Miss Fortune Build Guide by Multiboxer
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order standard1
Threats & Synergies
CC and more range, always take cleanse vs her
more range, can stop you from bullying the lane
CC and good scaling
can 1vs1 you all the time very easily if you are not more than 1 item ahead
Champion Build Guide
I try to help you getting better with Miss Fortune in LoL, doesnt matter which ELO you are.
currently I play platinum Level, ADC since end of season 10 and I am an MF OTP.
I will keep this guide updated all the time and for every patch, so bookmark it and always have a look if something changed.
pls give me an UPVOTE if you like it!
+ Lanebully with nice Q and good burst damage to follow up CC|
+ Passive movement speed boost and active attack speed boost
+ AE slow with E
+ awesome ultimate to decide every TF
+ good passive with Love Tap
Miss Fortune is one of the best ADCs in laning phase, but also has a very good scaling and teamfight strength with her R.
- medium range on AA|
- no dashes/jumps
- Q may be difficult to hit because of same range as AA
- R needs to be well-placed to be effective
Miss Fortune has no jumps/dashes, that makes her automatically weak against the high mobility assasins, but if you use your movementspeed wisely and focus on positioning you can be always a top Carry for your team.
Keystone: Arcane Comet
|super nice poke for the laning phase especially the first 3 level, and this levels usually decides who wins the lane.|
second: Manaflow Band
|synergizes very well with your Muramana-Build and gives your better ability for poke in lane.|
third: Absolute Focus
|POKE POKE POKE.|
|what should I tell you man? you know the word... POKE and DOMINANCE.|
first: Cheap Shot
|nice tool for the laning phase and also later on, snyergizes very well with your E Make it Rain|
second: Ravenous Hunter
|nice rune for sustain, makes you stronger in laning phase.|
hard choice, its up to you. 2x adaptive Force or 1x Attackspeed and 1x adaptive Force.
maybe I would take 2x adaptive force against more squishy enemies and 1x/1x against more tanky comps.
Armor you should always take, only reason if you change to MR is when you play against a Casterlane with an APC like Syndra, Ziggs. But that usually happens maximumly 1 time in 50 Games.
Look at all my Builds I put into the guide please. The decision between some small runes are not that easy these days.
I highly recommend in S11 to start with Tear of the Goddess and 2x Health Potion. You can poke your enemies very hard with your E Make it Rain.
But I also would recommend to build Eclipse first and after that Manamune
always go for Eclipse, Muramana and then The Collector
This is what you always need to be usefull. Eclipse is a very hard powerspike, so go for some plays if you are ahead and just finished this.
After those 2 items you build The Collector what synergize super well with your E Make it Rain, because usually it makes zero damage in mid/lategame, but you can finish enemies with the Passive from this item.
4th item: Boots
Now I would buy my complete boots. Usually Berserker's Greaves but I also can recommend the defensive options Mercury's Treads and Plated Steelcaps, depends on enemy team.
I recommend most time Edge of Night because of the nice spellshield what usually is usefull against nearly every comp. But Youmuu's Ghostblade gives you more damage and movement, so take this if you are big ahead and wanna finish the game more fast.
Last Item I usually take Guardian Angel, but always buy Stopwatch before, so you can use it, and then build your complete GA.
Or Bloodthirster as last item, it gives you even more damage and the shield, because sometimes the GA is kind of useless if you die in a bad situation in which the Guardian Angel is worth nothing.
(we all know that situations xD)
a) against comps with a lot of heal ( Yuumi, Soraka, Senna etc.) or selfheal (fed Kayn or Master Yi, I always would recommend you to buy Executioner's Calling and build it later on into Mortal Reminder.
b) against comps with lot of tanks/armor:
always think about a Last Whisper and build it later on into Serylda's Grudge or Lord Dominik's Regards. I think Serylda's Grudge is maybe a bit better, but it also costs 500 gold more, so depends maybe on how the game is going for you.
c) when you fullbuild and have enough money when you sell your boots for another legendary-item, then do it. in S11/Preseason you get more bonus from your mythic item with another legendary, so its even more worth then last season.
If you dont wanna lose that much Movespeed, I would recommend Youmuu's Ghostblade, if you not already builded it. Otherwise take one of the items above, as replacement for boots, they all make kinda sense.
great passive for last hitting and poking enemy champs.
also good synergie with your Q, reduce the HP of a minion with lovetap to few HP and then instantly press your Q on it to hit the enemy champ who is standing behind it.
Q: Double Up
good to know about your Q:
1) target area behind the first target is in a cone
2) Once the opposing champion is in the cone of Double Up behind the first target and you take the shot, the opponent cannot escape from the shot (not with walking away from the area, flash, dash and so on...).
3) Double Up has relatively low Mana cost and cooldown. Don't hesitate to use it.
but dont waste it for farming, maybe a Cannon is worth it.
4) it always crits, if you take down the initial target with your Q.
great nice gain of attackspeed bonus and out of combat movementspeed bonus.
Also use it for situations you need to lasthit faster. And definitly use it on every fight, very less mana costs. And it gives you the attack speed you need in some situations because besides Berserker's Greaves you usually dont but any other attackspeed.
the out of combat movement speed bonus synergize very well with Youmuu's Ghostblade and it gives your more chance to dodge some abilities like hooks etc.
E: Make it Rain
R: Bullet Time
you love to make triple-, quatra- and pentakills?
Then you love the R from MF. this tool gives you the possibility to decide every game if you are not tremendous behind. A full Bullet Time on 4-5 enemies wins you definitly every teamfight.
But be care... the enemies know you have this crazy ultimate, so try to use it wisely and also be prepared about being hard focused with any kind of CC and stuff like that. I know you also should be prepared for it as ADC, but with MF even more. Its all about positioning and timing.
If you know there will be no Teamfight in the next 90 seconds for Drake, Baron, Herald and so on, then you also can use it to fast push a big wave of minions and go back. But as I said, only do this if you sure you will not miss it in the next 90 seconds.
but sometimes your dependent on your support, depends on enemies skill and comp.
your Passive Love Tap and Q Double Up are the tools you need for crushing the enemy lane hard if you play it well. But MF abilities have a high manacost, especially her E Make it Rain, so use them wisely... and use your E definitly only for very good plays and to initiate your junglers ganks or deny/slow enemy ganks.
Always think also about your jungler. Does he need help for scuttle or Drake? is it worth to go there? Thats also a part of wave management. with your Q and W you can destroy enemy minion waves very fast.
For a quick and fast Recall when your own Cannon-Wave is coming, you can also use sometimes your R Bullet Time to pick up the enemy Cannon-Wave super fast and then take the recall. But only use it, if you know you dont need your R for a TF around Drake etc. in the next 90 seconds.
all about objectives. look always for upcoming Drakes and also for early barons after a won Teamfight. ping the timers from time to time to show to your team on what time the objectives coming up and also you show that you are concentrated on it.
If your team is tremendous behind and you cannot win the teamfight if the enmey team dont make crazy mistakes, then give up the drake . ping this early to your team, because most worst thing is 3 of your team are going in and die and enemy team also get the drake .
Elder Drake and Soul are usually always neccessary to fight... sometimes you can look for a trade with Baron , but thats decisionmaking at the end.
most important: positioning,if you dont be able to care about it, you cannot play MF. you have no dash/jump besides every 5 minutes your Flash, so use it wisely. ALWAYS attack the closest target to you, most important rule as an ADC. If you are more in high elo, you know about your targets. but attacking the closest target is always a very good advice.
second: use your R Bullet Time not to early and not to late
if you know an important Teamfight is coming for example for Baron or Elder Drake , then buy a Stopwatch if you have the 650gold, it can change every teamfight if you use if well and the enemy are not prepared for it.
I would recommend you to ban Master Yi, Kha'Zix or Graves at the moment. (Patch 10.25)
if your teams shows you what they want to play and you have like no CC in team, then maybe also banning Master Yi or Vayne is a good idea. But usually you should punish Vayne in lane very hard but if you have bad feeling vs. her, she is always worth a ban, especially with the Buffs on Patch 10.25 for Zeal-Items etc.
1) important item changes:
Muramana: [removed] shock only applies to physical spells;
Total cost 2600 >>> 2900;
Sapphire Crystal >>> Long Sword in build path;
Shock passive damage 4% >>> 2,5%; awe passive 2 >>> 2,5% mana converted to AD.
2) other champions:
3) not really important:
Biography of Miss Fortune:
Like most who rise to notoriety in the twisting, salt-crusted labyrinth of Bilgewater, Sarah Fortune has no shortage of blood on her hands…
Beloved daughter of the renowned gun-dame Abigale Fortune, Sarah spent much of her happy childhood in the forge of their island settlement just off the coast—learning to file wheel locks, set trigger pulls, and even cast batches of custom pistol shot. Her mother’s skill in crafting firearms was legendary, and her bespoke handguns were to be found in the collections of many a wealthy merchant captain.
But oft-times, they were coveted by those with more meager means, and darker hearts.
One such individual was an up-and-coming Bilgewater reaver, known to his crew as Gangplank. ****sure and certain of his power, he demanded a pair of Fortune pistols the like of which no other man could hope to possess. A reluctant deal was struck, and a year later to the day, Gangplank returned. With no intention of paying for the work, he had masked his face with a grimy scarf. He was there to take the guns by force.
Abigale had crafted two masterpieces, twin hand cannons of exquisite workmanship and pinpoint lethality—indeed, she declared, too fine for the likes of him. She could see the brutish thug that Gangplank had become. Enraged, he seized the pistols and gunned her down with her own creations before turning them on her husband, and young Sarah too. Then, out of nothing but spite, he set the workshop ablaze and smashed both pistols on the cobblestones, to wipe the Fortune legacy from the face of Runeterra completely.
Sarah awoke to agony. Her wounds were grave, but she managed to crawl from the burning ruins with the remains of the two pistols clutched to her chest. In time, her body healed, but waking nightmares and night terrors would torment her for many years to come.
Even so, she endured. She was determined to have vengeance. She rebuilt her mother’s pistols, and learned all she could of the masked murderer who had since declared himself the new reaver king of Bilgewater, and forced even the most influential ship captains to honor his claim.
No matter. When Sarah faced him again, she would be ready.
Taking a ship to Bilgewater Bay, she killed her first man within minutes of setting foot on the crooked timbers of the quayside—a drunken pirate with a gallon of Myron’s Dark in his belly, and a price on his head. Sarah dragged his corpse to the bounty board officials, before tearing off a dozen more warrants and heading off into the city.
Within a week, every one of them was settled, and those with the misfortune to be hunted by Sarah were either dead or in chains. She quickly earned a reputation in the taverns and gambling dens, becoming known only as “Miss Fortune”. Gangplank would never see her coming. What was one more bounty hunter on the streets of his city?
In the years that followed, tales of Miss Fortune’s exploits spread far and wide, each more fanciful than the last. She drowned the leader of the Silk-Knife Corsairs in a barrel of her own stolen rum. She took the Syren from a captain who learned the hard way what it meant to slip a hand where it wasn’t wanted. She tracked the insane Doxy-Ripper to his lair in the belly of a half-dismembered leviathan down on the slaughter docks, and shot him in the back as he fled.
In spite of all this, Gangplank was far too powerful to confront openly, with the fierce Jagged Hooks crew always at his side—but Miss Fortune knew just killing him would never be enough. Only his abject humiliation, and the burning to ash of all he had stolen, would satisfy the girl who had died on the floor of her mother’s workshop.
And so, little by little, she began to surround herself with a small but loyal cadre of allies that would eventually help her lay her demons to rest.
Miss Fortune risked everything to make her move against Gangplank. Plots within plots saw his ship, the Dead Pool, blown to flaming wreckage in the harbor, and the tyrannical reaver king overthrown. Best of all, everyone in Bilgewater saw him fall. It was everything Sarah could have hoped for, exactly as she’d planned.
And it was over in moments.
With Gangplank gone, the other rival captains quickly descended into fighting amongst themselves for control of the city. What little semblance of law there had been was gone in an instant, with countless innocent civilians caught between the warring crews. Reluctantly, Miss Fortune stepped up—as captain of the Syren, and backed by her own people, she brokered an uneasy truce that has somehow held to this day.
But little is ever really permanent in the port city, and Captain Fortune still finds herself having to impose her own brand of order on every reaver, ganglord, and distant threat that comes her way.
The real battle for Bilgewater has only just begun.