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Runes: Arcane Comet
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order R>E>Q>W
Threats & Synergies
The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). Draven is one of the best snowballing champions in the game thanks to his Passive and Spinning Axe(Q). If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him. Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops an Axe(Q).
Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her Rend(E). Kalista is a very strong early game champion. Try to harass and poke her down so she is unable to play aggressive and snowball. Post level 6, be careful about focusing the enemy Support in a trade as Kalista can save them with her Ultimate Fate's Call(R). Keep this in mind and try to focus the Kalista instead.
Avoid pushing the wave as much as you can as Yasuo has an incredibly strong all-in and can take you down if you’re pushing. Try to keep the wave closer to your side of the map in the laning phase so he is unable to chase you down and kill you. Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to space accordingly to Yasuo and his Support. If the Support has CC, try to play as far back as possible. This will make it hard for them to get on to you. Post 6, make sure you’re always in a safe position so they cannot all-in you.
Her Explosive Charge(E) and Rapid Fire(Q) makes taking down turrets a piece of cake. Avoid letting her get free shots on your turret since the tower platings will give her a gold advantage over you. Avoid extended trades with Tristana whenever her Explosive Charge(E) is on you. The more auto attacks she hits you with, the more damage you will take. Tristana will often use her Rocket Jump(W) aggressively. If you’re strong and have good all-in, you could try to trade back with her and use her mispositioning to kill her. Take a quick glance at the minimap to see if her Jungler is nearby before committing to the fight though.
Whenever Samira has max Style points, she will be able to use her Ultimate Inferno Trigger(R). Avoid trading with her when she has max points. At level 6, Samira’s kill pressure increases as long as she has max Style points. Take care as she may look for an all-in when she is at point “A”. Samira is at her weakest when she is out of mana or out of Style points. Looking to fight when she has very little of either of them will increase your chances of killing her.
Watch out for Lucian’s Piercing Light(Q) as he will try to line it up so it hits the minion wave and you at the same time. Lucian is very strong in the early game and will look to abuse his strengths to get a lead. Avoid dying to him so he doesn’t get ahead. Wait for Lucian to use his Relentless Pursuit(E) before initiating a fight or trying to land CC. Whenever his E is down, he is much weaker and will find it harder for him to defend himself.
Take note of the in-game audio- you can hear when Caitlyn places her Yordle Trap(W). If you can’t see where W has been placed, it’s probably behind your tower. Stay away from your tower when you’re being pushed in. Try and stay at max range away from Caitlyn at all times. This is especially true when Caitlyn has her empowered auto-attack ready to fire. If she is holding her empowered auto, wait for her to use it before moving forward. Caitlyn will be looking to push and take your tower early. Don’t let her poke you down by sacrificing CS for health and XP. When she is overextended, request assistance from your mid laner or Jungler to help you shut her down.
Look to strike right after Jhin uses his 4th shot as he will not be able to retaliate with autos until he reloads. Try to push the wave in as Jhin has a harder time farming under Turret. However, make sure your Support is someone who can play at the enemies Tower. Do not push if your Support needs to engage. When paired with an aggressive Support who has CC, beware of Jhin’s Deadly Flourish(W), which he will tend to use after the Support has engaged to layer CC.
Do not 1v1 Kai’Sa if you’re alone as her Icathian Rain(Q) will focus you. Fighting near minions will be helpful as they will block some of her damage. Extended trades work in the favour of Kai’Sa thanks to her Passive. Try and keep trades short so she is unable to activate her Passive on you. When recalling, especially when low, make sure you keep an eye on your champion as Kai’Sa may try to finish you off with her Void Seeker(W). Do not shop until you’ve successfully recalled to ensure maximum safety.
Keep a constant eye on her Feathers and avoid standing in front of them. This will reduce her ability to burst you down and trade with her Bladecaller(E). Xayah is rather weak in the early game. Try to abuse her as much as possible to get an early advantage. With low range, she can easily be poked down and harassed. Avoid committing for extended trades with Xayah unless you have an advantage. Thanks to her E and Deadly Plumage(W), she wins extended trades.
After recalling, Twitch can enter the lane in stealth with his Ambush(Q). Avoid pushing up too far when you know Twitch has just backed as he may pop up and go for favourable trade. Twitch benefits from extended trades. Try to go for short bursty trades over long ones with him when possible. If Twitch has pushed the wave and left lane, he is either trying to bait you forward and go for a trade, or he has gone to the mid lane with his Support. Have consistent vision around your lane so you know what he’s doing and where he’s going.
Post 6, avoid overextending when you’re defenceless. Varus’ Ultimate Chain of Corruption(R) can be used to catch you out of position and start a fight. Play safer whenever his Ultimate is up. Avoid standing inside the minion wave. This will allow Varus to poke and push the wave at the same time. Standing outside of the minion wave will force him to choose between shoving and poking with his Piercing Arrow(Q). Varus will try his hardest to poke you out of lane. Try your hardest of dodge as much damage and abilities as possible.
Keep the wave closer to your side of the map early. It will protect you from her all-ins. Respect her level 6 power spike. She can quickly kill you when she gets the level up. It’s also important to remember that she will hit level 6 before you.
Stand away from the minion wave when possible. This will make it harder for her to poke and harass you with both her Boomerang Blade(Q) and Ricochet(W). Post level 6, avoid overextending when low as Sivir’s Ultimate On The Hunt(R) can be used aggressively to catch you out while you’re overextended.
Ensure that you’re always stood behind a minion at all times to make it harder for him to land his Mystic Shot(Q) and poke you down. The best time to go for trades and land skill shots on Ezreal is when his Arcane Shift(E) is on cooldown. If he ever uses it aggressively, try to abuse the cooldown and look for an aggressive play while he’s defenceless. If Ezreal uses his Ultimate Trueshot Barrage(R) to snipe someone on the map, ping your team as it moves across Summoners Rift. This will allow them to dodge the incoming ability. While this ability is on cooldown, you could look to play aggressive and try to fight him.
Stand outside of the minion wave as Aphelios does have a lot of AOE damage. Additionally, stand away from the Tower if you’re pushed under it as his AOE autos will hit you if you’re behind the tower. Aphelios is prone to crowd control and all-ins. If possible, try to lock him down as quickly as you can when trading to reduce his damage output. Aphelios is also super squishy and easy to kill, so he might even blow Flash when you try to engage.
Once Ashe has her Ultimate Enchanted Crystal Arrow(R), do not overextend as she can easily set up her Jungler with it. Keep the lane warded at all times as that is the only time when it will be safe for you to overextend post 6. Ashe doesn’t have any escape abilities or built-in sustain. Use this to your advantage by poking her down frequently and then looking for the all-in when she is low. To prevent Ashe from getting extra damage down on you in the early game, stand behind the minion wave at all times so they block her Volley(W) damage for you.
Try to keep the minion wave closer to your side of the map early. She will not be able to use her Spark Surge(E) very much if she is pushed up. Post 6, beware of her strong burst and all-in potential with her Ultimate Lightning Crash(R). Try and stay far back from her if you’re low. Her is blocked by minions and so is her Ultrashock(W). Always stand inside or around the minion wave to make it hard for her to harass you.
If Vayne ever uses her Tumble(Q), use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her Q is down. Avoid extended trades with Vayne as her Silver Bolts(W) will deal extra damage to you. Only commit to trades if you’re 100% sure you’re going to win them. One way of abusing Vayne’s weak early game is by forcing her to overextend for farm and then calling your Jungler to kill her. Alternatively, you can push her in and take tower plates to gain a gold lead.
Kog’Maw is rather squishy in the early game. Try to abuse his weakness and look for fights to set him behind. Post-6, Kog’Maw will deal lots of damage in a trade thanks to his Bio-Arcane Barrage(W) and his Ultimate Living Artillery(R). Try to bait out his Bio-Arcane Barrage(W) before committing to the all-in. Forcing Kog’Maw to overextend for farm is a good way of winning the matchup. As he will be overextended, this will allow your Jungler to gank your lane. This will also force him to use his Ultimate Living Artillery(R) or Bio-Arcane Barrage(W) to farm with- which you can capitalise on.
Jinx will use the extra range from her Q to poke you down and push the lane. Make sure you’re outside of the minion wave so she is unable to deal splash damage to you or the minion wave. As a carry, Jinx is very dependent on others to assist her in snowballing. Try your best to take advantage of Jinx when she is in the lane alone. Jinx is rather defenceless outside of her Flash when her E is down. If she uses her E, try and exploit her weakness and use the long cooldown to go for another skirmish.
Champion Build Guide
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1. Miss Fortune can melt enemies health bars with her Double Up. This can often give her a huge early game advantage.
2. Her Ultimate Bullet Time is very strong in team fights. Getting one good Ultimate Bullet Time off could result in your team winning the game. It’s just important that you cast it from a safe place and out of immediate danger.
3. Has lots of poke in lane with her Make it Rain and Double Up. This can give her a lot of pressure in the lane itself and let her bully the enemy down with ease.
1. This champion is pretty immobile and is prone to CC. If they get caught out by any CC, they will probably die. In particular, when she channels her Ultimate Bullet Time she is vulnerable.
2. Unlike a lot of ADC’s, she doesn’t have a dash or escape ability. This can be a huge problem for her throughout the game.
3. Miss Fortune isn’t very good in 1v1s and her outplay potential isn’t the best. Due to her Passive, she is rather weak in 1v1s unless she is ahead or can get a really good Ultimate Bullet Time off.
Passive skill allows you to deal extra damage when Miss Fortune changes the target for an auto-attack. When playing at the lane, the Passive gives a chance to increase the damage of the champion significantly. The point is that Miss Fortune usually stands on the bottom line against 2 enemies, so you can easily alternate your attacks between the enemy carry and the support. Even if the enemy is alone, there is bound to be some minion nearby that can also be used to alternate attacks. The same technique can be used to attack the enemy tower. During team battles the passive will not be so relevant anymore, since Miss Fortune will focus her damage on one target more often, usually the one that is closer. There will be no opportunity to alternate attacks and sometimes it will not be advantageous, because you will need to focus on a particular target.
An interesting feature of this skill is that the most damage is dealt not to the attacked target, but to the target behind. In general, the skill does good damage, but you need to learn how to use it or rather to choose the right target for the ricochet. It's worth noting that in case of the death of the first target, the second one receives additional damage. Thus, for example, you can guess the right moment and use this ability to finish off a minion after which the projectile that flew into the enemy champion will cause a lot of damage. At the max level this ability has a very small cooldown and if you have good mana you can even poke around with it for a while. It is important to understand that the projectile will hit the target behind only if it is within 500 radius.
The skill allows you to sharply accelerate your hero in all respects, i.e. to increase both attack and movement speeds. These parameters are very important for a damage dealer, especially when you have to catch up with fleeing enemies. Even one skill level is more than enough to increase the combat characteristics of the champion. The passive part of the skill allows you to quickly move between lanes or reach a specific point (e.g. the lane from the base). Miss Fortune has no other mobility enhancing skills in her arsenal, so you need to learn how to use this ability and know when it's best to activate it.
Even the first level of the ability deals good mass damage and significantly slows down the movement speed of enemies. The deceleration works for 2 seconds from the moment the enemy leaves the kill zone. As long as the enemy is standing under a rain of bullets, the slow will be constantly renewed. The skill has a good range, so it is very difficult to miss. Because of its good range and powerful enough deceleration, the skill is sometimes maxed out first to have good effectiveness during team fights and early lane game. In other words you can use it to actively harass the enemy. The ability has a slight delay before starting to use it, but honestly you get used to it quickly and it doesn't cause any problems. At the place where Make it Rain is used, the area is revealed and this fact can be used to safely scout some specific territory like bushes or arround dragons / Baron. Keep this in mind and don't run blindlessly into a potentially dangerous area.
Miss Fortune's ult is one of the most powerful AOE skills in the game, the damage of which increases with each purchase of a damage item. It has a tolerable mana consumption and more or less normal cooldown. So you can use it in almost any battle. The main disadvantage of the skill is that Miss Fortune has to stand in one place for the duration of the ability and it's impossible to change the direction of the damage cone. However, if you determine the kill zone right away, you can use the damage of the utility to its full potential. Standing for 3 seconds is enough to deal a ton of damage. Miss Fortune is very vulnerable during the duration of the Ultimate. Enemies won't stand still, but will either run away or try to use CC skills to interrupt it. So, the best way to use the Ultimate is in a combo with other CC skills of your allies and try to use the ability in such a way that Miss Fortune is as far away from the enemies as possible, but still hits them with every bullet. It's a good idea to use the ult by taking advantage of a terrain. For example, your team starts the battle and you stand behind your teammates or some small obstacle. In this case, enemies will not be able to just as quickly get to you. Obviously it's better to use the stun on a group of enemies, but that doesn't mean you can't use it on a single character. There are times when it's useful to unleash the skill on a single enemy when you don't have the ability to chase it. Unlike a normal auto-attack, the range of the Ultimate is longer and if used properly you can simply bury the enemy under the waves of bullets.
This item solves all your problems with mana and gives quite decent on-hit damage to your auto-attacks.
this item gives your champion extra slow effect and damage, especially on targets with heavy armor. This is the attack damage counterpart of Rylai's Crystal Scepter for bruisers.
this item gives huge amount of damage and allows AD champions with strong abilities to one shot their enemies.
is a perfect choice for AD champions that need to survive in initiated fights. The spell shield is useful to prevent them from being affected by any quick crowd control effects placed on them which would otherwise cause them to not survive and be able to assassinate their prime target.
this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.
the main goal of this item is to increase your damage to tanks and other enemies who bought some items for armor.
Many tanky champions are still sustain reliant, such as Dr. Mundo and Trundle. Mortal Reminder may be a better general purchase against those champions, since it applies Grievous Wounds during teamfights, allowing your entire team to combat them. Buy this item if you want to cut enemy's healings, life steal and vampirism.
helps attack damage-based champions against enemy teams with high amounts of magic damage. LIFELINE can absorb most of the initial burst of magic damage from an enemy champion and give the owner an opportunity to attack or retreat. It is very useful against ability power champions with burst damage like Annie or Evelynn.
is a great tool to deal against enemy teams with lots of shields.
is a situational item for bruisers who want to apply Grievous Wounds on enemies to reduce their self-regeneration, vampirism and healing from all sources.
grant the most base flat movement speed across all boots ( Mobility Boots effect is only temporary). Because of this, these boots are also the most effective with percentage movement speed increasing effects.
This rune gives a good additional poke damage and it also scales well with both AD and AP items. Its cooldown time decreases based on level, so you would be able to deal extra damage more often.
The rune allows your champion to not run out of mana very fast. You have to remember that this rune needs to be stacked 10 times firstly to give you +250 mana and mana regeneration. And there is a small cooldown between the moment when the rune can be stacked once, so in most cases it's better to not spam abilities when the rune is on the cooldown or you will run out of mana quite fast. The rune is helpful for those players who love to spam their abilities and feel strong lack of mana.
This rune gives some amount of additional AD or AP so you would have higher damage, but only when your champion is above 70% HP. Take the rune if you know you will be able to keep your health high enough to get this bonus.
The rune is a good option if you want to poke your enemy out of the lane and deal extra damage early on.
This rune helps your champion to deal good amount of extra damage in early game short trades. The rune is also very useful in team fights since it increases damage that enemy receives from all sources, including your allies.
This rune is able to help you a lot with your mana or energy problems during team fights when you get lots of takedowns.
The rune simply increases your vampirism, so you would be able to heal yourself during the process of farming minions or jungle monsters. It can also be helpful in extended team fights and become a reason why your champion survives with 1-3% HP.
The rune increases your damage to enemies with low amount of HP. This rune is better that Cut Down and Last Stand if you can decrease health points of your enemy fast enough.
This rune will spare you 300 gold and gives +10 movement speed later on when you buy Tier-2 boots.
The rune helps you to live through the early game and permanently increases a little bit your mana pool which is also helpful since you will not be in need so fast to do Recall just to restore mana.
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
The spell allows you to instantly restore part of the health and even heal your ally. The spell also grants a bonus to movement speed. Although the bonus lasts only 1 second, sometimes it is enough to quickly catch up an enemy or to escape a deadly attack. Please note that Heal searches in a 225 units radius range around the cursor for its intended allied target if none is targeted directly. If it finds none, it targets the most wounded allied champion in the cast range, if no such distinction then the closest one. "Most wounded" means the champion with the least current %HP.
This spell can be used to save a life when low on health and under attack. It is commonly used to get an early first blood by healing oneself for more than one's opponent expects. It is also a skill used for "baiting," where you make your champion appear weaker than it actually is, to lure your enemies out of position or to get them to tower dive you. A similar baiting tactic is also commonly used with Barrier.
This summoner spell is considered by many to be vastly superior to Barrier for a number of reasons - the heal is permanent, affects two people instead of one, and gives a 30% speed boost to yourself and your ally. However, Barrier is not affected by Grievous Wounds, has a shorter cooldown, blocks more damage (against a single target), and can be used while you're still at full health (good against 100-to-0 burst).
Exhaust is an extremely powerful tool for disabling champions who mainly autoattack, as well as any champion that can deal a high amount of damage. When your team is chasing an enemy and he is getting away, using Exhaust on him will help your team gain the upper hand. Using it against enemies when escaping can help you as their movement speed will be greatly decreased.
Her first back is when she will get her initial power spike. Till then, Miss Fortune should be playing safely and should just try to land her ricocheted Double Up on enemies behind low health minions. Level six is a massive power spike as it allows Miss Fortune to impact fights massively. It is also a decent finishing move, especially in clumped fights. Her first item component will increase her dueling potential significantly. Her ability to dish out damage in the lane will also skyrocket.
Miss Fortune is a lane bully and should be played as such. Try to poke the enemy down with your Double Up and Make it Rain during the laning phase. After destroying the bottom lane tower, rotate to the mid lane and try to take that tower. This will open up the map and give your team a gold lead. Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage.
MID GAME (strong):
Once she has 2 points in her Ultimate Bullet Time, she will easily be able to take over team fights and disrupt them as well. Her positioning will be the defining factor from now. Her first ability will be maxed out at level 9. This will significantly boost her damage and will let her one-shot squishies. Miss Fortune excels at team fights. This is due to her Ultimate Bullet Time and Passive combined with her kiting potential. She just needs some peeling to become a demon in team fights.
Stay with your Support throughout the mid-game. If you move away from them, you will be an easy target for the enemy. Make sure you’re always near at least 1 ally. Group and stay with your team at all times. Do not split push or avoid grouping unless you have a good reason to be away from them. Look for picks with your Support/Jungler to get kills and increase your lead. If you kill a key target, you could make the call for Baron.
LATE GAME (average):
Three points in her Ultimate Bullet Time will give her a massive power spike. The ability will dish out a lot of damage and have a very short cooldown, so team fights will be frequent. Her life steal combined with her damage and mobility during the late game will make her really good in team fights. She will just need to maintain proper positioning. She will have multiple items during this phase of the game. It will allow her to dish out tons of damage and one-shot squishy champions. Prolonged team fights will see her winning effortlessly.
It is important that you stick with your team in the late game. Do not move around the map or go anywhere unless someone is with you. Stand towards the back end of your team near your Support. Avoid walking too far away from anyone in the late game. Getting caught out will result in the enemy being able to push their advantage and finish the game. Watch your positioning in the late game. Focus on kiting and auto-attacking the nearest enemy champion. Avoid walking too far forward so you do not get caught out and focused by the enemy.
The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). If you are playing a champion with skill shots and CC, aim them at the Spinning Axe drop location. Draven is one of the best snowballing champions in the game thanks to his Passive and Spinning Axe. If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him. Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops Spinning Axe.
You need to be very respectful against Draven as he can dish out tons of damage if he gets a few kills in the laning phase. Keep an eye out for his itemisation as the game develops and play accordingly. Draven is hard to play in team fights as he has to control his Spinning Axe. In team fights, try to lock him down with CC to make it really hard for him to pick up his Spinning Axe and dish out damage. Try to kill Draven whenever his stacks of Adoration is high. It will deny him from getting a huge influx of gold after gaining a kill.
Draven is an early game monster with his Spinning Axe and can snowball easily if he gets an early kill thanks to his Passive. On Draven’s first back, he will usually get an expensive AD item. If you do not buy the exact same item as him, he will always come out ahead of trades. Take note of his first item and be prepared to play safer. At level 6, Draven will look to go for kills if he hasn’t got any already with the help from his Ultimate Whirling Death. Respect his all-in potential and play safer when you’re low.
After recalling, Twitch can enter the lane in stealth with his Ambush. Avoid pushing up too far when you know Twitch has just backed as he may pop up and go for a favourable trade. Twitch benefits from extended trades. Try to go for short bursty trades over long ones with him when possible. If Twitch has pushed the wave and left lane, he is either trying to bait you forward and go for a trade, or he has gone to the mid lane with his Support. Have consistent vision around your lane so you know what he’s doing and where he’s going.
Don't clump up or stick close together in team fights versus Twitch as his Spray and Pray. Spread out and look for a way to burst him down once he reveals himself. Twitch will often get incredibly close to your team after popping out of his Ambush. Once he has left it, try to take him down as quickly as you can. Control Wards are essential in team fights. Place Trinkets and Control Wards around you when sieging an objective to spot Twitch before he is able to jump out on you.
Twitch is a hyper carry and will become stronger and stronger as the game goes on. Ending the game quickly is often the wisest choice when playing against him. Once he has access to his Ultimate Spray and Pray, his kill pressure increases. It’s extended range and damage: in conjunction with his Ambush, can be hard to deal with in lane. Once Twitch has got Runaan's Hurricane, his damage output will be deadly. It is very important that you do not let him dish out his damage by bursting him down at the start of the fight.
Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her Rend. Kalista is a very strong early game champion. Try to harass and poke her down so she is unable to play aggressive and snowball. Post level 6, be careful about focusing the enemy Support in a trade as Kalista can save them with her Ultimate Fate's Call. Keep this in mind and try to focus the Kalista instead.
Kalista is vulnerable to slows and CC. Try to lock her down at the beginning of the fight so she is unable to dish out lots of damage. Kalista may stay in a side lane to split push. When she is not with her team, you can force a team fight or take an objective. If you don’t know where Kalista and her Jungler are, they might be trying to sneak the Baron or Dragon. Make sure you have it warded at all times as she can take it quite easily thanks to her Rend.
Extended trades will always favour Kalista thanks to her Rend. Try and avoid going for extending trades with her. Kalista’s first power spike is when she picks up her Berserker's Greaves as it will give her the first bit of attack speed she needs to snowball. Once Kalista has completed Runaan's Hurricane, she will pump out a lot more damage and apply Rend stacks really quickly.
Miss Fortune is not very strong in the early game but she does have a lot of poke damage with her Double Up. Watch your positioning and avoid standing behind minions when possible. Post 6, stand in the middle of the lane at all times to make it easier for you to get out of her Ultimate Bullet Time when she channels it. If you stand near a wall, it will be harder for you to escape the damage. When paired with a hard engage Support, do not stand too far forward as the enemy Support may engage and set up the Miss Fortune for a good Ultimate Bullet Time. If you have a dodge, don’t use it when her Ultimate Bullet Time is up.
Do not fight Miss Fortune and her team inside the jungle as her Ultimate Bullet Time will cover the entire pathway which will allow her to deal tons of damage to your whole team. As soon as Miss Fortune channels her Ultimate Bullet Time, try to cancel it by CC’ing her. If you can cancel it quickly, her damage output will be very low. Do not group to close together as Miss Fortune will be able to hit your whole team with her Ultimate Bullet Time. Splitting up isn’t a bad idea when trying to team fight.
Once Miss Fortune hits level 6, her kill pressure increases thanks to her Ultimate Bullet Time and its damage. In team fights, Miss Fortune truly shines as her Ultimate Bullet Time can deal tons of damage if she uses it in a safe place. Disengage as soon as she channels her Ultimate Bullet Time. At level 9, Miss Fortune’s Double Up will deal tons of damage if it hits you. Watch your positioning and make sure you’re never directly behind a minion.
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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.