The information below will help you get familiar with the game on the Mid Line TWISTED FATE. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Dagger +15% Attack Speed
500
Nashor's Tooth
Attacks deal bonus damage +45% Attack Speed
+20 Ability Haste
Magic Fang: Obtain 30 Attack Damage or 60 Ability Power (Adaptive).
Gnaw: Attacks deal adaptive damage (15 + 20% bonus+ 30% bonus
) on hit.
3000
Nashor's Tooth TIPS: This item is perfect for champions who blend auto-attacks with magic damage. It provides a hefty boost to attack speed and reduces ability cooldowns, allowing you to cast spells more frequently in fights. The “Magic Fang” passive adapts to your build by granting either bonus attack damage or ability power, adding flexibility. With each auto-attack, “Gnaw” deals adaptive magic damage on hit, making it especially effective against tanky targets and for wearing down opponents over time. This item is ideal for champions like Teemo, Kayle, and Jax, who rely on sustained auto-attacks supported by magic damage and need frequent ability usage to maximize DPS in extended engagements.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration +55 Ability Power
+150% Mana Regeneration
+45 Move Speed.
Magic Break: +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions. 1400
Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
Lich Bane
Attacks deal bonus damage aster ability casts +80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP
. (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration +55 Ability Power
+150% Mana Regeneration
+45 Move Speed.
Magic Break: +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions. 1400
Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. and reducing the target's Magic Resistance by 15% for 3s. After cast, gain 20% Movement Speed thatdecays over 3s. (50s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage. 500
Protobelt Enchant TIPS: This enchant grants a forward dash followed by a burst of missiles that deal magic damage and briefly weaken the target’s magic resistance. After casting, you gain a temporary movement speed boost for continued pursuit or escape.
Nashor's Tooth
Attacks deal bonus damage +45% Attack Speed
+20 Ability Haste
Magic Fang: Obtain 30 Attack Damage or 60 Ability Power (Adaptive).
Gnaw: Attacks deal adaptive damage (15 + 20% bonus+ 30% bonus
) on hit.
3000
Nashor's Tooth TIPS: This item is perfect for champions who blend auto-attacks with magic damage. It provides a hefty boost to attack speed and reduces ability cooldowns, allowing you to cast spells more frequently in fights. The “Magic Fang” passive adapts to your build by granting either bonus attack damage or ability power, adding flexibility. With each auto-attack, “Gnaw” deals adaptive magic damage on hit, making it especially effective against tanky targets and for wearing down opponents over time. This item is ideal for champions like Teemo, Kayle, and Jax, who rely on sustained auto-attacks supported by magic damage and need frequent ability usage to maximize DPS in extended engagements.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration +55 Ability Power
+150% Mana Regeneration
+45 Move Speed.
Magic Break: +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions. 1400
Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
Lich Bane
Attacks deal bonus damage aster ability casts +80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP
. (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.
Rabadon's Deathcap
Boosts Ability Power +100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
Magnetic Blaster
Increases attack range and damage +25% Critical Rate
+35% Attack Speed
Fervor: +5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 50-120 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 20-50% bonus damage against minions.) 2900
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Yordle Infinity Orb
Abilities deal bonus damage +80 Ability Power
+7% Magic Penetration
Destiny: +5% Move Speed.
Balanced: +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-85 () plus 20%
to nearby enemies.
2900
Yordle Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.
Yordle Infinity Orb
Abilities deal bonus damage +80 Ability Power
+7% Magic Penetration
Destiny: +5% Move Speed.
Balanced: +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-85 () plus 20%
to nearby enemies.
2900
Yordle Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.
Morellonomicon
Magic damage reduces enemy healing +150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2500
Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.
Yordle Infinity Orb
Abilities deal bonus damage +80 Ability Power
+7% Magic Penetration
Destiny: +5% Move Speed.
Balanced: +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-85 () plus 20%
to nearby enemies.
2900
Yordle Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.
Oceanid's Trident
Anti-Shielding +200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.
Yordle Infinity Orb
Abilities deal bonus damage +80 Ability Power
+7% Magic Penetration
Destiny: +5% Move Speed.
Balanced: +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-85 () plus 20%
to nearby enemies.
2900
Yordle Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.
Crown of the Shattered Queen
Blocks an enemy ability +60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.
Bonus Attack Speed: 100%
Health Restore: 15-85 () + 30% bonus
+ 30%
.
Bonus Movement Speed: 20% for 1s.
When attacking a champion, restore 8% missing mana or 8% missing energy
.
When attacking minions or monsters, heals for 60% (Melee champions) or 20% (Ranged champions) of the original heal amount.
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Legend: Alacrity
Bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 20% Attack Speed.
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Gathering Storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive or
. Totaling: 2/5/9/14
or 4/10/18/28
based on game time.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s
Nimbus Cloak
Movement Speed
After casting a Summoner Spell, gain 10% - 40% movement bonus for 3 seconds. The speedup effectiveness depends onthe Summoner Spell's cooldown.
(Q) WILD CARDS
6s
60/70/80/90
Throws three cards, dealing 60 magic damage (60/120/180/240 + 70% ).
(W) PICK A CARD
7/6,5/6/5,5s
40/60/80/100
First Cast: Start shuffling Twisted Fate's deck.
Second Cast: Pick a card to empower his next attack.Red Cards deal 82 magic damage (30/50/70/90 + 60%
+ 100%
) in an area and slow by 35/40/45/50% for 3 seconds.
Blue Cards deal 92 magic damage (40/65/90/115 + 75%
+ 100%
) and restore 60/90/120/150 Mana.
Gold Cards deal 67 magic damage (15/25/35/45 + 50%
+ 100%
) and stun for 1.25/1.5/1.75/2 second.
(E) STACKED DECK
17/16/15/14s
50
Passive: Gain 15/20/25/30% Attack Speed. Every 4th attack deals 50 bonus magic damage (50/80/110/140 + 45% ).
Active: Gain 30/35/40/45% Attack Speed for 3 seconds. During this time, attacking enemy champions rolls Loaded Dice.
(R) DESTINY
100/90/80s
100
First Cast: Reveals all enemy champions for 6/7/8 seconds.Second Cast: Channel for 1.5 seconds to teleport to target location.
We have prepared lists of champions that can really annoy you during a match with the game on the Mid TWISTED FATE. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Mid TWISTED FATE in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken from champions by 7-12% ().
1350
Mercury's Treads TIPS: These boots provide solid magic damage reduction, enhanced regeneration, and movement speed, with a passive that further lessens incoming magic damage. — The perfect pick for tanks, bruisers, and supports who need to withstand heavy AP threats while maintaining mobility.
Spirit Visage
Increases healing and shielding received +350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%. 2800
Spirit Visage TIPS: This item greatly boosts your health, regeneration, magic resistance, and ability haste. Its “Blessed” passive amplifies all healing, regen, drain effects, and shields on you by 30%, allowing you to recover more quickly in fights. It’s an excellent choice against champions who deal sustained magic damage, like Vladimir and Swain, as well as burst mages like Syndra or Veigar, helping you survive initial bursts and heal up rapidly.
Force of Nature
Stacking Magic Resist and Move Speed +350 Max Health
+55 Magic Resistance
Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%. 2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield +55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Wit's End
Basic Attack deals Bonus Damage +45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 10-55 bonus magic damage. While below 50%Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
2800
Wit's End TIPS: This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects. 800
Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.
Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Crown of the Shattered Queen
Blocks an enemy ability +60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Maw of Malmortius
Converts damage from attacks into a magic shield +55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage (
) for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: This item is perfect for champions who need a lot of sustain in fights. It provides bonuses to attack damage, critical strike chance, attack speed, and physical vamp, helping you sustain and deal damage. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage for 5 seconds, giving you a chance to survive dangerous moments in a fight. "Buttle Furor" adds physical vamp when the shield is triggered, enhancing your sustain. This item is especially useful for champions who rely on high AD, such as Draven and Jhin, and when facing champions who deal a lot of physical damage, such as Master Yi, and Tryndamere.
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-330 damage for 2.5 seconds. (60s cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds. 500
Locket Enchant TIPS: This enchant grants a magic shield to you and nearby allies, absorbing damage for a brief duration. The shield is ideal in large teamfights, providing extra protection and opportunities for counterplay. Perfect for tanks who frequently stand in the thick of battle and want to safeguard their team during critical moments.
Stoneplate Enchant
Shield
Stoneplate (Active): Gain a base shield that absorbs damage equal to 20% of max Health. Every 1 bonus Armor or Magic Resistance
you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor
or Magic Resistance
you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.
500
Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.
The information below will help you get familiar with the game on the Alternative Adc Line TWISTED FATE. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared lists of champions that can really annoy you during a match with the game on the Alternative Adc TWISTED FATE. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared a list of items and spells that will help counter Alternative Adc TWISTED FATE in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Gain 2 to 12 bonus gold upon killing a unit.
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6s
60/70/80/90
Throws three cards, dealing 60 magic damage (60/120/180/240 + 70% ).
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7/6,5/6/5,5s
40/60/80/100
First Cast: Start shuffling Twisted Fate's deck.
Second Cast: Pick a card to empower his next attack.Red Cards deal 82 magic damage (30/50/70/90 + 60%
+ 100%
) in an area and slow by 35/40/45/50% for 3 seconds.
Blue Cards deal 92 magic damage (40/65/90/115 + 75%
+ 100%
) and restore 60/90/120/150 Mana.
Gold Cards deal 67 magic damage (15/25/35/45 + 50%
+ 100%
) and stun for 1.25/1.5/1.75/2 second.
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17/16/15/14s
50
Passive: Gain 15/20/25/30% Attack Speed. Every 4th attack deals 50 bonus magic damage (50/80/110/140 + 45% ).
Active: Gain 30/35/40/45% Attack Speed for 3 seconds. During this time, attacking enemy champions rolls Loaded Dice.
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100/90/80s
100
First Cast: Reveals all enemy champions for 6/7/8 seconds.Second Cast: Channel for 1.5 seconds to teleport to target location.
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Use this combo to quickly roam to other lane.
(R1) DESTINY to gain true sight of enemy champions then prepare a (W2) GOLD CARD with (W1) PICK A CARD. From there, look to reactivate (R2) so you will flank another lane. Stun your target with AA as soon as you land. (Q) WILD CARDS the stunned target and activate your (E) STACKED DECK to boost your Attack Speed. Finish by continuing to AA until (E's) passive procs.