Miss Fortune Build Guide by Sauronski
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
| Health | 3025 |
| 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 | 380.8 |
| Attack Speed | 88.995 |
| Crit Chance | 65%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| 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Mastery Tree Is Outdated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

Greetings! I'm Sauronski, a level 30 summoner on EU-West. This is my guide to
This guide is a selfish guide. A guide to the
It does not expect you to rely upon a support to heal you, or even to have a support at all. It tries to be self sufficient as much as possible. You build your own crowd control, a bit of armor, a bit of magic resistance and a lot of damage. With a short attack range and a passive that gets shut down on taking damage you need a build that will help you survive. Help you cast your ultimate, help you kite, help you catch and finish runners.
Please feel free to comment with any suggested improvements and feedback as you find relevant. The magic about League of Legends is that there is no single true correct way to play any champion, by giving me feedback (both good and bad) you help me improve the guide for everyone else in the community.
And thus behold! My
A big thanks goes out to all you Bounty Hunter lovers and haters who read this guide! Keep the community going.
Pros and Cons
Pros:
+ Effective AoE with
+ Effective poke from
+ Can apply multiple on-hit effects with
+ Simple source of healing reduction from
+ Late game scaling with
+ Multiple build paths depending on farm.
+ Hybrid of physical and magical damage.
Cons:
- Her passive
- Despite having an AoE slow in
- Average auto attack range for AD carries.
- Increasing mana costs force you to make every ability count.
- Requires knowledge of enemy champions to know how and where to position in fights.
- Not easy to pick up and play. Using her effectively requires experience.
Masteries
Tier 1
Used to synergise with your primary attacking summoner spells.
(3/3)
Standard for AD Carries. The increased attack damage is incredibly nice.
Tier 2
Again standard for AD Carries. Increased attack speed synergises with your primary role of right-clicking enemies and melting them. It is also a pre-requisite for
Tier 3
Perhaps your most definitive point spent. An incredible amount of armor penetration to get from something as simple as one mastery point.
(4/4)
Mainly just filler to reach
Tier 4
An incredible boost for just one point. Unfortunately incredibly useless early game, this mastery scales with your critical chance. Late-game it provides an insane boost when you are sitting on 75%+ crit chance.
(3/3)
Somewhat lacklustre in a standalone context but can be useful in a pinch. The 3% lifesteal can stack with 3% lifesteal from any
Tier 5
An overall really nice set of points. 6 Armor Penetration is nothing to laugh at and can have an incredible effect early game before your opponents armor scales with levels.
Tier 6
A massive damage boost for the one point spent. It is similar to
Tier 1
Interchangeable with
(3/3)
The counter to (3/3)
Tier 2
A minor boost to health per level but it is still effective. An extra 100 health is often the difference between life and death. We're choosing life.
Tier 3
Runes
This will be your primary quintessence of choice for a balanced build. The additional attack damage boosts your early game potential by helping you last hit.
| Runes | |||||||||||||||
Greater Quintessence of Life Steal 3 |
Greater Quintessence of Movement Speed 3 |
Greater Quintessence of Armor Penetration 3 |
|||||||||||||
Your base movement speed of 300 when multiplied by 1.045 (Increase by 4.5%) will yield the value 313.5 - This movement speed boost places you over two full tiers higher in movement speed without boots.
Fun fact - Movement Speed Quintessences apply after all other modifiers so they increase the power of your boots by 4.5%, your phantom dancer by 4.5% and your passive by 4.5%.
An acceptable backup and a setup I have been known to use when I have a high sustain healer such as
Three of these plus (3/3)
This is also somewhat viable to use if you are starting Doran's Blade without a healer in your lane. You sacrifice 6.75 AD,
Definitely a handy backup if your playstyle, team composition or experience warrants it.
Combined with the fact she doesn't have an incredible amount of pushing power on lanes at all with this build due to the late leveling of
Once again the extra AD would be invaluable for last hitting under your tower as opposed to the Armor Penetration. If the AD gets you enough extra last hits that you would not have gotten with Armor Penetration then it can earn you a REAL source of armor penetration sooner.
Essentially the one and only mark you should be using. Combined with the
For the same reasons in the Greater Quintessence of Desolation section above, the Greater Mark of Desolation is only a backup.
Your hybrid of magical and physical damage does not benefit as highly early game from Armor Penetration and you need the strongest early game to stand up against your opponents late game.
Short, sweet, simple. In general you will be laning against other AD Carries. Armor is one of the primary defensive stats of the Seal type of rune providing an impressive boost in defense that will allow you to trade blows with the enemy in your lane from the very start of the game.
Primary Glyph
Also since you'll spend a vast majority of your early game going primarily against an enemy dealing physical damage you need armor and you need it early.
But magic resistance is different. You often need it much later on during the middle of the game after the laning phase ends. Taking the scaling
These are more important in Ranked or Draft games rather than Blind Pick. If you see the rare occasion that the enemy team will put a pure AP character bottom lane against you then you will need lots of magic resist. Early.
If you're serious about winning you'll usually have a few rune pages with minor tweaks dedicated to the same role. Having a spare page with
Summoner Spells
For summoners who aren't level 12 yet,
Like all Top and God Tier summoner spells this move can be used both defensively and offensively. Popping it to escape someone coming to kill you or to chase an enemy for a kill are both viable ways to use it.
Also note that this does stack with
The iconic summoner spell and a MUST for all
When this spell is available to you,
You see,
All you have is
Unlike so many other AD carries you don't have any abilities that displace you, meaning you are incredibly vulnerable against them. If you need to disengage from a fight and you can't get enough distance without taking damage for
My builds all include
Again, like all Top and God tier summoner spells
Yet another dual-layer spell.
With an absolutely debilitating debuff attached to it that decreases damage from all sources significantly and slows movement speed by an incredible amount,
Added bonus - It also cleanses summoner spell debuffs such as
IMPORTANT NOTE - CLEANSE DOES NOT GET RID OF SUPPRESSION. Examples are Malhazar
A fairly effective summoner spell for low level summoners. It can be used defensively to bait people under your tower or offensively to give the enemy a false sense of hope that they can kill you, before you pop heal and turn the tables on them.
Note that, unfortunately, this is not a top tier summoner spell because it does not help you escape or chase. It merely helps prolong your life - There are countless situations where a well placed
Ideally you should take other summoner spells to avoid entering a situation where heal would be needed, but if you absolutely can't live without it or feel yourself a master baiter then by all means take it. Experience is absolutely invaluable in picking your summoner spells.
An incredibly aggressive summoner spell that can potentially secure kills for you and your team.
The problem with this is it has no defensive use AND you already supply your own healing reduction debuff from
If you have the experience and confidence to use
It is also incredibly useful for champions with exceptional mobility such as
A lot of inexperienced players take
Also remember that
If you were forced into top lane as
A horrible, horrible summoner spell. The cooldown on it is incredibly long and it doesn't address the problem that another summoner spell may have prevented your death entirely and had a shorter cooldown to boot.
On the surface this spell may have everything you need. A boost to attack speed and a boost to ability power, considering that most of
The problem is that it doesn't have the utility of
If
Finally, Surge does nothing unique. Unlike every other summoner spell,
Treats the symptoms of running out of mana rather than the cause.
Providing you use your attacks sparingly and at meaningful moments, mana should never be an issue. This frees up an entire summoner spell slot that can be used on something far more effective such as
A complete waste of a summoner slot. Cannon minions are annoying enough that you do NOT want to promote them to even stronger beasts that are even more capable of messing up your last hitting on minions.
Reveals a section of the map. Your
It doesn't really help you when the opponent sneaks up unexpectedly or when you're too busy fighting to place it somewhere on the map so leave this spell to other players.
Abilities Explained
(Innate):
As an AD Carry, speed is important.
The key to playing
For more information on how
(Active): Miss Fortune fires a shot at an enemy target, dealing physical damage and 115% of that damage to another enemy target behind the first. Both hits apply on-hit effects.
The first hit of this ability deals regular damage for the ability. The second hit deals an inflated 115% damage. And of course both apply on-hit effects such as
Knowing how, when and where to use this ability is incredibly important - The more ranks you put into this ability the higher the mana cost and the lower the cooldown. When you max out the ranks in this ability you can drain your mana pool incredibly quickly leaving you defenseless to escape or out of mana for your ultimate.
The range for
The bounce range is 500, meaning in the best case scenario she can attack an enemy 625 range away and have the bounce hit an enemy who is 1125 range away. Of course quantifying these numbers is meaningless, experience is the only teacher for if your
Advanced Tips:
Leveling:
An incredible harassment and killing tool that takes a lot of mana but becomes very spammable at high ranks for as long as your mana pool holds out, allowing you to go toe-to-toe with the enemy AD carry in your lane and deal a massive chunk of damage to the rear ranks of the enemy team during skirmishes and team fights.
After we've taken a single point in every ability we aim to max this baby out by level 9 so it is immediately ready for team fights or to allow you to bully your opponent out of lane if the mid game hasn't started yet.
(Passive): Miss Fortune's autoattacks deal extra magic damage on-hit. This damage cumulatively stacks up to 4 times on the same target if no more than 5 seconds pass between each hit.
It is good for helping you grab last hits early game and especially nice when you're missing that tiny chunk of damage to last hit under the tower.
(Active): Miss Fortune's attack speed is increased for 6 seconds and causes her attacks to lower healing received and health regeneration by the target by 50% for 3 seconds.
Incredibly weak early game when you don't have the crit or attack damage to warrant the attack speed boost. An absolutely incredible damage boost end game when you're approaching a complete build.
Advanced Tips:
Leveling:
This ability provides a lot for the first point but scales poorly with additional points. We level this ability second because it's still more useful to put points into than
(Active): Miss Fortune fires hundreds of bullets into the air which rain down at a location after 0.5 seconds delay. The area lasts for 2 seconds, slowing and dealing magic damage every quarter of a second to each enemy that stands on it. Slow lasts 1 second after leaving the area.
It will never be powerful enough to clear minion waves and one point is taken at level 3 just to give
Advanced Tips:
Leveling:
A weak ability that scales off ability power. A complete waste of points unless no other ability can be leveled after the first point has been put into it.
(Active): Miss Fortune channels for 2 seconds to fire a wave of bullets in a cone in front of her every quarter of a second. She fires 8 waves in total and each wave will deal magic damage to all enemies caught in the area.
The important thing to remember about this ultimate is that it deals magical damage. This is the true part of
With this ultimate, even though it scales off Attack Damage it still deals magical damage. If you are dominating the game the enemy has to go all in and buy multiple defensive items to truly protect against you.
This is also incredibly useful if your team has a lot of physical damage dealers. If your top lane and jungle are both physical too, a bit of armor will shut your team down. But with an ultimate like this which deals masses of magic damage in a massive cone infront of
Advanced Tips:
Leveling:
It scales incredibly well with attack damage and deals absolutely ludicrous amounts of AoE damage. Level it. Use it. Love it.
Item and Build Order - Philosophy
Miss Fortune is a strange AD carry. Two of her abilities only scale with Ability Power but they do not scale enough to justify building her full Ability Power or as a true hybrid.
Instead we build her like a standard AD Carry, but we always maintain some beef. She doesn't have the escapes to justify a glass cannon build but she has an ability that can activate on-hit effects.
Her sit-there-and-right-click damage potential will be lower than other AD carries with this build, but her damage potential when
Impure Shots is activated will be much higher. Because we have an attack speed steroid like
Impure Shots we can AFFORD to get a bit beefier to compensate for our average range and lack of escapes.
As such we always have to consider four scenarios. The first is the beginner
Miss Fortune player who is inexperienced. They need a build with plenty of small upgrades over time - And one that is balanced. They need to have the tools to survive and learn how to play
Miss Fortune. If you're being shut down every team fight then you're not going to learn an awful lot about anything other than dying early.
The second is when you're losing your lane. A specific build path can be taken to turn your lane around and attempt to force a stalemate so you can hold out until your team can assist. Just getting yourself back into the game and back into the farm is the primary concern - Minimise future gold and experience loss.
The third is during a stalemate. You can't budge your opponent and your opponent can't budge you. You need power and sustain and you've likely got the farm to back up the purchases needed to get it. You need to be able to bully your opponent out of the lane and take it for yourself.
The final one is when you are dominating your lane. You need to snowball. Hard. You can't slack back and think you've won. You need to utterly destroy and demoralize the enemy and you need to carry that attitude into team fights. If they don't surrender by 30 minutes, you'll be having one hell of an incredibly fun game you'd almost be glad it isn't ending so soon!
Item and Build Order - Starting Items
Your starting items are ALWAYS situational. There is no single best starting build 100% of the time. Ever. What you build at the beginning will depend heavily on who you are laning with and who you are laning against.
Below are three standard options for starting based on your opponents, your own skill and your experience.
An incredibly safe start. Boots synergise exceptionally well with your passive and the healing potions will allow you to out-sustain the person you are laning against. Very effective against champions who you can trade occasional hits with - As long as you use
Can be used with or without a healer. If paired with a healer, try to save your potions and instead active them when you're committing to a fight so they'll passively heal you through the entire skirmish.
This is a much riskier start. Should ideally be used with
If your opponent started
On the other hand, if you outskill them, if you are able to beat their champion choice or if your support is going beastmode then you can probably grab either first blood or force your opponent to base first and miss out valuable exp and gold.
Now, if your opponent starts with potions you've got a different battle on your hands. You have a choice of trying to 100>0 them in one skirmish with your extra 100 health and 10 damage from the
Beware, if the enemy can deal consistent damage to you then with
| Item Sequence | |||||||||||||||
Cloth Armor 300 |
Health Potion 35 |
Health Potion 35 |
Health Potion 35 |
Health Potion 35 |
Health Potion 35 |
||||||||||
An incredibly defensive startup for when you're playing Draft or Ranked and you know who you're laning against. Enemies such as
This build path will eventually end up with
Item and Build Order - Picking Your Boots
Item and Build Order - Your First Time Back
What you buy when you first go back is again something that will change from game to game. In general there are four situations for when you first go back.
Either you've been killed, you've been harassed and forced to go back on low health, you've harassed the enemy out of lane and have a ton of gold or you've killed the enemy.
If you've been killed you'll generally be advised to return with more beef. If you've been harassed out of the lane, you'll be advised to return with more sustain. If you've harassed the opponent out of lane and have a ton of gold, you're best advised to return with a couple of [Doran's Blade]s and try to snowball more kills.
If you've gotten a kill you should ALWAYS push your minion wave to their tower as fast as you can, go back to base and buy. This is because your opponent will return to lane with new items, full health and full mana. There is a strong chance they can get a revenge kill immediately if you're not careful as they'll be beefier than you and probably have better items.
| Item Sequence | |||||||||||||||
Cloth Armor 300 |
Health Potion 35 |
Doran's Blade 475 |
Boots of Speed 350 |
Vampiric Scepter 800 |
|||||||||||
Depending on what you started with and what you already have;
If you died then you immediately need to look into making sure you have boots. If you don't, get them right away.
If you feel you're on the turning point of losing the lane, get
If you just lost a straight up fight or made a derpy mistake that gave the enemy a free kill,
If you're dominating the lane and just got a kill, unless you have the gold to get a high tier item make sure you restock on
Item and Build Order - Beginner Miss Fortune
A beginner
| Item Sequence | |||||||||||||||
Doran's Blade 475 |
Vampiric Scepter 800 |
Doran's Blade 475 |
Health Potion 35 |
Health Potion 35 |
Health Potion 35 |
||||||||||
Make sure you have read and understood First Time Back.
You want to start building a couple of
Grabbing a
| Item Sequence | |||||||||||||||
Cloth Armor 300 |
Vampiric Scepter 800 |
Long Sword 400 |
Health Potion 35 |
Health Potion 35 |
Health Potion 35 |
Wriggle's Lantern 1600 |
|||||||||
Make sure you have read and understood First Time Back.
If you're not doing so hot, you want to start the path towards
The armor from
At the turn of the laning phase ending, when towers are being pushed down, you want to have already start working towards your mid-game setup. This setup is balanced towards a mix of attack damage, utility and survivability. You won't melt enemies, but you'll still deal solid damage. You won't be able to tank but you'll be able to survive more than the average AD Carry. You'll be incredibly balanced which will allow you to learn
From the early game you already have your start setup. Some form of damage, some lifesteal and some form of defense. If you did well, this will come from
Now we start working towards maintaining that balance. You gain a source of damage from
This will open the doors to more opportunities during team fights. You move pretty fast, deal okay damage and have okay survivability. You're balanced, not a glass cannon but you won't be a slouch on damage dealt either. This allows you to make a few mistakes and not play perfectly, but your potential to dominate if you did play perfectly would be far lower... Then again if you were confident enough to play a perfect
Again we maintain your previous balance. At your disposal are all the items needed to upgrade into three God-tier items that form the core of all my
Over time you will end up adjusting the order in which you build these items. Sometimes you just NEED an early
All builds end with the choice of which item to use as your 6th item. Please refer to the Your Final Item section for information on these choices.
I would suggest all beginner
Item and Build Order - Losing Your Lane
| Item Sequence | |||||||||||||||
Boots of Speed 350 |
Health Potion 35 |
Health Potion 35 |
Health Potion 35 |
Cloth Armor 300 |
Vampiric Scepter 800 |
Wriggle's Lantern 1600 |
|||||||||
If you're losing your lane early game then your build order should look similar to the one above. Regardless of how you started your build - Get level 1 boots and rush
The armor from
This is where things get dicey. If you're still in big trouble on the transition from early game to mid game then you are unlikely to recover if you don't take matters into your own hands - You have to switch your mindset and playstyle to claw your way back.
You need two things. Beef and control. You need to buff your health up and give yourself the ability to control team fights in a way similar to a support. You are also picking up your level two boots at this stage.
While a
If you couldn't recover your lane and all other lanes lost too then that's life. You can't win every game. What you must do is prevent yourself from allowing the enemy team to snowball and simultaneously still find a way to make yourself useful in fights. Limiting the mobility of the enemy front and back ranks with
If you had to rush a
Push hard for
You should transition to an incredibly scary teamfight AD Carry relatively quickly. You are still no duellist. Don't trade hits with enemies that have their
Yup, that's it. You finally get your
Item and Build Order - Stalemate
Stalemates are simply massive farmoffs. Neither you nor your opponent can get a foothold and win the lane outright, but neither of you are losing the lane. You're just farming.
This is good for you, horrible for your team. While you may be getting farm, so is the enemy. You need a way to force them out of lane, denying experience and gold. Find a way to beat them. You need to learn the way of the duellist. We need to set ourselves up for a
If your lane is in a delicate stalemate you may have already bought a
Priority one is nailing your last hits, priority two is punishing the opponent when they try to nail their last hits. Out harass and out sustain them and force them to go back. Then stay in control of their lane. Don't let them get any advantages over you. Outfarm them, out gear them. Deny them the ability to even come near minions without risking you destroying them.
If you're still not able to bully your opponent out of lane and it doesn't look like either of you are winning anytime soon, the build is no different to if you've switched over to dominating your lane now. You need to to continue pushing harder and harder.
Now you need to keep on pushing, harder and harder. Either break the stalemate or transition to winning your lane. Start working towards
Try your hardest to deny the enemy gold and experience. This is INCREDIBLY valuable. Intimidating and scaring your opponents gives you a psychological advantage in team fights where they will be less likely to believe they can win. This is your platform to carrying the game to victory.
You are also picking up your level two boots at this stage.
Finish off your
At this stage in the game you have no defense but you have INCREDIBLE attack damage. Your entire setup right now has been focused on using
Nobody is allowed to escape and you can clean up fights incredibly easy with your ridiculously powerful
Yup, that's it. You finally get your
Item and Build Order - Winning Your Lane
| Item Sequence | |||||||||||||||
Boots of Speed 350 |
Doran's Blade 475 |
Doran's Blade 475 |
B. F. Sword 1550 |
Vampiric Scepter 800 |
|||||||||||
If you are winning your lane, denying your opponent experience and gold, killing them and starving them of kills in return then you have only one option open to you. SNOWBALL AS HARD AS YOU CAN. Do not let your opponent get a foothold in their lane after you start to dominate them.
Make sure you have your
For help with warding I suggest Panglot's Awesome Warding Guide.
This is a hard, aggressive early build.
Rush your
Keep working towards your
You are an absolute glass cannon but if you destroyed your lane and won by a fair margin then you should also be the most powerful person in the game. The enemy you laned against should be powerless against you making all team fights literally 5v4 in your favour after the first 6 seconds (the length of your
You are also picking up your level two boots at this stage.
Finish off your
At this stage in the game you have no defense but you have absolutely incredible attack damage with both
No mercy.
Yup, that's it. You finally get your
If anyone was able to escape your wrath before, they will be powerless now.
Item and Build Order - Your Final Item
| Item Sequence | |||||||||||||||
Banshee's Veil 2610 |
Guardian Angel 2600 |
The Black Cleaver 2865 |
Last Whisper 2300 |
Quicksilver Sash 1550 |
|||||||||||
Your final item depends entirely on how the game is going for you. Again, situational and your own judgement takes control here! Just remember that if you have a
If enemy AP is giving you trouble, you're being picked off by long range CC or the enemy has that ONE long cooldown ability which is just shutting you down every time -
If you're against a team with
If you just need beef at any cost against both AD and AP,
Now, if everything is going cool - Crowd control isn't an issue, your team is protecting you just fine and you're having a field day then you need to look at shattering some hopes, dreams and armor.
If the enemy team has 3 OR MORE tanky champions who are buying items such as
If the enemy has a varied selection of mid-to-low armor champions then you're looking at your third
Gameplay
You'd be surprised to hear but if you don't know what the League of Legends metagame is or you are playing with or against people who don't know what the metagame is then
If there are two teams following the metagame and you understand it, then you'll want an explanation of where you should be laning and why.
Outside of tournament play, the bottom lane consists of your AD Carry and some sort of support. The AD Carry has one job. Farm gold.
You see, AD Carries like
Your AD Carry is placed in bottom lane near Dragon with a support - When you have two people at bottom lane it's much more difficult for an enemy to sneak in an uncontested Dragon kill and when you have a support with you, your ability to farm is increased as you can be babysat and looked after.
In general you will go against other AD Carry/Support combos in your bottom lane although be aware that sometimes people just troll pick so you can be against ANYTHING.
Remember, your primary role is getting gold. Whether you get gold by killing minions, enemy champions or by helping secure Dragons is irrelevant; you should be attempting to do all three.
Advanced Tip - The sooner you destroy the enemy tower (or lose your own tower) the less gold you're likely to have going into team fights. Use the start of the game to dominate, control and instill fear into your opponent. Don't take their tower as soon as you can; if you're winning the lane then KEEP MILKING THEM. Force them to lose gold and experience from minions, keep farming gold and experience on your own.
Remember, you don't want the laning phase to end until you have your first
Do not go to the mid lane unless you absolutely can not avoid it. Middle lane is horrible for
AP Casters scale with levels. Each rank of your abilities might make them 30% more effective. Each rank in an ability for an AP caster may make it 100% more effective.
They also tend to have the ability to clear minion waves in seconds, leaving you fighting with your tower for last hits. When you're under your tower last hitting, your opponent can be roaming and getting kills in other lanes. This is a sure path to losing.
But if you have no other choice then go mid, build
Top lane is often dominated by the widest varieties of champions. Bruisers (Eg.
She can go against some sustainers and bruisers if she builds
Overall she's not exactly a fine choice for toplane but she has the raw run speed to face off effectively against some champions and as a ranged champion she does have a natural advantage over some melee.
The flow of time through different games is variable. There are games that go 30 minutes before a single tower is taken and games where one lane has their tower down before 10 minutes have passed.
In general the mid-game starts as soon as the first tower falls. When you take a tower in the enemy lane you can push their minions far into their own territory and start roaming, looking for kills while the enemy pushes the minion wave back.
This applies to everyone. Top, middle and bottom lanes. As soon as the first tower is taken, life as you know it will soon end. If your team took the first tower, look for allies roaming into your lane looking for ganks and trying to force your tower down. If you're not yet farmed enough, politely ask them to gank another lane if your allies try to piledrive yours.
If the enemy takes a tower then the reverse is true. Their team will start roaming a bit more and probably looking for kills and towers. Warding is an absolute necessity in this stage of the game.
If your team is not warding then absolutely take matters into your own hands, buy a stack of 5
If you don't ward and the enemy team sneaks up and kills you, you've fed them 300 gold plus any assist money.
If you do ward and you evade a gank, you spent 75 gold to deny the enemy 300+ gold. A bargain! Even better, if you ward and your team can counter-gank that 75g ward could net your team 300+g, 600+g or even 900+g if you can net a massive triple kill out of it.
When either your tower is taken or the enemy team's tower is taken, now the true mid game starts. Both teams will be looking take take out the first line of towers from every lane. Minion farming becomes a free for all and incredible amounts of gold and experience are often lost to this.
Hopefully you and your team has warded from the early-mid game. Use these wards to decide when and where to be. You can still farm lanes, but only when you can see all of the enemy champions. If you have no vision, assume all 5 enemy champions are lying in wait in a nearby bush to 5v1 tower dive you.
If the enemy sends 2 or 3 players to lanes to push towers while other farm then we have ourselves small scale skirmishes. If you have
If there's a massive stack of 5 players, then your
At this stage in the game most people will have very low defenses. Your ultimate will annihilate anyone and everyone. If you can get a full 5-man
This is all about experience and skill. You can't be told how to play, you can only be told hints or tips or tricks. For more specific hints on using your abilities in team fights read the "Abilities Explained" section above. The rest is reflex, instinct and knowledge of your opponents and their abilities.
You're approaching your final build. You have your boots,
You HAVE to stay alive. Barons will be baited and forced, towers will be assaulted. As an AD Carry with incredible damage and attack speed you will SLAUGHTER Baron and SLAUGHTER towers. You have to be alive to give your team the confidence that if they tower dive, you will destroy. If they ace, you will nuke the towers. If they get annihilated, you will escape, kite, harass and survive to brawl another day.
Play smart, play well and enjoy yourself - The finest part about being an AD Carry is when you get your 6th item and you are complete. Nothing can touch you. Nothing can stop you.
Summary and Credits
THANK YOU FOR READING MY GUIDE!
Credits
jhoijhoi for her exceptional Guide on Making A Guide
MissMaw for reminding me jhoijhoi wasn't male and for creating the Miss Fortune guide that inspired me to write this one.
Suggestion Credits
MissMaw
Pluckin Penguin
Fulundry
Brodienz
Change Log
12th April 2012 (v1.0.0.136)
Massive overhaul to the item builds section. Separated important points into new chapters.
Added standard forms of all four item builds to the cheat sheets for players to quickly and easily reference at a glance.
Took into account suggestions about summoner spells. I changed how I tiered the spells in order to give clearer information.
Raw Document Stats:
Characters (no spaces): 59,828
Characters (with spaces): 70,599
11th April 2012 (v1.0.0.136)
Guide Created
Raw Document Stats:
Characters (no spaces): 47,542
Characters (with spaces): 56,213
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