane.
I would also suggest building 3027.png in this matchup because it helps you survive his full burst.

VS

Corki

Hard

Summoner Spells:6.png4.png or 3.png4.png 

Starting Items:1056.png2003.png2003.png or 1001.png2003.png2003.png2003.png2003.png
Corki is a tough matchup for TF as his Q is fairly hard to dodge for TF and is  effective poke early. Additionally, you have to be careful when trading with the Corki if he has his E active as it will not deactivate when you stun him. Corki can counter your roam with his package and poke you down in teamfights. I find that the best way to deal with him in teamfights is to either play aggressively for a stun when he goes up to throw his ult charges or Q or poke from a far distance. The worst place to be when playing against him is midrange.

VS

Diana

Medium

Summoner Spells: 3.png4.png 

Starting Items: 1056_32.png2003_32.png2003_32.png
Pre-6 You can bully Diana pretty hard, but watch our for her Q damage early however. I would put a point into E early because you can harass her when she goes in to get CS. Post-6 she has some kill pressure on you, be sure when you pop w that you are safe from her ulting you, and if she does ult in on you stun her as quickly as possible and exhaust her to make her either fight you at decreased strength or take harass while retreating.

VS

Ekko

Medium

Summoner Spells:21.png4.png

Starting Items:1056.png2003_32.png2003_32.png
Ekko has strong burst and some harass early, but you out range him early, and he telegraphs his attacks heavily so you can harass him pretty well early if you can dodge his Q. You should try to harass him with auto attacks early, and put a point into your E at level 2. At level 6 you need to be careful of where his ult trail is and don't expect him to be as low as he is if he has his ult.

VS

Ezreal

Medium

Summoner Spells: 6.png4.png 

Starting Items: 1029_32.png2003_32.png2003_32.png2003_32.png2003_32.png2003_32.png vs AD Ez 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png vs AP Ez
Usually you will be playing against AD Ez mid, you can usually be fine early if you build an early 3191_32.png, but you don't really need the active on 3157_32.png against Ez. Just remember to stay behind minions in lane and remember that Ez can E forward to hit Qs.

VS

Fizz

Hard

Summoner Spells: 3.png4.png 

Starting Items: 1056_32.png2003_32.png2003_32.png
Fizz is probably TF's top counter. He can land his ult on you easily due to your semi low base Movement Speed, he can Q onto you and not get stunned by your cards by using e while your gold card in mid air. The one redeeming part about this matchup is that you can harass fizz with some auto attacks early. I would recommend putting a point into e at level 2 and harassing fizz when he goes in for CS because he is melee. After level 3, I would suggest sitting about 1200 units(maybe 2/3 screen) away from Fizz and the creeps and CSing with Q because fizz can gap close and dodge your stun and try to roam at 6 and hope to Christ that your teammates are competent. I would recommend just staying back early and building a 3027.png as fast as you can.

VS

Galio

Easy

Summoner Spells: 6.png4.png  

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Galio has very low kill pressure throughout all stages of the game, however it is virtually impossible to force him out of lane. I would just farm up until 6, then buy 3158_32.png and try to kill other lanes, or get an AD Jungle to help snowball your lane. Galio can't really react well to you roaming due to his mediocre wave clear and damage.

VS

Gangplank

Medium

Summoner Spells: 3.png4.png or 12.png4.png

Starting Items: 1029.png2003.png2003.png2003.png2003.png or 2033.png
Gangplank is annoying to deal with in lane because he can push you out fairly easily by just spamming his Q. Furthermore, he can exploit your low base movement speed with his E and he can use his W to cleanse your stun card. He can counter your roams a bit with his ult, so I would suggest pushing the lane out and roaming when his ult is down and diverting jungle pressure away from your lane as he is very hard to catch if his W is up. I would also suggest buying a 3030.png if you won't be punished for it in teamfights or buying 3027.png if you don't want to be in range to use the 3030.png.

VS

Heimerdinger

Easy

Summoner Spells:6.png4.png or 12.png4.png

Starting Items:1056.png2003_32.png2003_32.png
Heimerdinger has very good push potential and zone control, but you can easily out push him with red cards, and easily destroy his turrets with your red cards and Q. If he comes up to fight, you can out trade him if he misses his E. In teamfights Heimerdinger will try to control a zone with his turrets and either engage with his ulted E or burst with his ulted W. Do not walk through his turrets just poke him down, and he will have to back off, or wait until he is out of position and then flash stun him to catch him out

VS

Jayce

Hard

Summoner Spells:21.png4.png 

Starting Items: 1029_32.png2003_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Jayce is a hard lane for TF. He has a lot of burst potential in hammer form and it is easy for him to hit his Q to poke you down early due to TF's low base movespeed. I would reccoment rushing 3191_32.png, but you don't have to finish 3157_32.png until you have a couple other items. I would recommend building a 3027.png if you fall behind early, otherwise its best to just go the standard 3100.png + 3285.png.

VS

Karma

Medium

Summoner Spells: 6.png4.png

Starting Items: 1056.png2003.png2003.png
Karma is very annoying to deal with in lane, just be sure to stay a bit away from minions as to avoid her Q AoE as it hurts quite a bit early. Karma will try to harass you by walking up, shielding herself, Hitting her W and Q on you and walking out. If Karma tries to harass you like this, you should not be intimidated by her, and just lock a stun card and out trade her with Q when she goes for the W if you are sure that there isn't a jungler there, otherwise just stun her and walk away from the gank. Your gold card can make a considerable amount of distance between you and karma to break the W chain.

VS

Karthus

Medium

Summoner Spells: 12.png4.png

Starting Items: 1056.png2003_32.png2003_32.png
Karthus has troubles early with mana sustain, as long as you dodge his Qs you should be fine in lane, however Karthus can counter your ganks with his ult, and if he takes it also with12.pngIn teamfights try to stun him if he is in a bad position and then stay away while he is in his passive form. Try to roam and get some good early pressure with your ult while he is still weak.

VS

Kassadin

Hard

Summoner Spells: 3.png4.png 

Starting Items:1027.png2003_32.png2003_32.png2003_32.png or 2033.png
Kassadin is a very annoying matchup for TF. He has strong assassination potential post 6, poke in lane with his Q, and he can move quickly to counter your ganks with his mobility from his ult. When he goes in, pop exhaust and try to land a stun before he can ult back to safety. The exhaust if used at the right time should negate ~40% of his burst and leave him vulnerable for a few seconds without much movespeed. In teamfights you should keep w up for when he tries to go in for you or another squishy. This is another matchup that I recommend building 3027.png for.

VS

Katarina

Easy

Summoner Spells: 6.png4.png 

Starting items:1056_32.png2003_32.png2003_32.png
Katarina is an easy matchup for you due to her lack of early game lane presence, the fact that your stun card cancels her ult, and the fact that your ult can be used to prevent her roam. I would put a point into e at level 2 to help you bully her out of lane and auto her often when she goes in for CS. In teamfights know when your stun card is or will be up and do whatever it takes to interrupt her ult. W and Q should be able to kill her in 1 hit late game.

VS

Kayle

Medium

Summoner Spells:12.png4.png 

Starting Items: 1027.png2003_32.png2003_32.png2003_32.png
Kayle is very annoying in lane against you. She can poke you with her Q, waveclear better than you with her E, and stay healed up with her W. The advantage you do have though is that you can gank very well without her retaliating, all she can do is push and you can teleport back to your tower after to prevent her from gaining an advantage.

VS

Kog'Maw

Medium

Summoner Spells: 6.png4.png

Starting Items: 1056.png2003_32.png2003_32.png
Kog'Maw pokes pretty hard with his E and W early, but he is very squishy if you can get close to him and stun him. He has great poke from extreme range, but your burst is much stronger than his is. He spikes hard when he has a 3285_32.png and his 3070_32.png is decently stacked, so try to abuse his relatively low power in the early game and push out lane and roam.

VS

LeBlanc

Hard

Summoner Spells: 21.png4.png 

Starting Items: 1027.png2003_32.png2003_32.png2003_32.png
LeBlanc has arguably the highest kill potential on TF early. I would recommend building a  3027.png and 3001.png early and running MR blues to try to combat her ridiculous burst early and just push lane out and gank top or bot. In teamfights late you should be more useful than her, just save a stun card for when she distortions in for a kill.

VS

Lissandra

Medium

Summoner Spells: 1.png4.png 

Starting Items: 1056_32.png2003_32.png2003_32.png
Lissandra has mana problems early if she does not use her passive correctly. If her passive is down go in for harass to get her to waste mana. After 6, her ult damage and cc is scary, but you can turn and stun her with 1.png and a yellow card. In teamfights try to stun her after she uses E into your team or stun her while E is out to prevent her from escaping. If you get behind, feel free to build a 3027.png.

VS

Lulu

Medium

Summoner Spells:12.png4.png

Starting Items:1027.png2003_32.png2003_32.png2003_32.png
Lulu is annoying in lane phase, she can harass pretty hard with her Q. In teamfights she is quite hard to assassinate due to her ult. I would recommend building either 3027.png or 3030.png as your first item and then try to out roam her, and help your team.

VS

Lux

Easy

Summoner Spells: 6.png4.png 

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Lux will be very annoying in lane poking you down with her w and dealing a lot of damage with her Q and E, however you can push wave against her easily early and gank elsewhere. Once you have 3057_32.png and 3285_32.png you will have a good amount of kill pressure on her if you can dodge her harass and get close enough to stun.

VS

Malzahar

Medium

Summoner Spells:21.png4.png 

Starting Items:1027.png2003_32.png2003_32.png2003_32.png
Malzahar has lackluster push early relying on his E to push out the lane, you can easily win trades early if you can dodge his Q and his E is on cooldown. Be careful of his voidlings if you have an E on you, and don't stand close to dying minions. If the enemy team is heavy on CC 3140_32.png can be a great pickup to counter the enemy teams CC.

VS

Morgana

Medium

Summoner Spells:6.png4.png 

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Lane against Morgana should be a skill matchup. If you dodge her bindings you should be able to out trade her, but if she approaches you with her spell shield up, use Q to get through then throw your Stun card. Be very careful of getting close to her in teamfights, she can 3157_32.png or Black shield to cancel your stun card, and leave you rooted with her Q or stunned with her ult.

VS

Orianna

Medium

Summoner Spells:6.png4.png 

Starting Items: 1027.png2003_32.png2003_32.png2003_32.png
Orianna can out trade you in lane early, but she has problems with mana sustain early. If she is low on mana feel free to try to trade, especially if her passive auto damage isn't up to 2 stacks. Her ult is very position dependent, so if you can win a fight agianst her if she doesn't hit ult feel free to 4.png forward and stun and Q her. In teamfights just stay out of her ult and you can easily one shot her.

VS

Ryze

Easy

Summoner Spells: 6.png4.png or 14.png4.png if you plan on being aggressive early

Starting Items: 1056_32.png2003_32.png2003_32.png
Ryze ramps up with his 3070_32.png and 3027_32.png meaning that you can bully him hard early when he has little mana sustain or damage. If you opt to run with ignite then ignite him when you see him ult to prevent some spell vamp. You should be able to win a fight at level 6 with ignite. In teamfights it probably will not be worth focusing Ryze, because of his tankyness from 3027_32.png  and 3003_32.png and the other defensive items he usually buys.

VS

Swain

Medium

Summoner Spells:14.png4.png if you don't plan to build 3165_32.png otherwise 6.png4.png

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Swain is very dependent on his root hitting in lane for harass, and he can't push as quickly as you can. Go in for harass if his root is down and you will likely win the trade, but if you want to go all in ignite him before you start trading to prevent the healing from his ult. You can also take advantage of his low amount of clear to gank elsewhere and get back to lane with out taking much damage to turret.

VS

Syndra

Medium

Summoner Spells:21.png4.png

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Syndra has a strong early game with her orb harass, and a stun that is easy to land. At level 6, her burst with her ult hurts a lot, especially if she has more than 1 orb out. When playing against her make sure that you are not standing in front of a ball to avoid getting stunned. In team fights wait until she is CCed or her e and r are down before going in to burst her down.

VS

Talon

Hard

Summoner Spells: 21.png4.png

Starting Items: 1029_32.png2003_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Talon has very strong burst especially at level 4 and level 6 Only use pick a card when you know you can survive the down time on your stun. Rush a 3191_32.png 1st item into either a 3100.png if you are a bit ahead or 3027.png into 3157.png.

VS

Varus

Medium

Summoner Spells:6.png4.png

Starting Items:2033.png or 1029.png2003.png2003.png2003.png2003.png
Varus will try to poke you out with his Q in lane, but you can exploit the fact that he is slow while he charges up his Q by poking him with your wild cards. If he goes in for CS feel free to auto him, but he will out trade you with his auto attacks. In teamfights be careful of his ult lockdown and try to flash stun him if he is out of position.

VS

Veigar

Hard

Summoner Spells: 21.png4.png or 1.png4.png

Starting Items: 1056_32.png2003_32.png2003_32.png
Veigar poses a huge threat to you late because he easily 1 shot you with his ult, however his early game damage and wave clear is very weak, so I would suggest putting a point into E at level 2 and harassing his when he goes into auto or Q CS. Be careful of his burst at level 6 as well. I would suggest getting 3027.png if you are not very far ahead early.

VS

Vel'Koz

Medium

Summoner Spells: 6.png4.png

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Vel'Koz has strong early game poke if he maxes Q and wave clear if he maxes W. If he maxes Q, try to push out wave and help other lanes because he cant wave clear well. If he maxes W you can easily out poke him with your Q and out trade him as long as you don't get hit by the second proc of his W or get locked down with E. Also always remember that you can interrupt his ult with a stun.

VS

Viktor

Medium
Summoner Spells: 6.png4.png
Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Viktor has strong poke and trade potential early, but his wave clear leaves some to be desired, you can easily push harder than him with red cards and Q, but he will out trade you early with his Q shield. Be careful of his level 6 burst, if he can stun you, then you are likely dead, just make sure to not run through compact spaces when he can land his stun field. Also, remember that you can land a stun card through his stun field and get your Q off before you get stunned.

VS

Vladimir

Medium

Summoner Spells: 14.png4.png or 6.png4.png if you plan on building 3165_32.png

Starting Items: 1056_32.png2003_32.png2003_32.png
Vlad has a very weak early game with a high cooldown on his sustain and little waveclear and damage. Put a point into E at level 2 and try to exploit his early weakness. His level 9 is where he starts to have too much sustain to push out of lane, after 9 you should try to gank other lanes because he can't clear very fast, just sustain.

VS

Xerath

Medium

Summoner Spells: 6.png4.png

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Xerath has strong poke and mana sustain early with his passive and can potentially push you out of lane. You can out trade him if you can get up and stun him. 

VS

Yasuo

Medium

Summoner Spells:3.png4.png

Starting Items:1029_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Yasuo can harass well early, especially if he maxes E. When he goes with E before he gets his Wind Wall, stun him instantly and Q him while running back. After he gets wind wall you have to wait for him to Wind Wall when he approaches to stun him. Put a point into E second because you can harass him when he goes in for CS. He is squishy when his passive shield is down. In teamfights avoid getting knocked up, and be careful of your positioning in relation to his wall. I would suggest getting 3191.png early and 3030.png if you can get in range to use it effectively or 3027.png.

VS

Zed

Hard

Summoner Spells: 21.png4.png

Starting Items: 1029_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Zed has a very strong burst at 6 with his ult. Be very careful of his harass early as well, his Q hits pretty hard and is pretty fast too, and if you are under 50% hp, he will do ~50 extra damage when he trades. Rush a  3191_32.png into 3027.png into3157_32.png. Pop 3157_32.png either right when he uses abilities after deathmark or right before deathmark pops to minimize the damage that you take.

VS

Ziggs

Easy

Summoner Spells: 6.png4.png

Starting Items: 1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png
Ziggs' strength early is his waveclear with W and Q, however he is squishy and if you can get your jungler to gank for you and flash stun him before he can flash or get away with E, your lane will snowball pretty hard and he will be unable to fight you in lane and you can force him out of lane and easily snowball other lanes with your ult.

VS

Zyra

Medium

Summoner Spells: 6.png4.png or 21.png4.png

Starting Items: 1001.png2003.png2003.png2003.png2003_32.png
Zyra has a lot of poke with her plants in lane, if she throws out an E be very careful because if it hits you will get chunked down very hard. In team fights she will be trying to zone your team out with her plants and ult, the best way to deal with this is to wait for an opportunity to flash gold card in then use 3157.png or to go in after your front line dives through her plants and ult.

Which Build should I use? Back to Top

When to use which Build

The main question that you have to ask yourself is can you survive without RoA/GLP health effectively?
No?3027.png or 3030.png build Yes?3100.png  rush build

Pros and cons of Assassin Build vs Mage Build


AP Assassin Pros
  • More burst earlier than the RoA/GLP build
  • More chase and flee potential with 3285_32.png's extra MS
  • You can still get 40% CDR Late Game with 3158_32.png + scaling CDR runes + Blue Buff if you want to
  • Late game you 1 shot anyone under ~2500 HP (Assuming you proc 3285_32.png and 3100_32.png correctly)
AP Assassin Cons
  • It takes until late game to get 40% CDR and you sacrifice MR in your runes and rely on blue late to get it
  • Makes you squishy early game due to your reliance on Scaling CDR runes over MR runes
  • No mana sustain at all, you will rely on CSing with Blue Cards heavily and blue buff
Mage Pros
  • You have mana sustain other than Blue Cards
  • You typically get 40% CDR without the use of Blue Buff and are much less reliant on it
  • Much larger health pool and a generally better late game with 3027.png
Mage Cons
  • A good bit of damage lost from building 3027.png over 3285.png or 3135.png
As you can see there are a few big build paths for TF right now as of the start of Season 4. (From a while ago, Still valid as of 6.9)
Use the Assassin(3100.png+3285.png) build when you aren't too scared of your enemy's damage or you feel that you are quite far ahead and you feel like you can put good early pressure on either your laner, the other lanes, or both.

Use the Mage 3027.png build when you think that you will play passively in lane phase and ramp for late game and you don't need to help your other lanes too much early.

Currently according to win rate statistics and personal preference the 3027.png/3030.png tend to have an advantage over the 3100.png rush build as of the start of season 7 and throughout the latter half of season 6.

RoA, When, Where, and Why? Back to Top

Recently a few higher level TF players have started to build 3027.png. At first I was a bit skeptical about this itemization because when building it you have to forego an early 3057.png , a early buy I feel has more impact than a 3010.png. Additionally I was concerned about the amount that it fit with TF's kit, health not being a total necessity on him, and the AP, though useful not as useful as straight AP is for some other mages with better AP ratios. However, I found myself liking the itemization a lot in matchups where you both struggle in lane and don't have very many other good lanes to gank. An example of this type of team is: 36.png64.png1.png15.png25.png both the bot and top lanes are quite hard for you to gank, so you aren't losing too much without your early pressure, and Annie will easily burst you down both during lane phase and late game without your 3027.png. I have listed the matchups where I will typically build 3027.png, if it is not mentioned there, then I don't typically build it in that matchup.

Typically if you build RoA your build would look something like:
3027.png>1001.png>3057.png>3158.png>3100.png>3157.png>3089.png >3135.png if you want more sustained damage (no 3285.png) . This build is the most common as it makes TF play like a more typical mage dishing out damage from a range with a good amount of CDR to spam cards.
------------------------------------------------------------or--------------------------------------------------------------------------------
3027.png>1001.png>3057.png>3158.png>3100.png>3285.png>3157.png>(3135.png if they have MR 3089.png if they do not) This build gives you a little bit more early power with 3285.png being a stronger early game damage buy than3157.png. The 3285.png build does have a little worse late game than the first build however.
You can also build a 3057.png on your first back if you feel like you can deal with getting your 3027.png done a bit later and need the damage now.

Pros:
  • More durability with the larger health pool
  • More mana sustainability
  • Best late game out of all the meta TF builds
Cons:
  • Gimps your early pressure until both 3027.png is stacked and 3100.png is done
  • Hurts your lane phase to get a 3057.png later.
  • Less burst without 3285.png
  • Possible to lose before your 3027.png becomes very effective due to lackluster early pressure/damage.
Example matches I used this build


RoA vs Hextech GLP Back to Top

I have been testing 3030.png  as an alternative to 3027.png.  I would just sub the 3030.png in directly for 3027.png if you find that you enjoy it also. That said the 3027.png build and 3030.png build are not very different at all, just remember to use 3030.png  if you build it as it is far inferior if you do not use the active regularly and it is on a quite short CD. I would argue that 3030.png is better if you can use the active every fight, so against a heavy melee team it is great and you can use it like another cast of your Q during a teamfight. I would consider 3030.png a situational buy still as it makes you get much closer than you would want to the enemy team, making it non viable against many enemy team comps where you will get instantly annihilated if you are within range to use the active. 
Good mid lane opponents to build this against are: 157.png50.png136.png or generally anyone who you would be already close to, unlike99.png, who would bind you if you get too close, etc.

GLP vs RoA Pros:
  • More burst if you get the active off
  • Better Kite potential
  • Does not take time to ramp up like RoA
  • Allows you to get an early 3191.png without consequence

GLP vs RoA Cons:
  • Less AP, Health, and Mana than a fully stacked RoA
  • Less reliable damage
  • Short Ranged active
  • Slightly more expensive than RoA

An Example Game in which I build Hextech GLP. I build GLP here because I wanted an early 3191.png to deal with Vi and Yasuo early but I still wanted the health that RoA or Hextech gave. As I build the early 3191.png, I found my RoA too slow to complete. Additionally the kite provided by the GLP in this game proved effective in aiding my team and myself in locking down and neutralizing the Vi, Yasuo, and Chogath.

Build Order Back to Top

Build Order

As of 6.12
For the 3027.png build: Get 3027.png ASAP> 3158.png > 3001.png(optional if need MR)> 3100.png > 3157.png if you need the active or 3089.png>3157.png/3089.png(whichever one you have not purchased)>(Refer to chart below usually 3135_32.png) An important thing to note with this build is that if you plan to build a 3001.png, you should make MR blues as the combination of items will already give you full CDR, so you will not need the CDR/lvl blues.
For the 3100.png rush build: 3100.png>3020.png>3157.pngor 3285.png>3157.pngor 3285.png>3089.png or 3135.png>3089.png if you don't yet have it or an item from the Last Item build chart
One thing to consider when assessing when to get 3157.png is whether you need armor or the active effect. For example against Yasuo, the armor is great but the active is not very useful so you may want to consider going 3191.png and finishing 3157.png later as they give the same amount of armor.
Another thing to consider in reference to builds is when buying your 4th/5th/6th item whether it is best to get more AP like a 3089.png or to go for a 3135_32.png. This decision usually comes down to who you want to hit and how much of the enemy team has MR. I would suggest  3135_32.png > 3089.png  if most of the enemies you want to hit have over about 80 MR.

Last Item Builds

For your last item I will build 3135_32.png most of the time, because it gives so much extra damage late game, however if you
  1. Are getting dove and 3157_32.png can't save you or if the enemy team is focusing only you build 3026_32.png
  2. Are getting poked down by heavy magic damage such as 101_64.png99_64.png161_64.png build 3001_32.png
  3. Are getting caught out by 32_64.png25_64.png1_64.png103_64.png  or something of the sort ? Build a 3102_32.png
  4. Do the enemies have little to no MR? build a 3285.png
These are all great options to help keep you alive in fights, however if you can possibly avoid them a 3135_32.png is great for the extra damage it provides.

Why do I love Luden's Echo so much? Back to Top

You may notice that in my all of my builds I try to build a early 3285_32.png. Especially in my 3100_32.png rush build, I usually try to build 3285_32.png either 1st if you have the gold or second if you choose to buy 3100_32.png first usually unless I have to rush a 3157_32.png against someone like 238_64.png. In my other builds as well I try to work it in 3rd if I am ahead because it can  snowball games and TF is a bursty champion that works very well with its passive and stats. Don't build 3285_32.png if you get it after your 3rd item as most games 3135.png out scales it quickly at this point in the game.

I choose to build 3285_32.png so early when ahead because it provides
  • 100 AP to help scale itself, 3100_32.png, and the damage from your abilities early
  • Another AP Ratio along with 3100_32.png to increase burst heavily.
  • Good Burst and Waveclear with the effect
  • Movement Speed to help you avoid getting caught out or to help chase down enemies

Even though I love building 3285_32.png early in both the 3027.png build and 3100_32.png rush build, keep in mind that it is a situational buy if you are ahead and in the 3027.png build, you will not have space for a 3135.png late. I currently actually prefer going 3089.png 3rd if you are ahead in the 3027.png build.

(3027.png>3158.png>3100.png>3285.png>3157.png>3089.png) vs (3027.png>3158.png>3100.png>3157.png>3089.png>3135.png)

Boots of Lucidity or Sorcerer's Shoes? Back to Top

For the 3100.png build, I would recommend 3020.png as it helps you to increase the advantage that you gain from the early damage of 3100.pngand 3285.png, however if you feel you need more early pressure on the side lanes 3158.png is still a great choice. For the 3027.png build, I almost always find myself going 3158.png to make up for some of the lost pressure of not having an early 3100.png to gank with. Additionally 3158.png effectively scales well with the build because you can't abuse as much early damage with the 3100.png rush build that builds 3020.png. By the time you get a full 3027.png and 3100.png completed people will have MR to make the 3020.png less effective, unlike rushing 3100.png>3020.png to do near true damage until your enemies build MR. That said, however if you plan to build  3001.png, and 3157.png and you have 10% CDR runes on, you should build a 3020.png to avoid capping your CDR.

TL;DR 3020.png with distortion will help your damage significantly early but are expensive. 3158.png can help you gank more and be a more effective force to CC enemies.
3009.png and 3111.png are also fine choices if you need to run fast and ghost isnt quite enough or if you want the extra MR and tenacity from 3111.png.

Ability Tips and Tricks Back to Top

So, What fancy stuffs can you do with TF?

Your standard burst combo usually looks like Stun Card > Wild Cards, your burst will be enhanced by quite a bit if you can make 3100_32.png hit on the Stun Card, if you have 3285_32.png charged up and if you have your stacked deck up. If your stun card is level 4 or 5 and the enemy has no tenacity you should wait ~1.5 seconds before throwing your Q for another 3100_32.png proc to maximize your damage as the enemy will still be stunned.

Another cool thing about TF is that even though you your cards in, the card's color is determined by a global time variable, so after you lock a stun card in you can count blue, red, yellow on 1 second intervals and know that exactly 6 seconds or 9 seconds after that first stun card came up not when you locked it in, you can hit w twice quickly for an instant stun.

Another trick for getting kills with TF when you have either 3057_32.png or 3100_32.png is that you can throw an auto and have it resolve(so that it is flying through the air at the enemy) and Pick a Card and the auto attack when it hits your enemy will hit them with the additional damage from the 3100_32.png even though the card was flying through the air before you cast w. This works well because when you shuffle cards with w there is no cast time, but it grants you a 3100_32.png proc.

Also if you start to shuffle your cards before you 3157_32.png, while you are immune you can pick cards, and lock them in to stun the second you get out of immunity.
Another thing to keep in mind with champions with spell shields or Yasuo's windwall is that your Q animation looks much like you are throwing a stun card to an untrained eye, use this to your advantage to bait out a windwall and stun the Yasuo after he crosses over it.

How and When to use your cards Back to Top

Before I go into the specifics of the uses of each card, there are some basic ideas that you should consider when using your W.

  1. The damage of a card is higher the less CC that it gives, for example blue card gives no CC and does the highest damage and yellow card has the most CC and the least damage. This damage difference is only ~80 at rank 5, but it can be the difference between getting a kill and dying potentially.
  2. It is best to keep cycling your cards after you get your W up before you lock in. This lets you declare your card so that the enemy can't go aggressive if you pick a blue early and then go in to CS.
  3. The order of your cards is Blue-Red-Yellow, and they change on a ~1/2 second interval independently of how you use your W. This means that you can count from when you PICK your card and double tap w to get a card of your choice instantly. For example you press W then lock in a yellow card, you can count from when you lock the yellow card in and then double tap W and get another stun instantly.
  4. You can use you're cards on turrets to push towers down more quickly than you could otherwise.

BlueCard.jpgBlue CardBlueCard.jpg

Use Blue cards to help regen mana in lane, to harass, and to execute enemies at low health. You can also use blue cards when your jungler is coming if they have CC to bait you opponent to jumping in on you. When pushing use blue cards to push towers down as fast as possible and keep you mana up while splitting. Use blue cards 

Red_Card.jpgRed CardRed_Card.jpg

Use Red cards to hard push in lane, to slow multiple enemies while chasing, to help set up a Q that hits more than one target, and to do AOE damage during teamfights. When pushing use red cards on the turret to kill the minions around it and keep your minions pushing.

GoldCard.jpgYellow CardGoldCard.jpg

Use Yellow Cards to guarantee that your Q will hit a single target, lock down the enemy mid for a jungle gank, and to lock down a key target in teamfights. Be aware that the stun scales with the level of W so at rank 5 you can potentially go for a second lich bane proc due to it's 2 second duration.

Wild Card Tips

If you need to hit someone in a bush with one of your wild cards, angle the right or left one to hit the bush while you shoot the middle card to a creep wave. People will usually look to dodge the middle card. Also during lane phase you should watch how the enemy dodges your cards and angle your cards to adjust to whether they try to dodge left or right.

A little bit about myself Back to Top

Who Am I?

I am a Diamond TF main on the NA server. I started playing league mid season 2. My first main was Talon mid until level 30 when I mained Varus ADC for season 3 and half of season 4, then I went back to playing mid and maining TF. Since I made the switch back to mid I have had a lot of fun and success with TF. This is my first guide, so constructive criticism would be appreciated if you are willing to give it. Also, if you have any Questions for me about TF please don't hesitate to comment here or add me in League. I stream a little bit over on http://www.twitch.tv/3clypse too, not too much anymore once I started college but I'm happy to answer questions in chat if I am streaming.
Thank you :3,
-InventDestiny

So why Should you trust me?

I have played around 1000 games total ranked with TF and I have mained him both before the removal of DFG and after the addition of Luden's Echo. I am ranked among the best 1000 TFs in the world according to LolSkill at the time of writing this guide, and I have decent stats over a lot of games with TF. The build that I show has worked for me, and I hope it works for you as well, and that I have explained how to itemize well enough.
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