
Twisted Fate
Hybrid On-Hit

Intro
Hybrid on-hit Twisted Fate built /
Start
Boots
Core build
Statikk ShivStatikk Shiv45 Attack Damage45 Ability Power30% Attack Speed4% Move Speed3000 goldUnique – Energized: Moving and basic attacking generates Energize stacks, up to 100.
Unique – Electroshock: Basic attacks generate 9 bonus Energize stacks, for a total of 15 stacks per attack.
Unique – Electrospark: When fully Energized, your next basic attack on-hit is empowered to form chain lightning, dealing 60 bonus magic damage, increased to 90 against non-champions. This bounces to the closest target within 500 units, repeating from the new target to strike up to 4 / 5 / 6 / 7 / 8 (based on level) targets, dealing the same damage and applying on-hit effects to secondary targets hit.League Wiki
Kraken SlayerKraken Slayer50 Attack Damage40% Attack Speed4% Move Speed3000 goldUnique – Bring It Down: Basic attacks on-hit grant a stack for 3 seconds, up to 2 stacks. At 2 stacks, the next basic attack consumes all stacks to deal ( 150 – 210 / 120 – 168) (based on level) bonus physical damage on-hit, increased by 0% – 75% (based on target's missing health), for up to ( 262.5 – 367.5 / 210 – 294) (based on level) bonus physical damage.League Wiki
Blade of The Ruined KingBlade of The Ruined King40 Attack Damage25% Attack Speed10% Life Steal3200 goldUnique – Mist's Edge: Basic attacks deal bonus physical damage on-hit equal to ( 9% / 6%) of the target's current health, with a maximum of 100 against minions and monsters.
Unique – Clawing Shadows: Basic attacks on-hit against enemy champions apply a stack for 6 seconds, stacking up to 3 times. The third stack consumes them all to slow the target by 30% for 1 second.League Wiki
Guinsoo's RagebladeGuinsoo's Rageblade30 Attack Damage30 Ability Power25% Attack Speed3000 goldUnique – Wrath: Basic attacks deal 30 bonus magic damage on-hit.
Unique – Seething Strike: Basic attacks grant 8% bonus attack speed for 3 seconds, stacking up to 4 times for a total of 32% bonus attack speed. At maximum stacks, basic attacks on-attack also grant a Phantom stack for 6 seconds, up to 2 stacks. At 2 Phantom stacks, the next basic attack consumes all of those stacks on-attack to trigger a Phantom Hit that applies on-hit effects to the target after a 0.15-second delay.League Wiki
TerminusTerminus30 Attack Damage40% Attack Speed3000 goldUnique – Shadow: Basic attacks deal 30 (+ 10% bonus AD) (+ 10% AP) bonus magic damage on-hit.
Unique – Juxtaposition: Basic attacks on-hit against champions alternate between Light and Dark hits, each one granting a bonus for 5 seconds that stacks up to 3 times. Light hits grant 6 / 7 / 8 (based on level) bonus armor and bonus magic resistance while Dark hits grant 10% armor penetration and magic penetration, for a total of 18 / 21 / 24 (based on level) bonus resistances and 30% resistances penetration at maximum stacks of each.League Wiki
Infinity EdgeInfinity Edge75 Attack Damage25% Critical Strike Chance30% Critical Strike Damage3500 gold
Runaan's HurricaneRunaan's Hurricane40% Attack Speed25% Critical Strike Chance5% Move Speed2650 goldUnique – Wind's Fury: Basic attacks on-attack fire additional bolts at up to 2 enemies in front of you, each dealing 65% AD physical damage. Bolts apply on-hit effects and are affected by critical strike modifiers.League WikiOptions
vs tanks. Can go before Rageblade if you've vs a lot of tanks. Crit augments are great on TF, since his W damage and gold passive benefit from crit chance, but isn't great since crit damage doesn't really help him. But if you end up with 50%+crit from augments, becomes very attractive (maybe sell for it 6th item depending on the situation). But keep unless Augments/Anvils give you enough MS/range to safely sell them. Gunblade or is a great boot replacement. Get if you get "".
Last updated
Dusk and Dawn
Ghost
Flash







Deft
Zealot
Tank It Or Leave It
Scoped Weapons
Typhoon
Double Tap
Scopier Weapons
Critical Rhythm
It's Critical
Ethereal Weapon
Upgrade Sheen
Mystic Punch
Dual Wield
Jeweled Gauntlet
Scopiest Weapons
**TWISTED FATE ARAM — 3/3** Hybrid/on-hit TF wants items like **Statikk Shiv / Kraken-style on-hit-AS options / Guinsoo-style conversion / situational AP or penetration**, depending on the live item set and enemy defenses. In Mayhem it gets much nastier: crit, attack-speed and on-hit augments can completely reroute the build. That’s the rule: **Don’t decide TF is AP before the game tells you what TF you have.** Classic default may still be AP. Project ARAM featured build: **hybrid on-hit.** Like and follow for more! (we'll make sure to post in the correct order next time!)
**TWISTED FATE ARAM — 2/3** The point of on-hit TF isn’t “AD TF but funny.” Your autos become the engine. E repeatedly adds magic damage. Gold Card creates free attack windows. Red Card gives wave/control utility. Your damage profile becomes awkward to itemize against. And TF’s passive rewards actually touching the wave. So unlike artillery TF: **wave access → gold → items → attack-speed engine → stronger controlled autos** Gold Card isn’t your damage spell. It’s permission to keep hitting.
**TWISTED FATE ARAM — 1/3** Featured build: **HYBRID ON-HIT TF** TF doesn’t have to be a Q-spamming AP mage. E gives attack speed + repeated magic damage. W gives reliable utility regardless of whether you stacked AP. His kit naturally supports mixed damage, and ARAM gives him constant access to targets and waves. Build around **attack speed, on-hit output, and enough hybrid damage that neither armor nor MR cleanly solves you.** You’re still TF. You’ve just made every card matter.