Classical Mage Fortune
Miss Fortune Build
Level 9 upgrade
Build order towards Gunblade
Threats to Miss Fortune with this build
|Kassadin||He can't do much against you pre-6. After that pay attention for potential ganks, but otherwise you should continue being ahead.|
Special thanks to jokersprank for the editing!
Hello summoners! I am Superior Current and my summoner name is Luxi in the EUW server. This is my guide for AP Carry Miss Fortune in the mid lane. Mage Fortune is one of the most fun but yet still working builds! If played well, you can easily carry games with her.
I sometimes get responses like this from teammates when playing Mage Fortune. So, what does AP MF do that AD MF doesn't? The answer is obsiously her E. Being able to continuously poke down people from range with Make it Rain is what sets this build apart. With the right build AP MF has a lot of unexpected burst, bigger than that of an AD MF.
Another concern is that Double Up and Bullet Time have seemingly much worse AP scalings than AD ones. While at first glance it looks so, consider the following: You can get about twice as much AP than AD. Also, a marksman usually builds only AD and will have 0 AP. But a mage always has AD from base stats and in my build you get a bit more form runes, masteries and Hextech Gunblade. And after doing the math Q and R deal about the same amounts of damage as with an AD build.
Pros / Cons
+ Deals high damage throughout the hole game.
+ Harder to counter because she deals both physical and magic damage.
+ Constant mobility with Strut.
+ High ability ranges.
+ Excellent team fighter.
+ Most people don't know how to play against it.
+ Very fun to play!
- It is hard landing a really good Bullet Time
- It takes a single minion attack to lose Strut
- Low base AD.
- No gapclosers.
- Vulnerable to ganks.
- No hard CC.
- People will often consider it a troll pick .
Your auto attacks deal additional 50-100% damage when you attack a new target(half damage vs. minions). Although it scales only with AD, Mage Fortune benefits from it a lot. Last hitting is fairly easy and you can use it to harass enemies(it is also applied on Double Up).
This is MF's signature ability - a target spell with a short cooldown. Usually you will finish your opponents with it. It even has AP ratios - 35% to the first target and 50% to the second! And if you kill a target with the first shot the second one deals 150% damage, which means it can scale up to 75% of AP!
The passive is pretty nice. It allows you to dodge skill shots, come back quickly from base, you are able to roam and can chase or avoid enemies better. It is important to know that you can't lose it while shielded or through damage over time abilities like Ignite.
But it is easy to be hit by a minion and brake the bonus, so don't get focused if possible. However, do not be too afraid to lose the passive if you can kill an enemy.
The active has 2 parts - you gain the Strut full movespeed and receive a lot of attack speed. Reapplying Love Tap reduces the active's cooldown.
Make it rain
This is perhaps the most important ability of AP Miss Fortune.
The strong slow, the AOE magic damage, which has an 80% AP scaling, and the almost guaranteed Thunderlord's Decree proc make it a very strong poke tool both in lane and in teamfights.
Also, you can use either for kiting or chasing enemies.
The only downside of the skill is that you need to position it well if you want champions to take the full damage of it.
The ultimate deals literally tons of damage.
For a duration of 3 seconds, you shoot up to 12/14/16 bullet waves, each of which deals 20% AP + 75% AD physical damage.
The total damage is 240%/280%/320% AP plus 900%/1050%/1200% AD.
As you can guess, a good Bullet Time can turn the tide of a team fight. Try to chain it together with Make it Rain so you can shoot a ridiculous burst amount of damage.
The tricky part is, that the ultimate is a channeled one and can be interrupted by a simple cc.
9x Greater Mark of Scaling Attack Damage
The logic behind such marks is that Miss Fortune has hybrid scalings and a very low base AD. Last hitting gets less painful, Double Up and Bullet Time benefit a lot from them and you will actually feel encouraged to auto attack in between spell casting. Scaling AD marks are abetter because they quickly surpass the flat ones.
9x Greater Seal of Scaling Armor
Even if you do not face an AD mid, armor seals are optimal when you take other enemies into consideration, especially the enemy ADC. For the same reason scaling armor is better than flat armor.
9x Greater Glyph of Scaling Magic Resist
Odds are you will face an AP midlaner or an AP jungler. MR runes will keep you alive in most situations.
3x Greater Quintessence of Ability Power
Flat AP quints are pretty straightforward, they give you a stronger early game.
This is my default page for AP MF since it gives the most balanced and optimal stats for her. Use it in ranked.
As the name of it suggests, this is your go to page when you want to go ham in the laning phase.
9x Greater Mark of Attack Damage
9x Greater Seal of Scaling Armor
9x Greater Glyph of Cooldown Reduction
3x Greater Quintessence of Ability Power
You can alter the masteries a bit if you want to focus on winning laning phase.
Deathfire Touch is viable because it procs on Double Up, Make it Rain and Bullet Time. While it often feels like "ninja" damage, it is more consistant than Thunderlord's Decree and it's damage will add up! Consider it as mid-late game option.
I can't say there is exactly one way how to build AP Miss Fortune. It really depends on what champions you are playing against, how are you performing and also your general preference.
Also, buy control wards from time to time, it helps your team by a LOT!
Miss Fortune has long cooldowns, and because Double Up and Bullet Time are physical, you actually wouldn't lose much for not taking Sorcerer's Shoes. You can compensate this by purchasing Liandry's Torment later. You also get shorter cooldowns on your summoner spells!
Complete boots only after you have bought your first core item!
Hextech Gunblade is your bread and butter item! It gives a standard amount of AP and 40 AD on top of that. Because of Miss Fortune's hybrid scalings this is the optimal first item to build on her. Autos will actually matter, Double Up and Bullet Time will be stronger while Make it Rain will be equally strong as with other 80 AP items.
The omnivore passive heals from ALL the damage dealt and provides massive sustain over time.
And last but not leas is the active. In patch 6.9 it's base damage got increased and the slow is now instant. Comboed with MF's abilities you will deal tons of damage.
Make it Rain has one of the best synergies with Liandry's Torment's passive and you will melt people down! With the 15 magic penetration and percentage health damage both squishy and tanky enemies will get hurt a lot. And the extra health is good for survival.
Morellonomicon is a great mid-late item for MF. 100 AP makes you even stronger, the 20% CDR and extra mana you will let you spam abiliies and Make it Rain will proc grievous wounds on low hp enemies.
Luden's Echo provides an additional power spike by having a strong synergy with Miss Fortune's kit. It gives you 100 AP and most importantly, the active boosts Make it Rain! You also move 10% faster!.
Rabadon's Deathcap simply amplifies AP and you will deal even more damage as you enter deep late game! If you are ahead, take it earlier as a 4-th item.
Don't hesitate to RUSH it (or at least the Null-Magic Mantle) if getting bursted to or below 40% or you health. Sure, it sucks delaying your damage, but staying alive is much better than starring at a grey screen.
Make it Rain, Hextech Gunblade and Thunderlord's Decree to hurt really bad. Double Up will fall off anyway by mid-late game so don't worry that it doesn't benefit from magic pen. As for Bullet Time, it deals so much damage that not having armor penetration(other than masteries) isn't really a concern.
Abyssal Scepter, take Zhonya's Hourglass against AD assassins.
Frost Queen's Claim if you are really far behind or if you wish to complete your build quickly. The active will serve your team well.
Nashor's Tooth capitalizes on the fact you have some extra AD in your kit. While it gives 20 AP less than Morellonomicon the extra on hit magic damage and attack speed will give you overall more damage in extended fights.
Lich Bane when you need point and click damage. I do not reccomend rushing it, because you need to scale in order to deal good damage with it, but it is a decent late game choice.
Guardian Angel you automatically become a less attractive target and have better chances of survival.
Fortune deals mixed damage, the magic component of it is overall higher and increases as the game continues. Late game Void Staff is a viable counter to magic resist stacking.
As all ultimates take ranks of Bullet Time at 6, 11 and 16.
You should max Make it Rain first, because it is your main damage and utility ability.
Double Up's base damage doesn't increase much at higher ranks, but it should be maxed second in order to take advantage of it's lower cooldowns when leveled up. Strut is a one point wonder and is left for last.
Start with Double Up for some early harass. At level 2 take a point in Make it Rain and at level 3 continue with Strut. After that max the abilities in the previously said order. You can also take Strut at level 4, but you will be much more vulnerable to ganks and skillshots.
Flash is the universal summoner spell in LOL and people use it with all champions in almost all games. Because Miss Fortune doesn't have gapclosers, this spell is mandatory for her.
Ignite mainly provides additional kill pressure, but also has a niche use against healing champions like Dr. Mundo.
Heal is the best defensive spell for Miss Fortune, because it gives her self peel. You both get healed and the movespeed burst allows you to reposition.
|Exhaust works best against champions who have to get in low range to kill you(assassins, divers).|
At level 1 you will have Double Up. Together with Make it Rain, this is one of your main harass tools.
IMPORTANT TIP: Always try to poke the opposing midlaner with the bouncing hit, and if possible, by killing a minion to make it crit.
With the first build, at level 1 Double Up's first shot deals 73 damage, the second one has 105 damage and if the first target dies, the damage is increased to 158! And don't forget about Love Tap proc, which isn't included in the calculations!
Here's a screenshot which represents a good Double Up. The best option is to hit a caster minion while the enemy is behind it. It takes time to practice it, but you will see how much lower the enemies will get if you master the bouncing bullet.
Of course, you won't always have the opportunity to successfully do it. Often some damage is better than no damage.
Being her most notorious ability, Make it Rain can make the enemy champion's life a complete nightmare. It can be used in many ways, but you will have to practice placing it to ensure opponents take as much damage as possible.
The best tip I can give you is to try to predict in which direction enemies are going to and thus adjusting the E to cover their path. Not by too much though, because then players will just step aside!
Use terrain and minion block to your advantage! It will be much easier to land a good Make it Rain while the enemy champion's movement is restricted.
It takes 0.75 seconds to proc Thunderlord's Decree via Make it Rain. You can set yourself the goal to proc it with every E.
Whenever possible, don't just land Make it Rain on champions, but try to followup with more damage. Enemies under your E want to get out of there as quckly as possible and they are less likely to hit you back. The safest way to do this is shown in the picture above, as Lux falls back from Make it Rain, she is about to get shot from Double Up trough the minion behind her.
If Double Up can't be aimed you can also approach and directly q the enemy or just auto attack.
An important thing you should do is to kite with Make it Rain! This can save lives and buy time for teammates to join in.
Make it Rain grants vision of the affected zone. Use it to check suspicious areas!
Strut's active does 2 things - it fully refreshes the passive movespeed(if it's down) and gives Miss Fortune attack speed for 4 seconds. From a mage perspective the renewable mobility has much more gameplay value while the bonus AS is more like a small bonus. Thus use Strut mainly for engage/disengage and attacking turrets.
SMALL TIP: Whenever respawning after death, activate Strut to immediately gain the full movespeed bonus intead of waiting for 5 seconds. Time is everything!
Make it Rain and Bullet Time is the deadliest combo of a Mage Fortune . If successfully land, it is devastating to the enemies.
However, keep the following in mind:
- Enemies may use escapes like Flash,
- You may get interrupted with a cc ability.
- If you are too close enemies may kill you before you can unleash full damage.
- While you would usually want to combo Bullet Time with Make it Rain, if E is on cooldown and enemies are under CC it is better to immediately use ult or you will risk to lose the fight,
- Using Ignite, Exhaust and Heal during Bullet Time does NOT interupt the channel!
- Ult enemies not too close, but not too far so they can't step away!
This is an another example of a good Bullet Time. You can see that Miss Fortune is ulting only after Braum has jumped in to cc the enemies.
With the exception of a few bad matchups it is optimal be aggressive. Mage Fortune is a very strong lane bully.
However there is an other factor in your playstyle - the enemy jungler. All junglers are a moderate treath, but some can be really hard to deal with, like Zac, Shaco and Evelynn. If they are in the game try not to push the lane. But if the enemy midlaner also pushes(which is mostly the case in ranked) then you won't have to worry about unintentionally killing minions while harassing. As long you have Flash up, you can afford a moderately risky playstyle. And don't foget you can use Strut to outrun everybody!
Minions have spawned!
Start farming. At this point your' and the enemy's goal is to hit level 2 by killing 7 minions for the power spike.
It's time to poke with Double Up! Enemies tend to disrespect the q and will carelessly stay behind their minions. 2-3 good q's are enough to set up a level 2 first blood.
At this point you shouldn't worry for ganks since the opposing jungler is still finishing their clear.
Now you got your Make it Rain. A good E-Q combo can take half of the enemys' health bar. And if a low-hp enemy refuses to go back and tries to heal you can kill them with another E-Q + Ignite and 1-2 basic attacks.(you will probably have to Flash).
But watch out! the enemy jungler will probably try to assist their struggling teammate. Ward up likely gankpaths and read the enemy's bodylanguage. If they suddenly start going towards you, this likely indicates an incoming gank.
You will have to make a choice - level up Strut or add another point on Make it Rain. If you can't dodge the skillshots or the opposing jungler is a threat, take W, but if you want to go for more aggression - continue with E.
You have all your skills now. Keep up with your playstyle - farm, poke, try not to overpush if you think you'll be ganked and possibly go for a kill. If needed ask your ally jungler for cooperation - MF's E is a perfect set up for a gank.
Bullet Time is up! But so does the enemy have their potentially gamechanging ult. If you played well you can score a kill with the E-R combo.
Early game, ward with the Warding Totem the side of the river which you think the enemy jungler is more likely to come from. You may place a ward further in the river if you think you won't have enough time to retreat as you detect an incoming enemy.
After backing purchase a Control Ward and ward one of the sides of the river. Always upgrade your trinket at level 9 to Farsight Alteration because you don't want to facecheck brushes and it can pinpoint a fleeing enemy's location.
Your first back could occur quite earlier but nevertheless, the decisive factor is how much gold you have and the enemy. With more than 1050 gold and a vulnerable midlaner you should purchase Hextech Revolver(op poke with Double Up), with less than 1050 take Doran's Ring+ Boots of Speed or Long Sword+ Boots of Speed. If getting poked go for Vampiric Scepter to get life steal.
With your first items, you can pontentially burst down enemies. The laning phase should continue as before but be cautiuos about jungler ganks and also roaming enemies from other lanes. If you get caught you will probably get demolished.
Strut allows Miss Fortune to wander quickly around the map. Wether you have a kill or not - roaming allows MF to shine as strong team champion. Getting kills from other lanes helps more than egoistic killing sprees in the midlane since it provides an overall team advantage.
A good time to roam is when the opposing midlaner is back or you just cant do anything against him at the moment. As you approach other lanes ping for your allies to initiate. Upon arriving, try to unleash the full potential of your combos. Always be aware about missing enemies and whether somebody has things like Teleport up.
And of course objectives. At mid game you should aim for destroying the outer turrets in order to "open up" the enemy jungle.
Secure the dragon with your team after a succesful fight or when enemies are away.
The E+R combo is capable of stealing the drake. If you have vision, start ulting when the drake is at 1000-1200 health. While not guaranteed, it is worth the risk! Keep an eye on enemy vision at you and don't do it if you're on low health or when enemies have strong cc, you will likely get jumped on!
Take blue buff whenever possible(with the exception of a mana hungry jungler). Red should be left for the ADC but if you get your hands on it remember that it's applied on both hits of Double Up.
Once you've completed Hextech Gunblade you will have BURST! Try to sneak on lonely enemies, preferably with a teammate or more. In 2v2 and 3v3 you're a monster! Simply do E-Gunblade's active-Q-Ignite plus Autos and squishies are gone. Avoid using Bullet Time on only one enemy unless necessary.
Late game is similar to mid game in many aspects, but now teams almost always group as 4 or 5 and going alone is extremely dangerous. Overall Miss Fortune's playstyle should be similar as in mid game, but positioning is even more vital.
In teamfights play safe! Be aggressive, but do not put yourself in a bad or a too risky spot. The thing you want to do during fights is to stay behind and wait for your tougher teammates to initiate. If your team can't truly engage, just spam Make it Rain(and possibly Double Up if close enough) and immediately fall back afterwards. But a proper engage is EXTREMELY IMPORTANT for a good Bullet Time.
Tips for ranked
Tips against individual champions are displayed up on the cheat sheet! However take them with a grain of salt. Even the enemies you counter the most can outplay you if you underestimate them!
are champions who have enough crowd control abilities in order make up perfect "wombo-combos" with Bullet Time and Make it Rain.
Equally important is to have a FRONTLINE, i.e. at least a single fairly tanky champion in your team. This is crucial because Miss Fortune relies on good postiting in order to pull off her combos!
Ignore and mute people who rage at you because you are "trolling"! You CAN'T get reported for offmeta picks, even in ranked! As long as you give your best and don't play trully unviable things like AP Vayne who has no AP scalings you are safe!
And now an image which speaks for itself! This is a score from a ranked game!
Damage graph from the same game.
Special thanks to jokersprank for the editing!
And that's all folks. I really hope you enjoyed the guide and found it useful. Feel free to ask anything in the comments, I will respond within the next 48 hours. By providing feedback you will help improving my content!
I wish you the best of luck with Mage Fortune on the fields of justice!