table of contents
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7. items
what should my items on Miss Fortune be? |
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8. matchups
what matchups will Miss Fortune win in? |
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9. supports
how well will Miss Fortune do with x support?
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Hey everyone, I'm Hoodstomp. The newly named position of marksman/AD Carry is the role I enjoy playing. Because I enjoy playing as a marksman/AD Carry so much, I've also gained a lot of knowledge about the role of a marksman/AD Carry. My main account currently sits in Diamond 1, while I have a few smurfs, all in diamond elo.
Miss Fortune is another champion who has been out for a while. She's a lane bully, and you should utilize that to maximum effectiveness. She also has seen a fair share of play in the competetive scene. Be sure to follow me on Twitter if you want to know whenever I have a new guide out, or on the rare occasion I might be streaming!
@Hoodstomplol
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Cons
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- No escape.
- If you don't get a good Bullet Time off in teamfights, your damage goes down significantly.
- Low mobility without Strut.
- Pretty promiscuous.
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Miss Fortune, like some AD Carries, lack an innate escape, leaving them vulnerable to assassins. If she gets caught, there's most likely no way out unless you pull a tricky Flash out. If you get too impatient and use your Bullet Time early or you're too patient and use it too late, you'll lose out of a lot of damage loss. Bullet Time is what will help your team win the fight by shredding the enemy's HP. Also, without her passive, Strut, she has very low mobility, leaving her vulnerable. In teamfights, if an assassin gets on you, he'll most likely kill you because you don't have a way to get out.
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Fury
is basic. It gives you extra attack speed, increasing your damage by maybe one auto-attack early on.
Butcher
helps you last hit minions early on.
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Deadliness
is standard. It gives you a little bit of extra damage at all levels.
Destruction
is helpful when damaging towers by increasing your damage to towers by 5%.
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Weapon Expertise
increases your damage by a good amount. All physical damage you deal ignores 8% of the target's armor. Very standard.
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Lethality
gives you extra critical hit chance, which is helpful for trading if you ever get that lucky critical hit. It's useful late-game when you also start dealing lots of damage, especially on critical hits.
Brute Force
gives you 2 more AD, mostly a point filler.
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Frenzy
isn't too bad, giving you extra attack speed. Goes well with
Lethality
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Sunder
gives armor penetration which gives you some extra damage early.
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Executioner
gives you more power by being able to inflict more damage to low health opponents.
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Summoner's Resolve
is useful because most of the time, you'll be taking Barrier. It gives increased shield amount. It's also not bad when taking Cleanse.
Durability
is scaling health throughout the game. This is useful simply because it's health. |
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Summoner's Insight
reduces the cooldown on your flash, which is very important in all stages of the game.
Meditation
gives you some extra mana regeneration. You'll find this most useful during laning phase.
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Marks
>>These attack damage marks are basic and necessary. It gives you extra attack damage, and
Miss Fortune really benefits with extra AD because of her
Double Up and
Bullet Time scaling. Early on, it helps you last hit minions at tower and helps you trade easily. It also helps you deal more damage to towers, which is useful if you happen to be 2v1ing a lane and need that early tower.
Seals
>>These are, again, very standard. The armor seals help you take reduced damage from all physical damage, like minions, towers, and enemy laner auto-attacks. Basically, everyone runs armor seals, besides AP mids in certain matchups. It's very useful in lane and very early mid-game. It makes trading easier by taking less damage, to put it simply.
Glyphs
>>The magic resist is usual. You take less damage from supports such as
Lulu and
Sona. The mana regeneration is nice to have as
Miss Fortune uses up quite a bit of mana early on. It'll reduce the burden on mana regeneration by a little bit. If you don't run mana regeneration, you'll probably be able to notice a slight difference.
Quintessences
>>None of these runes come as a surprise, and neither do these. The lifesteal quintessences are run by almost everyone. It helps you sustain in lane, and helps you hold your own after trades. You can run two lifesteal quints, or have all three be lifesteal quints. It's really personal preference, although I prefer the extra AD quint because it makes last hitting easier. It can also give you a bit of advantage in early trades.
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A Doran's Blade is the usual start. It provides health, AD, and life-gain on hit. The overall stats are great for the early game as they all allow you to have an easier time trading in lane. After trades, you can combine the life-gain back from Doran's Blade with your lifesteal quintessences for an quick way to sustain back up. Before you know it, you'll be full health again and able to trade. Besides, you should be out trading your opponents anyways, so you shouldn't have to be lifestealing all that much.
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- The optimal first back would be to get a
B. F. Sword. This increases your damage output by a lot. Your enemies won't be able to trade against you evenly after you go back.
- You can also buy
The Brutalizer on your first back. If you're ahead, this'll increase your damage by a lot. Still, buy
Bloodthirster first.
- If you have to go back relatively early, you can go for a
Vampiric Scepter and
Boots.
- If you're forced back super early, then opt for a
Doran's Blade.
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These are fairly self explanatory. Berserker's Greaves are the standard boots that you build on basically every AD Carry to exist. They give you extra attack speed, and what AD Carry wouldn't want that?
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A Phantom Dancer is nice. It gives you extra movement speed on top of Strut and ignores unit collision, allowing you to run through minions. The attack speed and critical hit chance also does go nice with Impure Shots, but you won't be needing a Phantom Dancer until after you finish your Last Whisper. The extra burst attack speed from Impure Shots should be good enough for mid-game.
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It's often worth it to buy another Bloodthirster because you scale so hard off of bonus AD. Most of the time, you probably won't be getting two Bloodthirsters, but on the rare occasion you do, you'll find yourself lifestealing for huge amounts, especially on critical hits. You'll be able to duel basically anyone.
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An Infinity Edge is standard on all AD Carries. It increases your critical hit damage by a lot, and also adds critical hit chance. Infinity Edge also gives you a lot of AD, so it'll help increase all of your damage by a lot. Be sure to pick it up during late-game, or else you'll be missing out on damage compared to the enemy carry.
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A Banshee's Veil is nice if you're up against a double AP composition, such as Ahri and Vladimir. It provides a good amount of MR, and also gives you shield that blocks the next ability used on you. It was recently changed to also give health regeneration for 10 seconds after you take damage, so that's also very nice.
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A Guardian Angel is also another good choice. You get an opportunity to die, but then come back without much loss. You should be able to lifesteal back up quickly after you revive, assuming no burst mage is going to be standing around and waiting for you in the middle of a teamfight. It's good if you think you're the biggest threat on your team.
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Finally, a Mercurial Scimitar is the last defensive option for items. The unique active is a cleanse, but in item form. This is useful if you're getting CC used on you a lot. If you're also being targeted by long range AoE stuns such as Leona's Solar Flare, Mercurial Scimitar, it'll save your life by allowing you to run away in time.
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Enchantment: Distortion is the best enchantment for most AD Carries without a built in escape. Miss Fortune benefits a lot from a reduced cooldown on Flash. It gives her a faster escape mechanism, which can help her survive after a fight, or escape from an AD assassin.
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Enchantment: Furor is another choice for AD Carries. It's helpful, giving you an easier time kiting around enemies or chasing them, but a shorter cooldown on Flash will most likely come more in handy than some extra movement speed for a short while.
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AD Carries
Difficulty Scale: 5/5
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Ashe Difficulty: 2/5
Ashe is a pretty easy matchup for Miss Fortune. Ashe just doesn't have the early lane power to be able to trade with you at all, really. Just walk up to her and trade. There's nothing she can do about it because you're pretty much a bully in this lane. She might be able to farm decently with her long range and Volley, but she will definitely not be getting CS for free. Careful about the Volley though. It knocks off your Strut passive, making it harder for you to maneuver in lane. As always, it's very easy to die at 6 from her Enchanted Crystal Arrow and a jungler gank, so be careful or run Cleanse.
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Caitlyn Difficulty: 4/5
Caitlyn is always a pretty tough laning opponent, seeing as her whole kit is pretty much to control and dominate in lane phase. Miss Fortune can sort of deal with this, if you play correctly. Since you have Strut, even though she has massive range, you can run towards her at the right time. You can get an auto-attack plus Double Up off with your Impure Shots and force a nice trade with her. Play aggressive and don't be afraid! Never let Caitlyn push you into the tower! If she is, you can ask for your jungler to gank.
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Ezreal Difficulty: 2/5
Ezreal is a really easy lane for Miss Fortune to fight. There is no way he can beat you in a straight up trade because of Impure Shots. It is also very easy to dodge his Mystic Shots because of your Strut passive. Just bully him and dodge skillshots! At 6, be careful if he hits you with a Trueshot Barrage head on. He might actually be able to all-in you if you carelessly play in this lane.
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Graves Difficulty: 3/5
Graves does fairly well against you. Your trades are pretty much equal, but maybe a little bit in favor of Miss Fortune. You just really want to make sure he can't push you into tower. If he is spamming Buckshot on the wave, make sure you are always auto-attacking creeps to even out the lane. At 6, be very careful. His all-in with Collateral Damage is definitely stronger than yours. He can also Quickdraw out of your Bullet Time!
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Kog'Maw Difficulty: 2/5
Kog'Maw is a pretty simple lane for you to fight against as Miss Fortune. He has very low range with no Bio-Arcane Barrage active and will barely be able to farm against you if you pressure him correctly. Whenever he is trying to CS. run up and auto-attack and hit Double Up on him. If he activates his Bio-Arcane Barrage, simply run away until it's off. Rinse and repeat. This is an easy lane for you! At 6, be careful he gets a HUGE power spike with his Living Artillery. If he softens you up with a few of them, he can probably land a kill.
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Varus Difficulty: 4/5
This is definitely the hardest lane for Miss Fortune to fight against. You are pretty vulnerable to poke as Miss Fortune, and that's pretty much all he does to you in lane. He can easily knock off Strut with a Hail of Arrows or Piercing Arrow and get free auto-attacks on you because of his superior range. Just be careful about taking poke in this lane. If you can get in his face though, you can definitely out damage him!
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Vayne Difficulty: 1/5
So, this lane is pretty much a joke. Vayne literally can't do anything to Miss Fortune in lane. All you have to do is hit her anytime she is in range of you. With Impure Shots active, there is actually nothing she can do to win the trade, aside from maybe Condemning you into a wall. Bully her and zone her to the point where she won't be a threat at 6. She is a great duelist at 6, but you should have her behind to the point where it doesn't matter. Make sure to save your Bullet Time for after she Tumbles!
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Blitzcrank
 Spoiler: Click to view
 Blitzcrank is basically "okay" with any AD Carry, but never the best or the worst support to pair with anyone. He has good kill potential, as always with Rocket Grab. Miss Fortune has good burst to follow up on his Rocket Grab and Power Fists. You'll probably do fairly well with a competent Blitzcrank who can land pulls. If not, you're going to be in for a real ride with a Blitzcrank who has poor aim and timing.
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Janna
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Leona
 Spoiler: Click to view
 Leona is great with Miss Fortune. She has a good set-up to get Miss Fortune early kills, and their synergy at level 6 is ridiculous. If Leona is able to land her Solar Flare, you can use your Bullet Time. Together, people will evaporate quickly. As you get more kills, you two will snowball very hard, resulting in a very fed Miss Fortune.
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Lulu
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Nami
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Sona
 Spoiler: Click to view
 Sona is just good in any lane, with any adc. With Miss Fortune, this lane has really strong poke/trading capabilities early on. It's really easy to force enemies out of lane because of your high damage/sustain as well. Just make sure to protect your Sona, she is very squishy. At level 6, Bullet Time plus a good Crescendo = rip.
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Soraka
 Spoiler: Click to view
 Soraka doesn't do much with Miss Fortune. She can keep you healed up and with full mana in the lane, but she can't really help you play aggressively, which is what you want to do on Miss Fortune for the most part.
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Taric
 Spoiler: Click to view
 Taric/ Miss Fortune is a really old school lane and traditionally, the strongest Miss Fortune lane. Your damage is absolutely unreal. Someone can easily die at level 2 in a Dazzle and Shatter combo. That's how high your damage is. Play really aggressively in this lane. You can almost instantly kill anyone who walks out of position, especially squishies like Nami or Sona.
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Thresh
 Spoiler: Click to view
 Thresh is a great support to lane with as Miss Fortune. He gives you great presence, and can play very aggressive and set up kills for you. If he lands a Death Sentence, the enemy should either have to Flash out or just die. Remember to play off of him though. You don't want to go in unless he initiates the fight.
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Miss Fortune is an extremely strong laning champion. In fact, this is pretty much what she is known for.
- It is unbelievably hard to trade with her because of
Impure Shots and the fact that she has an auto attack reset.
- You want to be a bully in lane for the most part. This is easy because you have increased movement speed from
Strut, allowing you to run around CSing or harassing as much as you want and in general, being annoying.
- Be careful about your mana costs though. If you spam your
Impure Shots while running up and don't actually get a trade off, you can run out of mana quite quickly in lane.
- Be very wary of getting poked down. That is pretty much the downfall to this
Miss Fortune. Once it starts, it only gets worse because without
Strut active, you are very vulnerable to follow-up.
- You are extremely strong in lane and teamfights. If you are laning with someone like
Sona, you can literally double kill 2 champions from 100% hp with a nice
Crescendo and
Bullet Time combo.
Team fighting as
Miss Fortune is pretty easy, actually. Your main goal is to get off a VERY GOOD
Bullet Time. If you get off a good
Bullet Time, you have already done 90% of your job in the entire team fight. You have to be patient though. A lot of players don't wait for the stars to align and they end up hitting
Bullet Time on one person, or getting their
Bullet Time interrupted immediately after casting it. It should play out like this: either your team initiates and locks people down somehow with, let's say, an
Orianna
Command: Shockwave, and you can just
Bullet Time on top of that to follow up and it'll be great. But let's say your team gets dove and you have to kite back to avoid getting CCed and taking damage. Auto-attack for a while, and once you get at a safe distance and see 3 or more people grouped up, THAT'S when you let your
Bullet Time rip.
If you do these things you will most likely come out ahead in the fight. That's how big of a deal it is. After you get a good
Bullet Time off, there will probably be a few stragglers running around at low health. These people are easy for you to clean up because of your
Strut, so have fun chasing down your free kills!
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