
Champion guide
Patch 26.16Twisted Fate
The Card Master
- Mage
- Mid
- Mana
Three cards that pierce a full line, a picked card that transforms the next attack, and an ultimate that reveals the entire enemy team. Twisted Fate doesn't play his lane, he plays the game.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 466+82
- HP regen (per 5s)
- 5.1+0.6
- Mana
- 240+38
- Mana regen (per 5s)
- 7+0.5
- Attack damage
- 49.71+3.3
- Attack speed
- 0.651+3.22 %
- Armor
- 18.4+3.15
- Magic resist
- 30+0
- Attack range
- 525
- Move speed
- 330
Abilities
Passive
Loaded Dice
Twisted Fate and his allies receive an additional 2 gold per kill.
QWild Cards
5 ranks- Cooldown
- 6 s
- Cost
- 60/70/80/90/100 Mana
- Range
- 10,000
- Damage
- 60/110/160/210/260 (+65 % AP)
Throws three cards that deal 60/110/160/210/260 (+65 % AP) magic damage to each enemy unit they pass through.
WPick A Card
5 ranks- Cooldown
- 6 s
- Cost
- 40/55/70/85/100 Mana
- Range
- 200
- Damage
- 40/60/80/100/120 (+100 % AD +40 % AP)
- Damage
- 30/45/60/75/90 (+100 % AD +40 % AP)
- Damage
- 15/22.5/30/37.5/45 (+100 % AD +40 % AP)
Twisted Fate begins shuffling his deck, allowing him to Recast to lock in one of three cards and enhance his next Attack. Blue Card deals 40/60/80/100/120 (+100 % AD +40 % AP) magic damage and restores 50/75/100/125/150 Mana. Red Card deals 30/45/60/75/90 (+100 % AD +40 % AP) magic damage to units around the target and Slows by 30/35/40/45/50% for 2.5 seconds. Gold Card deals 15/22.5/30/37.5/45 (+100 % AD +40 % AP) magic damage and Stuns for 1/1.25/1.5/1.75/2 seconds.
EGate
5 ranks- Cooldown
- 120/105/90/75/60 s
- Cost
- 80 Mana
- Range
- 20,000
After channeling for 3 seconds, Twisted Fate Teleports to any target location.
RDestiny
3 ranks- Cooldown
- 130/110/90 s
- Cost
- 150 Mana
- Range
- 20,000
Twisted Fate Reveals all enemy champions and Slows by 30% for 4/5/6 seconds. While active the channel time for Gate is reduced to 1.5 seconds.
In short
Twisted Fate is built around three tools that combine rather than simply add up. Wild Cards fans out three cards that pierce everything they cross, making it both lane poke and excellent wave clear. Pick a Card loads a card for the next attack, each with a distinct effect, giving Twisted Fate a second register split between control, raw damage and mana support depending on the draw.
His real power sits in Destiny: the ultimate reveals the entire enemy team on the map and slows them, on top of cutting the cast time of his Gate. It's not a combat spell, it's a spell that decides where the game happens. His passive, Loaded Dice, pays his whole team a gold bonus on every kill, making him a midlaner who accelerates the team's economy without needing to score the kills himself.
Strengths and weaknesses
His card range and the gold card option make him one of the few mages who can threaten an isolated target anywhere on the map, as long as he has time to channel his Gate. His wave clears effortlessly with Wild Cards, and his straight-line lane poke punishes hard any opponent standing in line with their front minion. Destiny turns every rotation into free information: no more surprise picks against a team tracking a Twisted Fate on cooldown.
His fragility is real: no personal protection, no way to survive direct contact besides running. His Gate has a cast time that leaves him exposed mid-channel, and getting interrupted turns a rotation into a suicide. Finally, he depends on the card drawn with Pick a Card: aiming for the wrong card at the wrong moment means losing a trade he should have won.
Laning phase
Your priority is shoving your wave relentlessly with Wild Cards: Twisted Fate benefits from a short lane because every push brings closer the moment you can vanish through Gate to another point on the map. Load a card with Pick a Card before every exchange, never after you've already committed, so the bonus effect lands on the attack that matters.
Avoid standing in line with your own front minion: it's the exact path your cards travel, but it's also the path the enemy uses to poke you back. Once your wave is shoved under tower, your Gate becomes a map-wide threat rather than a lane tool: another lane fighting two versus two suddenly becomes three versus two.
Power spikes
The first spike hits as soon as you can roam effectively, generally around the point your Gate becomes reliable to channel. A well-executed rotation turns a neutral skirmish elsewhere on the map into a free kill, and your passive gold bonus pays off your whole team.
The second spike is your ultimate. Once it's up you can roam with relative safety: Destiny reveals enemy positions before you even channel, avoiding a landing in the middle of an ambush. The third spike follows your first big power item: the same rotation that scraped half a health bar becomes a clean kill, and your mid-game becomes that of a midlaner winning duels while controlling the map.
Teamfights and positioning
In a group fight you play like a standard ranged mage: stay behind your front line, clear with Wild Cards, and keep a gold card ready if a window for a pinpoint lockdown opens on a key target. Your fragility rules out any advance, even when your range makes you feel safe.
Destiny changes your value before the fight even starts: use it to confirm no counter-attack is coming from a blind angle, or to spot the isolated target your team can punish before the main engage. A Twisted Fate who saves his ultimate only for the frontal fight wastes half of what makes it good, which is deciding where and when that fight happens.