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All Guides Twisted Fate Guides The House Always Wins
4
2
Updated
2 years ago
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114
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1

Twisted Fate Statistics for DusilB

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

Value
Average
Games Played
6
4
Win %
50
43
Kills
3.8
6.6
Assists
8.7
8.3
Deaths
6.8
7.7
KA:D Ratio
1.8
1.9
Gold Earned
11K
12.4K
Creep Score
147.7
157.2
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png: Flash is almost a requirement to play Twisted Fate. As a champion that relies almost 100% on his positioning, especially one that does not have a jump built into hit kit, flash just makes Twisted fate be able to position himself tactically during a fight or in lane. Flash also opens up many different combat paths. You can flash forward to goldcard an enemy, this particular tactic is great for catching fleeing foes or even to pick of a enemy champion. Keep in mind of bushes as well, flashing into a bush will break line of sight. This is important because many strong mids use on target abilities rather than skill shots. By flashing into a bush and pulling a gold card, you ensure you will get a stun safely without any possible return damage.

14.png: Just a powerful dueling spell in general. Very important note, All champions have low base AD, low as in without runes and masteries, they range from 40-60ish, Ignite's mastery adds 5AD and AP when used. This is extreamly important to keep in mind, 5AD at level 1-5 is like adding 10% extra AD. Twisted Fate in particular uses his Auto Attacks far more frequently than more AP mids. Also remember, If they're dead, they can't hurt you anymore.(excluding skumbag karthus, zyra, yorick, and kogmaw)

21.png: I heard you like heal baits. Basically its a heal bait that ignite cannot reduce the effectiveness of. 

6.png: Like I said earlier, Twisted Fate relies almost 100% on his positioning to do anything. In fights his walking positioning is super vital to his success. Ghost will amplify this for a short period allowing you to kite, dodge, and chase more effectively.

Runes Back to Top

  • 9x
    +0.87 magic penetration Greater Mark of Magic Penetration
  • 9x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 9x
    +1.33 health per level Greater Seal of Scaling Health
  • 3x
    +1.5% movement speed Greater Quintessence of Movement Speed
Magic pen marks: Pretty standard, They do damage cool beans.
Ability Power Seals: They also do dmg, cool beans. Other options include Health Regen/5, Mana Regen/5, Health/level, armor vs AD mids. (as a note: Misaya uses Health/level)
Flat Magic Resist Glyphs: They make you get hurt less, More beans, this time baked.
Movement Speed Quints: THESE ARE A MUST HAVE. As mentioned earlier, because Twisted Fate has no built in movement or jump ability (for combat use) he needs to position perfectly with only his walking. MS quints will let u dodge abilities, get to your destinations and kite like a madman. There are no subsitutes for MS quints on Twisted Fate.

Masteries Back to Top

0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 0

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

This is a long and fun discussion. Lets start with offensive masteries:
Offensive:
Running ignite? then your also running summoners wraith. Cool
So the I like running only 1 point in 1 point is sorcery and 2 points in butcher because as far as power per point 

value, sorcery is extrealy weak. Butcher on the other hand make it alot easier to get those pesky last hits in with 

a low base AD. This only really applies early, but for those first 5 levels before you get blue buff, it can be 

tricky to last hit and use all your abilities to push, especially if the opposition is playing very offensively.
Blast, are you building AP? get blast!
Destruction, now this is an interesting one. The 5% extra tower damage is super super useful especially on Twisted 

Fate. TF's W, pick a card, can proc on towers, BUT NOT INHIBS, so the 5% extra damage is applied after lichbane 

(your first big item) and pick a card. This makes taking towers super super easy. Another really good reason to get 

this is bedcause TF loses lane (assuming lots of actual combat) to EVERYONE. Fine he can beat karthus, but TF will 

literally lose lane to anyone that knows what they are doing. That being said, once you hit 6, the idea is to push 

with Q, dont fight head on, and gank. There are times however where your opposition ganks and you don't have your 

ult up. THE BEST WAY LANE SAFELY IS TO TAKE YOUR OPPOSITIONS TOWERS. Taking their tower means you are super safe, 

Its dangerous for your opposition to fight you near river now, Dragon is now super easy to get, you can roam safely 

almost without any worry at all. This mastery HAS been the difference between taking a tower and not taking it. 

Super Super useful.
arcane knowledge + havoc: Are you doing magic damage? cool take it
Brute strength, Another interesting choice. TF is very unique as an AP carry because he auto attacks ALOT. Minions, Champions, Towers. He uses hit auto attack quite a bit. Especially because his stacked deck, while very 
undervalued, is very very useful. It's often the difference between winning poke trades. I like the 3AD more than 
the 6AP because it helps me last hit, and win trades.
spellblade: you get lichbane! take this mastery!
archmage + executioner: see blast.

Utility: 
Running flash? Then your also running Summoners Insight.
Meditation vs wanderer: Both very good masteries in their own right. I take meditation because it helps me with my 

Mana when I spam Wild card. 
Wanderer is good because dispite your ability to teleport, Twisted fate's ganks are not limited to only teleport ganks, Walking ganks are also extreemly valuable. That being said, Wanderer will help you get from lane to lane faster. That combined with MS quints, you'll go from lane to lane very fast.

Mastermind: just better than expanded mind. Lets do some math, Flash has 300 sec CD, 10% CDR means flash has 270. Summoners insite gives a flat 15 sec reduction. Now flash has 255 seconds cd, Thats a total of 45 seconds off a 5min CD. almost 20% thats alot!

Scout: a point had to go somewhere, scout is really good because a good TF will constantly be warding river. Spotting those ganks is extremely important.

runic affinity: Blue buff now lasts 30ish seconds longer. yay!

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

level 4 stacked deck is very important. Lets you win trades.

Pick a card at level 1 because it brings so much utility, Mana and stun and aoe pushing power. Great skill
Wild card is your bread and butter ability. Does most of your damage, pushes very hard. Great overall.

Your basic combos are:
Gold + Q  + auto Enemy harass and kiting
Blue + Q No blue buff pushing lane
Red + Q pushing lane
Q + red When  your Q can kill the 3 caster minions at once, the red goes to the melee and you clear the whole wave

Advanced Techniques:
Once you have familiarized yourself with your pick-a-card's range, you can start employing the Flash + Gold + Q technique. This is a great ability for catching your opponents off guard. It's a great tool for starting ganks in your lane, catching teams while they're trying to re-position themselves or they don't want to engage yet, you can force the engage with this technique.


IMPORTANT:
In a teamfight there are really only every 2 positions you'll be put in.
"Stop chasing me"
"I just need a little more damage"

The first of these two scenarios you ALWAYS want to wait for a gold card. Never panic and pick the wrong card in this situation. Its an easy way to die. just use the Gold + Q + auto combo.

"I just need a little more dmg"
This generally means your chasing them or their chasing you and almost dead.
If you can kill them with a W-Q combo, then there is no need to pick only gold there. The other two colors actually do more damage as burst than gold does.
At that point its more valuable to be able to instantly lock a card, any card, and throw it paired with a Q.

Destiny Gate notes:
Always make sure your ganks is SAFE FOR YOU. There are unfortunate incidents where you want to TP bot, you activate destiny to find that your opponents jungler is also in bottom lane. So the first thing to do is check if their jungler is absent. If yes GREAT TIME TO GANK!
Always position yourself to block off their path of retreat. This often means teleporting behind them. If your trying to countergank meaning that your team is getting ganked and running away, Teleport in an area that when you enter, your teammates will be passing you at the same time. Which means you have the option to turn and fight if people are healthy enough.

Teleporting is always tricky in the jungle because more often than not, there are more than one escape path. A good thing to do is wait till they have commited to an escape path and teleport closer to where they currently on instead of their path. If you TP in their path, they could have the option to turn around and depending on how mobile they are, they will get away. If in this case you teleport on top or closer to their location than you normally would, your gold care will likely reach them regardless of if they turn around. 

Items Back to Top

Starting Items

    7 health, 2 mana, 2 ward

Core Items

Situational Items

So the more controversial part of this guide starting Items!

Boots 3 is great! Gives you mobility, some health regen. That's all fine and dandy.
I personally do the 7 hp pot, 2 mana pot, and 2 ward start in almost every matchup.
This lets me drop a ward at my opponents wraiths at about 1:00 and will let me spot for level 2 ganks.
This also means now that I have vision, I can be super aggressive and push the lane really hard. I can also now trade harass without fear because more likely than not, I will have far more regen than my opponent.
The mana pots help supplemental your mana pool a little when your hyper pushing without blue. Always do Blue+Q to push in this fassion.

On your first back, depending on how much money you have good buys are: Sheen/Dorans + boots/Sheen+boots
Always buy wards and pots when you have leftover money. Especially wards, a good lane opponent will ward the paths you generally take to teleport to top or bot, and catch you while your channeling your teleport. Having a ward there will let you spot and make sure your safe to TP.

DusilB, What should I get first? Lichbane or Deathcap?
According to my calculations, Getting LIchbane first will increase your overall damage by about 60-120.
It also gives MS which is super useful. Auto attacks are very very important for TF so make sure you take care to use them, especially if you decide to go Lichbane first.

Situational:
Twin Shadows: do you need more peel?
Rylias: I need some Hp to live through burst
Deathfire: lol not getting focused, now i need to kill everyone
Warmogs: Lol they have an Olaf, Rylias isn't enough hp, Warmogs 1v1 duel Olaf. I DO MORE DAMAGE.

Zhonyas: THIS IS IMPORTANT. SUPER SITUATIONAL
There are maybe only 2-3 reasons to EVER get this item. This item is ONLY worth getting if there is a form of Terrain CC that is UNAVOIDABLE. For instance, Jarvan's Cataclysm. It's On Target, Creates a wall that you NEED a jump or flash up to cross. This means during the time your in the Cataclysm you cannot position yourself properly. This is one of the ONLY times to buy this item. The reason this is generally not a good item is because when you use it, you have to remain still for the 2 seconds. This item is great when you have a nice jump that just needs a couple seconds to come off cooldown again. This item is NOT great when staying still means dieing and running and kiting are your only ways to live.



Matchups Back to Top

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

  • Ahri
    Hard
  • Akali
    Hard
  • Anivia
    Hard
  • Annie
    Hard
  • Brand
    Medium
  • Cassiopeia
    Medium
  • Diana
    Medium
  • Elise
    Hard
  • Fiddlesticks
    Medium
  • Fizz
    Hard
  • Galio
    Medium
  • Karthus
    Easy
  • Kassadin
    Hard
  • Kayle
    Hard
  • LeBlanc
    Hard
  • Lux
    Hard
  • Ryze
    Hard

VS

Ahri

Hard

Beaggressivetill level 6, then push the wave off your tower and gank lanes.

VS

Akali

Hard

Beaggressivetill level 6, then push the wave off your tower and gank lanes.

VS

Anivia

Hard

Beaggressivetill level 6, then push the wave off your tower and gank lanes.

VS

Annie

Hard

Beaggressivetill level 6, then push the wave off your tower and gank lanes.

VS

Brand

Medium

Be aggressive and push hard, He has no escapes so he is also really easy to gank.


VS

Cassiopeia

Medium

Her damage is higher than yours at all points in the game, Luckily when she's stunned she can't deal damage, Poke at her then Stun + Q and run away again.

VS

Diana

Medium

Beaggressivetill level 6, then push the wave off your tower and gank lanes.

VS

Elise

Hard

probably ganna die. Just farm with your Q only, Don't get poked to heavily. If she goes to gank, take her tower first. If she doesn't go ganking yourself,

VS

Fiddlesticks

Medium

Push Push Push, the pce and kill bot lane

VS

Fizz

Hard

Farm with ONLY YOUR Q.

If you auto attack your probably ganna die.
When he ganks, TAKE HIS TOWER, this is often more important than following him.

VS

Galio

Medium

Beaggressivetill level 6, then push the wave off your tower and gank lanes.

VS

Karthus

Easy

Push Push Push Gank Dead bot.

NOTE: red elixers troll karthus super hard, REQUIM COUNTER.

VS

Kassadin

Hard

Your ganna lose this lane. Kass is way to tanky. Farm safely with your Q only, Gank lanes or when he does, push tower down.

VS

Kayle

Hard

Beaggressivetill level 6, then push the wave off your tower and gank lanes.

VS

LeBlanc

Hard

Buy LOTs of health pots.

Beaggressivetill level 6, then push the wave off your tower and gank lanes.

VS

Lux

Hard

Beaggressivetill level 6, then push the wave off your tower and gank lanes.

VS

Ryze

Hard

He moves faster than you, and he's tankier, and he has CC and does dmg, Probably ganna lose, Farm with Q only, Gank lanes, Hope he doesn't bring TP.

NOTE:
you push much much much better than him at levels 1-5, He can't really farm under tower then so best way to get ahead, make it so he can't CS.
Rune prism's range is 650 while your auto attack (your stun) range is only 525. Don't try to be aggressive with gold card Qharassbecause you'll get runeprismedand you'll lose trades.

testing Back to Top

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testing 2 Back to Top

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