Twisted Fate [Rework Concept]

rootScythe·5/15/2019, 11:19:32 PM·1 votes·1,151 views

Hey there. I've been watching one of my favorite streamers play Twisted Fate a lot and noticed that he feels rather stiff and safe for a well-known Gambler. So, I've been thinking of a way to rework Twisted Fate. I won't include many numbers because those can be altered for balance at any time. But the main idea is that he should have playmaking potential and have options. For the most part, Twisted Fate should be a kiting champion, always 1 step ahead of his enemies, always has another trick up his sleeve, whittling them down and making them fold.

This rework focuses Twisted Fate down the Control Mage path instead of the previous Attack Speed builds that work with his current abilities.

TwistedFate

** Counting Cards [Passive] ** Twisted Fate builds up a charge as he damages enemies to a max of 52. For each damage proc on an enemy, he gains a charge. When it hits 52, his next auto deals additional damage (based on total AP) and gives Twisted Fate decaying movement speed.

His current passive 'Loaded Dice' which gives randomly 1-6 gold on killing a unit isn't interesting game-play wise, and it feels like he doesn't have a passive. This way, he has to build up for the additional damage using his autos, and his new Q and W. Properly using his W on minions or immobilized champions will help build the charge easily.

** Loaded Deck [Q]**

Active: Twisted Fate throws 3/4/5 cards out in a small cone to a distance of 700 units, dealing magic damage to all enemies they pass through. These cards collide with terrain. When they collide with terrain, they explode dealing magic damage in a small area around the collision.

Very similar to his old Q Wild Cards, but moving the poke potential over to the new W.

**Wild Cards [W] **

Active: Twisted Fate throws a card out in a targeted direction. Recast: The thrown card stops in place and spins for 3/4/5 seconds. It will continue to slow and deal damage every second to any enemy that it touches while spinning.

This ability uses a Charge system, and each card thrown uses a Charge, with a max charge of 1/2/2/3/3. Twisted Fate can have more than 1 spinning card out at a time.

** Hit or Stay [E] **

Active: TF dashes a short distance in a targeted direction. If he dashes through an enemy Champion, his next auto will stun the opponent. Killing a champion or getting an assist refreshes the dash.

The idea of this is to help Twisted Fate stay ahead of the game, making plays when the opportunity arises. If he uses the dash when not set up properly, he's vulnerable because he no longer has the "On Command" Stun of his Gold Card from his current W "Pick a Card".

** The Grand Reveal [R]**

Active: Twisted Fate gains 4 orbiting Cards around him (700 units away from him) and his team gains true sight of all enemy champions for a few seconds. After a small delay, he may recast the ultimate. On Recast: Twisted Fate channels for a few seconds, and blinks to his targeted location.

This allows Twisted Fate to potentially shield himself from long range snipes during his Teleport/Blink channel, OR to use those Cards to turn a fight, allowing him to use the cards as Terrain to proc his Loaded Deck Q.

Quotes

_"It's all too easy" "Who needs to win when playing me is the prize?" "Let's put on a show" "You got nothing on me" "Watch the hands." "A win just isn't enough" _

Shout outs to The Djinn with his Rework Concept posted a year ago (see the URL below) https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/uw0n8tF8-twisted-fate-rework-concept

I did take his Ultimate name "The Grand Reveal" because I agree that its much more fitting than Destiny.

2 Comments

VanTurino5/16/2019, 12:18:07 AM2 votes

Cool concept. I think W having 5 charges would be too much. Seems like capping it at 3 would be more ideal and to promote that as is number one ability IMO making it increase a charge at each point in the ability i.e; 1/2/3/3