Miss Fortune Build Guide by forgivemeisuck
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Miss Fortune Build
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.
Introduction to my Miss Fortune
This build is primarily focused on making bullet time do tons of damage. I am a 1550 elo or better player and this works for me and is lots of fun.
Good at all points of the game.
Wombo combo potential.
Without her ultimate this build leaves her less useful.
She doesn't have one of those dashes.
(results not typical)
I start long sword because my runes don't give me any attack damage to help with last hitting and I also want potions for sustain.
The bloodthirster is for damage and life steal. You can get either the vampiric sceptor or the b.f. sword first depending on your money at the time of your first back.
These boots of course. Get them with spare change on your way to your first bloodthirster. I recommend alacrity, but furor is a nice ad carry enchantment.
The last whisper is a cheap way to get damage and 35% armor pen.
The black cleaver is mainly for armor pen, but the health and damage help. It works well with bullet time.
The second bloodthirster is to help you reach those massive attack damage numbers.
If you want a ridiculous attack damage amount over 500.
If you want some more armor pen. I mean, who doesn't? Also its active allows for cleanup after bullet time has just nearly killed everyone.
If you keep dying in a position that would be nice to wake up to.
Who needs boots?
Without boots and any attack speed items, this item should help. Tenacity is always good.
All That Pregame Jazz
Greater Mark of Lethality
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
I get armor pen marks because it helps to deal damage. If you have trouble last hitting then get some flat attack damage runes.
I get flat armor seals and scaling magic resist glyphs because most damage dealt early is from auto attacks and you most likely won't encounter super damaging magic until mid game.
I get movement speed quints because I feel mobility is huge, but this is just personal preference. If you don't feel the same way, or can't afford the quints, just use attack damage quints.
My masteries are pretty standard. Get the offensive ones that are for attack damage champs. I get defense over utility because Miss Fortune doesn't have the greatest range so she might take a few hits.
Flash is an obvious choice. Miss Fortune is especially needy of flash because she doesn't have a dash for escape.
or Barrier is my choice. It is not very standard so you might get some haters. I feel it is close to as useful as ignite in those early fights. Late game is when I really like it because instead of worrying about landing your ignite and doing a bit of damage with it, you can just pop barrier and stay alive at least longer.
Cleanse is a situational spell. Use it if you are facing a long combo of stuns. If you see champions like Amumu, Ashe, or a combination of stuns like Caitlyn and Taric you might want to invest in cleanse.
Miss Fortune gains movement speed after 5 seconds of not being hit. I like this passive. If you don't get hit in lane you can get this speed bonus to help with last hitting. If you are coming from base, you will get to your destination quickly. For teamfights, you can use this to better position yourself until you first get hit. It also might be the difference in a chase or an escape.
Miss Fortune shoots a ball at one enemy and it bounces to hit one enemy behind the first enemy dealing slightly more damage. It is fairly difficult to hit the bounce to who you are aiming at, but it is still a useful ability. A way to use it is to do an auto attack, click q on someone, then do another auto attack. It is a damaging poke. Also, one can use it on an escaping enemy to maybe kill an enemy that is out of range with the bounce. I level it up second because I think it is less useful in the laning phase than in the mid game teamfights.
Miss Fortune passively deals some additional magic damage. It also can be activated to increase attack speed significantly and decrease the healing of the attacked enemy. The passive is pretty weak. The active is very useful though for times where you are constantly auto attacking like damaging turrets, going for dragon, and in teamfights. I max it last because additional points only upgrade it slightly and I think her other two ablities are more useful.
Miss Fortune slows down some enemies and deals magic damage. I absolutely love this ability. It combos wonderfully with bullet time. It also makes poking much more painful. Just make it rain then do an auto attack and a double up. It also is kind of useful for chasing, slowing for your jungler, and escaping. I level it up first because the damage and slow increase is insane. Escaping your ult is hard while in the middle of make it rain.
Miss Fortune lets all hell break lose in a cone and enjoys watching the enemies melt. She fires 8 rounds of bullets. This is what makes Miss Fortune one of the best ad carries in the game in my opinion. This build is designed to maximize this ability's effectiveness. You should use this ability whenever you think you can hit multiple enemies with most of the waves. I also suggest using make it rain before you ult for the slow and maximum damage. An upgraded make it rain will make it very difficult to exit the ult. You can also use this ult on a single target, but don't use it if you aren't sure you will get the kill or if you aren't in danger of dying. In teamfights, you should wait for your team to initiate and hopefully their cc will prevent the enemy team from escaping. Or if the enemy team is lined up in the jungle, it could be the right time to ult. If your ultimate was a success, you should be able to clean up easily. A great Miss Fortune ult will give your team a huge advantage in the game.
"bullet time just insta won every team fight"