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Counter Guide

How to Beat Twisted Fate

Matchup Guide · Evergreen · 3 Counter Picks

Twisted Fate is not a mid laner. He is a fourth member of whichever lane is currently losing, and he gets to choose which one that is.

Almost nothing he does happens in front of the person he is laned against. He clears the wave, he collects the gold, and then he leaves and someone in a different lane dies for it. Playing against him well has very little to do with the duel and quite a lot to do with the twenty seconds after he stops being visible. The people who lose to him are rarely outplayed. They are simply somewhere else when the map decides something, and they find out afterwards.

Matchup Snapshot Twisted Fate, the Card Master
Where You Meet Him Mid lane, and everywhere else
Damage Type Magic, usually arriving from off screen
Why He Is Frustrating He is winning lanes you are not standing in
Mobility None in a fight, all of it on the map
Biggest Threat Destiny [R]
Hardest Counter Veigar champion portraitVeigar
What a Counter Needs
  • The speed to kill him before the setup finishes, or the range to make him miss it
  • Map pressure of your own, so leaving lane is not free for him
  • Something that survives being caught out of position, because that is how the matchup usually ends
Patch 26.18 Matchup Data

Who Beats Twisted Fate on Patch 26.18

Best Picks Into Twisted Fate

  • Veigar champion iconVeigar1,589 games54.1%
  • Fizz champion iconFizz1,879 games52.1%
  • Ahri champion iconAhri2,975 games51.7%
  • Vladimir champion iconVladimir782 games51.5%
  • Yasuo champion iconYasuo2,922 games51.5%

Picks Twisted Fate Beats

  • Akali champion iconAkali2,479 games44.3%
  • Ryze champion iconRyze1,367 games44.8%
  • Azir champion iconAzir594 games46.1%
  • Qiyana champion iconQiyana755 games46.6%

Win rates are for the champion listed, in the mid lane against Twisted Fate. They come from Nerfplz's own ranked solo queue games on Patch 26.18, Silver and above, 59,217 Twisted Fate games in all. Only matchups that show up in at least 1% of those games are listed.

Twisted Fate Overview

Strengths: What Makes Him Dangerous

  • He picks the fight he wants, anywhere on the map. Destiny [R] makes distance stop being a constraint, so a lead in any lane is a lead he can turn into a kill in any other.
  • He sees your whole team first. The reveal is worth as much as the travel. He knows where the fight is before it starts and nobody on your side does.
  • The gold card is a stun that does not need to be aimed. Pick a Card [W] lands the moment the attack does, so there is no dodging it once he is in range and has picked it.
  • He clears waves faster than you can punish him for it. Shoving and leaving is the entire plan, and by the time you have answered the wave he is already gone.
  • He is a serious threat with nothing bought. The pressure is in the map, not the gold, which means falling behind in lane costs him far less than it costs almost anyone else.

Weaknesses: Where You Get In

  • He cannot leave a fight. There is no dash and no escape. Everything he has for getting away is a stun that has to land first, and if it does not, he is walking.
  • He is very easy to kill when reached. He is built for range and short bursts of usefulness, not for being stood next to. Any assassin who arrives has already won the exchange.
  • The ultimate announces itself. The channel is visible, the reveal is mutual, and a team that reacts to the moment it starts rather than the moment he lands does not get caught by it.
  • A card has to be chosen before it can be used. The choosing is public and it takes a beat, and that beat is the window where a champion who wanted to be on top of him gets to be.
  • He is helpless against vision. The roam is worth what it surprises. A ward on the river and a call in chat turns his best play into a wasted trip across the map.

Countering Twisted Fate

Based on the strengths and weaknesses above, beating Twisted Fate comes down to champions who can accomplish at least one of the following:

  • Ward for the roam, not for the gank. The wards that matter against him are the ones on the paths out of mid, and they need to go down before he shoves rather than after.
  • Kill him during the wave clear, not after it. He is standing still, his cards are going into minions and he has nothing to escape with. That is the whole window and it repeats every wave.
  • Call the ultimate the second it starts. It is a channel and it is loud. Four people scattering at that moment costs nothing and removes the pick he was traveling for.
  • Answer the roam with pressure, not with a chase. Following him is losing twice. Taking the tower he left is the trade that actually punishes him for going.

If you're already locked into the matchup without any of those tools, these strategies still work:

Playing a Bad Twisted Fate Matchup

Play the wave so that it is pushing towards you. He can only leave lane safely when the minions are dying under your tower, so a slow push in your direction takes the choice away from him.

Buy the vision before you buy the comfort item. A control ward that stops one roam is worth more in this matchup than the component that lets you win a trade he was never going to take.

Tell the side lanes to play short whenever he is unaccounted for. Nothing about him threatens a lane that has already backed off, and a jungler who camps mid gets very little out of a champion who does not want to fight there anyway.

Best Twisted Fate Counters

Three ways to beat a champion whose damage is somewhere else: kill him in the window, make the roam cost him, or arrive faster than he does. One counter each.

Fizz champion icon

Fizz Steps Out Of The Card

He is untargetable at exactly the moment the stun is meant to land, and once that has failed there is nothing left between him and a very fragile mid laner.

The follow up matters too. Fizz can leave for the same side lane and get there without a channel announcing it, so the map half of the matchup does not go one way either.

Pantheon champion icon

Pantheon Answers A Global With A Global

The roam stops being free the moment somebody else can do it. Whatever Twisted Fate lands on, Pantheon can land on the other side of the map at the same time, and usually harder.

He also wins the lane outright, which is what makes it work. A champion who is behind and has to leave anyway is not roaming, he is running away.

Ahri champion icon

Ahri Follows Him Anywhere

Destiny [R] reveals every champion on Ahri's team, which is her warning that he's about to leave, and the Gate that follows is a 1.5 second channel before he lands. Spirit Rush [R] gives Ahri three dashes and Fox-Fire [W] a burst of speed, so the side lane he drops into doesn't stay uneven for long.

In lane, Charm [E] reaches 1000 units and interrupts the Gate if he tries it in front of her. He has no dash, and a charmed Twisted Fate walks toward her while Orb of Deception [Q] comes back through him for true damage.

Itemizing Against Twisted Fate

The first two are the matchup and the last two are ordinary insurance:

Verdant BarrierBanshee's VeilMercury's TreadsControl Ward

Verdant Barrier is the early version of the only purchase that really addresses him, since a shield that eats one spell eats the one that was going to stun you. Banshee's Veil is that idea finished, and it is worth building against him specifically rather than as a generic magic resistance item, because the card is what turns a survivable roam into a death. Mercury's Treads shortens the stun on the occasions it does land, which is often the difference between walking away and not. A control ward is doing more work in this matchup than most items are, and the habit of buying one every trip back is what stops the roams from ever surprising anybody.

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