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Miss Fortune Build Guide by undeadsoldiers

[8.24] Fortune Doesn't Favor Fools [IN DEPTH MISS FORTUNE GU

[8.24] Fortune Doesn't Favor Fools [IN DEPTH MISS FORTUNE GU

Updated on January 15, 2019
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League of Legends Build Guide Author undeadsoldiers Build Guide By undeadsoldiers 17 2 40,311 Views 4 Comments
17 2 40,311 Views 4 Comments League of Legends Build Guide Author undeadsoldiers Miss Fortune Build Guide By undeadsoldiers Updated on January 15, 2019
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Arcane Comet
Manaflow Band
Gathering Storm

Legend: Alacrity
Coup de Grace

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Hi ! I'm undeadsoldiers and this is my Miss Fortune guide. I will show you what to build on Miss Fortune in different scenarios and overall how to play her and how she works. She is one of my favourite champions and one of the first ones I played back when I just started playing LoL. Hope you enjoy and find it helpful !

Feel free to check out my In-Depth Ekko Guide !


Health: 541(+91 per level)
Attack Damage: 50(+2.7 per level)
Attack Speed: 0.656(+3% per level)
Movement Speed: 325
Health Regen: 3.75(0.65 per level)
Armour: 28(+3 per level)
Magic Resist: 30(+0.5 per level)

Bilgewater captain famed for her looks but feared for her ruthlessness, Sarah Fortune paints a stark figure among the hardened criminals of the port city. As a child, she witnessed the reaver king Gangplank murder her family—an act she brutally avenged years later, blowing up his flagship while he was still aboard. Those who underestimate her will face a beguiling and unpredictable opponent… and, likely, a bullet or two in their guts.

mafia miss fortune

+Strong Poke Ability
+Good Team Fights
+Decent Mobility
+High Range
+Hard to Counter
mafia miss fortune

-Frequent Mana Issues
-No Gap Closers
-No Hard CC
-Vulnerable When Channeling Ult

Arcane Comet: Since Miss Fortune relies more on her abilities than AAs, unlike most ADCs, this is especially good on her. It makes her poke even stronger and with E: Make it Rain it is 100% sure to hit due to the slow.

Manaflow Band: I have stated that Miss Fortune has mana issues and this is just a nice way to relieve the pain without having to buy mana items. Every ability that hits an enemy champion grans you 25 mana, maxed up to 250. After, it starts regenerating 1% of missing mana every 5s.

Celerity: Movement speed bonuses are 8% more effective on you. This goes well with MF's W: Strut and it's good for being overall more mobile on her, even though she has decent mobility.

Gathering Storm: Gain increasing amounts of AD or AD (Adaptive) over the course of the game. Many people rather choose Scorch, but Gathering Storm completely outclasses it on Miss Fortune with her AD-ratios. It has been a go-to rune for a while now.

Legend: Alacrity: Takedowns on enemies grant permanent Attack Speed. Since in most cases I don't build attack speen on Miss Fortune this is a great rune for a little bonus that you otherwise wouldn't have. This is my go-to rune.

Triumph: Takedowns restore 12% of your missing health and grant an additional 20 gold. This is what I take if I feel like I would need a bit of extra help early on, but it is good later as well because it restores a percantage instead of a fixed amount so it basically scales with you.

Coup de Grace: Gives you 7% bonus AD to targets below 40% HP. This guarantees a takedown which will help your Legend: Alacrity stats. I always go for it and it is super helpful especially on a champion like Miss Fortune and her kit.

Cut Down: This is a rune I would take only if I know I am going up against a tank. It makes you deal more damage to champions that have more max health than you. If the enemy has a support Malphite or Leona for example I would really consider taking this rune for an easier lane.

Heal is a standard ADC spell and I would say it has no alternative since you want your support to take either Exhaust or Ignite.(I prefer them with Exhaust)

Flash is also the standard. I blinks you a short distance towards your cursor and it is pretty helful either to run away from danger or to chase an enemy.

Whenever Miss Fortune basic attacks a new target, she deals 0.5 - 1.0 times her attack damage (at levels 1-18) bonus physical damage. Love Tap deals 50% damage to minions. The damage is pretty apparent in lane and it also helps you take down turrets easier.

COST: 43/46/49/52/55
RANGE: 650
DAMAGE: 20/40/60/80/100 (+100% AD) (+35% AP)

Miss Fortune fires a bullet at an enemy, damaging them and a target behind them. Both strikes can also apply Love Tap. If the first shot kills the first enemy it deals 200% Damage to the second one which means it scales with up to 70% AP. This is best to use on minions and try to shoot a champion with the second one. This is Miss Fortune's signature ability. It has low CD and low manacost so you can basically spam it and it is great for poking you enemy laners.

COST: 30
RANGE: 600
DAMAGE: 40/55/70/85/100% Attack Speed for 4 seconds
MS: 25(60/70/80/90/100 after 5s)

Miss Fortune passively gains Movement Speed when not attacked. This ability can be activated to grant bonus Attack Speed for a short duration. While it's on cooldown, Love Taps reduce the remaining cooldown of Strut. This is used for last-hitting while farming and fast pushing. When you've already got other abilities on enemies, dish out Strut for even more AAs.

COST: 80
RANGE: 1000
DAMAGE: 80/115/150/185/220 (+80% AP)
SLOW: 28/36/44/52/60%

Miss Fortune reveals an area with a flurry of bullets, dealing waves of damage to opponents and slowing them. Try using Arcane Comet with this rather than other abilities since it has a 100% chance to hit because of the slow. Miss Fortune never has to face-check since Make it Rain gives her vision over the area. MF is fast so you can use this to chase enemy champions.

COST: 100
RANGE: 400

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. While this does do quite a lot of damage the downside is that you have to channel it standing completely still which means you're just begging an assassin to come and kill you.

> > >




















#1. Double Up
1 / 4 / 5 / 7 / 9

#2. Make it Rain
2 / 8 / 10 / 12 / 13

#3. Bullet Time
6 / 11 / 16

#4. Strut
3 / 14 / 15 / 17 / 18
You deal most of your damage with Q: Double Up so it is the best option to max it first. It is your main source of damage and it is fun to use when it's maxed

Never. Ever. Max E first. You might have seen some pro players max it first so you think 'Oh, I'm gonna do that too!'. No. Most of those players aren't ADC mains, let alone Miss Fortune mains. If I ask you to play an off role, on a champion you rarely play, what do you think is going to happen? You are unlikely to play well/optimally. You max your best spells first, the ones that deal the most damage, often, at low cost, on every champion.

Max your R: Bullet Time third and W: Strut last, because it is not as useful as your other abilities and you will only use it to take down towers or farm.

+10 AD
I always take a long sword with Miss Fortune. It helps deal more damage early in lane and get some kills while playing safe. I know that I'm either gonna win lane or have a support that keeps me alive, so I start Long Sword.

+60 Health
+15 Ability Power
+5 Mana per 5 seconds
Passive: Basic attacks deal an additional 5 physical damage to minions on hit.
You should take Doran's Ring only if you feel like maxing out E: Make it Rain first. I really wouldn't advise this, but who am I to stop you. I know some players feel better maxing out E first so do what you feel good with. Let it be known you are gonna be a little bit weaker before your first buy. But it does give you very very good sustain.

+8 Attack Damage
+80 Health
+3% Life Steal
I never take Doran's Blade as a first item. For me it just doesn't offer enough sustain for a first item. However, you can still take it as it is a standard first item for marksmen.

+150 HP over 5s
I always make sure to take 3 pots which extend the time it takes to get to the first back which means I'll have more gold to spend. I assume enemy ADCs will always get an item that cost 400, they will have only 2, and therefore survive shorter in lane.

COST:/ You should always take a ward no matter what you're playing. You don't have to worry much about going far early on to ward, your support should do that for you, but do help them out before they get a control ward and ward the surrounding brushes.

+25 Attack Damage
UNIQUE Passive: +10 Lethality
UNIQUE Passive - Headhunter: After killing any enemy, your next damaging spell will deal 40 bonus physical damage (30 second cooldown).
The stats are very beneficial for you after your first back. This is one of the two components to the Duskblade of Draktharr which you always want to build.

+25 Attack Damage
You can take this if you feel like rushing an Infinity Edge or Edge of Night, however it is not the most important.

+10 Attack Damage
UNIQUE Passive - Last Whisper: +10% Armor Penetration
This builds into the Mortal Reminder and is overall a good item, however if you don't have to rush it take a caulfield's hammer instead since it it better for the first back.

+25 Attack Damage
UNIQUE Passive: +10% Cooldown Reduction
This is what you're most likely going to need to take on your first back along with the Serrated Dirk. It is strong as a first back item and builds into items you'll need later on.

UNIQUE Passive - Enhanced Movement: +25 Movement Speed
Even though Miss Fortune is a decently mobile champion I would get boots on her and sell them late game for a different item.

UNIQUE Active: Consumes a charge to restore 125 Health over 12 seconds. Holds up to 2 charges and refills upon visiting the shop.
This is optional but after the first back I would never stack up on health pots since I consider that a waste of gold, and instead I would take this.

+55 Attack Damage
+10% Cooldown Reduction
UNIQUE Passive: +21 Lethality
UNIQUE Passive - Blackout: When spotted by an enemy ward, reveal traps and disable wards around you for 8 seconds. Melee attacks instantly kill these devices. (90 second cooldown).
UNIQUE Passive - Nightstalker: After being unseen for at least 1 second, your next basic attack against an enemy champion deals 30 - 150 bonus physical damage and slows them by 99% for 0.25 seconds. Ranged basic attacks do not apply the slow. (Lasts for 5 seconds after being seen by an enemy champion).
Duskblade of Draktharr in my opinion should be in every full build and you should always build it first.

+400 Health
+40 Attack Damage
+20% Cooldown Reduction
UNIQUE Passive: Dealing physical damage to an enemy champion Cleaves them, reducing their Armor by 4% for 6 seconds (stacks up to 6 times, up to 24%).
UNIQUE Passive - Rage: Dealing physical damage grants 20 movement speed for 2 seconds. Assists on Cleaved enemy champions or kills on any unit grant 60 movement speed for 2 seconds instead. This Movement Speed is halved for ranged champions.
Build Black Cleaver if you need more survivability. With this item, you can usually survive from a Zed or Graves combo. This item is wonderful if you’re not particularly ahead and you want to support your team with your ult.

COST: 3500
+80 Attack Damage
+10% Cooldown Reduction
UNIQUE Passive: Dealing physical damage heals for 15% of the damage dealt. This is 33% as effective for Area of Effect damage.
UNIQUE Passive: 30% of damage taken is dealt as a Bleed effect over 3 seconds instead.
This is a good choice if you need life-steal + it synergizes with your ultimate.

+20 Armor
UNIQUE Passive: Blocks 12% of the damage from basic attacks.
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
You can opt for no boots, but if you need some armour get some Ninja Tabis.

+25 Magic Resist
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 30%
If you're playing against hard CC champions then get these.

UNIQUE Passive - Enhanced Movement: +55 Movement Speed
UNIQUE Passive - Slow Resist: Movement slowing effects are reduced by 25%.
If you want to join in fights quickly get Boots of Swiftness.

Miss Fortune has a good laning phase due to her poke. Make sure to take lead in farming and don't let the enemy ADC out-farm you. You should hope to level up first as well.

Miss Fortune is a big lane bully. Try to poke with your AAs as well, even though MF has lower base AD than most ADCs. A neat thing is to make your Q: Double Up bounce from a minion, because of the stats I mentioned before.

Make sure to always last-hit and get as much CS as you can. Try to either win trades or have them even, just don't lose them.

You can't stay bot all game of course, you need to rotate at certain times. When you're out of lane it becomes more difficult to farm and also more dangerous. Don't go pushing towards the enemy tower by yourself. If you do decide to do that, make sure to ward and know where the enemy team is, so you won't get attacked, because you're most vulnerable at that time. If you don't want to risk it try to farm two waves and let your minions push up.
Do not forget to farm at any stages of the game !

I've watched many low-elo plays where players only wanted kills and they were so greedy. Don't be like that. If you just can't get a kill don't force it. Aim more for objectives, because in the end they will win you the game.

Turrets have 1095 sight range, 775 attack range and deal Attack damage icon physical damage. They grant their team true sight, allowing it to see all traps and stealth units within their vision range.

There are four kind of turrets depending on their location:

Nexus towers: Located in front of the nexus, there are two of them.
Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base.
Inner towers: Located in front of the inhibitor towers.
Outer towers: Located in front of the inner towers.
Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of 1200.
Make sure to last-hit a turret as it will grant you 400 gold which can put you at a big advantage if you spend it right. It will also be beneficial for your team as they will gain some gold too. Getting a first turret might relieve the pressure off of your teammates, but it will transfer it to you, as you will be targeted more.
However do not pass an opportunity to get first turret blood, it is just too big of a bonus to miss !


The gist here is that turrets won't fall over at 5 minutes when the enemy team groups up and hard-pushes your lane. Instead, as they chip your turret down, they'll get some extra gold to reward their aggression while your turret becomes increasingly harder to kill. It’s win-win: Lane bullies get more turret gold than before while late-scaling champs have a more reliable window of safety to farm under turret. This also means your lane won't be decided as heavily by the success or failure of other lanes since their own turrets are harder to take too. The falloff mechanic ensures lane phase won't be too much longer on average and makes plating gold a true advantage for early-game champs since once it's gone, it's gone.

PLATING: Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)

PLATE STRENGTH: Turret plating grants 40 armor and magic resist at game start

PLATE BREAKING: Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off
BULWARK For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window.

FALLOFF: Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible

First Turret Bonus:
FIRST BRICK: 300 gold ⇒ 150 gold (reduced to accommodate turret plating gold)

Outer Turrets:
HEALTH: 3800 ⇒ 5000
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 180 at 7:30 ⇒ 278 at 15:00

ARMOR & MAGIC RESIST: 55 ⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING: +1 per minute ⇒ 0 (replaced by turret plating)
GLOBAL GOLD 50 (unchanged)

Inner Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 100 ⇒ 50

Inhibitor Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 150 ⇒ 50

Nexus Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 230 at 28:00 ⇒ 285 at 18:00
GLOBAL GOLD: 75 ⇒ 50

Dragons, also known as drakes, are powerful monsters that can be found in Summoner's Rift. Their camp is located in the river alcove on the lower right side of the battlefield.

There are five types of dragons:
- Cloud Drake s are useful for both teams regardless of their gold lead or deficit; leading teams can create pressure, split push, and rotate around the map faster for positioning, while trailing teams can still use it to expand vision, respond to split pushing, and position defensively.
-Even with a single stack, Cloud Drake can be very powerful in split push comps, especially if it's denied to the enemy team.
- Infernal Drake s are highly contested and considered by many players the strongest dragon due to its raw power boost. If viable, contest the dragon at all cost.
-In the early game the percentage increased won't make a difference, but the Infernal Drake 's late game power is massive.
- Mountain Drake s are also very powerful late game as it makes objectives like Baron Nashor easier to deal with.
-Siege comps can benefit greatly from Mountain Drake as it provides additional pushing power against structures.
- Ocean Drake s are deceptively powerful during the laning phase; backing off for several seconds allows its beneficiary to extend its presence in lane and can make the difference in some even match ups.
-Another benefit of Ocean Drake s is the ability to mitigate damage against poke comps, forcing the enemy team to spend more mana and delaying or even preventing potential flanks.
-Due to their tankiness and the strength of the buff they provide, attempting to kill an Elder Dragon s usually prompts the enemy team to contest the kill. Therefore, teams wishing to slay it must take great caution when doing so while the majority of the enemy team is alive, much like Baron Nashor .

The first four types are globally known as Elemental Drakes, which, when killed, permanently grant a Dragon Slayer buff Dragon Slayer stack, granting various effect based on the dragon killed. No more than one dragon can be present at the same time in the battlefield, but several different dragons can spawn at different times throughout the game. The Elder DragonSquare Elder Dragon grants a temporary buff called Aspect of the Dragon buff Aspect of the Dragon. Elder Dragons beyond the first for the same team grant Aspect of the Dragon buff Empowered Aspect of the Dragon, which is twice as effective and lasts twice as long.

All dragons are between levels 6 to 18 and all of their attacks are ranged.

Try to get them when: a) Bot Lane has just died and your jungler is in range; b)enemy jungler has died and it's not warded so you can try to sneak it, taking only the support to help.

Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. Killing Baron Nashor grants Hand of Baron to all living teammates for 210 seconds. The buff gives bonus attack damage, bonus ability power, Empowered Recall, and an aura that greatly increases the power of nearby minions.

Soloing Baron Nashor is usually impossible. It is generally only feasible very late into the game with a champion who has immense sustainability, DPS, and tankiness; and even then it is not guaranteed. Most champions who are capable of soloing the Baron are bruisers or tanks such as Udyr, Warwick, Xin Zhao, or Nasus. However, there are some exceptions; a skilled Malzahar or Yorick player, for instance, has the ability to solo Baron with relative ease.

Killing Baron Nashor with a team is fairly simple. Baron primarily attacks the target closest to him, so with proper positioning, a tank or bruiser can be made to take the brunt of the damage.

Try to get Baron once most of the enemy team is dead or when the jungler is dead, but beware of the rest of the team trying to steal it. Watch out if it is warded.

You can steal Baron Nashor with your Ultimate: Bullet Time and potentially get a kill or two if you position yourself behind the pit and channel your ult.

Miss Fortune is great in team fights because of her Ult: Bullet Time. Especially if you have hard CC champions or a support like Morgana who can root enemies. Once they're in place you can just channel your ult.

However it is not all fantastic, as you have to stand still while channeling the ult. This is a great opportunity for an assassin to kill you and you are squishy anyway. Find a spot to channel it where you will be safe but also hit most of the enemy team.

Make sure to use Love Tap in teamfights as it will increase the damage you do.

Braum is an amazing choice with Miss Fortune. Though he doesn't have a strong poke he is still pretty tanky and has good CC. He has a bit weaker lane and deals with poke harder.

Leona is a tank with hard CC and is very useful to Miss Fortune. She is a great option. Since Miss Fortune has no escape, Leona can lock down targets for a really long time and she is a tank so she will survive more than MF too. Overall great.

Again, a tanky support with CC, damage and utility. This is my favourite support. He can save you with his lantern and hook enemies for enough time for you to whip out an ult. He is great with most ADCs and I love him very much.

She's somewhat squishy, but it's okay. She provides a lot of peel for you and has a lot of CC. When she uses her Q, combined with channeling her ultimate, an enemy won't be able to move for a very long amount of time and in that time they're completely yours.

Pyke is a really good choice. He can deal a lot of damage, has a root and a hook. This is great especially if the enemy bot lane is squishy. The only downside is he can't do much to protect you and to peel.

Rakan is a really strong support right now. He's so broken you have no chance of losing if he plays good. They have strong synergy and Rakan can also knock up champions + heal + shield you. He can keep you alive, because you're already squishy. This is just a great pick. Xayah better watch out ! :D

  • Miss Fortune is a really fun champion to learn and you shouldn't be missing out on her.
  • MF doesn't take a long amount of time to learn, though there are a lot of things you should know about it.
  • MF doesn't really have to depend on her support, so she is a great SoloQ pick.

Feel free to ask me questions and leave reviews on this guide !
Make sure to check out my In-Depth Ekko Guide ! :D

2/9/18 Published Guide
6/9/18 Added Rakan to 'Support' Chapter
20/11/18Added New Runes and Turrets
21/11/18Added New Counters

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