Build Guide by IACEI Hearts
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Miss Fortune Build
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.
PS: after getting a zeal den buying a BF swords dat will be the time dat your enemy will focus on you just remember tthat stay behind ur teamm and let them protect you and when you guys successfully did that it is going to be a hjuge GG! just try it and have fun!
As u might alrdy guess, this guide tries to provide u with good information about one of the newest heros, namely Miss Fortune. Please note, that this guide is written for competitive gaming and not for running around in some public game, where u can own with any build u prefer. Stated this, the guide will assume that ur enemys are experienced players. I also tried to write in an amusing way, look the guides name for example.
Before we finally start, just some notes :
- This is my first LoL guide, so some game mechanics may be pointed out wrong.
- However, i played DotA for a very long time, most of u should know this game.
- Since english is not my native language i want to inform u, that there is a high possibilty of wrong grammar and such things. Im sorry.
- Im open to any critique. Critique should be, however, viable.
U schouldnt consider buying her was a grave misfortune after this guide ;)
Fortune doesnt favor fools.
Pros & Cons
- Highest AoE Physical Damage Output in LoL
- Great mobility
- Excellent lane control
- Good farming capacity
- Strong from early - late game
- Very hard to master
- Very vulnerable
- MF has to depend on her team
- Very Item dependant
I was trying to kinda balance these points here, since the first step to become a better player is knowing the weaknesses of his hero.
SS & Runes Explanation
Your champion ignores unit collision and moves 32% faster for 14 seconds.
Ghost is the first spell from my prime selection. With our mastery we even get 40% of movementspeed for 15,5 secs. Additonally, we will ignore unit collision. Ghost will help us chasing, escaping & positioning very well. Combined with our naturally high mobility, few heros will be able to keep up with our speed.
Teleports your champion to target nearby location.
The second one is Flash. Another escape mechanism, which should be used for ur own defence most of the time. Disappearing through cliffs,walls & trees will make u nearly uncatchable if u can(...). However, the offensive use of Flash shouldnt be underestimated.
Other opportunities would be Ignite, Exhaust, Heal, Cleanse & Clairvoyance, sorted by personal rating. It depends on which spells u prefer, even though the prime selection has proven itself beneficial more than ever.
Runes are pretty obvious. Armor pen is simply the best Runebuild u can go with Marks for Phyiscal Carrys. Manareg will help spamming our abilitys, CD reduction will simply raise our ultimate killing.
We don't point a pistol at our own forehead. That is not the way to conduct negotiations.
Miss Fortune gains an additional 25 movement speed after 7 seconds of not being attacked, increasing each second up to 80 maximum bonus speed.
Our passive. Gives us great mobility, as long as we dont get hit. Excellent for chasing, harassing & escaping if used with one of our S.spells. Anyway, MF surely strut her stuff.
Make it Rain
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 (+80% of ability power) magic damage over 2 seconds and slowing enemies hit by 20 / 25 / 30 / 35 / 40% for 1.5 seconds.
The only CC* MF will achieve normally. AoE slow with decent damage, if we would go AP it would also give us a nice AP ratio. We dont. Skill it once to have a reliable slow and a good dmg for the very early game. Try to place it wisely, so ur enemys have to weather it out.
*Charactercontrol (Stun, slow, taunt etc. ; controlling the enemys action)
Miss Fortune fires a shot at an enemy target, dealing 35 / 70 / 105 / 140 / 175 (+1 per attack damage) physical damage and 120% of that damage to another enemy target behind the first. Applies on-hit effects.
The Ability that gives us the excellent lanecontrol we have. Even though it got nerfed lately, its still an awesome skill. On the other hand though, it is the hardest to handle. Scales 1:1 with our dmg, which is pretty awesome, considering the 120% bonus with on hit effect. When Miss Double D double taps enemys with Double Up, Chuck..Ahh is surely a fitting term.
Passive: Miss Fortune deals 6 / 8 / 10 / 12 / 14 (+5% of ability power) 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%.
The ability that makes her a good harassment hero. Simultaneously u can activate this skill to increase ur Atkspeed and also lower the healing from other heros. Impure Shots helps u to do a decent amount of dmg over a short time without using ur ulti. Its also the reason ur still feared by many heros in 1on1 situations later. Finally, the active effect will provide perfectl synergy with Double Up. I wonder if that shot is her only impure ability...
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 (+20% of ability power) or (50% of weapon damage) magic damage per bullet.
Guns blazing. Bullet Time can be, without a doubt, be described as ur so called "signature move". The reason why every enemy should fear u, and the reason why every enemy will try to kill asap. Try to use very wisely, practice the timing and most important : get yourself a good position. Also the reason, why we want raw Atkpower over Atkspeed or critical. Can be called the silver bullet for annoying foes.
Im a pirate! Im my own captain!
What's the hottest thing about me? That would be my gun.
pic provided by yumedust
Core Item Justification
Starting with dorans blade should be obvious. Health,dmg & Lifesteal makes it more then worth its money. The B.F.sword provides a very nice attack boost for its price, so i normally prefer gettin two of these before transforming them to something more usefull. The Bloodthirster can give us the highest dmg boost a item can give ( if played correctly ofc ), it also offers a nice amount of lifesteal, which is the reason we got 2 of them. Infinity Edge is kinda self-explanatory : A must have as Physical Carry. Crit, Damage and %Chance. Finally we got the Sword of the Occult, which many of u may disagree with. But since this build is dedicated to high level play, u should be aware of ur squishyness and work together with ur team. Once u get a little ahead of the enemy, this item can widen the advantage to ur goods. And just think about another fact : In organized play, u will teamfight more than enough. A good Bullet Time will therefore grant u a minimum of 4-5 Stacks per fight (since u hit most of the enemy team with ur ulti, or at least...u should). No Pray, no Pay! While learning to play careful this item can be, of course, replaced by another item.
Whats with these? You really SHOULD have them in your inventory !
- no, u dont.
Let me make a quick statement. Keep in mind, that this guide is not a "how to have 20-0 stats in public games" description. U wont have the Chance to endless Chase a hero. U wont have much 1on1 situations where u need this atkspeed. U dont need the hp from Frozen Mallet if u learn to position urself very well. If the enemy team wins the fight/focus u, u will die anyway(except ur own team is much better then the other one ofc). And FFS if it comes down to 1on1, where atkspeed, dodge, crit & Hp are important, u will be beaten badly by other Carrys no matter what items u got. Looking back at our runes, you will also notice that 40% of our arm.penetration will go to waste with last whisper. Manamune is an option, but is wasting an item slot. Replace Sword of the Occult with it, if the game doesnt go on very well. Otherwise get golem buffs and you will be more than fine through the whole game.
Yes. Situational Items. Get Banshees to preserve ur ultimate from being interrupted. A taric stun shouldnt reach u, but there are few heros with long range disables like Swain, Chogath, Ashe, Blitzcrank, Gragas or Morgana. Banshees helps here. Madres should be bought if u face many high HP heros like MordeKaiser, Sion, chogath, Shen, Singed and so on.
Advanced How To Play
- After finally picking Miss Fortune u can grab ur starting items and start laning. I would recommend the mid lane. If u dont feel secure or if some1 else got a nice mid hero, u can go to a side lane of course.
- Skill Bullet Time first, it provides a decent slow and dmg for early levels. Always place it in ur enemeys fleeing path.
- Try to guess when the enemy is approaching to lasthit a creep or to harass u, so u can time Double Up.
- Last Hitting > Auto Attacking should be obvious, isnt it?
- Grab ur Boots & Sword of the Occult asap, to maximize the advantage.
- Gang other lanes with ulti if needed.
- By Level 11 u should be able to afford a B.F Sword as well as ur Mercurys.
- Let the others buy wards. U need ur money. With decent map control, u should be gang most of the time and farm the creepwave afterwards.
- Never engage in teamfights. Let the tanks do the tanking, and place ur ulti from an unexpected angle.
- As soon as u get ur Bloodthirster try to get lasthits between fights. Never wander around alone without map control. Ur unnecessary loss of Stacks can make you lose the game.
- Being in a teamfight without ur ulti, try to focus caster and other squishys. The combination of ur skills should make them suffer very fast.
- Achieving Black Cleaver will make single hits and Double Up much more effective.
- Get neutral buffs! mana and dmg are fine, thanks to our mastery these buffs will even last longer.
-Is pretty non existent. You will normally win/lose before u reach the late game.
-Dont approach other Carrys 1on1. Just dont.
-Try to get into some teamfight whenever ur ulti is rdy.
-Dying stupid is not recommended, since u need ur Bloodthirster/Occult stacks.
-Finish with Infinity Edge and another Blood Thirster
Having Miss Fortune in ur team, u dont need other Physical Carrys. Hybrids are fine, tanks are important. Aoe Stuns, slows etc. are also nice to improve the effect of ur ultimate. Playing with a jungling hero, so u can have 2 solo lanes is also an option, but only approach this strategy if u can rly handle it.
Heros like Akali may be banned, she is some of her hardest enemys, just like warwick.
Good Allies may be : MordeKaiser, Sona, Galio, Rammus, Morgana, Lux, Taric, Anivia & Gangplank for example. Laning with the last one does not only look good, but indeed is one of the strongest harass lanes in game. I dont have too much experience with LoL Drafting by now, so this section is pretty short for now.
Item Choice Explanation
Hello and welcome to my guide for Miss Fortune, the Bounty Hunter. I am relatively new to MOBAFire and this is my first build so all constructive feedback is appreciated. Also if you disagree with something please leave a comment before rating. :) Also, If you are going to -1 then if you could leave a comment as to why you are doing it it will be appreciated. The whole reason behind this guide was to be as helpful as possible so please help me achieve that goal.
Now, to business. Miss Fortune is an amazing champion despite popular belief of her being "Useless". Her ability to farm minions and harass enemy champions is commendable and she is also an amazing pusher if she is played right.
+ Amazing pusher
+ Incredible movement speed with strut
+ Great farming capabilities
+ Amazing damage output
+ Beast with a rushed Trinity Force
+ Inflicts health regeneration reduction
+ Has the Candy Cane skin :)
- Speed goes "Bye-Bye" if hit :(
- Very Squishy
- Mana problems early game
- Bullet Time is a channeled spell
- Without proper positioning her usefulness diminishes
3. Summoner Spells
For my summoner spells I usually take Ghost and Exhaust. The reasons behind these choices are that Ghost can be used to run away or chase and Exhaust can be used to slow and disable your targets making them an easy kill.
Some other choices of Summoner Spells could be:
Flash is also a good escape spell and if you prefer it you can use it.
Ignite is a nice offensive spell that is good for picking up kills.
Cleanse is a good spell to get rid of annoying blinds, stuns and other nuisances.
Miss Fortune gains an additional 25 movement speed after not taking any damage for 7 or more seconds, increasing each second up to 70 maximum bonus speed.
This is one of those passives that are very nice to have but it does not particularly give you a massive advantage over your opponents. Sure the speed is nice but the mobility you have will go "Bye-Bye" after a single hit. It takes 7 seconds for Miss Fortune to reach her maximum strut speed and it is almost like starting with Movement Speed 2 boots.
Personally, I love this passive because of the speed boost. It allows for great mobility which allows you do dodge skill shots. If you are inexperienced this passive may not be for you because you cannot abuse it like a professional Miss Fortune. :|
Miss Fortune fires a shot at an enemy target, dealing physical damage and 115% of that damage to another enemy target behind the first. Applies on-hit effects.
This is an amazing ability for harassing your enemy and attacking them even if they are "Safe" behind their minions. It takes a while to perfect the use of this skill. Many Miss Fortune players do not try to make the bullet bounce before hitting the enemy because they consider it "impossible" but the 15% extra damage you will do if it does bounce is significant and so you should work on perfecting the use of this skill. :)
You should also remember that Double Up bounces behind the target from YOUR PERSPECTIVE, not from theirs. :)
Cost: 70 / 75 / 80 / 85 / 90 Mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Physical Damage: 25 / 60 / 95 / 130 / 165 (+0.75 per Attack Damage)
Range: 625, Bounce Range: 500
(Passive): Miss Fortune deals 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 for 6 seconds and causes her attacks to lower healing received and health regeneration by the target by 50% for 9 seconds
Overall, this is an amazing spell. It gives you an attack speed boost which can help you annihilate turrets and enemies and it also inflicts a healing reduction to everyone you hit during it's active state.
The use of this ability when pushing turrets or in fights is key. The activation of Impure Shots will activate the Trinity Force passive and make you hit HARD!
Cost: 50 Mana
Cooldown: 16 seconds
Magic Damage: 6 / 8 / 10 / 12 / 14 (+0.05 per Ability Power)
Attack Speed: 30 / 35 / 40 / 45 / 50 %
Make it Rain
Miss Fortunes fires hundreds of bullets into the air which rain down at a location after 0.5 seconds, dealing magic damage over 2 seconds and slowing enemies hit for 1 second.
Make it Rain is a good ability for farming minions and slowing down your enemies. This ability had a larger range than your auto attacks and so it can let you catch up to enemies and earn a kill.
Cost: 80 / 85 / 90 / 95 / 100 Mana
Cooldown: 15 seconds
Magic Damage: 90 / 145 / 195 / 255 / 310 (+0.8 per Ability Power)
Slow: 20 / 25 / 30 / 35 / 40 %
Miss Fortune channels a flurry of bullets into a cone in front of her for 2 seconds, dealing large amounts of magic damage to enemies.
This is a great ultimate but unfortunately it is prone to interrupts. Make sure to position it well in team fights and use it to clear large waves of minions in the laning phase of the game.
There are many uses to this ultimate. Bullet Time can be used to farm minions, decimate enemies in team fights, kill enemies who think they are "Safe" next to the turret and finish off enemies who are running away from you.
Cost: 150 Mana
Cooldown: 120 / 110 / 100 seconds
Magic Damage: 60 / 85 / 110 (+0.4 per Bonus Attack Damage OR +0.2 per Ability Power) per bullet
Deadliness 3/3 : Critical Chance bonuses are amazing on a DPS champion. Sometimes that odd critical hit in the early game is all it takes to pick up a kill...
Cripple 1/1 : Makes your Exhaust last that little bit more. This can mean the difference between life and death for your enemies.
Sorcery 3/4 : Reduces ability cooldowns. An interesting mastery that can help you greatly. Sometimes you have just half a second left on cooldown and a champion you were about to kill manages to either slip away or kill you. :|
Alacrity 4/4 : Extra attack speed, what wouldn't you like about this?
Sunder 3/3 : Extra Armor Penetration, once again. What wouldn't you like about this?
Brute Force 3/3 : An extra little bit of damage. No matter how small this is it will help you a lot. Do not overlook this.
Lethality 3/3 : Extra Critical Strike damage is excellent because by the end of this build over 60% of your attacks will be critical hits.
Havoc 1/1 : 5% extra damage isn't much but just like Brute Force the extra little bit helps.
Resistance 1/3 : Increased Magic Resistance should increase your chances of survivability.
Hardiness 3/3 : Increased Armour will also increase your chances of survivability.
Evasion 4/4 : An increased dodge chance, no matter how small, can still help you survive. Increased survivability.
Nimbleness 1/1 : Compliments Evasion and can help you get away from enemies. Once again, increased survivability.
Greater Mark of Desolation x 9
The Greater Mark of Desolation provides us with 15.03 Armor Penetration to start the game with. This is great for any Physical Carry because it allows you to deal greater amounts of damage to your enemies early on in the game and it helps against tanks during the late game. Overall, a good rune choice in my opinion.
Greater Seal of Vitality x 9
The reasons for why I choose to use the Greater Seal of Vitality is because I do not have any items that greatly increase survivability. These runes provide me with 174.96 Health at level 18 which allows me to survive just a little bit longer. This may not be the optimal choice but I believe that it helps. If you disagree with the use of this rune you could definitely use a different one.
Greater Glyph of Focus x 9
Recently I have been using this rune in gameplay and I have found it to be very useful. The Greater Glyph of Focus provides us with 5.85% Cooldown Reduction which allows us to spam our skills more often. Overall, a great rune. Thank you Jebus McAzn for giving me the idea. :)
Greater Quintessence of Fortitude x 3
The Greater Quintessence of Fortitude provides us with 97.2 Health to start with which greatly increases your early game survivability and allows you to purchase a longsword instead of a Doran's Blade. There have been many times when I have got away with less than 100 health left so I believe that these are essential!
= = = = =
There are many other items that you can choose to use other than these but this is my item build that I use in most games as Miss Fortune. Just make sure that you rush Sheen and you will be Legendary in no time. :)
7. Item Choice Explanation
Statistics: 30% Attack Speed, 30 Attack Damage, 30 Ability Power, 15% Critical Strike Chance, 250 Health, 250 Mana, 12% Movement Speed. UNIQUE Passive: 25% chance on hit to slow the target by 35% for 2.5 seconds; on cast, increases your base Attack Damage by 150% for one attack.
The reason why I choose to use the Trinity Force is to add a huge amount burst damage early in the game, sure, Miss Fortune may not be a champion that gains an insane amount of benefits from a Trinity Force but it is still an item that I believe should not be overlooked. It provides a mountain of bonuses like: Extra Attack Damage, Extra Ability Power, Extra Mana, Extra Health and more. Most importantly we gain the Trinity Force passive effect... 150% extra damage on your next attack.
Statistics: 25% Attack Speed. UNIQUE Passive: Enhanced Movement 2
The Berserker's Greaves are self explanatory... They give you Movement Speed 2 and 25% extra attack speed. What isn't there to like about these boots? Considering Miss Fortune is an auto-attack champion she benefits a lot from these boots.
If you prefer different boots you may use them but in my opinion these boots are the best item choice for Miss Fortune.
Statistics: 40 Attack Damage. UNIQUE Passive: Attacks penetrate 40% of the defender's armor
The Last Whisper has recently been changed and now gives us 40 attack damage and 40% armor penetration. I believe that the Last Whisper is an amazing item to use on a Physical Carry. The extra damage will help you destroy squishy champions and the 40% armor penetration will help you decimate tanks.
Statistics: 75 Attack Damage, 20% Critical Strike Chance. UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
The Infinity Edge is an amazing item for a Physical Carry. It provides a large amount of extra damage and critical strike chance. Also the Infinity Edge has a passive that enhances all critical hits and causes them to do 250% damage. This is an amazing boost considering after the purchase of your next item, the Phantom Dancer most of your attacks (Approximately 60 - 70%) will be critical hits and so this is an amazing item to use.
Statistics: 45% Attack Speed, 30% Critical Strike Chance, 15% Movement Speed.
Following the recent patch the Phantom Dancer has had a nerf. Unfortunately this amazing item now does not provide you with a dodge chance. I still choose to use the Phantom Dancer because it gives a large amount of attack speed and critical strike chance. This item suits a Physical Carry and it compliments the Infinity Edge.
Statistics: 100 Attack Damage, 25% Lifesteal. Passive: Gain an additional 1 damage and 0.25% Lifesteal per kill. Maximum of 40 damage and 10% Lifesteal. Bonuses are lost upon death.
As my final item I take the The Bloodthirster because it provides you with a HUGE amount of attack damage and lifesteal. Lifesteal just simply makes Miss Fortune an unstoppable force in the face of her enemies. Most of the time you will not get a The Bloodthirster because the game would have most likely ended but if you do get this far you will have insane amounts of damage and should be "LEGENDARY!".
8. Optional Items
Statistics: 25 Armor, 40% Attack Speed, 30 Attack Damage. UNIQUE Passive: On hit, deals magic damage equal to 4% of the target's maximum health.
This is a great item on Miss Fortune but i choose to skip out on it because I find other items a better choice. If you would prefer to use this item it is totally acceptable as the item build listed is my PERSONAL PREFERENCE and may not be for everyone. The Madred's Bloodrazor is an excellent item which i have actually started to integrate into my play style.
Statistics: 20 Attack Damage, 350 Mana, 7 Mana per 5 seconds. Passive: Whenever your champion attacks, they gain 1 maximum mana (2 second cooldown). Whenever your champion uses an ability, they gain 4 maximum mana (3 second cooldown). Bonus mana is capped at 1000. UNIQUE Passive: 2% of your maximum mana is converted to attack damage.
This is a relatively good item which allows you to spam skills like never before. Personally i do not like the Manamune because i only have mana problems early game and anyway, Miss Fortune does not have enough maximum mana to truely benefit from having this item.
Statistics: 30 Attack Damage, 15% Critical Strike Chance. UNIQUE Passive: + 20 Armor Penetration, 15% Cooldown Reduction. UNIQUE Active: You gain 20% move speed and 50% attack speed for 4 seconds. Attacking enemy units with melee attacks during this time increases the duration by 3 seconds to a maximum of 8 seconds
The Youmuu's Ghostblade may not be the best item to use on Miss Forune but it does serve it's purpose well. It can be used to increase your movement speed slightly and increase your attack speed while fighting and pushing turrets. Also an item that i use on many of my other champions but not Miss Fortune.
The Black Cleaver
Statistics: 75 Attack Damage. Passive: Physical Attacks reduce your targets armor by 12 for 5 seconds, (Maximum Items)
A great item if the enemy team has many tanks, works exceptionally well when combined with a Last Whisper. This will make killing tanks a breeze for you and greatly help your team.
Statistics: 20 Attack Damage, 700 health. UNIQUE Passive: Physical Attacks reduce your targets Movement Speed for 2.5 seconds.
The Frozen Mallet is an amazing item on any champion that needs a bit of extra health and attack damage. The Frozen Mallet passive will ensure that no one can get away from Miss Fortune and the 700 extra health will ensure that you survive longer.
Statistics: 450 Health, 400 Mana, 57 Magic Resistance. UNIQUE Passive: Blocks 1 negative spell every 30 seconds.
The Banshee's Veil is a great item on a champion that needs mana, health and protection against interrupts. Since Miss Fortune's Ultimate is a channeled spell the protection you get from a Banshee's Veil may enable you to finish your ultimate and help your team against the enemy. The magic resistance you obtain after buying this item is also a very nice bonus.
Early Game - Level 1 - 9
During the early game you should simply focus on farming and harassing your enemy with Double Up. Focus on last hits and farming up enough gold to buy the Trinity Force.
Your longsword will get you a nice boost to damage and the will help to keep you in the lane longer.
Mid Game - Level 10 - 16
During the mid game you continue farming and you can also start ganking the enemies in other lanes. If there are no ganking opportunities you should focus on farming more minions and leveling up.
This is where the proper Miss Fortune players will decimate their enemies and the noob players will fail... HARD!
Late Game - 17+
Go into team fights, use your Bullet Time and position yourself properly. In the late game you should be racking up kills and smashing your opponents. During the late game you will have been fed or at least have a very solid build.
At the ending stage of the game you WILL win because you are Miss Fortune and you are a killer. That is all that is left to do in Late Game... WIN!