Miss Fortune Build Guide by MissMaw

League of Legends Build Guide Author MissMaw

Bilgewater's Finest - S6 Miss Fortune ADC

MissMaw Last updated on October 14, 2016
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Ability Sequence

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


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 18

Dangerous Game

Cunning: 12

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

Hey guys, welcome to my Miss Fortune guide for Season VI. I'm MissMaw, a veteran MOBAFire member and a veteran League of Legends player. I've been playing for over four seasons now and in season V I was Diamond III on my account on the EUW server.

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3 I completely lost interest in MF and ADC in general and so I decided to archive the guide because it would become outdated and I wanted to focus on Support from then onwards. In Season 5 I had 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 for season 6!

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.

In addition to having a very good late game, Miss Fortune excells in lane. She's a lane bully who can dish out tons of burst with her ultimate and can poke extremely efficiently with her Double Up (Q).

1. Pros and Cons
2. Runes
3. Masteries
4. Summoner Spells
5. Abilities
6. Items
7. Gameplay
8. Lane Phase
9. Out of Lane
10. Support Lanemate
11. Summary

+ High Mov Speed due to Strut
Although Miss Fortune has no actual gap closers, she's pretty mobile providing her W's 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.

+ High AoE damage
As of the giant buff to Miss Fortune's ultimate in patch 5.22, Miss Fortune is once again the wombo combo queen. Her ultimate channels for 3 seconds and dishes out a huge amount of damage to everyone in sight. Coupled with Amumu's or Malphite's ultimate, for example, she's completely devastating in teamfights.

+ Strong Laning Phase
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 Strut, this makes her mid game quite strong.

- 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 a great spell when used and timed well, but it has one giant downside - you cannot move at all while it's channeling otherwise you'll cancel it. It channels for 3 seconds and if you want to use it for the whole 3, you'll just be standing still for that duration. This makes you extremely vulnerable as you won't be able to dodge anything, and you'll be a sitting duck for assassins.


Greater Mark of Armor Penetration

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Damage

Armour pen is a very useful stat on MF seeing as she deals around a million physical damage and people tend to build armour because of that. Even if the enemy isn't stacking armour, the damage increase will still be pretty noticeable with the armour pen.
ALT You may also opt to use AD marks, in which case you should swap out the AD quints for AS ones. This is the old setup, which works fine still; but it is inferior.

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 damage is a crucial stat for marksmen as it will make it easier for you to last hit and it will improve your trades. These quints are especially useful on MF due to her low base AD early game.
ALT You may also opt to use AS quints, in which case you should swap out the armour pen marks for AD ones. This is the old setup, which works fine still; but it is inferior.

If you max Q:
This is the standard page for marksmen, wherein you place 18 points in ferocity and 12 in cunning. The points in ferocity give you lifesteal, AS, AD, armour pen etc, all great stats which will improve your trading and last hitting.

The cunning tree adds in several small perks such as increased minion damage, improves potions and you also take Dangerous Game, a mastery which could save your life.

Deathfire Touch is your keystone mastery. A tiny bit similar to your core item, Duskblade - having dealt damage to an enemy with Q, E or ult, enemies will take extra damage ( the amount based off your AD and AP) because of this mastery.

If you max E:
Your E, Make it rain, has great synergy with Thunderlord's Decree, which is why this mastery setup is an alternative to the generic 18-12-00. An enemy need only to be hit by E for one second for a guaranteed proc of the keystone.

The perks are that your engagements in laning and out will be stronger, as using your thunderlord's and E, coupled with some AAs, will shred your opponents during trading. The drawbacks are that you lose some good armour pen in ferocity, and instead get a smaller amount of magic and armour pen, which isn't the worst trade ever to be fair.

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.

LOVE TAP Whenever Miss Fortune basic attacks a new target, she deals 0.5 - 1.0 times her attack damage (at levels 1-18) bonus physical damage. Love Tap deals 50% damage to minions.
Love Tap is Miss Fortune's passive. Whenever you change to a new target, they will take extra damage.

During lane phase it's very obvious that Love Tap is a really strong passive. You're always against at least two opponents so you can easily proc your passive by coordinating shots between the enemy marksman and support. Even when both champions aren't present, there are always minions with which you can proc the passive.

Outside of laning phase, especially during teamfights, is when you'll notice that the passive isn't quite as useful. During teamfights, although there are many of champions to attack, you usually won't be able to coordinate your auto-attacks, and will just be forced to hit what is closest. Thus in teamfights your passive is almost useless, unfortunately.

Love tap also procs on towers! Coupled with Strut's AS boost, you'll be able take down towers very fast by taking turns shooting minions and the tower.

DOUBLE UP Miss Fortune fires a shot at an enemy target which deals 20 / 35 / 50 / 65 / 80 (+0.85 per attack damage) (+35% of ability power) physical damage before bouncing through her target to an enemy behind it, dealing 40 / 70 / 100 / 130 / 160 (+1.0 per attack damage) (+50% of ability power) physical damage.
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.

STRUT Passive: After 5 seconds of not taking direct damage, Miss Fortune gains 25 movement speed, ramping up to 60 / 70 / 80 / 90 / 100 after 5 additional seconds.
Active: Miss Fortune instantly gains the maximum movement speed bonus as well as 60 / 75 / 90 / 105 / 120 % attack speed for 3 seconds. Love Tapping increases Strut's attack speed duration by 1 second (2 seconds against champions).
Strut is Fortune's W ability. The active is an auto-attack steroid which grants bonus attack speed. The passive gives you bonus movement speed!

The attack speed buff has many good uses. It helps you CS faster and ensures you don't miss a last-hit. It'll make your trades stronger as you'll dish out more shots!

It also synergises well with your passive, Love Tap. Utilising your W, you'll be able to quickly and fluently swap between targets and maximise your damage output. It also synergises with your passive when you're taking down turrets, having both Love Tap and Strut activated will completely crumble them!
love tap + strut
The movement speed will allow you to dodge certain skillshots, it'll help you get to lane faster as well as rotate between lanes. Overall, Strut is a very strong ability!

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 over 2 seconds and slowing enemies hit by 40 / 45 / 50 / 55 / 60 % for .25 seconds. This slow is refreshed if enemies stay within the area.
Miss Fortune's E ability. It's an AoE slow that deals magic damage to everyone caught in the area.

Thunderlord's Decree has a great interaction with this ability and that's why E max has become so popular. It'll only take about a second for Thunderlord's to be activated on an enemy who's in the AoE of E, and the damage from E, Thunderlords and also preferably an AA or two does some major harass.

The slow of the ability gets gradually stronger as you increase the rank of the ability. By rank 5, your level 9, it's a good slow which is helpful in many ways. As it's AoE, you can use when you're being chased to slow down multiple enemies. You can use it when you're chasing someone - E's range is surprisingly long and as MF is quite fast, you can catch up to your enemy and E them to slow them. Another use of the slow is for setting up your ultimate. When your enemy is slowed, it's nearly impossible to escape your ultimate's range unless they have flash up.

E will also provide vision over the area it is cast on. That means that MF never has to facecheck! You can check for hiding enemies in brush, and, because of the long range of this ability, you can also check monster camps to see if anything worth taking is there.

BULLET TIME Miss Fortune channels a barrage of bullets into a cone in front of her every .25 seconds for a 3 second duration, dealing (+0.75 per attack damage) (+20% of ability power) physical damage per wave. She fires 12 / 14 / 16 waves in total and each wave will deal physical damage to all enemies caught in the area. Each wave of Bullet Time can critically strike, dealing 120% damage.
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.

Several things to note! Prior to patch 5.22, this ability scaled with ability power only. Now that it scales and deals physical damage, MF's ultimate is one of the strongest AoEs in the game! It deals an INSANE amount of damage, and it's got a fairly short CD and mana cost so it's available almost every time you need it.

Nothing's perfect though! There are a few drawbacks. Most notably, the ultimate forces Miss Fortune to stand absolutely still, whilst channeling it, for up to 3 seconds. If you cancel it, that's it. You won't deal any more damage, so most ideally you'll want to stick out the 3 seconds.

The problem? I'm sure you can imagine the enemies won't like you obliterating them with your ultimate. They'll go after you, you can count on that. Not only because your ultimate can be interrupted by knock-ups, silances, stuns and etc, but also because you will be completely still and very vulnerable. You're practically BEGGING for someone like Talon, Katarina or Rengar to pounce onto you and destroy everything you love. This is why you need to position yourself well in order to avoid being caught out, and you'll ideally want your support or tank to take the shots for you and protect you. Whenever you can, it's a great tactic to use your ability from behind terrain. That way they'll have to close the gap before they can assassinate 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 catch up and still kill that person.

Something to keep in mind is that although MF's ult is obviously ideally used on several enemies, that doesn't mean it would be a waste to use it on just one person, especially if you think that it will kill them. MF's damage can come by surprise!

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

Q is arguably your strongest ability. It's essential during laning phase, so you should max it as soon as possible. Ranks in Q add to the damage, and only slightly raise the mana cost.

W is the second ability you max, but you can max it third as well. Since with this build you don't build AS, it's important that you get AS from W, and the more ranks W has, the more AS you gain when it's activated.

Unless you plan on maxing it first (using the alternative mastery setup as well), there's no reason to rank E up during laning phase since the mana cost is high and the damage is low.

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 50 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'll store two wards for you, which you can use to ward your lane or the lane brush. Before your support gets sightstone, it'll be very helpful of you to ward tri/the lane brush, but try not to wander off too much - leave that to the support. Leaving lane to ward can result in losing valuable last-hits, aka gold and exp.
As it is free, swap out your totem for this trinket as soon as you hit level 9. It's used for long range scouting, to look out for enemies and check monster camps. It can be very helpful when you're split-pushing, as you won't have to leave your lane to ward.

Serrated Dirk is one of two components to Youmuu's Ghostblade. It gives you AD and armour pen and a unique passive which is somewhat similar to your passive Love Taps. After you kill a unit, after last-hitting a minion for example, your next attack deals bonus damage. So utilize this by going for a poke on the enemy after last-hitting a minion and you'll hit them very hard with both your passive and Dirk's passive.

Caulfield's Warhammer is the second component to Youmuu's Ghostblade, your core item, and it will give you AD, which help with harassing and last-hitting, as well as some CDR. It costs the same as Dirk, but I recommend you buy Dirk first since the armour pen is a bit more useful than the CDR at this stage.

Youmuu's Ghostblade grants you armour pen, AD and CDR - all great stats for MF. In addition to that, it grants you a great passive which is similar to your Strut ability. Activating the item gives you +20% Movement Speed and +40% Attack Speed for 6 seconds. Activating your W at the same time gives you a huge boost to your AS, which drastically improves trades, fights and helps you crumble towers.

Berserker's Greaves are my boots of choice, and they're the typical choice for most ADCs. They grant AS which compliments your Strut active and can help you last hit, secure kills and take towers down faster. Ionian Boots of Lucidity are also a good choice if you'd like some more CDR to bring your ult's cooldown lower. Getting Lucidity boots will cap your CDR, but you'd lose out on AS.

Serrated Dirk is bought once again to build into Duskblade of Draktharr. The item, in addition to lots of AD, grants you a unique passive which acts similarly to Zed's Death Mark. After dealing damage to an enemy, and some time has passed, they'll get hit by more damage from the Nightfall passive. Here's a video which demonstrates the power of this item quite well.

The last item in your core is TBC. This item is built from Caulfield's Warhammer and Phage, so it grants health, CDR and AD. It also has two unique passives. One gives you movement speed when you deal physical damage and the other is similar to armour penetration. Dealing physical damage to an enemy champion reduces their armor by 5% for 6 seconds. This effect stacks up to 6 times for a maximum of 30% armor reduction. Pretty good versus tanky enemies.

Once you're done with your core there are a number of ways to continue. Look at the enemy team and it'll help you decide which items to build. If they have a lot of magic damage dealing enemies or problematic CC, you should look into buying a more defensive item as your fifth item. If not, going for more damage, more lifesteal or more AS is the better choice. If you're against tanks, you can opt for more armour pen as well.

Bloodthirster is an item which increases your DPS as well as your survivability. It gives you an large amount of AD, and tons of life-steal! In addition to the lifesteal, when you are at full HP and attacking units, you'll overheal, getting a shield, effectively increasing your total health. It's smart to try and charge it up before a teamfight is about to happen by attacking minions or monster camps.

This is an item that you build when the enemy is stacking loads of armour. At earliest, you should buy it after your core. If nobody is really building a lot of armour, you may delay it for a longer time. If their team is building little to no armor, you may not need to build it at all.

Infinity Edge gives you tons of AD and gives you crit chance. It also has a unique passive which increases the amount of damage a critical strike will do by 50%.

Shiv increases your AS, crit chance and MS. The passive will help you clear minion waves, thus improving your shoving power.

Rapid Firecannon is another potential AS item. You can use the increased range to more safely poke a tower while sieging, especially as Firecannon's passive magic damage also damages towers. The passive somewhat synergizes with your passive as well.

Banshee's Veil 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 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.

Immediately after getting into lane, you'll want to start pushing the lane with your auto-attacks, in order to get to level 2 before your lane opponents do. Miss Fortune is especially good at doing this, because, by using her Q, she can both farm and harass the enemy Marksman or Support.

What you hope to achieve is getting level 2 before your enemy does. If you do, your stats will be higher than the enemies', and you'll have a second ability that they don't. If you're a level ahead at this point, either force a trade or have your support engage somehow, because it's unlikely that they can win the fight when you are ahead. If you play it well, or if they play it badly, you can get a kill or blow some summoners. If they're smart though, they'll stand back and try to get a few last hits from a safe distance, and wait until they are level 2 as well before they try to provoke you.

Similarly, you should take advantage of your opponents if they have not reached level 6 after you already have. Your ultimate is absolutely devastating, even at this point in the game, and can really do some good damage if you time it well. You should attempt to whittle your opponent down with auto-attacks and your Q before 6, and then just finish them off with the help of your support, once you have your ultimate.

Speaking of whittling down your opponents, let's talk about that for a little bit. Utilising your auto-attacks properly to poke is extremely important when you play ADC. Although MF has lower base AD than that most ADCs, her auto-attacks are still to be used to poke alongside your Q and your W. The best time to harass is when the enemy ADC goes for a last hit. Once he launches his auto-attack onto a minion, you should seize the opportunity, and auto-attack him then. He won't be able to retaliate, as he has only just used his auto-attack, and it has gone on a cooldown, so to speak. Although that's only a small bit of damage, doing this many times will whittle the enemy ADC down, giving you a big advantage.

A great way to poke with Miss Fortune is to have your Q bounce off of an enemy caster minion onto the enemy ADC. Even at rank 1, Q does so much damage to squishies, which ADCs tend to be. To increase the odds of hitting your Q, there are a couple of little tactics.
  • Use it when they're focusing on getting a last hit. It's unlikely that they'll be able to focus on both avoiding your Q and on getting a last hit, and usually in the heat of the moment, even though it's not actually favourable, they'll take the last hit even if it means they'll be hit by your Q.
  • If they're in front of some minions, start moving towards them. They'll naturally back off so as to avoid getting hit by you, and you should now target the minion that was behind them. As they are retreating, by the time your Q bounces off the minion, the enemy ADC will be behind the minion, and he'll get hit by the Q bounce.
Overall, Miss Fortune is just a big lane bully. You can whittle your opponents down with ease with your Q, your trading is really strong because of your passive and your W and your ult is completely devastating for both enemy laners. The key to winning bot lane is trading efficiently and last-hitting properly.

Turrets are structures that block the path to the enemy Nexus. They grant 125 global gold, as well as 150 extra gold to the person nearby the turret when it collapses. The 150 is split amongst the players if more people participated in its demise.

So from killing turrets you get gold and you are one step closer to the nexus. But in addition to that, killing turrets bot lane will relieve pressure off of other lanes, as you will be bringing the attention onto yourself. This can be a bad thing for you, so be sure to ward after you've taken the first turret. There's no strict time when you're supposed to take the turret, just get them as soon as possible in order to give your team the advantage.

Dragon is the second most powerful neutral monster on Summoner's Rift. Slaying Dragon grants the team one of the Dragon Slayer buffs.

For the first 35 minutes of the game, one of four elemental dragons will spawn every six minutes. The dragons are:
  • Infernal Drake
  • Ocean Drake
  • Mountain Drake
  • Cloud Drake

The strongest of the dragons is the Infernal Drake. Killing the Infernal Drake grants you 8/16/24% (based on amount of Infernal Drakes killed; +50% if they have Mark of the Elder Dragon) increased AP and AD.

The second strongest is the Ocean Drake. The buff restores 10% of your HP and mana every 18/12/6 seconds. The buff could very well save your life or extend the amount of time you can stay in a teamfight.

The other two dragons are weaker, in my opinion. The Mountain Drake increases the damage you do to Epic Monsters and turrets. You deal 10/20/30% additional damage as true damage. It's good when you're taking objectives, but it's definitely not essential. The Cloud Drake grants movement speed out of battle (15/30/45). A good boost but ultimately, with your passive from W, it's not as good as the other buffs.

After 35 minutes, the Elder Dragon spawns. Killing him grants a buff which buff grants 45 + (45 for every elemental dragon stack) true damage on all spells and basic attacks against non-turrets over 3 seconds. Getting the Elder Dragon could make or break a game.

As it is situated near bottom lane, you're generally expected to help slay the various Drakes that spawn. The best times to do dragon are:
1) Enemy bottom lane has just died, or recalled > they won't be able to try to contest it.
2) Enemy jungler has died, or was spotted top lane > they won't have smite if they try to contest it
3) It's definitely not warded and you can sneak it.[/indent]

Rift Scuttlers are little critters that roam around the river area. There's one nearby dragon, and another near Baron. When killed they grant 50 gold and they essentially turn into a little ward, and place themselves in front of the Baron/Dragon pit. They respawn every 3 minutes.

Since you are bot lane, you are pretty close to the dragon scuttler. Although it is generally the jungler's job to get him, you can still kill him if you have the chance. A good time to pick up scuttler is right before a Dragon fight. It's usually a bad idea to take it before you get some bigger items, as it takes too long to kill him.

So after the first couple of towers go down, mid game ensues. As of then, more and more teamfights will occur and there will be more and more fights over objectives, namely over Turrets, Dragon and Baron.

After lane phase, it'll become increasingly difficult to farm, or at least to farm safely.

If you do not have your own tower bot lane, try to freeze the wave near the second tower where it's safe to farm. By doing this, however, your team will be in danger of being engaged on.

If there aren't any minions nearby your tower, it's generally not safe to go too far down the lane at this point in the game, at least not without wards. If the minion wave is dangerously far away, try farming another lane or taking jungle monsters such as Gromp, Raptors or Wolves. I'm sure the jungler won't mind!

An easy way to get a lot of farm outside of laning phase is, when you're farming bot, to push until your minion wave goes past the halfway point of the lane. After this, because the wave is on the enemy's side of the map, the enemy's minions will always arrive to the wave sooner than your minions, causing it to slowly start pushing in your direction. Once the wave is big enough it'll start pushing into your next tower, and that's when you return bot and farm it up, then push the wave past the half way point once more, if it is safe to do so. The wave will keep pushing towards your side of the map, allowing you to constantly go bot to farm it up, while there'll never be any large minion waves on bot lane for the enemy ADC to farm.

Overall Miss Fortune is a very strong teamfighter, even though she has no gap closers and medium range. This is due to her ultimate, an extremely powerful long-ranged AoE ability.

With just 1 rank in her ultimate and with Essence Reaver, MF's ult does about 1200 AoE damage. So, naturally, for an ability so strong, there need be some negatives to using it, especially in teamfights when it's most dangerous.

The biggest drawback is that Miss Fortune needs to stand still while channeling her ultimate. Where ever you choose to activate it, that's going to be your spot for the next few seconds in the teamfight. In certain situations you can be perfectly safe - if you're, for example, far away from your enemy and your allies are in between you and the enemy, or if you're, for example, behind a wall where they can't reach you or can't see you.

In other situations it can be catastrophic as you are essentially sitting there waiting to be attacked. An enemy Katarina, Fizz, Lissandra, Tryndamere, Kha'Zix... anyone with any kind of gap closer can easily close in on you if you are defenseless.

Another drawback, somewhat related to you not being able to move, is that the enemy can leave the AoE area with ease. Although MF's ultimate is pretty long ranged, its cone shape allows the enemy to walk left or right and exit her range rather easily unless they're CC'd. Luckily for you, you'll always have CC with your because of your Make It Rain and because of your allies, who will more than likely also have some form of CC. Sejuani, Orianna, Amumu and Malphite, for example, have great synergy with MF because they can keep the enemy in place for you.

However, even when you don't have an ally with any sort of AoE CC, your E is good at keeping your enemies in place as well, with its 60% slow. Be sure to always use it before unleashing your ultimate.

Outside of that, there are other things to keep in mind whilst entering and during a teamfight. The "golden rule" which all Marksmen should follow is to attack the closest enemy.

In theory it's a better idea to kill the squishiest or most dangerous enemy, but those enemies are usually going to be hidden behind the enemy line and going straight for them would mean putting yourself in an unfavourable position. If you attack the target who is closest to you, that means you're probably in the best position as well, as that enemy will be ahead of the enemy team.

Of course standing still and attacking the enemy that is closest to you isn't the best way to stay safe and alive in a teamfight. You should keep in mind what you learned about orb walking and kiting and always try to stay in a safe range. Miss Fortune's "safe range" depends on the enemy she's up against. Against a melee tank, your safe range can be your auto-attack range, but you should still be careful not to stand still if they have any sort of CC or skillshots. Against an assassin, however, you need to stay out of their range.

For example, against a LeBlanc, you're only safe when you're not in range of her Distortion and her Ethereal Chains. This means that you won't be within auto-attack range, but even when LB is the only person in your proximity, you should not try to attack her because you can die from getting out of your safe range. If she's out of mana or if you saw her just use her abilities, then your safe range expands, and you can walk into her range with less risk and attack her.

Other things to keep in mind when choosing your target, aside from whoever is closest to you, are whether the enemy is dangerous to your and your teammates, whether they have gap-closers/mana/spells and whether they are squishy or not.

For example if there is a Lux and a Zac within your range, it's generally better to kill the Lux because she 1) is squishier 2) has no gap closer and 3) generally deals more damage (=is a bigger threat) because she's a bursty mage and Zac's a tank.

Baron Nashor is the strongest neutral monster on Summoner's Rift. He first spawns at the 20 minute mark, and respawns every 7 minutes. Killing him grants 300 global gold and 1400 exp, and you get the Hand of Baron buff.

Hand of Baron grants up to 40 AD and AP, improves your recall and while around minions whilst having this buff, all the minions get various boosts, improving them greatly and making it much easier to push down lanes and siege turrets. If you die whilst having this buff, you lose it.

There are a few times when taking Baron is a good idea. When the enemy's jungler is dead, when you're extremely ahead and can win teamfights even if you're being whittled down by Baron, when you've had a successful teamfight and most of the enemy team is dead, and so on.

Sieging is the act of attempt to destroy a turret in a group. Sieging usually occurs around mid-late game. You and your teammates push down to an inhibitor turret and constantly pressure the enemy team whilst trying to whittle their turret down to dust.

As the ADC you'll be the one doing most of the damage on the turret. At the same time, you're probably the most vulnerable person on your team and you need to be extremely careful and play it safe. Don't get in too close if you're at risk of being caught out and killed. Simply harass from a distance, avoid being hit by skillshots and every so often, throw out an auto-attack on the turret when it's safe to do so.

Over time, the tower will be wittled down and destroyed, so your team can either move onto another objective or take the inhibitor the tower was protecting.

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.

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.

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 little weaker than the previous supports however, because he has a tough time dealing with poke and because he can't poke himself. He peels really well and is still a terrific choice though.

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 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.

Brand is a similar support to Annie, but he's a bit less squishy and does a lot more damage. He's got CC, albeit it's somewhat unreliable as it requires him to hit his Q, and one other spell before Q. His ultimate is crazy, especially in bot lane where there are always multiple enemies to fight. He won't peel too well in teamfights, however after getting Rylai's (which is a core item for him), the slow will be very helpful.

A bit of an oddity here but what Janna lacks in the damage and tankiness department, she makes up for with her peel and her shield. The shield 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 lane is that her CC protects you in teamfights and duels, which is invaluable for an immobile ADC like MF.

Morgana is similar to Annie, but she provides more peel, with her Black Shield, a targeted ability which soaks up magic damage and nullifies 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.

Alistar is another tanky peeler. He has no ranged abilities, and thus no poke, but his CC and overall damage in skirmishes makes up for this. His Headbutt + Pulverize combo sets up for a really good ultimate and he also provides good peel in teamfights.

Used to be bad before the rework, but now is a very good pairing with MF, or anyone else really. He's tanky and has a heal and a stun, and his ultimate which provides invulnerability can keep you safe against any foe.

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.

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.

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

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.

I've written several other guides, checking them out would be appreciated!:

18.11.2011 - Published Guide
18.11.2015 - Unarchived guide!
07.01.2016 - Changed skill sequence from Q W E to E W Q
12.01.2016 - Swapped Stattik Shiv out for Rapid firecannon as the main AS item.
22.01.2016 - Changes to the build - IE now goes before Rapid Firecannon and swapped out Greaves for Boots of Swiftness.
23.01.2016 - Changed the description of the E ability.
15.04.2016 - Swapped AS items again.
24.04.2016 - Expanded Teamfights chapter.
07.05.2016 - Moved Taric up
27.05.2016 - Added 19-12 and Q max as an alternative setup in the cheat sheet.
04.06.2016 - Swfities got nerfed and are gone now.
09.06.2016 - Build changed entirely, updated cheat sheet and chapter.
16.06.2016 - Visual Overhaul!
11.09.2016 - MF received a buff to her passive! Altered ability chapter accordingly, and added a skill sequence chapter as well.
14.10.2016 - Keystone mastery changed from Fervor of Battle to Deathfire Touch. AD marks swapped to armrpen ones and AS quints to AD ones.