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Miss Fortune Build Guide by MissMaw

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League of Legends Build Guide Author MissMaw

Bilgewater's Finest - S5 Miss Fortune ADC

MissMaw Last updated on April 23, 2015

Ability Sequence

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

Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Tenacious
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0




Hey guys, welcome to my Miss Fortune guide for Season V. I'm MissMaw, a veteran MOBAFire member and a veteran League of Legends player. I've been playing for three seasons now and I'm currently Platinum II on EUW. My highest rating was reached in Season IV, when I achieved Diamond.

Miss Fortune is a ranged Marksman, AKA AD Carry, a role that focuses on dealing large amounts of physical damage, usually to individual targets. Typically Marksmen scale extremely well with game time, and deal devastating levels of damage during the late phase of games.



1. Pros and Cons
2. Runes
3. Masteries
4. Summoner Spells
5a. Abilities | 5b. Ability Sequence
6. Items
7a. Gameplay | 7b. Lane Phase | 7c. Out of Lane
8. Support Lanemate
9. Summary





+ High Mov Speed due to Strut
Although Miss Fortune has no actual gap closers, she's pretty mobile providing her passive - Strut - is active. Strut grants up to 70 movement speed when Miss Fortune is not being attacked. This makes travelling to lane, objectives or teamfights much faster and it can help you dodge certain skillshots.

+ Heal Reduction on her W
Fortune's W ability - Impure Shots - is an auto-attack stereoid, an ability that somehow enchances basic attacks. Impure Shots increase MF's attack speed and, more importantly, applies grievous wounds, an effect that reduces the effectiveness of all forms of healing and regeneration effects, including lifesteal and spell vamp. Healing reduction is especially strong versus champions like Dr Mundo, Vladimir and Zac and it is very strong in bot lane as well, as it'll make the enemy ADC's heal weak and their lifesteal negligible, and reduce the effectiveness of their health potions.

+ Strong Early and Mid Game
Miss Fortune has a very potent lane phase and she transitions well into mid game, especially when she's ahead. She has a lot of poke potential with her Q and W, a slow with which she can follow up on ganks and after level 6 she has burst damage as well. Her passive makes roaming quick and she can take towers down quickly with Impure Shots, this makes her mid game quite strong.

- Late Game isn't amazing
After mid game Miss Fortune slowly starts to fall off due to several things. Her ultimate, that was practically game-changing in mid game, scales badly into late game and becomes significantly weaker. Having no gap closers paired with being squishy makes Fortune an easy target for assassins and getting caught will mean certain death in late game. Lastly, during late game having the AA range that she does, it's difficult to deal damage without putting yourself in danger.

- No gap closers
Although Strut means she's not completely immobile, it doesn't make up for her lack of a proper gap closer. Having no gap closer means you need to play her more carefully than you would a different marksman, as with MF, if you get caught and you don't have flash, you'll likely die.

- Can't move when using ultimate
Bullet Time, Miss Fortune's ultimate, is an AoE physical damage dealing cone-shaped ability. It's extremely potent during early and mid game, but falls off during late game. Nevertheless, it's a great spell when used and time well, but it has one giant downside - you are completely immobile when using it, and thus are extremely vulnerable when using it, especially after lane phase.



Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Speed
3

marks
Attack damage marks are a must have for all marksmen, and Miss Fortune is no exception. Your abilities scale with AD and AD obviously ups your auto-attack damage as well, which will make last hitting easier and will improve your trades. You can exchange one of these marks for a crit mark, but it's unnecessary. This would give you a very small chance at critting your opponent, which in early laning phase could be very valuable.


seals
As you'll be laning versus another marksman, having some source of armour to protect you from their attacks and abilities is necessary. Without these every little auto-attack you take will inflict a lot of damage, and that may very well ruin your trades.


glyphs
Most of the time you'll also be laning versus some sort of magic damage dealer - the enemy support. These will nullify some of the damage these supports do, and they'll be handy later on in the game as well.


quints
Attack speed is a crucial stat for marksmen as it will make it easier for you to last hit and because it will improve your trades. These quints are still useful later on in the game and there's basically no better alternative.



Masteries
4/4
1/1
3/3
1/1
1/1
1/1
3/3
1/1
1/1
1/1
3/3
1/1
2/2
2/2
1/1
3/3
1/1

A very standard page for marksmen. You invest 21 points in offence and the remaining 9 in defence. The points in offence give you increased attack damage, attack speed, lifesteal and armour and magic penetration. These will improve your trades and last hitting significantly during lane phase.

Warlord is a very meager mastery but it's an alternative to Spell Weaving and Blade Weaving. Remove the two points from and place the two points in .

The defence tree gives you several small boosts to your armour and health, thus slightly upping your durability. Block and Unyielding will noticably improve trades during laning phase, the health adds a little survivability.




For summoner spells yet again we take the standard combo, Flash and Heal, for marksmen.

Flash is invaluable and you need to take it every single game. Its uses include chasing, escaping, repositioning and much more. Although it is necessary for every marksmen, and nearly every champion, it's especially vital for Miss Fortune who has no escapes and frequently may need Flash for teamfights.

Heal is your second summoner spell and it's also something that doesn't really have any alternatives. Heal gives you health and movement speed and it has more than just one use. It can be used for escaping and kiting due to the small movement speed boost, it can be used to heal yourself or an ally and it can be used to bait the enemy out when you're low on health.





STRUT Miss Fortune gains an additional 25 (+9 each second) movement speed after 5 seconds of not being attacked, increasing each second up to 70 maximum bonus speed.
strut
Miss Fortune's passive is basically a free Boots of Mobility. This is your only form of mobility aside from Flash and boots.

The advantages of the passive are the following: You'll be able to dodge skillshots such as Death Sentence and Rocket Grab. You'll also arrive to lane quicker than your lane opponent after you've recalled, getting a small advantage if you manage to get some last hits that they miss. You'll also be able to roam about the map faster, which will make for some unexpected ganks and this also makes warding somewhat easier.

The disadvantage is that, well, it's just not that great a passive. It's nice that you have it, but it'd be nicer to have something else. Not having an actual gap closer really hurts you, and even the mobility that you do get from Strut breaks very easily (you lose it whenever something hits you, this includes minion attacks).




DOUBLE UP Miss Fortune fires a shot at an enemy target, dealing 20 / 35 / 50 / 65 / 80 (+0.85 per attack damage) (+35% of ability power) physical damage and 40/70/100/130/160 (+1.0 per attack damage) (+50% of ability power) physical damage to the enemy target behind the first. Both hits apply on-hit effects.
strut
Double Up is your bread and butter ability. It deals a lot of damage but has a low CD and mana cost, and thus is practically spammable.

Q has many wonderful uses. It's great poke and it can help you with last hitting and it can even do both at the same time if you use it on a minion behind which is the enemy champion. Q resets your auto-attack damage which makes it extremely potent during trades with the enemy marksman. Auto-attack your enemy, then use your Q on them and immediately auto-attack them afterwards for tons of damage.

As you can see from the tooltip, this ability can hit more than one enemy. The enemy that gets hit by the second bullet is the one that takes more damage. You should always try to hit the enemy marksman with your second bullet rather than the first for this reason. Aim at whichever minion is right in front of the enemy marksman, and if the target is in range (500 range) he'll get hit and lose a significant amount of damage that way. You can also attack the enemy support and have it bounce back at the enemy marksman, it all depends on where who is positioned. Always look for an opportunity to hit the enemy with your second bounce.




IMPURE SHOTS Passive: Miss Fortune deals (0.06 of attack damage) magical damage to her target with each attack, cumulatively stacking up to 5 times on the same target if no more than 5 seconds pass between each hit.
Active: Miss Fortune's attack speed is increased by 20 / 30 / 40 / 50 / 60 % for 6 seconds and causes her attacks to lower healing received and health regeneration by the target by 50% for 2 seconds.
IMPURE SHOTS
Impure Shots is Fortune's W ability. It's an auto-attack stereoid which grants attack speed and applies healing reduction to enemies.

As it does multiple things, it has multiple uses. We'll start by talking about the uses of the active. The active increases Miss Fortune's attack speed and it applies grievous wounds - an effect that reduces all forms of healing and regeneration effects, this includes lifesteal and spellvamp.

The attack speed buff itself with make last-hitting faster, trading more efficient and you'll be able to take down objectives such as Dragon and Towers a lot faster.

Grievous Wounds are especially useful when you're against opponents that rely on health regeneration, spellvamp or lifesteal. Examples of such opponents are Vladimir, Dr. Mundo and Aatrox. But as the game goes along, marksmen begin to rely on lifesteal, and if you use your W during teamfights they'll be left without it. In lane, whenever your enemy pops a Health potion, be sure to pop your W and auto-attack them once, to render the potion virtually useless.

As far as the passive goes, its use might not be as noticeable as the former, but it's there. W will deal magic damage to enemies you auto-attack and the effect will stack so long as you auto-attack the enemy at least once every 5 seconds. The effect stacks up to 5. The best way to utilise this is to activate your W right as a fight begins, as this is when it's most likely that you'll apply the most stacks.

Impure shots can be applied by your Double Up. The best way to do this is to set off your Q, and then while the bullet is still mid-air, active W. You can just activate it without activating Q first, but this will leave your enemy surprised and you'll have applied grievous wounds on them as well.




MAKE IT RAIN Miss Fortune fires hundreds of bullets into the air which rain down at a location after 0.5 seconds, dealing 90 / 145 / 195 / 255 / 310 (+80% of ability power) magic damage every .25 seconds over 2 seconds and slowing enemies hit by 25 / 35 / 45 / 55 / 65 % for .25 seconds. This slow is refreshed if enemies stay within the area.
MAKE IT RAIN
Miss Fortune's weakest ability. It's an AoE slow that deals magic damage to everyone caught in the area.

How much damage? Not a lot. How good of a slow? Not good at all. The slow goes up to 65% at rank 5, which is pretty good (especially for an ADC) but since we max this spell last, you're going to have a 25% slow for most of the game, which is pretty negligable.

Although the damage doesn't look very bad (90 / 145 / 195 / 255 / 310) enemies never really take that much unless they sit in the area for a long time, and nobody's going to sit there for over a second. The ability scales with magic damage so the damage doesn't go up at all until you're level 14+. Just like with the slow, the damage is very insignificant if you don't max the ability.

However, another drawback is the high mana cost. You can't spam this ability because you'll very quickly run out of mana. It costs double the cost of Q and W and it only costs a tiny bit less mana than your ultimate.

Surely it's good for something, right? Well it has two or three uses. E provides you with vision, so you can use it instead of face-checking brush and you can use it to check monster camps to see if anything is there, as well as Dragon and Baron.

As it's your only form of CC, you use this ability in order to set your ult up. The slow isn't good, but it still makes it more difficult to escape your ultimate, and unless you don't have enough mana, always use your E before you use your ultimate.

The slow is sucky, but it's still a slow and you should use it like you'd use any other slow. Whenever you're being chased or chasing someone, when you're ganking or being ganked and so forth.




BULLET TIME Passive: Increases the stack cap of Impure Shots to 6/7/8
Active: Miss Fortune channels a barrage of bullets into a cone in front of her every .25 seconds for a 2 second duration, dealing 50 / 75 / 125 (+20% of ability power) (+impure shot effect, excluding grievous wounds) physical damage per bullet. She fires 8 waves in total and each wave will deal physical damage to all enemies caught in the area.
BULLET TIME/size]
Bullet Time is MF's ultimate. It's a channeled ability that does physical damage in a cone to all enemies in front of Miss Fortune.

There are several things to note, I'll start off with the bad. The ultimate is good in early levels, but it doesn't scale well AT ALL with game time, because the damage of the ability scales with AP and not AD. Despite the damage going down significantly, the CD of the ult barely changes between rank 1 and 3.

Another problem is that it's a channeled ability, and thus, similarly to Xerath's Rite of the Arcane, you're unable to move until the duration of the ultimate passes, unless you cancel the ultimate. Sometimes this isn't a big deal but other times it can lead to some issues. The biggest issue is that you'll be very vulnerable just standing still, especially in teamfights. You're basically begging for someone like Talon, Katarina or Rengar to pounce onto you and destroy you. Another issue is that sometimes people will walk out of your ultimate, and unlike Lucian's The Culling, you can't simply walk with them and continue dealing damage. Once someone walks out of your ult range, your ult is rendered useless and you need to cancel it quickly if you hope to still kill that person.

That said, it's not a bad ultimate at all until, say, late game, and even then it has some uses. It's still good for applying some AoE damage in teamfights and you can use it to split push as well. Early and mid game it's a high damage source that is invaluable during teamfights. It also plays a part in objective control, as you can clear waves really fast and you can use it to steal or secure dragons and Baron. These aren't things you should every time (R every wave or every dragon), as your CD is pretty high, but sometimes it's necessary.




Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

LVL 1-3
Your start the game off with one point in Q, then one point in W and then another in Q. E is pretty useless until you start recieving ganks, and even then it's not great. There's no reason to get it at lvl 3, even though with most champions you get the three abilities by lvl 3. Some people start with E when they're planning on invading, but the slow is very weak and it's not worth getting possibly set back in lane due to not having good lvl 1 and lvl 2 abilities.


1/3/5/7/9
Your best ability. You start the game off with a point in it, and rank it up to rank 5 as soon as possible, lvl 9. It's invaluable in lane because it's both your best poking ability and it also contributes to your burst combo.


2/8/10/12/13
You get W at lvl 2 and max it second. It's rank 5 by lvl 13, which is about when mid game starts. It's a very good ability, but it's simply not as valuable as Q, at least during lane phase.


3/14/15/17/18
Although maxing this ability would fix all of its issues, you can't afford to delay Q or W in favour of this ability. You get it at lvl 4 (3 if you prefer) and max it by lvl 18.


6/11/16
As with most if not all other champions, you put your first rank in R at lvl 6, and rank it up whenever it's possible - lvl 11 and then 16.






Doran's Blade is the standard starting item for all marksmen. It gives you a mix or AD, health and lifesteal. The AD will help you last-hit and poke, the health will make you more difficult to kill and the lifesteal will sustain you a little, so you'll be able to stay in lane longer.

With the 35 leftover gold you get a health potion. You'll be chugging these things a lot during lane phase, so remember to buy one or two every time you recall.


The best trinket to start off with. It's a free 60 second ward which you can place every two minutes. Usually you'll want to ward the lane brush and not wander off too much - leave that to the support. Leaving lane to ward can result in losing valuable last-hits, aka gold and exp.


You swap out Warding Totem for Scrying Orb later on in the game. Usually you'll want to get it once laning phase is over, or a little bit before it ends. It's used for long range scouting, to look out for enemies and check monster camps. Whenever you've got a spare 250 gold, upgrade it to Farsight Orb. This trinket has a lowered CD, increased ranged and instead of a short reveal it places a mini ward that lasts for way longer than 5 seconds unless killed.



If you had died or were forced to recall too very early, chances are you won't have enough to purchase any of the IE components. For some added AD and HP, get another Doran's Blade.

If you have at least 875 gold when you go back, you should get Pickaxe. Pickaxe is a component of Infinity Edge, your core item, and it will give you 25 AD, which help with harassing and last-hitting.

Ideally when you first recall you'll have at least 1550 gold, enough to purchase BF Sword. BF Sword is, like Pickaxe, a component of IE and it also gives AD, double the amount, though.



If you got Doran's Blade, your next item needs to be an IE component - Pickaxe or BF Sword. You can't afford to delay this any longer, so if you're forced back either get Boots of Speed or nothing at all.

If you're doing well, get BF Sword. If forced back before you've obtained enough gold, you can either buy boots and continue saving up, or you can buy an Avarice Blade. Getting this however will mean that you need to buy Statikk Shiv over PD later.

The best purchase would be Pickaxe. If you recall with less than 875 gold, feel free to buy Boots of Speed and Dagger, and then get Pickaxe next time. You can also spring for Avarice Blade, if you want to get Shiv over PD later.


Infinity Edge is your most important item and it's absolutely irreplaceable in my opinion. IE gives you huge DPS due to its passive which gives you a large amount of crit chance. The crit chance has good synergy with PD/Shiv.

Greaves are your boots of choice. You get Boots of Speed earlier on in the game, before finishing your IE usually, and you upgrade them whenever you've got the spare cash, be that before or after you've finished IE. Due to your passive you can afford to delay them a little bit more than most marksmen can.

enchantments

Phantom Dancer is your second big item. It increases your AS by tons, gives you some more crit chance and a bit of movement speed. This item has good synergy with IE and your W and it's your best choice for attack speed.

statikk shiv


Bloodthirster gives you tons of AD and gives you much needed lifesteal. It also has a unique passive which gives you a shield that charges up as you attack units.

Last Whisper doesn't give as much AD and it gives no lifesteal, but it provides you with a good bit of armour penetration. Both of these items are essential, but which one do you get first? BT unless the enemy is stacking armour, in which case it's wiser to get LW.


Banshee's Veil is your default defensive item. It gives you a good mix of health and MR and has a unique passive that will block an incoming ability. This can be quite useful as your enemy would need to break the spellshield in order to CC you.

When needing to deal with one specific ability, this is your item. Scimitar is built out of Quicksilver Sash, an item with a very valuable passive; it removes all debuffs from your champion. Suppresses ( ), slows and stuns, hooks () and it will even remove Exhaust and Death Mark.

Guardian Angel gives you a mix of armour and magic resistance as well as a unique Revive passive. Once you've died you'll respawn at the spot you fell, and you have a slim chance to escape or make some crazy play and win the teamfight magically. Usually what'll happen, though, is that you'll respawn and get killed again, so the passive isn't that useful unless you were in a good position and your team is strong enough to prevent them from setting a tent at the spot you died on.

Randuin's is a very situational item. You get this when the opposing team consists of physical damage doers, and you get this especially if those guys are fed. Along with the armour you get a rather useful passive that can peel for you in teamfights.




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