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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 May 24, 2015

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R



Offense: 21

Legendary Guardian

Defense: 9


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 over three seasons now and I'm currently Diamond V on EUW.

I started playing Miss Fortune way back in Season 2 and she was the first champion that I really took an interest to. I mained her on my journey to 30 and continued to main her well after that and the reason I actually joined MOBAFire in the first place was to write a guide for her. Around the start of Season 3 I completely lost interest in MF and ADC in general and so I decided to archive the guide because it would become outdated and I wanted to focus on Support from then onwards. It is now Season 5 and I have once again taken an interest to ADCs and so I thought it would be fitting to resurrect and revamp my original guide to Miss Fortune!

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.

Miss Fortune, however, isn't a typical marksman. Miss Fortune is an aggressive marksman, best paired with an aggressive support like Thresh or Leona, who is capable of dealing tons of burst and poke damage during lane phase and mid game, but falls off late game - namely because of her ultimate which deals very little damage (as it scales with AP and not AD) but forces her to stand still - which makes her an unfavourable pick nowadays.

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.


Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Speed

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.

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.

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.

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.


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.
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.
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 animation 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 HP 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 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.
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 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.

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.

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.

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.

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 of 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.


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.

Before we delve into Miss Fortune specific gameplay, I want to take the time to talk about more general ADC stuff. I will cover the following: Last-hitting, Shoving (Pushing), Freezing, Split-pushing, as well as Kiting and Orb Walking.
Farming is seeking out and killing minions in order to obtain experience and gold, and the most effective way to farm is by last-hitting. Last-hitting is getting the killing blow on a minion. Minions are highly aggressive creatures and when your ally minions spot the enemy minions, they start attacking them. So, they fight for a bit and when one of them is near death, pick him off with an auto-attack.

Why should I try to last-hit? Last-hitting reduces how much your lane will push (so it ensures you won't overextend), it allows you to zone out your opponent easily and you'll end up with a lot more gold if you last-hit properly, as opposed to just shooting at random.

You might find last-hitting difficult at first, but the only way to improve is to practice. If you keep getting poor CS in games, you should try playing custom games alone or against a bot and practice last-hitting with nothing but a Doran's Blade.

How much CS is good CS? Ideally you'll have around 70-90 minions at 10 minutes. That's a target to strive for. At 20 minutes you'll want to have anything between 150 and 200. As the game goes along you'll find that it gets harder and harder to farm. But you shouldn't stop farming at any point in the game and you should always strive to get as much CS as possible.

So as said last hitting will reduce how much your lane pushes. When your lane pushes, your minions are at the enemy's tower and this is dangerous for you because it means you need to be near the enemy tower as well, in order to get the enemy minions. This creates opportunity for the enemy jungler to gank, and it makes it difficult or impossible for your own jungler to gank. So is a scenario like this ever preferable? It is.

In order to push a lane you need to constantly attack the enemy minions, sometimes using even your abilities and not just basic attacks (this would speed up the process). You still want to get the last hits, so don't just attack them at random, but attack them carefully, making sure you can still get the killing blow on all the minions.

So when is it preferable to do something like this? When your enemy laners aren't there. This means that you won't be in danger of a gank, as it's rare that the enemy jungler will attempt to 1v2 you and your support and this also means that the enemy laners will lose valuable gold and experience, because by pushing the lane, your minions will inevitably arrive to the enemy tower and, ideally, be killed by it. If they are killed by the tower and not by the enemy marksman, the enemy marksman won't get any gold from them, and if they're not closeby they won't get any experience either. You, on the other hand, got experience and gold from having pushed the enemy wave.

The opposite of pushing the lane is freezing it. You freeze the lane by only last-hitting minions and not allowing them to go near your tower or the enemy tower. However do note that in order to do this the enemy must have more minions than you. If it's an equal number and you're the only one there csing, last hitting will slightly push the lane, it won't freeze it.

What does freezing accomplish though? If you're behind, freezing the minion wave near your tower, where it's safe, will help you get cs without putting yourself in danger. If you're ahead, freezing the lane can potentionally deny your enemy cs, as they'd need to come into your "zone" to last hit, and you can harass them at that range.

Next up is split-pushing. Split-pushing is related to - you guessed it - pushing a lane. The general idea is this: one champion will leave their team and go push a side lane, top or bottom lane, alone. This will eventually grab the attention of the enemy, who won't like their tower being in danger. The enemy will have to send at least one person to stop that guy from pushing, which leaves the enemy champion's team vulnerable as they'll now be in smaller numbers and if a fight should happen, they could be at a disadvantage and potentially lose a teamfight. If they choose to ignore the split-pusher, he's free to take a tower, so it works either way.

Usually a good split-pushing champion is someone with a lot of dueling power, some form of escape and/or someone with good waveclear. Check, sorta check and check. When ahead Miss Fortune can easily take on a champion 1v1, and if not Strut will help you out of a tough situation. Another thing that makes MF a good split-pusher is her W, which will enable her to take down towers very quickly.

Split pushing can be a very effective thing to do, but there are times where it isn't such a great idea to be wandering off to a side lane to push on your own. The situations where split pushing isn't ideal are when: You're too far behind to hold your own in a 1v1, you have little or no vision around the lane that you want to push, the enemy team are grouping for a Dragon or Baron or right before one of them spawns, and when your team has a very low amount of wave clear to hold a siege or ability to stall a fight.

With farming and things related to farm out of the way, it's time to talk about more marksmany things, like orb walking and then kiting.

Orb walking is a technique that combines moving and attacking. It is essential for ADCs to master because it will not only maximise your damage output but it will also allow you to keep at a safe distance while you damage others.

The way to orb walk is to begin an auto-attack, wait for it to be in the air and then cancel the rest of the animation by clicking on the ground and moving to wherever you want to go, towards an enemy champion for example, then begin another auto-attack as soon as your auto-attack "cooldown" is finished. After that you, again, will click on the ground and keep repeating that process.

That's the how, now the why and when.

Why? Orb walking is much more effective than simply clicking on the enemy because your champion will, while in range, just stand still whereas the enemy will try to flee. Once they're out of range, you won't be able to catch up usually without a gap-closer. If you orb walk instead of just standing still, you can keep up with them for a long period of time, and continuously deal damage to them with your autos.

Additionally, orb walking is good when you're duelling enemies who have skillshots. By constantly moving from side to side in between your auto-attacks, you'll make it difficult for your enemy to decide where to throw their spells, whereas if you were just standing still you'd be very easy to hit.

So, when should you orb walk? Basically all the time. There's no downsides to it, and the more you practice, the better at it you will get.

This GIF highlights the importance of orb walking. It's taken out of the video "League of Legends: Attack Move and Orb Walk Guide", if you'd like to see all of the video, click here.

Kiting is the opposite of chasing an enemy with your auto-attacks. Kiting is running away from an enemy, while at the same time turning around whenever your auto-attack is up in order to attack them. This ensures that you'll be taking the least possible amount of damage, while dealing some yourself.

Kiting is most effective when you're running from a melee champion, as they'll be forced to keep chasing you in order to damage you, whereas you'll be able to stay at range at whittle them down.

Kiting is also something you should do as often as possible. There's really never a time when it's preferable for you, or any other ADC, to just stand still.

Nearly every support can successfuly lane with Miss Fortune, but some are obviously better choices than others.

CC is very important. As MF has no escapes, some type of peel for teamfights and skirmishes is necessary. In addition to this, CC is extremely valuable to MF because she needs her enemies to stay still when she's using her ult.

Sustain is helpful, but it isn't necessary. What you want is burst, or poke. Champions like Soraka and Bard are completely fine, but most of the time you'll always prefer having someone bursty or with tons of poke damage over that, because you need to take advantage of your early and mid game.

Thresh has always been a hugely popular support due to his tankiness, CC, damage and utility. He synergises with every ADC, and MF is no exception. His hook and flay can lock an enemy in position for Bullet Time, his Dark Passage is very valuable as you have no escapes and his damage compliments your burst playstyle.
Nautilus is another top tier tanky support with lots of CC and lock down. Almost all of his abilities have some sort of crowd control affect, and so locking down your enemies is really easy, which makes for a very fun lane. His downside is that he's melee, and can get poked down and rendered useless because of it. Keep the enemy low so they don't bully him too much in the early ranks.
And this is once again a tanky support with tons of CC. She's got the ability to lock down targets for a long period of time, she's extremely tanky with her W, Eclipse, and her passive, Sunlight, will allow you to deal extra magic damage to enemies, improving your burst. Overall a really great pick to go with MF.
Blitzcrank somewhat differs from the picks above, but is still a pretty good choice. His knock-up and grab can set up for your ultimate pretty well, he himself does quite a bit of burst damage and this compliments your playstyle. He's got some downsides though. He relies on his grab a lot and so if he hits it - you're gold - but if not, you're pretty bronze. He's also not as tanky as the other supports and doesn't peel quite as effectively.
Annie is a bursty mage support who deals tons of magic damage and has a targeted/AoE stun. She's veeery squishy and she won't peel as well as the other picks, but her laning phase - with MF - is pretty great, especially after 6. She's got long AA range to poke with, low CDs and mana costs and a lot of damage, which scales well into late-game.
Morgana is quite similar to Annie, but she provides more peel with her Black Shield, a targeted ability which soaks up magic damage and nulifies CC. Her ultimate slows, stuns and does damage, thus provides you with a lot of peel during fights. She's also somewhat squishy, but that shouldn't be a problem for you.
Janna is pretty insane at the moment. She's not that aggressive a support, she has no burst and her poke isn't amazing, but her shield makes you pretty amazing. It acts like a free Long Sword/Pickaxe/BF Sword and also soaks up damage, so trading with the shield on you makes you extremely strong. Another advantage of the combo is that her CC protects you in teamfights and duels, which is invaluable for an immobile AD like MF.
A strong but squishy support, with a lot of poke damage at her disposal and some shields/boosts for yourself. Her peel is extremely good and despite the squishiness, her lane is really strong, especially with MF. She has no stuns but her slow is really strong and she also has Whimsy, which is practically a silence, these two things can keep your enemies in ult range.
Very Good!

Braum is similar to the likes of Thresh, Nautilus and Leona in the sense that he is also a tanky peeler with lots of CC. His lane is a lot weaker than the previous supports however, because he has a tough time dealing with poke and because he can't poke himself, or do any damage really. He peels great and is still a terrific choice, but he's more "good" than he is "great".
Very Good!
Sona is really squishy and if played poorly will make your lane awful. She brings to the table some CC and a lot of poke/burst damage, as well as a heal for sustain. She doesn't have any escapes, so if you two get caught in a bad situation you're likely both dead, as you're both immobile and squishy. Played well, this lane will be devastating to your opponents, as you two have incredibly strong poke, and at lvl 6 a really good burst combo.
Nami is somewhat like Sona, but with more utility and less damage. She has a small radius AoE stun that, when hit, can set up for a really good Bullet Time and so can her ultimate, Tidal Wave, which is a wide AoE slow and knock-up. Being squishy and immobile are her downsides.
Vel'Koz is less similar to Nami and Sona and more to Annie/Morg. He has a lot of poke and burst and is squishy. He provides no sustain and he doesn't have amazing peel, which is why he's less favourable. He has a stun similar to Nami's, and that's about the only thing that could peel for you. Issue being that it's kinda difficult to land. If he does hit it however, it can be extremely devastating in lane.
Very Good!
Alistar is another tanky peeler, but he's significantly weaker than the other few. He has no ranged abilities, and thus 0 poke, and he doesn't handle poke well at all. He's not squishy, but in early levels he could well be completely useless if he gets poked down to half HP or less. His Headbutt + Pulverize combo sets up for a really good ultimate and he also provides good peel in teamfights.
Bard is a tricky champion but played right can be a great asset to any team. He provides you with some sustain and an escape, and he has decent poke with his enhanced AAs and his Q. He doesn't have a lot of CC however, and he won't be able to set up many engages for you unless he lands a (lucky) Q.

Taric would be a great support for MF if he was a great support in general. His target stun is really good, but eh... that's about it. The stun makes it easy to land your ult and his W makes you slightly more tanky, but he doesn't really have peel bar the stun, which will only stop one person.
Zyra is similar to Annie and Morg, but... weaker. She's a lot more squishy and doesn't have any stuns. She has a slow and a snare, but these can be easily dodged, and are thus somewhat unreliable. Her ult paired with yours can be devastating for your opponents though, and she can do decent poke if she's allowed to.
Soraka's not a bad support but she's not as aggressive a support as you want. She doesn't have any (reliable) hard CC and can only peel with her Silence and (rather weak) slow. She can keep your HP throughout lane and assist you in farming, but what you really want is someone who will allow you to obliterate your enemies.
Nunu's a pretty meager support. He has an AS stereoid and a slow (with a high mana cost), he's kind of tanky and his ultimate synergises with yours some what. He's melee though and will get poked down against most good enemies. He can't poke back otherwise he'll lose a lot of mana and he'll just be useless.
If you must
Lux support is okay sometimes but against some match-ups she's really horrible. She's immobile and very squishy, she does do damage but she needs to build mana regen and AP for that to happen, and that's not really something she can afford to do early on as a support. If she hits her Q, your ult paired with hers is a pretty strong combo though.

And, well, that concludes my guide. I hope you found it helpful, thanks for reading and good luck on the Rift!

Special thanks to Vapora Dark, Luther3000, Wayne3100, Elusive Ferret and LevasK for helping me out while I wrote the guide. You guys are kinda cool so nice job!

If you have any comments, suggestions or questions, please feel free to post in the comments or send me a private message. I will read everything and reply to all questions and criticism.

01.06.2015 - Republished Guide
xx.xx.2015 -