Miss Fortune Build Guide by Pheynix
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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.
It is my first guide, so please be kind! In this guide I will provide some tips on how to play this red head beauty. So please take the time to read and hopefully learn something new about Miss Fortune.
Also, please leave a comment, and rate my guide :). I have worked really hard on this, and I am very excited to share my build with you.
Miss Fortune Recently got a Buff on her Ultimate. Is Hybrid Viable?
Yes. But in a certain thread on the LoL forums, some numbers were crunched, and it seems that Hybrid Miss Fortune is not as strong as pure AD. Hybrid is all good fun in customs and Co-op vs. AI, but you probably wouldn't play it in ranked, unless are absolutely certain that you will do well.
I would like to say that some of my formats in this guide is used by some other famous guide makers.
Also, this guide was inspired by jhoijhoi's "Making a Guide" guide.
See it here: http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
Phreak's Champion Spotlight
+ Ranged Champion
+ Very good Damage
+ AoE Ultimate
+ High MS
+ Good Farmer
+ Can lane anywhere
- Very Squishy
- Ult easy to cancel
- Hard to position
- Is easily ganked
- Mobility is gone if hit
- Goes OOM very quickly
Greater Mark of Lethality
Greater Seal of Scaling Mana Regeneration
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
greater mark of Desolationgreater Mark of DesolationGreater mark of Desolationgreater mark of Desolationgreater mark of Desolation
More armor penetration for Miss Fortune is a must, as you deal a lot of damage early game and it helps better for late game when tanks and squishies start stacking armor.
Greater seal of Clarity
Miss Fortune goes OOM a lot, so take these for her bad mana Regen. It out shines flat mana Regen by level 7.
Greater glyph of Shielding
These runes will help a lot during mid-late game because that's where most AP are at their strongest. Early game AP casters don't do a whole lot of damage, as most of them need combos to successfully kill ( LeBlanc and Malzahar ).
Greater Quintessence of Strength
Miss Fortune's base AD isn't the best, so take these for last hitting and harassing the enemy champion with Double Up
Greater Mark of Alacrity
I am currently testing these out right now, and they seem to help a little when stacked with Greater Glyph of Attack Speed. Take these if you want a little more attack speed in your build.
Greater Mark of Strength
Greater mark of Desolation is better mid-late game, but these marks give you a slight advantage early. Take these if you want to deal more damage with double up and auto attacks early game, but don't mind sacrificing some mid-late game for it.
Greater Seal of Fortitude
If you want to be more tanky and less squishy early game. Take these if you don't mind not having mana regen.
Greater Seal of ReplenishmentGreater Seal of ReplenishmentGreater Seal of ReplenishmentGreater Seal of ReplenishmentGreater Seal of Replenishment
Take these if you want to spam more spells early game. Take note that Greater Seal of Scaling Mana Regeneration regen's more after level 7.
Greater Glyph of Alacrity
Use these together with Greater Mark of Attack Speed for maximum use. You can use them by themselves if you want but synergizing them with Greater Mark of Attack Speed is the best option if you want to use these.
Greater Glyph of Clarity
Together with Greater Seal of Scaling Mana Regeneration they give you a lot of mana regen late game (or when you are level 18).
Greater Glyph of Focus
Use these if you want to spam your skills more often. It's helpful for level 1 fights, as you'll have your spells earlier than mostly everyone else.
Greater Quintessence of Alacrity
It's a possibility, I haven't personally tried them out myself, but they could work.
Greater Quintessence of DesolationGreater Quintessence of DesolationGreater Quintessence of DesolationGreater Quintessence of Desolation Greater Quintessence of Desolation
Synergizes well with your greater mark of Desolation, if you choose to take them. With these, you practically deal true damage to most squishies.
~ Tier 1 ~
Firstly, you want to put one point into Summoner's Wrath for the improved Exhaust. Put three points into Brute Force for the +3 AD, which will stack nicely with your Greater Quintessence of Attack Damage's.
~ Tier 2 ~
Put four points into Alacrity for the attack-speed, or alternatively put the four points into Sorcery for the cooldown reduction.
~ Tier 3 ~
With the new mastery tree, you can get some free armor penetration. So you would be crazy not to take Weapon Expertise , so put one point into that. Four points into Deadliness for the extra critial strike, stacks well with your Infinity Edge and Phantom Dancer. You might even get lucky early game and that one critical auto attack might be the killing blow on your enemy!
~ Tier 4 ~
Put one point into Lethality for the extra killing power on your critical strikes early and late game. With you Infinity Edges passive, you do a whopping 60% more damage with critical strikes! 3 points into Vampirism for the extra life steal early game. With Doran's Blade you have 6% life steal. It also stacks well with The Bloodthirster
~ Tier 5 ~
More armor penetration?! Put 3 points into Sunder for near true damage early game!
~ Tier 6 ~
The new Tier 6 is really wonderful, as 6% more damage is actually a lot when you are using all your skills and auto attacks, Miss Fortune's targets will die swiftly with a lot of pain attached >:).
~ Tier 1 ~
Put one point into Summoner's Insight for the improved Flash, as you'd want your only escape spell usable more frequently. Three points into Good Hands for less time dead. People say this mastery is bad because, well you shouldn't be dying. But let's face it, only 1 out of 20 games you don't die. Most of the time, people die at least 5 times on average (I'm guessing) so this mastery is actually very useful to have.
~ Tier 2 ~
Put three point's into Swiftness for the extra movement speed, which synergizes with you passive Strut and Boot's of Speed early game, if you choose to buy it. Also goes well with Phantom Dancer.
~ Tier 3 ~
Lastly, but not least put your last point into Runic Affinity , so you can keep that red buff longer and kill lots of things!
Good Summoner Spells
Is a great positioning spell to aim your Bullet Time. It is also good for chasing, and most importantly, gives Miss Fortune that much needed escape. It is useful in the fact that when an enemy uses Flash, you can use Flash also, so they won't be getting away.
Is good for ganks, slowing their movement speed so they can't get away, and is also good for escaping, reducing the damage dealt on you by 70% on auto attacks and 35% on abilities. Bursting someone down quickly while exhausted is a viable option too.
Ghost can replace exhaust if you think that you don't need the extra slow and Magic Resist/Armor debuff. Ghost can also give you a boost while chasing and gives you that extra movement speed when Strut is down.
This is good if you want to get around the map quickly, and if you take a solo lane, you can go back and shop, then be back for more last hitting and your tower would not be touched at all. Make sure to take Spatial Accuracy in the utility tree. Take teleport when there is a Teemo or Shaco so you can teleport to their Noxious Trap and Jack In The Box.
Strut is a passive movement speed steroid. It increases your movement speed to about 370ms at level 1. This can be used for dodging skillshots and harassing enemy champions. Be careful though, any damage from any source will completely remove Strut. This is her only escape, as Make it Rain is not that reliable for escaping, so avoid being hit during small skirmishes in between team fights, and during team fights.
Double Up is a physical, long range nuke. Double Up is essentially two auto attacks. When Miss Fortune casts this, she first hits a target dealing physical damage. That shot will then bounce directly to an enemy behind your target, dealing 115% of the first Double Up's damage! This is your bread-and-butter skill, as early game it can be used to harass enemy champions behind their minions.
Impure Shots deals increasing amount of damage if you repeatedly hit them, it's active gives you a healing de-buff and extra attack speed. Impure Shots active is good for clearing towers early, and when going in for a kill, you can use it for the extra damage, attack speed and if they have any heals or potions, you can reduce the healing rate of those too. Overall it is a really good ability with really good utility.
Make it Rain showers an area with bullets, slowing enemies and dealing damage over 2 seconds. This skill is important for Miss Fortune because it is her only form of CC. Other than red buff, she has no other way of slowing down enemies. I would not recommend spamming this spell early game, as it consumes a lot of mana. Only use it when you want to kill a enemy, use it for Bullet Time and team fights. Otherwise you'll be OOM for the majority of early game, forcing you to go back and lose CS and EXP.
Bullet Time hits all enemies in a cone, dealing significant damage to enemies inside it. This ultimate is one of the best, in my opinion. Late game, it can decide team fights, leading you to victory. It is best to Make it Rain before casting Bullet Time because it can keep enemies in the area where Bullet Time is being channeled. Positioning is very important with Miss Fortune. One stun can completely cancel Bullet Time. That is why casting Bullet Time behind a wall or ledge is the safest option.
Ability Screen Shots
Hope these screens help visually.
Make it Rain
Bullet Time Placement
Outside of the cliff near inner mid turret -
In the Bushes near bot turret -
Behind Dragon's cave -
- Take Double Up at level one, and harass with the second shot.
- At level two, take Make it Rain and leave it there.
- At level three, take Impure Shots.
- After level three, level Double Up while taking Bullet Time at level six.
- Proceed to max out Double Up.
- Max Impure Shots second, while taking Bullet Time at levels 11 and 16.
- Max Make it Rain last.
You generally want to Double Up on a minion in front of your enemy. This way, they will always get the 115% damage from the bounce on Double Up. Make it Rain is also a very good harassing tool, although use it sparingly, as it consumes a lot of mana. Just cast Make it Rain on top of the enemy, and before they even have to time to get out, Make it Rain has already ended.
Going in for the Kill
This set up allows for maximum damage. First you Exhaust them, Make it Rain to slow them down and damage them, nuke them with Double Up, Impure Shots and auto attack them to death. If they Flash or escape somehow, either:
A) Flash with them and Bullet Time
B) Just Bullet Time them to death from maximum range.
B) is very risky, because they might not die from maximum range, and if you would have done A) you probably would have been more successful.
During team fights you want to stay near the back, behind your tanks and supports, just so that you're a little more safe when you unleash havoc upon their team >:3 . First Exhaust the closest target that isn't a tank, ( Sona, Soraka, Ashe, Sivir, etc.). Double up on the person you are focusing, Impure Shots and auto attack them. Once you see that the enemy is all bunched up, cast Make it Rain and channel Bullet Time. You are guaranteed at least one kill per team fight if you do this right.
Mid and Duo Bot
It is a very strong mid-lane item, as it gives you health, which helps you survive a little longer. Damage, which stacks with your Greater Quintessence of Attack Damage and Brute Force . It even gives you a life steal, which helps in lane when you're getting poked at. I usually get two each game, and sell it to make room for my situational item. Get three if your early game wasn't too good.
Boots of SpeedspaceHealth Potion x3
When you solo top, and the enemy doesn't have a jungler, you're up against two people. Let's say these two people were Urgot and Sona. Sona would probably try to zone you, and Urgot would be last hitting, as well has harassing with his Noxian Corrosive Charge and Acid Hunter. Boots of Speed will allow you to quickly run in and get a last hit, while the three Health Potions will keep you healthy and not one-hit-and-dead-material. Pop a Health Potion when you are around 60-70% HP.
These boots are really good for Miss Fortune because they give her extra attack speed, and she already has enough movement speed from her passive. If you're getting CC'ed too much, I'd recommend that you get Mercury's Treads for the tenacity and magic resist.
Life steal is a must for all ranged ad and The Bloodthirster is the perfect item because it gives you AD and lifesteal, which Miss Fortune needs. This is the perfect tool to practice last hitting. Try to fill The Bloodthirster up in a few creep waves. Think of it as a challenge for last hitting :D
You've got the critical strike from masteries, and your Phantom Dancer, but dealing 200% damage is not enough for Miss Fortune! That is why you get Infinity Edge! Instead of 200% damage with critical strikes, you now deal 250%!
Third and Fourth Items
More attack speed and critical strikes?! Yes please! Wait... there's movement speed boost too?! NO WAY! Phantom Dancer is helpful because of it's movement speed, helping you run away from that Singed and even if Strut is down, you've still got 423MS!!
That pesky Leona keeps on jumping on top of you, even when your at the back of your tank! Banshee's Veil prevents unnecessary CC on you, so when your casting Bullet Time, and that Kassadin tries to silence you... POP! Your Banshee's Veil bubble is gone, but you've just got a Quadra Kill! Hurrah!
Elixir of Fortitude
Makes you a lot more tankier, and gives you more damage! Who wouldn't want that? It can also be used as a instant Health Potion when that Karthus or Caitlyn uses their Ultimates. The extra damage is also welcome because auto attacks mean everything to Miss Fortune late game.
Elixir of Agility
Increases your attack speed, which synergizes well with your Madred's Bloodrazor, Malady etc. and critical strike, which synergizes well with your Infinity Edge. Late game, after you've channeled Bullet Time you don't want to cast Double Up, as the cast animation is really long, and auto attacking would probably do more damage. More attack speed is welcome, helping Miss Fortune do heaps of Damage.
Elixir of Brilliance
More damage on Bullet Time and Make it Rain, plus lower cooldowns, Elixir of Brilliance is helpful in many ways and that's what makes it really worthwhile getting. +40 ability power late-game is huge, because with the buff on Miss Fortune's ultimate, Bullet Time it now adds on both AD and AP, dealing massive damage.
For those pesky Sight Wards that always seem to be in front of Baron, dragon, and buffs. Use Oracle's Elixir to farm those Sight Wards and Vision Wards, also giving your team the advantage of map awareness.
Sight WardSight WardSight Ward
Sight wards are used frequently in high elo games, and sometimes in low, but no matter how someone uses it, it is always helpful. Put it in front of Baron, Dragon or the enemy buffs so you can steal them! Miss Fortune can Bullet Time to steal Baron if you use a ward to have sight of Baron
Vision Wards are used mainly for it's stealth detection. That is the main reason people buy it, otherwise it's extra gold cost wouldn't be very attractive. Use it to see hidden Akali, Evelynn, Twitch, Shaco. Basically stealth's that give you trouble.
Madred's Bloodrazor is really good when enemies stack HP late game. Some characters like Cho'Gath, Vladimir, Dr. Mundo and Garen can't help but have high HP, and thus are prone to being shredded by this magnificent item. I usually get this item last, if there are a lot of high HP champions on the enemy team.
The Black Cleaver
The Black Cleaver is really good against those tanks that just build armor armor armor. It increases your attack speed, so that synergizes well with Impure Shots and your Phantom Dancer
Last Whisper is a good item for if you don't want The Black Cleaver. It is especially good against tanks that can increase their armor with an ability like Rammus, Leona, Malphite and Taric.
Frozen Mallet is a good item that gives health, attack damage and a passive that slows on every hit! This synergizes well with red buff, Make it Rain and Exhaust. Get this if there are enemies with lots of escapes, so they are less slippery.
You should get Wit's End if there is a lot of AP casters, and your Banshee's Veil isn't enough to block all the damage coming at you. It increases you attack speed by 40%, give you magic resist on hit, and has a mini Impure Shots passive on it.
Let's say there is a Karthus on the enemy team. You just got into a fight with him, and while killing him, you've gotten dangerously low yourself. He dies, and you get away with 200hp. As you are recalling, a red beam is over your head - Karthus is channeling his ultimate! As it hits, a shield is put over you and you get away safely. That is the power of a Hexdrinker. Get one if a Karthus keeps on killing you with his Requiem, or if there is a burst AP caster in the team that always kills you.
You should get Malady mainly if you have a lot of AP on your team and the enemy team is building a lot of magic resist, you can shred your enemies magic resist, so your team mates can do more damage. Also, the magic resist shred can be good for Bullet Time and Make it Rain
Overall, I think that Miss Fortune is one of the best AD carries out there. She has great utility and her ultimate Bullet Time just shreds enemies HP when used correctly.
Thank you for reading my guide and I hope you learned something \(^o^)/