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Team Guide by EmiliosBond007

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League of Legends Build Guide Author EmiliosBond007

Too tanky ADC

EmiliosBond007 Last updated on January 8, 2016
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Team 1

[VS]

Team 2

Ability Sequence

1
3
5
7
8
Ability Key Q
4
10
11
15
16
Ability Key W
2
9
13
14
17
Ability Key E
6
12
18
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
1/
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
1/
Bandit
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0


Guide Top

Hey guys, welcome to my Miss Fortune guide for Season VI. I'm MissMaw, a veteran MOBAFire member and a veteran League of Legends player. I've been playing for over three seasons now and in season V I was Diamond III on my account on the EUW server.

I started playing Miss Fortune way back in Season 2 and she was the first champion that I really took an interest to. I mained her on my journey to 30 and continued to main her well after that and the reason I actually joined MOBAFire in the first place was to write a guide for her. Around the start of Season 3 I completely lost interest in MF and ADC in general and so I decided to archive the guide because it would become outdated and I wanted to focus on Support from then onwards. In Season 5 I had once again taken an interest to ADCs and so I thought it would be fitting to resurrect and revamp my original guide to Miss Fortune for season 6!

Miss Fortune is a ranged Marksman, AKA AD Carry, a role that focuses on dealing large amounts of physical damage, usually to individual targets. Typically Marksmen scale extremely well with game time, and deal devastating levels of damage during the late phase of games.

In addition to having a very good late game, Miss Fortune excells in lane. She's a lane bully who can dish out tons of burst with her ultimate and can poke extremely efficiently with her Double Up (Q).


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PROS AND CONS

Although Miss Fortune has no actual gap closers, she's pretty mobile providing her W's passive - Strut - is active. Strut grants up to 70 movement speed when Miss Fortune is not being attacked. This makes travelling to lane, objectives or teamfights much faster and it can help you dodge certain skillshots.
+ High AoE damage
As of the giant buff to Miss Fortune's ultimate in patch 5.22, Miss Fortune is once again the wombo combo queen. Her ultimate channels for 3 seconds and dishes out a huge amount of damage to everyone in sight. Coupled with Amumu's or Malphite's ultimate, for example, she's completely devastating in teamfights.
+ Strong Laning Phase
Miss Fortune has a very potent lane phase and she transitions well into mid game, especially when she's ahead. She has a lot of poke potential with her Q and W, a slow with which she can follow up on ganks and after level 6 she has burst damage as well. Her passive makes roaming quick and she can take towers down quickly with Strut, this makes her mid game quite strong.
- Low single-target DPS
Unlike most Marksmen, Miss Fortune doesn't do a lot of DPS to individual targets. Miss Fortune focuses on dishing out bursty AoE damage, so when against a group of huddled together champions, she shines. In 1v1 situations, though, she is a bit weaker in comparison to most other ADCs.
- No gap closers
Although Strut means she's not completely immobile, it doesn't make up for her lack of a proper gap closer. Having no gap closer means you need to play her more carefully than you would a different marksman, as with MF, if you get caught and you don't have flash, you'll likely die.
- Can't move when using ultimate
Bullet Time, Miss Fortune's ultimate, is an AoE physical damage dealing cone-shaped ability. It's a great spell when used and timed well, but it has one giant downside - you cannot move at all while it's channeling otherwise you'll cancel it. It channels for 3 seconds and if you want to use it for the whole 3, you'll just be standing still for that duration. This makes you extremely vulnerable as you won't be able to dodge anything, and you'll be a sitting duck for assassins.


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Introduction

marks
Attack damage marks are a must have for all marksmen, and Miss Fortune is no exception. Your abilities scale with AD and AD obviously ups your auto-attack damage as well, which will make last hitting easier and will improve your trades. You can exchange one of these marks for a crit mark, but it's unnecessary. This would give you a very small chance at critting your opponent, which in early laning phase could be very valuable.

seals
As you'll be laning versus another marksman, having some source of armour to protect you from their attacks and abilities is necessary. Without these every little auto-attack you take will inflict a lot of damage, and that may very well ruin your trades.

glyphs
Most of the time you'll also be laning versus some sort of magic damage dealer - the enemy support. These will nullify some of the damage these supports do, and they'll be handy later on in the game as well.

quints
Attack speed is a crucial stat for marksmen as it will make it easier for you to last hit and because it will improve your trades. These quints are still useful later on in the game and there's basically no better alternative.


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Runes

marks
Attack damage marks are a must have for all marksmen, and Miss Fortune is no exception. Your abilities scale with AD and AD obviously ups your auto-attack damage as well, which will make last hitting easier and will improve your trades. You can exchange one of these marks for a crit mark, but it's unnecessary. This would give you a very small chance at critting your opponent, which in early laning phase could be very valuable.

seals
As you'll be laning versus another marksman, having some source of armour to protect you from their attacks and abilities is necessary. Without these every little auto-attack you take will inflict a lot of damage, and that may very well ruin your trades.

glyphs
Most of the time you'll also be laning versus some sort of magic damage dealer - the enemy support. These will nullify some of the damage these supports do, and they'll be handy later on in the game as well.

quints
Attack speed is a crucial stat for marksmen as it will make it easier for you to last hit and because it will improve your trades. These quints are still useful later on in the game and there's basically no better alternative.


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Masteries

The standard page for marksmen. You invest 12 points in ferocity and the 18 in the cunning tree. The points in the ferocity tree give you increased attack damage, attack speed, lifesteal and increased damage. These will improve your trades and last hitting significantly during lane phase.

The cunning tree gives you several small perks like increased minion damage, improves potions and armour/magic penetration.

Thunderlord's Decree is the keystone mastery I recommend. Your third attacks will deal extra damage Your W somewhat synergises with this mastery because the AS will help you reach 3 attacks faster.


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Farming

For summoner spells yet again we take the standard combo, Flash and Heal, for marksmen.

Flash is invaluable and you need to take it every single game. Its uses include chasing, escaping, repositioning and much more. Although it is necessary for every marksmen, and nearly every champion, it's especially vital for Miss Fortune who has no escapes and frequently may need Flash for teamfights.
Heal is your second summoner spell and it's also something that doesn't really have any alternatives. Heal gives you health and movement speed and it has more than just one use. It can be used for escaping and kiting due to the small movement speed boost, it can be used to heal yourself or an ally and it can be used to bait the enemy out when you're low on health.


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Summoners Spells

For summoner spells yet again we take the standard combo, Flash and Heal, for marksmen.

Flash is invaluable and you need to take it every single game. Its uses include chasing, escaping, repositioning and much more. Although it is necessary for every marksmen, and nearly every champion, it's especially vital for Miss Fortune who has no escapes and frequently may need Flash for teamfights.

Heal is your second summoner spell and it's also something that doesn't really have any alternatives. Heal gives you health and movement speed and it has more than just one use. It can be used for escaping and kiting due to the small movement speed boost, it can be used to heal yourself or an ally and it can be used to bait the enemy out when you're low on health.


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Abilities

Whenever Miss Fortune basic attacks a new target, she deals 0.6 - 1.0 times her attack damage (at levels 1-18) bonus physical damage. Love Tap deals 50% damage to minions and turrets.
LOVE TAP
Love Tap is Miss Fortune's passive. Whenever you change to a new target, they will take extra damage.
During lane phase it's very obvious that Love Tap is a really strong passive. You're always against at least two opponents so you can easily proc your passive by coordinating shots between the enemy marksman and support. Even when both champions aren't present, there are always minions with which you can proc the passive.
Outside of laning phase, especially during teamfights, is when you'll notice that the passive isn't quite as useful. During teamfights, although there are many of champions to attack, you usually won't be able to coordinate your auto-attacks, and will just be forced to hit what is closest. Thus in teamfights your passive is almost useless, unfortunately.
Love tap also procs on towers, albeit the bonus damage is halved. Coupled with Strut's AS boost, you'll be able take down towers very fast by taking turns shooting minions and the tower.
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.
DOUBLE UP
Double Up is your bread and butter ability. It deals a lot of damage but has a low CD and mana cost, and thus is practically spammable.
Q has many wonderful uses. It's great poke and it can help you with last hitting and it can even do both at the same time if you use it on a minion behind which is the enemy champion. Q resets your auto-attack animation which makes it extremely potent during trades with the enemy marksman. Auto-attack your enemy, then use your Q on them and immediately auto-attack them afterwards for tons of damage.
As you can see from the tooltip, this ability can hit more than one enemy. The enemy that gets hit by the second bullet is the one that takes more damage. You should always try to hit the enemy marksman with your second bullet rather than the first for this reason. Aim at whichever minion is right in front of the enemy marksman, and if the target is in range (500 range) he'll get hit and lose a significant amount of HP that way. You can also attack the enemy support and have it bounce back at the enemy marksman, it all depends on where who is positioned. Always look for an opportunity to hit the enemy with your second bounce.
STRUT 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).
STRUT
Strut is Fortune's W ability. The active is an auto-attack steroid which grants bonus attack speed. The passive gives you bonus movement speed!
The attack speed buff has many good uses. It helps you CS faster and ensures you don't miss a last-hit. It'll make your trades stronger as you'll dish out more shots!
It also synergises well with your passive, Love Tap. Utilising your W, you'll be able to quickly and fluently swap between targets and maximise your damage output. It also synergises with your passive when you're taking down turrets, having both Love Tap and Strut activated will completely crumble them!
LOVE TAP + STRUT
The movement speed will allow you to dodge certain skillshots, it'll help you get to lane faster as well as rotate between lanes. Overall, Strut is a very strong ability!
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.
MAKE IT RAIN
Miss Fortune's weakest ability. It's an AoE slow that deals magic damage to everyone caught in the area.
How much damage? Not lots! How good of a slow? Decent-ish. The slow goes up to 65% at rank 5, which is pretty good (especially for an ADC) but as we are maxing it last, you'll have a 40% slow most of the game, which isn't GREAT but it's not bad.
Although the damage doesn't look very bad (90 / 145 / 195 / 255 / 310) enemies never really take that much unless they sit in the area for a long time, and nobody's going to sit there for over a second unless they are stunned. The ability scales with magic damage so the damage doesn't go up at all until you're level 14+. Much like with the slow, the damage is not very signifcant if you don't max the ability.
That's aready quite a few of drawbacks for an ability to have. But wait, there's more! The mana cost is pretty high. This means you cannot spam the ability as you'll quickly run out of mana, which is especially bad as of patch 5.22 since mana potions are gone.
That's it for drawbacks, now for the good stuff! E will provide vision over the area it is cast on. That means that MF never has to facecheck! You can check for hiding enemies in brush, and, because of the long range of this ability, you can also check monster camps to see if anything worth taking is there.
As it is your only form of CC, you use this ability in order to set your ult up. The slow isn't amazing, but it still makes it more difficult to escape your ultimate, and unless you don't have enough mana, you should always use your E before you use your ultimate.
Additionally the slow may be useful when you're being chased or when you are chasing someone. And it can be used to set up for ganks as well.
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.
BULLET TIME/size]
Bullet Time is MF's ultimate. It's a channeled ability that does physical damage in a cone to all enemies in front of Miss Fortune.
Several things to note! Prior to patch 5.22, this ability scaled with ability power only. Now that it scales and deals physical damage, MF's ultimate is one of the strongest AoEs in the game! It deals an INSANE amount of damage, and it's got a fairly short CD and mana cost so it's available almost every time you need it.
Nothing's perfect though! There are a few drawbacks. Most notably, the ultimate forces Miss Fortune to stand absolutely still, whilst channeling it, for up to 3 seconds. If you cancel it, that's it. You won't deal any more damage, so most ideally you'll want to stick out the 3 seconds.
The problem? I'm sure you can imagine the enemies won't like you obliterating them with your ultimate. They'll go after you, you can count on that. Not only because your ultimate can be interrupted by knock-ups, silances, stuns and etc, but also because you will be completely still and very vulnerable. You're practically BEGGING for someone like Talon, Katarina or Rengar to pounce onto you and destroy everything you love. This is why you need to position yourself well in order to avoid being caught out, and you'll ideally want your support or tank to take the shots for you and protect you. Whenever you can, it's a great tactic to use your ability from behind terrain. That way they'll have to close the gap before they can assassinate you.
Another issue is that sometimes people will walk out of your ultimate, and unlike Lucian's The Culling, you can't simply walk with them and continue dealing damage. Once someone walks out of your ult range, your ult is rendered useless and you need to cancel it quickly if you hope to catch up and still kill that person.


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Cooperative supports

Thresh has always been a hugely popular support due to his tankiness, CC, damage and utility. He synergises with every ADC, and MF is no exception. His hook and flay can lock an enemy in position for Bullet Time, his Dark Passage is very valuable as you have no escapes and his damage compliments your burst playstyle.
This is once again a tanky support with tons of CC. She's got the ability to lock down targets for a long period of time, she's extremely tanky with her W, Eclipse, and her passive, Sunlight, will allow you to deal extra magic damage to enemies, improving your burst. Overall a really great pick to go with MF.
Braum is similar to the likes of Thresh, Nautilus and Leona in the sense that he is also a tanky peeler with lots of CC. His lane is a little weaker than the previous supports however, because he has a tough time dealing with poke and because he can't poke himself. He peels really well and is still a terrific choice though.
targeted/AoE stun. She's veeery squishy and she won't peel as well as the other picks, but her laning phase is pretty great, especially after 6. She's got long AA range to poke with, low CDs and mana costs and a lot of damage, which scales well into late-game.
Brand is a similar support to Annie, but he's a bit less squishy and does a lot more damage. He's got CC, albeit it's somewhat unreliable as it requires him to hit his Q, and one other spell before Q. His ultimate is crazy, especially in bot lane where there are always multiple enemies to fight. He won't peel too well in teamfights, however after getting Rylai's (which is a core item for him), the slow will be very helpful.
A bit of an oddity here but what Janna lacks in the damage and tankiness department, she makes up for with her peel and her shield. The shield acts like a free Long Sword/Pickaxe/BF Sword and also soaks up damage, so trading with the shield on you makes you extremely strong. Another advantage of the lane is that her CC protects you in teamfights and duels, which is invaluable for an immobile ADC like MF.
Morgana is similar to Annie, but she provides more peel, with her Black Shield, a targeted ability which soaks up magic damage and nullifies CC. Her ultimate slows, stuns and does damage, thus provides you with a lot of peel during fights. She's also somewhat squishy, but that shouldn't be a problem for you.
Alistar is another tanky peeler. He has no ranged abilities, and thus no poke, but his CC and overall damage in skirmishes makes up for this. His Headbutt + Pulverize combo sets up for a really good ultimate and he also provides good peel in teamfights.


Taric would be a great support for MF if he was a good support in general. His target stun is really good, but eh... that's about it. The stun makes it easy to land your ult and his W makes you slightly more tanky, but he doesn't really have peel bar the stun, which will only stop one person.
Lux support is okay sometimes but against some match-ups she's really horrible. She's immobile and very squishy, she does do damage but she needs to build mana regen and AP for that to happen, and that's not really something she can afford to do early on as a support. If she hits her Q, your ult paired with hers is a pretty strong combo though.
Nunu's a pretty meager support. He has an AS stereoid and a slow (with a high mana cost), he's kind of tanky and his ultimate synergises with yours some what. He's melee though and will get poked down against most good enemies. He can't poke back otherwise he'll lose a lot of mana and he'll just be use


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Ty

Thanks u guys !!! if u have any comment , ask me and i'll respond as sooner as i can !!


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