Miss Fortune Build Guide by Deadlydave

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League of Legends Build Guide Author Deadlydave

Mage Fortune - AP Miss Fortune Guide

Deadlydave Last updated on June 5, 2013
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Ability Sequence

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

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.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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Holy ****!!! 50,000 views and the number 4 Miss Fortune guide!!! I thank you all for the feed back and I really appreciate all the good ratings and views. Never thought I would make it to 50,000 views and I am so happy I did! I thank everybody who helped make this guide what it is today. Thank you all so much!! P.S. Thanks to Moomarillo for the skin!

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My name is Deadlydavydave and this is my guide to Mage Fortune. This guide is to learn how to play Miss Fortune as an AP mid Champion. Most people play her as an AD Carry which is still probably more viable than this guide, however with her AP Ratios on certain spells and the spell blade from Lich Bane she can be played as an AP Caster, and it is a lot of fun in my opinion. Thank you for reading this guide it is my first guide on here. I appreciate any feedback Positive or Negative. This guide was heavily inspired by Siv Hd's Mage Fortune video. I put a lot of effort in to this guide so enjoy it!

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Pros / Cons

+ Ranged Champion
+ Amazing Farmer with Make it Rain
+ Decent Slow with Make it Rain
+ Yarrgh! She's a pirate... Hunter.
+ Extra speed with Strut
+ Lots of AoE
+ Fun to play!
- Squishy
- Item Dependent
- Vulnerable to CC
- Kinda' weak early game
- High Mana Cost on Make it Rain

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Greater Mark of Hybrid Penetration

Greater Seal of Armor

Greater Glyph of Scaling Ability Power

Greater Quintessence of Ability Power
Greater Mark of Hybrid Penetration: This is really helpful because your build is sort of a Hybrid Build. Your ultimate does physical damage so you might need this for some extra penetration to that.

Greater Seal of Armor: This helps to defend against people who do high AD. You can honestly use whatever you want to use here, I just like using this.

Greater Glyph of Scaling Ability Power: This gets you lots of AP it adds just as much as Greater Glyph of Ability Power at lvl. 9 and twice the AP at lvl 18. Adds lots of damage to your abilities and is very viable.

Greater Quintessence of Ability Power Adds 15 AP at lvl 1! This adds as much AP as a Doran's Ring I really like to use this quintessence and it is my favorite quintessence for most mages.

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Summoner's Wrath 1/1 adds 5 extra AD + AP adds extra damage. Pretty useful.

socery socery 4/4 never know when you are going to need an little bit of time to get a kill or save your life.

Blast 4/4 adds 1 AP per level. Needed to get Arcane Knowledge .

Arcane Knowledge 1/1 ignores 8% of the targets magic resist. Adds alot more damage than it seems.

Butcher 2/2 helps with last hitting. It's at least better than havoc.

Mental Force 3/3 adds 6 extra AP. This is very useful early game.

Spellsword 1/1 IS ESSENTIAL FOR THIS GUIDE it is an absolutely must have spell that is a necessity for Mage Fortune. This works perfectly with Impure Shots.

Archmage 4/4 adds 5% AP this works well with the 20% boost from Rabadon's Deathcap. Very nice combo that adds a lot to AP.

Executioner 1/1 adds 5% damage to targets below 50% health. At below 50% health this works with Havoc to add 7% extra damage.

Durability 4/4 adds 108 health at level 18. This can allow you to survive late game. It has saved me many times and is very useful.

Hardiness 1/3 adds 2 armor you can do 3/3 with this instead of 3/3 with Resistance .

Resistance 3/3 adds 5 MR.

Veteran's Scars 1/1 adds 30 health. This can save your life and has saved my life a few times.

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Starter Items

Boots of Speed + 3x Health Potions are great starter items that allows you to dodge skill shots, escape with ease, and heal a lot of your health back.

First Back

Sheen is a great item that is at the core of this build. It can apply itself to your Double Up and it allows you to do decent damage.

Rush These

Lich Bane is a great item that goes well with your Malady and Impure Shots. You have to learn to take advantage of the full damage of it by casting a spell attacking a couple times waiting to cast another spell in 2 seconds and attacking again. This is hard to learn and takes a lot of practice.

Sorcerer's Shoes are great boots that are pretty essential to any caster. They add Magic Penetration to do even more damage with your abilities. I would recommend the Alacrity enchantment for more mobility.

Later on

Rabadon's Deathcap is a great item that adds a lot of AP to do even more damage. That is pretty much all about it.

Zhonya's Hourglass is very good for some offense with the AP, and defense with the armor and and active ability. Don't forget to use the active ability. Very good if heavy AD team.

Liandry's Torment does alot of DoT (Damage over time) and it is double because of the slow on Make it Rain. This is a good item that you could use to replace Abyssal Scepter or Zhonya's Hourglass. It does not apply to your Impure Shots however. Still a good item for AP Miss Fortune

Void Staff adds AP and 35% magic penetration and it is very powerful. A good item for AP Miss Fortune that I would highly recommend.

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Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Passive- Strut After 5 seconds of not being attacked, Miss Fortune gains an additional 25 Movement Speed. This bonus increases by 9 each second up to a maximum bonus of 70. Once you get away you usually get away permanently if no ignite is on you.

Q- Double Up Miss Fortune fires a shot at an enemy target, dealing 25/60/95/130/165 (+0.75 AD) physical damage and 120% of that damage to another enemy target behind the first. Applies on-hit effects. Not very useful other than the fact you can apply Lich Bane, Impure Shots, Malady, and Spellsword . Try to use it last, and wait 2 seconds after the previous spell for maximum damage from Lich Bane. This spell can do hilarious amounts of damage because of Lich Bane. You do not need to attack after you cast it because it applies Lich Bane and your other stuff when it is shot.

W- Impure Shots Passive: Miss Fortune deals 6/8/10/12/14 (+0.05 AP) magic damage to her target with each attack, cumulatively stacking up to 4 times on the same target.Active: Miss Fortune's attack speed is increased by 30/35/40/45/50% for 6 seconds and causes her attacks to lower healing received and health regeneration by the target by 50% for 3 seconds. Very useful and it allows you to do tons of damage with Lich Bane, Spellsword and Malady. Try to activate it 2 seconds after the previous spell because it isn't very important. The passive is the important part. Use it just to activate Lich Bane once you get it.

E- Make it Rain Miss Fortune fires hundreds of bullets into the air that rain down at a location after 0.5 seconds, dealing 90/145/200/255/310 (+0.8) magic damage over 2 seconds and slowing enemies hit by 20/28/36/44/52% for 1 second. This does a lot of damage and it has a good ratio. I'd use it first in a fight. This is also very good for farming once you get the AP and it is upgraded all the way. If placed correctly it can clear the entire creep wave.

R- Bullet Time Miss Fortune channels a barrage of bullets into a cone in front of her for 2 seconds, dealing 65/95/125 (+0.45 AD) (+0.2 AP) physical damage per bullet. This spell is really powerful and if placed correctly it can change a team fight with all the damage it does. It does physical damage so if your lane enemy builds MR this can actually go through it because it does physical damage and can only be blocked by armor. Use it to finish off your lane enemy if they are close to the tower and at low hp.

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Summoner Spells

Recommended Summoner Spells.

Flash is my favorite summoner spell and one of the best. Good for escape by flashing over walls and good for offensive maneuvers by flashing to catch up with someone. I highly recommend Flash.

Ignite is very good for finishing an enemy champion and demolishing any heals on enemies. I highly recommend Ignite.

Other Summoner Spells.

Cleanse is alright but I have honestly never liked it, and it is never used. I wouldn't recommend it.

Heal is pretty useless. It will block like 1 auto-attack late game. Plus most people now a days bring ignite to reduce it. I wouldn't recommend it.

Ghost is a pretty good spell. I like it and it is good for escaping/catching up. Not as useful as Flash in my opinion. An overall good spell. I would recommend it if you don't like flash.

Clarity is pretty bad on Miss Fortune in my opinion. You usually won't run out of mana once you get Lich Bane anyway. I wouldn't recommend it.

Revive is a bad spell in my opinion. I never account on dying (of course I usually do in a round) and I find it really useless. I wouldn't recommend it.

Smite You can farm on your own anyway with Make it Rain. Plus if you didn't know smite is for junglers. This isn't a jungling guide. I wouldn't recommend it.

Barrier is okay I guess. I have never used it but I guess it could block out a couple damage. It is like heal but not permanent. I wouldn't recommend it.

Teleport is a pretty good spell that can be used to telegank. I wouldn't use it to get back to the lane because you can walk in like 10 seconds. It is an okay pick.

Exhaust is a good spell for 1v1 if you want to do a lot to your opponent I prefer ignite but this is actually pretty good and under appreciated. It is okay if you don't really like ignite. This spell is really for supports though.

clarivoyance clarivoyance is a good spell that should be used more by supports. It is however not for you because you are not a support. I wouldn't recommend it.

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^First ward there^
^Also ward there^
These warding spots allow you to see pretty much any gank, if you see someone coming just retreat to your turret to defend yourself from the gank. They allow you to see ganks from top, bottom or jungle. They are my favorite places to ward and I highly recommend warding there.

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Early Game

In the early game of Miss Fortune your goal is to farm as much as you can. Consider freezing the lane near your tower if against someone more powerful or more aggressive than you early game. Your mana cost on Make it Rain is rather high and your main source of damage, I do recommend going back once you can afford Fiendish Codex and a couple sight wards. The Fiendish Codex adds some AP and some mana regen that can be really useful for you in the early game. Just out farm your enemy if you can. The basic combo is E-attack-Q-w-attack this is of course once you get Lich Bane. Before that the combo is just E-Q-W and then auto attack.

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Mid Game

Farming is extremely easy once you are level 9. You can use your Make it Rain to clear a whole creep wave with ease. This is very effective for getting tons of Creep Score. By now you should have your Lich Bane, with it you can use your Double Up to Make it Rain (See what I did there) Once you get the Lich Bane your Double Up does massive damage to kill your enemies. You might encounter a couple team fights by now and if you do make sure to use your E-R combo to wipe out the enemy team if in crowded spaces in the jungle. Your Bullet Time + Make it Rain can really do some nice damage to an entire team and change a team fight. Make sure if still farming make sure to ward because in this phase ganks are very common.

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Late Game

Late Game you are out of the laning phase, and now probably in the team fight phase. You are really powerful in the team fight phase because of all of your AoE with Make it Rain and Bullet Time. Use this combo in the jungle or in secluded spaces like inside of Jarvan's ultimate. You can change an entire team fight with the combo. Your goal after a success team fight is to push. I wouldn't recommend doing baron nashor , I would push. Only do baron nashor if you got an ace or pushed far enough. This is more of a team tip than a personal tip, but I would urge your team away from baron unless you aced them. If they steal it, it can cost you the entire game. But it is good and can allow you to do the final push.

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Thank you for reading my guide. I hope you played at least 1 round of Mage Fortune. Feel free to post your scores using this guide and I'll make a hall of fame and put you in it. I would like to thank JhoiJhoi for the Guide to Making a Guide. It was very useful. I also thank Siv HD for the video on Mage Fortune, it inspired me to make the guide though I did not base the guide off of it. Still in the process of editing it. Thanks for reading!