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! My name is Superior Current and I play on 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.
The biggest advantages of this build are that you don't need to constantly switch targets for Love Tap and you are no longer an R bot, which makes you a lot more versatile. Mage Fortune is able to continuously poke down people from range with Make it Rain and Double Up while Bullet Time still hurts a lot too. Overall, AP MF has a lot of unexpected burst and poke.
A common concern is that Double Up and Bullet Time have seemingly much worse AP scalings than AD ones. But 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 while a mage always has a base AD and in this build you get a some 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.
Patch 7.5 has brough a damage nerf to Double Up. Lets look at the changes:
OLD BOUNCE Q (without crit): 40/70/100/130/160 (+100% AD)(+50% AP)
NEW BOUNCE Q (without crit) 20/35/50/65/80 (+85% total AD) (+35% AP)
OLD BOUNCE CRTT: 60/105/150/195/240 (+150% total AD) (+75% AP)
NEW BOUNCE CRTT: 40/70/100/130/160 (+170% total AD) (+70% AP), can also crit based on crit chance.
In patch 7.6 Miss Fortune received some compensation buffs:
DAMAGE: 20/35/50/65/80 ⇒ 20/40/60/80/100
AD RATIO: 0.85 total attack damage ⇒ 1.0 total attack damage
Miss Fortune no longer briefly pauses after casting Double Up
Make it Rain
Miss Fortune no longer briefly pauses after casting Make it rain.
What are the consequences? Definitely less cheese early game. Considering a non crit bounce Double Up doesn't increase in damage, it would be actually better to go for a direct shot plus AA, which would make ranged matchups harder. On the other hand, we have another reason to master hitting opponents with a crit Q.
The good news is that out of lane this change doesn't really matter. In fact, Double Up's first shot deals more damage now, making it's synergy with Lich Bane even better. And with the removal of the awkward cast times on Q and E it will make a huge difference in combat.
So, in summary, it's a medium nerf to early game, but a moderate buff to mid and late game.
Pros / Cons
+ Strong poke.
+ High ability ranges.
+ Excellent team fighter.
+ Hard to counter because she deals both physical and magic damage.
+ Constant mobility with Strut.
+ Pushes turrets with Lich Bane.
+ Most people don't know how to play against it.
+ Very fun to play!
- No hard CC.
- It's hard landing a really good Bullet Time
- Low base AD.
- It takes a single minion attack to lose Strut
- No gapclosers.
- Vulnerable to ganks.
- People may 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 an AP ratio - 35% And if you kill a target with the first shot the second one deals 200% damage, which means it can scale up to 70% 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 usually better than flat ones because they surpass them by level 7.
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.
9x Greater Mark of Attack Damage
If you want to get early kills and snowball a lead, or just suck at farming, take the flat AD.
9x Greater Seal of Armor
Flat armor is another option. Best against early game AD champions ( Pantheon, Shaco etc.)
9x Greater Glyph of Magic Resist
You will need flat MR to survie against early AP champions like Syndra, LeBlanc or Elise.
9x Greater Glyph of Cooldown Reduction
Take them against a full AD team.
9x Greater Glyph of Scaling Ability Power
Another option against full AD.
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 your performance and 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!
Miss Fortune's hybrid scalings this is the optimal first item to build on her! It gives a standard amount of 80 AP and 40 AD on top of that. 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 least is the active. Comboed with MF's abilities you will deal tons of damage.
Build order towards Gunblade should be Boots of Speed+ Long Sword - Hextech Revolver - Vampiric Scepter - Bilgewater Cutlass.
Lich Bane is great for it's point and click damage and much needed CDR. Double Up will now effectively have an 85% AP ratio due to it applying on-hit effects and you will kill turrets way faster.
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 your Q and E! 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.
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 Strut for safety and easy farm. At level 2 take a point in Make it Rain and at level 3 continue with Double Up. After that max the abilities in the previously said order. You can also take Strut later, at levels 2,3 or 4, but you will be 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 1-3 you will have Double Up. Together with Make it Rain, this is one of your main harass tools.
IMPORTANT TIP: Always try to to make the bouncing hit crit by killing a minion.
Here's a clip 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. Very 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 and auto attack the enemy.
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. In a nutshell, use Strut for:
- Fighting/ensuring a kill
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, Rammus and Hecarim. 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.
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 and can start poking.
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 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.
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).
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.
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 them 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! Additionally some of the tips might be outdated due to me not facing a certain champion for a long period of time.
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!
Hard cc, high mobility, and burst are the biggest counters to AP MF. If the enemy has too much of that, you might reconsider picking her. I've highlited some of the worst offenders.
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!
If you are like and you main a single champion, you probably feel a bit frustrated when you get a different role.
Surprisingly, AP MF bot instead of ADC works. With minor build changes and pared with a poke support, you can have a pretty successfull laning phase. But generally you play pretty much the same. Avoid it if your team lacks an AD champion.
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!