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Recommended Items
Runes:
Domination
Sorcery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Spells:
Flash
Ignite
Items
Ability Order
Love Tap (PASSIVE)
Miss Fortune Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Katarina
Kata is hyper mobile and has a lot of burst. Stay out away from her daggers and play safe. Recommended ban.
Ideal
Strong
Ok
Low
None
Champion Build Guide
Introduction


Wait, ... AP Miss Fortune ???
Have you ever wished for a champion who can poke people down from a safe range, dominate both laning phase and in team fights? Than you should try AP



Who am I ?
I am Superior Current and I play on the EUW server (former name is Luxi). I'm a long time League of Legends player, peaking at Platinum I during season 8 (finished at Plat III). I really love playing Miss Fortune and have created this guide to share my knowledge and fun to all of you! I always try to keep it this guide up to date!

Original picture
Pros / Cons
![]() + Strong early game + Strong and consistant poke + High ability ranges + Excellent team fighter + Hard to counter because she deals both physical and magic damage + Constant mobility with ![]() + Most people don't know how to play against her + Very fun to play! |
![]() - Squishy - No hard CC - Mana hungry, especially early - It takes a single minion attack to lose ![]() - No gapclosers - May fall off late game. - Building penetration is awkward - People may consider it a troll pick |
Abilities overview

Your auto attacks deal additional 50-100% damage when you attack a new target (half the 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



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!

At level 1-3 you will have


IMPORTANT TIP: Always try to to make the bouncing hit crit by killing a minion.

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


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

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.




- Engage/disengage
- Last hitting
- Pushing
- Fighting/ensuring a kill
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This is the most important ability of AP

The strong slow, the AOE magic damage, which has an 80% AP scaling, and it's strong synergy with runes make it a very strong poke tool both in lane and in teamfights.
You can use it 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.

Being her most notorious ability,

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



Whenever possible, don't just land

If







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


The tricky part is, that the ultimate is a channeled one and can be interrupted by a simple cc.



However, keep the following in mind:
- Enemies may use escapes like
Flash,
- You may get interrupted with a cc ability.
- If you are too close enemies may kill you before you can unleash full damage.


More tips:
- 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,
- Using
Ignite,
Exhaust and
Heal during
Bullet Time does NOT interupt the channel!
- Ult enemies not too close, but not too far so they can't step away!

This is an another example of a good



Runes
Currently this rune set benefits MF the most - it heavily increases her damage and it provides strong synergy with her abilities.

Main path: Domination
Dark Harvest
You can proc it with every ability, including
Make it Rain!!!
Cheap Shot
This is basically free damage on
Make it Rain.
Eyeball Collection
Cheap stats, but slightly risky if you get behind.
Ingenious Hunter
Hextech Gunblade and
Hextech Revolver are essentially another skill for MF. That's why you benefit from reducing their cooldowns, by up to 40% when you can have only a 26 seconds cooldown.

Secondary path: Sorcery
Bonus: Take 2x 10 AP. For the defense trait, it highly depends on the enemy team composition.
Absolute Focus
The AP will help you with poking and normally you should be above 70% HP.
Transcendence is also a viable option, but you will have less AP until you surpass the CDR cap.
Manaflow Band/
Gathering Storm
Both choices are valid, but I tend to prefer
Manaflow Band just because
Miss Fortune struggles with mana usage (even AD MF !!!). You want to cast your abilities as much as possible and not having to go back to base frequently.
On the other hand the late game AP will help you not fall off.

What about other paths?
Here is which runes to take if you choose a different secondary path:
Inspiration:
Biscuit Delivery and
Cosmic Insight
Resolve:
Chrysalis and
Second Wind.
Precision:
Triumph and
Coup de Grace

Main path: Domination

You can proc it with every ability, including


This is basically free damage on


Cheap stats, but slightly risky if you get behind.




Secondary path: Sorcery
Bonus: Take 2x 10 AP. For the defense trait, it highly depends on the enemy team composition.

The AP will help you with poking and normally you should be above 70% HP.



Both choices are valid, but I tend to prefer


On the other hand the late game AP will help you not fall off.

What about other paths?
Here is which runes to take if you choose a different secondary path:
Inspiration:


Resolve:


Precision:


Items
I offer you the item build for AP
Miss Fortune which based on my experience and current game balance is the optimal. However, don't feel pigeon holed and feel free to expreriment and vary your builds.

Corrupting Potion is particularly effective against melee champions or enemies who poke you a lot. The DOT is applied from all your damage, including
Make it Rain! And due to the fact how adaptive damage works, you will get bonus AD which will help with early AA harass and farming. Surprisingly good item for establishing dominance against champions who otherwise counter you -
Zed,
LeBlanc,
Ekko. A useful item for most of the game.

Because of
Miss Fortune's hybrid scalings
Hextech Gunblade is the optimal first item to build on her! It gives a total 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 -
Long Sword -
Hextech Revolver -
Vampiric Scepter -
Bilgewater Cutlass. You can take vampiric scepter first if you need sustain.
The magic penetration from these boots allows
Make it Rain,
Hextech Gunblade and rune effects to hurt really bad.
Double Up will fall off anyway by mid-late game so don't worry that it doesn't benefit from magic pen. As for
Bullet Time, it deals so much damage that not having armor penetration isn't really a concern.
Right now, this is your secondary core item.
Nashor's Tooth capitalizes on the fact you have some extra AD in your kit. The extra on hit magic damage and attack speed will give you an overall edge in extended fights, while destroying buildings becomes a piece of cake.

At this point you'd want an additional burn on your spells (particularity E), while the HP will make you slightly more durable.
During late game a single death can cost the entire team defeat. With
Guardian Angel you automatically become a less attractive target and have better chances of survival. The extra AD will help too. You can even build it as a second core item if you get bursted down or you feel in need of AD.
This offers you both extra poke, which synergyzes with E, and a much needed 20% CDR. Combined with
Dark Harvest it gives Mage
Fortune even greater burst. You can take it earlier in place of
Nashor's Tooth if you're comfortable less auto attack usage.
I like to finish my build with a bit of extra AD. Mage Fortune is still a hybrid champion and this will balance her damage output. You may buy an elixir while farming for a 5-th or a 6-th item. The combat stats from it may be decisive!

In some games you will be forced to build a defensive item in order not to get assassinated. Sure, it sucks delaying your damage, but staying alive is much better than starring at a grey screen. In such situations build as normally and leave out
Rabadon's Deathcap, buy a basic mr/armor item, then build Gunblade and after that finish the defensive item.
For that and further item alternatives, be sure to collapse the spoiler!
Alternative/niche items


Start





First back
Buy control wards from time to time, it helps your team by a LOT!
Core items
Because of





Build order towards Gunblade should be





The magic penetration from these boots allows




Right now, this is your secondary core item.


What to build later on
At this point you'd want an additional burn on your spells (particularity E), while the HP will make you slightly more durable.
During late game a single death can cost the entire team defeat. With

This offers you both extra poke, which synergyzes with E, and a much needed 20% CDR. Combined with



I like to finish my build with a bit of extra AD. Mage Fortune is still a hybrid champion and this will balance her damage output. You may buy an elixir while farming for a 5-th or a 6-th item. The combat stats from it may be decisive!

Other item options
In some games you will be forced to build a defensive item in order not to get assassinated. Sure, it sucks delaying your damage, but staying alive is much better than starring at a grey screen. In such situations build as normally and leave out

For that and further item alternatives, be sure to collapse the spoiler!

Skill Sequence
As all ultimates take ranks of

You should max



Start with





Summoner Spells




Defensive options
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Gameplay
Early game
With the exception of a few bad matchups it is optimal be aggressive. Mage Fortune

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





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.
While most junglers are just finishing their first clear, watch out for sneaky assassins like


Level 2
Now you've got your

But beware! The enemy jungler may assist their struggling teammate. Ward up likely gankpaths and read the enemy's body language. If they suddenly move in an unusual manner or start channeling 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 enemies' health bar. And if a low-hp enemy refuses to go back you can kill them with



Level 6+


Warding
Early game, ward with the


After backing purchase a


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



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 beware of missing enemies and whether somebody has things like

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 drake with your team after a successful fight or when enemies are away. The infernal drake is of particular interest to you, because it increases your AD and AP, which you massively benefit from!
The E+R combo is capable of stealing the drake. If you have vision, start ulting when the drake is at 800-1200 health (depends on how many champions are attacking it). While not entirely reliable, it can get you easy kills the very least! Keep an eye on enemy vision and don't do it if you're on low or enemies have long range, 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

Summary for mid game
Once you get

Late game
Now teams almost always group and going alone is extremely dangerous. Overall

In teamfights be aggressive, but do not put yourself in a too risky spot. The thing you want to do for a good




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



Equally important is to have a FRONTLINE, i.e. at least a single fairly tanky champion in your team. This is crucial because

Bans
Primary ban |
Leblanc is your priority ban. Even if laning phase goes fine, she easily snowballs out of control and is nigh impossible to catch. |
Secondary bans |
(Very) high mobility and burst are the biggest counters to AP MF. While playing as Mage Fortune is a solid pick against most champions, these in particular can assassinate MF with low effort. |
Luckily a lot of the champions from above are common bans. Therefore if you ban one of them (let's say



But how to deal with them ingame? If you start losing lane, roam as much as possible, it's really easy with MF's

Roles

In draft pick a secondary role different than support and you will get mid most of the time.
Ignore 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

If you are afraid of causing uproar during selection, don't announce your pick immediately and just lock in MF, but you should say that you're going AP.
Statistics
Summary

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 1 or 2 days. By providing feedback you will help improving my content!
I wish you the best of luck with Mage

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