For some reason, a lot of the coding in my Miss Fortune guide suddenly stopped working. I don't know why, as I'm pretty sure I haven't changed anything recently. How do I fix this?
example.
code
Code:
[table]
[tr]
[td width=140 padding=10]
[center][color=#6E080C][font=times new roman][size=5][i]Table of[/i][/size]
[size=7]Contents[/size][/font][/color][/center]
[font=times new roman][color=#6E080C][size=5]Before the Battle[/size][/color][/font]
[goto=summoner spells][color=#AD0D12]summoner spells[/goto]
[goto=runes][color=#AD0D12]runes[/goto]
[goto=masteries][color=#AD0D12]masteries[/goto]
[goto=items][color=#AD0D12]items[/goto]
[font=times new roman][color=#6E080C][size=5]During the Battle[/size][/color][/font]
[color=#AD0D12][goto=skills][color=#AD0D12]skills[/goto]
[goto=skill sequence][color=#AD0D12]skill sequence[/goto]
[goto=gameplay][color=#AD0D12]gameplay[/goto]
[goto=match ups][color=#AD0D12]match ups[/goto][/color][/td]
[td padding=10][[miss fortune]] is a champion who focuses on dealing attack damage from a distance, a champion known otherwise as a marksman. As with most marksmen, this means that [[miss fortune]] can deal a substantial amount of damage for her team, but in return, she can easily be killed and must be positioned correctly in fights and skirmishes.
Other than her high damage output, [[miss fortune]]'s other selling points include her ability to apply grievous wounds via her [[impure shots]], [[strut]], a passive which gives her exceptional roaming, and her ult, [[bullet time]], a long ranged AoE ability that goes well with other AoE CC abilities.
Not all is fortunate for [[miss fortune]] though. She does not have the best of late games, and she lacks a gap closer. Assassin-type champions are the bane of her existence, as they can easily jump in and burst her down if her [[flash]] or [[heal]] is down. She is not a top-tier marksman, being somewhat situational, and she'll need certain team compositions in order to do her job effectively.[/td]
[/tr]
[/table]
[center][img=http://fc06.deviantart.net/fs70/f/2014/042/0/8/james_div_by_yayaftw-d76289m.png][/center]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=summoner spells]ㅓsummoner spellsㅏ[/color][/size]
[nextcol width=405][right][icon=flash size=20][icon=Heal size=20][/columns]
[indent]My recommended summoner spells are [[flash]] and [[heal]]. As [[miss fortune]] has no gap closer, [[flash]] is not negotiable. You can use it to chase enemies, flee from them, dodge abilities, and many more. One of its greatest uses is in positioning yourself for [[bullet time]].
For your second summoner spell, [[heal]] is the preferred spell because its movement speed buff is useful in kiting or escaping. Other options for your second spell are [[barrier]] and [[cleanse]]. [[barrier]] is an alternative defensive spell which is useful in negating burst damage, whereas you'll want to get [[cleanse]] if you're against a team with heavy crowd control.[/indent]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=runes]ㅓrunesㅏ[/color][/size]
[nextcol width=405][right][icon=greater mark of attack damage size=20][icon=Greater seal of armor size=20][icon=greater glyph of magic resist size=20][icon=Greater quintessence of attack speed size=20][icon=greater quintessence of attack damage size=20][/right][/columns]
[indent]For runes, I recommend going for a standard marksman rune page: 9x [[greater mark of attack damage]], 9x [[greater seal of armor]], 9x [[greater glyph of magic resist]], 2x [[greater quintessence of attack speed]], and 1x [[greater quintessence of attack damage]].
AD Marks are primarily for last hitting. ArPen isn't as effective on last hitting because minions have low armor. Other than that, most of your abilities are powered by AD.
For glyphs and seals, you'll want some defense since [[miss fortune]] has pretty low defensive stats. Armor seals reduce damage from enemy marksmen, minions, and junglers. MR glyphs are mostly for magic damage-dealing supports, although some marksmen and junglers also deal some magic damage. If you need mana regeneration, you can mix in some Mana Regen glyphs as well.
The [[greater quintessence of life steal]] has been nerfed recently and are no longer as good, so you'll want AS quints and an AD quint in its place. AS quints make your auto attack animation a lot more smoother. Plus, they've been buffed recently. [[miss fortune]] does not really need three (you can run three if you want though) because she has an AS buff in her W, so I usually put one AD to further improve last hitting. If you want defensive quints, the [[greater quintessence of armor]] is your safest bet.[/indent]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=masteries]ㅓmasteriesㅏ[/color][/size]
[nextcol width=405][right][size=5]21|9|0[/size][/right][/columns]
[indent]21|9|0 is my recommended mastery set up when playing AD [[miss fortune]]. 21 points into offense is for more damage. [[brute force]], [[devastating strikes]], [[executioner]], [[havoc]], and [[martial mastery]] add more damage. [[dangerous game]] gives you some sustain in team fights, and [[mastery feast]] is pretty much mandatory with its buff, so you can have sustain in lane. The last few points are a toss up between [[warlord]] and [[fury]]. Neither are really exceptional (being filler masteries), but I prefer [[fury]] as you need a full build for [[warlord]] to be effective.
In the defensive tree, [[block]] and [[unyielding]] are for trading and reducing overall damage, [[veteran scars]] and [[juggernaut]] are for more health. [[recovery]] would be the weakest mastery here, but it's either that or [[enchanted armor]], which is virtually useless since you don't build much defensive items.
If you want to go into the utility tree, some alternative setups I suggest are 21|2|7 or 21|6|3. 21|2|7 would let you have [[block]], [[phasewalker]], [[meditation]], and [[summoner's insight]]. [[phasewalker]] is useful for making clutch recalls, [[meditation]] for mana problems, and [[summoner's insight]] reduces the cooldown on your summoner spells, most importantly, in [[flash]]. 21|6|3 would let you have [[block]], [[unyielding]], and [[meditation]] or [[mastery fleet of foot]].[/indent]
[center][img=http://fc06.deviantart.net/fs70/f/2014/042/0/8/james_div_by_yayaftw-d76289m.png][/center]
[center][IMG]http://i58.tinypic.com/zlmo2.jpg[/IMG][/center]
[center][img=http://fc06.deviantart.net/fs70/f/2014/042/0/8/james_div_by_yayaftw-d76289m.png][/center]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=items]ㅓitemsㅏ[/color][/size]
[nextcol width=405][right][icon=Berserker's greaves size=20][icon=Infinity edge size=20][icon=Phantom dancer size=20][icon=Last whisper size=20][icon=Banshee's veil size=20][icon=Blade of the ruined king size=20][icon=Enchantment: furor size=20][icon=Greater stealth totem size=20][/columns]
[table]
[tr]
[th colspan=1 bgcolor=210304][/th]
[th colspan=1 bgcolor=210304][center]inventory[/th]
[th colspan=2 bgcolor=210304][center]purchase[/th]
[th colspan=1 bgcolor=210304][center]explanation[/th][/tr]
[tr]
[td padding=5 bgcolor=330405][center]on spawn[/td]
[td padding=5 width=120 bgcolor=330405][center][icon=Doran's blade size=35][icon=health potion size=35][icon=Warding totem size=35][/td]
[td colspan=2 padding=5 bgcolor=330405][center][icon=Doran's blade size=40][icon=Health potion size=40][icon=Warding totem size=40][/td]
[td padding=10 bgcolor=330405]For your starting items, the nerf to life steal quints kind of makes [[doran's blade]] required in lane, as it gives a mix of useful stats that will help keep you sustained. You can opt for any of the three trinkets, but I recommend the [[warding totem]], as it helps in keeping an eye on the jungler or controlling the brush. Lastly, [[health potion]]s keep you sustained in lane.[/td][/tr]
[tr]
[td padding=5 bgcolor=662426][center]early game[/td]
[td padding=5 width=120 bgcolor=662426][center][icon=Doran's blade size=35][icon=Infinity edge size=35][icon=boots of speed size=35][icon=vampiric scepter size=35][icon=Warding totem size=35][/td]
[td colspan=2 padding=5 bgcolor=662426][center][icon=Infinity edge size=40][icon=Boots of speed size=40][icon=vampiric scepter size=40][/td]
[td padding=10 bgcolor=662426]Your first big item would be the [[infinity edge]]. If you're struggling in lane, buy another [[doran's blade]], but otherwise, aim for the components of your IE, prioritizing the [[bf sword]]. A [[vampiric scepter]] would also be useful for the sustain. Buy [[boots of speed]] for the MS whenever you can, but since you have [[strut]], upgrading it isn't a priority. IE will greatly increase your DPS, and though [[miss fortune]] isn't much of a crit champion, it makes for a better item than [[the bloodthirster]] since it was recently nerfed.[/td][/tr]
[tr]
[td padding=5 bgcolor=330405][center]mid game[/td]
[td padding=5 width=120 bgcolor=330405][center][icon=Last whisper size=35][icon=Infinity edge size=35][icon=Berserker's greaves size=35][icon=vampiric scepter size=35][icon=Warding totem size=35][columns][size=7]([nextcol][icon=phantom dancer size=17]
[icon=statikk shiv size=17][nextcol][size=7])[/columns][/td]
[td colspan=2 padding=5 bgcolor=330405][center][icon=Berserker's greaves size=40][columns][size=7]([nextcol][icon=phantom dancer size=17]
[icon=statikk shiv size=17][nextcol][size=7])[/columns][icon=Last whisper size=40][/td]
[td padding=10 bgcolor=330405]Afterwards, upgrade your boots to [[berserker's greaves]] for the DPS. Your next item will be either an AS item, such as [[phantom dancer]] or [[statikk shiv]]. See below for clarification on what to take. Then you usually take [[last whisper] next. LW is mainly for cutting through armor to deal maximum damage, especially in team fights where you're up against tanks.[/td][/tr]
[tr]
[td padding=5 bgcolor=662426][center]zeal upgrade[/td]
[td padding=5 width=120 bgcolor=662426][center][icon=Last whisper size=35][icon=Infinity edge size=35][icon=Berserker's greaves size=35][icon=vampiric scepter size=35][icon=Warding totem size=35][columns][size=7]([nextcol][icon=phantom dancer size=17]
[icon=statikk shiv size=17][nextcol][size=7])[/columns][/td]
[td padding=2.5 bgcolor=662426][center][size=2]if fed
[icon=statikk shiv size=40][/td]
[td padding=2.5 bgcolor=662426][center][size=2]otherwise
[icon=phantom dancer size=40][/td]
[td padding=10 bgcolor=662426]All marksmen need an AS item in addition to their boots in order to ramp up their DPS. More often than nought, [[phantom dancer]] is the preferred option for [[miss fortune]], as its DPS and stats are generally higher and it is more late game-oriented. If you're leading by a lot early on though, [[statikk shiv]] is an option, as it is more early game-oriented and let's you push harder.[/td][/tr]
[tr]
[td padding=5 bgcolor=330405][center]late game[/td]
[td padding=5 width=120 bgcolor=330405][center][icon=Last whisper size=35][icon=Infinity edge size=35][icon=Berserker's greaves size=35][icon=vampiric scepter size=35][icon=Greater Stealth totem size=35][columns][size=7]([nextcol][icon=phantom dancer size=17]
[icon=statikk shiv size=17][nextcol][size=7])[nextcol][size=7]([nextcol][icon=Mercurial scimitar size=17]
[icon=banshee's veil size=17][nextcol][size=7])[/columns][/td]
[td padding=2.5 bgcolor=330405][center][size=2]standard
[icon=banshee's veil size=40][/td]
[td padding=2.5 bgcolor=330405][center][size=2]optional
[icon=mercurial scimitar size=40][/td]
[td padding=10 bgcolor=330405][[miss fortune]] will start falling off at this point in the game, so I usually get a defensive item. If you don't need to though you can pick up another offensive item. I recommend a [[banshee's veil]] for its passive which can help you lessen poke or CC. [[mercurial scimitar]] is an alternative against CC. Keep in mind that [[banshee's veil]] offers health while [[mercurial scimitar]] does not, so defensively, it's a better option.[/td][/tr]
[tr]
[td padding=5 bgcolor=662426][center]finish with[/td]
[td padding=5 width=120 bgcolor=662426][center][icon=Last whisper size=35][icon=Infinity edge size=35][icon=Berserker's greaves - furor size=35][icon=Blade of the ruined king size=35][icon=Greater Stealth totem size=35][columns][size=7]([nextcol][icon=phantom dancer size=17]
[icon=statikk shiv size=17][nextcol][size=7])[nextcol][size=7]([nextcol][icon=Mercurial scimitar size=17]
[icon=banshee's veil size=17][nextcol][size=7])[/columns][/td]
[td colspan=2 padding=5 bgcolor=662426][center][icon=Blade of the ruined king size=40][icon=Enchantment: furor size=40][/td]
[td padding=10 bgcolor=662426]It is rare that you will reach this point in the game, but if you do, upgrade your [[vampiric scepter]]. [[blade of the ruined king]] is helpful in kiting enemies, but if you prefer [[the bloodthirster]], you can opt for that as well. For enchants, I suggest [icon=enchantment: furor] to help kiting and chasing, but some other good options are [icon=enchantment: distortion], [icon=enchantment: alacrity], and [icon=enchantment: homeguard].[/td][/tr]
[/table]
[spoiler=tl;dr]
[columns][nextcol width=90]
[nextcol][color=#AD0D12]on spawn
early game
mid game
late game
full build
[nextcol width=20]
[nextcol][color=#AD0D12] + [icon=doran's blade][icon=health potion][icon=warding totem]
[icon=doran's blade][icon=health potion][icon=warding totem] + [icon=Infinity edge][icon=Berserker's greaves][icon=Vampiric scepter]
[icon=doran's blade][icon=Infinity edge][icon=Berserker's greaves][icon=Vampiric scepter][icon=warding totem] + ([icon=phantom dancer]/[icon=statikk shiv])[icon=last whisper]
[icon=Infinity edge][icon=Berserker's greaves]([icon=phantom dancer]/[icon=statikk shiv])[icon=last whisper][icon=Vampiric scepter][icon=warding totem] + [icon=Greater stealth totem]([icon=Mercurial scimitar]/[icon=Banshee's veil])
[icon=Infinity edge]([icon=Berserker's greaves - furor]/[icon=Berserker's greaves - distortion]/[icon=Berserker's greaves - homeguard])([icon=phantom dancer]/[icon=statikk shiv])[icon=last whisper]([icon=Mercurial scimitar]/[icon=Banshee's veil])([icon=blade of the ruined king]/[icon=the bloodthirster])[icon=greater stealth totem]
[nextcol width=90][/columns][/spoiler]
[center][img=http://fc06.deviantart.net/fs70/f/2014/042/0/8/james_div_by_yayaftw-d76289m.png][/center]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=skills]ㅓskillsㅏ[/color][/size]
[nextcol width=405][right][icon=strut size=20][icon=double up size=20][icon=impure shots size=20][icon=make it rain size=20][icon=bullet time size=20][/columns]
[columns][nextcol width=40][center][color=#AD0D12][b]P
[icon=strut size=35]
[nextcol width=20]
[nextcol][[miss fortune]]'s passive is mainly used for roaming purposes. Needless to say, if you want to retain that high movement speed, useful in chasing, fleeing and dodging skill shots, you should avoid getting hit. [[strut]] can also be extremely useful in split pushing or reaching team fights quickly.[/columns]
[columns][nextcol width=40][center][color=#AD0D12][b]Q
[icon=double up size=35]
[nextcol width=20]
[nextcol][[Double Up]] will be your main tool for harass and trading in lane. You're mainly going to want to use it in conjunction with AAs and [[impure shots]] to gain some presence in lane. The bounce function takes a bit of getting used to, and remember that the second shot is far better than the first. Since the bounce prioritized targets marked by [[impure shots]], and it's something like an auto attack reset especially later on when it has a very short CD, your basic combo would be AA[icon=double up]AA. You can also use it for the occasional poke by bouncing the shot onto a minion when an enemy approaches to take a CS.[/columns]
[columns][nextcol width=40][center][color=#AD0D12][b]W
[icon=impure shots size=35]
[nextcol width=20]
[nextcol][[impure shots]]' damage only becomes noticeable with some AD, and you're generally going to want to keep stacks on your targets to amplify the damage. You can switch between targets whilst still keeping the stacks, and you can also use [[bullet time]] to makes your AAs more potent. Other that that, the active is useful in pushing lanes or negating the healing power of the enemy team.[/columns]
[columns][nextcol width=40][center][color=#AD0D12][b]E
[icon=make it rain size=35]
[nextcol width=20]
[nextcol][[make it rain]] is probably [[miss fortune]]'s weakest ability. Its uses are fairly minimal, as it has a high mana cost and cool down. It does have them though. It's slow is okay later on, and it can be used when enemies are clumped together, usually to set up [[bullet time]]. It also provides vision where it is cast, so it can be used in checking brushes. Keep in mind that in chasing or fleeing, there's a casting time wherein you fire the bullets.[/columns]
[columns][nextcol width=40][center][color=#AD0D12][b]R
[icon=bullet time size=35]
[nextcol width=20]
[nextcol][[Bullet Time]] is [[Miss Fortune]]'s ult, and it can be extremely powerful if used correctly. It's weaker earlier on due to the changes, but if you can get many stacks on it, you can deal a significant amount of damage. It can be used to clear minion waves easily or split push, but it's mainly used in fights. As it's a channeled ability, you're pretty vulnerable while using it. Remember that you can stop the chanelling on your own or fire it through walls. There are many factors to keep in mind (how many enemies are in it, how long they'll be there), but it's best to use [[bullet time]] after some sort of CC. It can also be used to finish off fleeing enemies or to quickly apply stacks of [[impure shots]].[/columns]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=skill sequence]ㅓskill sequenceㅏ[/color][/size]
[nextcol width=405][right][size=5][icon=bullet time size=20]→[icon=double up size=20]→[icon=impure shots size=20]→[icon=make it rain size=20][/size][/right][/columns]
[columns][nextcol width=160][center][icon=bullet time size=35][icon=double up size=35][icon=impure shots size=35][icon=make it rain size=35][/center]
[columns][nextcol width=160][color=#AD0D12][b]#1. [[bullet time]][/b][/color]
[space][space][size=2][i]6 / 11 / 16[/i][/size][/columns]
[columns][nextcol width=160][color=#AD0D12][b]#2. [[double up]][/b][/color]
[space][space][size=2][i]1 / 3 / 5 / 7 / 9[/i][/size][/columns]
[columns][nextcol width=160][color=#AD0D12][b]#3. [[impure shots]][/b][/color]
[space][space][size=2][i]2 / 8 / 10 / 12 / 13[/i][/size][/columns]
[columns][nextcol width=160][color=#AD0D12][b]#4. [[make it rain]][/b][/color]
[space][space][size=2][i]4 / 14 / 15 / 16 / 18[/i][/size][/columns]
[nextcol width=25]
[nextcol]You're going to want to level up your ult, [[bullet time]] whenever it's up at levels 6, 11 and 16, primarily for the reduced CD and increased damage.
After that, you're going to want to max [[double up]] next. It will let you trade aggresively and deals a good amount of damage during a level one fight and early on. Its damage is very potent early on, so you'll also want it as your first skill.
Next, we have [[impure shots]]. It's not worth to consider maxing over [[double up]] since it's damage no longer increases with levels. It is still better than [[make it rain]] though, so have it maxed by level 13.
Lastly, there's [[make it rain]]. It's high mana cost, low damage and the fact that its CD isn't reduced when leveling it up makes it your last priority. Some people in fact don't pick it up until level 13, but I advise against it. You don't gain much by having an extra point in [[impure shots]], and you will never know when you would need [[make it rain]]. It is not [i]completely[/i] useless.[/columns]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=gameplay]ㅓgameplayㅏ[/color][/size][/columns]
[color=#AD0D12][b]laning[/b][/color]
[indent][[Miss Fortune]] has a generally good laning phase, and it's very important to take advantage of it. Note that winning your lane does not mean winning the game, but it will give you power heading into the latter stages of the game, and it's that advantage you want to get. As [[Miss Fortune]], you're going to want to do more than just outfarm your enemy. You have to shut them down early, especially if they have a weaker early game.
You're going to want to get a level advantage early on by pushing/shoving the lane by hitting the minions harder than the enemy. In addition to gaining a level advantage, the enemy marksman and support will have trouble counter-playing and be pressured and zoned, which will mean trouble CSing on their part.
If you can't push, focus freezing the lane, last hitting, and the occasional poke. You should be poking with AAs, but if you can, try last hitting with [[double up]] if your enemies are hiding behind their minions. On a full-on trade, your standard combo is AA[icon=double up]AA, and active [[impure shots]] if necessary.
Coordinate with your jungler and support and don't forget to ward. Once you reach level 6, your kill potential goes up by a lot, and you can easily pick up a kill or force your enemies out of lane.[/indent]
[color=#AD0D12][b]mid game[/b][/color]
[indent]Mid game is when you are no longer as confined to your lane and objective control becomes an issue. [[miss fortune]] has a good mid game, and if you can, try to finish the game as soon as possible because [[miss fortune]] scales badly into late game.
Early on, warding is done to scout around bot lane, especially to spot ganks. Lane wards are also effective in order to control the lane. Later on however, you want to use your ward on objectives such as buffs or [[Baron]]. If necessary, you can also buy extra wards besides your trinket. [[Blessing of the Lizard Elder]] is a nice buff, but you don't need to always have it, as some junglers and solo top champions may need it more. Still, you should have vision on buffs to prevent the enemy team from stealing them. [[Dragon]] is a different story, and it's usually a main objective of mid game. You want to have that area well warded, but remember that you can steal it with [[bullet Time]] as well.
[[miss fortune]] makes for a good pusher and split-pusher during mid game. If the enemies have recalled, you want to push your lane so as to deny them CS and experience, and if necessary, activate Impure Shots in order to destroy the enemy tower as well. Once you a push a lane, it is advised to leave that lane, especially if you don't have vision, and help push other lanes. [[strut]] means you can roam quite effectively and get to other lanes quickly. One tactic you can do is quickly wiping a minion wave with [[bullet time]] so as to draw the enemies apart, and you can quickly rejoin your team and force a fight that would be in your favor.[/indent]
[center][IMG]http://i62.tinypic.com/30dcigj.png[/IMG]
[size=2][i]push lanes when enemies have recalled/been killed to gain xp and deny them cs[/i][/size][/center]
[color=#AD0D12][b]team fights[/b][/color]
[indent]Marksmen tend to deal the most sustained damage in a team fight overall, and with that, anyone who can, will try to kill them. Due to this, positioning is extremely important. You have to be in a safe place, usually behind tanks, and hit whatever you can effectively. It's a common misconception that you need to focus on carries, but what is important is [b]staying alive, so kill the closest[/b]. You want to work your way through the enemy team while in a position of safety.
[[Bullet Time]] is one of your biggest assets in a team fight, but it's rather easy to interrupt. It's best to use this to follow up an AoE CC when no once can stop you, such as [[Crescendo]]. Keep in mind though, [[Bullet Time]] is a lot weaker late game, and you may want to stop your ult yourself if necessary. Consider the factors; how long the enemies will be in the AoE, how many enemies are actually getting hit, how long you can afford to stay immobile.
Other than that, your AAs and [[Double Up]] is your main source of damage. [[Impure Shots]] is another important skill to consider. Activate it in order to reduce healing on he enemy team. Remember that you can switch between targets and still retain its stacks, but to make it effective, stick to one target and keep the stacks on that target for maximum damage.
Keep your positioning in mind, as you have no gap closer save [[flash]]. Check your CDs to know whether or not to engage. Communicate with your team, and lastly, don't forget to use the actives on your items if necessary.[/indent]
[color=#AD0D12][b]other tips[/b][/color]
[indent]Learn how to cancel your animations, or move while attacking. This is referred to as orb walking. Orb walking is an important technique to master on any marksman, to prevent being a sitting duck, and to prevent enemies escaping with low health.
Other than that, I highly recommend for smart casting [[Double Up]], as it chains quite nicely with orb walking. Smart casting your Q will let you do the AA[icon=double up]AA combo much more quickly and easily, and it will save you time from clicking on a target. Note that this will take some practice in getting used to, but it will help improve your gameplay.[/indent]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=match ups]ㅓmatch upsㅏ[/color][/size]
[nextcol width=405][right][icon=Ashe size=20][icon=Caitlyn size=20][icon=Corki size=20][icon=Draven size=20][icon=Ezreal size=20][icon=Graves size=20][icon=Jinx size=20][icon=Kog'maw size=20][icon=Lucian size=20][icon=Quinn size=20][icon=Tristana size=20][icon=Twitch size=20][icon=Varus size=20][icon=Vayne size=20][/columns]
[indent]Matchups are honestly pretty subjective, as there are way too much factors to consider. You have to take in fact what team composition both sides are using, who are the junglers, their play style and it's really important that you adapt to various situations because it isn't going to be that just because you're in a favorite lane it's an instant win, and if not, it would be an instant defeat.
In any case, this section is divided into two tables. The first would be about team composition. Though it is important, keep in mind that it's probably more important for a player to be playing a champion he is skilled with than a champion who's in the top of a tier-list. The second table is about laning match ups, both supports and marksmen. Do know that the game does extend past the laning phase, and that if you know their play style and such, you'll find it a lot easier, so I say read up the LoL Wiki articles or guides here on Mobafire about the champions of League of Legends, so you could be more knowledgable.[/indent]
[table]
[tr]
[th colspan=1 bgcolor=210304]role[/th]
[th colspan=2 bgcolor=210304][center]good synergy[/th]
[th colspan=2 bgcolor=210304][center]poor synergy[/th][/tr]
[tr][td bgcolor=662426 padding=5][center]support[/td]
[td bgcolor=330405 padding=5 width=45][center]ex.
[icon=Leona size=35][icon=Sona size=35][/td]
[td bgcolor=330405 padding=5 width=232]Good support match ups would be those that complement [[miss fortune]]'s play style. AoE CC alá [[crescendo]] go extremely well with [[bullet time]], whereas good laning phases or poke abilities can make for a strong presence.[/td]
[td bgcolor=662426 padding=5 width=45][center]ex.
[icon=Janna size=35][icon=Blitzcrank size=35][/td]
[td bgcolor=662426 padding=5 width=232]It would simply be the opposite for poor synergies. [[janna]] makes for more of a babysitter-type support, and her [[monsoon]] can easily mess up your [[bullet time]], and [[blitzcrank]] can bring enemies closer to you, when yours CDs are down.[/td][/tr]
[tr][td bgcolor=330405 padding=5][center][color=#330405]marksman[/color]
others
[color=#330405]marksman[/color][/td]
[td bgcolor=662426 padding=5 width=45][center]ex.
[icon=trundle size=35][icon=orianna size=35][icon=amumu size=35][/td]
[td bgcolor=662426 padding=5 width=232][[miss fortune]] goes well in mainly two types of team compositions: AoE teams and split-push teams. [[bullet time]] goes well with any type if AoE CC and [[strut]] makes her an excellent roamer.[/td]
[td bgcolor=330405 padding=5 width=45][center]ex.
[icon=shyvana size=35][icon=Akali size=35][icon=Darius size=35][/td]
[td bgcolor=330405 padding=5 width=232]Teammates who need CC would find [[miss fortune]] sorely lacking in it, as you mostly offer damage and the ability to roam. Champions who offer the same would do better to look for a different marksman.[/td][/tr]
[/table]
[table]
[tr]
[th colspan=1 bgcolor=210304]role[/th]
[th colspan=2 bgcolor=210304][center]good match up[/th]
[th colspan=2 bgcolor=210304][center]poor match up[/th][/tr]
[tr][td bgcolor=662426 padding=5][center]marksman[/td]
[td bgcolor=330405 padding=5 width=45][center]ex.
[icon=quinn size=35][icon=kog'maw size=35][/td]
[td bgcolor=330405 padding=5 width=232][[miss fortune]] does well against marksmen with weaker early games, because you outdo them in trades and you can deny them presence, but they usually do better later on, so shut them down early.[/td]
[td bgcolor=662426 padding=5 width=45][center]ex.
[icon=draven size=35][icon=caitlyn size=35][/td]
[td bgcolor=662426 padding=5 width=232]Marksmen who can play just as hard during laning phases or can outdo you in trades counter [[miss fortune]]. You should also be wary at those who can interrupt your ult without the need for a support.[/td][/tr]
[tr][td bgcolor=330405 padding=5][center]support[/td]
[td bgcolor=662426 padding=5 width=45][center]ex.
[icon=soraka size=35][icon=Taric size=35][/td]
[td bgcolor=662426 padding=5 width=232][[miss fortune]] excels against "sustain"-type supports because of her ability to apply grevious wounds, which would negate their healing power. She can also bully low-mobility supports.[/td]
[td bgcolor=330405 padding=5 width=45][center]ex.
[icon=thresh size=35][icon=leona size=35][/td]
[td bgcolor=330405 padding=5 width=232]Crowd control simply destroys [[miss fortune]], not only because it interrupts [[bullet time]], but because her lack of a gap closer can have her blown up easily once she is immobilized.[/td][/tr]
[/table]
[center][img=http://fc06.deviantart.net/fs70/f/2014/042/0/8/james_div_by_yayaftw-d76289m.png][/center]
[size=5][color=#AD0D12]ㅓconclusionㅏ[/color][/size]
[indent]This would be the conclusion of this guide. The lovely dividers were made by [color=#ad0d12][url=http://www.mobafire.com/profile/yayaftw-220089]YayaFTW[/url][/color]. Do not hesitate to leave feedback, and I will respond to them to the best of my abilities. Thank you for reading.[/indent]
[center][IMG]http://s11.flagcounter.com/count/Lm0o/bg_AD0D12/txt_FFFFFF/border_AD0D12/columns_8/maxflags_80/viewers_3/labels_0/pageviews_0/flags_0/[/IMG][/center]
[quote=jamespongebob]For some reason, a lot of the coding in my [[miss fortune]] guide suddenly stopped working. I don't know why, as I'm pretty sure I haven't changed anything recently. How do I fix this?
example.
[IMG]http://i59.tinypic.com/2vm6pdw.jpg[/IMG]
[spoiler=code][code][table]
[tr]
[td width=140 padding=10]
[center][color=#6E080C][font=times new roman][size=5][i]Table of[/i][/size]
[size=7]Contents[/size][/font][/color][/center]
[font=times new roman][color=#6E080C][size=5]Before the Battle[/size][/color][/font]
[goto=summoner spells][color=#AD0D12]summoner spells[/goto]
[goto=runes][color=#AD0D12]runes[/goto]
[goto=masteries][color=#AD0D12]masteries[/goto]
[goto=items][color=#AD0D12]items[/goto]
[font=times new roman][color=#6E080C][size=5]During the Battle[/size][/color][/font]
[color=#AD0D12][goto=skills][color=#AD0D12]skills[/goto]
[goto=skill sequence][color=#AD0D12]skill sequence[/goto]
[goto=gameplay][color=#AD0D12]gameplay[/goto]
[goto=match ups][color=#AD0D12]match ups[/goto][/color][/td]
[td padding=10][[miss fortune]] is a champion who focuses on dealing attack damage from a distance, a champion known otherwise as a marksman. As with most marksmen, this means that [[miss fortune]] can deal a substantial amount of damage for her team, but in return, she can easily be killed and must be positioned correctly in fights and skirmishes.
Other than her high damage output, [[miss fortune]]'s other selling points include her ability to apply grievous wounds via her [[impure shots]], [[strut]], a passive which gives her exceptional roaming, and her ult, [[bullet time]], a long ranged AoE ability that goes well with other AoE CC abilities.
Not all is fortunate for [[miss fortune]] though. She does not have the best of late games, and she lacks a gap closer. Assassin-type champions are the bane of her existence, as they can easily jump in and burst her down if her [[flash]] or [[heal]] is down. She is not a top-tier marksman, being somewhat situational, and she'll need certain team compositions in order to do her job effectively.[/td]
[/tr]
[/table]
[center][img=http://fc06.deviantart.net/fs70/f/2014/042/0/8/james_div_by_yayaftw-d76289m.png][/center]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=summoner spells]ㅓsummoner spellsㅏ[/color][/size]
[nextcol width=405][right][icon=flash size=20][icon=Heal size=20][/columns]
[indent]My recommended summoner spells are [[flash]] and [[heal]]. As [[miss fortune]] has no gap closer, [[flash]] is not negotiable. You can use it to chase enemies, flee from them, dodge abilities, and many more. One of its greatest uses is in positioning yourself for [[bullet time]].
For your second summoner spell, [[heal]] is the preferred spell because its movement speed buff is useful in kiting or escaping. Other options for your second spell are [[barrier]] and [[cleanse]]. [[barrier]] is an alternative defensive spell which is useful in negating burst damage, whereas you'll want to get [[cleanse]] if you're against a team with heavy crowd control.[/indent]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=runes]ㅓrunesㅏ[/color][/size]
[nextcol width=405][right][icon=greater mark of attack damage size=20][icon=Greater seal of armor size=20][icon=greater glyph of magic resist size=20][icon=Greater quintessence of attack speed size=20][icon=greater quintessence of attack damage size=20][/right][/columns]
[indent]For runes, I recommend going for a standard marksman rune page: 9x [[greater mark of attack damage]], 9x [[greater seal of armor]], 9x [[greater glyph of magic resist]], 2x [[greater quintessence of attack speed]], and 1x [[greater quintessence of attack damage]].
AD Marks are primarily for last hitting. ArPen isn't as effective on last hitting because minions have low armor. Other than that, most of your abilities are powered by AD.
For glyphs and seals, you'll want some defense since [[miss fortune]] has pretty low defensive stats. Armor seals reduce damage from enemy marksmen, minions, and junglers. MR glyphs are mostly for magic damage-dealing supports, although some marksmen and junglers also deal some magic damage. If you need mana regeneration, you can mix in some Mana Regen glyphs as well.
The [[greater quintessence of life steal]] has been nerfed recently and are no longer as good, so you'll want AS quints and an AD quint in its place. AS quints make your auto attack animation a lot more smoother. Plus, they've been buffed recently. [[miss fortune]] does not really need three (you can run three if you want though) because she has an AS buff in her W, so I usually put one AD to further improve last hitting. If you want defensive quints, the [[greater quintessence of armor]] is your safest bet.[/indent]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=masteries]ㅓmasteriesㅏ[/color][/size]
[nextcol width=405][right][size=5]21|9|0[/size][/right][/columns]
[indent]21|9|0 is my recommended mastery set up when playing AD [[miss fortune]]. 21 points into offense is for more damage. [[brute force]], [[devastating strikes]], [[executioner]], [[havoc]], and [[martial mastery]] add more damage. [[dangerous game]] gives you some sustain in team fights, and [[mastery feast]] is pretty much mandatory with its buff, so you can have sustain in lane. The last few points are a toss up between [[warlord]] and [[fury]]. Neither are really exceptional (being filler masteries), but I prefer [[fury]] as you need a full build for [[warlord]] to be effective.
In the defensive tree, [[block]] and [[unyielding]] are for trading and reducing overall damage, [[veteran scars]] and [[juggernaut]] are for more health. [[recovery]] would be the weakest mastery here, but it's either that or [[enchanted armor]], which is virtually useless since you don't build much defensive items.
If you want to go into the utility tree, some alternative setups I suggest are 21|2|7 or 21|6|3. 21|2|7 would let you have [[block]], [[phasewalker]], [[meditation]], and [[summoner's insight]]. [[phasewalker]] is useful for making clutch recalls, [[meditation]] for mana problems, and [[summoner's insight]] reduces the cooldown on your summoner spells, most importantly, in [[flash]]. 21|6|3 would let you have [[block]], [[unyielding]], and [[meditation]] or [[mastery fleet of foot]].[/indent]
[center][img=http://fc06.deviantart.net/fs70/f/2014/042/0/8/james_div_by_yayaftw-d76289m.png][/center]
[center][IMG]http://i58.tinypic.com/zlmo2.jpg[/IMG][/center]
[center][img=http://fc06.deviantart.net/fs70/f/2014/042/0/8/james_div_by_yayaftw-d76289m.png][/center]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=items]ㅓitemsㅏ[/color][/size]
[nextcol width=405][right][icon=Berserker's greaves size=20][icon=Infinity edge size=20][icon=Phantom dancer size=20][icon=Last whisper size=20][icon=Banshee's veil size=20][icon=Blade of the ruined king size=20][icon=Enchantment: furor size=20][icon=Greater stealth totem size=20][/columns]
[table]
[tr]
[th colspan=1 bgcolor=210304][/th]
[th colspan=1 bgcolor=210304][center]inventory[/th]
[th colspan=2 bgcolor=210304][center]purchase[/th]
[th colspan=1 bgcolor=210304][center]explanation[/th][/tr]
[tr]
[td padding=5 bgcolor=330405][center]on spawn[/td]
[td padding=5 width=120 bgcolor=330405][center][icon=Doran's blade size=35][icon=health potion size=35][icon=Warding totem size=35][/td]
[td colspan=2 padding=5 bgcolor=330405][center][icon=Doran's blade size=40][icon=Health potion size=40][icon=Warding totem size=40][/td]
[td padding=10 bgcolor=330405]For your starting items, the nerf to life steal quints kind of makes [[doran's blade]] required in lane, as it gives a mix of useful stats that will help keep you sustained. You can opt for any of the three trinkets, but I recommend the [[warding totem]], as it helps in keeping an eye on the jungler or controlling the brush. Lastly, [[health potion]]s keep you sustained in lane.[/td][/tr]
[tr]
[td padding=5 bgcolor=662426][center]early game[/td]
[td padding=5 width=120 bgcolor=662426][center][icon=Doran's blade size=35][icon=Infinity edge size=35][icon=boots of speed size=35][icon=vampiric scepter size=35][icon=Warding totem size=35][/td]
[td colspan=2 padding=5 bgcolor=662426][center][icon=Infinity edge size=40][icon=Boots of speed size=40][icon=vampiric scepter size=40][/td]
[td padding=10 bgcolor=662426]Your first big item would be the [[infinity edge]]. If you're struggling in lane, buy another [[doran's blade]], but otherwise, aim for the components of your IE, prioritizing the [[bf sword]]. A [[vampiric scepter]] would also be useful for the sustain. Buy [[boots of speed]] for the MS whenever you can, but since you have [[strut]], upgrading it isn't a priority. IE will greatly increase your DPS, and though [[miss fortune]] isn't much of a crit champion, it makes for a better item than [[the bloodthirster]] since it was recently nerfed.[/td][/tr]
[tr]
[td padding=5 bgcolor=330405][center]mid game[/td]
[td padding=5 width=120 bgcolor=330405][center][icon=Last whisper size=35][icon=Infinity edge size=35][icon=Berserker's greaves size=35][icon=vampiric scepter size=35][icon=Warding totem size=35][columns][size=7]([nextcol][icon=phantom dancer size=17]
[icon=statikk shiv size=17][nextcol][size=7])[/columns][/td]
[td colspan=2 padding=5 bgcolor=330405][center][icon=Berserker's greaves size=40][columns][size=7]([nextcol][icon=phantom dancer size=17]
[icon=statikk shiv size=17][nextcol][size=7])[/columns][icon=Last whisper size=40][/td]
[td padding=10 bgcolor=330405]Afterwards, upgrade your boots to [[berserker's greaves]] for the DPS. Your next item will be either an AS item, such as [[phantom dancer]] or [[statikk shiv]]. See below for clarification on what to take. Then you usually take [[last whisper] next. LW is mainly for cutting through armor to deal maximum damage, especially in team fights where you're up against tanks.[/td][/tr]
[tr]
[td padding=5 bgcolor=662426][center]zeal upgrade[/td]
[td padding=5 width=120 bgcolor=662426][center][icon=Last whisper size=35][icon=Infinity edge size=35][icon=Berserker's greaves size=35][icon=vampiric scepter size=35][icon=Warding totem size=35][columns][size=7]([nextcol][icon=phantom dancer size=17]
[icon=statikk shiv size=17][nextcol][size=7])[/columns][/td]
[td padding=2.5 bgcolor=662426][center][size=2]if fed
[icon=statikk shiv size=40][/td]
[td padding=2.5 bgcolor=662426][center][size=2]otherwise
[icon=phantom dancer size=40][/td]
[td padding=10 bgcolor=662426]All marksmen need an AS item in addition to their boots in order to ramp up their DPS. More often than nought, [[phantom dancer]] is the preferred option for [[miss fortune]], as its DPS and stats are generally higher and it is more late game-oriented. If you're leading by a lot early on though, [[statikk shiv]] is an option, as it is more early game-oriented and let's you push harder.[/td][/tr]
[tr]
[td padding=5 bgcolor=330405][center]late game[/td]
[td padding=5 width=120 bgcolor=330405][center][icon=Last whisper size=35][icon=Infinity edge size=35][icon=Berserker's greaves size=35][icon=vampiric scepter size=35][icon=Greater Stealth totem size=35][columns][size=7]([nextcol][icon=phantom dancer size=17]
[icon=statikk shiv size=17][nextcol][size=7])[nextcol][size=7]([nextcol][icon=Mercurial scimitar size=17]
[icon=banshee's veil size=17][nextcol][size=7])[/columns][/td]
[td padding=2.5 bgcolor=330405][center][size=2]standard
[icon=banshee's veil size=40][/td]
[td padding=2.5 bgcolor=330405][center][size=2]optional
[icon=mercurial scimitar size=40][/td]
[td padding=10 bgcolor=330405][[miss fortune]] will start falling off at this point in the game, so I usually get a defensive item. If you don't need to though you can pick up another offensive item. I recommend a [[banshee's veil]] for its passive which can help you lessen poke or CC. [[mercurial scimitar]] is an alternative against CC. Keep in mind that [[banshee's veil]] offers health while [[mercurial scimitar]] does not, so defensively, it's a better option.[/td][/tr]
[tr]
[td padding=5 bgcolor=662426][center]finish with[/td]
[td padding=5 width=120 bgcolor=662426][center][icon=Last whisper size=35][icon=Infinity edge size=35][icon=Berserker's greaves - furor size=35][icon=Blade of the ruined king size=35][icon=Greater Stealth totem size=35][columns][size=7]([nextcol][icon=phantom dancer size=17]
[icon=statikk shiv size=17][nextcol][size=7])[nextcol][size=7]([nextcol][icon=Mercurial scimitar size=17]
[icon=banshee's veil size=17][nextcol][size=7])[/columns][/td]
[td colspan=2 padding=5 bgcolor=662426][center][icon=Blade of the ruined king size=40][icon=Enchantment: furor size=40][/td]
[td padding=10 bgcolor=662426]It is rare that you will reach this point in the game, but if you do, upgrade your [[vampiric scepter]]. [[blade of the ruined king]] is helpful in kiting enemies, but if you prefer [[the bloodthirster]], you can opt for that as well. For enchants, I suggest [icon=enchantment: furor] to help kiting and chasing, but some other good options are [icon=enchantment: distortion], [icon=enchantment: alacrity], and [icon=enchantment: homeguard].[/td][/tr]
[/table]
[spoiler=tl;dr]
[columns][nextcol width=90]
[nextcol][color=#AD0D12]on spawn
early game
mid game
late game
full build
[nextcol width=20]
[nextcol][color=#AD0D12] + [icon=doran's blade][icon=health potion][icon=warding totem]
[icon=doran's blade][icon=health potion][icon=warding totem] + [icon=Infinity edge][icon=Berserker's greaves][icon=Vampiric scepter]
[icon=doran's blade][icon=Infinity edge][icon=Berserker's greaves][icon=Vampiric scepter][icon=warding totem] + ([icon=phantom dancer]/[icon=statikk shiv])[icon=last whisper]
[icon=Infinity edge][icon=Berserker's greaves]([icon=phantom dancer]/[icon=statikk shiv])[icon=last whisper][icon=Vampiric scepter][icon=warding totem] + [icon=Greater stealth totem]([icon=Mercurial scimitar]/[icon=Banshee's veil])
[icon=Infinity edge]([icon=Berserker's greaves - furor]/[icon=Berserker's greaves - distortion]/[icon=Berserker's greaves - homeguard])([icon=phantom dancer]/[icon=statikk shiv])[icon=last whisper]([icon=Mercurial scimitar]/[icon=Banshee's veil])([icon=blade of the ruined king]/[icon=the bloodthirster])[icon=greater stealth totem]
[nextcol width=90][/columns][/spoiler]
[center][img=http://fc06.deviantart.net/fs70/f/2014/042/0/8/james_div_by_yayaftw-d76289m.png][/center]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=skills]ㅓskillsㅏ[/color][/size]
[nextcol width=405][right][icon=strut size=20][icon=double up size=20][icon=impure shots size=20][icon=make it rain size=20][icon=bullet time size=20][/columns]
[columns][nextcol width=40][center][color=#AD0D12][b]P
[icon=strut size=35]
[nextcol width=20]
[nextcol][[miss fortune]]'s passive is mainly used for roaming purposes. Needless to say, if you want to retain that high movement speed, useful in chasing, fleeing and dodging skill shots, you should avoid getting hit. [[strut]] can also be extremely useful in split pushing or reaching team fights quickly.[/columns]
[columns][nextcol width=40][center][color=#AD0D12][b]Q
[icon=double up size=35]
[nextcol width=20]
[nextcol][[Double Up]] will be your main tool for harass and trading in lane. You're mainly going to want to use it in conjunction with AAs and [[impure shots]] to gain some presence in lane. The bounce function takes a bit of getting used to, and remember that the second shot is far better than the first. Since the bounce prioritized targets marked by [[impure shots]], and it's something like an auto attack reset especially later on when it has a very short CD, your basic combo would be AA[icon=double up]AA. You can also use it for the occasional poke by bouncing the shot onto a minion when an enemy approaches to take a CS.[/columns]
[columns][nextcol width=40][center][color=#AD0D12][b]W
[icon=impure shots size=35]
[nextcol width=20]
[nextcol][[impure shots]]' damage only becomes noticeable with some AD, and you're generally going to want to keep stacks on your targets to amplify the damage. You can switch between targets whilst still keeping the stacks, and you can also use [[bullet time]] to makes your AAs more potent. Other that that, the active is useful in pushing lanes or negating the healing power of the enemy team.[/columns]
[columns][nextcol width=40][center][color=#AD0D12][b]E
[icon=make it rain size=35]
[nextcol width=20]
[nextcol][[make it rain]] is probably [[miss fortune]]'s weakest ability. Its uses are fairly minimal, as it has a high mana cost and cool down. It does have them though. It's slow is okay later on, and it can be used when enemies are clumped together, usually to set up [[bullet time]]. It also provides vision where it is cast, so it can be used in checking brushes. Keep in mind that in chasing or fleeing, there's a casting time wherein you fire the bullets.[/columns]
[columns][nextcol width=40][center][color=#AD0D12][b]R
[icon=bullet time size=35]
[nextcol width=20]
[nextcol][[Bullet Time]] is [[Miss Fortune]]'s ult, and it can be extremely powerful if used correctly. It's weaker earlier on due to the changes, but if you can get many stacks on it, you can deal a significant amount of damage. It can be used to clear minion waves easily or split push, but it's mainly used in fights. As it's a channeled ability, you're pretty vulnerable while using it. Remember that you can stop the chanelling on your own or fire it through walls. There are many factors to keep in mind (how many enemies are in it, how long they'll be there), but it's best to use [[bullet time]] after some sort of CC. It can also be used to finish off fleeing enemies or to quickly apply stacks of [[impure shots]].[/columns]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=skill sequence]ㅓskill sequenceㅏ[/color][/size]
[nextcol width=405][right][size=5][icon=bullet time size=20]→[icon=double up size=20]→[icon=impure shots size=20]→[icon=make it rain size=20][/size][/right][/columns]
[columns][nextcol width=160][center][icon=bullet time size=35][icon=double up size=35][icon=impure shots size=35][icon=make it rain size=35][/center]
[columns][nextcol width=160][color=#AD0D12][b]#1. [[bullet time]][/b][/color]
[space][space][size=2][i]6 / 11 / 16[/i][/size][/columns]
[columns][nextcol width=160][color=#AD0D12][b]#2. [[double up]][/b][/color]
[space][space][size=2][i]1 / 3 / 5 / 7 / 9[/i][/size][/columns]
[columns][nextcol width=160][color=#AD0D12][b]#3. [[impure shots]][/b][/color]
[space][space][size=2][i]2 / 8 / 10 / 12 / 13[/i][/size][/columns]
[columns][nextcol width=160][color=#AD0D12][b]#4. [[make it rain]][/b][/color]
[space][space][size=2][i]4 / 14 / 15 / 16 / 18[/i][/size][/columns]
[nextcol width=25]
[nextcol]You're going to want to level up your ult, [[bullet time]] whenever it's up at levels 6, 11 and 16, primarily for the reduced CD and increased damage.
After that, you're going to want to max [[double up]] next. It will let you trade aggresively and deals a good amount of damage during a level one fight and early on. Its damage is very potent early on, so you'll also want it as your first skill.
Next, we have [[impure shots]]. It's not worth to consider maxing over [[double up]] since it's damage no longer increases with levels. It is still better than [[make it rain]] though, so have it maxed by level 13.
Lastly, there's [[make it rain]]. It's high mana cost, low damage and the fact that its CD isn't reduced when leveling it up makes it your last priority. Some people in fact don't pick it up until level 13, but I advise against it. You don't gain much by having an extra point in [[impure shots]], and you will never know when you would need [[make it rain]]. It is not [i]completely[/i] useless.[/columns]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=gameplay]ㅓgameplayㅏ[/color][/size][/columns]
[color=#AD0D12][b]laning[/b][/color]
[indent][[Miss Fortune]] has a generally good laning phase, and it's very important to take advantage of it. Note that winning your lane does not mean winning the game, but it will give you power heading into the latter stages of the game, and it's that advantage you want to get. As [[Miss Fortune]], you're going to want to do more than just outfarm your enemy. You have to shut them down early, especially if they have a weaker early game.
You're going to want to get a level advantage early on by pushing/shoving the lane by hitting the minions harder than the enemy. In addition to gaining a level advantage, the enemy marksman and support will have trouble counter-playing and be pressured and zoned, which will mean trouble CSing on their part.
If you can't push, focus freezing the lane, last hitting, and the occasional poke. You should be poking with AAs, but if you can, try last hitting with [[double up]] if your enemies are hiding behind their minions. On a full-on trade, your standard combo is AA[icon=double up]AA, and active [[impure shots]] if necessary.
Coordinate with your jungler and support and don't forget to ward. Once you reach level 6, your kill potential goes up by a lot, and you can easily pick up a kill or force your enemies out of lane.[/indent]
[color=#AD0D12][b]mid game[/b][/color]
[indent]Mid game is when you are no longer as confined to your lane and objective control becomes an issue. [[miss fortune]] has a good mid game, and if you can, try to finish the game as soon as possible because [[miss fortune]] scales badly into late game.
Early on, warding is done to scout around bot lane, especially to spot ganks. Lane wards are also effective in order to control the lane. Later on however, you want to use your ward on objectives such as buffs or [[Baron]]. If necessary, you can also buy extra wards besides your trinket. [[Blessing of the Lizard Elder]] is a nice buff, but you don't need to always have it, as some junglers and solo top champions may need it more. Still, you should have vision on buffs to prevent the enemy team from stealing them. [[Dragon]] is a different story, and it's usually a main objective of mid game. You want to have that area well warded, but remember that you can steal it with [[bullet Time]] as well.
[[miss fortune]] makes for a good pusher and split-pusher during mid game. If the enemies have recalled, you want to push your lane so as to deny them CS and experience, and if necessary, activate Impure Shots in order to destroy the enemy tower as well. Once you a push a lane, it is advised to leave that lane, especially if you don't have vision, and help push other lanes. [[strut]] means you can roam quite effectively and get to other lanes quickly. One tactic you can do is quickly wiping a minion wave with [[bullet time]] so as to draw the enemies apart, and you can quickly rejoin your team and force a fight that would be in your favor.[/indent]
[center][IMG]http://i62.tinypic.com/30dcigj.png[/IMG]
[size=2][i]push lanes when enemies have recalled/been killed to gain xp and deny them cs[/i][/size][/center]
[color=#AD0D12][b]team fights[/b][/color]
[indent]Marksmen tend to deal the most sustained damage in a team fight overall, and with that, anyone who can, will try to kill them. Due to this, positioning is extremely important. You have to be in a safe place, usually behind tanks, and hit whatever you can effectively. It's a common misconception that you need to focus on carries, but what is important is [b]staying alive, so kill the closest[/b]. You want to work your way through the enemy team while in a position of safety.
[[Bullet Time]] is one of your biggest assets in a team fight, but it's rather easy to interrupt. It's best to use this to follow up an AoE CC when no once can stop you, such as [[Crescendo]]. Keep in mind though, [[Bullet Time]] is a lot weaker late game, and you may want to stop your ult yourself if necessary. Consider the factors; how long the enemies will be in the AoE, how many enemies are actually getting hit, how long you can afford to stay immobile.
Other than that, your AAs and [[Double Up]] is your main source of damage. [[Impure Shots]] is another important skill to consider. Activate it in order to reduce healing on he enemy team. Remember that you can switch between targets and still retain its stacks, but to make it effective, stick to one target and keep the stacks on that target for maximum damage.
Keep your positioning in mind, as you have no gap closer save [[flash]]. Check your CDs to know whether or not to engage. Communicate with your team, and lastly, don't forget to use the actives on your items if necessary.[/indent]
[color=#AD0D12][b]other tips[/b][/color]
[indent]Learn how to cancel your animations, or move while attacking. This is referred to as orb walking. Orb walking is an important technique to master on any marksman, to prevent being a sitting duck, and to prevent enemies escaping with low health.
Other than that, I highly recommend for smart casting [[Double Up]], as it chains quite nicely with orb walking. Smart casting your Q will let you do the AA[icon=double up]AA combo much more quickly and easily, and it will save you time from clicking on a target. Note that this will take some practice in getting used to, but it will help improve your gameplay.[/indent]
[columns][nextcol width=300][size=5][color=#AD0D12][anchor=match ups]ㅓmatch upsㅏ[/color][/size]
[nextcol width=405][right][icon=Ashe size=20][icon=Caitlyn size=20][icon=Corki size=20][icon=Draven size=20][icon=Ezreal size=20][icon=Graves size=20][icon=Jinx size=20][icon=Kog'maw size=20][icon=Lucian size=20][icon=Quinn size=20][icon=Tristana size=20][icon=Twitch size=20][icon=Varus size=20][icon=Vayne size=20][/columns]
[indent]Matchups are honestly pretty subjective, as there are way too much factors to consider. You have to take in fact what team composition both sides are using, who are the junglers, their play style and it's really important that you adapt to various situations because it isn't going to be that just because you're in a favorite lane it's an instant win, and if not, it would be an instant defeat.
In any case, this section is divided into two tables. The first would be about team composition. Though it is important, keep in mind that it's probably more important for a player to be playing a champion he is skilled with than a champion who's in the top of a tier-list. The second table is about laning match ups, both supports and marksmen. Do know that the game does extend past the laning phase, and that if you know their play style and such, you'll find it a lot easier, so I say read up the LoL Wiki articles or guides here on Mobafire about the champions of League of Legends, so you could be more knowledgable.[/indent]
[table]
[tr]
[th colspan=1 bgcolor=210304]role[/th]
[th colspan=2 bgcolor=210304][center]good synergy[/th]
[th colspan=2 bgcolor=210304][center]poor synergy[/th][/tr]
[tr][td bgcolor=662426 padding=5][center]support[/td]
[td bgcolor=330405 padding=5 width=45][center]ex.
[icon=Leona size=35][icon=Sona size=35][/td]
[td bgcolor=330405 padding=5 width=232]Good support match ups would be those that complement [[miss fortune]]'s play style. AoE CC alá [[crescendo]] go extremely well with [[bullet time]], whereas good laning phases or poke abilities can make for a strong presence.[/td]
[td bgcolor=662426 padding=5 width=45][center]ex.
[icon=Janna size=35][icon=Blitzcrank size=35][/td]
[td bgcolor=662426 padding=5 width=232]It would simply be the opposite for poor synergies. [[janna]] makes for more of a babysitter-type support, and her [[monsoon]] can easily mess up your [[bullet time]], and [[blitzcrank]] can bring enemies closer to you, when yours CDs are down.[/td][/tr]
[tr][td bgcolor=330405 padding=5][center][color=#330405]marksman[/color]
others
[color=#330405]marksman[/color][/td]
[td bgcolor=662426 padding=5 width=45][center]ex.
[icon=trundle size=35][icon=orianna size=35][icon=amumu size=35][/td]
[td bgcolor=662426 padding=5 width=232][[miss fortune]] goes well in mainly two types of team compositions: AoE teams and split-push teams. [[bullet time]] goes well with any type if AoE CC and [[strut]] makes her an excellent roamer.[/td]
[td bgcolor=330405 padding=5 width=45][center]ex.
[icon=shyvana size=35][icon=Akali size=35][icon=Darius size=35][/td]
[td bgcolor=330405 padding=5 width=232]Teammates who need CC would find [[miss fortune]] sorely lacking in it, as you mostly offer damage and the ability to roam. Champions who offer the same would do better to look for a different marksman.[/td][/tr]
[/table]
[table]
[tr]
[th colspan=1 bgcolor=210304]role[/th]
[th colspan=2 bgcolor=210304][center]good match up[/th]
[th colspan=2 bgcolor=210304][center]poor match up[/th][/tr]
[tr][td bgcolor=662426 padding=5][center]marksman[/td]
[td bgcolor=330405 padding=5 width=45][center]ex.
[icon=quinn size=35][icon=kog'maw size=35][/td]
[td bgcolor=330405 padding=5 width=232][[miss fortune]] does well against marksmen with weaker early games, because you outdo them in trades and you can deny them presence, but they usually do better later on, so shut them down early.[/td]
[td bgcolor=662426 padding=5 width=45][center]ex.
[icon=draven size=35][icon=caitlyn size=35][/td]
[td bgcolor=662426 padding=5 width=232]Marksmen who can play just as hard during laning phases or can outdo you in trades counter [[miss fortune]]. You should also be wary at those who can interrupt your ult without the need for a support.[/td][/tr]
[tr][td bgcolor=330405 padding=5][center]support[/td]
[td bgcolor=662426 padding=5 width=45][center]ex.
[icon=soraka size=35][icon=Taric size=35][/td]
[td bgcolor=662426 padding=5 width=232][[miss fortune]] excels against "sustain"-type supports because of her ability to apply grevious wounds, which would negate their healing power. She can also bully low-mobility supports.[/td]
[td bgcolor=330405 padding=5 width=45][center]ex.
[icon=thresh size=35][icon=leona size=35][/td]
[td bgcolor=330405 padding=5 width=232]Crowd control simply destroys [[miss fortune]], not only because it interrupts [[bullet time]], but because her lack of a gap closer can have her blown up easily once she is immobilized.[/td][/tr]
[/table]
[center][img=http://fc06.deviantart.net/fs70/f/2014/042/0/8/james_div_by_yayaftw-d76289m.png][/center]
[size=5][color=#AD0D12]ㅓconclusionㅏ[/color][/size]
[indent]This would be the conclusion of this guide. The lovely dividers were made by [color=#ad0d12][url=http://www.mobafire.com/profile/yayaftw-220089]YayaFTW[/url][/color]. Do not hesitate to leave feedback, and I will respond to them to the best of my abilities. Thank you for reading.[/indent]
[center][IMG]http://s11.flagcounter.com/count/Lm0o/bg_AD0D12/txt_FFFFFF/border_AD0D12/columns_8/maxflags_80/viewers_3/labels_0/pageviews_0/flags_0/[/IMG][/center][/code][/spoiler][/quote]
Everything is showing up properly for me. Is it still broken on your end?
Edit: Okay it looks like everything shows up fine in the revision but breaks in the published version. I'll get back to you.
[quote=PsiGuard]Everything is showing up properly for me. Is it still broken on your end?
Edit: Okay it looks like everything shows up fine in the revision but breaks in the published version. I'll get back to you.[/quote]
example.