Miss Fortune Build Guide by qwepoizxcmnb

League of Legends Build Guide Author qwepoizxcmnb

[S7] Time to destroy SoloQ GorillA style (MF support)

qwepoizxcmnb Last updated on February 9, 2017
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R


Natural Talent
Battering Blows
Piercing Thoughts

Ferocity: 0


Cunning: 18

Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 12

Threats to Miss Fortune with this build

Show all
Threat Champion Notes
Zyra This is the counterpick that destroyed the Worlds meta dominant support, Zyra. Your E can easily get rid of her plants when spawned, her main zoning tool. Zyra has poke, but it's short ranged, meaning that you can easily outpoke her with your E, especially if your ADC has good range also. You should use this advantage to always keep her at a distance while whittling her and her ADC's health down. She is also insanely squishy, so come level 6 (or even earlier with a gank) she is a easy kill for you.
Miss Fortune Someone else is playing MF support? Definitely a noob who watched Worlds and has no idea how MF support works, unlike you :P
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Hello and welcome to my glorious guide to Miss Fortune support, as played by GorillA in the 2016 World Championships Semi-Finals ROX vs SKT. If you're looking for a weird pick which will tilt your teammates in soloq more than any other, look no further!

In all seriousness, there's a reason GorillA picked MF support at Worlds, and that's because it's very strong against certain opposing lanes. In this guide I'll do my very best to give you serious, in-depth analysis and tips for MF support, so that you can be confident taking it into ranke- *ahem* normals to dominate your opponents!

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Why Miss Fortune support?

Apart from the troll value, MF support genuinely has a lot of strengths which enable her to have a significant impact at certain points in the game.

In the early laning phase, she is incredibly strong at poking opponents with autos and Make It Rain (E), which with Thunderlord's and starting AP items can deal significant damage. In addition, the 1000 range of MF's E allows her to do this at almost an unrivaled range among supports (in terms of point and click AoE effects). However, she has no innate sustain or healing/shielding for her ADC, or hard engage/disengage, so like many poke supports you have to avoid all-in and look to zone and harass.

Upon hitting level 6, MF is without doubt the single most destructive support in the game. If your team can land CC on your opposing support or ADC, they are almost certainly dead. And all you have to do is press R. If a fight breaks out around these levels, for example around dragon, MF SUPPORT can easily net a triple kill. You need to abuse this advantage to snowball your team.

With MF's W giving her extra movement speed, MF can also be an excellent roaming support, with the slow on her E, and guaranteeing kills if your teammates can land CC in lane/ with help of jungler.

As the game shifts towards mid and late game, the AP scaling on the E alone is nowhere near as potent as in lane, and so you want to be building standard AD items to become a, essentially, gimped AD carry. But even if you won't have the gold to buy as many items as MF ADC, you'll still be able to deal significant damage, and there's always your ult. However, MF support does become weaker as the game progresses, not having much utility, so if you pick MF support, you must be aggressive and snowball in early/mid game, and pounce on your teammates landing CC.

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Pros and Cons


  • Safe laning with incredible range on Make it Rain (E)
  • Excellent poke with E and passive
  • E slow provides some utility
  • Single most devastating (damaging) ulti on a support at lvl 6
  • Free movement speed allows for effective roaming
  • Significant damage at all points in the game
  • Very strong early game


  • Reliant on your team (who would have guessed...) to make plays by landing CC so that you can chain your ult.
  • Very little utility or CC
  • Falls off late game if not ahead

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Love Tap

Whenever Miss Fortune basic attacks a new target, she deals 0.5 - 1.0 times her attack damage (at levels 1-18) bonus physical damage. Love Tap deals 50% damage to minions.

Your passive is lovely for harass in lane. Though you don't build AD until later on, your base AD will still give you some extra damage in autos to come ahead in trades if you switch between the enemy ADC, support and minions. As a support, you won't need to focus on farming, so use this opportunity to go for harass more often specifically using this passive for the extra damage.

Later on this becomes less useful, but can still be used for tower taking and such.

Double Up

Miss Fortune fires a shot at an enemy target which deals 20 / 35 / 50 / 65 / 80 (+0.85 per attack damage) (+35% of ability power) physical damage before bouncing through her target to an enemy behind it, dealing 40 / 70 / 100 / 130 / 160 (+1.0 per attack damage) (+50% of ability power) physical damage.

This is a harass ability with a low cost and cooldown. This doesn't that well with early AP compared to AD, but you should still use it to harass enemy support/ADC behind minions. It's not very reliable as damage goes, so in general you want to use this moderately often in lane to try to chunk down your opponents, as long as you have ENOUGH mana. Another use is when you are fighting a slightly longer trade, where you can weave the Q in between autos to get a reset. It is much more valuable to save the mana for your E (and ult if lvl 6+) for the most part.

Max this last because it's not really that useful in lane comparatively, and the AD scaling will only become relevant late game if you build AD.


Passive: After 5 seconds of not taking direct damage, Miss Fortune gains 25 movement speed, ramping up to 60 / 70 / 80 / 90 / 100 after 5 additional seconds.
Active: Miss Fortune instantly gains the maximum movement speed bonus as well as 60 / 75 / 90 / 105 / 120 % attack speed for 3 seconds. Love Tapping increases Strut's attack speed duration by 1 second (2 seconds against champions).

The first part of this ability is the passive W, giving MF bonus movement speed, somewhat in a similar way to a innate mobility boots. In fact, it's almost exactly the same as mobi boots at max rank. The main usage of this is for early roams to the jungle and mid to pull off some quick ganks with your damage. Later on, combining this with mobi or swift boots will make you one of the fastest champions in the game, comparable to Janna with her W.

When comparing this passive with Janna's Zephyr passive, we again see why MF support has advantages early and falls off late. MF's mvmt speed is conditional on being out of combat, which is easier early on before extended teamfights break out. Janna's percentage mvmt speed scales better into late game, matching MF with no condition.

The active you should use whenever you are going for a somewhat extended trade, or an all-in. The attack speed steroid will make you a force to be reckoned with damage wise, even as a support. If the fight is long remember to keep love tapping (switching targets) to keep the effect up.

Max this second for the movement speed and attack speed which is too good to give up.

Make It Rain

Miss Fortune fires hundreds of bullets into the air which rain down at a location after 0.5 seconds, dealing 90 / 145 / 195 / 255 / 310 (+80% of ability power) magic damage over 2 seconds and slowing enemies hit by 40 / 45 / 50 / 55 / 60 % for .25 seconds. This slow is refreshed if enemies stay within the area.

By far your most important ability in lane (besides your ult). It's an AoE point-and-click damage ability over an area for 2 seconds. The poke this brings on a support is insane. It's like a Morgana W, only with increased range (1000), a significant slow, as well as doing damage more than twice as fast at early levels. Every decent E landed will proc Thunderlord's on the enemy ADC/support. A few of these, even without your ADC harassing (which they should be doing especially with the slow provided) will poke the enemy ADC down to less than half health. It can even be used to go in for kills by providing a slow if the enemy is low.

This has excellent AP scaling, meaning that you want to pick up AP early in order to enhance your poke damage.

Max this first without doubt, it's just OP damage at early levels if you do.

Bullet Time

Miss Fortune channels a barrage of bullets into a cone in front of her every .25 seconds for a 3 second duration, dealing (+0.75 per attack damage) (+20% of ability power) physical damage per wave. She fires 12 / 14 / 16 waves in total and each wave will deal physical damage to all enemies caught in the area. Each wave of Bullet Time can critically strike, dealing 120% damage.

You know what this does. Channeled ulti, massive range, massive damage in a cone to anyone caught in it. Playing MF support, there are 2 main uses for this. First, should your ADC (e.g. Ashe ult) or jungler land extended CC, this pretty much guarantees a kill in lane (at the very least a flash, but you should really get the kill everytime you use this). Second, in teamfights around constricted areas like parts of the jungle, dragon or baron pit, a well time and placed MF ulti can outdamage the enemy support by miles, as long as you can position well and avoid getting caught out.
I stress that you should let your team initiate with CC in almost all cases. If you initiate with it without CC, the enemy will dodge, CC you, or just kill you outright.

Max this at 6, 11 and 16 as with all ultis.

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There are only 3 summoner spells you should be considering:

Always run this. Can be used defensively or offensively in conjunction with your ult. It's simply too strong mobility wise to give up.

Probably the second summoner you want to run. Generally, you want to run Exhaust on most supports, and Ignite on the most aggresive ones where you want to secure kills. MF certainly falls into the aggressive category. Can help get the kill on an enemy who's just taken a Bullet Time to the face and is walking away on a sliver of health.

Exhaust is the classic support summomer. It can be useful if you're up against an ADC/Supp combo who likes to go all-in/has a lot of kill pressure over you early. However these are the matchups you should try to avoid as MF, and in all other cases securing kills with ignite is going to be more useful that exhaust for a direct ADC vs ADC auto fight, which you should avoid for the most part.

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Starting Items

Gives you AP, mana regen and extra gold for harassing enemy champions. It's like it was purpose built for MF support! The AP helps with your poke from E, mana regen is useful since E can be mana intensive if spammed, and of course gold is immensely useful because MF support won't be getting much CS, and still needs a lot of gold as a pseudo-AD carry.

Pots for sustain, you'll be taking a lot of damage while dishing it out.


Probably the best choice, and the one used by GorillA. Gives you reliable movement speed to complement your W passive.

Mobi boots are also an option. If you go for this, you'll have unreal speed when out of combat early. This gives you the ability to roam and get back to lane very quickly, at the cost of some fight positioning.

Berserker's Greaves are an option if the game develops into a state where you need a second AD carry. MF can fill this role if necessary, but really as MF support you want to be using the support boots above to snowball your team early.

Core Item

NOTE: Choose one OR the other

This is the choice used by GorillA, and probably the best for MF support. Get sightstone on your first back (yes, you're playing MF support, but you're still a support :/), and complete with Frostfang into the final item when you can. This gives you extra wards, some AP, CDR and mana regen which are all useful on MF. Very cost efficient.

I don't really like FQC on MF support, but it can work. Obviously it gives you more AP along with the ghost slows, but I don't feel this particularly helps MF. This is more expensive than Eye of the Watchers with the Fiendish Codex rather than being built from Sightstone, and I'd much rather use the extra gold for AD at this point. AP is only useful early for your E harass, and falls off later.

After this, you generally want to build standard ADC items as this is the main way to be useful late game. Crit is particularly useful for your abilities, especially Bullet Time. Alternatively you can build utility using items like Zeke's Harbinger, Locket of the Iron Solari, etc. but in my opinion, it is better to just go all out AD in most cases. When you choose MF support, you go ham. Don't try to turn it into a weaker version of just about any other support.

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Cunning Tree

Tier 1

Wanderer Savagery


Wanderer is the clear choice here since you shouldn't be trying to last hit anything.

Tier 2

Runic Affinity Secret Stash Assassin



Here the other two masteries are pretty useless, get Secret Stash for sustain.

Tier 3

Merciless Meditation


This is a difficult choice. On the one hand, MF needs mana sustain through lane to keep spamming E's, but you also want to do as much damage as possible, especially to low HP targets. On balance I think that the mana sustain gives you a more consistent lane, but Merciless certainly isn't a bad choice.

Tier 4

Greenfather's Gift Bandit Dangerous Game



For a support, the classic mastery here is of course Bandit, which helps you keep up in gold. Greenfather's however is tempting as it can add to your E poke if you have some brush control. This mastery obviously was not available when Worlds was played on patch 6.18, but I think it's definitely a viable alternative. Do consider that taking it will delay your items though, and that you need to have brush control for this to be of any use.

Tier 5

Precision Intelligence


This can again go either way. CDR is very useful on MF support, but if you're going to transition into a pseudo AD-carry later on precision is also a decent choice.


Stormraider's Surge Thunderlord's Decree Windspeaker's Blessing



The main reason you choose to put 18 points into the Cunning Tree is for TLD. It's so strong for early lane phase, since your E will proc it by itself if they stand in it for 0.75 seconds, which is guaranteed if you hit them centrally (due to the slow).

Resolve and Ferocity Trees coming soon (TM)....

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ADC Synergies


The original, and the best. The Pray/GorillA Ashe/MF combo simply dominated. If you duo queue with a good Ashe player, you can be very effective. Ashe has decent range and poke like MF, but the real advantage here is Ashe landing her ultimate arrow. You can help her to do this with your E slow. At a moderate range, this gives you more than enough time to 100-0 a squishy ADC/support with your ulti, Ashe's damage and possibly a jungler. Even her slow may be enough to land your ult.

You'll put on a beautiful performance together as you insta-squish your lane opponents. Jhin's slows with his ult and traps are very useful, and he can use your E to help him land his snares. However he has no natural escapes or peel, so it's vital to keep track of CDs on the enemy support, as well as to ward up against ganks. Aim to supplement Jhin's 4th bullet poke with your E.


Pretty much the antithesis of what MF support as about. Playing with Vayne ADC, as a support you want to protect her early game while preventing the opposing lane from shoving to your tower. MF does not do this well at all. Your poke is mostly wasted as Vayne can't fight other ADC's early on. She has no CC aside from an unreliable Condemn into a wall, so landing your ult will be difficult without jungler CC. MF's power spike at early-mid game goes to complete waste, and she doesn't help Vayne later on either, providing close to no utility to protect and enhance Vayne as a hypercarry.

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Ranked Play

Despite the obvious problems with picking MF support in ranked (getting lynched by your own team among them...), I do believe that it's possible to make it work, especially in lower elos, after some practice in normals.

It's worth trying out, especially if you can duo q with an ADC. Make sure your ADC is ok with it tho. It's a bit like that Singed support guy (AdellaideSkyhart?), you're not trolling but it tilts your team anyway.

Support tends to be a difficult role to carry from at lower elos. At lower elos, engage/damage supports do best. You NEED to snowball the lane, and preferably the entire team, if you are going to gain elo with this pick. If you generally come out even, or only slightly ahead after laning, then don't pick MF supp.

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This is the end of the main part of the guide, but I'll try to give some more advanced, detailed advice specifically for the laning, mid and end game phases (WIP).

Before I go into details, make sure that at the start of every game, you communicate to your ADC your intentions and how you want to play the lane, and get their input on it. This is vital because your goal in lane is to be aggressive, get kills and/or have your ADC outfarm the enemy ADC, and so they need to be on the same wavelength with you (i.e. not farming when you go in for a trade). Duo Queueing with an ADC is an excellent choice, because firstly you can ensure that they will play a suitable ADC (Ashe, Jhin), secondly they won't flame you for picking it, and thirdly you'll have experience together with this sort of lane. I stress that MF support works very differently to any other support, and the more experience you have on it with your ADC the better.

As I'm sure you're already more than aware if you've read the rest of the guide, your goal is to poke the enemy ADC and support with your E (Make it Rain). This is very easy to land and forms the rhythm of the lane. What else you do depends on the lane. If you're up against a melee support (e.g. Alistar, Taric, Tahm Kench), you should abuse autos for poke as well (don't forget your passive Love Tap, which can be reset on minions), since they cost no mana. Against pokey ranged supports (Zyra, Sona, Karma etc.) for the most part it's safer to just use your E (since this outranges everyone).

You also need to manage the wave carefully. Depending on which ADC you have and what they are trying to do, you should try to complement that. MF naturally pushes the wave, since your E will deal damage to minions as well (try to steal as few last hits as possible). GENERALLY speaking you want to avoid pushing unless the enemy bot lane have backed/their ADC has trouble farming under tower, as this opens you up to ganks which MF struggles against. You can achieve this by avoiding hitting minions where possible. If you do choose to push, make sure to keep wards up at all times.

Mana management is an important issue early on. Generally, when MF is played ADC, her E is used sparingly as it only scales with AP, but also because it has an obnoxious 80 mana cost. Seeing as this is where most of your poke is coming from, it's important to make each one count. You should aim to always have around 120 mana in reserve, so that you use your E and W against an unexpected gank. Also, when you're about to hit 6 and/or your jungler is ganking, you should around 200-300 mana in order to get off your ult as well. Nothing is more annoying and embarassing than pinging your ult for an engage, then suddenly having no mana (believe me :P).

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Mid Game

This very much depends on how your laning phase went.

If you are ahead and can continue getting kills (for your ADC preferably) and turret(s) in bot lane, then just keep doing that.

If you're ahead but the enemy bot lane is camping turret, look to roam. MF is one of the best roaming supports with her speed and damage. Always be looking on the map for where fights may break out (a jungle invade, for example), and make sure you're there. You can also look to gank mid lane when it's in a suitable position to do so.

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I hope you all enjoyed and have learnt a lot from my MF support guide! I mainly made this for people who wanted to try out MF support after hearing about or seeing GorillA playing it, but who didn't know serious builds for MF support/how to play it.

This is a W.I.P so if this proves popular I will probably continue to add content as well as make it look nicer.