Miss Fortune Build Guide by CheMicaLTauRuS
Not Updated For Current Season
Miss Fortune Build
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hello there! I am.CheMicaLTauRuS and this is my Fortunate Femme Fatale guide on my favorite ranged AD Champ, Miss Fortune. This is my first EVER guide on ANY League of Legends strategy guides website. And for that, I am already apologizing for any or many mistakes that I have committed in this guide.
That aside, let's now focus on Miss Fortune.
Miss Fortune is a ranged AD champion who does well against other AD carries with her Impure Shots and excels from early~mid~late game, given that she is fed. This guide focuses on her mostly ignored Double Up and her Impure Shots.
Without further ado, here is my Fortunate Femme Fatale guide on Miss Fortune. Thank you for clicking this guide and having the kindness to read it. I implore you to please try my guide first before voting. Any opinion, as long as not vulgar, is accepted and will be noted for the improvement of this guide.
P.S. I am from the Philippines. We receive patches later than most countries. So, I may not be updated with the current metagame. And we don't have Dominion mode yet.
Why Pick Me?
- Hits hard from early game onwards.
- Can outrun most enemies without boots.
- Can slow her opponents with Make it Rain.
- Can hit far champions with Double Up.
- Even when level-gap'd, she can jungle effectively & be in par with others.
- Sexy skins...
- Can counter healers with Impure Shots.
- Can outwit most AD carries.
- Fun to play!
Of course, picking Miss Fortune isn't always necessary. Synchronize and coordinate with your allied champions and know when and when not to pick her.
Pros / Cons
+ Able to harass with Double Up
+ Disrupts healers with Impure Shots
+ Can slow with Make it Rain
- Bullet Time needs precise positioning
- Stunned > Nuke > Dead
- You're first on the enemy's kill list
- Needs to be fed to be effective
General Runes for AD Carries
Greater Mark of Lethality
Greater Seal of Scaling Health
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Lethality
|greater quintessence of desolation||.||Three greater quintessence of desolation's are taken for that extra 9.99 armor penetration early game. This way, you can effectively harass with your basic attacks and your Double Up, which both are physical damages.||.||greater quintessence of desolation|
Other optional Quintessences are Greater Quintessence of Scaling Attack Damage and Greater Quintessence of Attack Damage if you prefer damage over armor penetration.
|greater mark of desolation||.||Greater Mark of desolation's have the same reasons as with greater quintessence of desolation.||.||greater mark of desolation|
Other optional Marks include Greater Mark of Scaling Attack Damage and Greater Mark of Attack Damage then again, if you prefer damage over armor penetration.
|greater seal of vitality||.||I get 9 Greater seal of vitality's to increase my health by 9.72 per level. Though small, every hit point you have is essential for your duels and team clashes, which may save your life.||.||greater seal of vitality|
Greater Seal of Defense and Greater Seal of Armor can be taken if you feel that there is a Shaco or Kog'Maw who builds Madred's Bloodrazor or a Vayne on the other team which deals damage based on your max health.
Greater Seal of Health's are taken if you want flat health from the start.
|.||9 of these babies are needed to face heavy AP single-target nukers like LeBlanc, Katarina, or Ziggs. These will make you laugh in their faces when they do less damage to you than expected.||.
If you need mana regen per 5, take Greater Glyph of Scaling Mana Regeneration or greater glyph of replenishment. Honestly, your mana problems are only in the early game and are solved by the consumable Mana Potion and one of our early game items, the Sheen. Therefore, mana per 5 runes are not needed.
My Personal Choices
|Cleanse is my current favorite summoner spell for AD carries (with the exeption of Gangplank )due to the rise of the CC champions. It helps you survive that upcoming gank, or Stun-Nuke-Kill combo, with a persistent 65% Tenacity for 3 (4 with our masteries) seconds. Also, it removes debuffs on you like Ignite and Exhaust but does not remove channeling skills like Requiem and Ace in the Hole.|
|Ghost is my personal choice for Miss Fortune. True, she has Strut to help her escape. But only after 7 seconds of not being attacked. In that period, the enemy may have Flashed next to you and used a CC or have slowed you down. With Ghost, you can quickly widen the gap even after they Flashed or slowed you.|
|Flash. Ahhh... the most mainstream summoner spell. It may have saved your life lots of times, earned you a kill, but also killed you and/or deprive you from making that last hit in return. You Flash away from an enemy, he/she Flashes right next to you, or vice-versa. I usually get this whenever a support is around.|
|On the verge of dying? Heal right away. This may just save your life from that ult or your tower from being destroyed. Your enemy comes up to you, Heal right away. But wait! Another mainstream summoner spell has come to counter you! *gasp!* Ignite is here! Due to its counterpart, I seldom use this summoner spell nowadays. Get this if only you have sheilders/supports on your team like Shen, Karma, or Lee Sin.|
|Exhaust and/or Surge can turn the tide of a battle in a whim. Get this if you feel you're about to face an off-tank like Jarvan IV or Volibear, or AD carries like Master Yi, Vayne, Fiora or Wukong.|
|Ignite is one of the most used summoner spells due to its ability to last hit and negate healing and regen by 50%. But you already have Impure Shots right? I get this if there are LOTS of healers or squishies on the enemy team.|
|Your tower on the verge of being destroyed with you who just tp'd back home? A clash on the enemy's favor due to overwhelming number of champions? Or just a simple push/segway that is needed for your team to take Baron or the Dragon? Never fear. Teleport is here.|
This is Miss Fortune. She can run like the wind whenever she wants (as long as she haven't taken any damage for tha last 7 seconds). This makes her an OK roamer and a skillshot dodger. Speed speed speed... I wonder if she likes it fast? (if you know what I mean...^_^)
Double Up is a great harassment tool. It applies on-hit effects, so, with our items, it deals A LOT MORE damage, heals you, reduces armor and applies a mini-ignite. I know. Hardcore, right?
I max this SECOND due to its excellent scale with AD. Right after you get your Sheen, you can harass and poke like hell. Also, this is used to kill fleeing heroes or to damage a squishy behind a tank.
This skill makes Miss Fortune a pain for healers. 50% regen reduction can grant you a kill! Also, it allows her to do well 1v1 early game with other AD champs.
I max this FIRST to secure kills and tower destruction, both of which are necessary in the early~mid game.
Make it Rain is the only CC that Miss Fortune has. It's damage is average, but the slow is what makes it stand out. Also, can be used to check brushes and scout areas for your team.
I max this LAST. Though the slow and damage may scale great, the mana cost will leave you OOM (out of mana) almost always, also, Double Up is much more damaging than this.
This skill is your double-edged sword. As it deals a HUGE amount of damage, it needs to be positioned well. And, it is channeled, meaning, a silence/stun can stop you and may result to your death.
Max this WHENEVER POSSIBLE. Your ult helps a lot in clashes, which happen mid~late game almost every minute.
This skill sequence is what I use most of the time. You may change it depending on your needs. If you have lots of nukers/hitters but have little to no CC, you can max Make it Rain first. If the enemy harasses you like hell and you can't engage them 1-on-1, max Double Up or Bullet Time first. Any revisions to this sequence is situational, optional, but all are acceptable if they are reasonable. ^_^
Fighting with Fortune
Miss Fortune is a champion capable of solo mid or solo top or dual bottom. She can also be laning against 2 champions and still be in par with them. For me, the best lane for her is solo mid. If there are better champions than you for mid lane, give it to them, and choose solo top instead.
If you can't go mid or you don't have a jungler in your team, she synergizes well with a hero with a hard CC like Blitzcrank, Nasus, Volibear, and Singed. Champs like these (those with a pull/toss or slow or both) are able to bring them closer to you, or bring you closer to them. Either which, they are most certainly dying, dead, dumb enough to ragequit. :)
For items, start of with Doran's Blade or Boots of Speed and 3 Health Potions.
In the first part of the game, which is about from level 1-6, you only have 4 top priorities:
Farming is the most important part of the early game. Without farm, no money. No money, no items. No items, no use. No use, defeat. Defeat, rage. Rage, grudge. Grudge, death and haunting on all LoL players worldwide. I CANNOT STRESS HOW IMPORTANT THIS IS!
Crippling your enemy's momentum to farm puts you at a great advantage as it will deny them of gold, it may also deny them of experience due to the need to B 'coz your damage is overwhelming.
Tower Down=Money! No tower=chase to kill!
Killing enemy champions early game can make the enemy team to get depressed or tense which will often lead to ragequits and mistakes during clashes. This gives your team a great advantage in the overall game.
By this time, you may have enough gold to buy a Sheen and probably your Berserker's Greaves Now, your aim is to build your Wriggle's Lantern for your lifesteal and free ward/3 minutes, Trinity Force for more AS and a slow, and a Wit's End for even more AS and additional magic damage.
Mid game is a time where ganks usually happen. Champions start going AWOL from their lanes and other champions say "goodbye" to their health bars. As you are Miss Fortune, you can be relatively fast and be an effective ganker/roamer. By this time, your priorities are:
As you can gank pretty well, do it whenever you can. Ganking is one of the main objectives in mid game. Also, plant some of your Wriggle's Lantern wards for your anti-gank safety. I will discuss warding later on.
On my part, we only secure the Dragon for a 190-gold advantage over the enemy team. But, if the game is coming to an end, I suggest taking Baron to lock the chance of winning.
With you on their side, the game should end soon or sooner. If your enemies are exchanging swords with you, and both of you are in par with each other. Late game comes in.
Mid game has ended, but the match has not. Late game is when you reach level 18 but the battle goes on. By this time, you already have about 4-5 of your Lock Items (or Luxury-Core Items): the Berserker's Greaves, Trinity Force, Wriggle's Lantern, Wit's End, and/or The Black Cleaver. If not, WHAT THE HELL WERE YOU DOING?!
Turrets are down and inhibitors take turns to be destroyed and to respawn. Clashes every minute, 5/10 players mostly see gray on their screens. Late game is that long stretch of the battle wherein players have their Luxury-Core items. Right now your priorities are:
Infinity Edge greatly increases your damage output. At late game, wards are no longer needed. That's why we replaced our Wriggle's Lantern with its bigger brother, The Bloodthirster. Both of which turns you into a monster during clashes and you can kill squishies in 4-6 hits after a well-aimed Double Up.
I could have put this as the number 3 priority, but without good items, the enemy might have killed you first in the clash, thus negating your chance to destroy the Nexus. This priority is self-explanatory.
"VICTORY" is the sound you must hear after this. If not, well, it's fine. Take it as an experience on how to use Miss Fortune.
Items for Pwnage
The Black Cleaver
My Personal Items for Pwnage
Trinity Force is next due to our Sheen. It greatly improves your Double Up with its passive, gives you more AS, crit chance, health, damage, mana, and a slow.
Wriggle's Lantern provides our much needed Lifesteal for AD carries. Also, it helps you push the lane due to its passive. Furthermore, a free ward is always nice to gain sight of the Dragon or Baron and other key locations in the map.
Wit's End is my personal choice for Miss Fortune. It gives you AS and extra magic damage for your basic attacks and Double Up. What I love about this is that it gives you MResist and more MResist when you attack the enemy. This is very useful as at this time, many AP Carries are being used. You can replace this with Phantom Dancer if you want.
The Black Cleaver has an on-hit effect that synergizes with our Double Up and Impure Shots. Armor reduction is always nice but if you want less damage and more APenetration, you may replace this with Last Whisper.
Infinity Edge. Need I explain this?
The Bloodthirster is good ol' wriggy's bigger brother. This is much like one of your items that grant you survivability due to its INSANE lifesteal (given you have full stacks). You might say that when Miss Fortune is stunned, she can't hit. If she can't hit, she can't lifesteal. Tell me again why Cleanse is here?
This is taken if you cant't survive CC's with just Cleanse and they really have AP great runes on them.
For those with LARGE health pools. 'Nuff said.
This is taken if there are champions like Teemo, Nidalee, Hecarim, Blitzcrank, and others who have skills that increase their MS or a short dash. Gives you extra health too!
I take this if I can really pwn enemies without much AS. I get this to replace Wit's End as it gives you armor and magic resist, and a nice passive. But nah... You shouldn't be tanking the damage anyways.
|These two items are situational depending on your enemies. And you know what to get, right? I get one of these to replace Wit's End. If you think that having Impure Shots and The Black Cleaver for AS is enough.|
|QSS and/or BV are taken if the enemy has a lot, i mean A LOT of CC. Again, this replaces Wit's End.|
Where to put your wards
This is where you and your team should put a Sight Ward or your Wriggle's Lantern.
Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle
Warding is very essential for every team. It can and WILL save your ***es a LOT.
Questions and Answers with Shock and Awe
Q: Why not max Make it Rain first?
A: Make it Rain deals damage and slows the opponent. Nifty, you might think. But, the damage is not that good, the slow doesn't scale well. You are not the one who has to slow a champ. Other champions can fulfill that role more effectively than you. Also, the mana cost is a pain!. That's all.
Q: Wit's End??? You must be effin' crazy!
A: No, I am not. Phantom Dancer may be great on Miss Fortune but it has no survivability for her. Besides, you have Trinity Force to compensate for the AS and MS of Phantom Dancer. You need the MResist. Really.
Q: Y U NO HAVE SURVIVABILITY ITEMS?!
A: Simple. You are not a tank. You have Trinity Force, Wit's End, Wriggle's Lantern, Greater Glyph of Scaling Magic Resist's, and greater seal of vitality's to increase your HEALTH, ARMOR, and MAGIC RESIST. Besides, you shouldn't be the one to initiate a fight.
THANK YOU, SUMMONER! for reading my first guide... and hopefully UPvoting it :)
Have fun playing with. Miss Fortune!
Also credits go to:
- January 1, 2012 - I started playing LoL.
- May 5, 2012 - I turned 16! ^_^ yay!
- May 8, 2012 - Just enrolled in college.
- June 1, 2012 - Started writing this guide.
- June 2, 2012 - Finished writing and publishing.
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