Talk:Twisted Fate/@comment-4499945-20141212070025/@comment-22338397-20141215235830

^This.

And because the melee junglers take more damage from the toughened up jungle, kiting it out is more worthwhile than before. Starting with smite on Krugs is worthwhile for the on-hit stun, especially if you run attack speed runes (at least Quints recommended). Stay on the soft leash range, use your stun on buff monsters to get as many hits off as possible before the 10th reset and walk into range (optional: kite within the camp range) for the last bit if needed to prevent the hard reset. Start either W or E (personal preference, but W FOR SURE for invades and level 1 skirmishes) and level them both while ignoring Q. Get if you want to duel/melt people or  if you're unsure about your clear. Enchant with for the on-hit damage and supplement with situational boots and either, , or both. if you're feeling ballsy, but remember that come lategame you might have to build at least 2 defensive items because all your damage is done at 525 range; your wildcards are nearly useless.

With the unnerfed Devourer and the old on-hit skirmisher, it was even more glorious, but it's still doable. No matter how you look at it, a 2 second targeted stun on a 6 second (base) cooldown on a ranged champion is a very powerful tool, even though it takes some practice to perform smoothly and it's on a rather immobile and relatively shortrange champion. The ultimate remains a glorious ganking tool for multiple reasons: You circumvent wards, can immediately position yourself for a good stun, the reveal makes you instantly aware of possible counterganks and as a bonus completely negates any stealth escapes. Oh and the best thing: Throwing cards at 2+ attackspeed is hilarious. ''Never lost a fair game... or played one.''