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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Love Tap (PASSIVE)
Miss Fortune Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
About Miss fortune
Pros / Cons
Strengths:
-Good in lane.
-Can do lots of damage to multiple opponents in team fights using abilities and auto attacks.
- Impure Shots counters Heal.
-Built in Boots of Mobility come in handy. Time is everything.
-Potential to kite pretty well using Make it Rain.
-Not too technically challenging.
-Amazing laugh. Seriously. Mind games win games.
Weaknesses:
-Lacks a dash/blink/etc.
-Mana-hungry.
-Squishy.
-weaks againts heavy CC
Strengths:
-Good in lane.
-Can do lots of damage to multiple opponents in team fights using abilities and auto attacks.
- Impure Shots counters Heal.
-Built in Boots of Mobility come in handy. Time is everything.
-Potential to kite pretty well using Make it Rain.
-Not too technically challenging.
-Amazing laugh. Seriously. Mind games win games.
Weaknesses:
-Lacks a dash/blink/etc.
-Mana-hungry.
-Squishy.
-weaks againts heavy CC
Quality of life passive. Helps you rotate better, get to lane faster, and be where you need to be. Fairly useless in combat, but can be decent to finish off a chase or make an escape when available. Try and keep it ready as often as possible, but don't be too afraid to take a bit of a hit if you're sure you'll come out on top.
This spell is beautiful. I always max it first (aside from Bullet Time, for multiple reasons. This spell is your poke. It gives you good burst in fights. It'll help you last hit under tower, and in general. It'll increase your DPS. It's important to be able to properly manipulate your second bounce. Being able to use the second bounce for poke can give you a huge edge in lane. If you can get close enough to trade auto attacks with your opponent in lane, make sure to hit them with one of these as well. You should be using it directly after an auto attack in most trades, so make sure you're close enough that you can get both off in a trade before the enemy walks away. Both bounces proc on-hit effects such as Impure Shots, Red Buff and the Blade of the Ruined King passive. Pro tip: If you auto attack an enemy champion to apply a stack of Impure Shots, then use Double Up on a minion, and that enemy champion is within range and angle of the second bounce, it will prioritize that champion. This can be a great way to mess with your opponents' mind, as they could be thinking something like "how are they hitting me with that stupid ability EVERY TIME." Refer to http://leagueoflegends.wikia.com/wiki/Miss_Fortune for more detailed information on what the priorities of your second bounce are. It's important to be able to control this.
Max this second, next to Double Up. This skill can make level two trade-offs combining Double Up and auto attacks go your way. The added damage on your autos is very nice, and if you end up switching targets, the stacked ldamage doesn't go away when you start attacking your original target again. If you're looking to kill someone, always pop this for a decent attack speed steroid. Extra attack speed will help you orb-walk better, something you need to learn to do especially well as Miss Fortune, as she lacks an escape. Remember that the healing reduction only applies after you activate this ability. Since everyone's taking Heal nowadays, Impure Shots can make skirmishes slightly less annoying.
You can pretty much pretend this ability does no damage. It is however, nice for escaping ganks, kiting bruisers, and following up on engages. It offers a decent AOE slow. When using it to escape, you'll usually want to put it between your biggest threat and your safety point, which is usually a turret. Basically, always try and make your opponent walk through the whole area of the ability to get to where they want to go. Very nice for checking bushes as well, as the range is longer than that of your standard Stealth Ward.
Always max this first. In a 2v2 situation, you'll basically want to pop your Bullet Time directly after your Double Up, so you can use the time you're channeling to wait for your cooldowns. If the enemy ADC and support aren't cuddled up real close, don't hesitate to use it anyway. You'll usually want to prioritize the ADC, but if a situation arises where you can't kill the ADC before you die, you might want to consider just blowing your load all over the support's face. Better than nothing, after all. This ability can obliterate large team-fights if used correctly. If you're getting a whole bunch of free auto-attacks off without any focus from the enemy team, you might want to hold off on using your Bullet Time, as your single target DPS will usually be higher in these fights without it. A good time to use this is when you feel you can't get close enough to auto-attack, but aren't really being paid attention to. Sit back and let her rip. The range on this thing is the same as a comboed Shock Blast. Funny how it works out, the further it goes, the fatter the AOE is, so definitely try and catch a few clumped up enemy champs near the max range of this ability. Combo it with every AOE ult your team can muster. This ability is super fun to use. DO NOT be afraid to cancel it early in favor of Double Up and Impure Shots if you see a charging Jax or something. Each damage tick will apply a stack of Impure Shots and make your next Double Ups and auto-attacks hurt a lot. It could be worth it to pop your ult just to wait for your Double Up cooldown. Try not to get caught in any hard CC when you use this. Know your enemy's abilities and cooldowns. Bullet Time can be great for securing those kills that are just out of range for your last auto-attack. In rare situations, you can use this to engage a fight under the enemy tower, for example, when a big wave of your creeps is at their tower, and a wave of enemy creeps is fighting them off.
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