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Pros
+ 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! |
Cons
- Squishy
- Item Dependent - Vulnerable to CC - Kinda' weak early game - High Mana Cost on Make it Rain |
Runes
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.
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.
Starter Items
First Back
Rush These
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
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 Mask 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.
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.
Recommended Summoner Spells.
Ignite is very good for finishing an enemy champion and demolishing any heals on enemies. I highly recommend Ignite.
Other Summoner Spells.
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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