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






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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
Love Tap (PASSIVE)
Miss Fortune Passive Ability
Threats & Synergies
Tristana
Tristana is a pretty big threat to you. You have to get perfect positioning, otherwise, she can just ult you out of your ult, so beware of that.
Braum
Braum



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Hi ! I'm undeadsoldiers and this is my ![]() ![]() |
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Feel free to check out my In-Depth Ekko Guide ! |



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+Strong Poke Ability
+Good Team Fights +Decent Mobility +High Range +Hard to Counter |
mafia miss fortune
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-Squishy
-Frequent Mana Issues -No Gap Closers -No Hard CC -Vulnerable When Channeling Ult |

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COST: 43/46/49/52/55 RANGE: 650 DAMAGE: 20/40/60/80/100 (+100% AD) (+35% AP) |
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COST: 30 RANGE: 600 DAMAGE: 40/55/70/85/100% Attack Speed for 4 seconds MS: 25(60/70/80/90/100 after 5s) |
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COST: 80 RANGE: 1000 DAMAGE: 80/115/150/185/220 (+80% AP) SLOW: 28/36/44/52/60% |
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COST: 100 RANGE: 400 DAMAGE: 120% AD |
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![]() #1. ![]() 1 / 4 / 5 / 7 / 9 #2. ![]() 2 / 8 / 10 / 12 / 13 #3. ![]() 6 / 11 / 16 #4. ![]() 3 / 14 / 15 / 17 / 18 |
You deal most of your damage with Q:![]() 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 ![]() Max your R: ![]() ![]() |


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COST:350 +10 AD |
I always take a long sword with ![]() ![]() |
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COST:400 +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 ![]() ![]() |
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COST:450 +8 Attack Damage +80 Health +3% Life Steal |
I never take ![]() |
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COST:50 +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. |
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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. |

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COST:1100 +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 ![]() |
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COST:875 +25 Attack Damage |
You can take this if you feel like rushing an ![]() ![]() |
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COST:1300 +10 Attack Damage UNIQUE Passive - Last Whisper: +10% Armor Penetration |
This builds into the ![]() |
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COST:1100 +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 ![]() |
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COST:300 UNIQUE Passive - Enhanced Movement: +25 Movement Speed |
Even though ![]() |
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COST:150 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. |

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COST:2900(700) +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). |
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COST:3000 +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 ![]() ![]() ![]() |
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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. |
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COST:1100 +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 ![]() |
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COST:1100 +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. |
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COST:1100 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 ![]() |


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![]() ![]() ![]() 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 ! |
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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 ! |
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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 |
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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:
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. |


![]() ![]() ![]() Soloing ![]() ![]() ![]() ![]() ![]() ![]() ![]() Killing ![]() 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 ![]() ![]() |
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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

























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


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