

Twisted Fate
The Card Master
How this differs from the live game
- Gate (E) is a global teleport
- Destiny (R) is a global slow and reveal
- Loaded Dice (P) grants all allies and himself gold on kill
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Magic penetration marks increase the actual magic damage from Wild Cards and Pick A Card; movement speed quints help TF position for Gold Card and roam. Armor seals are the default lane safety page, while glyphs can be scaling AP only into very low magic-threat lanes.
This is a 21/0/9 AP mid page: offense gives AP, magic penetration, CDR and execute damage, while utility gives Flash cooldown, mana sustain and Runic Affinity, since mid is where the jungler leaves blue buff.
Skill order
ultimate at 6, 11 and 16Loaded Dice
- Wild Cards (Q) takes points at levels 2, 3, 5, 7, 9.
- Pick A Card (W) takes points at levels 1, 8, 10, 12, 13.
- Gate (E) takes points at levels 4, 14, 15, 17, 18.
- Destiny (R) takes points at levels 6, 11, 16.
Max Q first for Season 3 mid waveclear and poke, then W for stronger Pick A Card trading and pick damage; one early E point enables the global Gate pattern before it is maxed last.
Alternative — Maxing W before Q was a real but less common dueling/control order when the lane was about repeated Gold Card trades instead of shoving waves.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default into most mid lanes: AP, health, mana-on-kill and a free ward trinket give the cleanest first waves.
Flask sustain start — Use into poke or attrition lanes where staying healthy for the first recall matters more than early AP.
Boots refill start — Use when dodging skillshots or spacing an aggressive lane is the main way to survive.
Corein buy order
1Rod of Ages2,800gRod of Ages was the classic early AP TF anchor, giving health and mana so he could shove and still survive after porting into fights.
2Lich Bane3,000gLich Bane turns Pick A Card into the main burst threat and rewards TF's spell-into-auto pattern.
3Rabadon's Deathcap3,300gRabadon's Deathcap gives the AP spike that makes Wild Cards waveclear and Gold Card follow-up damage threatening.
Situationalonly when the game asks for it

Mercury's Treads1,200gBuy Mercury's Treads instead of Sorcerer's Shoes against heavy crowd control or double-AP pressure.

Abyssal Scepter2,560gBuy Abyssal Scepter when the enemy has strong magic damage and fights happen close enough for the MR-reduction aura.

Deathfire Grasp3,100gBuy Deathfire Grasp when you need single-target pick burst before Gold Card and Wild Cards.

Banshee's Veil2,750gBuy Banshee's Veil against long-range engage or one key spell that stops your split push or ultimate follow-up.

Quicksilver Sash1,550gBuy Quicksilver Sash when Cleanse is not enough or a suppress/lockdown effect is deciding fights.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Cooldown ReductionGlyph
x2Quintessence of Ability PowerQuint
x1Quintessence of Cooldown ReductionQuint
- Ability Power +10.00
- Magic Penetration +9.00
- Armor +9.00
- Cooldown Reduction +9.70%
Cooldown reduction glyphs (7.2%) and one CDR quintessence (2.5%) are what make a single item enough to reach the 40% cap; the other two quintessences stay flat ability power so the early Gold Card still hurts. Magic penetration marks over ability power marks because Pick A Card is a flat hit against a target who has bought no magic resist yet, and armor seals for the ADC's lane.
A 9/0/21 page. The nine offensive points are Sorcery's 4% cooldown reduction plus the ability power rows; the twenty-one utility points buy Intelligence's 6% cooldown reduction, and on the way there Greed and Awareness pay for a support who takes no farm and Mastermind returns Flash for the roams.
Skill order
ultimate at 6, 11 and 16Loaded Dice
- Wild Cards (Q) takes points at levels 2, 8, 10, 12, 13.
- Pick A Card (W) takes points at levels 1, 3, 5, 7, 9.
- Gate (E) takes points at levels 4, 14, 15, 17, 18.
- Destiny (R) takes points at levels 6, 11, 16.
Max W first: Gold Card is the only lockdown the build has, and each rank cuts its cooldown and raises the damage it adds to the ADC's trade. Q second for wave and poke, one point in E early for the attack speed on Gold Card follow-up, E last.
Alternative — Take the second point in E at level 4 instead of the first Q when the lane is an all-in matchup and the extra auto-attack damage on the Gold Card window decides the trade.
Why these items
Openingsall within the 475 starting gold
Faerie Charm ward start — Default support start: the Faerie Charm is the first piece of Morellonomicon, the mana it gives is what lets you keep casting Pick A Card in lane, and two wards cover the river before the first roam.
Lucky Pick start — Greedier opening into a passive lane: the Amplifying Tome is on the way to Kage's Lucky Pick, so the gold-per-10 that funds the rest of the build starts ticking one recall earlier.
Boots ward start — Use into a lane that can land skillshots on you, or when the enemy jungler starts the buff on your side and you plan to contest and then roam.
Corein buy order
1Lucky Pick765gKage's Lucky Pick is the support's income and the first component of three of the six finished items, so it is bought before anything is completed.
2Sightstone800gSightstone ends the ward tax; every gold saved on wards is gold this build spends on ability power instead.
3Morellonomicon2,200gMorellonomicon is the whole point of the page: its 20% cooldown reduction is the last piece that reaches the 40% cap, and its mana regeneration is what lets a farmless support cast Pick A Card on cooldown.
4Shard of True Ice1,600gShard of True Ice completes the Lucky Pick line into ability power and keeps the gold-per-10 running while feeding the ADC mana in lane.
5Will of the Ancients2,550gWill of the Ancients gives the whole team ability power from an aura, which is more total damage than the same gold spent on Twisted Fate alone.
Situationalonly when the game asks for it

Ionian Boots of Lucidity1,000gIonian Boots of Lucidity replace Sorcerer's Shoes only if you drop Morellonomicon; taking both puts the page past the 40% cap and the 15% is wasted.

Deathfire Grasp3,100gDeathfire Grasp when the game is decided by picking one carry: it turns Gold Card into a kill on its own. Its 10% cooldown reduction is dead weight on this page, so buy it in place of another item's slot, not on top.

Zhonya's Hourglass3,260gZhonya's Hourglass when you are the one being dived after Destiny; the armor also covers a fed AD assassin.

Abyssal Scepter2,560gAbyssal Scepter into double-AP enemy comps where you want the magic resist and the aura helps your own mid laner.

Shurelya's Reverie2,100gShurelya's Reverie instead of Twin Shadows when the team needs an engage or disengage tool more than the vision and chase the ghosts give.

Vision Ward125gVision Ward every recall once the enemy support has a Sightstone of their own; the build's gold-per-10 pays for it without costing item progress.
One build, written by a player. Newest first.
Write a Twisted Fate buildBuild
Runes and masteries
x9Seal of Scaling HealthSeal
- Scaling Health +11.70
Not the author's. This is a 21/0/9 AP burst page for the author's Deathfire Grasp, Rabadon's Deathcap, Lich Bane, Void Staff path. Offense takes magic penetration, AP scaling, Spellsword, and Executioner, while Utility improves Flash and reduces summoner and item active cooldowns for DFG picks. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Loaded Dice
- Wild Cards (Q) takes points at levels 2, 3, 5, 7, 9.
- Pick A Card (W) takes points at levels 1, 4, 8, 10, 12.
- Gate (E) takes points at levels 13, 14, 15, 17, 18.
- Destiny (R) takes points at levels 6, 11, 16.
Not the author's. Max Q first for AP waveclear and poke, then W for Pick A Card burst with Sheen and Lich Bane, leaving E last after the global utility ranks. Inferred from the build and text they did publish.
Why these items
Openingsall within the 475 starting gold
Start — The opening as the guide publishes it.
Corein buy order
1Doran's Ring400g
2Sheen1,200g
3Sorcerer's Shoes1,100g
4Deathfire Grasp3,100g
5Rabadon's Deathcap3,300g
6Lich Bane3,000g
Notes
the author's own wordsTwisted Fate Royal Flush — rated 9.8/10 from 781 votes on MOBAFire.
What the guide does not publish: the rune "Quintessence of Armor Penetration" is not in the Classic catalog; the guide never fills in an ability sequence.
Build by Rudmed, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/twisted-fate-royal-flush-hall-of-fame-added-54744).
Abilities
per rankLoaded Dice
Twisted Fate and his allies receive an additional 2 gold per kill.
Wild Cards5 ranks
Twisted Fate throws three cards, dealing damage to each enemy unit they pass through.
- Damage
- 60 / 110 / 160 / 210 / 260 + 65% AP
- Cooldown
- 6s
- Cost
- 60 / 70 / 80 / 90 / 100 Mana
- Range
- All map (global)
Pick A Card5 ranks
Twisted Fate chooses a magic card from his deck, and uses that for his next attack, causing bonus effects.
- Blue Damage
- 40 / 60 / 80 / 100 / 120 + 100% AD + 40% AP
- Red Damage
- 30 / 45 / 60 / 75 / 90 + 100% AD + 40% AP
- Gold Damage
- 15 / 22.5 / 30 / 37.5 / 45 + 100% AD + 40% AP
- Cooldown
- 6s
- Cost
- 40 / 55 / 70 / 85 / 100 Mana
- Range
- 200
Gate5 ranks
After channeling, Twisted Fate Teleports to any target location.
- Cooldown
- 120 / 105 / 90 / 75 / 60s
- Cost
- 80 Mana
- Range
- All map (global)
Destiny3 ranks
Twisted Fate predicts the fortunes of his foes, revealing and slowing all enemy champions. Gate's channel time is also reduced during this duration.
- Cooldown
- 130 / 110 / 90s
- Cost
- 150 Mana
- Range
- All map (global)
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins the clean duel because Charm and Spirit Rush let her force or dodge the exact Gold Card window Twisted Fate needs.
Watch for Charm: if it hits, Ahri gets the full Orb of Deception return damage and Fox-Fire while Twisted Fate cannot answer.
How to beat
Hold max Wild Cards range and make her spend Charm before you walk up for Pick A Card. If Charm is down, lock Gold Card, auto once, throw Wild Cards during the stun, then back out before Spirit Rush turns the trade around. Do not chase through her ultimate dashes unless she is already in lethal range.
Later Ahri still wins the side-lane duel if she has Spirit Rush, but Twisted Fate is better at choosing where fights start. In teamfights, stay behind the front line, reveal her flank with Destiny, and use Gold Card defensively when she dives a carry.
- Do not throw Gold Card into Spirit Rush range unless Charm is already down.
- Stand off the minion line so Orb of Deception cannot tag you both ways for free.
- Destiny reveal makes her roams much less clean, but it does not win the 1v1 by itself.

AkaliUnfavoured
Akali wins once she has Shadow Dance charges because she can stick through Twisted Fate's stun and hide during his return damage.
Watch for Twilight Shroud: it denies Twisted Fate's target access after Gold Card and buys Akali time for another Shadow Dance.
How to beat
Punish her before level 6 with autos, Blue Card mana trades, and Wild Cards while she has no reliable engage. After 6, keep enough distance that she must spend Shadow Dance before you commit Gold Card, then stun and walk out instead of fighting inside Twilight Shroud. If she marks you with Mark of the Assassin, back away until the mark expires.
Later Akali wins isolated side-lane fights unless Twisted Fate has vision control and a big health lead. Twisted Fate should shove, keep wards or true sight around likely shroud fights, and use Destiny to join teamfights where Gold Card can stop her dive.
- Gold Card after her first Shadow Dance, not before it.
- Do not stand in Twilight Shroud waiting for her to reappear.
- If Mark of the Assassin is on you, deny the follow-up proc before trading.

AlistarEven
Twisted Fate can kite and poke Alistar, but Alistar's combo and Unbreakable Will make it hard to actually finish him alone.
Watch for Headbutt plus Pulverize: it removes your spacing and gives Alistar the only real window to keep you in melee range.
How to beat
Stay outside Headbutt range and chip him with Wild Cards while holding Pick A Card for when he walks straight at you. If he uses Headbutt defensively or misses the engage angle, Gold Card and retreat rather than trying to burn through Unbreakable Will. Commit only when his ultimate is down or he is too low to survive one stun rotation.
Later Alistar is not a side-lane kill target for Twisted Fate once he is tanky. In teamfights, do not waste Gold Card into Unbreakable Will unless it stops an immediate engage; look past him for carries and use Destiny to punish his team when he roams.
- If Unbreakable Will is active, switch from killing him to resetting the fight.
- Do not stand between Alistar and his turret; Headbutt can ruin the lane state.
- Gold Card is best used after he spends Pulverize, when he cannot chain you.

AmumuFavoured
Twisted Fate wins the duel by staying out of Bandage Toss range and stunning Amumu before Despair and Curse of the Sad Mummy can matter.
Watch for Bandage Toss: if it lands, Amumu gets into melee range and can chain Curse of the Sad Mummy before you kite.
How to beat
Keep the fight at card and Wild Cards range, moving sideways whenever he has Bandage Toss available. If he misses Q, Gold Card him immediately and take a full spell rotation while backing away from Despair. Do not finish low-health dives if his ultimate is still ready.
Later Amumu is harder to kill later, but he still does not want an open side-lane chase against Twisted Fate unless Bandage Toss lands. In teamfights, Twisted Fate should spread from his team, Gold Card him after he commits, and use Destiny to track his engage path.
- Stand behind minions when possible so Bandage Toss cannot start the fight.
- Gold Card interrupts his walk-up but not a Bandage Toss that already connected.
- Respect Flash plus Curse of the Sad Mummy more than the slow melee chase.

AniviaUnfavoured
Anivia outranges and out-controls Twisted Fate, and Rebirth means his single-target pick pattern often fails to secure the kill.
Watch for Flash Frost: the stun lets Anivia land Frostbite and set up Glacial Storm or Crystallize before Twisted Fate can trade back.
How to beat
Play just outside Flash Frost's straight-line angle and poke with Wild Cards rather than walking into her 600 range repeatedly. If Flash Frost is down, you can Gold Card, throw Wild Cards, and leave before Glacial Storm stacks damage. Do not all-in unless you can kill both Anivia and the egg or you have help arriving.
Later Anivia dominates static side-lane space and stalls waves better than Twisted Fate. Twisted Fate should avoid dueling through her zone, use Destiny to create fights away from her waveclear, and save Gold Card for when she steps past her wall protection.
- Do not use Gate into a lane where Crystallize can trap your exit path.
- If Rebirth is available, count your damage as needing a second kill.
- Sidestep Flash Frost first; Gold Card second.

AnnieUnfavoured
Annie's longer attack range and instant stun burst make the duel dangerous whenever Pyromania is ready.
Watch for Pyromania with Summon: Tibbers: instant area stun and burst removes Twisted Fate's chance to kite.
How to beat
Track her stun stacks and do not walk up for Gold Card when the stun is ready. When Pyromania is down, trade quickly with Gold Card into Wild Cards, then leave before she rebuilds stacks. If Tibbers is available, keep enough health that one flash stun combo cannot kill you outright.
Later Annie is still the scarier straight-line burst champion, but Twisted Fate offers better map pressure. In teamfights, stay outside her flash engage range, reveal flank angles with Destiny, and punish her after Tibbers is used.
- Her 625 range means she can tag you before your 525 auto range matters.
- A visible fourth Pyromania stack should end your attempt to duel.
- Gold Card her after Tibbers, not while she is waiting to start with it.

AsheEven
Twisted Fate can burst and stun Ashe, but Ashe's range, Frost Shot, and Enchanted Crystal Arrow punish any failed engage.
Watch for Enchanted Crystal Arrow: it starts the fight on Ashe's terms and gives her enough time to kite with Frost Shot.
How to beat
Avoid long auto-attack trades at her 600 range; use Wild Cards to soften her and look for Gold Card only when Arrow is down or blocked by minions. Once you land Gold Card, spend your burst and either finish immediately or disengage before Frost Shot turns it into a chase. Do not chase through Volley slow unless you have a locked card ready.
Later Ashe wins sustained side-lane kiting if she survives the first stun. Twisted Fate is more valuable picking side fights with Destiny, while in teamfights he should hold Gold Card for Ashe if she steps forward after Arrow is used.
- Minions can protect you from a short-range Arrow setup.
- Do not trade autos into Frost Shot unless Gold Card is already selected.
- If she uses Volley for poke, that is your brief window to move up.

BlitzcrankFavoured
Twisted Fate wins if Rocket Grab misses, because Blitzcrank has no clean way to stay on him through Gold Card and ranged poke.
Watch for Rocket Grab: it deletes your spacing and chains into Power Fist and Static Field before you can kite.
How to beat
Stand behind minions and treat the duel as a hook-dodge test. When Rocket Grab is down, lock Gold Card, hit him once, throw Wild Cards, and back out before Overdrive closes the gap again. Be careful when he drops low, because Mana Barrier can absorb what looks like lethal damage.
Later Blitzcrank is still not a champion Twisted Fate wants to walk into blindly, but he loses open side-lane space without hook threat. In teamfights, Destiny can reveal pick attempts, and Gold Card should punish Blitzcrank after he misses or overextends for Rocket Grab.
- Never start the trade from open ground with no minion between you and hook.
- Mana Barrier means your first lethal-looking combo may not finish him.
- Gold Card after Overdrive starts makes his chase much weaker.

BrandUnfavoured
Brand wins most clean duels because his spell rotation outranges Twisted Fate's auto stun and Blaze keeps burning after the trade ends.
Watch for Sear after Blaze: once Brand has applied Blaze, Sear stuns and guarantees the rest of his burst.
How to beat
Do not walk straight at him for Pick A Card while Pillar of Flame or Conflagration can mark you. Bait one spell, dodge sideways, then use Gold Card during the gap before he can set up the Blaze into Sear stun. Keep trades short; extended fights favor his passive and Pyroclasm.
Later Brand's teamfight damage scales better in grouped fights, while Twisted Fate's advantage is choosing side-lane numbers. Do not duel him in narrow areas where Pyroclasm bounces; reveal and collapse on him before he plants for a full combo.
- If Blaze is on you, respect Sear as a stun, not just poke.
- Do not fight beside minions or allies when Pyroclasm is available.
- Gold Card range is shorter than his main spell threat, so approach from fog or after a dodge.

Cho'GathEven
Twisted Fate can kite Cho'Gath before he is too tanky, but one Rupture into Feral Scream and Feast can swing the duel instantly.
Watch for Rupture: the knockup lets Cho'Gath walk into silence range and threaten Feast before Twisted Fate can stun.
How to beat
Keep moving laterally and use Wild Cards while holding Gold Card for when he commits forward. If Rupture misses, punish with a stun combo and create distance before Feral Scream. Do not stand in Feast range at low health, even if your card is locked.
Later Cho'Gath becomes very difficult for Twisted Fate to kill in side lane, while Twisted Fate is better at leaving and forcing fights elsewhere. In teamfights, do not spend everything on him unless he is isolated; Gold Card is usually stronger on a carry or to interrupt his walk-up.
- Silence can stop your selected-card follow-up, so do not enter cone range casually.
- A missed Rupture is your best trade window.
- If Feast can kill you, defensive Gold Card is mandatory.

CorkiUnfavoured
Corki wins the straight duel with stronger sustained damage, Valkyrie safety, and Missile Barrage poke outside Twisted Fate's stun range.
Watch for Valkyrie: it either dodges the Gold Card commit or follows Twisted Fate after the stun trade ends.
How to beat
Use Wild Cards to chip from range and avoid trading autos into Hextech Shrapnel Shells for long. Try to bait Valkyrie before committing Gold Card; if he still has it, your stun often only forces his escape. Fight after he has spent Phosphorus Bomb or Valkyrie, then disengage before Gatling Gun shreds through you.
Later Corki is the better finished-items duelist and teamfight damage dealer if left free. Twisted Fate should win by side pressure and Destiny picks, not by matching Corki in a long lane fight.
- Gold Card into Valkyrie often becomes a won cooldown trade, not a kill.
- Do not stand in Gatling Gun after your stun ends.
- Missile Barrage lets him check you before you can threaten Pick A Card.

Dr. MundoUnfavoured
Dr. Mundo eventually runs Twisted Fate down because Infected Cleaver and Sadism outlast Twisted Fate's short stun burst.
Watch for Sadism: the healing erases your poke window and lets Mundo keep chasing through Gold Card cooldowns.
How to beat
Stay behind minions so Infected Cleaver cannot repeatedly start the chase. Use Gold Card defensively after he activates Burning Agony and walks forward, then create space instead of committing into Sadism. Only all-in when Sadism is down or he is already low enough that healing reduction is active.
Later Mundo wins the side lane once he has health and regeneration, while Twisted Fate should shove from distance and leave with Gate rather than duel him. In teamfights, Gold Card him only to peel; your real job is reaching carries and applying healing reduction when your team focuses him.
- A single Cleaver hit can turn a poke trade into a chase you cannot finish.
- Do not spend your full combo into fresh Sadism unless teammates are arriving.
- Gold Card is peel first in this matchup.

EvelynnUnfavoured
Evelynn wins if she reaches melee from Camouflage, because her burst and slow arrive before Twisted Fate can create a clean stun trade.
Watch for Shadow Walk: it hides her approach and removes the spacing Twisted Fate needs to preselect the right card.
How to beat
Assume she is nearby when side-lane vision is missing and keep Pick A Card ready before stepping past the wave. If she appears, Gold Card immediately after Agony's Embrace or Ravage starts, then walk out rather than chasing. With vision control or Destiny reveal, you can punish her approach with Wild Cards before she reaches melee.
Later Evelynn remains the better isolated ambusher, but Destiny gives Twisted Fate a direct answer to hidden rotations. In teamfights, reveal her flank, hold Gold Card for her first dive, and avoid splitting without wards or a safe Gate route.
- Destiny reveal can turn her best engage angle into your team's collapse.
- Do not face-check side bushes with Pick A Card on cooldown.
- If she opens with Agony's Embrace, stun after the slow lands and retreat.

EzrealEven
The duel depends on whether Twisted Fate can force Arcane Shift before Gold Card or whether Ezreal keeps spacing with Mystic Shot.
Watch for Arcane Shift: it breaks Twisted Fate's stun angle and lets Ezreal reset the fight at Mystic Shot range.
How to beat
Stand around minions to deny clean Mystic Shot chains and use Wild Cards to match poke. Pressure with Pick A Card until Ezreal spends Arcane Shift, then commit Gold Card and burst before his cooldowns are refreshed by Q hits. If he still has Arcane Shift, accept short poke trades rather than overchasing.
Later Ezreal scales into a stronger mobile skirmisher, while Twisted Fate offers more reliable pick setup. In teamfights, use Gold Card when Ezreal has already shifted or is forced forward, and use Destiny to catch him rotating rather than dueling him front to back.
- Minions matter because Mystic Shot cooldown refunds keep him mobile.
- Gold Card before Arcane Shift usually forces space, not a kill.
- Watch for Trueshot Barrage channel when you Gate to low-health fights.

FiddlesticksEven
Twisted Fate can interrupt and burst Fiddlesticks, but Terrify and Drain win if Fiddlesticks starts the fight at close range.
Watch for Terrify: it stops your Gold Card response and gives Fiddlesticks time to channel Drain or position Crowstorm.
How to beat
Keep him at Wild Cards range and do not enter Terrify range unless Pick A Card is already locked. If he starts Drain without fearing you first, Gold Card breaks the channel and wins the trade. Save Destiny or careful vision for side fights, because unseen Crowstorm is much more dangerous than the lane duel.
Later Fiddlesticks is stronger in fog-of-war teamfight openings, while Twisted Fate is better at exposing those setups and picking rotations. In side lane, Twisted Fate can win if he interrupts Drain, but should not chase into blind terrain.
- Gold Card cancels Drain if you are not already feared.
- Do not stand near minions when Dark Wind can bounce silence onto you.
- Destiny is a strong answer to hidden Crowstorm angles.

GangplankEven
Gangplank can cleanse Gold Card with Remove Scurvy, but Twisted Fate can kite him if he baits that cooldown first.
Watch for Remove Scurvy: it deletes the Gold Card window and turns your committed trade into Gangplank's Parrrley chase.
How to beat
Harass with Wild Cards and autos until he uses Remove Scurvy for sustain or greedily clears a slow. Once it is down, lock Gold Card and take a real burst trade before Raise Morale lets him close distance. Avoid long low-health fights where Parrrley and Grog-Soaked Blade finish you after the stun ends.
Later Gangplank is harder to lock down in side lane because Remove Scurvy always threatens your pick pattern. Twisted Fate should use Destiny to create numbers advantages elsewhere, and in teamfights wait for Remove Scurvy before trusting Gold Card to hold him.
- Do not lead with Gold Card if Remove Scurvy is ready unless you only need to force it.
- Parrrley lets him trade without entering your auto range first.
- Cannon Barrage can trap your Gate destination, so watch the ground before committing.

GarenFavoured
Twisted Fate wins if he keeps Garen outside melee range, because Gold Card and Wild Cards can repeatedly break Perseverance before Garen ever reaches execute range.
Watch for Decisive Strike breaks Destiny's slow and gives Garen the speed window to silence you before Pick A Card lands.
How to beat
Hold just outside Decisive Strike engage range and tag him with Wild Cards or Blue/Red Card whenever Perseverance is about to restart. Do not throw Gold Card early into his Q speed-up; kite backward, let the silence threat expire, then stun and unload while he has no gap closer. If he reaches melee with Demacian Justice available, stop trading and create distance immediately.
Later Garen wins a long side-lane chase if he gets brush or flank access, but he cannot match Gate pressure across the map. In teamfights, stay behind the frontline and use Gold Card to stop his run at your carry rather than trying to burn through his defenses alone.
- Wild Cards are enough to keep Perseverance down without walking into Decisive Strike range.
- Pick Gold Card while backing away; do not stand still cycling cards as he activates Q.
- Destiny's slow is unreliable as peel because Decisive Strike removes slows.
- If he saves Demacian Justice, treat low-health kiting as losing even when he looks chunked.

GragasUnfavoured
Gragas has better burst setup and displacement, and one Body Slam into Explosive Cask usually puts Twisted Fate too close to survive.
Watch for Body Slam is the engage; if it connects, the slow lets Gragas confirm Barrel Roll and reposition you with Explosive Cask.
How to beat
Play at max Wild Cards range and force Gragas to spend Body Slam for movement or wave control before you step up for a card. Side-step perpendicular to Barrel Roll zones rather than backing straight through them. Commit only after Body Slam misses, using Gold Card into Wild Cards and leaving before Explosive Cask can throw you back into him.
Later Gragas remains favored in isolated side fights because his pick range and burst punish immobile targets. Twisted Fate should use Gate to move first, reveal him with Destiny before objective fights, and avoid entering fog where Explosive Cask can split him from his team.
- A held Gold Card does not save you if Body Slam already put you in cask range.
- Stand away from your minion wave so Barrel Roll cannot harass and farm together.
- Destiny can expose Gragas setting up from fog before he finds the cask angle.
- If Explosive Cask is down, your stun window is much safer because he cannot force a second displacement.

HeimerdingerEven
Twisted Fate can outrange and pick Heimerdinger, but Heimer's turret nest makes short stun trades expensive if TF walks into setup ground.
Watch for CH-1 Concussion Grenade stuns or blinds you inside turret range, turning your Gold Card trade into a lost exchange.
How to beat
Fight him away from placed H-28G Evolution Turrets, using Wild Cards to thin turrets and minions before approaching. Bait Concussion Grenade with short forward steps, then punish its cooldown with Gold Card plus Wild Cards. If he has a turret field already established, do not duel in it; shove from range and Gate elsewhere.
Later Heimer controls fixed zones better, while Twisted Fate controls map tempo better. In teamfights, TF should flank or stun exposed targets after grenade is used instead of trying to walk through rockets and turrets front-to-back.
- Gold Card Heimer only after checking turret positions; stunning him inside two turrets still loses health fast.
- Wild Cards can clear setup without entering Hextech Micro-Rockets' closest-target pattern as often.
- Stand wide of minions so grenade cannot punish you and the wave together.
- Gate is your answer to a lane Heimer has fully fortified.

JannaFavoured
Janna can deny a single engage, but she lacks the damage to beat Twisted Fate in an equal 1v1 if he spaces her cooldowns.
Watch for Monsoon resets your commit by knocking you away and healing through the card burst window.
How to beat
Pressure with repeated cards and Wild Cards from outside her short auto range, forcing Eye Of The Storm before using Gold Card. Save the real all-in until Howling Gale or Monsoon is down, because those are her only ways to stop you from finishing the trade. Do not chase through charged tornado paths; reset and take the next stun cycle.
Later Janna is not a side-lane duelist and mostly meets Twisted Fate when protecting carries. In teamfights, Gold Card targets after her shield or Monsoon is forced, or use Destiny to attack a different lane where her disengage is absent.
- Do not Gold Card the shield unless you are only trying to force Eye Of The Storm.
- A charged Howling Gale from fog can interrupt the rhythm of Pick A Card, so move unpredictably when cycling.
- Monsoon beats one burst window, not repeated poke and map pressure.
- Her low range means Red Card splash on the wave can harass without giving her clean autos.

Jarvan IVUnfavoured
Jarvan IV's flag-and-drag and Cataclysm force Twisted Fate into close quarters where TF's single stun is not enough to win the brawl.
Watch for Cataclysm traps you after Jarvan reaches you, denying the spacing Twisted Fate needs to kite.
How to beat
Stay behind minions and angle away from Demacian Standard so Dragon Strike cannot connect through you cleanly. If he misses the E-Q knockup, punish immediately with Gold Card and Wild Cards, then retreat before his cooldowns return. Never hold Gate as an escape from Cataclysm; the channel is too easy to interrupt or kill through if he is already on top of you.
Later Jarvan wins most isolated side-lane all-ins, while Twisted Fate contributes more by moving first and creating numbers advantages. In teamfights, hold Gold Card for Jarvan's dive or for the carry he exposes after he commits Cataclysm.
- Stand diagonally from his flag, not straight behind your caster minions.
- Gold Card after the E-Q miss is your best damage window.
- If Cataclysm is available, keep Flash or a wall exit in mind before side-laning deep.
- Destiny reveal helps spot Jarvan flank angles before his engage starts.

JaxUnfavoured
Jax wins once he gets onto Twisted Fate because Leap Strike closes the gap and Counter Strike denies the card auto timing.
Watch for Counter Strike dodges the Pick A Card attack and then stuns you, removing both your peel and your damage window.
How to beat
Keep maximum card range and do not throw Gold Card while Counter Strike is active unless you are certain it has ended. Bait Leap Strike by stepping near range, kite back during Counter Strike, then stun after the dodge window and fire Wild Cards while retreating. If Jax has minions or wards to leap through, treat the lane as much shorter than it looks.
Later Jax heavily outscales Twisted Fate in the side lane and will eventually force him away from towers. TF should avoid matching him alone, use Destiny to punish Jax when he shows in a side lane, and save Gold Card in teamfights for after Counter Strike ends.
- Pick A Card is a basic attack, so Counter Strike can blank your stun.
- Do not stand near your own low-health minions if they let Jax Leap Strike into range.
- A Red Card slow before Counter Strike can help create enough space to wait it out.
- Finished Jax is a map problem, not a fair duel target.

KarthusEven
Twisted Fate can stun and burst Karthus, but Karthus wins extended close fights with Defile and still deals damage after dying.
Watch for Death Defied lets Karthus keep casting after you kill him, so a close all-in can become a trade or loss.
How to beat
Fight at Wild Cards and Gold Card range, never inside sustained Defile unless the kill is guaranteed and you can leave the corpse zone. Dodge Lay Waste laterally and punish after Wall of Pain is down or missed. If you burst him low, move away before the final card or spell finishes him so Death Defied cannot punish you for standing still.
Later Karthus has stronger full-team damage, while Twisted Fate has stronger pick and side pressure. In late fights, TF should use Destiny to find Karthus before objectives or interrupt his positioning, but must respect Requiem cleanup after any low-health skirmish.
- Killing Karthus in melee range is not a clean win if Defile stays under you.
- Gold Card can interrupt Requiem if you are in range before the channel finishes.
- Do not chase through Wall of Pain; it makes Lay Waste much easier to land.
- Gate plays at low health are risky while Requiem is available.

KassadinUnfavoured
Kassadin's magic reduction, silence, and Riftwalk access directly punish Twisted Fate's spell-based poke and immobility.
Watch for Null Sphere silences you before you can lock Gold Card or cast Wild Cards, giving Kassadin control of the trade timing.
How to beat
Punish him early before Riftwalk is available, using autos and cards when Null Sphere is down. After level 6, keep the wave between you and his Riftwalk angle, hold Gold Card defensively, and do not start a trade if he can silence first. Commit only when he has stacked Riftwalk mana poorly or used it forward without enough health to survive the stun return.
Later Kassadin wins the side-lane duel and can chase Twisted Fate through repeated Riftwalks. TF's job late is to use Destiny earlier than Kassadin can answer, create picks on other targets, and save Gold Card for Kassadin only after he spends Riftwalk into the team.
- Void Stone makes pure Wild Cards poke less decisive than it looks.
- Do not cycle Pick A Card in his silence range; he can stop the card before it matters.
- A defensive Gold Card is more valuable than a greedy first stun after level 6.
- Destiny rotations must start before Kassadin is already in collapse range.

KatarinaFavoured
Twisted Fate's targeted Gold Card cleanly interrupts Death Lotus and gives him enough control to win if he does not waste it into Shunpo damage reduction.
Watch for Death Lotus is the all-in damage channel, and it kills you if Gold Card is unavailable or late.
How to beat
Hold Gold Card whenever Katarina can Shunpo forward; do not spend it just to poke unless Death Lotus is down. Let her use Shunpo, step out of dagger range if possible, then stun and cast Wild Cards to stop the ultimate or punish the failed engage. Keep trades short, because her reset passive matters much more in skirmishes than in a clean duel.
Later Katarina is more dangerous in chaotic teamfights than in a front-facing duel with TF. Late, keep track of her flank and save Gold Card specifically for Death Lotus, while using Destiny to reveal side entrances before she gets reset access.
- Gold Card cancels Death Lotus, so your stun cooldown decides the matchup.
- Do not burn Gold Card into Shunpo's reduced-damage window unless it stops the ultimate.
- Stand away from low-health allies in real fights; Voracity turns one kill into your problem.
- Destiny reveal is excellent for finding her flank before she starts resetting.

KayleUnfavoured
Kayle outduels Twisted Fate during Righteous Fury uptime and Intervention denies the burst window Gold Card is meant to create.
Watch for Intervention makes Kayle immune during your stun burst, wasting Twisted Fate's best kill window.
How to beat
Track Righteous Fury carefully: when it is active, stay outside her extended attack range and use Wild Cards rather than trading autos. Bait Intervention with a partial combo or Gold Card pressure, then disengage and re-enter after the invulnerability ends. If she has Reckoning slow available and Righteous Fury up, do not take the duel in open lane.
Later Kayle wins sustained side-lane fights and scales into stronger front-to-back damage. Twisted Fate should use Gate to outnumber other lanes and in teamfights either stun Kayle before she can cast Intervention or swap targets immediately when she uses it.
- Do not unload Wild Cards into Intervention unless you are only forcing the cooldown.
- Righteous Fury makes her melee tag misleading; respect the ranged window.
- Reckoning slow is the cue to back off, not to start cycling cards in place.
- If Intervention is down, Gold Card gives you your only real kill window.

KennenUnfavoured
Kennen outranges Twisted Fate slightly, stacks stuns through Mark of the Storm, and can force an all-in with Lightning Rush plus Slicing Maelstrom.
Watch for Slicing Maelstrom stacks Mark of the Storm while damaging you, turning one close-range mistake into a stun and kill.
How to beat
Stay at Wild Cards range and avoid giving Kennen repeated Mark procs from autos and Electrical Surge. Save Gold Card for Lightning Rush or his ultimate entry, not for casual poke. If Thundering Shuriken misses and Lightning Rush is down, you can step up for one stun combo, then immediately leave before he rebuilds marks.
Later Kennen is much stronger in grouped fights if he reaches multiple targets with Slicing Maelstrom. Twisted Fate should reveal flank paths with Destiny, split pressure when Kennen groups, and hold Gold Card to stop his engage before the storm sits on the backline.
- Count Mark of the Storm; two marks means the next hit can become a stun.
- Do not stand in minion gaps where Thundering Shuriken has a clean line.
- Gold Card can stop Lightning Rush engage, but only if you are already holding it.
- Destiny before objectives can expose Kennen's flank position.

Kog'MawEven
Twisted Fate can pick Kog'Maw with Gold Card, but Kog'Maw's Bio-Arcane Barrage outranges and outdamages him if the fight becomes a straight auto war.
Watch for Bio-Arcane Barrage extends Kog'Maw's range and percent-health damage, forcing TF to fight where he cannot safely return autos.
How to beat
Do not trade autos into Bio-Arcane Barrage; back out and use Wild Cards until it ends. Commit with Gold Card when Kog'Maw's range steroid is down or when he is already slowed by positioning through minions. After killing him, immediately move away from Icathian Surprise instead of trying to squeeze in extra damage or farm.
Later Kog'Maw is the better teamfight damage carry if protected, while Twisted Fate is better at finding picks before the fight starts. Late, use Destiny to locate him without frontline cover and Gold Card him only when you can burst before peel arrives.
- His listed 500 range is not the real danger; Bio-Arcane Barrage changes the spacing completely.
- Gold Card into Wild Cards wins only if you avoid the extended auto window afterward.
- Living Artillery reveals you, so low-health Gate escapes are not always clean.
- Step away as soon as Icathian Surprise starts, even if the duel is won.

Lee SinUnfavoured
Lee Sin's mobility and burst punish Twisted Fate hard whenever Sonic Wave lands, and Dragon's Rage prevents TF from kiting cleanly.
Watch for Sonic Wave / Resonating Strike is the deciding hit; if Sonic Wave connects, Lee Sin gets the gap close and execute damage to force the duel.
How to beat
Stand behind minions and move unpredictably so Sonic Wave has no clean line. If Q misses, punish the cooldown with Gold Card and Wild Cards, then back away before Safeguard or Tempest brings him into melee. Never try to Gate after he has tagged you; Resonating Strike follows and cancels the escape plan in practice.
Later Lee Sin remains better at isolated picks and flank punishment, but falls off harder in full front-to-back fights. Twisted Fate should reveal him with Destiny before side pushes and hold Gold Card for Lee's second dash or Dragon's Rage setup.
- A missed Sonic Wave is your trade window; a landed one means retreat first.
- Do not stand near warded brush or allies that let Safeguard shorten the lane.
- Dragon's Rage can kick you out of Gold Card follow-up range or into his team.
- Destiny reveal is valuable before walking into jungle corridors against Lee Sin.

LeonaEven
Leona cannot usually kill Twisted Fate alone without follow-up, but if Zenith Blade connects her chain crowd control can win the duel before he creates space.
Watch for Zenith Blade starts the chain by pulling Leona to you, setting up Shield of Daybreak and Solar Flare.
How to beat
Stay behind minions and outside Zenith Blade line angles, using Wild Cards and Red Card splash to chip without entering her engage range. If Zenith Blade misses, she has no reliable way to reach you, so Gold Card and kite out. Save Gold Card for after she commits Eclipse or dashes in, because stunning her before she engages rarely matters.
Later Leona is not a side-lane duelist, but her teamfight engage is far more important than her 1v1 damage. Twisted Fate should avoid face-checking her, reveal engages with Destiny, and stun the enemy carry after Leona has spent her lockdown rather than tunneling on the tank.
- Minions are your best defense against Zenith Blade.
- Do not waste full burst into Eclipse unless you are disengaging afterward.
- If Solar Flare is down, she struggles to keep you in range after the first stun.
- In real games, she matters most when another damage dealer is nearby.

LuluEven
Lulu can deny Twisted Fate's burst with Whimsy, Help, Pix! and Wild Growth, but she does not kill him quickly unless he overextends into repeated Glitterlance slows.
Watch for Whimsy disables your cast-and-card timing or speeds Lulu out of your Gold Card punish window.
How to beat
Poke with Wild Cards and avoid committing until Help, Pix! or Whimsy is forced. If she uses Whimsy aggressively, answer with Gold Card and a short burst before Wild Growth can turn the health math. Do not chase through Glitterlance slows; Lulu wins by stretching the fight and layering shields, not by standing still.
Later Lulu is stronger as protection for a carry than as a duelist, while Twisted Fate has better side pressure and pick creation. In teamfights, force her defensive cooldowns with Destiny pressure, then swap Gold Card to whichever target no longer has Wild Growth or shield support.
- Whimsy can ruin Pick A Card timing, so do not telegraph your only engage from too close.
- Her 550 range lets her contest you; use Wild Cards before walking into card range.
- Wild Growth can make a winning burst trade disappear, so be ready to disengage after it lands.
- Pix positioning changes Glitterlance angles; watch the shield target, not only Lulu.

LuxEven
The duel is skill-shot dependent: Twisted Fate wins if he dodges Light Binding and reaches card range, while Lux wins if binding lands into her full combo.
Watch for Light Binding roots you long enough for Lucent Singularity and Finales Funkeln to land before you can answer with Gold Card.
How to beat
Hold a side angle rather than walking straight through the minion wave, because Light Binding can hit through one unit. Bait Binding first, then step into Gold Card range and burst before it returns. If Lucent Singularity is already slowing the approach, do not force the stun; back out and re-enter from a new angle.
Later Lux has safer siege and burst from long range, while Twisted Fate has stronger side-lane map pressure and targeted pick threat. Late, use Destiny to flank past her skill-shot line, but do not Gate into fog where Binding can greet your arrival.
- Remember Light Binding can catch you behind one minion, not a full wave.
- Gold Card is targeted, but only matters after you cross her 550-range poke zone.
- Lucent Singularity slow makes your approach predictable; wait it out if Binding is up.
- Destiny flank angles are better than running straight through Lux's siege line.

MalphiteUnfavoured
Twisted Fate can kite Malphite before level six, but Unstoppable Force lets Malphite force the only range that matters and his tank stats make TF's poke run out first.
Watch for Unstoppable Force: it bypasses your Gold Card spacing and starts a knockup combo before you can kite.
How to beat
Hold max Wild Cards range and keep moving so Seismic Shard is his only reliable touch. Do not walk into auto range to spend Pick A Card unless Unstoppable Force is down or you have a wall of minions and room to retreat. If he ults and fails to kill, answer with Gold Card into Wild Cards and disengage rather than chasing through Granite Shield.
Later Malphite wins the direct side-lane duel if his ultimate is up, while Twisted Fate wins the map by pushing and using Gate before Malphite can group. In teamfights, respect his engage angle and play behind your front line; Destiny is more valuable for seeing his flank than for dueling him.
- Break Granite Shield with Wild Cards before committing a Gold Card trade.
- Do not Blue Card towers while he is missing with Unstoppable Force ready.
- Destiny reveal can expose Malphite waiting out of vision for an engage.
- If he uses Seismic Shard only to poke, punish the long walk back with a card auto.

MalzaharUnfavoured
Malzahar outranges Twisted Fate's committed trades with damage-over-time pressure and wins any clean all-in once Nether Grasp is available.
Watch for Nether Grasp: it suppresses you long enough for Null Zone and Malefic Visions to finish the duel.
How to beat
Stay outside Malefic Visions bounce range and clear Voidlings before they turn a poke trade into real damage. Bait Call of the Void sideways, then throw Wild Cards and hold Gold Card defensively unless Nether Grasp is down or blocked. Never Gate into him without knowing his ultimate cooldown.
Later With Quicksilver Sash or a spell shield, Twisted Fate can survive the side-lane catch and threaten picks; without it, Malzahar controls the 1v1. In teamfights, save Gold Card for after his channel is broken or for peeling whoever he suppresses.
- Do not stand near low-health minions when Malefic Visions is active.
- Gold Card does not help if you are already suppressed, so preload before entering range.
- Voidlings make tower dives against Malzahar much worse than they look.
- Destiny can reveal Malzahar setting up a fog-of-war Nether Grasp pick.

Master YiEven
Twisted Fate wins if he lands Gold Card before Master Yi sticks, but Highlander ignores Destiny's slow and Alpha Strike can dodge Wild Cards or the stun setup.
Watch for Highlander: it removes the value of Destiny's slow and lets Yi stay on you after the first card.
How to beat
Keep minions between you and Yi so Alpha Strike has predictable targets, and do not waste Gold Card into his Alpha Strike animation. Stun him as he exits Alpha Strike, unload Wild Cards, then back away while Pick A Card cycles again. If he uses Meditate to absorb your burst, stop spending spells and reset the trade.
Later Finished Yi wins extended side-lane fights unless Twisted Fate has a huge positioning advantage or stasis. Twisted Fate should push waves from range, track Yi with Destiny, and join fights where Gold Card can chain with allied crowd control.
- Gold Card after Alpha Strike lands is the cleanest timing.
- Destiny's slow does not matter during Highlander, but the reveal still tracks him.
- Do not throw Wild Cards at a Yi who has Alpha Strike ready and no other target pressure.
- If Meditate is used early, save the next card cycle for when it ends.

Miss FortuneEven
Miss Fortune has stronger sustained auto trades, but Twisted Fate can interrupt Bullet Time and punish her low mobility with Gold Card.
Watch for Bullet Time: it turns a rooted or slowed position into lethal channel damage if Gold Card is not ready.
How to beat
Stand off the minion line so Double Up cannot bounce onto you for free, and trade with Wild Cards from outside her auto rhythm. Keep Pick A Card available once she hits six; Gold Card cancels Bullet Time and creates your best all-in window. If Make It Rain lands first, retreat instead of forcing a card through the slow.
Later Miss Fortune wins straight front-to-back damage if Twisted Fate stands in auto range, but she is much easier to catch in side lanes. In teamfights, hold Gold Card for Bullet Time or for punishing her when Strut is broken.
- Do not hide directly behind caster minions when Double Up is available.
- Gold Card cancels Bullet Time, so do not spend it casually after level six.
- A single Wild Cards hit removes Strut and makes her much easier to line up.
- Destiny can catch her rotating before she reaches a protected formation.

MorganaEven
Morgana can deny Gold Card with Black Shield, but Twisted Fate can farm and poke safely if he refuses to get trapped by Dark Binding.
Watch for Black Shield: it blocks Gold Card's stun and lets Morgana walk through your main dueling tool.
How to beat
Fight at Wild Cards range and force Black Shield with a visible Pick A Card lock before committing. If Black Shield is used early, wait it out or hit her with basic poke only; do not throw your full combo into the shield. Side-step Dark Binding first, then use Gold Card while it is on cooldown.
Later Neither champion wants a pure side-lane slugfest, but Morgana prevents many of Twisted Fate's picks when Black Shield is ready. In teamfights, use Destiny for vision and look for targets away from Morgana rather than forcing cards into her shielded carry.
- Locking Gold Card can bait Black Shield without spending the attack.
- Do not Gate behind Morgana if Dark Binding and Soul Shackles are both ready.
- Gold Card after Black Shield expires is stronger than trying to break it first.
- Her short attack range means Wild Cards can chip her without entering binding range.

NasusUnfavoured
Twisted Fate can bully Nasus early, but Wither removes his spacing and Fury of the Sands lets Nasus outlast the duel once he reaches him.
Watch for Wither: it takes away the movement and attack rhythm TF needs to kite before Nasus lands repeated Siphoning Strikes.
How to beat
Punish Nasus before Wither range by pushing him off minions with Wild Cards and card autos, and keep enough distance that he must choose between farming and reaching you. If Wither lands, use Gold Card defensively and retreat immediately rather than trading into Fury of the Sands. Commit only when Wither or ultimate is down and his Siphoning Strike stack threat is not already lethal.
Later Nasus wins the finished side lane if he can start Wither in range, so Twisted Fate should clear waves and leave with Gate instead of proving the duel. In teamfights, Gold Card him before he reaches your carries or use Destiny to create fights away from him.
- Do not stand close after he uses Spirit Fire; the armor shred makes his follow-up hurt more.
- Gold Card is for disengaging Wither, not for starting a long trade.
- Destiny rotations punish Nasus more than dueling him does.
- If Fury of the Sands is active, kite out the duration before spending burst.

NidaleeEven
The matchup swings on spear accuracy: Twisted Fate controls short trades with Gold Card, while Nidalee wins if Javelin Toss lands before she pounces in.
Watch for Javelin Toss: a long-range hit removes enough health that Nidalee's cougar form can finish before you reset the fight.
How to beat
Keep moving laterally outside minion gaps and do not let brush speed create free spear angles. If Javelin Toss misses, lock Gold Card and punish her human form before Primal Surge resets the trade. Avoid chasing through Bushwhack, because the resistance shred turns a close duel into her all-in.
Later Nidalee has better poke and escape in side lanes, but Twisted Fate has more reliable point-and-click catch when she missteps. In teamfights, use Destiny to reveal flank spears and trap paths, then Gold Card her if she enters cougar form too early.
- A missed spear is your clearest window to walk forward.
- Bushwhack's shred makes even small cougar trades dangerous.
- Gold Card her before she swaps and Pounces out of range.
- Destiny reveal removes a lot of her brush-based approach threat.

Nunu & WillumpFavoured
Nunu is durable and annoying, but he lacks a reliable way to kill Twisted Fate alone if TF saves Gold Card for Absolute Zero or disengage.
Watch for Ice Blast: it slows your retreat and can set up Absolute Zero if you spend Gold Card too early.
How to beat
Hold just outside Ice Blast range and use Wild Cards to chip him while he has no minion to Consume for healing. When he walks in, Gold Card and step out before trading autos into Blood Boil. If he channels Absolute Zero, stun him immediately or leave the radius before finishing the trade.
Later Nunu still does not beat Twisted Fate in a clean duel unless TF face-checks into Absolute Zero, but his objective control matters more than the 1v1. In teamfights, interrupt Absolute Zero and use Destiny to track his rotations around neutral objectives.
- Fight him away from minion waves so Consume cannot erase your poke.
- Gold Card cancels Absolute Zero if you have not already spent it.
- Boots of Swiftness heavily reduce the annoyance of repeated Ice Blast slows.
- Do not chase through brush where he can start a hidden ultimate channel.

OlafUnfavoured
Olaf is one of Twisted Fate's worst duels because Ragnarok ignores Gold Card and Destiny's slow while Undertow keeps him in axe range.
Watch for Ragnarok: it makes Olaf immune to your stun and slow during the window where you need peel most.
How to beat
Poke with Wild Cards before he can pick up Undertow, and never walk forward just because Gold Card is locked once Ragnarok is available. Bait Ragnarok with a threatened stun, then retreat until it expires; only commit after the immunity window is gone. If he lands the first axe at medium range, give ground immediately rather than trying to race his true damage.
Later Olaf wins the side-lane duel decisively when his ultimate is up, so Twisted Fate should shove from distance and Gate away before being run down. In teamfights, wait out Ragnarok and card him after it ends, or use Destiny to force plays on the other side of the map.
- Gold Card before Ragnarok can force the cooldown; Gold Card during Ragnarok does nothing.
- Do not stand near his thrown axe, because the pickup refreshes the chase.
- Reckless Swing ignores your defensive spacing once he reaches melee.
- Destiny's slow is also ignored by Ragnarok, so use it for vision instead.

PantheonUnfavoured
Pantheon's point-and-click stun and spear burst beat Twisted Fate's fragile trade pattern, especially when Aegis Protection blocks the card attack.
Watch for Aegis of Zeonia: it jumps over your spacing, stuns you, and guarantees Heartseeker Strike follow-up.
How to beat
Track Aegis Protection stacks and avoid spending Gold Card into the block. Stay beyond Spear Shot range when possible and use Wild Cards for farm rather than contesting every auto trade. If he uses Aegis of Zeonia aggressively and his passive is down, answer with Gold Card after the stun ends and disengage before the next spear.
Later Pantheon still threatens Twisted Fate in side lanes with direct engage, but his teamfight impact falls if he cannot flank. Use Destiny to reveal Grand Skyfall angles and punish him when he lands away from his team.
- Pop Aegis Protection with a weak auto before using Gold Card if you can do it safely.
- Do not Gate to a low-health side lane while Grand Skyfall can match you.
- Seeker's Armguard changes the lane much more than extra damage does.
- If Heartseeker Strike is on cooldown, his all-in loses a lot of bite.

RammusUnfavoured
Rammus does not kill quickly at range, but Powerball into Puncturing Taunt removes Twisted Fate's control and Defensive Ball Curl makes card autos a liability.
Watch for Puncturing Taunt: it forces you to attack Rammus during his defensive window and stops you from kiting.
How to beat
Stand behind minions or terrain lines so Powerball cannot start cleanly, and throw Wild Cards while avoiding repeated autos into Defensive Ball Curl. If he rolls in, Gold Card before the taunt connects when possible and move away from Tremors. Do not chase him during Defensive Ball Curl; wait for it to end before using damage.
Later Rammus is hard for Twisted Fate to beat alone once tank items are finished, and he threatens towers with Tremors if TF leaves. In teamfights, use Gold Card after Powerball or Taunt has been spent and let magic damage poke soften him rather than autoing into him.
- Do not Blue Card him while Defensive Ball Curl is active unless it ends the fight.
- Gold Card can stop Powerball before the collision if you react early.
- Destiny helps spot flank Powerball routes before he reaches your back line.
- His taunt is worse when your Pick A Card is not already locked.

RyzeUnfavoured
Ryze wins equal-item duels because Rune Prison guarantees his spell chain while Desperate Power gives him sustain and movement to stay in range.
Watch for Rune Prison: it roots Twisted Fate in Ryze's spell range and prevents the spacing needed for Wild Cards trades.
How to beat
Trade from maximum Wild Cards distance and avoid standing close enough for Rune Prison unless your Gold Card is already ready. Bait Rune Prison with a short step forward, then punish during its cooldown instead of fighting through Ryze's full rotation. If Desperate Power is active, back away and re-engage after the spell-vamp window fades.
Later Ryze is stronger in a straight side-lane duel, especially with mana-tank items completed. Twisted Fate should use Destiny to create uneven fights and target Ryze before he enters range, not meet him in a fair spell rotation.
- Never walk into Rune Prison range just to land a Red or Blue Card.
- Gold Card first is required; if Ryze roots first, you usually lose the exchange.
- Do not fight him inside his Desperate Power duration.
- Banshee's Veil can block the first root and create a real pick window.

ShacoEven
Twisted Fate can reveal and lock down Shaco, but Shaco wins if Deceive gives him the first hit from behind or boxes split TF's retreat path.
Watch for Deceive: it lets Shaco bypass your normal vision and appear in melee range for Backstab burst.
How to beat
Keep Pick A Card cycling when Shaco is missing and avoid walking through unwarded box paths. If he Deceives in, step away from your likely escape route before using Gold Card so Jack In The Box does not fear you after the stun. Use Destiny proactively; reveal turns his best engage into a much easier card timing.
Later Shaco is better at isolated picks, while Twisted Fate is better at turning vision into numbers advantages. In teamfights, ignore the clone unless it is blocking you and save Gold Card for the real Shaco after he commits.
- Destiny reveal is one of the cleanest answers to Deceive setups.
- Do not Gate onto Shaco unless you know where his boxes are.
- Gold Card the champion that appears from Deceive, not the clone hitting first.
- A ward item matters here because box paths and flank angles decide the duel.

ShenEven
Shen is difficult to kill through Feint and sustain, but Twisted Fate can kite him if Shadow Dash misses and can match his map pressure with Gate.
Watch for Shadow Dash: it taunts you long enough for Shen to force melee trades and stop your card timing.
How to beat
Hold enough distance that Shen must dash predictably, then sidestep Shadow Dash before committing Gold Card. Poke with Wild Cards and avoid extended auto trades into Vorpal Blade sustain. If he uses Stand United, either cancel his channel with Gold Card or instantly push and answer elsewhere with Gate.
Later Shen usually survives the side lane rather than winning it fast, while Twisted Fate can punish his ultimate cooldown with faster cross-map plays. In teamfights, save Gold Card to interrupt Stand United or peel Shadow Dash engage.
- Gold Card cancels Stand United if you are close enough when he channels.
- Do not stand in a straight line with his Shadow Dash angle through minions.
- Feint can absorb a full card trade, so wait it out when possible.
- Destiny can reveal which ally Shen is trying to protect before you commit.

SingedUnfavoured
Singed punishes Twisted Fate for ever entering card range because Mega Adhesive and Fling turn kiting into a poison chase.
Watch for Fling: it throws you behind Singed into Poison Trail and breaks your planned retreat path.
How to beat
Use Wild Cards to farm and poke, but do not step into Fling range just to use Gold Card unless Mega Adhesive is down. If he runs at you with Insanity Potion, kite backward in a straight line away from poison and stun only to disengage. Commit after he has missed Mega Adhesive or spent ultimate, never while he is already between you and safety.
Later Singed wins most side-lane duels by ignoring poke and forcing long chases, but Twisted Fate can clear waves and leave before the chase starts. In teamfights, card him when he dives past your front line, then reposition instead of following him through Poison Trail.
- Never chase Singed after a low-health trade; that is when Poison Trail wins.
- Gold Card is safer after Mega Adhesive is already on the ground and missed.
- Destiny helps avoid being cut off by Singed proxying or flanking.
- Boots of Swiftness are specifically valuable against his repeated slows.

SionUnfavoured
Sion's point-and-click stun and shield burst beat Twisted Fate up close, and AD Sion's lifesteal makes extended trades unwinnable.
Watch for Cryptic Gaze: it locks Twisted Fate in place long enough for Death's Caress or lifesteal autos to decide the duel.
How to beat
Stay outside Cryptic Gaze range and break Death's Caress with Wild Cards before he can walk it into you. If he stuns first, use Gold Card defensively as soon as you recover and disengage; do not trade autos into Cannibalism. Commit only when his shield has been popped and his stun is unavailable.
Later Sion wins the direct side lane if he reaches stun range, especially with lifesteal items and Cannibalism active. Twisted Fate should waveclear, reveal rotations with Destiny, and save Gold Card for interrupting his entry in teamfights.
- Pop Death's Caress early so he cannot detonate it on top of you.
- Do not fight during Cannibalism unless you can kite without being hit.
- Gold Card after Cryptic Gaze is a disengage tool, not a duel starter.
- Banshee's Veil blocking the first stun can flip a pick attempt.

SivirEven
Twisted Fate can control short trades with Gold Card, but Sivir can blank the stun with Spell Shield and punish his low dueling DPS with Boomerang Blade and autos.
Watch for Spell Shield blocks Gold Card and turns your commit into Sivir's trade window.
How to beat
Hold 525 range and do not throw the first locked card into Spell Shield unless you can break it with Wild Cards first. Once Spell Shield is down, Gold Card into Wild Cards is your only clean burst window; after that, back out before Ricochet and Fleet of Foot let her extend the fight.
Later Sivir wins the straight side-lane duel if she has room to chase, while Twisted Fate is stronger at forcing uneven fights with Gate and Destiny. In teamfights, do not spend Gold Card into Spell Shield unless another ally can immediately follow; use Destiny to expose rotations before On The Hunt starts.
- Throw Wild Cards first if she is holding Spell Shield for your locked card.
- Do not chase through a returning Boomerang Blade after landing Gold Card.
- Red Card on a nearby minion can splash her without giving Spell Shield the clean target she wants.

SkarnerUnfavoured
Twisted Fate can kite Skarner before contact, but once Skarner reaches Impale range the duel usually ends before TF can create space again.
Watch for Impale suppresses you and drags you through Crystal Slash damage, removing your ability to kite or Gold Card back.
How to beat
Stay outside his engage line and treat Crystalline Exoskeleton as the fight timer: if the shield is active, retreat and clear it with Wild Cards before committing. When W is broken or down, Gold Card him at max attack range and walk away between Wild Cards; never stand close enough for Impale unless it kills him immediately.
Later Skarner is the better side-lane duelist when Flash or brush lets him start in range, but Twisted Fate has more map impact. In teamfights, hold Gold Card for Skarner's approach and consider defensive items so Impale does not instantly decide the fight.
- Breaking Crystalline Exoskeleton removes both his shield and his speed spike.
- Gold Card before he reaches you; saving it after Impale range is too late.
- Destiny can reveal Skarner pathing before he gets the flank angle.

SonaFavoured
Sona has poke and sustain, but she is fragile enough that Gold Card into Wild Cards wins the duel if Twisted Fate respects Crescendo.
Watch for Crescendo stuns you long enough for Sona to unload Power Chord and reset the trade.
How to beat
Trade from just inside card range and avoid lining up for a free Crescendo when your stun is not ready. Bait her ultimate with movement, then lock Gold Card and burst immediately; if she uses Aria of Perseverance first, wait out the defensive aura rather than forcing into it.
Later Twisted Fate wins the side lane, while Sona is far more valuable grouped with allies. In teamfights, do not tunnel on killing her if Crescendo is available; use Gold Card after she steps forward or after her ultimate is spent.
- Track Power Chord before trading, because the damage-reduction chord can blunt your burst.
- Gold Card outranges the moment she wants to walk up for Crescendo setup.
- Destiny reveals Sona rotations, but she is usually protected when grouped.

SorakaEven
Twisted Fate has better burst and pick tools, but Soraka's silence, heals, and magic resist aura can deny the clean spell rotation he needs.
Watch for Infuse silences you during your card window and can stop Wild Cards or Gate follow-up.
How to beat
Do not commit while she can silence your cast sequence; poke with Wild Cards first and force her to use Wish or Astral Blessing defensively. Once Infuse is down, Gold Card into Wild Cards and leave before repeated Starcall stacks lower your magic resist too far.
Later Soraka is not a real side-lane threat, but she can stall a duel forever if you fail to burst. Grouped fights favor her sustained protection unless Twisted Fate uses Destiny to start picks away from Soraka's healing range.
- Infuse does not stop the locked card attack once it is already going out, but it can stop the follow-up Wild Cards.
- Avoid standing in repeated Starcall range; the magic resist shred makes later trades worse.
- Morellonomicon is valuable only if you are actually hitting her or her healed target before Wish matters.

TaricEven
Taric is hard for Twisted Fate to burst through heals and armor, but he has to land Dazzle and stay close to turn the duel.
Watch for Dazzle stuns you and lets Taric walk into Shatter and Radiance range.
How to beat
Kite at max card range and make Dazzle travel as far as possible, then answer with Gold Card after the stun window ends. Do not spend your full combo into Imbue plus Shatter aura unless you are disengaging; win by repeated short trades, not by standing in melee.
Later Taric rarely beats Twisted Fate in open side lane unless he catches him near terrain or allies, but he is stronger as a teamfight frontliner. Twisted Fate should use Destiny to attack lanes Taric cannot cover and save Gold Card for carries rather than burning everything into Taric's defenses.
- Long-range Dazzle gives Taric less damage than point-blank Dazzle, so keep the gap wide.
- If he walks at you with Dazzle down, Gold Card and reset instead of trading autos.
- Shatter's armor does little against Wild Cards, but the heal buys him time.

TeemoUnfavoured
Teemo's blind, poison, and mushrooms make extended duels miserable, and Blinding Dart can erase the Pick A Card attack that Twisted Fate relies on.
Watch for Blinding Dart can make your locked card miss, costing you the stun and your main trade window.
How to beat
Do not throw Gold Card while Blinding Dart is ready unless Teemo is already controlled by something else. Use Wild Cards to check brush and chip him down, then commit after blind is spent; if you step on Noxious Trap, abandon the duel instead of trying to salvage it through poison ticks.
Later Teemo controls side-lane paths with Noxious Trap and can beat Twisted Fate in prepared terrain. Twisted Fate is better at cross-map picks, so use Destiny to bypass mushroom fields and attack fights before Teemo sets up.
- A blinded Gold Card is a disaster; bait Blinding Dart with movement or a fake approach.
- Destiny reveals Teemo even when Camouflage would otherwise hide him.
- Do not Gate into fog against Teemo unless the landing zone is warded or swept.

TristanaUnfavoured
Tristana outranges and outscales the duel, and Rocket Jump plus Buster Shot let her either force all-in distance or deny Twisted Fate's stun follow-up.
Watch for Rocket Jump lands on you with a slow and gives Tristana the window to run you down with Rapid Fire.
How to beat
Stay near max Wild Cards range and avoid standing where Rocket Jump can start the fight for free. If she jumps in aggressively, Gold Card her after she lands and retreat during the slow; only turn to kill if Buster Shot is down or she is already low enough for your burst to finish.
Later Tristana wins the side-lane duel once her range is high and items are finished. Twisted Fate must avoid isolated fights and instead use Destiny to create numbers advantages before she can set up with Rapid Fire in teamfights.
- Do not Gold Card into Buster Shot range unless the stun will kill her.
- Rocket Jump's landing slow makes spacing fail fast, so keep terrain between you when possible.
- Her late range means your auto-based stun becomes harder to deliver cleanly.

TryndamereUnfavoured
Twisted Fate can kite Tryndamere briefly, but Spinning Slash, crits, and Undying Rage let Tryndamere survive the burst and finish the chase.
Watch for Undying Rage denies your lethal burst and gives Tryndamere several seconds to keep attacking while you cannot kill him.
How to beat
Hold Gold Card until after Spinning Slash or until he is forced to use it defensively; stunning him before he commits usually only lets him wait and re-engage. When Undying Rage starts, stop trying to burst and use Gold Card, slow effects, and terrain to burn the duration before re-entering.
Later Tryndamere dominates the isolated side lane if he can reach Twisted Fate, while TF's answer is map pressure and forced rotations. In teamfights, Gold Card can peel him, but Zhonya's or armor is often needed to survive the Undying Rage window.
- Do not spend your full combo right before Undying Rage becomes available.
- Destiny can punish his split push by moving to the opposite side instead of dueling him.
- A Gold Card after Spinning Slash is much stronger than one before it.

TwitchEven
Twisted Fate wins if he survives the Ambush opener and lands Gold Card, but Twitch's stealth burst and Expunge can kill him before he controls the fight.
Watch for Ambush gives Twitch the first hit and attack-speed window, often stacking Deadly Venom before you can stun.
How to beat
Do not walk through unwarded side-lane space when Twitch is missing; make him show before you commit. If he opens from Ambush, Gold Card immediately and sidestep Venom Cask, then burst and disengage before Spray and Pray turns the trade into sustained DPS.
Later Twitch is the scarier finished duelist from stealth and the stronger front-to-back damage dealer if protected. Twisted Fate should use Destiny to reveal Ambush, catch him before Spray and Pray begins, or avoid the lane he is hiding in.
- Destiny is one of your best tools for breaking Twitch's stealth setup.
- Do not Gate onto Twitch unless Ambush is already accounted for.
- If Venom stacks are high, leave before Expunge rather than gambling on one more card.

VayneUnfavoured
Vayne's mobility, Condemn, and Final Hour invisibility make it difficult for Twisted Fate to land and convert Gold Card before Silver Bolts wins the duel.
Watch for Condemn interrupts your spacing and can stun you into a wall, taking away the time needed to kite.
How to beat
Fight in open space, not near walls, and do not chase through Final Hour Tumble invisibility. Wait for Tumble or Condemn to be used, then Gold Card at max range and burst; if she still has Condemn when you step in, expect your trade to be reversed.
Later Vayne wins the side lane decisively once finished, especially in open extended fights. Twisted Fate's role is to reveal her with Destiny, stun her when she exits invisibility, and force picks before she gets a clean duel.
- Stand away from walls before locking Gold Card; Condemn is the matchup.
- Final Hour can break your target tracking between card lock and follow-up positioning.
- Short trades are acceptable; extended autos feed Silver Bolts.

VeigarUnfavoured
Both champions can burst, but Veigar's Event Horizon controls the space and Primordial Burst heavily punishes Twisted Fate's AP build.
Watch for Event Horizon traps your approach and can stun you before Gold Card range, setting up Dark Matter and Primordial Burst.
How to beat
Do not walk straight into the cage line to deliver Gold Card; hold the edge, bait Event Horizon, and punish during its cooldown. If he still has Primordial Burst and you are not healthy, play for Wild Cards poke instead of committing to a point-and-click burst race.
Later Veigar becomes the more lethal one-shot threat, while Twisted Fate keeps better map access. In teamfights, avoid being the first AP target in range and use Destiny to catch Veigar before he sets Event Horizon around his carries.
- Your AP makes Primordial Burst hit harder, so health and magic resist matter more than usual.
- Gold Card is point-and-click only if you can actually enter cage space safely.
- Gate behind Veigar is risky if Event Horizon is ready at the landing spot.

WarwickUnfavoured
Warwick's sustain and suppression beat Twisted Fate in a fair extended duel unless TF can kite forever and avoid Infinite Duress.
Watch for Infinite Duress suppresses you through your card window and lets Warwick heal while dealing damage.
How to beat
Keep him at max card range and never let Blood Scent bait you into fighting while low. Poke with Wild Cards, Gold Card only after he uses Hungering Strike or commits forward, and disengage before his sustain turns the trade; if Infinite Duress is ready, respect its range like a hard engage.
Later Warwick wins the isolated duel if he reaches ultimate range, but Twisted Fate can outmaneuver him on the map. In teamfights, save Gold Card or Quicksilver Sash for Infinite Duress targets and use Destiny to avoid being caught in low-health rotations.
- Quicksilver Sash directly answers Infinite Duress.
- Do not fight him at low health; Blood Scent makes disengage harder.
- His healing means poke must lead to a real escape or a real kill, not a slow brawl.

WukongUnfavoured
Wukong's dash, stealth fakeout, and Cyclone give him too many ways to reach and disrupt Twisted Fate before TF can finish a clean combo.
Watch for Cyclone knocks you up after Nimbus Strike and prevents you from kiting while Wukong deals sustained damage.
How to beat
Hold distance from minion waves so Nimbus Strike cannot use nearby units to close awkward angles. Do not throw Gold Card into Decoy uncertainty; wait until the real Wukong reappears or uses Nimbus Strike, then stun and walk out before Cyclone connects.
Later Wukong is much stronger in direct side-lane combat and in grouped knockup engages. Twisted Fate should split only with vision, use Destiny to track flanks, and keep Gold Card for Wukong's first entry rather than chasing his clone.
- If Wukong stops moving oddly, assume Decoy and hold your card.
- Stand away from your own minions so Nimbus Strike has fewer easy approach points.
- Gold Card after Cyclone starts is peel; Gold Card before Decoy often gets wasted.

ZileanEven
Zilean can outrange and reset trades with bombs, slow, and Chronoshift, but Twisted Fate can win if he baits the revive before committing his real burst.
Watch for Chronoshift negates your kill window and forces you to fight the same target twice.
How to beat
Avoid eating repeated Time Bombs while walking in; use Wild Cards from range until he spends Time Warp or Rewind defensively. Gold Card him when Time Warp is down, but if Chronoshift appears, back away and re-engage after the revive instead of wasting damage into it.
Later Zilean is safer in grouped fights and can deny Twisted Fate's first pick with Chronoshift. Twisted Fate should use Destiny to force fights away from Zilean or stun him before he can cast the revive on the priority target.
- Do not commit your full combo into an obvious Chronoshift target.
- Time Warp's slow can keep you outside Gold Card delivery range, so bait it first.
- Destiny helps find Zilean before he is close enough to save the carry.
No champion by that name.
18- Attack damage
- 105.81
- Ability power
- 639.31
- Armor
- 130.95
- Magic resist
- 42.6
- Attack speed
- 1.007
- Cooldown reduction
- 4%
- Critical strike chance
- 0%
- Move speed
- 410.63

Click an item to leave it out of the numbers.
Resources
- Health
- 2,310
- Health regen
- 15.3 / 5s
- Mana
- 1,658
- Resource regen
- 18.5 / 5s
Offense
- Attack range
- 525
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QWild Cardsrank 5/5
- Damage
- 689
WPick A Cardrank 5/5
- Blue Damage
- 491
- Red Damage
- 461
- Gold Damage
- 415
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.007
- Average hit
- 140.5
- Normal hit
- 140.5
- Critical hit
- 248.5
- On-hit damage
- 32.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 7.1s
On-hit
- Spellsword32.6
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 105.81
- Ability power
- 238
- Armor
- 80.95
- Magic resist
- 70
- Attack speed
- 1.007
- Cooldown reduction
- 39.7%
- Critical strike chance
- 0%
- Move speed
- 408.75

Click an item to leave it out of the numbers.
Resources
- Health
- 2,240
- Health regen
- 15.3 / 5s
- Mana
- 886
- Resource regen
- 30.5 / 5s
Offense
- Attack range
- 525
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 8%
Ability damage
at this build's ranks
QWild Cardsrank 5/5
- Damage
- 415
WPick A Cardrank 5/5
- Blue Damage
- 321
- Red Damage
- 291
- Gold Damage
- 246
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.007
- Average hit
- 105.8
- Normal hit
- 105.8
- Critical hit
- 211.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.4s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 105.81
- Ability power
- 0
- Armor
- 71.95
- Magic resist
- 30
- Attack speed
- 1.007
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 330
Resources
- Health
- 1,860
- Health regen
- 15.3 / 5s
- Mana
- 886
- Resource regen
- 15.5 / 5s
Offense
- Attack range
- 525
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QWild Cardsrank 5/5
- Damage
- 260
WPick A Cardrank 5/5
- Blue Damage
- 226
- Red Damage
- 196
- Gold Damage
- 151
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.007
- Average hit
- 105.8
- Normal hit
- 105.8
- Critical hit
- 211.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.4s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 105.81
- Ability power
- 565.11
- Armor
- 121.95
- Magic resist
- 70
- Attack speed
- 1.007
- Cooldown reduction
- 14%
- Critical strike chance
- 0%
- Move speed
- 393.75
Click an item to leave it out of the numbers.
Resources
- Health
- 2,070.6
- Health regen
- 15.3 / 5s
- Mana
- 1,136
- Resource regen
- 18.5 / 5s
Offense
- Attack range
- 525
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 15
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QWild Cardsrank 5/5
- Damage
- 636
WPick A Cardrank 5/5
- Blue Damage
- 458
- Red Damage
- 427
- Gold Damage
- 382
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.007
- Average hit
- 135.8
- Normal hit
- 135.8
- Critical hit
- 243.1
- On-hit damage
- 28.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +1.3%
- Time to kill
- 7.3s
On-hit
- Spellsword28.6
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.