[Champion] Twisted Fate - Page 2
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Tooplark
United States3977 Posts
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STS17
United States1817 Posts
On November 14 2010 19:16 Odds wrote: I've been building Guinsoos -> Malady -> banshees/bloodrazor (order dependent on situation) to try to squeeze as much as possible out of both TF's E and to maximize Q damage for pokes. Is this terribad? If yes: please explain why. The aforementioned guide does not mention Guinsoo's - which intuitively to me seems like a core item for TF. Hybrid twisted Fate is not bad at all, you do decent sustained damage and have a spammable poke spell which is also fairly potent. However, as you don't gain additional benefits for hybridization (like akali or kayle for example) it is generally better to focus on one over the other. | ||
HeavOnEarth
United States7087 Posts
On November 15 2010 01:06 Tooplark wrote: I guess Randuins + Bluepot can be substituted for Frozen Brain. oh i know nothing about tank tf. :O | ||
Odds
Canada1188 Posts
On November 15 2010 01:20 STS17 wrote: Hybrid twisted Fate is not bad at all, you do decent sustained damage and have a spammable poke spell which is also fairly potent. However, as you don't gain additional benefits for hybridization (like akali or kayle for example) it is generally better to focus on one over the other. You mean additional benefits like Guinsoos which increases damage, attack speed, poke power, and passive damage for Stack Deck? =P But yeah, I see what you are saying. If I continue using this build, though, is Nashor's Tooth a logical continuation out of Malady, being cheaper than bloodrazor? Or should I just go straight for the DPS MOFUCKIN' DAMAGE? | ||
STS17
United States1817 Posts
On November 15 2010 04:53 Odds wrote: You mean additional benefits like Guinsoos which increases damage, attack speed, poke power, and passive damage for Stack Deck? =P But yeah, I see what you are saying. If I continue using this build, though, is Nashor's Tooth a logical continuation out of Malady, being cheaper than bloodrazor? Or should I just go straight for the DPS MOFUCKIN' DAMAGE? Not really a definitive answer to that, if you are raping face then get the BR to extend your advantage (should be able to afford it) but keep in mind your pushing abilities will suffer since only the ASPD really helps downing towers. HGB is also decent because it gives you more of what you want while giving you survivability in the form of lifesteal and spell vamp (spell vamp works on magic damage from Malady SotD Wit's End and BR) whereas if you are short on funds SotD and Wit's End are both situationally useful and cheap. Nashor's Tooth is a good item to get if you don't think you will be able to afford BR in a timely fashion as well because you can benefit from all the stats on it. | ||
crate
United States2474 Posts
I feel like AP TF might want R > Q > W > E, but I'm not sure ... all four skills are good for AP TF. I just won a 4v5 because TF solo pushing is OP. Zerker greaves + Bloodthirster (I got IE but I wasn't really thinking that it'd come down to split pushing like this at the time) + sword of the divine and people at my level aren't good enough to deal with a solopush. Got an inhib turret down pretty early and we were in control the rest of the game ... I don't think they even crossed the river after I returned with my ult and got the inhib (they got one of our inhibs just before, but stayed too long and we aced them after I bluepilled back). Also, I managed to ult out of their base after killing an inhib, and I think I must've died as I was teleporting, because when I re-center my screen I see my guardian angel activating in my base lol. Didn't know that was possible. Also I think if you're going to troll with tank TF you need locket because locket is imba. | ||
barbsq
United States5348 Posts
On December 13 2010 02:52 crate wrote: W's on-hit effects get better as you level up W. DPS TF 100% wants R > E > W > Q (with W at level 1), don't even take Q until you have no choice. 2 second stun is a huge difference from 1 second stun. I feel like AP TF might want R > Q > W > E, but I'm not sure ... all four skills are good for AP TF. I just won a 4v5 because TF solo pushing is OP. Zerker greaves + Bloodthirster (I got IE but I wasn't really thinking that it'd come down to split pushing like this at the time) + sword of the divine and people at my level aren't good enough to deal with a solopush. Got an inhib turret down pretty early and we were in control the rest of the game ... I don't think they even crossed the river after I returned with my ult and got the inhib (they got one of our inhibs just before, but stayed too long and we aced them after I bluepilled back). Also, I managed to ult out of their base after killing an inhib, and I think I must've died as I was teleporting, because when I re-center my screen I see my guardian angel activating in my base lol. Didn't know that was possible. Also I think if you're going to troll with tank TF you need locket because locket is imba. on ap tf i do a wonky little thing that i also do with panth in that i go q,w,e (or w at lvl 1 if we teamfight), then max q, get a 2nd or 3rd lvl of w (depending on how many merc treads are out on the ppl ur aiming to kill) then max e then max w, ofc getting r whenever possible. | ||
STS17
United States1817 Posts
You don't want to harass with Q until level 4 or 5 because until then its damage:mana ratio isn't too great especially considering your mana pool. In Lane: Laning AP Fate and DPS Fate are basically identical until you begin getting AP, last hit with blue card and/or E proc - using both to harass and zone your opponent when he tries to farm. Once you hit level 4-5 (and again when you begin accruing AP) you can harass with Q as well, abusing its range to make your opponent last hitting under his tower as difficult as possible. At 6 you should b to buy and look for a gank opportunity, if none presents itself then just return to lane, if you doubt there will be a need to use it in the near future, ult back to lane to minimize downtime and resume pressuring your opponent (possibly now with an item advantage) you should be 1-2 levels ahead of your opponent at this point against quite a few lanes. In Teamfights: Poke with Q all day every day (presuming you have the mana supply - you want to save some for the fight). If your opponents are getting BVs, I believe it is still possible to pop it with your ult so it's a good idea to do this before your team initiates to prevent them from absorbing a rocket grab or mummy ult or what-have-you. Once the fight actually begins, you want to spam red card over gold, barring facing champs with channel ults (kat / galio etc) or someone who "needs" to be stunlocked (fed carry). Reason being Red simply does more damage (and it's AoE) then gold and the slow prevents their team from repositioning properly. Keep spamming those Qs trying to hit as many as possible. | ||
Iplaythings
Denmark9110 Posts
Lategame AP tf is also VERY underrated since he can basically chop you up for 1k damage and run away to do the same 3 seconds later (if your E is up in time that is). AD just has a stupid amount of damage (especially lategame where it becomes completely riddicolous) and will almost allways be in range to blow someone up with goldcard. | ||
STS17
United States1817 Posts
On December 13 2010 06:17 Iplaythings wrote: As in the AP vs AD, AP is way safer in teamfights, and fits in poke setups as well AP setup also bring towers down fast without being really fucking fed (all he needs is lichbane + bluepot for wrecking towers) Lategame AP tf is also VERY underrated since he can basically chop you up for 1k damage and run away to do the same 3 seconds later (if your E is up in time that is). AD just has a stupid amount of damage (especially lategame where it becomes completely riddicolous) and will almost allways be in range to blow someone up with goldcard. .4 AP added to damage against towers FTW! | ||
Seuss
United States10536 Posts
On November 15 2010 05:39 STS17 wrote: HGB is also decent because it gives you more of what you want while giving you survivability in the form of lifesteal and spell vamp (spell vamp works on magic damage from Malady SotD Wit's End and BR) whereas if you are short on funds SotD and Wit's End are both situationally useful and cheap. I realize it's been a month, but I just tested this and Spell Vamp does not work on any of these effects, nor the active from HGB or DFG. It also doesn't work on Akali's Discipline of Force. | ||
Pigsquirrel
United States615 Posts
EDIT: Plus lifesteal seems necessary on anybody who is going to be inside autoattack range of anything. If not BT, then what lifesteal item? | ||
UniversalSnip
9871 Posts
On a hero where it makes sense to just stack bf swords at a certain point, it's what you should be upgrading into | ||
crate
United States2474 Posts
If you're getting lifesteal Bloodthirster is obviously good for that too, but I've never really felt a pressing need for lifesteal as TF personally. | ||
Pigsquirrel
United States615 Posts
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spinesheath
Germany8679 Posts
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LOLMARINE
United States28 Posts
Items 1. sheen (start the game with a sapphire crystal and 2 hp pots) 2. Beserker Greaves (or Sorcerer's Shoes) 3. Guinsoo's rageblade 4.Sheen into Lich Bane 5. Nashor's tooth 6. Either Rylai's Scepter or Zhonya's Ring depending on how your game's going 7. Bloodthirster Mejai's Soulstealer if your game is going really really well. Masteries: 9/0/21 Runes Magic Pen Quints (can be replaced with flat health) Magic Pen Marks CDR Glyphs Attack Speed Seals Summoner Spells Flash and Exhaust I find flash to be absolutely necessary on an uber squishy champ like TF, the other spell can be whatever you see fit (preferably exhaust/ignite/ghost) Skills R>Q>E>W Put 1 into W at the very beginning of the game, then proceed to put 1 in Q every time you can (except when you can level up your R of course), then max out E, and then W Hope this helped somebody ![]() | ||
stet_tcl
Greece319 Posts
Apart from the obvious fact that tear will not have any instant bonuses meaning a weaker early-mid game it feels that this build is more cost effective than other hybrid builds. Is there something I'm missing? Also assuming this is viable should one get Manamune before Archangel's since it lets you charge your tear faster? | ||
crate
United States2474 Posts
(Zhonya's beats out Archangel's for AP anyway. 120 + 25% AP for 3460 from Zhonya's, compared to 125 for 2900 from AA. Even if Zhonya's is your only source of AP you get slightly more AP per gold, plus you get a really nice active ... and if you're getting Rageblade there's really no contest). Rageblade is good though, since Wild Cards is almost enough to keep it stacked on its own and it's disgustingly efficient. I think I'd rather go Rageblade + Gunblade if you want hybrid, it's more efficient and it kicks in faster. From there add in Lichbane or attack speed (Malady/SotD perhaps) probably. | ||
Pigsquirrel
United States615 Posts
My build: Arpen marks Dodge yellows CDR/lvl blues Arpen quints Open Doran's blade Rush malady Zerks BT LW SotD Infinity New LW worked WONDERS on TF. | ||
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