Miss Fortune Build
My usual final build
vs AP/CC heavy
vs AD/Burst (See Notes)
Threats to Miss Fortune with this build
|Ezreal||Avoid his Q, bait his E, ult his face. Not a hard matchup, although you'd like to avoid him getting on your face and out-harass you, since he can be a real threat if he's ahead of you.|
I'm Kenano. I'm a regular league player, just like you (probably)!
This is my first guide on this site, so please bear with me!
I'm currently taking Miss Fortune for a ride, and after noticing there aren't really a lot of clear guides about her in her current state, I decided to join this site and give it a go.
I've been experimenting with builds, combinations and matchups to find an efficient way to play her right now, and I'm rather proud of what I've found.
People keep saying Lethality doesn't work anymore, but I assure you they don't know what they're saying.
Try this out, and see for yourself! This guide will attempt to help you understand this playstyle, and allow you to unleash an absolute beast in your games!
Pros / Cons
Basic understanding of the champion.
|+ Oppresive in lane.
+ Can move around the map quickly.
+ Great damage throughout the whole game.
+ AoE slow.
+ Great teamfight potential.
+ Can potentially combo her ultimate with a lot of champs.
+ Scales very well lategame.
|- Squishy, can be taken down with ease if poorly positioned.
- Ultimate can be disrupted, discarding a lot of her damage.
- Requires a great concept of positioning both to deal damage and to avoid damage.
- No gap closers/escape mechanics other than her W movespeed reset.
- Using her ultimate to it's full potential isn't as easy as it looks, for reasons above plus enemies can escape easily if it's not well used.
Not much of a choice, right?
What to get
Flash is a mandatory primary choice, since Miss Fortune has no means of gap-closing or dashing.
Heal Is a pretty standard secondary choice, since it provides both dueling potential and a lifesave in critical moments.
Exhaust Can be used as a secondary choice instead of heal in VERY specific matchups, when you need to disrupt enemy damage output in order to throw duels/trades in your favor.
What NOT to get
Cleanse Is not worth it, doesn't provide enough to pick it over any of the above. Also, Edge of Night and Banshee's Veil provide more than enough CC shielding for a backline damage dealer.
Barrier's numbers just aren't enough to compete with Heal. Plus you'd like to have at least one Heal in your team, and other lanes would rather focus on different spells.
Ghost Isn't even worth considering. As Miss Fortune, specially following this build, you'll end up with a LOT of movespeed.
This is where it's at.
Greater Glyph of Magic Resist
Greater Mark of Lethality
Greater Seal of Armor
Greater Quintessence of Attack Damage
Greater Mark of Lethality is the bread and butter of this guide, the amount of Lethality they provide is insane, and their lategame potential can make you one of the highest damage dealers in the game, if you use your abilities properly. They synergise with all of your primary damage dealing abilities, and allow you for a HUGE powerspike when you get both your Serrated Dirk and Duskblade of Draktharr. They will help you scale with ease, and allow you not to worry too much on relying on further item purchases to actually stack up some ArPen.
Greater Seal of Armor provide you with defensive stats to get around fights, specially in the laning phase.
Greater Glyph of Magic Resist will allow you to endure poking from the enemy support, resist a few punches from the enemy mid lane and potentially from jungle ganks as well.
Greater Quintessence of Attack Damage will help you in early trades with the enemy bot lane, allowing you to slightly bypass the early weaknesses of Lethality.
Regarding attack Speed runes, they aren't really worth the slot, since your Strut + Berserker's Greaves will give you more than enough AS to use your passive efficiently. Besides, most of your teamfight and lane damage comes from your abilities, and you can always auto + Q + auto for quick dueling potential.
I'll cover the most important aspects of these choices.
Feast over Fresh Blood is a matter of choice. Fresh Blood offers great early game damage that can help you trade with the enemy, and falls off a bit lategame. It also applies with your Q.
Battle Trance is rather suboptimal since by the time it takes you to reach the 5% peak you might've ended up already using your ult, or gotten you into an awkward position. Double Edged Sword is a safer choice, which won't cripple you too much or force you to do awkward preparations to unleash your whole potential.
Deathfire Touch is our best Keystone choice now. The changes to Fervor of Battle stop us from being able to charge it up with Bullet Time, and by the time it takes you to carry out 10 autos the battle might as well be over. DFT applies on all of your abilities, so it's a safe choice that will allow you to dish out decent damage through Q spam and R in teamfights. Thunderlord's Decree could possibly work on a different setup, but by the fact that it's single target, has long cooldown and falls off lategame I don't think it's worth taking.
Let's work on some build synergies.
Doran's Blade as a starting item works great for the early harass. I don't consider Cull being a need since you can get your items rather quickly if you're not getting bullied out of lane every 30 seconds (since your job is to do that to the enemy). Build paths are cheap, and even if you find yourself returning to lane often you can always pick a Long Sword and be done with it.
Serrated Dirk + Boots of Speed for an ideal first back. This is your first powerspike, and you should notice your Q deals considerable amounts of damage to the enemy, specially if you trigger a minion death with it.
Duskblade of Draktharr is your first core and your first major powerspike. This item is just insane. Passive true damage that triggers only on champions (meaning you can safely attack minions without wasting the empowered auto, and you can Double Up the same way), refreshes if you sit on a bush for 1 second, and that you can apply with your Q. Seize this power to destroy the enemy ADC, since the damage your Q bounce does at this point is just mad.
Follow that up with either Youmuu's Ghostblade if you want some extra Lethality and movespeed to escape the enemy easier, or Edge of Night if you feel you need the extra mr and there's some pesky dude saving up that one CC ability for you which prevents you from ulting comfortably.
At this point, it's safe to finish Berserker's Greaves and then follow up with your other major core item, The Black Cleaver. This will make your ultimate a living nightmare for the entire enemy team. If you have someone on your team that can stunlock them in an area, they better pray to whatever deity they believe (or will believe) in to have mercy for their damned souls.
Now it's mostly preference. I tend to build Lord Dominik's Regards for that extra bursting potential so I can swim in a river of tears after I ult the entire enemy team or Q the tank to trigger a bounce into the backline for massive damage.
Mortal Reminder works great for teams which rely heavily on heals. Your ult will apply an AoE Grievous Wounds debuff on them wihch will probably put most battles to your side.
Death's Dance works with your Q and R, so it provides some great dueling potential and teamfight sustain.
Infinity Edge is a big bonus to your damage, but it's rather expensive so I tend to avoid buying it unless I'm filthy rich at this point.
Finish up with a defensive item. I usually pick Guardian Angel because it simply fits my playstyle more than any other choice. But for example, you could pick up Banshee's Veil if you didn't get Edge of Night to allow you to escape enemy CC easier. Or you can combine both.
Mercurial Scimitar isn't really worth it, most of the time. Death's Dance does a way better job at keeping you alive through sustain, and both of the above defensive choices are just as good at keeping you away from enemy CC.
When you feel you lack sustain, try saving up for an Elixir of Wrath to give you a quick boost without disrupting your build path too much.
Let's have fun!
Alright, there are some precise points in your laning phase that you have to consider. You should safe farm until Level 3 for two reasons:
- It's when you get your E, which is essential for early dueling
- Lethality will start doing more damage due to your increased level.
From then on, you can feel free to poke the enemy ADC down with your Double Up and attempt to look at possible pickups.
When you have enough gold, or hit level 6 and don't see any opportunities, coordinate a push and recall to purchase your first items, which will allow you to bully the enemy ADC even further. At this point you should try to be as aggressive as possible, and attempt to take the enemy turret down quickly, or at least push the wave. This both denies farm to the enemy, and allows you to use your huge movespeed to roam mid and look for possible kills.
Dueling in lane
The key to poking the enemy down is not to allow them to predict your Qs. How do you do that?
Simple, you don't just wait until a minion's about to die and is lined up to the enemy. Surprise him with the ocassional Q to a full hp minion, which will deal a decent amount of damage while also taking them by surprise (this is ESPECIALLY useful when you have Duskblade of Draktharr, since the true damage bonus will chunk them down hard). Of course, you should look for suitable opportunities to line up a shot that also kills the minion, since that will allow you to deal massive damage.
You can also drop an E on their possition to make it easier for you to land a hit, if you have mana to spare.
Use Love Tap to switch between either the Support, ADC or even their minions depending on the situation. Whenever you find yourself trading with the enemy, take into account that your Q also triggers Love Tap, and it does so much safer than running face first onto them.
When the enemy jungler tries to gank, drop an E behind you and run. Remember to use your W to your advantage, since it refills your movespeed passive if you activate it after being hit. This could make a difference between life and death sometimes.
That should get you going on the first stages of the game.
This is rather simple. When you notice your jungler will attempt to gank your lane, make sure to save up your Make it Rain for it.
ALWAYS engage before your jungler, and ALWAYS do it on the right time. Don't go in too early, or your enemy will notice.
Drop a Make it Rain on the feet of your potential victim right before your jungler comes out as to allow him to catch up to the fight, and attempt to drop a Double Up on their face if possible, this little burst of damage can potentially make a difference between a kill or an escape.
Alright, shaping this guide up. Still needs some things added, and some rough edges polished, so again bear with me!
Thank you for reading what's in it so far though, feel free to comment with your opinions!