Roaming and map pressure with [R].
Empowered abilities and resource manipulation
Hitting a champion with spells hurls a comet that deals adaptive damage at them. Landing more spells reduces Arcane Comet's cooldown.
Gain cooldown reduction and max cooldown reduction on your ultimate. This is increased further each time you use your ultimate, up to a maximum.
Gain 3% extra MS. Gain extra AP or AD, based on your bonus MS, Adaptive.
Your first ability hit every 20s burns champions.
+20 Ability Power or +12 Attack Damage, Adaptive
Unique champion takedowns grant permanent out of combat MS.
Deals bonus true damage to enemies with impaired movement or actions.
Locking a gold or red card with [W] effectively guarantees a hit with Comet making it one of the most reliable uses of the rune of any champion.
TF's map pressure from his ultimate is what makes his entire kit so strong for solo queue games. Having your [R] up more often means more pressure.
In difficult AP matchups (Syndra/LeBlanc), you can alternatively take Nullifying Orb to help survive.
Celereity grants you the movement speed needed to roam and land gold cards and while also giving you a little bit of extra AP from Ghost/Lich Bane.
Scorch is the go-to rune for lane harassment and early game pressure. A few procs of scorch in lane and you'll be primed to set up a kill with your jungler.
Movement Speed is a highly prized stat for TF. It lets him get back to lane faster and pressure the map on both sides with [R].
Twisted Fate is able to make use of Cheap Shot relatively easily thanks to the Stun/Slow of [W]. After landing a Gold or Red card, immediately throw out your [W] for an extra bit of true damage.