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Build Guide by Mimyr

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League of Legends Build Guide Author Mimyr

Mimyr's Miss Fortune (Of death!)

Mimyr Last updated on November 7, 2010
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ADC Role
Ranked #4 in
ADC Role
Win 53%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

Mimyr's Guide to Miss Fortune Madness!

After having played a great deal of MF games over the past month or so, and having seen alot of people play her poorly, I've decided to write this guide Oh, and it's something to do while the server is down for maintenance.

This guide is written with playing mid in mind, though it should be useful for MF in general.

Pre-game setup
Early game play
Mid-game play
End game play
Item build discussion with alternate possibilities

Skills and how to abuse them! (Descriptions shamelessly lifted from the LoL site).

Strut (Her passive) - Miss Fortune gains an additional 25 movement speed after 7 seconds of not being attacked, increasing each second up to 80 maximum bonus speed.
Pure gold for the early game, lets you sneak into range for last hits and double ups and get out before your opponents have a chance to respond. Keep in mind that you lose the speed when you take damage, even if it's only one shot from an emeny creep, as losing that extra speed unexpectedly can cost you your life if you aren't careful. Also useful for running between base and the front lines, making teleport a less appealing option as a summoner spell.

Double Up - Miss Fortune fires a bullet at an enemy, damaging them and a target behind them.

Miss Fortune fires a shot at an enemy target, dealing 35/70/105/140/175 (+) physical damage and 120% of that damage to another enemy target behind the first. Applies on-hit effects.

Cost: 70/75/80/85/90 Mana
Range: 625

This skill is amazing. It can be tricky, and it will take a bit of practice to use correctly, but it IS possible to accurately predict which target the shot will bounce to, and consequently deal 120% damage to opposing champs almost every shot (That's right, the second target takes MORE damage). And that is exactly what this skill should be used for, damaging opposing champs, either by bouncing it off one of their creeps into them or by bouncing it off another champ into them. Only target an opposing cha,p as the first target if there is nothing else you can bounce it off to hit them (this skill will do more damage than auto-attacking until after you get your first attackspeed item, don't use it while the haste buff form impure shots is up though, as it will result in a dps loss). This skill gives MF the ability to deal significant damage to opponents from a safe distance. Oh, and it applies on hit effects, like the +magic damage from impure shots, the slow from a phage or frozen mallet, or the damage and slow from the lizard buff. Great. Skill.

Some hints on aiming it (and controling the bounce):
Imagine a stright line from MF to the creep you target with this skill, now, imagine that line continuing through the targeted creep for an inch or two. The second target double up will choose is the emeny that lies on that line, or is least removed from it left or right. Any target beyond that line (as in, farther away) will not be targeted. It will NEVER bounce to a target in front of the initial target, even if they're only slightly in front.

It's also important to note that once the second target is chosen (this happens before you actually see the bullet bounce) that target will be hit by the shot, reguardless of their distance or position relative to the first target at the time you actually see the shot hit. This can lead to some hilarious (and potentially misleading if you're trying to learn how to use this skill) on screen animations for the bullet trajectory. For example, if you bounce double up off a creep onto an emeny champ that's running away from the melee, it will look like the bullet can bounce 3 or even 4 inches, which might lead you to believe that the initial targeting range for the bounce is much longer than it actually is. Of if you fire the skill at a creep with another creep directly behind it, but that second creep walks over to the left of the first creep before the shot lands, it will look like double up randomly bounced off to the left for no good reason. I hope these observations can clear up some of the appearant randomness that you might observe when first playing MF and using double up, learning to use this skill is very important for the early game (if you can't learn to bounce this shot to the target you want to hit 80-90% of the time, consider maxing make it rain first instead).

Impure Shots - Miss Fortune passively increases damage dealt to a target with each strike. This ability can be activated to increase Miss Fortune's attack speed and cause her attacks to lower healing received by the target.

Passive: Miss Fortune deals 6/8/10/12/14 (+0.05) magic damage to her target with each attack, cumulatively stacking up to 4 times on the same target.

Active: Miss Fortune's attack speed is increased by 30/35/40/45/50% for 6 seconds and causes her attacks to lower healing received and health regeneration by the target by 50%.

Cost: 50/50/50/50/50 Mana
Range: 600

A passive that makes each subsequent attack on the same target deal more damage, and can be activated for little mana to give you a big attack speed boost? Sign me up! The passive is just extra damage on her auto-attacks, which can be useful for last-hitting creeps and dealing extra damage to champs when you get the chance to fire off a normal attack on them. The active haste buff should be used when you or a friend have slowed or snared an opposing champ (via exhust or a stun) because then you'll actually get 4-6 seconds of unintterupted attacking to maximize the benefit from the buff. It's also great for destroying towers/inhibitors, especially if you've been stacking attack damage.

Make It Rain - Miss Fortune unleashes a flurry of bullets at a location, dealing waves of damage to opponents and slowing them.

Miss Fortune fires hundreds of bullets into the air which rain down at a location after 0.5 seconds, dealing 95/155/210/275/335 (+0.8) magic damage over 2 seconds and slowing enemies hit by 20/25/30/35/40% for 1.5 seconds.

Cost: 80/85/90/95/100 Mana
Range: 800

In this build, this skill is mainly used for it's ability to slow enemies. It can be used to save your butt when you (or a friend) are trying to run away, to keep a close enemy in range for impure shot's haste buff or your ultimate, or it can be used to chase down those pesky runners who are just one step too far away, because it has a longer range than your auto-attack. At higher ranks it can be used to effectively clear out creep waves, and consequently to help push lanes. If you're maxing it early and are using it in the laning phase, try to aim it so that you hit both opposing champs and the creeps (atleast the mages!) in the wave, as it will often net you a last-hit or two. It can also be used, even at low ranks, as a sort of terrain denial option. Throw it down where you dont want opposing champs to be and most of them wont run into it, despite the face that it doesn't do that much damage. They're afraid of the animation, use that fear to your advantage! It can be shot over trees and walls too, which is handy.

Bullet Time (Her ultimate) - Miss Fortune channels a flurry of bullets into a cone in front of her, dealing large amounts of damage to enemies.

Miss Fortune channels a barrage of bullets into a cone in front of her for 2 seconds, dealing 60/85/110 plus the higher value between (0.2*physical attack) or (0.2*ability power) magic damage per bullet.

Cost: 150/150/150 Mana
Range: 400

Ignore the listed range on this skill, and instead look at the area covered by the in-game graphic when you use it; it shoots farther than anything other weapon in your fashionable hand bag of death. And boy does it deliver on the damage side of things. A well placed bullet time will swing a losing team fight into a winning one, or it can be used early game for amazing gank potential. Try to get a stun or a snare on targets before firing (things like amumu's, sona's, or galio's ult are ideal, but exhust or a taunt from a tank works well too). It's important to think about where your opponents will run when they see this skill go off when positioning the cone, if you're fighting back by your tower, cheat to the side and aim so that you cover more area that's farther out form your tower, because you know your foes aren't going to run into tower range to get out of your ult (or if they do, they pay for it! this works less well really late in the game when towers aren't a threat to champs anymore). It's also important to realize the cone gets bigger the farther away from you it is, so try not to use it on a foe that's directly infront of you, as they will simply take a step to the left, get out of the damage, then murder you.

Flash can be used in devestating combination with this skill, in simple terms to just put that little needed distance between you and your primary target so they can't get our of it as easily, or in more abusive ways, like engaging in a team fight, fighting for a second or two, flashing over some trees to safety then shooting your ult back across the trees decimating the emenies on the other side while you sit back and laugh! The fact that it scales with attack (or ability power, if for some reason your AP is higher than your AD) just makes stacking attack damage all the more appealing.

Playing as MF.

Early game: Level 1-6.
Generally, stay at range running around while only attacking to get last hits, use double up to harass opposing champs, but be judicious in it's use, you dont have much mana, and you will want to save enough to use your ultimate before you head home after hitting level 6. When able, run in and shoot the opposing hero with your auto attack ONCE, then immeadately run away so they can't hit you back (that way, you dont lose the speed buff from strut). Mostly use double up only when you're near full mana until level 3, after which you will have rank 2 of double up. Now you can put some serious pressure on opposing champs. They should already have some damage on them from your few skill shots and any attacks of oppertunity you got on them eariler, now is the time to play a little more aggresively. Remember how I said to only attack creeps to get the last hit? Well, that was so the creep waves would stay in the middle of the map, now that the opposing champ is hurt, deal as much damage to them as you can, you will either get a kill, or force them to retreat. If you force them off, STAY BEHIND THEIR CREEPS while continuing to ONLY LAST HIT them. This way you force your opponent out of range for EXP gains, and prevent them from acquiting gold. Eventually your creeps will push down to the opposing tower, at which point you will ahve to back off, but even denying them 1 or 2 waves worth of gold and EXP can prove a huge advantage in the mid game.

After hitting level 6 or so you'll have enough cash to buy your 2nd and 3rd Doran's Blade and atleast boots 1 (get berserk greaves if you have the cash, and make sure to get boots 1 this trip, even if it means you only buy 1 extra doran's blade).

Important note: Dying is bad, do not be too aggressive if you're losing the fight with your opponent, if necessary, let your creeps get pushed back to the safty of your tower and just focus on last hitting for cash and staying in EXP range while not dying. Also, if you're fighting a mordekaiser, dont even try to harass them, as the shield he gains from using his skills on your creeps (or you) will make him nearly impossible to kill, or even force back, until later on. And if you have decided that you won't be killing your opponent or you're pushed back to your tower, feel free to shoot creeps even when not last hitting to get the extra HP regen from the lifesteal on the Doran's Blade. Just make sure you also get the last hit, that gold really matters.

Now we're in the mid game.

Mid-Game: After level 6.

If things are going well and you've forced your opponent to go back to base or you've killed them, it's time to start thinking about ganks. MF is great for this because of her extra speed from strut allowing her to move quickly between lanes. Hide in bushes, snare with make it rain, then lay in with either the haste buff from impure shots or your ult if it's up. But remember, you're squishy, if your foes seem to know where you are they probably have sight wards down and you're going to need to be careful so that you dont die alone while prepairing for a gank attempt. Also, after getting 3 blades and the atk speed greaves you should be able to solo lizard, which you should do, for the additional damage and the snare on your auto attack (and killing jungle creeps in general is a good idea when you have the free time, extra gold and exp).

Save for those beserker greaves if you don't have them yet, and the BF sword if you do. If you find yourself forced back to base before you have the gold to afford a BF sword, feel free to buy the pick-ax, as both are required for the infinity edge and the pick-ax provides the same atk to cost as the BF sword. I would NOT buy the crit cape until I can afford the entire infinity edge. After the inf edge get a recurve bow, then upgrade it into a last whisper (you can potentially do without upgrading it if no one on the opposing team has any +armor items, but that's unlikly, you will defenately still want the 40% haste though). Sell off Donran's Blades to make room as necessary, though be careful not to drop below 8% lifesteal, you can buy the vamp scyth part of the blood thirster first if you need to. After you have your infinity edge (or just the BF sword) you can solo dragon, feel free to if you see the oppertunity, though be wary, smart teams will ward dragon, so they will be able to see you there. Only go for it if you know their champs are all far away (or dead).

Late Game: Levels 8-18, depending on the flow of the game.

Eventually people will start moving in groups of 3-5, and a MF caught alone is a dead MF. Stick with your team, away from the front lines so you dont get snared/stunned/blitzcrank grabbed as any of those things will result in your immenant death. If you have the mana call down make it rain's from far away to harass. Once battle has commenced, target their dps, especially their physical carriy (champs like MF, twitch, ashe). Use your ult to either garuentee a kill or when you can hit 3-5 of them for the full duration. Bounce double ups into champs as you can (remember, enemy creeps still exist for bouncing targets!), and when you go in to blast their dps activate impure shots. If you're playing a co-ordinated team that focuses you down quickly alot, you might consider buying that guardian angel sooner rather than later. If you're team is staring off against their team near an opposing tower, feel free to run up and use impure shots to put some damage on the tower, just remmber to run away if they look to be moving up to hurt you, living matters.

It is possible for MF to push a lane by herself in this part of the game (often reffered to as back-dooring), but it's dangerous. Make it rain can clear waves of creeps quickly, and an attack damage focused MF with impure shots up can tear through a tower's HP. Be wary though, you will die if cornered by several opposing champs (and when they see you all alone by their tower, you'd better believe they're comming for you). Have flash ready, and use it to jump over a treeline or wall to safety.

Alternative Item Builds:

This same play style can be used with a slightly different top end item build focusing more on crit than raw AD depending on preferance. This build would get a phantom dancer after the infinity edge, and perhaps a second one after that, or just some crit capes (you'll be pushing 50% crot with just the inf edge and the phantom dancer). I don't like this build as much, so I havn't played it as extensively. This build order has several advantages and a few drawbacks. If going for a crit build you'll want to max out the crit damage bonus talent in the masteries screen, probably at the expense of attack speed.

Advantages of a crit build:
-More punch damage to heros, better for knocking out tougher champs, and for bigger chunks of lifesteal
-Faster speed, which can help you catch or flee from opposing champs
-More dodge, which can be a life saver against phys carries like ashe, twitch, opposing MFs

Disadvantages of a crit build:
-You can't crit buildings, which will dramatically slow you ability to damage towers
-Bullet time can't crit, which means that your ult will be less powerful than a build with more AD.

In general I like the more AD focused build I've listed here, though the crit/evasion version has merit against physical dps heavy teams, or teams with multiple sturdy dpsers.