Miss Fortune Build Guide by darkite
| Health | 2295 |
| Health Regen | 16.8 |
| Mana | 1096 |
| Mana Regen | 25.13 |
| Armor | 69 |
| Magic Resist | 30 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 295.5 |
| Attack Speed | 118.995 |
| Crit Chance | 75%S |
| Crit Damage | 50% |
| Ability Power | 135 |
| Life Steal | 20% |
| Spell Vamp | 20 |
| Armor Penetration | 19.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 9.9792% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Welcome to deeps of the ocean abyss with
Fizz, well maybe that would come in the future, by now let's take a look on the ocean surface by the hand of our sexy pirate
Miss Fortune.
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 / Cons

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.
Masteries
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.
Runes
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
Summoner Spells
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.
Skill Sequence

Double Up This one would be our priority skill apart from our R skill.
Double Up give us a good damage with his second hit, and harass early game while keeping the enemies away from it range
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