{Champion Rework Concept} Twisted Fate - The Wandering Gambler

Aspen522·8/14/2016, 12:08:44 AM·2 votes·1,390 views

I started playing League of Legends around the middle of season 5, about the time when Ekko was released. He was the first champion I ever bought, but with my leftover RP, I was stuck with a nagging question: "What do I get now? Rune pages? Skins?" Eventually, I saw a character who seemingly fought with cards, so, with no better options, I chose him.

I was hooked immediately.

He was strong, he was interesting, and more than anything, he was fun. However, as of late, games have been weird. That's not to say they're not fun; they're actually some of my favourite games. However, playing as him has been odd, and I believe I've come to a conclusion as to why.

His character and his kit just...doesn't match.

Sure, his Pick a Card ability is amazingly fitting to his character, and that ability is the one that you will see is the most untouched. But, come on. Last I checked, gamblers can't see their enemies no matter where they are and teleport to locations at will. Unless they can...maybe I should try gambling. Which is what led me to crafting this rework concept. There is one goal I aim to complete with this rework: Make Twisted Fate's character and kit fit well together via changes to lore and abilities.

Also, please note that I am NOT good with numbers; therefore, if you expect exact measurements when it comes to his damage, I'm sorry to disappoint. However, if you do have some ideas for how much damage you think he should do, feel free to message me!

Now without further ado, please welcome Twisted Fate, the Wandering Gambler! > > LORE > > The boy who would become the gambler Twisted Fate was a wanderer since a young age. He used to insist on honest work to pay for his traveling expenses; however, that all changed the night he was challenged to a game of liar's dice. He lost dreadfully, and was left on the road with only the clothes upon his back. Determined never to be swindled again, the boy turned away from the honest work to learn the art of the gambler. Eventually, this study led him to the pirate capital of Bilgewater, where he met Malcolm Graves, his only true friend. Now, once again out on the road, he seeks out his fortune. Travelers, keep your loved ones close and your coin purses closer, for when the Wandering Gambler strikes, not a gold piece will be left. > > "Whether I win or you lose...why not let Fate decide?"

The lore doesn't stray too far from the original source material, but it condensates it into a simple paragraph, much like the new champions' lore.

> ABILITIES > > PASSIVE: Ante Up > > Twisted Fate gains a special bar above his items that shows his enemies' portraits. Upon gaining DIRECT vision with an enemy, Twisted Fate can click that enemy's portrait to begin Gambling with that specific enemy. When Twisted Fate or his Gambling opponent last hit a minion, they gain Chips, which stack indefinitely. When Twisted Fate kills his Gambling opponent or vice versa, they add their opponents Chips to theirs, which are then converted into bonus gold.

So imagine a Kindred bar, and the portraits only light up when they're in Fate's direct field of vision (sorry ward lovers). Twisted Fate is a gambler, and gamblers always specialize on solo opponents. As such, this ability is intended for use against your lane opponent. This passive really reflects the gambling attitude of Fate, while also making all ins and ganking all the more risky (or rewarding).

> Q: Wild Cards > > Twisted Fate throws out three wild cards in a tight cone that deal magic damage and remain at their max range. Upon recast of the ability, the cards fly towards the cursor, dealing magic damage before disappearing. If Wild Cards is not recast within 2.5 seconds, the cards return to Twisted Fate. Foes hit by multiple cards or the same card multiple times deal a percentage less damage._

I consider this ability a combination of Orianna's Command: Attack, Talon's Rake, and the standard Wild Cards. Use this ability to poke at your opponent, deal some quick damage - or farm and build up those savory Chips.

> W: Pick a Card > > Twisted Fate chooses a magic card from his deck, and uses that for his next attack, causing bonus effects. Cast once to shuffle the deck and again to choose your card, enhancing your next attack. > > Blue Card deals Magic Damage and restores Mana. > Red Card deals Magic Damage to units around the target and slows their Movement Speed by a percentage for a couple of seconds. > Gold Card deals Magic Damage and stuns for a couple of seconds.

Does this ability look familiar? It should - this is his current W. Pick a Card is the quintessential Twisted Fate ability, and aside from some possible number changes, should NOT be altered in any way.

> E: Liar's Dice > > PASSIVE: Last hitting a minion gives Twisted Fate between 1-6 bonus gold. > > ACTIVE: Twisted Fate goes invisible for a brief time. During this time, he rolls a dice. When the invisibility runs out, or when he auto attacks again, his next basic attack will deal bonus damage, depending on the number of the dice he rolled. The dice effect goes away after a few seconds, and does NOT stack with his W.

I've moved Twisted Fate's current passive to his E for name purposes as well as freeing up space for his current passive. With this, even if he loses all his Gambles, he'll never be useless late game. As for his active, it's a nice little escape tool, useful for a gambler like him. Use this when you need to escape from your opponent's all in - or when you need a bit of extra damage to finish yours.

> ULTIMATE: Ace Up My Sleeve >
> Twisted Fate lies down an Ace at a target location. He generates Aces every thirty seconds or so. It remains stealthed there for a few minutes and gives vision. When an enemy steps over the Ace, they are dealt a large amount of magic damage and Twisted Fate gets vision of them for a few seconds. In addition, depending on the last ability activated, the Ace gains a bonus effect. >
> Q - Ace of Clubs: A portion of the damage dealt becomes physical damage and is rooted for a small duration. > W - Ace of Hearts: Twisted Fate is healed for a certain amount. > E - Ace of Diamonds: Twisted Fate steals a certain amount of gold from the opponent that walks over it. > R - Ace of Spades: The enemy is blinded and loses a base amount of AD and AP for a few seconds.

Because Teemo shrooms weren't bad enough. In all honesty, though, this is the ability that changes how TF plays. Opponent winning lane? Lay down a Diamond and get that Abyssal you're so close to buying. Stacked up magic resist? A Club will make them rethink that option. Ganking bot lane? Throw your Spade at their ADC's feet and get a free kill. The best gamblers can change their playstyle on the fly, and with this ultimate, Fate is no exception.

Thank you for reading my rework concept for Twisted Fate, the Wandering Gambler! If you have any ideas on how I could change him, feel free to comment. Thank you again!

4 Comments

DeerGreenwood8/14/2016, 12:57:13 AM3 votes

His idea isn't to be a pure gambler, he's a gambler who uses underhanded tactics and cheats. Ever heard his joke? TwistedFate : "I've never lost a fair game. Never won one either."

It makes perfect sense that his ult gives vision over his enemies, as he would probably 'see' the other gambler's cards and use that info to make decisions.

Monolythix5/1/2017, 9:42:13 AM1 votes

I think it's a really interesting rework, and it's clear you're trying to stay true to his character concept. I am a hardcore Twisted Fate main and have been advocating for a rework for a while now for the very same reason you stated here, even posting a couple of my own ideas. Know that before I say this, so you know I'm not just hating on the idea of a rework as a whole.

I don't think you can remove the concept of his ult in its entirety simply because it is so ingrained in his lore. In case you haven't you should go back and read the Bilgewater: Burning Tides lore story. The even that it was part of was a bit before your time, but not by much. It gives a really good look at what TFs Ult looks like in-universe, and in the story, it actually helps the ability feel like it fits the character a lot more than you might think initially. That said, I do think the ability needs some changes, if for no other reason than just because so much of his power budget is focused into that one ability. I don't necessarily think a ward or trap style ability is the way to go though. That new element as well as the randomness that you added on your version of his E leaves too much to chance, especially for someone as clever and calculated as Twisted Fate. He doesn't enter a fight that he can't win and the only time he loses is when he's caught with his pants down, which is a rare occurance. This type of placeable vision might seem like the way to go to prevent him from getting caught off guard in that way, but there's no guarantee that it would have any direct influence in combat, meaning that if placed in the wrong location, it would be essentially useless. That's not the type of tool a master swindler would keep in his arsenal. It also doesn't fit his playstyle very well. It works for teemo and cait, because they are zone control marksmen, meant for kiting, that's their whole shtick. It works for nidalee because she's a control heavy jungler. So to justify a trap on TF, he'd have to be a control mage...but he's not. Even if you take away his current ult, hes much better suited in character and gameplay as a roaming burst mage.

All that aside, the gambling idea, though a bit complex, is cool, and that Q is an awesome idea for an original projectile.