A
2026年9月 · Patch 7.2d
Mage · MID

Twisted Fate Wild Rift カウンターガイド

Twisted Fateは、彼がgold cardを着弾させる前にエンゲージできる機動力の高いassassinsに対して無防備です。彼のglobal revealアルティメットは、組織化されたチームによって予測され、無効化される可能性があります。Diveflank構成は、彼の脆弱な防御をバイパスします。

★ MID Tier A
ダメージ
UTIL
TANK
DIFF
Win 52.5% #20 · ↑1pt
Pick 6.8% #7
Ban 5.0% #44

Twisted Fate Wild Rift カウンターガイド ★ カウンターシート

マッチアップ一覧
マッチアップ 判定 有利度 勝率 ピック率
Yone ハードカウンター +2 51.8% 5.3%
Morgana ハードカウンター +2 51.2% 6.1%
Zed ハードカウンター +2 48.9% 3.8%
Yasuo ハードカウンター +2 48.9% 10.8%
Diana ハードカウンター +2 48.7% 1.4%
Fizz ハードカウンター +2 48.6% 2.0%
Irelia ハードカウンター +2
Syndra 不利なマッチアップ +1 53.3% 13.3%
Brand 不利なマッチアップ +1 52.0% 9.4%
Zyra 不利なマッチアップ +1 51.6% 2.9%
Ahri 不利なマッチアップ +1 51.5% 5.1%
Galio 不利なマッチアップ +1 51.1% 11.3%
Teemo 不利なマッチアップ +1 50.8% 1.6%
Orianna 不利なマッチアップ +1 50.8% 4.9%
Vel'Koz 不利なマッチアップ +1 50.6% 3.5%
Heimerdinger 不利なマッチアップ +1 50.6% 1.3%
Viktor 不利なマッチアップ +1 50.5% 3.5%
Ekko 不利なマッチアップ +1 50.5% 2.9%
Kassadin 不利なマッチアップ +1 50.1% 1.5%
Aurora 不利なマッチアップ +1 49.8% 3.8%
Ryze 不利なマッチアップ +1 48.8% 2.9%
Lux 不利なマッチアップ +1 48.7% 5.6%
Vex 不利なマッチアップ +1 48.6% 2.2%
Zoe 不利なマッチアップ +1 48.6% 1.0%
Katarina 不利なマッチアップ +1 48.6% 1.7%
Ziggs 不利なマッチアップ +1 48.2% 5.9%
Jayce 不利なマッチアップ +1 47.7% 1.3%
Akali 不利なマッチアップ +1 45.0% 2.5%
Cho'Gath 不利なマッチアップ +1
Gragas 不利なマッチアップ +1
Lucian 不利なマッチアップ +1
Pantheon 不利なマッチアップ +1
Talon 不利なマッチアップ +1
Varus 不利なマッチアップ +1
Taliyah スキル次第のマッチアップ ±0 51.9% 2.8%
Akshan スキル次第のマッチアップ ±0 51.5% 1.1%
Aurelion Sol スキル次第のマッチアップ ±0 50.2% 6.8%
Kennen スキル次第のマッチアップ ±0 49.6% 1.5%
Annie スキル次第のマッチアップ ±0 49.3% 2.2%
Lissandra スキル次第のマッチアップ ±0 48.8% 4.1%
Corki スキル次第のマッチアップ ±0
Kai'Sa スキル次第のマッチアップ ±0
Karma スキル次第のマッチアップ ±0
Veigar 有利なマッチアップ −1 47.4% 9.4%
Mel 有利なマッチアップ −1 46.3% 7.9%
Kayle 有利なマッチアップ −1
Pyke 有利なマッチアップ −1
Zilean 有利なマッチアップ −1

Edge: Wild Rift Core canonical verdict (−3 to +3), shown from the point of view of the champion named in the row. Win rate and pick rate: the opponent's own rate in this role — Wild Rift CN · Challenger, Patch 7.2d. Not a head-to-head win rate.

ハードカウンター

7

これらのチャンピオンは、こちらのビルドやプレイスタイルを真正面から上回る構成を持ち、レーン戦のコントロールとファームを極めて難しくする。彼らのスキルはこちらの主要な強みを無効化し、いつも通りのプランを実行しようとした瞬間に手痛い反撃を受けさせてくる。こうしたマッチアップでは、ミスを最小限に抑え、正面からの対決以外で解決策を探すことが重要になる。

Morgana

Morgana+2

hard counterroam denial Morgana completely neutralizes your offensive threat because her Black Shield absorbs your magic damage and entirely blocks the stun from Pick a Card. Whenever you lock in a Gold Card, she simply reactivates her shield, rendering your primary crowd control useless. Without the threat of this stun, you cannot set up ganks or defend yourself when she fishes for her own Dark Binding. Morganaのビルド → 詳細を見る
Morgana

理由

Morgana completely neutralizes your offensive threat because her Black Shield absorbs your magic damage and entirely blocks the stun from Pick a Card. Whenever you lock in a Gold Card, she simply reactivates her shield, rendering your primary crowd control useless. Without the threat of this stun, you cannot set up ganks or defend yourself when she fishes for her own Dark Binding.

レーン戦への影響

This interaction forces you into a passive state where you cannot contest the wave. Morgana can safely drop Tormented Shadow to clear minions from a distance, while you risk getting rooted by Dark Binding if you step up to use Blue or Red Pick a Card. Since you cannot punish her, she secures easy priority, making it dangerous to step into the river without losing tower platings.

立ち回り方

Do not waste mana attempting to break her Black Shield with Wild Cards. Instead, focus on using Red Pick a Card to match her wave clear from maximum range, keeping your health bar high. Your main win condition is to look for Destiny plays. Watch the minimap constantly; the moment Morgana uses Tormented Shadow on the wave, shove immediately and look to teleport to side lanes where her shield cannot protect her allies.

チャンピオン詳細 → Morganaのビルド →
Diana

Diana+2

divecc bait Diana's Crescent Strike combined with Lunar Rush gives her a relentless gap-closer that exploits your complete lack of mobility. Since you cannot dash away, her all-in potential with Moonfall is lethal. Your only defense is the gold card from Pick a Card. She cannot safely commit to her burst combo while you hold this stun, creating a tense standoff where she attempts to bait it out before diving. Dianaのビルド → 詳細を見る
Diana

理由

Diana's Crescent Strike combined with Lunar Rush gives her a relentless gap-closer that exploits your complete lack of mobility. Since you cannot dash away, her all-in potential with Moonfall is lethal. Your only defense is the gold card from Pick a Card. She cannot safely commit to her burst combo while you hold this stun, creating a tense standoff where she attempts to bait it out before diving.

レーン戦への影響

This dynamic forces you into a highly defensive posture where you cannot step up to use Wild Cards freely. Every time you lock in a blue or red card from Pick a Card to secure minion gold, Diana will immediately search for a Crescent Strike angle to initiate. You lose control of the wave and are forced to farm under turret, sacrificing early map priority and delaying your ultimate rotations.

立ち回り方

To survive, you must bluff with Pick a Card. Activate the ability but do not immediately select a card; let the colors cycle to freeze Diana in place. If she misses her Crescent Strike, you have a brief window to safely use Wild Cards to clear. Should she activate Pale Cascade and dash forward anyway, immediately lock the gold card to stun her under your turret, then walk back. Never use your blue card for mana unless she has recently wasted her dash.

チャンピオン詳細 → Dianaのビルド →
Yone

Yone+2

mobility threatspacing This lane is incredibly punishing because Yone can completely bypass your only self-peel. When you lock in your Gold Card with Pick a Card, Yone can engage with Soul Unbound. If you throw the stun, he can buffer his unstoppable return or cast Fate Sealed to completely shrug off the crowd control while knocking you up, leaving you completely defenceless against his physical-magical hybrid burst. Yoneのビルド → 詳細を見る
Yone

理由

This lane is incredibly punishing because Yone can completely bypass your only self-peel. When you lock in your Gold Card with Pick a Card, Yone can engage with Soul Unbound. If you throw the stun, he can buffer his unstoppable return or cast Fate Sealed to completely shrug off the crowd control while knocking you up, leaving you completely defenceless against his physical-magical hybrid burst.

レーン戦への影響

You cannot safely step up to auto-attack minions to trigger Loaded Dice. Yone’s third Mortal Steel cast forces you behind your caster minions, and any forward movement lets him execute a devastating Soul Unbound trade. This forces you to farm passively from absolute maximum range using Wild Cards, bleeding mana and keeping you pinned under tower, unable to find windows to cast Destiny.

立ち回り方

To survive, you must respect Yone's threat range constantly. Never throw your Pick a Card immediately when he initiates with Soul Unbound; hold the Gold Card to delay his assault, as throwing it early allows him to cleanse it via his return state. When he prepares his Mortal Steel tornado, step back immediately. Use Wild Cards exclusively to farm safely, and if you are below half health, recall rather than risking a dive from Fate Sealed.

チャンピオン詳細 → Yoneのビルド →
Fizz

Fizz+2

easy targetdodge cc This matchup is defined by how easily Fizz invalidates your only defensive tool. Whenever you lock in your gold card with Pick a Card, Fizz can simply react with Playful. By becoming untargetable, he completely dodges the stun, wastes your main cooldown, and closes the distance. Without that crowd control to keep him at bay, you are left entirely vulnerable to his devastating magic damage burst. Fizzのビルド → 詳細を見る
Fizz

理由

This matchup is defined by how easily Fizz invalidates your only defensive tool. Whenever you lock in your gold card with Pick a Card, Fizz can simply react with Playful. By becoming untargetable, he completely dodges the stun, wastes your main cooldown, and closes the distance. Without that crowd control to keep him at bay, you are left entirely vulnerable to his devastating magic damage burst.

レーン戦への影響

You cannot safely step up to contest the wave once Fizz reaches level three. Holding the wave near your turret is mandatory, but this allows Fizz to shove you in and roam freely with Chum the Waters. If you try to match his push using Wild Cards, you open yourself to a lethal engage. Every trade is heavily lopsided; one misstep means getting dived under your own tower.

立ち回り方

Survival requires extreme discipline with Pick a Card. Never throw your gold card proactively; instead, lock it and hold it as a psychological deterrent to delay his Urchin Strike. If he initiates with Chum the Waters, delay your stun until after he lands from Playful. When forced to farm from afar, rely exclusively on the maximum range of Wild Cards. If he freezes the wave or dives you, immediately call your jungler to break the freeze rather than stepping up.

チャンピオン詳細 → Fizzのビルド →
Irelia

Irelia+2

cc baitingall in This matchup is dictated by Irelia's ability to punish the exact moment your Pick a Card goes on cooldown. Without your gold card active, you have zero tools to stop her from using Bladesurge to close the distance. She can easily dodge Wild Cards with her high mobility, while stacking Ionian Fervor on your face. If you throw your crowd control away, she will instantly dive and run you down. Ireliaのビルド → 詳細を見る
Irelia

理由

This matchup is dictated by Irelia's ability to punish the exact moment your Pick a Card goes on cooldown. Without your gold card active, you have zero tools to stop her from using Bladesurge to close the distance. She can easily dodge Wild Cards with her high mobility, while stacking Ionian Fervor on your face. If you throw your crowd control away, she will instantly dive and run you down.

レーン戦への影響

You are forced into a defensive posture where wave control becomes a nightmare. Because Irelia can reset Bladesurge on minions, stepping up to prep Stacked Deck or clear with Wild Cards invites a lethal trade. You will constantly be pushed under turret, bleeding gold despite Loaded Dice. This loss of mid priority severely delays your ability to cast Destiny without giving up your mid tower.

立ち回り方

To survive, you must hold Pick a Card as a pure deterrent. Never lock or throw a card to farm unless Irelia has just wasted her own Flawless Duet or is far away. Farm strictly from maximum range using Wild Cards. If she traps you with Vanguard's Edge, do not panic; immediately lock your gold card to stun her mid-dash, then retreat toward your turret before she can fully stack her passive.

チャンピオン詳細 → Ireliaのビルド →
Yasuo

Yasuo+2

wind wallall in threat Yasuo's Wind Wall is the ultimate counter to Twisted Fate's utility. When you lock in your gold card with Pick a Card, Yasuo can block the flying stun projectile effortlessly. Without that crucial crowd control, you have no way to stop him from using Sweeping Blade to dash through your minion wave and force a lethal all-in, where his Steel Tempest and Last Breath will easily shred your fragile health bar. Yasuoのビルド → 詳細を見る
Yasuo

理由

Yasuo's Wind Wall is the ultimate counter to Twisted Fate's utility. When you lock in your gold card with Pick a Card, Yasuo can block the flying stun projectile effortlessly. Without that crucial crowd control, you have no way to stop him from using Sweeping Blade to dash through your minion wave and force a lethal all-in, where his Steel Tempest and Last Breath will easily shred your fragile health bar.

レーン戦への影響

You completely lose control over the wave's positioning. Yasuo uses Way of the Wanderer to absorb your basic attacks while pushing aggressively. If you attempt to thin the lane with Wild Cards, he will immediately look for an angle to dash in. This constant pressure pins you under your turret, starving your gold generation from Loaded Dice and delaying your first proactive map play with Destiny.

立ち回り方

Never throw your gold card from Pick a Card blindly. Instead, lock the card and hold it to threaten Yasuo, forcing him to guess or waste Wind Wall out of panic. Stand far behind your own minions to deny him Sweeping Blade dash targets, as a static wave is your safest shield. If he burns his wall, you have a brief window to farm safely with Wild Cards. Otherwise, accept losing some gold and use Destiny directly from your tower to help side lanes.

チャンピオン詳細 → Yasuoのビルド →
Zed

Zed+2

untargetableburst threat This matchup is dictated by a lethal interaction: the moment you lock in your gold card with Pick a Card, Zed can reactively cast Death Mark. This renders him untargetable, completely dissolving your stun projectile mid-air. He then teleports directly behind you, unleashing a point-blank Razor Shuriken and Shadow Slash combo that triggers Contempt for the Weak, leaving you with zero tools to peel him off. Zedのビルド → 詳細を見る
Zed

理由

This matchup is dictated by a lethal interaction: the moment you lock in your gold card with Pick a Card, Zed can reactively cast Death Mark. This renders him untargetable, completely dissolving your stun projectile mid-air. He then teleports directly behind you, unleashing a point-blank Razor Shuriken and Shadow Slash combo that triggers Contempt for the Weak, leaving you with zero tools to peel him off.

レーン戦への影響

Because of this threat, you lose all lane priority once Zed reaches level five. You cannot safely step up to thin waves with Wild Cards or secure mana with blue cards from Pick a Card without risking a lethal dive. If he holds Living Shadow, you are forced to retreat under tower, bleeding gold from Loaded Dice and rendering your Destiny completely useless for cross-map plays.

立ち回り方

To survive, never throw your gold card from Pick a Card while Zed has Death Mark available. Instead, hold the yellow card above your head to zone him, forcing him to farm with Razor Shuriken. If he commits with Living Shadow, immediately step back. When he does force Death Mark, wait for him to reappear behind you before throwing the stun, then quickly activate Stacked Deck to trade back while his main escape is down.

チャンピオン詳細 → Zedのビルド →

不利なマッチアップ

27

これらのチャンピオンは、マッチアップ自体を絶望的にするわけではないが、対面で優位に立ちやすいツールを持っている。射程が長かったり、攻撃を受け止める力が高かったり、エンゲージへの対応手段が豊富だったりする。アプローチを調整し、戦闘を受け入れるタイミングを慎重に選ぶ必要がある。

Galio

Galio+1

map pressurecounter roam This matchup is defined by a global response battle. While you want to find map-wide advantages using Destiny, Galio can immediately neutralize your cross-map impact by matching your arrival with Hero's Entrance. Because Hero's Entrance provides a massive shield and crowd control upon landing, your target lane will often end up baiting you into an unfavorable skirmish rather than securing an easy gold lead. Galioのビルド → 詳細を見る
Galio

理由

This matchup is defined by a global response battle. While you want to find map-wide advantages using Destiny, Galio can immediately neutralize your cross-map impact by matching your arrival with Hero's Entrance. Because Hero's Entrance provides a massive shield and crowd control upon landing, your target lane will often end up baiting you into an unfavorable skirmish rather than securing an easy gold lead.

レーン戦への影響

In lane, Galio's Winds of War paired with Colossal Smash gives him immense wave clear, forcing you to constantly use Wild Cards to prevent being shoved under tower. If you step up too far to trade with Stacked Deck or prep Pick a Card, he can punish you with Justice Punch into Shield of Durand. This constant threat limits your base timings and prevents you from securing the lane priority needed to cast Destiny freely.

立ち回り方

To outplay this dynamic, do not initiate Destiny roams while Galio has Hero's Entrance available unless he is locked down or out of range. Instead, bait his wave clear by holding your red card from Pick a Card to match his push, then look for side-lane plays only after he commits Hero's Entrance to a separate skirmish. If he holds his ultimate, focus on using Pick a Card's yellow card to punish his Justice Punch attempts under your tower, securing safe gold via Loaded Dice.

チャンピオン詳細 → Galioのビルド →
Akali

Akali+1

roam heavyburst window Although Akali dominates the isolated 1v1 with the threat of Perfect Execution and high mobility from Shuriken Flip, this matchup revolves around a macro race. She relies on Twilight Shroud to drop aggro in skirmishes, but your Destiny completely counters this by revealing her position to your entire team. You cannot easily match her raw dueling power, but you hold the ultimate tool to shut down her teamfighting safety. Akaliのビルド → 詳細を見る
Akali

理由

Although Akali dominates the isolated 1v1 with the threat of Perfect Execution and high mobility from Shuriken Flip, this matchup revolves around a macro race. She relies on Twilight Shroud to drop aggro in skirmishes, but your Destiny completely counters this by revealing her position to your entire team. You cannot easily match her raw dueling power, but you hold the ultimate tool to shut down her teamfighting safety.

レーン戦への影響

During the laning phase, Akali will try to zone you with Five Point Strike and trigger Assassin's Mark. You must use Wild Cards to thin the wave from a safe distance, preventing her from freezing or diving you. Since you cannot safely trade once she has Perfect Execution, the lane becomes a race of wave clearance. If you fail to push her under turret, she will roam or dive you with Shuriken Flip.

立ち回り方

Never lock your Pick a Card too early; holding the threat of a Gold Card prevents her from engaging with Shuriken Flip. If she initiates anyway, throw your stun and walk away. When teamfights break out, wait for Akali to deploy Twilight Shroud before activating Destiny. If you fall behind and cannot contest the wave, drop back, use Wild Cards safely, and look for teleport plays to side lanes to secure gold through Loaded Dice.

チャンピオン詳細 → Akaliのビルド →
Syndra

Syndra+1

roaming threatlane bully This matchup is dictated by a strict range disparity during trades. Whenever you lock in your gold card via Pick a Card, your intention is to walk up and stun Syndra. However, her Scatter the Weak, especially when combined with a Dark Sphere, has a much longer threat range. She can easily interrupt your approach, stunning you from safety and preventing you from ever launching your gold card. Syndraのビルド → 詳細を見る
Syndra

理由

This matchup is dictated by a strict range disparity during trades. Whenever you lock in your gold card via Pick a Card, your intention is to walk up and stun Syndra. However, her Scatter the Weak, especially when combined with a Dark Sphere, has a much longer threat range. She can easily interrupt your approach, stunning you from safety and preventing you from ever launching your gold card.

レーン戦への影響

Because you cannot easily threaten her with Pick a Card, Syndra safely uses Dark Sphere and Force of Will to shove you under turret. You are forced to spend your mana on Wild Cards just to match her wave clear. If you take too much poke trying to contest the wave, you will be forced into a bad recall, losing the priority needed to utilize Destiny for map-wide plays.

立ち回り方

To survive and impact the map, you must play defensively around her cooldowns. Never walk directly at her with a gold card active if her Scatter the Weak is available. Instead, use Pick a Card's red or blue cards to quickly thin the wave from a safe distance alongside Wild Cards. If she wastes her stun trying to poke, immediately lock your gold card to step up, force her back, and quickly clear the remaining minions to unlock a Destiny roam.

チャンピオン詳細 → Syndraのビルド →
Ahri

Ahri+1

roamingall in Ahri dictates the pace of this lane because her Spirit Rush gives her unmatched mobility to bypass your spacing. The moment you use Pick a Card to farm or trade, she will immediately dash forward with Spirit Rush and buffer Charm. Without your gold card ready to stun her mid-dash, you cannot stop her from landing her full Orb of Deception and Fox-Fire burst, which easily results in your death. Ahriのビルド → 詳細を見る
Ahri

理由

Ahri dictates the pace of this lane because her Spirit Rush gives her unmatched mobility to bypass your spacing. The moment you use Pick a Card to farm or trade, she will immediately dash forward with Spirit Rush and buffer Charm. Without your gold card ready to stun her mid-dash, you cannot stop her from landing her full Orb of Deception and Fox-Fire burst, which easily results in your death.

レーン戦への影響

This threat forces you into a highly defensive posture, giving Ahri control over the minion waves. She will use Orb of Deception to constantly push you under tower, keeping you trapped. Since you cannot freely contest the wave with Wild Cards without risking an all-in, you will find yourself bleeding gold from Loaded Dice, unable to secure the priority needed to utilize Destiny without losing your own mid tower.

立ち回り方

To survive, you must hold Pick a Card indefinitely when Ahri has Spirit Rush available, using only Wild Cards from maximum range to safely gather farm. Never lock in a card unless she mispositions or wastes Charm. If she roams, do not follow her through the unwarded river; instead, wait until she commits her dashes on side lanes, then immediately activate Destiny to counter-gank or clean up the fight from a safe distance.

チャンピオン詳細 → Ahriのビルド →
Aurora

Aurora+1

roamcatch This matchup is dictated by Aurora's ability to completely shut down your map presence. Once she unlocks Between Worlds, she can trap you inside her realm, cancelling the channel of Destiny or preventing you from escaping altogether. Even if you lock in a gold card with Pick a Card, her mobility from Across the Veil and the displacement of The Weirding make it incredibly difficult to safely disengage before she locks you down. Auroraのビルド → 詳細を見る
Aurora

理由

This matchup is dictated by Aurora's ability to completely shut down your map presence. Once she unlocks Between Worlds, she can trap you inside her realm, cancelling the channel of Destiny or preventing you from escaping altogether. Even if you lock in a gold card with Pick a Card, her mobility from Across the Veil and the displacement of The Weirding make it incredibly difficult to safely disengage before she locks you down.

レーン戦への影響

Before level five, you can hold your own by throwing Wild Cards to match her waveclear. However, trades are risky because her Twofold Hex combined with Spirit Abjuration grants her superior sustain and missing-health damage. Once she has her ultimate, you lose the freedom to blindly push. If you step up to clear, she can initiate, forcing you to play defensively under tower, which delays your global map rotations.

立ち回り方

To bypass her lockout, you must timing-attack your roams when Aurora is forced to reset or busy clearing under her turret. Never channel Destiny in her line of sight, or she will instantly respond with Between Worlds. If she freezes, use Wild Cards from absolute safety to break the freeze. Should she jump on you, immediately prep your blue card from Pick a Card to sustain your mana, or a red card to slow her down while retreating toward your tower.

チャンピオン詳細 → Auroraのビルド →
Kassadin

Kassadin+1

silencescaling While you want to abuse your early range advantage, Kassadin becomes a massive threat once he gets Riftwalk. The absolute core of this matchup lies in your ultimate. When you cast Destiny to map-play, Kassadin can immediately shut down your teleport channel by hitting you with Null Sphere. This single silence completely cancels your rotation, leaving you stranded in lane against a scaling assassin who out-duels you. Kassadinのビルド → 詳細を見る
Kassadin

理由

While you want to abuse your early range advantage, Kassadin becomes a massive threat once he gets Riftwalk. The absolute core of this matchup lies in your ultimate. When you cast Destiny to map-play, Kassadin can immediately shut down your teleport channel by hitting you with Null Sphere. This single silence completely cancels your rotation, leaving you stranded in lane against a scaling assassin who out-duels you.

レーン戦への影響

Before level five, you must punish his melee CSing with Stacked Deck and Pick a Card. However, once Kassadin unlocks Riftwalk, the lane dynamic flips. He can gap-close through your Wild Cards poke, and his Void Stone shield absorbs your magic trade back. If you try to match his scaling by staying in lane, he eventually dives you, forcing you to find side-lane plays without getting caught.

立ち回り方

Never channel Destiny while standing in Kassadin's vision or within Riftwalk range. Walk deep into your own jungle or behind your tier-one tower before activating your teleport. If he steps up aggressively to disrupt you, lock a yellow card with Pick a Card to stun him first, or fake a roam to draw out his Null Sphere. If he cancels your teleport, immediately fall back under tower; do not attempt to fight his Nether Blade and Force Pulse bursts without your main escape.

チャンピオン詳細 → Kassadinのビルド →
Lux

Lux+1

waveclearroam controlpoke Lux's Lucent Singularity coupled with Illumination allows her to clear minion waves from extreme range much faster than you can match. While you try to thin the wave using Wild Cards or a red card from Pick a Card, she can safely zone you or fish for a Light Binding, forcing you to play defensively under your own turret instead of unlocking the map. Luxのビルド → 詳細を見る
Lux

理由

Lux's Lucent Singularity coupled with Illumination allows her to clear minion waves from extreme range much faster than you can match. While you try to thin the wave using Wild Cards or a red card from Pick a Card, she can safely zone you or fish for a Light Binding, forcing you to play defensively under your own turret instead of unlocking the map.

レーン戦への影響

Because you are constantly pinned under your tower farming, you lose all mid priority. This means you cannot channel Destiny to impact side lanes without sacrificing plates and crucial gold from Loaded Dice. If you step up to contest her push, a single Light Binding followed by Final Spark will either force a recall or kill you, rendering your ultimate useless.

立ち回り方

To survive this matchup, you must constantly threaten with a gold card from Pick a Card to deter Lux from stepping up to detonate Lucent Singularity on you. Position behind your own minions to block Light Binding, and use Wild Cards to clear from safety. If she wastes her binding, immediately use that window to aggressively push the wave and look for a Destiny teleport, otherwise accept losing some farm to preserve your health bar.

チャンピオン詳細 → Luxのビルド →
Ekko

Ekko+1

roamingdive Ekko easily dominates skirmishes due to the mobility of Phase Dive and the burst from Z-Drive Resonance. If you waste your Pick a Card on waveclear or a bad trade, you immediately become dive bait under your own turret. Ekko can set up Parallel Convergence and dive you safely, using Chronobreak to escape. Without your stun active, your Wild Cards cannot deter his aggressive execution. Ekkoのビルド → 詳細を見る
Ekko

理由

Ekko easily dominates skirmishes due to the mobility of Phase Dive and the burst from Z-Drive Resonance. If you waste your Pick a Card on waveclear or a bad trade, you immediately become dive bait under your own turret. Ekko can set up Parallel Convergence and dive you safely, using Chronobreak to escape. Without your stun active, your Wild Cards cannot deter his aggressive execution.

レーン戦への影響

This imbalance forces you onto the defensive, as dodging Timewinder limits your movement. Once Ekko gains a health advantage, he quickly crashes the wave and roams, utilizing his mobility to pressure side lanes. Being pinned under your turret prevents you from finding secure channels for Destiny. You will fall behind in map presence, forced to choose between defending your plates or matching his rotations too late.

立ち回り方

To survive, constantly hold your yellow stun from Pick a Card whenever Ekko moves forward using Phase Dive. Never waste this crowd control on farming. Focus on keeping the wave frozen near your turret to expose him if he overextends. The moment he leaves the lane, activate Stacked Deck and fire Wild Cards to clear the wave instantly, then cast Destiny from a safe, unwarded spot to punish his map movements and secure a sidelane advantage.

チャンピオン詳細 → Ekkoのビルド →

その他のマッチアップ

スキル次第のマッチアップ

9

このマッチアップは何よりもまず実行力の勝負であり、両者ともに優位を取れる現実的な手段を持っている。重要なスキルを一つ避けられるか、エンゲージを正しく読めるか、あるいはたった一つの位置取りのミスが、勝敗を分けることもある。マッチアップを理解し、行動すべき瞬間を見極める力がとりわけ重要になる。

Akshan

Akshan±0

point and click ccmap pressure This matchup is a pure race of map influence determined by how you handle Akshan's mobility. While Akshan relies on Heroic Swing to rotate rapidly or escape bad trades, your Pick a Card represents an absolute counter-measure. Locking in a Gold Card instantly halts his grapple mid-flight. Because both of you possess elite roaming tools with Destiny and Going Rogue, securing this mechanical shutdown dictates who controls the side lanes. Akshanのビルド → 詳細を見る
Akshan

理由

This matchup is a pure race of map influence determined by how you handle Akshan's mobility. While Akshan relies on Heroic Swing to rotate rapidly or escape bad trades, your Pick a Card represents an absolute counter-measure. Locking in a Gold Card instantly halts his grapple mid-flight. Because both of you possess elite roaming tools with Destiny and Going Rogue, securing this mechanical shutdown dictates who controls the side lanes.

レーン戦への影響

The laning phase revolves around wave clear priority. Akshan will use Avengerang to shred minions and trigger Dirty Fighting shields if you step too close. If you waste Pick a Card on a Blue Card to restore mana, he will immediately swing in aggressively. Failing to respect his physical burst limits your health pool, forcing a bad recall that lets him roam freely before you can even cast Destiny.

立ち回り方

To win this, never prep your Pick a Card thoughtlessly. Keep the ability active but unselected to threaten Akshan whenever he approaches terrain. If he initiates with Heroic Swing, lock the Gold Card immediately to drop him out of the air under your turret or minion wave. When matching his roams, wait for him to commit Going Rogue towards a lane, then immediately activate Destiny to counter-gank and turn his hunt into a trap.

チャンピオン詳細 → Akshanのビルド →
Annie

Annie±0

map pressureburst race Direct confrontations are lethal for you; Annie can instantly delete your health bar if she primes Pyromania alongside Summon: Tibbers and Incinerate. However, she has no natural way to match the map-wide teleport of Destiny. This creates a pure race of map presence versus local threat, where your ability to bypass her lane dominance via global rotations offsets her massive dueling advantage. Annieのビルド → 詳細を見る
Annie

理由

Direct confrontations are lethal for you; Annie can instantly delete your health bar if she primes Pyromania alongside Summon: Tibbers and Incinerate. However, she has no natural way to match the map-wide teleport of Destiny. This creates a pure race of map presence versus local threat, where your ability to bypass her lane dominance via global rotations offsets her massive dueling advantage.

レーン戦への影響

Laning revolves entirely around wave priority. Annie will use Disintegrate to farm and prep her stun, aiming to zone you off the wave. You cannot afford to walk into her range to trade. Instead, use Wild Cards and the red card option of Pick a Card to constantly shove the wave into her turret. Keeping her busy clearing minions prevents her from roaming or setting up deadly bush ambushes.

立ち回り方

Always track Annie's passive indicators. When Pyromania is fully charged, stay well back and farm safely with Wild Cards. The moment she uses her stun on a minion or activates Molten Shield to walk up, quickly thin the wave. If she freezes or catches you, do not fight back; use the gold card from Pick a Card to stun her, retreat, and immediately look for a Destiny play on the side lanes to gain an advantage elsewhere.

チャンピオン詳細 → Annieのビルド →
Taliyah

Taliyah±0

roamingmap pressure This lane is a pure map-presence duel dictated by your ultimate abilities. While Taliyah relies on Rock Surfing and the massive path-blocking of Weaver's Wall to isolate your sidelanes, your Destiny serves as the ultimate counter-response. You can reveal her position mid-flight and teleport directly to her destination, turning her aggressive roams into even-numbered skirmishes. It is a constant race to see who pushes and moves first. Taliyahのビルド → 詳細を見る
Taliyah

理由

This lane is a pure map-presence duel dictated by your ultimate abilities. While Taliyah relies on Rock Surfing and the massive path-blocking of Weaver's Wall to isolate your sidelanes, your Destiny serves as the ultimate counter-response. You can reveal her position mid-flight and teleport directly to her destination, turning her aggressive roams into even-numbered skirmishes. It is a constant race to see who pushes and moves first.

レーン戦への影響

Neither of you wants to fight 1v1. Instead, the lane becomes a high-speed shoving match. Taliyah will constantly throw Threaded Volley to force you under turret, hoping to free herself for a roam. If you fail to match her push using red Pick a Card and Wild Cards, your side lanes will face constant pressure from her wall, costing your team crucial map control before you can even react.

立ち回り方

Never use your yellow Pick a Card mindlessly when Taliyah steps up, as she can punish your forward movement with Seismic Shove into Unraveled Earth. Keep the wave thinned with Wild Cards. The moment you hear the sound cue of her Weaver's Wall, immediately channel Destiny to intercept her. If she misses her shove, aggressively walk up with Stacked Deck active to force her off the wave and secure your own rotation window first.

チャンピオン詳細 → Taliyahのビルド →

その他のマッチアップ

有利なマッチアップ

5

これらのチャンピオンは、こちらの主要な強みに効果的に対応するのが難しく、より自由に対面を組み立てることができる。プレッシャーをかけて有利な交換を引き出す手段は複数あることが多い。相手が態勢を立て直す時間を与えるのではなく、この優位を活かして主導権を握ろう。

その他のマッチアップ

Twisted Fate対策アイテム

これらのアイテムを購入すると、このチャンピオンの影響力を抑えられます。

Quicksilver Enchant
Quicksilver Enchant
Stasis Enchant
Stasis Enchant
Mercury's Treads
Mercury's Treads
Crown of the Shattered Queen
Crown of the Shattered Queen
Maw of Malmortius
Maw of Malmortius

このチャンピオンへの対策

カウンターアングル

Twisted Fateへの対策は、midとのデュエルに勝つことだけではありません。真の目的は、彼がマッププレッシャーに繋げる前にテンポを崩すことです。最高の相手は、彼がプッシュしたい時に脅威を与え、ゴールドカードを防御的にホールドさせ、あるいは情報が不十分な状態でデスティニーを使用するたびに罰を与えることです。プレッシャーを受けたTwisted Fateは、自分が得意とする「次のファイトがどこで起こるかを選択する自由」を失います。したがって、難しいマッチアップは、彼を倒すだけでなく、彼がウェーブを準備したり、サイドにポジショニングしたり、適切なカードで到着したりするのを妨げるものでもあります。彼を倒すには、アルティメットを待つだけでなく、彼の意思決定の窓を狭める必要があります。

パッチの文脈

Twisted Fateは、3つの主要なプロファイルに苦戦します。機動力のなさを罰するアサシン、彼のピックをブロックまたは吸収できるチャンピオン、そして自分自身をゴールドカードに晒すことなくウェーブをコントロールできるメイジです。彼のプランは移動するために十分にプッシュすることを必要としますが、一歩前進するたびにオールインの窓が開きます。相手が彼にマップを脅かす代わりにゴールドカードを使って生き残ることを強いると、デスティニーの価値は大きく下がります。したがって、最も信頼できるカウンタープレイは、彼の準備(サイドビジョン、ウェーブを中央でホールドすること、ピックアカードがサイクルしている間にプレッシャーをかけること、そして不十分に変換されたアルティメットの直後に罰を与えること)を攻撃することです。

クイックリード

  • Twisted Fateに対する最善の対応は、レベル5になる前に彼がクリーンにプッシュするのを止めることです。
  • ゴールドカードのために防御的なツールをホールドしておきましょう。彼がスタンを変換できなければ、彼のロームの価値は大きく下がります。
  • サイドをワードし、彼が見えなくなったらすぐにピンを鳴らしましょう。デスティニーは強力ですが、プレイが予測されている場合ははるかに弱くなります。

カウンターの原型

一歩踏み出すことを罰するアサシン

Twisted Fateは、ラストヒットしたり、ピックアカードを準備したり、ロームの前にウェーブをプッシュしたりするために、定期的に一歩踏み出す必要があります。Fizz、Zed、Akaliのようなアサシンは、その瞬間を直接的な脅威に変えます。彼がゴールドカードを使いすぎると、彼らはそれを待つか、再エンゲージできます。彼がそれを長すぎると、彼はローテーションを作成する前にバーストダメージを受けます。このプロファイルは、Twisted Fateがウェーブを失ったり、帰還中に死んだりするリスクがあるため、レベル5も妨害します。midを快適に離れることができません。

チャンピオンの適応方法. Twisted Fateは、より遅くプレイすることを受け入れなければなりません。ウェーブを彼のタレットに近づけ、ゴールドカードを防御的なツールとしてホールドし、アサシンが見えているか追跡できない場合にのみデスティニーを使用します。目標はデュエルに勝つことではなく、彼のテンポをすべてキャンセルするキルを与えることを避けることです。

ゴールドカードを吸収するエンゲージまたはアンチピックツール

Twisted Fateは、シンプルなターゲットを選んでロックダウンし、チームにそれを変換させることを望みます。Galio、Diana、Yasuoのようなチャンピオンは、Twisted Fateのスペースに入ったり、最初のカードを吸収したり、エンゲージを逆にしたりできるため、このパターンを複雑にします。ゴールドカードが当たったとしても、ターゲットが常に正しいとは限りません。Twisted Fateがフロントライナーや時間を稼げるチャンピオンをスタンさせた場合、彼は実際のテイクダウンを作成せずに自身のバックラインを晒します。

チャンピオンの適応方法. より忍耐強くプレイし、最初に前に動いたターゲットにゴールドカードを投げつけるのを避ける必要があります。これらのマッチアップでは、右カードは戦いを始めるのではなく、エンゲージの後半を止めたり、キャリーを保護したり、すでに使われたダッシュを罰したりすることがよくあります。

ウェーブコントロールと、彼の角度を制限するレンジ

Twisted Fateは、マップから消えるのに十分な速さでクリアできるウェーブを好みます。Lux、Seraphine、Ahriのようなロングレンジまたはコントロールチャンピオンは、彼にダメージを受けてプッシュするか、midにとどまってロームウィンドウを失うかの選択を強いることができます。このタイプのマッチアップは、必ずしも直接的なキルで彼をカウンターするわけではありませんが、テンポの浸食によってカウンターします。争われたウェーブごとにデスティニーが遅れ、彼の進路に置かれたコントロールスペルごとにゴールドカードの入りがより危険になります。

チャンピオンの適応方法. Twisted Fateは、あらゆるコストをかけてプライオリティを強制することを避けるべきです。彼はクリーンなリコールを探したり、完璧なウェーブではなくニュートラルなウェーブの後にデスティニーを使用したり、サイドビジョンを中心にプレイして、直接クラウドコントロールに歩み込まないようにすることができます。

優先度の高いマッチアップ

Fizz

Fizzは、Twisted Fateの弱点であるカード準備と変換の間のスペースを正確に攻撃するため、優先順位に値します。Twisted Fateがゴールドカードなしでプッシュするためにステップアップした場合、Fizzはオールインを脅かすことができます。彼がゴールドカードを過度に防御的にホールドした場合、彼はデスティニーを危険にするプレッシャーを失います。したがって、このマッチアップは、短いウェーブ管理、Fizzのクールダウンを尊重すること、そしてFizzがmidへの帰還を罰することができない場合にのみアルティメットを使用することに関するものです。

Zed

Zedは、Twisted Fateに通常よりもはるかに正確なゲームをプレイすることを強います。危険はバーストだけではありません。それは、Twisted Fateがエンゲージを止めるためにゴールドカードを使用するか、次のピックのためにそれを節約するかのどちらかを選択しなければならないことが多いという事実です。レベル5以降、すべてのデスティニーはZedの位置を考慮に入れる必要があります。なぜなら、不十分に準備されたロームは、彼に無料のウェーブ、プレート、または帰還時のキルを与える可能性があるからです。このマッチアップは、攻撃よりも忍耐を報います。

対面時のよくある間違い

対面時のよくある間違い

  • レベル5になる前にTwisted Fateに自由にプッシュさせること、そしてデスティニーがすでにキャストされているのにピンを鳴らすのが遅すぎること。
  • ゴールドカードの前にすべての防御ツールを使用し、Twisted Fateに簡単にロックダウンできるターゲットを与えること。
  • 彼のアルティメットの後、彼のチームがすでにコントロールされたターゲットに崩壊しているのに、彼を追いかけすぎること。
  • サイドワードを無視すること。Twisted Fateに対しては、ロームパスを見ることが、チャンピオン自身を見ることと同じくらい重要な場合があります。
  • オブジェクトを狙うタイミングが遅すぎると、戦闘が始まる前にフリーのゴールドカードを渡してしまう可能性があります。

コーチングノート

  • Twisted Fateに勝つには、彼が画面から消えたらすぐに、デスティニーが出現する前ではなく、彼がどこにいるかピンで知らせましょう。本当のカウンタープレイはアルティメットのアニメーションが始まる前に始まります。
  • ゴールドカードを孤立したターゲットに与えないでください。たとえタンク役のチャンピオンであっても、敵チームが素早く追従すれば、失われたオブジェクトへの入り口になり得ます。

FAQ

Twisted Fateのローミングをどうやって止めますか?

デスティニーを常に止めることはできませんが、その価値を減らすことはできます。最も重要なステップは、レベル5になる前にウェーブを争い、サイドの視界を維持し、彼が消えたらすぐにコミュニケーションを取ることです。もしTwisted Fateがmidのウェーブを失うか、不確かなローミングを強制するかを選ばなければならないなら、彼のタイミングははるかにクリーンではなくなります。目標は、後から彼を追いかけるだけでなく、すべてのアルティメットを高価なものにすることです。

Twisted Fateに対してプッシュすべきですか、それともフリーズすべきですか?

最適な答えはチャンピオンによりますが、ウェーブを中央付近で保持することは非常に強力なことが多いです。視界なしでプッシュすると、Twisted Fateはサイドレーンでデスティニーを使用できますが、あなたはタワーを攻撃しても実質的な成果は得られません。タワーに近すぎるフリーズをすると、彼は十分なものを失わずにローミングできる可能性があります。理想的な目標は、彼を視界内に留まらせ、スペルを使ってラストヒットを取り、すべてのローミング試行に代償を払わせることです。

なぜアサシンはTwisted Fateに対して強いのですか?

アサシンは、Twisted Fateが計画を準備するために前に出たい瞬間を罰します。彼はプッシュし、カードを選択し、マップを見る必要がありますが、これらの行動は彼が脆弱になる小さなウィンドウを作り出します。もし彼が生き残るためにゴールドカードを使用した場合、彼はもはやローテーションを脅かすためのカードを持っていません。もし彼がローミングのためにそれを取っておいた場合、彼はアドバンテージを作り出す前に死ぬ可能性があります。その緊張こそが、このマッチアップを難しくしているのです。

Twisted Fateに対してオブジェクトをどのようにプレイすべきですか?

他の多くの中レーナーよりも早く到着する必要があります。Twisted Fateは、彼がデスティニーで位置を明らかにするか、ゴールドカードで孤立したターゲットをロックできるため、リバーに遅れて入ってくるチームを好みます。dragonやHeraldの前には、サイドの視界を保ち、一人でフェイスチェックを避け、最初のスタンには防御ツールを用意しておきましょう。もし彼がオブジェクトの前にピックを見つけられなければ、彼の貢献ははるかにコントロールしやすくなります。