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Miss Fortune Build Guide by Superior current


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League of Legends Build Guide Author Superior current

Mage Fortune is real!

Superior current Last updated on September 17, 2017
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Standard builds

Ability Sequence

2
8
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Ability Key Q
1
14
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18
Ability Key W
3
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Ability Key E
6
11
16
Ability Key R

Masteries

12 Ferocity

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18 Cunning

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0 Resolve

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Threats to Miss Fortune with this build

Threat
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Threat Champion Notes
1
Kassadin He can't do much against you pre-6. After that pay attention for potential ganks, but otherwise you should continue being ahead.
Guide Top

Introduction

Special thanks to jokersprank for the editing!

Hello summoners! My name is Superior Current and I play on the EUW server. This is my guide for AP Carry Miss Fortune in the mid lane. Mage Fortune is one of the most fun but yet still working builds! If played well, you can easily carry games with her. To be fair the build is not purely AP, but somewhat hybrid oriented. In a nutshell, The way I make Mage Fortune work is I try to sneak in AD while building AP items. Like Hextech Gunblade and putting AD marks. In this way the weaknessess of going full AP are mitigated.


But why AP MF over AD MF ?


The biggest advantages of this build are that her damage is much more evenly distributed throughout her kit compared to AD. You don't need to constantly switch targets for Love Tap and you are no longer an R bot, which makes you a lot more versatile. Mage Fortune is able to continuously poke down people from range with Make it Rain and Double Up while Bullet Time still hurts a lot too. Overall, AP MF has a lot of unexpected burst and poke.





Original picture


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Pros / Cons


+ Strong poke.
+ High ability ranges.
+ Excellent team fighter.
+ Hard to counter because she deals both physical and magic damage.
+ Constant mobility with Strut.
+ Most people don't know how to play against it.
+ Very fun to play!

- Squishy.
- No hard CC.
- Low base AD.
- It takes a single minion attack to lose Strut
- No gapclosers.
- Building pentration is awkward.
- People may consider it a troll pick .


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Abilities overview

Love tap

Your auto attacks deal additional 50-100% damage when you attack a new target(half damage vs. minions). Although it scales only with AD, Mage Fortune benefits from it a lot. Last hitting is fairly easy and you can use it to harass enemies(it is also applied on Double Up).



Double up

This is MF's signature ability - a target spell with a short cooldown. Usually you will finish your opponents with it. It even has an AP ratio - 35% And if you kill a target with the first shot the second one deals 200% damage, which means it can scale up to 70% of AP!
Additional information



Strut

The passive is pretty nice. It allows you to dodge skill shots, come back quickly from base, you are able to roam and can chase or avoid enemies better. It is important to know that you can't lose it while shielded or through damage over time abilities like Ignite.
But it is easy to be hit by a minion and brake the bonus, so don't get focused if possible. However, do not be too afraid to lose the passive if you can kill an enemy.

The active has 2 parts - you gain the Strut full movespeed and receive a lot of attack speed. Reapplying Love Tap reduces the active's cooldown.


Make it rain
This is perhaps the most important ability of AP Miss Fortune.
The strong slow, the AOE magic damage, which has an 80% AP scaling, and the almost guaranteed Thunderlord's Decree proc make it a very strong poke tool both in lane and in teamfights.
Also, you can use either for kiting or chasing enemies.
The only downside of the skill is that you need to position it well if you want champions to take the full damage of it.
Additional information



Bullet time

The ultimate deals literally tons of damage.
For a duration of 3 seconds, you shoot up to 12/14/16 bullet waves, each of which deals 20% AP + 75% AD physical damage.
The total damage is 240%/280%/320% AP plus 900%/1050%/1200% AD.
As you can guess, a good Bullet Time can turn the tide of a team fight. Try to chain it together with Make it Rain so you can shoot a ridiculous burst amount of damage.
The tricky part is, that the ultimate is a channeled one and can be interrupted by a simple cc.


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Runes

Default page


9x Greater Mark of Scaling Attack Damage
The logic behind such marks is that Miss Fortune has hybrid scalings and a very low base AD. Last hitting gets less painful, Double Up and Bullet Time benefit a lot from them and you will actually feel encouraged to auto attack in between spell casting. I prefer scaling than flat AD because the scaling ones surpass the flats by level 8. Sure, early laning won't be as strong, but in my experience early kills before don't make that much of a difference and Mage Fortune spikes hard mid-game.

9x Greater Seal of Scaling Armor
Even if you do not face an AD mid, armor seals are optimal when you take other enemies into consideration, especially the enemy ADC.
Scaling armor is better than flat armor for the same reason why I take scaling AD .

9x Greater Glyph of Magic Resist
Odds are you will face an AP midlaner or an AP jungler. MR runes will keep you alive in most situations.


3x Greater Quintessence of Attack Damage
Same reasoning as AD marks, but these are flat so you can last hit without much effort.


This is my default page for AP MF since it gives the most balanced and optimal stats for her. Use it in ranked.


Other options


9x Greater Seal of Armor
Flat armor is another option. Best against early game AD champions ( Pantheon, Shaco etc.)

9x Greater Glyph of Scaling Magic Resist
If you face and AD or a weak AP mid, you could afford scaling MR.

9x Greater Glyph of Cooldown Reduction
Take them against a full AD team.


3x Greater Quintessence of Ability Power
Flat AP quints are pretty straightforward for Make it Rain damage.


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Masteries

Mastery page 1
All in all, we have typical mage mastery tree points.


Explanations for each mastery


Mastery page 2


Deathfire Touch is viable because it procs on Double Up, Make it Rain and Bullet Time. While it often feels like "ninja" damage, it is more consistant than Thunderlord's Decree and it's damage will add up! Consider it as mid-late game option.


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Items

I can't say there is exactly one way how to build AP Miss Fortune. It really depends on what champions you are playing against, how are your performance and general preference.

Build Mortal Reminder if you're up against a tanky team and find yourself not dealing enough damage.

Start 1
Doran's Ring is a solid start for AP Miss Fortune. You get strong mana regeneration, 4 mana refund on a unit kill, starting AP and some health for survivability.

First back
I usually take a second Doran's Ring since Miss Fortune tends to be mana hungry in the early to mid game.
Also, buy control wards from time to time, it helps your team by a LOT!


Start 2
Doran's Blade is optimal if you struggle with farming. But you will have to manage your mana usage!

Main items

Since Miss Fortune has long cooldowns, and because Double Up and Bullet Time are physical, you actually wouldn't lose much for not taking Sorcerer's Shoes. You can compensate this by purchasing Liandry's Torment later. You also get shorter cooldowns on your summoner spells!

Because of Miss Fortune's hybrid scalings this is the optimal first item to build on her! It gives a standard amount of 80 AP and 40 AD on top of that. Autos will actually matter, Double Up and Bullet Time will be stronger while Make it Rain will be equally strong as with other 80 AP items. The omnivore passive heals from ALL the damage dealt and provides massive sustain over time. And last but not least is the active. Comboed with MF's abilities you will deal tons of damage.

Build order towards Gunblade should be Boots of Speed+ Long Sword - Vampiric Scepter - Hextech Revolver - Bilgewater Cutlass. You can take revolver first if you don't need sustain.


Due to the slow Make it Rain has one of the best synergies with Liandry's Torment's passive and you will melt people down! With the 15 magic penetration and percentage health damage both squishy and tanky enemies will get hurt a lot. And the extra health is good for survival.


Mortal Reminder ensures that Bullet Time doesn't fall off late game.


Nashor's Tooth capitalizes on the fact you have some extra AD in your kit. While it gives 20 AP less than Morellonomicon the extra on hit magic damage and attack speed will give you overall more damage in extended fights.


Rabadon's Deathcap simply amplifies AP and you will deal even more damage as you enter deep late game!

You may buy an elixir while farming for a 5-th or a 6-th item. The combat stats from it may be decisive!



Alternative/niche items


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Skill Sequence

> > >


As all ultimates take ranks of Bullet Time at 6, 11 and 16.
You should max Make it Rain first, because it is your main damage and utility ability.
Double Up's base damage doesn't increase much at higher ranks, but it should be maxed second in order to take advantage of it's lower cooldowns when leveled up. Strut is a one point wonder and is left for last.

Start with Strut for safety and easy farm. At level 2 take a point in Double Up and at level 3 continue with Make it Rain. After that max the abilities in the previously said order. You can also take Strut later, at levels 2,3 or 4, but you will be more vulnerable to ganks and skillshots.


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Summoner Spells

Flash is the universal summoner spell in LOL and people use it with all champions in almost all games. Because Miss Fortune doesn't have gapclosers, this spell is mandatory for her.


Ignite mainly provides additional kill pressure, but also has a niche use against healing champions like Dr. Mundo.

Defensive options


Heal is the best defensive spell for Miss Fortune, because it gives her self peel. You both get healed and the movespeed burst allows you to reposition.

Exhaust works best against champions who have to get in low range to kill you(assassins, divers).


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Mechanics

Double up

At level 1-3 you will have Double Up. Together with Make it Rain, this is one of your main harass tools.
IMPORTANT TIP: Always try to to make the bouncing hit crit by killing a minion.


Here's a clip which represents a good Double Up. The best option is to hit a caster minion while the enemy is behind it. It takes time to practice it, but you will see how much lower the enemies will get if you master the bouncing bullet.

Of course, you won't always have the opportunity to successfully do it. Very often some damage is better than no damage.

Make it rain

Being her most notorious ability, Make it Rain can make the enemy champion's life a complete nightmare. It can be used in many ways, but you will have to practice placing it to ensure opponents take as much damage as possible.

The best tip I can give you is to try to predict in which direction enemies are going to and thus adjusting the E to cover their path. Not by too much though, because then players will just step aside!

Use terrain and minion block to your advantage! It will be much easier to land a good Make it Rain while the enemy champion's movement is restricted.


It takes 0.75 seconds to proc Thunderlord's Decree via Make it Rain. You can set yourself the goal to proc it with every E.


Whenever possible, don't just land Make it Rain on champions, but try to followup with more damage. Enemies under your E want to get out of there as quckly as possible and they are less likely to hit you back. The safest way to do this is shown in the picture above, as Lux falls back from Make it Rain, she is about to get shot from Double Up trough the minion behind her.

If Double Up can't be aimed you can also approach and directly q and auto attack the enemy.

An important thing you should do is to kite with Make it Rain! This can save lives and buy time for teammates to join in.

Make it Rain grants vision of the affected zone. Use it to check suspicious areas!

Strut

Strut's active does 2 things - it fully refreshes the passive movespeed(if it's down) and gives Miss Fortune attack speed for 4 seconds. In a nutshell, use Strut for:
  1. Engage/disengage
  2. Pushing
  3. Fighting/ensuring a kill
Strut' active, combined with Love Tap, makes Miss Fortune very good at pushing towers and you should definitely make use of that. AA and Double Up minions a bit and you will always have Strut off cooldown!

SMALL TIP: Whenever respawning after death, activate Strut to immediately gain the full movespeed bonus intead of waiting for 5 seconds. Time is everything!

Bullet time


Make it Rain and Bullet Time is the deadliest combo of a Mage Fortune . If successfully land, it is devastating to the enemies.
However, keep the following in mind:
  1. Enemies may use escapes like Flash,
  2. You may get interrupted with a cc ability.
  3. If you are too close enemies may kill you before you can unleash full damage.
So make sure that champions have used their escapes or that they are being kept in place from allies.(e.g. Amumu's Curse of the Sad Mummy)
More tips:
  1. While you would usually want to combo Bullet Time with Make it Rain, if E is on cooldown and enemies are under CC it is better to immediately use ult or you will risk to lose the fight,
  2. Using Ignite, Exhaust and Heal during Bullet Time does NOT interupt the channel!
  3. Ult enemies not too close, but not too far so they can't step away!


This is an another example of a good Bullet Time. You can see that Miss Fortune is ulting only after Braum has jumped in to cc the enemies.


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Gameplay

Early game

With the exception of a few bad matchups it is optimal be aggressive. Mage Fortune is a very strong lane bully.
However there is an other factor in your playstyle - the enemy jungler. All junglers are a moderate treath, but some can be really hard to deal with, like Zac, Rammus and Hecarim. If they are in the game try not to push the lane. But if the enemy midlaner also pushes(which is mostly the case in ranked) then you won't have to worry about unintentionally killing minions while harassing. As long you have Flash up, you can afford a moderately risky playstyle. And don't foget you can use Strut to outrun everybody!

Level 1

Minions have spawned!
Start farming. At this point your' and the enemy's goal is to hit level 2 by killing 7 minions for the power spike.
At this point you shouldn't worry for ganks since the opposing jungler is still finishing their clear.

Level 2

Now you got your Make it Rain and can start poking.
But watch out! the enemy jungler will probably try to assist their struggling teammate. Ward up likely gankpaths and read the enemy's bodylanguage. If they suddenly start going towards you, this likely indicates an incoming gank.

Levels 3-5


You have all your skills now. Keep up with your playstyle - farm, poke, try not to overpush if you think you'll be ganked and possibly go for a kill. If needed ask your ally jungler for cooperation - MF's E is a perfect set up for a gank.
A good E-Q combo can take half of the enemys' health bar. And if a low-hp enemy refuses to go back and tries to heal you can kill them with another E-Q + Ignite and 1-2 basic attacks.(you will probably have to Flash).

Level 6+

Bullet Time is up! But so does the enemy have their potentially gamechanging ult. If you played well you can score a kill with the E-R combo.

Warding

Early game, ward with the Warding Totem the side of the river which you think the enemy jungler is more likely to come from. You may place a ward further in the river if you think you won't have enough time to retreat as you detect an incoming enemy.

After backing purchase a Control Ward and ward one of the sides of the river. Always upgrade your trinket at level 9 to Farsight Alteration because you don't want to facecheck brushes and it can pinpoint a fleeing enemy's location.

Mid game

Fading laning phase

With your first items, you can pontentially burst down enemies. The laning phase should continue as before but be cautiuos about jungler ganks and also roaming enemies from other lanes. If you get caught you will probably get demolished.

Roaming

Strut allows Miss Fortune to wander quickly around the map. Wether you have a kill or not - roaming allows MF to shine as strong team champion. Getting kills from other lanes helps more than egoistic killing sprees in the midlane since it provides an overall team advantage.
A good time to roam is when the opposing midlaner is back or you just cant do anything against them at the moment. As you approach other lanes ping for your allies to initiate. Upon arriving, try to unleash the full potential of your combos. Always be aware about missing enemies and whether somebody has things like Teleport up.

Objectives

And of course objectives. At mid game you should aim for destroying the outer turrets in order to "open up" the enemy jungle.

Secure the dragon with your team after a succesful fight or when enemies are away.
The E+R combo is capable of stealing the drake. If you have vision, start ulting when the drake is at 1000-1200 health. While not guaranteed, it is worth the risk! Keep an eye on enemy vision at you and don't do it if you're on low health or when enemies have strong cc, you will likely get jumped on!

Blue and red buffs

Take blue buff whenever possible(with the exception of a mana hungry jungler). Red should be left for the ADC but if you get your hands on it remember that it's applied on both hits of Double Up.

Summary for mid game

Once you've completed Hextech Gunblade you will have BURST! Try to sneak on lonely enemies, preferably with a teammate or more. In 2v2 and 3v3 you're a monster! Simply do E-Gunblade's active-Q-Ignite plus Autos and squishies are gone. Avoid using Bullet Time on only one enemy unless necessary.

Late game

Late game is similar to mid game in many aspects, but now teams almost always group as 4 or 5 and going alone is extremely dangerous. Overall Miss Fortune's playstyle should be similar as in mid game, but positioning is even more vital.
In teamfights play safe! Be aggressive, but do not put yourself in a bad or a too risky spot. The thing you want to do during fights is to stay behind and wait for your tougher teammates to initiate. If your team can't truly engage, just spam Make it Rain(and possibly Double Up if close enough) and immediately fall back afterwards. But a proper engage is EXTREMELY IMPORTANT for a good Bullet Time.


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Tips for ranked

Matchups

Tips against individual champions are displayed up on the cheat sheet! However take them with a grain of salt. Even the enemies you counter the most can outplay you if you underestimate them! Additionally some of the tips might be outdated due to me not facing a certain champion for a long period of time.

Good synergies

The best teammates of Mage are champions who have enough crowd control abilities in order make up perfect "wombo-combos" with Bullet Time and Make it Rain.
Equally important is to have a FRONTLINE, i.e. at least a single fairly tanky champion in your team. This is crucial because Miss Fortune relies on good postiting in order to pull off her combos!

Ban priority

> > > >

Hard cc, high mobility, and burst are the biggest counters to AP MF. If the enemy has too much of that, you might reconsider picking her. I've highlited some of the worst offenders.


Roles

In dynamic queue pick a secondary role different than support and you will get mid most of the time.
Ignore and mute people who rage at you because you are "trolling"! You CAN'T get reported for offmeta picks, even in ranked! As long as you give your best and don't play trully unviable things like AP Vayne who has no AP scalings you are safe!


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Statistics


And now an image which speaks for itself! This is a score from a ranked game!


Damage graph from the same game.


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Summary

Special thanks to jokersprank for the editing!

And that's all folks. I really hope you enjoyed the guide and found it useful. Feel free to ask anything in the comments, I will respond within the next 48 hours. By providing feedback you will help improving my content!

I wish you the best of luck with Mage Fortune on the fields of justice!