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A Miss-Fortunate End! (AD/LS MF)






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Spells:
Ghost
Flash
Ability Order
Love Tap (PASSIVE)
Miss Fortune Passive Ability
Introduction

This is my first guide, so I figured I would tackle one of the more straightforward champions of the game: Miss Fortune. Worthy of her namesake, Miss Fortune is capable of absolutely demolishing enemy teams by focusing her fire on their strongest, squishiest characters, thus giving your team the advantage in a team fight. Despite this massive strength that most scramble to capitalize on as much as humanly possible, I take a slightly different route in my build and opt for some survivability in


In this guide, I will cover proper use of Miss Fortune's abilities, (especially how my build changes their normal use) cool tricks used by yours truly to get the most truly outrageous kills, and survivability methods that keep me running games 14/2/11. As a final message of the introduction, I would like to mention that this build does not make playing Miss Fortune easy! Without the extra burst that most builds focus on, getting kills is more challenging, especially in a ganking or non-team fight environment. Again, this is not the guide for you if you're new to Miss Fortune or the game at large, and thus I'd redirect you to one of the other extensive, useful guides available on the site.
Well, without further ado, I present to you: my Miss Fortune guide, titled: "A Miss-Fortunate End!" (See what I did there?)
- Very high mobility -- with Miss Fortune's passive,
Strut, combined with Boots of Switftness and the proper use of
Ghost,
Flash, and
Youmuu's Ghostblade, Miss Fortune is zippier than ever, and much harder to kill.
- High burst and sustained damage respectively with
Double Up and
Impure Shots

[*] Has some of the most interesting skins in the game.[/list]
Cons:
- Somewhat squishy overall, especially when you blow Flash/Ghost/Youmuu's at inopportune moments.
- Lack of natural escape mechanisms. (A problem this guide attempts to thwart.)
- Being struck in combat lowers mobility by a significant margin.
As any experienced LoL player will tell you, proper runes can make or break a champion. I've seen many guides suggest that Miss Fortune utilize Attack Speed seals and/or Mana Regen Glyphs.
Attack Speed is almost worthless for Miss Fortune when built like she is in this guide. She gets enough attack speed from her ((Impure Shots))Impure Shots' active ability and, later, Youmuu's Ghostblade, to push towers just as well as anyone else and down champions when she needs to.
Mana Regen is actually -very- good for Miss Fortune, as she finds herself running out of many very quickly. I, instead opt to grab CDR glyphs due to the fact that I usually grab the Blue Golem buff at every opportunity I get for its CDR and mana regen. If you find that you cannot manage to get the Blue Golem often enough to maintain a comfortable amount of mana, Mana Regen runes are definitely the way to go. I merely prefer CDR.
I choose Armor Penetration marks for all the obvious reasons. There are no physical damaging DPS/assassin champions who shouldn't. ArP is just too good to give up willingly, and you get it in spades through glyphs.
I choose Mp5 seals because they solve one of MF's most crippling issues early-game: her mana inefficiency. Toward the middle of the game, I keep the Golem on farm, and toward the end of the game I tend to not even need that. In the beginning of the game, however, I do not have any of those luxuries in Mp5, especially when I'm playing mid. Mp5 seals help smooth out MF's rough edges when concerning her early game.
I choose CDR glyphs because I like CDR. They reduce the Cooldown on Miss Fortune's ultimate as well as reducing the cooldown on her damaging abilities and survival-oriented abilities, ((icon=Make It Rain)Make it Rain for its slow) giving her a palpable advantage over her opponents. Mana Regen glyphs are also perfectly acceptable options.
I choose Armor Penetration quintessences due to their viability in all stages of gameplay, and due to the fact that, other than Youmuu's Ghostblade, I don't really buy many Armor Penetration items. Attack Damage / Fortitude quintessences can be good for early game, but I personally don't prefer them.

The use of SotO insists that you play both offensively and carefully, which is where Miss Fortune usually falls flat. Pick up


I then begin working on a



Finally, I go the route most physical damage builds go and finish off with a Bloodthirster Blade. I use the blade when the enemy team has not stacked too much armor, but when they have, I like to build a

When the enemy is stacking health, and merely killing their squishies then moving onto them isn't sufficing, (Usually the case with Amumu, Rammus, and a few other notable characters) I take a





The basic build I use works in around 60% of games, but when facing off with the more pesky, annoying tanks, you need to go a different route. Other guides go into this further and in more depth, being focused primarily on bringing down tanks. This guide somewhat assumes you have someone else with heavy enough damage output that tanks aren't much of an issue.


After that, put your secnod point in



When going for a kill, I like to blink right next to an enemy champion,(only when I know they'll try to run and not fight back well enough to kill me. Blinking next to Yi or Udyr is a bad idea.) use my Impure Shots' active, use Double Up on the champion, then place Make it Rain right in the path of escape. When done correctly, you will usually kill your target.
In team fights, your first priority should be lining up the perfect

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Decent Summoner Spell Choices:
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Bad Summoner Spell Choices:
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- Everything else.
Thanks to Phever for helping my guide by pointing out the fact that I was missing Attack Speed.
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