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[Champion Rework] Twisted Fate, The Card Master

GhOostMushroOM··2 votes·1,229 views

Hey guys, i’m back here to show you my proposition of a new rework for Twisted Fate.

But first i’ll ask you to forgive my english because he’s not the best. I’m french and riot just closed the french forum 3 month ago, and change it for a discord server, where we can’t post anything really interesting and see it more that 3 seconds before it disappear under thousands other messages.

So ! Twisted Fate, like a lot of old characters, have a old gameplay and need in my view to get a little sprincing up. In fact, his gameplay is like: blue card for farm, red card for clean, gold card + Q for engage, poke, escape and finish enemies.

But his background is really interesting, a poker player, using his luck and his skill to cheat for win looks really great !

For me there is 2 parts of his actual gameplay that is really nice to keep:

  • the teleportation to be always “in the good place at the good time”
  • The choice with the W, and something more that really fascinate me: The W cards are apparently always changing, even if the W isn’t activated, so it’s may possible to count the cards to get instantly the card you want without waiting the good one, by using the W in the good time. Idk if it’s clear haha but i find it really roleplay to count the cards for a cards player !

So the new gameplay will turn around the W spell, and the “waiting for the good card” mecanic.

Passive: Wheel of Fortune A wheel turn constantly under the TF life bar. There is 3 color on it: blue, red and gold. The color indicated by the wheel change every 7 seconds. Enemies can see it.

Q: Quinte flush Cost: 60 / 70 / 80 / 90 / 100 MANA Range: 1200 (note: it’s possible to touch someone below 1200 units) CD: 8/7,5/7/6,5/6s

Twisted Fate launch 3 cards, dealing 40 / 80 / 120 / 160 / 200 magic damages + 0,4 AP and pass through the enemies. If an enemy champion is hit by more than 1 card, the others deals only 30% of the damages.

The cards path is different than the ancien Q: the card in the middle go straight and stop on the cursor. The two other cards have an arc-shaped path (like Diana Q) and intersect on the cursor. The cards continue after the intersect and then come back to TF, fastly than before.The path of these cards is not the same if the cursor is close or far away from TF, like the Sylas Q.

W: Pick a Card cost: 40 / 55 / 70 / 85 / 100 MANA range: 700 CD: 6s

Twisted Fate launch one magic card (Skillshot) dealing 60 / 105 / 150 / 195 / 240 +0,5 AP with a different effect with the actual color of the wheel:

Blue: explode on hit dealing AOE damage and restore 10 / 12 / 15 / 17 / 20% of the mana / energy to TF and allies nearby. If the spell affect a character with mana / energy full or a character without mana, transfer the value to a shield who disappear after 3s.

Red: deal damages to the first enemy hit, slow him 30/35/40/45/50% for 2 sec and reset the CD of the Q spell.

Gold: Pass through the units and stun the enemies for 1 / 1,15 / 1,25 / 1,35 / 1,5s.

E: Bluff / Tarock active: Bluff cost: 75 MANA CD: 25 / 21 / 17 / 13 / 9

1st activation: Hide the TF wheel and the wheel turn fastly (2 colors / second, like the ancient W).

2nd activation: select a color to keep it for 7s, or until TF use his W. Meanwhile, a card appear upside TF, and the selected color is showed after 4s.

An additional color is added: the bluff (black, alway the last color), TF don’t select any color and let the wheel turning, and get back 100% of the mana cost and 50% of the E cooldown. So the enemy will now if TF bluff just 4s after.

Passif: Tarock

Deal damage to an enemy champion have 15 / 20 / 25 / 30 / 35% chance to give a random tarock to TF: one of his cards is buffed. The color buffed in the wheel shine significantly, but the enemies don’t see it. When TF use a tarock (by using the W), it is consumed and a CD of 100 / 90 / 80 / 70 / 60s is launched. When TF use his W to consume his tarock, the W CD is reset and the wheel turn to the next color. TF can hold only one tarock at the same time.

Blue Tarock: the AOE silence enemies for 1s, and TF and his allies got a shield: 25 / 60 / 95 / 130 + 25% AP for 3s and 30/35/40/45/50% movement speed.

Red Tarock: The enemy hit is slow and lose 25/30/35/40/50% of his MR, the Q is still reset but it is buffed, TF launch 4 more cards, dealing more damages.

Gold Tarock: Explode on hit in AOE, slow ennemies 60/65/70/75/80% for 0,75s, and then pull the enemies in the center with chains.

R: Destiny Coût: 150/125/100 pts de mana Portée: 5500 CD: 180 / 150 / 120

Globally unchanged: no more give “pure vision” on the enemies, but a special TF vision: TF allies can see ennemies like shadows (like with the Oracle Lens), and pings appear on the mini map. TF damages are reduce by 80/60/50% for 3s after the end of his teleportation, but enemies don't see TF when he teleport himself in a bush.

The goal was to give to TF differents things:

  • A real mage burst and at the same time keep his ultimate without transform him into a monster
  • A gameplay more “skilled” and diversified, with skillshot and differents combos with the Tarocks.

The tarocks was for me a way to give a TF more strength, but with moderation with the random aspect. Anyway it can surprise the opponents.

The damage debuff on the ultimate can remove the possibility for a fed TF to just teleport next to the Adc and one burst him, but force him to organize his ambushes, and give possibility to the opponent to eventually escape.

Some combos with the spells:

Blue W: farm and clean

Q + Red W + Q = little burst

Gold W + Q = poke

Blue Tarock + Q + Red W + Q = engage and fight burst

Q + Red Tarock + Gold W + Q buffed = huge burst

Gold Tarock + Q + Blue W = nice AOE control and burst

Thanks for reading, so if you have some advice to maybe balance the champion or to talk about him, let a comment :)

I did a lot of other rework before, I let the links for some of them who don’t get a rework for the moment: Jax Jax Udyr Udyr]) Malphite Malphite]) Trundle Trundle]) Fiddlesticks Fiddlesticks])

This is in french but if you tell me that you are interested about them, i can traduce them and repost them here !

Bye

5 Comments

saphireflame1231 votes

Jax doesn't need a rework. The others are either yes or maybe.

Don't know why Rito would close a country's server.

GhOostMushroOM1 votes

On my view, Jax need a rework ;) see, i think a lot of people said "pantheon doesn't need a rework" hahaha

I was asking myself the same question, it's why i contacted the Riot support, i'll give to you their answer if you want

And so what do you think about my TF rework ?

saphireflame1231 votes

Tbh a lot of people wanted pantheon to be reworked because no one could out bully him and he took no skill and did a high amount of damage with a long range, short cooldown poke even though he's a fighter. The reason I don't think Jax needs a rework is because he's fun to play, you have to make a decision for your combo, and he is in meta. Can be countered, but still is decently strong.

HOWEVER, they do need to nerf either Triforce or Gunblade on him. Its like if he is 1/12/2 and comes back to lane with either of those items, he easily 1v1s the 10/1/2 enemy laner.

saphireflame1231 votes

Overall it seems like the current TF but the card effects are changed and do more, which is pretty good.

May I ask why there is an 80% damage reduction on his R? That makes him seem really weak.

GhOostMushroOM1 votes

Hm it's your point of view, maybe for you Jax is fun to play but for me he have an old gameplay that need to be rework (even just a little bit), for me Jax is not the most "funny" character to play, and really not the most funny to play against haha

The reduction damage for the 3 firsts seconds after his teleportation i think is requiered with a TF with more burst like this, at the moment TF don't deal a lot of damage in early / mid game and can use his R just for finish low HP ennemies (or come to a teamfight, on his lane etc). With a big mage burst and his actual ultimate, he could just teleport next to a carry and burst him each time he got his ult. So i think with this reduction, he still can TP to catch low hp ennemies fastly, but can't surprise and burst a full life carry. He may have to TP on a bush, waiting a moment, and then try to kill him, but the enemy have the time to escape, or join his team mates, etc. But it's true it's a little disabling for the gank or TP on teamfight, but still possible, just more complex. He have now to anticipate and play more with the bushs.

But yeah maybe 80% at the first level it's a little bit too much...

I got an "answer" for the french forum, they talked about "sprucing up", but i think they had a lot of problems because french people are often... toxic with each other (maybe more than other people badly), so maybe it was not easy to monitor this people, or idk...

Otherwise you would be interested by my other reworks ? :)

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