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Twisted Fate

Champion guide

Patch 26.16

Twisted 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

Twisted Fate, Loaded Dice

Passive

Loaded Dice

Twisted Fate and his allies receive an additional 2 gold per kill.

  • Twisted Fate Q, Wild CardsQ

    Wild 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.

  • Twisted Fate W, Pick A CardW

    Pick 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.

  • Twisted Fate E, GateE

    Gate

    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.

  • Twisted Fate R, DestinyR

    Destiny

    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.