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Miss Fortune Build Guide by qwepoizxcmnb

Support [S8 Updated] Time to destroy SoloQ GorillA style (MF support

Support [S8 Updated] Time to destroy SoloQ GorillA style (MF support

Updated on November 21, 2017
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League of Legends Build Guide Author qwepoizxcmnb Build Guide By qwepoizxcmnb 41 5 780,678 Views 2 Comments
41 5 780,678 Views 2 Comments League of Legends Build Guide Author qwepoizxcmnb Miss Fortune Build Guide By qwepoizxcmnb Updated on November 21, 2017
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Runes:

Sorcery
Arcane Comet
Manaflow Band
Absolute Focus
Scorch

Inspiration
Biscuit Delivery
Magical Footwear

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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

Introduction

Hello and welcome to my glorious guide to Miss Fortune support, as played by GorillA in the 2016 World Championships Semi-Finals ROX vs SKT. If you're looking for a weird pick which will tilt your teammates in soloq more than any other, look no further!

In all seriousness, there's a reason GorillA picked MF support at Worlds, and that's because it's very strong against certain opposing lanes. This still holds true in Season 8. In this guide I'll do my very best to give you serious, in-depth analysis and tips for MF support, so that you can be confident taking it into ranke- *ahem* normals to dominate your opponents!
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Why Miss Fortune support?

Apart from the troll value, MF support genuinely has a lot of strengths which enable her to have a significant impact at certain points in the game.

In the early laning phase, she is incredibly strong at poking opponents with autos and Make It Rain (E), which with Arcane Comet and starting AP items can deal significant damage. In addition, the 1000 range of MF's E allows her to do this at almost an unrivaled range among supports (in terms of point and click AoE effects). However, she has no innate sustain or healing/shielding for her ADC, or hard engage/disengage, so like many poke supports you have to avoid all-in and look to zone and harass.

Upon hitting level 6, MF is a destructive force. If your team can land hard CC on your opposing support or ADC, they are almost certainly dead. And all you have to do is press R. If a fight breaks out around these levels, for example around dragon, MF SUPPORT can easily net a triple kill. You need to abuse this advantage to snowball your team.



With MF's W giving her extra movement speed, MF can also be an excellent roaming support, with the slow on her E, and guaranteeing kills if your teammates can land CC in lane/ with help of jungler.

As the game shifts towards mid and late game, the AP scaling on the E alone is nowhere near as potent as in lane, and so you want to be building standard AD items to become a, essentially, gimped AD carry. But even if you won't have the gold to buy as many items as MF ADC, you'll still be able to deal significant damage, and there's always your ult. However, MF support does become weaker as the game progresses, not having much utility, so if you pick MF support, you must be aggressive and snowball in early/mid game, and pounce on your teammates landing CC.
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Pros and Cons

Pros:

  • Safe laning with incredible range on Make it Rain (E)
  • Excellent poke with E and passive
  • E slow provides utility
  • Single most devastating (damaging) ulti on a support at lvl 6
  • Free movement speed allows for effective roaming
  • Significant damage at all points in the game
  • Very strong early game

Cons:

  • Reliant on your team (who would have guessed...) to make plays by landing CC so that you can chain your ult.
  • No hard CC and limited utility
  • Falls off late game if not ahead
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Runes

Sorcery

Option 1

Summon Aerie Arcane Comet Phase Rush

vs

vs

Our keystone will be Arcane Comet. This is our replacement for TLD, seeing as Electrocute doesn't proc off our E anymore. Thankfully, it's very strong with MF's E poke, because it should almost always land with the slow unless the enemy uses a dash. There aren't really any other options worth considering - Summon Aerie, after the 7.23 nerf, no longer does enough damage.


Option 2

Nullifying Orb Manaflow Band The Ultimate Hat

vs

vs

Manaflow Band helps MF solve one of her greatest problems; mana sustain during the laning phase. Grab this without a doubt.


Option 3

Transcendence Celerity Absolute Focus

vs

vs

Due to your range you should be staying about 70% HP for most of the laning phase, so you can make use of Absolute Focus to get some additional AP for poke. Celerity is also a good option here as MF support likes movement speed.


Option 4

Scorch Waterwalking Gathering Storm

vs

vs

Scorch is amazing to get that little bit more poke each time you use your E. The other options don't offer the early pressure you want.

Inspiration

Option 1

Hextech Flashtraption Biscuit Delivery Perfect Timing

vs

vs

Biscuit Delivery is really strong, giving you enough sustain to get through the laning phase without pots (and allowing you to start refillable). The fact that it gives mana is extremely helpful.


Option 2

Magical Footwear Future's Market Minion Dematerializer

vs

vs

For your final rune, I would choose between Magical Footwear and Cosmic Insight. Magical Footwear if you plan to stay in lane for longer, Cosmic Insight if you want to roam early with Mobi's and get that slight CDR buff.
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Abilities

Love Tap


Whenever Miss Fortune basic attacks a new target, she deals 0.5 - 1.0 times her attack damage (at levels 1-18) bonus physical damage. Love Tap deals 50% damage to minions.

Your passive is lovely for harass in lane. Though you don't build AD until later on, your base AD will still give you some extra damage in autos to come ahead in trades if you switch between the enemy ADC, support and minions. As a support, you won't need to focus on farming, so use this opportunity to go for harass more often specifically using this passive for the extra damage.

Later on this becomes less useful, but can still be used for tower taking and such.


Double Up


Miss Fortune fires a shot at an enemy target which deals 20 / 35 / 50 / 65 / 80 (+0.85 per attack damage) (+35% of ability power) physical damage before bouncing through her target to an enemy behind it, dealing 40 / 70 / 100 / 130 / 160 (+1.0 per attack damage) (+50% of ability power) physical damage.

This is a harass ability with a low cost and cooldown. This doesn't that well with early AP compared to AD, but you should still use it to harass enemy support/ADC behind minions. It's not very reliable as damage goes, so in general you want to use this moderately often in lane to try to chunk down your opponents, as long as you have ENOUGH mana. Another use is when you are fighting a slightly longer trade, where you can weave the Q in between autos to get a reset. It is much more valuable to save the mana for your E (and ult if lvl 6+) for the most part.

Max this last because it's not really that useful in lane comparatively (since you will not be in range to use it), and the AD scaling will only become relevant late game if you build AD.



Strut


Passive: After 5 seconds of not taking direct damage, Miss Fortune gains 25 movement speed, ramping up to 60 / 70 / 80 / 90 / 100 after 5 additional seconds.
Active: Miss Fortune instantly gains the maximum movement speed bonus as well as 60 / 75 / 90 / 105 / 120 % attack speed for 3 seconds. Love Tapping increases Strut's attack speed duration by 1 second (2 seconds against champions).

The first part of this ability is the passive W, giving MF bonus movement speed, somewhat in a similar way to a innate mobility boots. In fact, it's almost exactly the same as mobi boots at max rank. The main usage of this is for early roams to the jungle and mid to pull off some quick ganks with your damage. Later on, combining this with mobi or swift boots will make you one of the fastest champions in the game, comparable to Janna with her W.

When comparing this passive with Janna's Zephyr passive, we again see why MF support has advantages early and falls off late. MF's mvmt speed is conditional on being out of combat, which is easier early on before extended teamfights break out. Janna's percentage mvmt speed scales better into late game, matching MF with no condition.

The active you should use whenever you are going for a somewhat extended trade, or an all-in. The attack speed steroid will make you a force to be reckoned with damage wise, even as a support. If the fight is long remember to keep love tapping (switching targets) to keep the effect up.

Max this second for the movement speed and attack speed which is too good to give up.





Make It Rain


Miss Fortune fires hundreds of bullets into the air which rain down at a location after 0.5 seconds, dealing 90 / 145 / 195 / 255 / 310 (+80% of ability power) magic damage over 2 seconds and slowing enemies hit by 40 / 45 / 50 / 55 / 60 % for .25 seconds. This slow is refreshed if enemies stay within the area.

By far your most important ability in lane (besides your ult). It's an AoE point-and-click damage ability over an area for 2 seconds. The poke this brings on a support is insane. It's like a Morgana W, only with increased range (1000), a significant slow, as well as doing damage more than twice as fast at early levels. Every decent E landed will proc Thunderlord's on the enemy ADC/support. A few of these, even without your ADC harassing (which they should be doing especially with the slow provided) will poke the enemy ADC down to less than half health. It can even be used to go in for kills by providing a slow if the enemy is low.

This is also a very important ability outside of laning phase. Although by mid-late game its damage is negligible, the 60% slow is extremely obnoxious. It won't stop hard engage, but will help your team run away or chase down targets (no one is getting away from a 60% slow every 6 seconds). This importance of this isn't to be underestimated as just one kill in late game can be enough to win.

This has excellent AP scaling, meaning that you want to pick up AP early in order to enhance your poke damage.

Max this first without doubt, it's just OP damage at early levels if you do.




Bullet Time


Miss Fortune channels a barrage of bullets into a cone in front of her every .25 seconds for a 3 second duration, dealing (+0.75 per attack damage) (+20% of ability power) physical damage per wave. She fires 12 / 14 / 16 waves in total and each wave will deal physical damage to all enemies caught in the area. Each wave of Bullet Time can critically strike, dealing 120% damage.

You know what this does. Channeled ulti, massive range, massive damage in a cone to anyone caught in it. Playing MF support, there are 2 main uses for this. First, should your ADC (e.g. Ashe ult) or jungler land extended CC, this pretty much guarantees a kill in lane (at the very least a flash, but you should really get the kill everytime you use this). Second, in teamfights around constricted areas like parts of the jungle, dragon or baron pit, a well time and placed MF ulti can outdamage the enemy support by miles, as long as you can position well and avoid getting caught out.
I stress that you should let your team initiate with CC in almost all cases. If you initiate with it without CC, the enemy will dodge, CC you, or just kill you outright.

Max this at 6, 11 and 16 as with all ultis.
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Spells

There are only 3 summoner spells you should be considering:






Always run this. Can be used defensively or offensively in conjunction with your ult. It's simply too strong mobility wise to give up.


Probably the second summoner you want to run. Generally, you want to run Exhaust on most supports, and Ignite on the most aggresive ones where you want to secure kills. MF certainly falls into the aggressive category. Can help get the kill on an enemy who's just taken a Bullet Time to the face and is walking away on a sliver of health.

Exhaust is the classic support summomer. It can be useful if you're up against an ADC/Supp combo who likes to go all-in/has a lot of kill pressure over you early. However these are the matchups you should try to avoid as MF, and in all other cases securing kills with ignite is going to be more useful that exhaust for a direct ADC vs ADC auto fight, which you should avoid for the most part.

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Items

Starting Items





Gives you AP, mana regen and extra gold for harassing enemy champions. It's like it was purpose built for MF support! The AP helps with your poke from E, mana regen is useful since E can be mana intensive if spammed, and of course gold is immensely useful because MF support won't be getting much CS, and still needs a lot of gold as a pseudo-AD carry.


Pots for sustain, you'll be taking a lot of damage while dishing it out.

Boots









Probably the best choice, and the one used by GorillA. Gives you reliable movement speed to complement your W passive.



Mobi boots are also an option. If you go for this, you'll have unreal speed when out of combat early. This gives you the ability to roam and get back to lane very quickly, at the cost of some fight positioning.



Berserker's Greaves are an option if the game develops into a state where you need a second AD carry. MF can fill this role if necessary, but really as MF support you want to be using the support boots above to snowball your team early.

Core Item


NOTE: Choose one OR the other





This is the choice used by GorillA, and probably the best for MF support. Get sightstone on your first back (yes, you're playing MF support, but you're still a support :/), and complete with Frostfang into the final item when you can. This gives you extra wards, some AP, CDR and mana regen which are all useful on MF. Very cost efficient.

I don't really like FQC on MF support, but it can work. Obviously it gives you more AP along with the ghost slows, but I don't feel this particularly helps MF. This is more expensive than Eye of the Watchers with the Fiendish Codex rather than being built from Sightstone, and I'd much rather use the extra gold for AD at this point. AP is only useful early for your E harass, and falls off later.





After this, you generally want to build damage items in order to be relevant. Black Cleaver is pretty much Core, as it will help your ADC deal more damage. Your ult particularly applies Black Cleaver Stacks very fast. After this, some good options are Infinity Edge (Crit Bonus is nice for AA, Q and ulti), Duskblade of Draktharr (Lethality is good on MF, and ward detection is useful on support also).
Don't build typical support items generally, MF support simply cannot offer the utility that other supports can.
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ADC Synergies

5/5






The original, and the best. The Pray/GorillA Ashe/MF combo simply dominated. If you duo queue with a good Ashe player, you can be very effective. Ashe has decent range and poke like MF, but the real advantage here is Ashe landing her ultimate arrow. You can help her to do this with your E slow. At a moderate range, this gives you more than enough time to 100-0 a squishy ADC/support with your ulti, Ashe's damage and possibly a jungler. Even her slow may be enough to land your ult.


You'll put on a beautiful performance together as you insta-squish your lane opponents. Jhin's slows with his ult and traps are very useful, and he can use your E to help him land his snares. However he has no natural escapes or peel, so it's vital to keep track of CDs on the enemy support, as well as to ward up against ganks. Aim to supplement Jhin's 4th bullet poke with your E.

1/5




Pretty much the antithesis of what MF support as about. Playing with Vayne ADC, as a support you want to protect her early game while preventing the opposing lane from shoving to your tower. MF does not do this well at all. Your poke is mostly wasted as Vayne can't fight other ADC's early on. She has no CC aside from an unreliable Condemn into a wall, so landing your ult will be difficult without jungler CC. MF's power spike at early-mid game goes to complete waste, and she doesn't help Vayne later on either, providing close to no utility to protect and enhance Vayne as a hypercarry.
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Ranked Play

Despite the obvious problems with picking MF support in ranked (getting lynched by your own team among them...), I do believe that it's possible to make it work, especially in lower elos, after some practice in normals.

It's worth trying out, especially if you can duo q with an ADC. Make sure your ADC is ok with it tho. It's a bit like that Singed support guy (AdellaideSkyhart?), you're not trolling but it tilts your team anyway.

Support tends to be a difficult role to carry from at lower elos. At lower elos, engage/damage supports do best. You NEED to snowball the lane, and preferably the entire team, if you are going to gain elo with this pick. If you generally come out even, or only slightly ahead after laning, then don't pick MF supp.
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Laning

This is the end of the main part of the guide, but I'll try to give some more advanced, detailed advice specifically for the laning, mid and end game phases (WIP).

Before I go into details, make sure that at the start of every game, you communicate to your ADC your intentions and how you want to play the lane, and get their input on it. This is vital because your goal in lane is to be aggressive, get kills and/or have your ADC outfarm the enemy ADC, and so they need to be on the same wavelength with you (i.e. not farming when you go in for a trade). Duo Queueing with an ADC is an excellent choice, because firstly you can ensure that they will play a suitable ADC (Ashe, Jhin), secondly they won't flame you for picking it, and thirdly you'll have experience together with this sort of lane. I stress that MF support works very differently to any other support, and the more experience you have on it with your ADC the better.

As I'm sure you're already more than aware if you've read the rest of the guide, your goal is to poke the enemy ADC and support with your E (Make it Rain). This is very easy to land and forms the rhythm of the lane. What else you do depends on the lane. If you're up against a melee support (e.g. Alistar, Taric, Tahm Kench), you should abuse autos for poke as well (don't forget your passive Love Tap, which can be reset on minions), since they cost no mana. Against pokey ranged supports (Zyra, Sona, Karma etc.) for the most part it's safer to just use your E (since this outranges everyone).

You also need to manage the wave carefully. Depending on which ADC you have and what they are trying to do, you should try to complement that. MF naturally pushes the wave, since your E will deal damage to minions as well (try to steal as few last hits as possible). GENERALLY speaking you want to avoid pushing unless the enemy bot lane have backed/their ADC has trouble farming under tower, as this opens you up to ganks which MF struggles against. You can achieve this by avoiding hitting minions where possible. If you do choose to push, make sure to keep wards up at all times.

Mana management is an important issue early on. Generally, when MF is played ADC, her E is used sparingly as it only scales with AP, but also because it has an obnoxious 80 mana cost. Seeing as this is where most of your poke is coming from, it's important to make each one count. You should aim to always have around 120 mana in reserve, so that you use your E and W against an unexpected gank. Also, when you're about to hit 6 and/or your jungler is ganking, you should around 200-300 mana in order to get off your ult as well. Nothing is more annoying and embarassing than pinging your ult for an engage, then suddenly having no mana (believe me :P).
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Mid Game

This very much depends on how your laning phase went.

If you are ahead and can continue getting kills (for your ADC preferably) and turret(s) in bot lane, then just keep doing that.

If you're ahead but the enemy bot lane is camping turret, look to roam. MF is one of the best roaming supports with her speed and damage. Always be looking on the map for where fights may break out (a jungle invade, for example), and make sure you're there. You can also look to gank mid lane when it's in a suitable position to do so.

If you're behind, the game isn't over but you'll find it very much more difficult to win. You want to focus on being there for your team, using your movement speed and E slow to protect and chase. Your damage will be poor at this point, but continue building damage items.
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Summary

I hope you all enjoyed and have learnt a lot from my MF support guide! I mainly made this for people who wanted to try out MF support after hearing about or seeing GorillA playing it, but who didn't know serious builds for MF support/how to play it.

This is a W.I.P so if this proves popular I will probably continue to add content as well as make it look nicer.
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League of Legends Build Guide Author qwepoizxcmnb
qwepoizxcmnb Miss Fortune Guide
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[S8 Updated] Time to destroy SoloQ GorillA style (MF support

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