Miss Fortune Build Guide by McDonaldsSuck
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Champion Build: Miss Fortune
| Health | 2125 |
| Health Regen | 16.8 |
| Mana | 896 |
| Mana Regen | 18.65 |
| Armor | 131.69 |
| Magic Resist | 84.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 395.8 |
| Attack Speed | 70.995 |
| Crit Chance | 55%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 35 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction

Hello and welcome to my build. I hope you like it, and don't remember to vote and comment.
This build is about
Pros & Cons

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Pros
+ One of the best early game AD carry in the whole League + Healing-reduction with + Easy/Fun to learn/play + Attack Speed steroid with + Great harass with + Great chasing capabilities with |
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Cons
- Really squishy champion (will die quickly if focused) - Can't do anything without good items. - No Hard CC - High mana costs and small mana pool. - A bit to short range to fight |
Masteries

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SPAACE |
Tier 1
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DEFENSE

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SPAACE |
Tier 1
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Runes

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M
A R K S |
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A R K S |
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Greater Seal of Armor 9 |
Greater Seal of Mana Regeneration 9 |
Greater Seal of Scaling Mana Regeneration 9 |
Greater Seal of Scaling Health 9 |
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S
E A L S |
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E A L S |
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Greater Glyph of Magic Resist 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Glyph of Scaling Mana Regeneration 9 |
Greater Glyph of Mana Regeneration 9 |
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G
L Y P H S |
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L Y P H S |
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Greater Quintessence of Health 3 |
Greater Quintessence of Armor Penetration 3 |
Greater Quintessence of Attack Damage 3 |
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Q
U I N T S |
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Q
U I N T S |
Summoner Spells

Flash - Teleports your champion toward your cursor's location.The ultimate "get away free card" that you can use just about every fourth minute to save your life, catch up, position in a team fight or just dodge a skill like
Exhaust - Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds.My absolute favorite summoner spell besides
Heal - Restores 145-570 Health to your champion and 50% of that to nearby allies.This spell can be used to save teammates, bait people to towerdive you at low level, survive spells like

Ignite - Ignites target enemy unit, dealing 70-410 true damage over 5 seconds and reduces healing effects on the target for the duration. Another great spell, however not my favorite on an AD champion. Good for taking down those armor/magic resist stacking ***** tanks, since it deals true damage it ignores all armor and magic resist. If you use this in a 1vs1 the opponent won't notice it and well probably don't care to lose 300 hp without knowing it.
Ghost - Your champion ignores unit collision and has 27% increased Movement Speed for 10 seconds. My favorite spell on the low levels, tho I think that it's not as viable anymore as I thought before. I myself just think that

Skill Set


Strut (Innate) Miss Fortune gains movement speed after 7 seconds of not being attacked. A nice passive to have on an AD Carry, because now you can push/clear the minion wave with 
Double Up (Q) Miss Fortune fires a shot at an enemy target, dealing physical damage and 115% of that damage to another enemy target behind the first. This is what makes 
Impure Shots (W) Passive: Miss Fortune deals 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 for 6 seconds and causes her attacks to lower healing effetcs on that target by 50%. A great attack speed steroid , it also counters champs like 
Make it Rain (E) Miss Fortune fires hundreds of bullets into the air which rain down at a location after 0.5 seconds, dealing magic damage every .25 seconds over 2 seconds and slowing enemies hit for 1 second. An AoE slow, MF's only CC without redbuff, use it only when you need it, because it drains a lot of mana quickly.
Bullet Time (R) Miss Fortune channels a barrage of bullets into a cone in front of her every .25 seconds for a 2 second duration, dealing magic damage. She fires 8 waves in total. A Great ultimate, combine this with a AoE Stun, and you will destroy their HP bars. This is a very good ultimate because you can stand far away form your enemies, avoiding danger, because of it's long range.
Skill Sequence



- (Q): Take this at lvl 1, 3, 5, 7 and 9. This spell works great for harassing and I max this first to maximize your damage early on.
- (W): Max this after
Double Up because you shouldn't be autoattacking to much, only and you get the healing reduction even at the lower levels.
- (E): Max this ability last because it's your utility spell and we don't use it for the damage.
- (R): And of course, you always max your ultimate first, great synergy with
Make it Rain.
Core Builds

Standard AD Carry Miss Fortune

10 Attack Damage, 80 Health, 3% Life Steal. A very, very good item for any AD champion. It's like a
25 Attack Speed. UNIQUE Passive: Enhanced Movement 2. The best boots for any AD Carry early game. I usually change these for
80 Attack Damage, 25 Critical Strike Chance. UNIQUE Passive: +50% Critical Strike Damage. A standard core item on almost every AD Carry just because of it's synergy with another great AC Carry core item, the
55% Attack Speed, 30% Critical Strike Chance, 15% Movement Speed. Probably the most known item in the game, works great with other damage items like
60 Attack Damage, 12 Life Steal. Passive: Gain an additional 1 Physical Damage and 0.2% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Bonuses are halved upon death. A great item for any AD Carry thanks to it's massive AD and Lifesteal. Many like to see the recent change of 
Versus AD & AP Heavy Team-Ups

30 Armor, 23 Attack Damage, 12 Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown. Probably the one of the most cost-efficient item early game, mostly used by solotoppers / junglers. Helps Dragon & farming very much. Just don't autoattack too much, so you don't get ganked.
25 Attack Speed. UNIQUE Passive: Enhanced Movement 2. The best boots for any AD Carry early game. I usually change these for
80 Attack Damage, 25 Critical Strike Chance. UNIQUE Passive: +50% Critical Strike Damage. A standard core item on almost every AD Carry just because of it's synergy with another great AC Carry core item, the
55% Attack Speed, 30% Critical Strike Chance, 15% Movement Speed. Probably the most known item in the game, works great with other damage items like
56 Magic Resistance. UNIQUE Active: Removes all debuffs from your champion. 90 second cooldown. My favorite defensive item, basically Situational Items

Armor Items

30 Armor, 23 Attack Damage, 12 Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown. Probably the one of the most cost-efficient item early game, mostly used by solotoppers / junglers. Helps Dragon & farming very much. Just don't autoattack too much, so you don't get ganked.
75 Armor, 350 Health, 25 Health Regeneration. UNIQUE Passive: 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speed by 35% for 3 seconds. UNIQUE Active: Slows movement speeds and attack speeds of surrounding units by 35% for 2 seconds + 0.5 seconds for each 100 Armor and Magic Resist. 60 second cooldown. Not to common, but it does the job.
68 Armor, 38 Magic Resistance. UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana. This effect can only occur once every 5 minutes. A fairly standard item for a AD Carry, works great, all-round protection. If you die and you're full build and waste it's passive, then you can re-buy the item.
25 Armor, 40 Attack Damage, 40 Attack Speed. UNIQUE Passive: On hit, deals bonus Magic Damage equal to 4% of the target's maximum health, (max. 120 versus monsters). An awesome hp/tank shredding item that works great with 
Attack Damage Items

80 Attack Damage, 25 Critical Strike Chance. UNIQUE Passive: +50% Critical Strike Damage. A standard core item on almost every AD Carry just because of it's synergy with another great AC Carry core item, the
30 Armor, 23 Attack Damage, 12 Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown. Probably the one of the most cost-efficient item early game, mostly used by solotoppers / junglers. Helps Dragon & farming very much. Just don't autoattack too much, so you don't get ganked.
40 Attack Damage. UNIQUE Passive: +40% Armor Penetration. A really good item when the enemy has got many champions above/around 100 armor. When the eneimes have about 50-80 armor, then
25 Armor, 40 Attack Damage, 40 Attack Speed. UNIQUE Passive: On hit, deals bonus Magic Damage equal to 4% of the target's maximum health, (max. 120 versus monsters). An awesome hp/tank shredding item that works great with
55 Attack Damage, 36 Magic Resistance. UNIQUE Passive: +1 Attack Damage for every 2.5% health missing. If you would take magic damage which would leave you at less than 30% of your maximum health, you gain a shield which absorbs 400 magic damage for 5 seconds. 60 second cooldown.
55 Attack Damage, 30 Attack Speed. UNIQUE Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds, (maximum 3 stacks). This item is awesome, but it has no crit or lifesteal, this can be switched for
60 Attack Damage, 12 Life Steal. Passive: Gain an additional 1 Physical Damage and 0.2% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Bonuses are halved upon death. A great item for any AD Carry thanks to it's massive AD and Lifesteal. Many like to see the recent change of 
Attack Speed Items

25 Armor, 40 Attack Damage, 40 Attack Speed. UNIQUE Passive: On hit, deals bonus Magic Damage equal to 4% of the target's maximum health, (max. 120 versus monsters). An awesome hp/tank shredding item that works great with
55% Attack Speed, 30% Critical Strike Chance, 15% Movement Speed. Probably the most known item in the game, works great with other damage items like
55 Attack Damage, 30 Attack Speed. UNIQUE Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds, (maximum 3 stacks). This item is awesome, but it has no crit or lifesteal, this can be switched for 
Health Items

375 Health, 50 Magic Resistance, 375 Mana. UNIQUE Passive: Blocks one negative spell every 45 seconds. A very good defensive item, that has MR, HP and MP. A very powerful combination of defensive stats for any champion. Also it has a spell shield every 45 seconds, which is nice. But you cannot rely on it.
20 Attack Damage, 700 Health. UNIQUE Passive: Physical attacks reduce your target's Movement Speed by 40% for 2.5 seconds. (30% for ranged attacks). A great HP item if your team have enough damage and missing a little in tankiness. This also provides a 30% slow on every basic attack and still a little bit of AD. A overall great item.
75 Armor, 350 Health, 25 Health Regeneration. UNIQUE Passive: 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speed by 35% for 3 seconds. UNIQUE Active: Slows movement speeds and attack speeds of surrounding units by 35% for 2 seconds + 0.5 seconds for each 100 Armor and Magic Resist. 60 second cooldown. Not to common, but it does the job.
920 Health, 30 Health Regeneration. Passive: Permanently gain 3.5 health and 0.10 health regen per 5 sec per minion kill. Champion kills and assists grant 35 health and 1 health Regen per 5 sec. Bonuses cap at +350 health, and +10 health Regen per 5. A very comming item for tanks and brushiers. More HP than 
Life-Steal Items

15 Critical Strike Chance, 18 Life Steal. UNIQUE Passive: On hit, you cause 4 damage per second for 8 seconds. UNIQUE Active: Inflicts target enemy champion with Grievous Wound, causing 50% reduced healing and regeneration for 8 seconds. 20 second cooldown. Good if you're up to a
10 Attack Damage, 80 Health, 3% Life Steal. A very, very good item for any AD champion. It's like a
60 Attack Damage, 12 Life Steal. Passive: Gain an additional 1 Physical Damage and 0.2% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Bonuses are halved upon death. A great item for any AD Carry thanks to it's massive AD and Lifesteal. Many like to see the recent change of
30 Armor, 23 Attack Damage, 12% Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown. Probably the one of the most cost-efficient item early game, mostly used by solotoppers / junglers. Helps Dragon & farming very much. Just don't autoattack too much, so you don't get ganked.
Magic Resist Items

375 Health, 50 Magic Resistance, 375 Mana. UNIQUE Passive: Blocks one negative spell every 45 seconds. A very good defensive item, that has MR, HP and MP. A very powerful combination of defensive stats for any champion. Also it has a spell shield every 45 seconds, which is nice. But you cannot rely on it.
55 Attack Damage, 36 Magic Resistance. UNIQUE Passive: +1 Attack Damage for every 2.5% health missing. If you would take magic damage which would leave you at less than 30% of your maximum health, you gain a shield which absorbs 400 magic damage for 5 seconds. 60 second cooldown. This is a new item that I really fell in love with, it's good on certain offtanks but when you look at the specs you don't need a genius to find out that this item works great for AD Carries as well.
56 Magic Resistance. UNIQUE Active: Removes all debuffs from your champion. 90 second cooldown. My favorite defensive item, basically Starting Items



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Probably the most common starting item for any AD Carry in the game. However it has some few setbacks that makes you think if it's really worth to start with. To start with, it's only health, not health regeneration, which means when the health is "killed" it takes a very long time to regenerate it back. This item gives a small amount of lifesteal but it's such a small stat that you probably won't notice it too much. Doran's items are generally very cost-efficient and provide great stats if you look what the price label they're on, the Doran's items only major con is that you cannot build the. Any further into anything else, if you're doing bad and cannot farm up to a |
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Summary:
These are my two different items I get when I start.
I usually go with a
If I've got a normal duo lane or the enemy has a lot of skillshots then i go for
Choice of Boots



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I typically start with these boots if I go AD, they are the second cheapest boots and are very cost-efficient. It gives decent movement speed to get around and a pretty large amount of attack speed. Great for any fight, or farming if 2 creeps have little HP. Overall a solid choice. I switch these boots for |
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Miss Fortunes Enemies

Skill Set
Difficulty Pre Level 6: Easy
Difficulty Post Level 6: Hard
Ashe's Behavior
Ashe will most often sit in her lane farming and try to harass you with
Volley.
- Don't overextend when she's got decent damage, since her
Frost Shot will slow you like hell, it's almost impossible to run away from her.
- Watch out at level 6 tho, she will most often get really aggressive and try to land a
Enchanted Crystal Arrow to stun and eventually kill you while slowing you with
Frost Shot.
How to Counter Her
- Stand behind your minions when she shoots her
Volley.
- Save your
Flash for when
Ashe hits level 6. Then you will be more likely to dodge her ultimate. Try to have your screen over
Ashe then you'll have time to dodge it.

Caitlyn
Skill Set
Difficulty Pre Level 6: Medium
Difficulty Post Level 6: Medium
Caitlyn's Behavior
Caitlyn will often pair up with a support with good CC, like
Leona or
Taric. Then the support will stun you and then she will place a trap under your feet for a longer stun duration.
Caitlyn has a really good early game, her
Piltover Peacemaker deals insane damage if it only hits you.
- Also, watch out at level 6. Her Ultimate has got a very nice range and it deals about 200-250 damage depending on how much armor you have, however the bullet can be intercepted by your support.
- Watch out for her aggressive
Yordle Snap Trap's. They can be really dangerous.
How to Counter Her
- Try to pick a straight 1vs1 fight with her, but not when she's standing in the brush, because then she will trigger her passive
Headshot twice and much and therefore make more damage. Also, watch out for here traps and
Piltover Peacemaker's.
- How to win against cailyn: Stay at lane, farm at least as much as her, don't die. Then you'll just come late game like: Wazzzup...? Oh, you're dead.

Corki
Skill Set
Difficulty Pre Level 6: Medium
Difficulty Post Level 6: Medium
Caitlyn's Behavior
How to Counter Him

Gameplay

Early Game
Now you should be heading to bottom lane (or if you have a jungler that's getting ganked, go help him out.), hopefully with a support like
My personal goals for farming is
- 75 Farms - 10:00
- 100 Farms - 15:00
- 150 Farms - 20:00
- 200 Farms - 30:00 (Now you should head up to fight teamfights and dragon, therefore you will most often lose some farms).

Mid Game
Keep farming and help out your team with Dragon and maybe even Baron. Ask your jungler for Red Buff, which is extremely powerful on AD Carries. Push ur turret/lane and go gank the other lanes. Don't push the waves to hard without wards when there are several enemies missing. Focus on getting you

Late Game
Group up with your team and get ready for a lot of teamfights and Baron Nashor. Buy Wards and ward the map for better vision, get pink ward at Baron Nashor. The most important thing as an AD Carry is to do the thing your team benefits the most from. So if you see that your team is losing a major teamfight, then back to defend creepwaves and such. You should have the highest damage output in your entire team and therefore your positioning is crucial. Remember to focus their highest damage threat that is available for you to reach, so even if you see their AD Carry in the back you shouldn't run over to kill him, because you will most probably die before you can kill him. So what I'm saying is that you should focus the closest high damage threat. This can be hard and will require some practice, but keep practicing and you will get it, that I can promise!

This is not complete yet and more information will be added from time to time.
Change Log

I Live in Sweden [Timezone = UTC +1:00]
From Oldest to Newest.
2012/04/25
- Published build ;)
Summary

As a summary I'd like to thanks the MobaFire community and all of my friends who supported me into making the build, and I strongly like anyone that votes/comments this build, both negatively or positively, as long as it's in a constructive meaning.
And my biggest thanks goes to JhoiJhoi who taught me everything I know about making guides and I learned it all from reading her guide Making a Guide. If you are new into making guides and would like to make your own, I REALLY recommend you to check this out. Also, JhoiJhoi, I borrowed your line dividers, and here is my thank you on that one as well.
Another person I'd like to thanks is MissMaw, because of the beautiful banners & signatures she made for me! Check her shop (free) out at this link: MissMaw's Signature Shop
Thanks!
Also tell me if you find any grammar-fails or a misspelling, and also feel free to send in your own match history with Miss Fortune, just upload the image to TinyPic or something similar.
//McDonaldsSuck out.
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