Guide Twisted Fate League of Legends S6

Loaded Dice

(Innate): Twisted Fate and his allies receive an additional 2 gold per unit kill. This bonus is lost while Twisted Fate is dead.


Tips :

We can see the famous +2 PO on Twisted Fate.

Some extra gold for the team.

   How to make your allies happy
A useful passive that will give more gold to the whole team and therefore create a bit of an advantage.

This passive is especially interesting when used on the Wraiths as there are a lot of them and they gains you little gold.

The passive is also applied to your allies. . You cannot deactivate it to troll your allies.

n addition, the gold bonus is applied on the buildings and Shaco's traps, etc.

Wild Cards (Q)

(Active): Twisted Fate fires 3 cards forward in a cone which pass through targets and deal magic damage to enemy units in their way.

  • Cooldown: 6 seconds
  • Range: 1450
Tips :

Twisted Fate sends out 3 cards, one in front and two at an angle of approx. 15 degrees.

A spell to harass as well as poke and push

   The famous cards
The main harass spell will let you poke your opponent in the lane phase as well as quickly push in the lane. Combined with a Red Card, and while targeting the melee minion in the middle with the sbires still on the right line, you will be able to one-shot the wave if you have enough power.

The spell's range of 1450 will easily let you harass opponents under the turrets while being out of range yourself. However the card are not very fast and they can easily be avoided.

Twisted Fate's Halloween skin makes the cards less visible, making it one of the skins that provides a very important tactical advantage.

It is interesting to use Wild Cards when your opponent last-hits, making the harass easier.

When you are playing aggressively against your opponent with a Gold Card to stun him, it is often better to wait for the impact of the stun otherwise he could flash just beforehand and as such avoid your Wild Cards (A).

    Cost: 60 / 70 / 80 / 90 / 100 mana

    Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.65 per ability power)

Pick a Card (W)

(Active): Cards flash over Twisted Fate's head in the following order: blue, then red, then gold, then blue again, starting randomly with any of the three and continuing in this pattern. When he uses the ability again, he picks the current card over his head, and the card picked adds a special effect to his next attack. This attack cannot miss.

  • Cooldown: 6 seconds after card is thrown.
  • Range: Equal to a 625 range spell.


Blue Card : His next attack will deal magic damage and will restore mana equal to 65% of the damage done.

Red Card : His next attack will deal magic damage and will damage all enemies around the main target for the same amount as the target. All enemies hit will also be slowed for 2.5 seconds.

Tips :

Twisted Fate's Blue Card restores mana on impact.

The multi-purpose spell that lets you push, stun and recover some mana

   The Blue Card that only gives mana
A multi-purpose spell with excellent control, Twisted Fate must choose one of the cards as they file out: the bleue followed by the red followed by the gold. They each have different effects and uses.

The Blue Card restores your mana, allowing Twisted Fate to harass with his Wild Cards thanks to the returned mana when the opponent tries to take a last hit. In general, when Twisted Fate does not have much mana left, you shouldn't waste all of it so as to recover some with your Blue Card.

Mana from the Blue Card depends on the bonus AD.

The Red Card lets you quickly push the lane while inflicting zone damage. It can also be used in teamfight to deal damages at the opposing team if they are grouped together, however it is often better to use the Gold Card in this situation.

The Gold Card lets you stun a target, particularly good against opposing champions, letting you use your Wild Cards easily. The length of the stun depends on the level of the spell.

Twisted Fate's Red Card shows a red cross on impact to signal the zone affected by the spell.

Twisted Fate's Gold Card stuns the target on impact.


    Cost: 40 / 55 / 70 / 85 / 100 mana


    Blue Card : Magic Damage: 40 / 60 / 80 / 100 / 120 (+1.0 per attack damage) (+0.4 per ability power)

    Red Card : Slow: 30 / 35 / 40 / 45 / 50 %

    Magic Damage: 30 / 45 / 60 / 75 / 90 (+1.0 per attack damage) (+0.4 per ability power)

    • AoE Diameter: 200

    Gold Card : Stun Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds

    Magic Damage: 15 / 22.5 / 30 / 37.5 / 45 (+1.0 per attack damage) (+0.4 per ability power)

Stacked Deck (E)

(Passive): Twisted Fate gains bonus attack speed and cooldown reduction. In addition, every fourth auto-attack will deal bonus magic damage.

    Tips :

    The little cards that turn around Twisted Fate show that the bonus damage will be applied to the next attack.

    Some bonus damage and a very interesting passive with a cooldown/attack speed

       Twisted Fate deals out damage
    The spell's passive allows a reduction of the cooldown, letting you approach the maximum value of 40%. The passive also gives Twisted Fate an attack speed which will come in very handy to push.

    To get the most from your spell's active, you must count the number of "stacks", or see them under the character's status bar, so that you can harass your opponent with a Gold Card + Wild Cards once the passive is ready. Similarly, it would be good to gank once your passive is ready to maximise the chances of success.

    The active does not have a cooldown.

    Cards bounce off your opponent as Twisted Fate deals out his pack!

      Bonus Magic Damage: 55 / 80 / 105 / 130 / 155 (+0.4 per ability power)

      Bonus Attack Speed: 3 / 6 / 9 / 12 / 15 %

      Cooldown Reduction: 3 / 6 / 9 / 12 / 15 %

    Destiny (R)

    (Active): Twisted Fate reveals all enemy champions, including stealthed champions, for a few seconds. While Destiny is active, Twisted Fate can use Gate once.

    (Active): After channeling for 2 seconds, Twisted Fate teleports to a target location, within a large radius.

    • Range: 5500
    Tips :

    When Twisted Fate uses his ultimate, a symbol appears above the head of your opponents, showing your have vision.

    Bonus damage and a very interesting passive with a cooldown/attack speed

       Twisted Fate deals out damage
    Twisted Fate's ultimate is feared because it lets him gank by teleporting him up to a distance of 5500, which is huge. This spell means you can do very good ganks when combined with a Gold Card and followed by Wild Cards (during the stun).

    It is interesting to use the Gold Card before teleporting to win when reactive.

    The ultimate also lets you split push, ie. Push a lane and teleport towards your team to engage in a 4 v 5, or do the Nashor.

    This also lets you escape a gank. Be aware that the teleportation is chanelled for 2 seconds, during which it is possible to be interrupted by a bump, a stun, a fear, or a suppression... It is why when against a champion with a control you should generally wait for him to use it first before teleporting, just before you die.

    When teleporting, your opponents can anticipate your move in time to deal you a skillshot that you will be unable to avoid, therefore it can work against you if you do not use your teleport well.

    Twisted Fate teleports to the targeted area, signalled to both teams by a mark on the ground after the 2 second chanelling.

      Cost: 150 / 125 / 100 mana

      Cooldown: 150 / 135 / 120 seconds

      Duration: 6 / 8 / 10 seconds


    Can quickly push the lane with his Red Card + the A.

    Takes Wraiths quite easily.

    Excellent potential to gank with the help of his ultimate and his stun.

    Able to poke the opposing team a lot with the help of his A.

    Able to split push with the help of his ultimate, especially if he holds a Lich Bane.

    Able to farm at distance with his spells, therefore very difficult to deny because of the range of his A.

    Ability to escape from a tricky situation with his ultimate if it is not interrupted.


    Quite weak in the lane phase so you must take care not to get taken by surprise.

    No escape, he can only stun a single target so you must be carefel and farm from a distance.

    Not a huge amount of burst with his spells, without Deathfire Grasp or Lich Bane.

    Quite poor mobility without his ultimate.