Twisted Fate Rework

AStellerEagle·10/4/2019, 12:01:05 AM·2 votes·1,524 views

When I first started playing the game I was very excited about playing Twisted Fate because of his design and what I thought was his concept. I was soon disappointed. I believe his gameplay should mimic his name and lore. He's all about swindling and cheating to make a profit (He's all about the cards). TF should be based more on chance. Here's my take on it:


Passive - Trembling Cards: When an enemy champion is within range (800), Twisted Fate is alerted by "trembling cards" above him.

Q - Swindle: Twisted Fate picks a random card and throws it dealing damage:

Cooldown: 10/8/6/5/4 seconds

2: 2 (+100% Attack Damage) (+50% Ability Power) (Chance of drawing: 7.5%) 3: 3 * 3 (+100% Attack Damage) (+50% Ability Power) (Chance of drawing: 7.5%) 4: 4 * 4 (+100% Attack Damage) (+50% Ability Power) (Chance of drawing: 7.5%) 5: 5 * 5 (+100% Attack Damage) (+50% Ability Power) (Chance of drawing: 7.5%) 6: 6 * 6 (+100% Attack Damage) (+50% Ability Power) (Chance of drawing: 10%) 7: 7 * 8 (+100% Attack Damage) (+50% Ability Power) (Chance of drawing: 7.5%) 8: 8 * 9 (+100% Attack Damage) (+50% Ability Power) (Chance of drawing: 7.5%) 9: 9 * 9 (+100% Attack Damage) (+50% Ability Power) (Chance of drawing: 7.5%) 10: 10 * 11 (+100% Attack Damage) (+50% Ability Power) (Chance of drawing: 7.5%)

Jack: 50/70/90/110/130 (+100% Attack Damage) (+50% Ability Power), providing gold equal 10% damage dealt (Chance of drawing: 10%)

Queen: 35/50/65/80/95 (+100% Attack Damage) (+50% Ability Power), charming for 0.5/0.75/1/1.25/2 Seconds (Chance of drawing: 10%)

King: 60/85/110/135/160 (+100% Attack Damage) (+50% Ability Power), dealing Magic Damage in an area around the target (50% of damage dealt) (Chance of drawing: 10%)

Ace: 50/70/90/110/130 (+110% Attack Damage) (+50% Ability Power), Knocks back the target (200)

Cooldown: 25/22/20/18/16 seconds

W: Quick Getaway: Twisted Fate teleports to a target location within a range (500). Reducing the cooldown of "Trembling Cards" by 30%, also leaving behind a card on the ground.


E - Loaded Dice: Twisted Fate tosses a dice dealing 35/50/65/80/95 (+50% Attack Damage) (+1-0% Ability Power) per bounce (bounces 2 then stops) and gains an effect based on the number rolled.

Cooldown: 20/18/16/14/12

1 - Gain 40% Attack Speed for 1 second 2 - Gain 25% Movement Speed for 2 seconds 3 - Go Invisible for 3 seconds 4 - Auto Attacks grant 10 gold each for 4 seconds 5 - Allies within a range (300) gain health for 5 seconds 6 - Gain the ability to dash to the dice for 6 seconds


R - The Great Heist:

Cooldown: 100/85/75

Passive - Pickpocket: Twisted Fate's next 5 auto-attacks against champions steals 2% of the targets gold (Cooldown: 40 seconds) and stores it in a "bank". If Twisted Fate dies with money in his "bank" the enemy champion that killed Twisted Fate can either take the gold or return it to the allied champion.

Active- Partner in Crime: Twisted Fate can give the gold in his "bank" to an allied champion, or cash it in for himself.


Those are my reccomended changes for Twisted Fate. Let me know what you guys think, any changes. Thanks for reading.

P.S. High Noon Twisted Fate should exist.

3 Comments

FSRER10/4/2019, 2:22:07 PM1 votes

Why turn Twisted Fate from a mage to a Assassin?

Jellycake Demon10/19/2019, 2:52:47 PM1 votes

i don't do a lot of Lore reading, but i gotta saw Twisted Fate is one of my least favorite champions, because his kit just doesn't seem interesting to me. and even with hundreds of hours of practicing, moding load outs and watching guide videos, i still only have 20% win ratio with TF. and over the years, his play-style has lost my interest.

i really like this new high-chance and random effect to TF's new abilities sound fun, not sure how i feel about the ultimate, but small beans. also YES TO THE HIGH NOON SKIN! [slayer-pantheon-thumbs]