I like playing
in the jungle. But not your typical full AP/mpen Twisted Fate.
I go
into
,
, then
, then
, then
, then AP/CD items as fit.
So basically mpen/HP/AP/cooldown reduction. You stun every 5 seconds with gold card, your Red card slows a bit more, your blue card slows..
The Sheen effect from
enhances your passive on E and provides a bit more AoE magic damage (helps clears a lot).
You still deal good damage thanks to
and
mpen and AP you get from the items.
Also,
's DoT that is applied upon spell damage, which is 2% of target's current health gets DOUBLED when the target is impaired. Thanks to
's slow, it gets doubled whenever you hit a spell on them, so 4% of target's current health every second over 3 seconds, which you can refresh as
's cooldowns on Q and W are low, especially with cooldown reduction.
provides mana regen (which is meh on
since he has his Blue Card but w/e), 80 ability power (which is always welcome) and 20% CDR, which is really good overall (for your ult too, since the cooldown on it is pretty significant). It also applies Grievous Wounds upon dealing magic damage to ennemies below 40%, so it helps if their support is a
or
since they won't heal as much. It's also very efficent at reducing the strenght of the enemy ADC, who won't be able to lifesteal his way through the fight just as well.
From there, build whatever you see fit in order to complete the build accordingly to the enemy team and your team as well.
In team fights, your role will pretty much to land as many Gold Cards on the enemy as possible, their carry (whoever that might be) being of course the highest priority. You will also have to land as many Qs as possible not only for the damage, but also to proc
's doubled DoT,
little tiny slow and
's Grievous Wounds debuff on as many people as possible and refreshing them so they are constantly applied to the enemy team.
You have good pick potential thanks to your ult + gold card + debuffs/slows, clearing the jungle early is a PAIN but it gets better as time goes on and you get items. You don't deal as much damage as full AP
but you're also a bit more tanky, which leads me to my next point:
Thanks to you being able not to blow up in .55 seconds from one or two enemy spells, you role will actually be to not only pick off enemies that will be out of postion, but to engage as well. You can do so by flashing + Gold card on carry into their team OR by ulting behind them or into them, gold card ready on the enemy that is the most dangerous. However, you MUST live on so you can apply your debuffs. So be SURE your team can follow up quickly and you are able to survive. That is, if nobody in your team is fed. If they are, just cause panic into the enemy team and the ally carrying the game should blow 'em up real easy.
Sorry that was so long omfg.