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Choose Champion Build:
Spells:
Exhaust
Ghost
Ability Order
Love Tap (PASSIVE)
Miss Fortune Passive Ability
Introduction
Why Fortune? Well there're many champions that can be a good ranged AD, we can simply look at Tristana or Caitlyn for example, but fortune have something the other champions don't have, and it's her speed boost with her passive ability Strut, and that's what I like most of her.
Before going further as you should have seen there are four fortune build, the first two are base in a speed hybrid fortune( mixing her AD abylities with some upgrade power to Bullet Time and also Make it Rain, while the other two are based on a standar AD Fortune.
Team 1: Hybrid Fortune
Build 1: Vs no tank
Build 2: Vs Tank or armored team
Team 2: AD Fortune
Build 1: Vs no Tank
Build 2: Vs Tank or armored team
Now let's take a further look to Miss Fortune.
Pros
- Nice speed due to Strut giving good changes to hunt the enemy or just run to a save place more when you boost it with Ghost and hit the enemy with Make it Rain and Exhaust
- Great speed attack with Impure Shots and Phantom Dancer
- Fight between and behind from your mineons with ranged attacks and force the enemy to stand in front of their mineons or too behind from them with Double Up
- Deal great damage to enemy ganks with Bullet Time
Cons
- Lose Strut speed bonus as soon as you're hit.
- Mana problems without blue, runes or mana recovery items.
- Low defense, and life which makes fortune and easy prey for ganks.
So now let's take a look on our Miss Fortune masteries, as you should have saw early we got a 30/0/0 mastery tree, so let's take a look into each one.
Summoner's Wrath this one is 100% needed, since it boost Ghost and also Exhaust, and for the other 3 points in first row Brute Force , is the best option, after all Fortune is and AD.
For our second row the 4 points must go to Alacrity , which boost up items like Phantom Dancer
with our third row we need to use 5 intead of 4. The first one with Weapon Expertise and the other four with Deadliness
forth row must go with Lethality and Vampirism this second one is quite usefull, more if boosted at the begining with Doran's Blade, since you can recover from enemies attacks easily, without potions or going back to base, and since our fortune if you are not mad and run towars the enemies lines without backup, you shouldn't be hit much.
fifth well it's obvious what to pick up, Sunder
sixth and last row well it's quite easy to decide since there's only one option Executioner
With this we got the 21 mastery points that almost every AD should have, so there's no much explanation needed for them.
now let's take a look into our 9 points left.
First we got Sorcery and Arcane Knowledge those are 5 points. the first one gives us a cooldown for our abylities, so that plus the fact that fortune cooldowns are quite low we would be able to use them more often. Arcane knowledge give a little boost for Bullet Time in case the enemies got some magic defense.
Now we got 4 points left there's some variety of options.
First Blast or Archmage if you want to boost up fortune AP abilities a bit more.
Second Havoc and Demolitionist giving you a boost on AD and a bonus while hitting towers.
The third and last option would be Good Hands and Improved Recall giving you a cooldown to return to battle and a faster return to base.
Masteries that should be avoid.
Swiftness giving a 2% speed bonus to fortune looks a good idea but that use 8 points that can make our fortune more deadly, for a speed bonus that is unnecesary.
Other Utility masteries, aren't supposed to be think as an option.
Same goes for Defense Masteries.
Summoner's Wrath this one is 100% needed, since it boost Ghost and also Exhaust, and for the other 3 points in first row Brute Force , is the best option, after all Fortune is and AD.
For our second row the 4 points must go to Alacrity , which boost up items like Phantom Dancer
with our third row we need to use 5 intead of 4. The first one with Weapon Expertise and the other four with Deadliness
forth row must go with Lethality and Vampirism this second one is quite usefull, more if boosted at the begining with Doran's Blade, since you can recover from enemies attacks easily, without potions or going back to base, and since our fortune if you are not mad and run towars the enemies lines without backup, you shouldn't be hit much.
fifth well it's obvious what to pick up, Sunder
sixth and last row well it's quite easy to decide since there's only one option Executioner
With this we got the 21 mastery points that almost every AD should have, so there's no much explanation needed for them.
now let's take a look into our 9 points left.
First we got Sorcery and Arcane Knowledge those are 5 points. the first one gives us a cooldown for our abylities, so that plus the fact that fortune cooldowns are quite low we would be able to use them more often. Arcane knowledge give a little boost for Bullet Time in case the enemies got some magic defense.
Now we got 4 points left there's some variety of options.
First Blast or Archmage if you want to boost up fortune AP abilities a bit more.
Second Havoc and Demolitionist giving you a boost on AD and a bonus while hitting towers.
The third and last option would be Good Hands and Improved Recall giving you a cooldown to return to battle and a faster return to base.
Masteries that should be avoid.
Swiftness giving a 2% speed bonus to fortune looks a good idea but that use 8 points that can make our fortune more deadly, for a speed bonus that is unnecesary.
Other Utility masteries, aren't supposed to be think as an option.
Same goes for Defense Masteries.
There's no much explanation about this
First we got 9 greater mark of desolation and 3 greater quintessence of desolation that gives us almost 25% of armor penetration.
For the other 18( 9 glyphs and 9 seals) there can be lots of combinations, like boosting critical change or speed attack for example.
But probably the best boost up for early game would be 9 greater seal of replenishment and 9 greater glyph of replenishment so you won't need to hold back your abilities in early fights due to mana problems. Also another good choice is to pick up 9 Greater Glyph of Scaling Cooldown Reduction that will give you a CD reduction in further game to your Bullet Time
First we got 9 greater mark of desolation and 3 greater quintessence of desolation that gives us almost 25% of armor penetration.
For the other 18( 9 glyphs and 9 seals) there can be lots of combinations, like boosting critical change or speed attack for example.
But probably the best boost up for early game would be 9 greater seal of replenishment and 9 greater glyph of replenishment so you won't need to hold back your abilities in early fights due to mana problems. Also another good choice is to pick up 9 Greater Glyph of Scaling Cooldown Reduction that will give you a CD reduction in further game to your Bullet Time
Top Priority Spells
- Ghost I think it don't need much explanation Ghost+ Strut you would hunt easily and escape of almost everything it runs, well as long as they don't stun you or slow down.
- Flash Good option also, you can escape by flashing trhoug walls or get in position to shoot Bullet Time.
- Exhaust reduces target's speed, and damage, so it's a two ways spell to hunt someone by reducing it's speed and also a escape one you get less damage and also you speed down the enemy
Mid Priority Spells
- Teleport: give you fast return to lines or to support your team in other lines.
- Ignite: only usefull early for killing some enemies if they run with low healt, 50% reduction of health is the same as Impure shoots active.
- Cleanse: a safecard for stay alive for stuns, speed dows,... etc.
- Surge: more combat power, could be a option
Low/Null Priority Spells
- clarivoyance : For supports don't think about an option
- Clarity: use well your spells and you won't need it.
- Heal : well, if you play safety and don't mess up you won't need it.
- Promote: most usefull for tanks or supports.
- Smite: Unless you are jungling since lv 1 it's not and option.
- Revive: Be cautious and you won't need it.
- Ghost I think it don't need much explanation Ghost+ Strut you would hunt easily and escape of almost everything it runs, well as long as they don't stun you or slow down.
- Flash Good option also, you can escape by flashing trhoug walls or get in position to shoot Bullet Time.
- Exhaust reduces target's speed, and damage, so it's a two ways spell to hunt someone by reducing it's speed and also a escape one you get less damage and also you speed down the enemy
Mid Priority Spells
- Teleport: give you fast return to lines or to support your team in other lines.
- Ignite: only usefull early for killing some enemies if they run with low healt, 50% reduction of health is the same as Impure shoots active.
- Cleanse: a safecard for stay alive for stuns, speed dows,... etc.
- Surge: more combat power, could be a option
Low/Null Priority Spells
- clarivoyance : For supports don't think about an option
- Clarity: use well your spells and you won't need it.
- Heal : well, if you play safety and don't mess up you won't need it.
- Promote: most usefull for tanks or supports.
- Smite: Unless you are jungling since lv 1 it's not and option.
- Revive: Be cautious and you won't need it.
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