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Miss Fortune Build Guide by Visaka

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League of Legends Build Guide Author Visaka

No Prey, No Pay. <3

Visaka Last updated on March 15, 2012
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Team 1

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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

Table of Contents
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I go 21/0/9
In offense I focus on physical damage.
In utility I focus on mana regeneration.

Power up your summoner's spells:
1 - Summoner's Wrath
1 - Summoner's Insight
Your Physical Damage:
3 - Brute Force
4 - Alacrity
3 - Havoc
3 - Sunder
1 - Weapon Expertise
1 - Lethality
1 - Executioner
3 - Vampirism *
Your Utility/Mana:
3 - Expanded Mind
3 - Meditation
2 - Swiftness

Now the one you might be questioning is Demolitionist .
A majority of people playing this game are way too focused on killing and forget the role of their champion. MF is your ranged ad carry, this means her physical damage and her range are what you will use to tear down turrets. Your AP carry and support won't be able to supply enough physical damage needed to take it down, and your solo melee champs won't usually be able to get close enough early game. You want Demolitionist so you can really poke and tear through the turrets, like a good little ranged AD carry.

*Even though I don't build lifesteal on MF, I do like it for early game lane sustain.

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Skill Sequence

If you play MF, you know what skills to focus.
You grab Double Up first.
If the enemy is playing defensively use Double Up on their back minion.

You want to grab Make it Rain next.
Here's something you probably know but in case you don't.
I see MF's all the time popping their Make it Rain on champs just because they can.
Remember your Make it Rain gives you sight, so never face check reeds.
Another thing you need to remember is you're not AP, and your Make it Rain deals MAGIC damage. So no matter how many B.F Swords you buy, your Make it Rain is not going to be a damage dealer, so don't waste your mana popping it on whoever is in your range.

The important part about your Make it Rain is the slow.
Your primary use of it will be after lvl 6, where you will slow them with Make it Rain then Bullet Time them. It makes it MUCH easier to land, and if done correctly can keep them from cancelling it.

Another thing you can do, before lvl 6 or when your ult is on cool down, is use it to control the lane. Your enemy will avoid going in to your Make it Rain, and if landed on them they will make their way out of it. Use it wisely to control where your opponent will and will not go.

Early game, I highly suggest you DON'T use Make it Rain as a pushing/CS device. It doesn't deal enough damage, and it will just waste your mana. I do however always look for opportunities to use it on enemy champions and get the lane a little pushed, it's just not only for CS. However if you see a big group of low health minions go ahead and pop it on them.

Okay, Impure Shots. It would seem most people think to pop it as soon as you begin fighting someone... don't. The person isn't just going to sit there as you shoot at them as fast as you can, what you'll want is a good punch with each hit, which is exactly what you'll get with the passive of Impure Shots. But use this with discretion, sometimes you may really need it so be aware of when you need that extra speed.
The best use of activating Impure Shots is when you're going at a turret, which is your job, this is why you took Demolitionist .

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Runes, is really going to be all preference.
For me, I don't EVER use per lvl runes. They will scale to an okay amount, but in comparison to the items you're buying at lvl 18 it's just not worth your IP. BUT the amount that adds up immediately with flat runes is CRUCIAL early game. It saves you the need of buying items that give you AD or AP at the start and you can grab utility items right away.
An example, Greater Mark of Attack Damage VS Greater Mark of Scaling Attack Damage.
Greater Mark of Attack Damage - Lvl 1 you start with 8.55 AD
Greater Mark of Scaling Attack Damage - Lvl 1 you start with 1.17 AD
So it would take you until lvl 7 or 8 before you got the same amount of AD as you did at lvl 1 with Greater Mark of Strength, by this time you will already have 20+ AD from Manamune. At lvl 18 you get 20 AD, which is the same as your starter item before even stacking it.

Now I don't take either of these, just an example of how it plays out.
The only runes that SHOULD NOT budge is your Greater Mark of Desolation, and your Greater Seal of Replenishment. You NEED the armor pen and the mana regeeration, the glyph and quin can be whatever you prefer.

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I always start Meki Pendant, you don't want to have to rely on your support to grab a Mana Manipulator, and you MUST have this mana regeneration at the start or else you WILL NOT be able to sustain.
I always keep health pots on me until at least lvl 6 (So long as I'm still laning). It will help you stay in your lane, and make up for the gold spent on them twice over.

Now Manamune is the core of this build, MF is very pricey mana wise and she really needs this. You wanna grab it first so that you can start stacking. This will give you the mana you need and the AD that will be converted from your mana.

People will be cautious, but not too scared just yet. Grab your best friend sword and you'll start pumping out some more damage. But then you'll begin to be targeted. This is why I grab phage before I finish Infinity Edge. After Infinity Edge you're REALLY going to want that extra health from Frozen Mallet because you will be targeted, and you'll want the slow for all the scared people who refuse to stay and fight.

I already explained Guinsoo's Rageblade, but I'll go over it again. Your Make it Rain AND your Bullet Time deal MAGIC damage. What are you without your Bullet Time, and what is your Bullet Time without your Make it Rain? You want that little AP to make it hit hard, especially after stacking it a little. But it will also give you the AD and AS that you need. Then you top it all off by finishing you Phantom Dancer.

I don't really want to compare every item possible for MF. If anyone wants to discuss it fine, but I'm not typing all of that. I will however explain why I don't take a few of the items that i frequently see on MF.

The Bloodthirster - This is a pretty good item, but what you have to realize that you just aren't building Attack speed, she has plenty of abilities that deal damage so you don't have to rely on your auto attacks. So frankly, I just simply DO NOT have enough attack speed for this item to be useful, and I have plenty of other more optimal ways to kill people than to just build AS and Life steal.

Last Whisper - If you really want this item, then by all means take it. But the way I see it is I deal AP and AD, so even if their building armor I still have my Make It Rain and Bullet Time which deal magic damage. Now you say they build force of nature too, well damn you really just can't revolve your build around a little armor or force of nature because you just won't get anywhere.

Banshee's Veil - By the time you buy this, if they land one their landing them all, just honestly. You're gunna die, I'm sorry.

Guardian Angel - It does give a fair amount of magic resistance and armor, but I don't like guardian angel on the ranged champs. If they made it to you then they're just going to sit by your body until you come back up and just burst you down again. You're not cait so you can't use your net to get away, and your strut won't activate under those conditions. I much prefer Guardian Angel on the melee's that get bursted down in team fights so they can pop back up while the team moves on to the ranged.

The Black Cleaver - This could be useful if you are going all AS, but i'm going crit and it just doesn't do what I need it to do. Better used on an attack speed build, against a tanky team. That's just not what I'm doing.