Twisted Fate rework concept
Just felt like writing up somethin' to kill some time. Combining some aspects of his kit the way other reworks have done (like how Sion's w and ult passive were put on his W), putting new abilities their place. Aiming for a more coherent kit instead of the odd, pseudo-adc thing he has going with his E. Fixing up his ult so he isn't so abused in pros, making him more accessible to more players even despite the difficulty in the mechanics I'm presenting.
Instead of cards, Twisted Fate throws dice (classic white and black) for his normal basic attack. His abilities will more closely resemble real playing cards, since his lines reference real cards. Taking him away from being an odd Gambit reference to much more of a gambler in his own right.
**Passive: Highroller ** After casting an ability, Twisted Fate's next basic attack within 3s throws a loaded (red and white) die, and he gains 2 gold on-hit. If he hits a champion, they take 15 - 120 [based on level] (+15% AP) magic damage and he instead gains 5 gold.
- The idea behind this is to replace his current passive with something more controlled, since he doesn't really gamble-- he cheats. And put his E onto his actual passive so he doesn't just have one entire ability that's passive. I felt like the bonus AS doesn't fit his theme well, and since it isn't necessary for an ability like this, I scrapped it.
Q: Force a Card Cost: 60 - 100 mana; Angle: 21 (more acute than current, but given a thinner hitbox); Missile Speed: 1500 (faster than current, to account for the fact it's no longer guaranteed by a targeted stun); Cooldown: 10s Twisted Fate throws 3 cards in a cone, dealing 60 - 240 (+60% AP) Magic damage to all enemies hit. Each card stops on the first champion hit and applies an effect, based on the card: -Queen (left card relative to TF, blue): Refunds the ability's mana cost. -King (center card, gold): Stuns for 1 - 2s. -Jack (right card relative to TF, red): Burns the target for 10 - 60 (+15% AP) damage over 2.5s. Enemies hit by multiple cards will only take one instance of the initial damage, but can apply multiple effects.
- Again, the idea is to combine-- but adjust-- existing aspects of his kit. Obviously his Q and W. I think it'd be a fun new mechanic to have the fact it's three projectiles actually matter. And have hitting an enemy with at least two of them be reasonably possible. It also leaves room for putting an entirely new ability on his W.
W: Read 'Em and Weep Cost: 80 mana; Radius: 525 (matches his auto range); Angle: 50 degrees (as wide as Annie's W); Cooldown: 10s
Twisted Fate throws down a royal flush (card order from left to right: 10, J, Q, K, Ace), dealing magic damage to all enemies in a cone. Enemies hit by the Ace (rightmost 10 degrees relative to TF) take 20% additional damage.
- I thought it'd be cool to stick to the theme of changing the abilities' effect based on which part actually hits the enemy. It'd allow for skill expression without being too difficult to pull off. Having to adjust your aim slightly off from center to combo it with the two parts of your Q you want sounds like a really fun mechanic.
E: Swindle Cost: 90 mana; Target Range: 475; Cooldown: 20 - 14 Twisted Fate blinks to target location, reappearing in a flurry of cards. His next basic attack within 3 seconds will throw a second loaded die in addition to his passive's, dealing 20% additional magic damage and granting him 7 gold instead of 5.
So, this is where the biggest change would be; removing his iconic ultimate in favor of one that isn't so heavily skewed towards highly coordinated teams (like the pros). As you can see, I swapped his ability to teleport from the lore onto his E. So this will be an entirely different ability.
R: All In Cost: 100% of current mana (minimum 100); Target Range: 525; Cooldown: 120/100/80
Twisted Fate bets all his mana on his next hand, and throws five cards face-down at the enemy champion. (functioning similar to how Syndra's ultimate works).
This ability scales differently depending on the percentage of total mana spent. At 50% or above, it deals (100% mana spent) Magic Damage. Below 50%, it deals (+100% AP) Magic Damage.
If it kills his target, he gains 100 mana.
- I kinda just came up with the title and then thought of an ability to go with it, but I think it actually works well for an all-or-nothing risk. If you have a bunch of mana (like say a RoA and a Lich Bane, which is his current build), you can risk all of it on a 1300 damage (before resistances) attack at level 18. Or do it after your combo and still have around 1000 damage. That may guarantee you the kill on a squishy target, but opting to do so would mean you have no mana whatsoever for another rotation or escape with E. On the other hand, you could save it until your AP is more than your remaining mana, and rely on the AP scaling instead.