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Miss Fortune Build Guide by Pandarino

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Pandarino

[4.11][S4] Miss Fortune the Cannon seeker - Freelo

Pandarino Last updated on July 5, 2014
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Ability Sequence

1
4
5
9
12
Ability Key Q
2
7
14
15
18
Ability Key W
3
8
10
13
17
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9



Threats to Miss Fortune with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Ashe Ashe is pure glass cannon. She will get rekt. you will slow harder, kill faster, leech better she cannot disengage. #Rekt
Guide Top

Intro


Hello! (MY FIRST GUIDE AHHHH!!!)
My nickname is Panda, I am currently in Diamond series and I have been working on a build that allows players to completely counter a glass cannon.
Glass cannons annoy me as they have high damage but no health and they kite you to death, with this high mobility guide i shall be teaching you more of a support ADC role that is invaluable.
(Note: You are not a support and you will wreck people 1v1)

Brief description of the build:
This build is all about isolation as well as giving high damage across all of your spells (also your auto attack hurts).
It is a high mobility build that is very situational.
I have used this game many of times against high snowballing characters and glass cannons, as long as you know you will have good vision you will know you'll win.

Please leave feedback and screenshots of your results using this build i would much appreciate it!!

Guide not finished:
This guide needs things added to it, and spell errors fixing.
Things to come:
Pictures! Lots of them!
More use of BBCODE.
Finishing the guide!


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Summoner Spells

Flash:


Heal:


Ghost:


Ignite:


Cleanse:

The use of flash can be the difference between life and death, it is a common spell to use. if you can learn to use it well it can be used to make plays too.


Heal is another common summoner spell as it has a movement speed increase and it heals (might i say more then barrier barriers!) also it's use in a 1v1 fight is invaluable, if you are low an enemy is more likely to put themselves in a vunerable position, so when they've got you low pop heal and then you should have the advantage.

Ghost can be a great choice on miss fortune with the lower cooldown and the mix of your speed (in this build it is already damn high), you'll be in and out of line like rammus. this spell can be used for amazing plays such as perfect positioning for ulti's and such but also makes you more vunerable against high CC comps. in most cases avoid using ghost.

Ignite is good for early game finishers, but personally i find it is a good initiation as the heal reduction will give you a major advantage over glass cannons. it is a common sight to see double ignite bot lane due to constant heal reduction in fights.

Cleanse this is used against high CC champions and a champion with CC pretty much can counter miss fortune normal builds, but as this build envolves a lot of slows it would be rare for you to get caught out unless 2v1. if you're worried the enemy will Consta CC you (varus ulti + morgana binding, bot lane) it might be a good idea.


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Skills + Sequence


RIGHT! So skills, this is what people should care about this is what will lead to your victory.

1v1:
You really need to be the person initiating the fight, this is what is important in a 1v1. You need to get that initial IcyIcy on your target.. this will lead to your Victory. You're a high mobility champion with a high mobility passive + zephyr and boots of swiftness you should be able to kite them to death. even if they remove your passive Strut you should higher movement speed then them.
Right so after you have initialised, you need to stop them from moving (running at your or running away) so you use Make it rain, try and do this just slightly behind them but so they are still pretty central. during this time until make it rain has run out you need to use Impure shots then double up between an auto attack.
at this point if they aren't dead you should be confused. but still..
Once make it rain has run out you might be worried about them running away, but you still have your Frozen mallets passive Icy on them every time you auto attack. if they cleanse or are managing start to escape, this is when you should use Hextech Gunblade, to catch back up.
and finally if you really feel it would give you an advantage to get the kill you can finish with Bullet time to snipe them.

2v1 RETREAT:
This is a situation you don't realistically want to be in and as a pretty squishy adc, you will need an escape. If possible it would be best not to blow flash, but if necessary DO!

How to run away(only If you have frozen mallet):
Step 1:
Alert any allies in the area and keep track of there positions
Step 2:
Use your Impure shots to increase attack speed and hit both of them with an auto attack to get icyIcy onto them.
Step 3:
This build is based on high mobility and lockdown, this works for both running away also, so Make it rain just infront of the enemies and try to make sure they both go through it.
Step 4:
Get off any damage if they're still behind you, if you do enough you might be able to turn it around.
Step 5:
See if you can now turn it around! Keep checking your allies positions during this whole run they might be close now, the best thing you can do is to try and isolate one of them and pick them off, if they're still chasing you your attack speed + life steal + spell vamp should keep you alive long enough.
Situational Step(add anywhere above):
Use your active! if one of them is getting too close or even if your trying to turn around, it will make your life so much easier using the active.


How to run away(without a frozen mallet):
Alright so the basic principle is the same but you just cannot afford to spend time getting off auto attacks at the point. so it will be harder to turn around, but again it is still a high mobility build so you should have plenty enough escape.
Step 1:
Alert any allies in the area and keep track of there positions
Step 2:
This build is based on high mobility and lockdown, this works for both running away also, so Make it rain just infront of the enemies and try to make sure they both go through it.
Step 3:
Get off any damage if they're still behind you, if you do enough you might be able to turn it around.
Step 4:
See if you can now turn it around! Keep checking your allies positions during this whole run they might be close now, the best thing you can do is to try and isolate one of them and pick them off, if they're still chasing you your attack speed + life steal + spell vamp should keep you alive long enough.
Situational Step(add anywhere above):
Use your active! if one of them is getting too close or even if your trying to turn around, it will make your life so much easier using the active.


Teamfights! (let's face it you read this section for this right?)
Priorities:
Isolate ADC
Kill ADC
AOE Damage
General slows

Isolate/Kill ADC:
Okay so this build is not about getting a lot of kills in a team fight it's about isolated 1v1 fighting, but you are still valid in teamfights.
So your job is to allow everyone to get to the glass cannon! (no i'm not talking about some madlife flash's here i'm just talking about getting off all your slows and what not on there adc so they cannot kite the fight.

AOE Damage:
You're probably thinking why i havn't said everything about this build is for MF's Ulti.. well it's not, infact it's not the best ulti build (Yes it hurts them a lot) but it's not your number one purpose, and that's good because people are preparing for MF ulti's but as your main responsibility is to destroy there ADC they will have built against the wrong thing.
Teamfight AOE damage is very situational and can be easily messed up.
Some reasons to do this:
There ADC is dead.
The ADC is unreachable.
You cannot focus the ADC without being focused yourself.

Right so this is how it will work.
Firstly you need to make sure they are grouped closely or this will fail.
You have AP and AD so you need to get off your Double up preferably on the mid bouncing to the ADC.
then you need to use Make it Rain so you hit as many of them as possible.
and then you need to be at a distance but pretty close to where you made it rain and use your ulti making the make it rain in the center of your ulti.
then you use your active and try and pickup any kills possible.

General slows:
at this point you are acting more of a support with a slow but you can hit practically 2 people a second with your auto attack and another with your active. so in 1 second you can slow 3 people, and you can use Make it rain to slow them even more.
Again you might not be getting kills but you are bloody well being helpfull! and that assist gold will be more then worth it.


Guide Top

Laning


When Laning as miss fortune there are so many little neat tricks you can do, for instance one big thing is make sure you have enemy harass. DO NOT LET THEM DO DAMAGE TO YOU WITHOUT YOU DAMAGING THEM BACK!! (that will show them that you are weak at trades and they will capitalise)

Harassing:
Double up - Double up is a brilliant lane harass but can be costly in mana, also it can be confusing as to where it'll bounce. also you need to capitalise on the second bounce doing 120% damage, so what you need to do is wait for them to be behind minions and shoot the furthest back minion (should also be the closest to them) and it'll bounce to them hurting them a lot. three double up bounces and they should need to back early game or at least you'll be able to go in easily and get a kill.

Make it rain - Make it rain is not about damage harass it's about making them scared, again it's very heavy on mana and a good make it rain + double up combo can leave them on very little health. also it can zone them! doing that is always good.



Auto Attack - this is quite obvious but just to add it in there, you need to auto attack them.
When to do this:
Your minions aren't close to being able to be last hit.
When you want them to push your lane but you bully them.
Being aggressive.
When they have traded damage onto you.


What is a trade?
Right, a trade is when they are not focusing there minions and are actually outputting damage onto you, it might be in between auto attacks and such.
You have to stop them getting a free trade, a free trade is a bad trade.


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Farming


Farming! This is a lot more tactical then it use to be way back when..

One of the main things you need to look out for is someone with a relic shield. When i support i find so many greedy ADC's that want ALL THE FARM that i got relic shield on the cheapest minions. that should not happen. Talk to your support and tell them you'll ping minions for them to hit. remember your support needs gold too!
They need to relic shield ever cannon minion and most of the melee minions. oh you're worried your cs doesn't look good when you're 110cs and the enemy is 140cs. look at there support if they don't have a relic shield the supports cs doesn't count. but your support has 50cs?! oh wait.. relic shield ;) basicly if done correctly you will out cs your lane between both you and the support.

Under tower farming:
This is a real nuisance and even now i have trouble doing this sometimes.
general rules:
Melee minion can take 2 tower hits on full health and then can be last hit.
Magic minion can only take 1 tower hit, but will need to be hit once before the tower hits it to last hit. (1 tower shot 2 auto attacks)
Siege minion should always be half health and be killed by support. (if relic shield)
else Siege minions can take 6 tower shots then be last hit.

Body blocking:
This is risky, Body blocking is what you do to stop the minions getting into the towers range, usually you'll body block until the support can or the next wave has arrived. early game this will hurt and is not recommended.


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Runes


Okay there are two types of rune pages i use on this build.

1 The all game:
(late bloomer really about level 7+ becomes really effective)The reason i use this build as my main:
10 armor this is pretty standard for an ADC build.
only 2.3 damage? that is because you're playing a supporty ADC you don't need to crush people.
10 armor pen is very useful all the way through the game it makes early pokes amazing as it makes most +10 armor (like this rune page) void.
Lifesteal 3% this is brilliant for early game trades as it allows you to heal by just farming, it goes brilliantly with a dorans blade. 6% lifesteal from the start.
Scaling magic resist, this is because you are generally against an adc and a a support doesn't usually build a lot of AP (but it is becoming more common) it just allows you to then become viable out of bot lane against high burst mid laners.


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Items


Right a very important section! And it's going to be a lot of reading!

Zephyr is amazing against the lockdown supports, and with the new updates in 4.10 there is promotion of late game item preperations. zephyr is brilliant to counter things like ashe's Q. attack speed and cooldown reduction allows for better usage of your make it rain and double up.

The need for high mobility is very important in this build, boots of swiftness > mobility boots because you need mobility after taking damage and your passive works similarly to your passive so doubling it would be futile. the slow resist also adds the the high mobility nature of this guide. 25% slow reduction along with zephyr's 35% slow time reduction makes it hard to get slowed.
Alacrity for greater movement.
Homeguard for when they're pushed.
Distortion is brilliant for the flash CDR and movement speed bonus.

Hextech here is needed for the lifesteal and spellvamp, also the damage it adds to all your abilities and auto attacks is the perfect mid game item. The active is the main thing you want to think about using as it adds a slow + does damage so 1v1 you can shut champion.

Mallet is used specifically for the amazing passive + health gained for sustainability. this is the main item to isolate and destroy the main damages.

Lichbane allows you to fully take advantage of your ability power with your auto attacks, this means your damage output greatly increases. also the movement speed adds to high mobility build.
Guinsoo's gives amazing damage buff to buff your abilities and AD, with the unique passive that activates on less then 50% health gives amazing sustain and throws your enemy off thinking that you will be as squishy the whole way through the fight but you gain AS Lifesteal and Spellvamp, you'll be unstoppable.


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REKT