Doin’ it
THE FUNNEST BAD ASS IN TOWN BRO. gg play this guy and get da munnies for u and ur team
Base Stats (Level 1 included):
+ Show Spoiler +
Health: 466 (+82)
HP Regen: 5.1 (+0.6) /10s
Mana: 240 (+38)
MP Regen: 7.0 (+0.5) /10s
Attack Damage: 49.71 (+3.3)
Attack Speed: 0.651 (+3.22%)
Armor: 14.35 (+3.15)
Magic Resist: 30 (+0)
Attack Range: 525
Movement Speed: 330
HP Regen: 5.1 (+0.6) /10s
Mana: 240 (+38)
MP Regen: 7.0 (+0.5) /10s
Attack Damage: 49.71 (+3.3)
Attack Speed: 0.651 (+3.22%)
Armor: 14.35 (+3.15)
Magic Resist: 30 (+0)
Attack Range: 525
Movement Speed: 330
AP TF
Summoner Spells: Flash, Ghost/Ignite/Teleport/Others
1. For any style of TF, flash is the most important summoner spell to utilize and get used to.
a. Flash-stun is the simplest way to quickly jump an enemy with an ally (most likely a jungler) and wreck his face. Gauging burst damage and cooldowns for another spell rotation just needs experience because TF’s cds on his basic spells are shorter than most AP mid’s.
b. Flashing away from dangerous situations is much more important on TF because of his immediate usefulness with low cooldowns and range advantage in many situations. Making predictions on how situations will go is super important because soaking damage and then flashing is usually not good.
c. Any other specific uses of flash can be used on many AP carries like baiting and diving. Having a quick reflex on Pick-a-Card is essential for these tense situations. Practice it!!!
2. The alternative Summoners are mostly preference:
a. Ghost: Useful against select champions. Bruisers or assassins who like going mid with jumps and nothing else (no slow or MS bonus) have trouble dealing with ghost in teamfights. To go well with ghost, be more liberal with item choices as this might require more defensive stats than usual. Enemies who love to jump in WITH a movespeed boost and/or jump/flash in teamfights (Olaf, Kennen, Shyvana to name a few) are easier to react against with ghost.
b. Ignite: Straightforward damage-boosting for the AP carry. Standard most of the time.
c. Teleport: Useful with Homeguard and getting it early to gank more frequently. Easier to just experience playing around with teleport.
d.All other spells are either suck or unconventional enough to not be worth explaining in a basic guide (ask me if you really care).
Small Note: My belief is that you should experiment all the time when learning a new hero. If the gank fails and you know why it failed, no problem man just think about it more after the game and you’ll better at it in no time.
Masteries
9-0-21 - http://www.finalesfunkeln.com/s3/#MaK7vwdJZqpMSA
Notes:
1. Ignite mastery
2. Wanderer—Expanded Mind (Pick one)
3. Ward/Strength of Spirit—Awareness (Pick one)
4. Pickpocket (Take one from above if you want)
My personal mastery choices are based around TF’s crappy early game and trying to mitigate it as much as possible (yeah bro even that Strength of Spirit). IDK If you know Vampirism will give more overall HP in an ideal lane compared to SoS show me pls. And I like to zoom zoom.
21-0-9 http://www.finalesfunkeln.com/s3/#7aK7pMSUvdPZq7n
Notes:
1. Wanderer—Meditation (pick one)
If certain changes get through to live, this will probably be the standard (if it hasn’t already I have no idea) mastery set up. I never do it because TF is monstrously more useful from having bonuses in the utility tree, but this is OK too. Same reasoning with ignite, maximizing the damages isn’t all that bad either (I just hate it). And yes ignite will be mandatory for this set up.
Runes
Red Marks: Hybrid Pen, Magic Pen(recommended), AD(? cuties)
Yellow Seals: HP/Level(recommended), AP/Level
Blue Glyphs: AP/Level(recommended), MR (flat)
Purple Quintessences: Movement Speed (DUH), AP
Straightforward can’t go wrong with any of these, especially if you’re IP-hungry for the MS quints. I’m Korean so I bought that shit first (for Nidalee initially LOL). And I didn't know runes existed until i started playing with TL (Summoner Lvl 25ish). I'm king.
Skill Order
W Q Q E Q R, R>Q>W>E
Straightforward not much to discuss.
Item Builds and Playstyle
Because of TF’s flexibility at all stages of the game (how you play him is all up to you), I’ve decided to put all items that TF (or any AP champion really) to some extent in tier lists. Lower tiered items will be less important usually, but certain games and situations will make them super great (for example, Blaze Ambition had a core of Abyssal + GA in a tournament game). But pubs are pubs and a starting core of tier 1 or 2 will be good enough.
Starting: Boots + 3 Potions (455) OR Flask + 3 Potions (450)
These are probably the two choices to go on any game as AP TF mid:
Serious Mode TF (starters):
Priority 1: Lichbane, Sorcerer’s Shoes
Priority 2: Rabadon’s Deathcap, Deathfire Grasp, Zhonya’s Hourglass, Void Staff
Priority 3: Homeguard, Abyssal Scepter, Guardian Angel, Quicksilver Sash, Banshee’s Veil
Priority 4: Alacrity, Hextech Gunblade, Warmog’s Armor, Randuin’s Omen, Will of the Ancients, Ruby Sightstone, Twin Shadows
For starters, you can start with this basic item build: Sorc Shoes(Homeguard), Lichbane, Deathcap, Hourglass, DFG, Void Staff. And a few pointers to help you out!
• Sheen early is quite useful for its cost.
• Even if you didn’t start flask, buying one for the sake of sustaining a strong presence in the level 6 to 10 range is quite nice (1 doran ring will be good too).
• Understanding basic creep clearing at all stages of the laning phase is important. Level 5 TF with no items will be different if you did recall beforehand (or died) and a fat Level 9 TF with items will be different if you don’t have items. General plan is to wild card the wave before it clashes with your wave. Blue card the second creep, wait for cooldown on wild cards fire it again to clear the wave while leaving at most 1 creep alive for a second blue card. Blue card a nearby ally jungle camp if it’s available (don’t have to clear) and repeat. All of this will assume you are safe. For level 1-4 creep control ask me directly (PM). It's hard to give a direct guideline for this as it depends on a lot of things that are harder to realize.
• Experiment on Sheen-Deathcap (4460 total) and Lichbane-NLR (4600 total) and figure out the pros and cons of both. Words < Experience on this issue. This is very important to start worming your way into knowing how to play TF by heart. NLR is TF's signature item because what he does with it in any game dictates how the TF will play in any game.
Once you get the basics down, try different 2-item cores (Lichbane Hourglass, Lichbane Abyssal, Deathcap Hourglass) and understand more of what the champion does with his kit and how certain items augment his strengths. A much safer back up plan will be to have enough AP to clear a no-siege wave with one spell rotation (Red card + Wild cards) and you will have more time to think about how to impact the game in your favor.
Fun Mode TF (pros~):
Priority 1: Twin Shadows, Mobility Boots, Homeguard
Priority 2: Zhonya’s Hourglass, Quicksilver Sash, Shurelya’s Reverie, Iceborn Gauntlets, Lichbane
Priority 3: Randuin’s Omen, Rabadon’s Deathcap
Priority 4: Banshee’s Veil, Guardian Angel, Abyssal Scepter, Warmog’s Armor, Will of the Ancients
And once you feel like it (mastered the above build to some extent), this build is da lelz and very fun to play with a 5man stack (don’t care about losing). Not a serious build. Teleport is mandatory.
• Rush that Mobility and Homeguard upgrade son! You want to gank with Teleport ASAP and laugh at their faces while you at them with Homeguard boost. Earlier the better.
• Recall more often as you sacrifice laning power for your own enjoyment. Mobility Homeguard will get to your mid-tier 1 tower around 10-15 seconds faster so be more liberal with that.
• Ganking with the classic ult without Homeguard is fine too (even better with Twin Shadows!).
• Priority 2 is all about the mobility and kite!! Troll on their faces while practicing your Pick-A-Card reflexes (matters even more than the serious build).
Yeahhhh best build evur~
EDIT 2/1/2013: Because of Patch 3.01 (Season 3) I discourage rushing hourglass and having a different big item (Lichbane, Deathcap etc) then getting hourglass starting from Seeker's is much better and makes hourglass timing much smoother than actually rushing it.
AD TF (Mid)
Summoner Spells: Flash, Ignite/Exhaust/Barrier/Heal/Other
1. Flash is da best OK.
a. Flash-stun is the same.
b. Flashing away is discouraged. And avoid situations where flashing away would normally be a good play. AD TF’s optimal uses of flash are to gank more aggressively and scare people!
c. Practice practice dat pick-a-card for those high-risk situations.
2. Alternative Summoners
a. Ignite: A bit less useful for AD TF, but it can work just fine
b. Exhaust: Very useful as AD TF is very proficient at solo-killing and dueling with gold card + exhaust. The full duration of both of these effects is crucial for pressuring enemies
c. Barrier/Heal: Explicitly used for dueling in the midgame. Heal just might have a small utility helping an ally by teleporting in and using heal. See what floats your boat~.
d. Others: Suck or unconventional (basics pls).
Masteries
21-0-9 - http://www.finalesfunkeln.com/s3/#UMUMSGvTvdTGlvE
Notes:
Ignite—Havoc (1)
Wanderer—Meditation(2)
My personal page just does the damages~ Not much variation here to discuss.
Runes
Red Marks: Armor Pen, AD(recommended)
Yellow Seals: Flat Armor(recommended), Armor/lvl, Mana regen/lvl
Blue Glyphs: Flat MR(recommended), MR/lvl, Mana regen/lvl
Purple Quintessences: AD(recommended), Armor Pen
Can also put the small crit rune stuff idk your choice.
Skill Order
W Q Q E Q R, R>Q>W>E
Straightforward not much to discuss.
Item Builds and Playstyle
AD TF only has a couple of advantages over AP TF mid, but it’s hella fun playing AD TF sometimes. Assassination potential is really high (solo-picking someone of). Having two auto attack carries (one at bot ofc) is very beneficial to TF because while it is hard to function as an AD carry by himself, AD TF has a better time buying more defensive stats and semi-protecting and consistently threatening the enemy with your DPS (more like burst with Sword of the Divine) and a high-threat teamfight playmaker through critical stuns. Not as flexible as AP TF but there is still a nice set of items that fit well with him. AND YOU DO THE DUELINGS.
Starting: Doran’s Blade (475), Boots + 3 Potions (455), Flask + 3 Potions (450)
Item Progression:
Priority 1: Youmuu’s Ghostblade, Berserker’s Greaves
Priority 2: Sword of the Divine, Infinity Edge, Warmogs, Ninja Tabi/Mercury Treads
Priority 3: Trinity Force(interchange with divine sword), Last Whisper, Guardian Angel, Randuin’s Omen, Homeguard, Mercurial Scimitar (really just QSS ><)
Priority 4: Maw of Malmortius, Doran’s Blade, Banshee’s Veil, Bloodthirster(risk!)
For starters, try a core of Ghostblade, Divine Sword, Infinity Edge, 2 Defensive Items, and Greaves. Make sure the defensive items are well thought out (or if the game allows, get Last Whisper instead of one of those defensive slots). And pointers~
• Not advised to get Avarice Blade first as AD TF’s laning is somewhat weaker and more dependent on early game stats to not get rolled levels 1-9 (also why I put Doran's Blade on Tier 4(optional))
• Mana management is very crucial for AD TF, as no core item handles TF’s natural mana costs except Trinity Force that I rarely purchase anyways. Blue buff will become increasingly more important as a game enters the mid-late game to AD TF than AP TF to roam nicely with lower CD ulti and less dependency to blue card stuff.
• Divine Sword is the sexiest item to get on a duelist like TF mainly because of gold card and critting all 3 times in a 1.5-2 second interval (so… lvls 10-13), which is also where it is expected to get Ghostblade and Divine Sword as your core to enter midgame teamfights. OR
• Trinity Force, 3903 is very tempting for sure now. Trinity Force on AD TF opens him up for prolonged sieges (with lifesteal maybe) when a Divine Sword needs to do work with the active to make it count. Because Trinity proc interacts with base AD, it also boosts blue card’s mana return. It’s good to try out on your first run of AD TF as it’s less risky and can still experience dueling with Ghostblade (and Infinity Edge afterwards). Not optimal in most cases, but can’t really go wrong with this patch’s Trinity Force.
AD TF is straightforward and not many diverse item paths to really take control of a game. Creep clearing efficiently still applies (flask might help a lot with this) and don’t be afraid to ulti randomly for vision, or if you’re lucky find an enemy to duel / catch. Also applies to AP TF.
Patch History: + Show Spoiler +
v3.07 - 2013-5-16
Pick a Card
Blue card now restores 50/75/100/125/150 Mana instead of 26/39/52/65/78 (+0.6 total Attack Damage)
Stacked Deck
No longer grants Cooldown Reduction
Bonus Attack Speed increased to 10/15/20/25/30% from 3/6/9/12/15%
Destiny
Cooldown increased to 180/150/120 seconds from 150/135/120
Tooltips updated
v1.0.0.151 - 2012-11-12
• Pick a Card tooltip now describes the correct behavior in regards to Blue card's Mana restoration
v1.0.0.150 - 2012-10-25
• Fixed: Pick a Card now damages wards properly
v1.0.0.149 - 2012-10-17
• Twisted Fate has received a visual upgrade.
v1.0.0.140a - 2012-05-23
• Loaded Dice will now show total gold earned by the skill on a per-unit basis on the buff tooltip
v1.0.0.131 - 2011-12-13
• Auto-attack range increased to 525 from 510
• Pick a Card will no longer randomly attack targets once a card has been picked and will not stop attacking if Twisted Fate is given an attack command or is already attacking a target
v1.0.0.122 - 2011-07-26
• Gate now has a range of 5500
v1.0.0.120 - 2011-06-22
• Blue Card mana restore is no longer reduced if the damage is shielded
• Loaded Dice now deactivates while Twisted Fate is dead
• Fixed a bug with Gate where activating Zhonya's Hourglass during the channel time would not interrupt it
v1.0.0.116 - 2011-04-25
• Pick a Card Blue Card mana restore increased to 65% from 50%
v1.0.0.115 - 2011-04-11
• Pick a Card
o Fixed a bug where Red Card would sometimes fail to damage targets that were moving away from you
o Fixed a bug where Pick a Card's locked particle wouldn't show to enemies after leaving brush
o Fixed a bug where Red and Gold card damage did not match the tooltip
o Pick a Card now deals entirely magic damage, rather than normal physical damage plus bonus magic damage
o Blue Card now restores mana equal to 50% of the damage dealt
o Updated the 'Lock Card' tooltip with more detailed damage information
• Destiny
o Fixed a bug where Destiny would show allies it was always ready to cast, even if it wasn't
o Fixed a bug where Gate's channel could be dispelled by Cleanse or Quicksilver Sash, teleporting him immediately
o Fixed a bug where Destiny's duration was not being properly reflected in the tooltip (6/8/10 seconds)
o Destiny now shows a buff so Twisted Fate knows how long he has to teleport
• Tango Twisted Fate skin run animation has been fixed to look more natural
v1.0.0.105 - 2010-11-15
• Fixed a bug with Destiny where the teleport spell was not being cancelled by suppression effects
v1.0.0.103 - 2010-10-18
• Pick a Card Blue Card damage/mana return increased to 40/60/80/100/120 from 30/45/60/75/90
v1.0.0.100 - 2010-09-08
• Gate can no longer be cast while rooted; Destiny can still be cast while rooted.
v1.0.0.97 - 2010-07-27
• Fixed a bug where using Pick a Card versus inhibitors would cause the queued up effect to play the sound and particle during each attack
v1.0.0.96 - Season 1 - 2010-07-13
• Pick a Card attacks are no longer subject to dodge or miss chances
• Fixed a bug where Blue cards would restore mana even if the target died before the card hit
v1.0.0.87 - 2010-06-08
• Wild Cards ability power coefficient increased to 0.65 from 0.5
• Stacked Deck
o Attack speed gain reduced to 3/6/9/12/15% from 6/12/18/24/30
o Bonus damage decreased to 55/80/105/130/155 from 60/90/120/150/180.
o Ability power coefficient increased to 0.4 from 0.3.
• Pick A Card
o Fixed a bug where Red Card's AoE damage was doing significantly more or less damage than intended.
o Fixed a bug where Red Card's slowing effects are renewed by Lizard Elder's slowing debuff.
o Fixed the tooltip to correctly indicate that Gold Card's damage is based on the bonus damage of red and blue, not their base damage.
v1.0.0.86 - 2010-06-01
• Fixed a bug with Destiny where Twisted Fate was able to continue channeling Destiny when stunned, taunted or feared
v1.0.0.83 - 2010-04-27
• Fixed a bug with Pick a Card where Red Card's AOE would penetrate spell shields
v1.0.0.82 - 2010-04-08
• Fixed the description for his passive in the character pane. It should now reflect the correct functionality
• Fixed a bug in which Cardmaster's Stacked Deck worked against towers
v1.0.0.79 - 2010-03-16
• Wild Cards AP ratio reduced to 0.5 from 0.75
• Wild Cards cooldown increased to 6 from 5
• Pick a Card - Blue Card:
o Blue Card now deals 40/60/80/100/120 bonus damage plus a 0.4 AP coefficient.
o Blue Card now restores mana equivalent to the bonus damage
• Pick a Card - Red Card:
o Red Card now deals 30/45/60/75/90 bonus damage plus Twisted Fate's attack damage and a 0.4 AP Coefficient to an area
o Red Card now applies a 30/35/40/45/50 percent slow for 2.5 seconds
o The attack speed reduction from Red Cards has been removed
• Pick a Card - Gold Card:
o Gold Card now deals 15/22.5/30/37.5/45 bonus damage plus a 0.4 AP coefficient.
o The target of Gold Card is stunned for 1.2/1.4/1.6/1.8/2.0 seconds
o Gold Card cooldown increased to 6 from 5
• Pick a Card effects will no longer trigger if a target is missed or dodged the hit.
• Fixed a bug where a card's effect or part of the effects would still apply upon hitting a spell shield
• Added different colored icons in the spell slot to display which card you can lock while it's rotating
• Stacked Deck *New Spell*: Every 4th attack, Twisted Fate deals 90/120/150/180/210 bonus damage plus a 0.3 AP coefficient. In addition, Twisted Fate's attack speed is increased 6/12/18/24/30 % and cooldowns are reduced 3/6/9/12/15 %.
• Gate - Removed as a basic spell, and linked to Destiny's new implementation
• Destiny:
o While Destiny is active, Twisted Fate can teleport to any location on the map.
o Removed the slow from Destiny.
o Destiny duration increased to 6 seconds from 4/5/6 seconds
o Cooldown increased to 150/135/120 from 130/110/90
o Mana cost reduced to 150/125/100 from 150 at all ranks
• Loaded Dice *New Passive*: Twisted Fate and his allies receive an additional 2 gold per kill
• Second Sight removed
v1.0.0.75 - 2010-02-24
• Wild Cards Mana cost increased to 50/65/80/95/110 from 40/55/70/85/100
• Pick a Card Mana cost increased to 60/70/80/90/100 from 40/50/60/70/80
• Pick a Card Gold Card base damage reduced to 40/80/120/160/200 from 50/100/150/200/250
• Pick a Card Gold Card ability power ratio increased to 0.5 from 0.4
• Pick a Card Gold Card no longer slows
• Pick a Card Red Card ability power ratio increased to 0.5 from 0.4
• Gate cooldown increased to 135/120/105/90/75 from 120/105/90/75/60
v1.0.0.74 - 2010-02-10
• Destiny slow reduced to 30% from 45%
v1.0.0.63 - 2009-12-17
• Pick a Card Gold Cards now only stun the unit directly hit (they will now slow surrounding units instead of stunning them)
• Pick a Card Duration reduced to 10 from 15
• Destiny no longer reveals Twisted Fate to enemies when cast
• Gate Cooldown increased to 120/105/90/75/60 from 90/75/60/45/30
• Gate Mana Cost increased to 80 from 80/70/60/50/40
v1.0.0.52 - 2009-11-11
• PAX Skin will now properly display in game
• Gate now has the proper team color indicators
• Gate will no longer create a vision bubble at the target location
Changelog: + Show Spoiler +
May 22, 2013: Changes to TF and playing him differently in page 3.
Feb 1, 2013 Hourglass changes and main effects on TF
Grammar, spelling errors etc etc blah blah fku
Feb 2, 2013: Added AD TF (Mid)!
Feb 7, 2013: Added Changelog kekeke
Added Base Stats (STARTS AT LEVEL 1 UNLIKE LEAGUE WIKI)
Feb 1, 2013 Hourglass changes and main effects on TF
Grammar, spelling errors etc etc blah blah fku
Feb 2, 2013: Added AD TF (Mid)!
Feb 7, 2013: Added Changelog kekeke
Added Base Stats (STARTS AT LEVEL 1 UNLIKE LEAGUE WIKI)