Miss Fortune Build Guide by wraithings
Not Updated For Current Season
Miss Fortune Build
Not Updated For Current Season
Welcome to My First Guide!
Hey there, I'm Wraith and welcome to my first guide! Over time I plan on adding new things and editing this, but this is the build that has gotten me more wins than losses. I'm going to edit this constantly, especially if I get input on how to improve this build and consequently my game play. Constructive criticism is always welcome, but if you downvote my guide please do tell me what I did wrong.
I hope you find this helpful!
Greater Quintessence of Armor Penetration
Greater Glyph of Health Regeneration
Greater Mark of Armor Penetration
Greater Seal of Scaling Mana Regeneration
Greater Quintessence of Desolation: This is great for armor penetration that you'll certainly need for tanks.
Greater Glyph of Vigor: Generally, I like to go for survivability so I chose this rune. However, if you're worried about magic resistance then you could always go with Greater Glyph of Magic Resist.
Greater Mark of Desolation: Again, I'm going with armor penetration. It compliments the Greater Quinessence of Desolation and makes your attacks against tanks even more effective.
Greater Seal of Scaling Mana Regeneration: Miss Fortune is always hungry for mana early game. Even a small amount of mana regen ups your sustainability in a lane.
(As a note, since I'm only in my level 20s I'm still learning a great deal about runes. This fits my personal playing style the best, but there are many other guides out there that will go into runes on a deeper level than this. I'll add to the runes and make changes as I go.)
Summoner's Wrath : This is a much needed mastery as it improves various Summoner's Spells. Generally, for my build, I go with Ignite. This particular mastery increases ability power and attack damage by five while Ignite is on cooldown.
Mental Force : Maxed out, this mastery gives you +4 ability power.
Sunder This gives you +6 magic penetration. I chose this because it compliments the runes I chose for my armor penetration.
Executioner When a target is below 40% health your damage goes up by 6%. This is especially useful if you're chasing an opponent.
Deadliness Gives you 4% critical strike chance.
Lethality This gives you a 10% critical strike chance. Added with Deadliness that's a 14% chance of critical strike. Enemies will really be feeling the pain once you've purchased Phantom Dancer and Trinity Force.
Sorcery : It gives you 4% cooldown reduction.
Summoner's Insight : Since I use Flash this works out well because it reduces the cooldown by 15 seconds.
Good Hands : Miss Fortune is a ranged carry, so you really shouldn't be dying a whole lot. However, if you do get ganked or poisoned then this mastery reduces your time of death by 10%.
Improved Recall If you need to get the hell out of Dodge fast and don't have Flash at hand, the one second reduction to the time it takes to Recall can help you get away once you've found a nice bush to hide in.
Swiftness : Gives you +2% movement speed. Miss Fortune is all ready fast, but if you're up against a built Master Yi or Teemo any improvement upon speed will help you get in and out of combat quickly.
Scout : Lastly, I chose Scout . I really love going mid and placing Wards is something I do constantly once I hit level 6 and up. Getting ganked is the last think you want when you're mid and improved visibility will always give you an advantage.
Mercury's Treads: Depending on whom you're fighting against, I go with Mercury's Treads or The Bloodthirster for my first item of choice. If I'm going Mid I'll nearly always go the life steal route, as it allows me to outlast my opponent. However, if you're up against tanks and want to be able to make a safe getaway get Mercury's Treads.
Guardian Angel: I like to go for survivability, so Guardian Angel is nearly always in my build. It majorly ups your armor and gives you a decent boost for magic resistance. Besides that, if you get caught up in a team fight and end up making a big mistake this can give you a second chance at getting away.
Trinity Force: A three in one of pure awesome. This pretty much solves all my mana problems, boosts my attack speed, gives me a better chance at critical strikes, and finally gives you a nice attack damage boots. The passive along with all that makes Trinity Force a viable item even though it's expensive.
Phantom Dancer: Sheen and Lich Bane may not stack with Trinity Force, but Phantom Dancer certainly does. This pretty much seals the deal and will let you get kills with ease. (I've found that my teammates sometimes get irked because I tend to get last hit on our enemies.)
Infinity Edge: I use this item almost as much as I use Trinity Force. This can really put an end to the opposition, especially when you use Bullet Time.
Force of Nature: If the enemy team is magic based, I like to build up magic resistance. Force of Nature also gives you some nice health regen, so that's always a plus no matter the situation.
Lich Bane: Its unique passive is great for ganks and team fights.
Zeke's Harbinger: 20% life steal? 20% attack speed? Delicious, your opponents will become delicious.
In short, you can be pretty creative with Miss Fortune. If you make her tanky then your enemies will either run like hell or rage quit. If you go for all attack damage then you've pretty much ensured that you'll get a ton of kills. You can have a lot of fun with builds as long as you remember that the key components to Miss Fortune are damage, speed, and correctly positioning yourself so your ult isn't interrupted.
If I go mid then this is always my first spell. It's great for harassing and then later slowing the opposing champion, making it easy to get kills.
Great for hitting champs from afar. I've found that if a champ is running away from you a quick Flash and then this move gets them just fine.
This is great when you're low on health and want to stay in a lane for a while longer. As long as you have mana and use Double Up carefully you should be fine.
One amazing ult if you know how to utilize it properly. For team fights make sure that you're out of your enemies' reaches. If you get interrupted then you're pretty much toast. You can also use this to clear out large masses of minions and farm quickly early game.
Wards Make You Win At Life
They are found in the consumables section and will be your best friend if you're mid or worried about mid trying to gank you in top or bot. Here's a quick run down of basic wards you need to be aware of.
Red Marks: Getting ganked when you're mid sucks, so don't get ganked! Once you hit level 6-7 people are going to start attempting just that. If your top and bot champs forget to tell you about MIAs, then these are a safe bet that you will remain relatively unharmed.
Orange Mark: Once you hit level 13 you're going to want to make sure the opposing team doesn't get dragon. Ward up and destroy him with one or two others once you get the chance.
Pink Mark: Baron can be your ace in the whole or the death of your entire team if you screw it up. Be sure to start warding Baron once you hit 15-16. Once you're ready to kill the beast, be sure to ward up the surrounding area above and to the sides of Baron if you're worried about getting ganked. Losing Baron to the other team will more than likely get you killed in a team fight. Recovering is certainly possible, but it makes for a tougher game.
Obviously these are only the basic of basics as far as wards go. Jungling is a whole different story and there are plenty of guides out there for that. I haven't really heard of a Miss Fortune jungler, but if I try it sometime I'll be sure to show my results.
I'll add more about Team Work, Farming, and different item builds in a bit. For now, I hope you enjoyed my version of Miss Fortune! Constructive criticism is always a plus, so feel free to point out weak points in my build. For those of you that have read this over, thank you for taking the time to consider my build. If you do use it, I hope it works out for you :)