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Miss Fortune Build Guide by Bixy

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Not Updated For Current Season

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League of Legends Build Guide Author Bixy

The Revolver Raper

Bixy Last updated on March 2, 2012
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ADC Role
Ranked #4 in
ADC Role
Win 53%
Get More Stats

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: 22

Honor Guard

Defense: 0

Strength of Spirit

Utility: 8

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**Update 03-02-2012**

Updated to newest META as well as improved Runes, Masteries and Items!

I appoligize for the layout, this will be edited when I get to this matter.

Thank you for taking a look at my build, please read before !

First I will explain to you why I went for certain Runes, Masteries or Items. I will also give you some tips on handeling the opponent's team.

This is my first build, so please be gentle and please leave comments if you have ANY complaints.

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The tale of Miss Fortune.

For those who brave the harsh seas of Runeterra, attaining one's own ship and crew is the pinnacle of success. Sarah Fortune, a well-respected (some would say legendary) bounty hunter from Bilgewater, was able to achieve this feat just after her sixteenth birthday, etching out her name as the go-to gal for resolving special troubles. No bounty was too difficult or too dangerous for her feminine charm and her renowned use of her twin pistols, ''Shock and Awe''. Her success gave her the means to legitimately purchase her own ship... with a little flirtatious haggling, of course. Things weren't always so fortunate for Miss Fortune, though. When she was young, trade ships began to dot the horizon of her quiet home in the northern shores of Blue Flame Island's largest chunk. Trade routes brought piracy, and the inhabitants soon found themselves caught in a frenzy of pillage.

One day, young Sarah returned home to hear gunshots and screaming. Her front door was smashed open; inside, she saw her mother lying in a pool of blood. A sudden blow to her head made her collapse next to her slain mother. The last thing she could remember were her attacker's red eyes, as his face was blocked by a rogue's bandana. Miss Fortune has a strong distrust for pirates and she finds herself constantly bickering with the infamous Gangplank (the only captain to resist her charms) over the direction of Bilgewater politics. Her two goals: to unite the people of Bilgewater, making them into a strong and independent society, and to find the pirate who killed her mother. To that end, she has entered the League of Legends as a champion, trading her skills for the wealth and influence that will help her accomplish both.

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Pros / Cons

Now why should you pick Miss Fortune over all the other champions?


    High-ranged Champion
    High damage output
    Has a nice Passive which makes you hard to catch
    Incredible harresment early game
    Great for farming
    A nice ultimate that can turn teamfights
    Both single target attacks and AoE attacks
    Can do Mid, Top or Bottom, it doesn't matter
    For most of the guys: She is really hot and has nice skins

    Very squishy
    Slowed down when hitted
    Mostly Targetted in teamfights
    Has no escape abillities except her movement speed

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Let's star with Marks:
These marks are extremely strong, they make you able to constantly damage your opponent early game and pierce through their armor. It also is a very nice rune for late game where almost every champion increases their sustainabillity in some way.

Followed by Seals:

These Glyphs also make it easy to rush towards your opponent hit a few time and run back before they hitt you. I must say that that this rune is more effective against Closed Ranged Champions rather then Ranged Champions.

Other viable options are:

greater seal of replenishment If you need some extra mana early game, to ensure you can spam "let it rain" or "dubble tap".

Greater Seal of Armor
If you just want that extra armor when you are playing against another ranged champion, this makes you get less impact and ofcourse makes it able for you to do more damage to your opponent then your opponent does on you. Which means you can either pick up a kill or make them have to go back. I mostly pick these when I play draft/ranked and know weither my opponnents are mainly AD or AP.

Other viable options:

If you'd like to just have alot more base mana instead of recovery, I'd have to say: Go for it. It's obvious that this Glyph is pretty strong compared to the glyph of replenishment, however once you go out of mana, you will have to endure not getting great harresment.

Just as with the Armor Seal, it's very nice. Gives you that extra endurance which you might need against another ranged damge dealer. I mostly pick these when I play draft/ranked and know weither my opponnents are mainly AD or AP.

And last but not least, the quintessence:

At the top I put in 2 viable options:
This is definatly the best quintessence for Miss Fortune, giving her the abillity to basicly ignore ones armor.

But then why this one? This one is mostly for low level players. Why?
Most low level players don't know that they need to have a tank in the team and they don't have any Armor/Magic Resistance Items, Runes or Masteries. That's why I recommend low level summoners to get this quintessence instead of armor penetration, since armor penetration won't leed to alot more damage.

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The masteries basicly speak for themselves. You want the highest possible Damage output on Miss Fortune. And that's what I did at the Offence tree.

When you completely max out that offence tree, there are 8 points left. These points are well spend into reduced deathtime and movement speed.

As I explained at the Runes it gives the sustain to keep poking both close ranged as well as long ranged champions. Dubble tap has a huge range that "normal" ranged AD carry's don't have.

Other viable options are:

You might also want to go into the defence tree a bit, just to get that extra sustainabillity , but unless you are playing a high level game, I wouldn't recommend it.

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I always open with this. Why? Nice extra damage, health and regeneration. Even though you can't use it late game, it could just give you that early game advantage that you seek to become strong late game.

Ofcourse you need boots, you have to be able to run in, do damage, and get out. I don't get beserkers greaves right away, because Miss Fortune has nice movement speed from her passive.

Now you get that first real damage item and you will see a huge boost in your damage. that extra damage from your masteries and BF sword will make you a big threath to all enemies.

Other champions should now also have their level 2 movement speed, you have to keep up, so buy this. Also it gives nice Attack Speed boost.

And there you have it. When you get this item you have a nice crit chance with an extremely high crit damage and a nice overal damage boost. Now you are really going to let some heads roll.

Then I get my zeal. The reason I get it now is because I want that little crit chance for my infinity edge to work out. Some people say: Get a phantom dancer right away, but why won't I?

Since the new masteries came out, critical damage first got a nice boost, and later it got nerfed. I am getting Zeal first, because I want my damage and sustain to be more important!

You will definatly need this item now, to make sure you can spank and tank a little. All the damage that you will deal will also heal you for a good amount now! If you notice that you are getting targeted easily and if you keep dieing, get this item before you finish your Phantom Dancer.

And that concludes the definatly (MUST GET) items. It's a bloodthirster it makes you do higher damage, makes you lose less HP. What's more to say?

Even more attack speed, critical chance and movement speed! Look at you shoot!

So... You got all those items? Good boy/girl! Now here are also some highly recommened items for you to finish this build with:

Nice item, combine it with Madred's if you have an extremely tanky team against you.

Good item. Gives you a nice slow when you can't reach the red buff all the time and gives you a ton of HP wich is always nice. Also some damage, but if you don't have problems chasing and killing your enemy's don't take this item!

Not the best item on MF unless you're against a heavy tank team.

Another Phantom Dancer?!!!! WHY?! Because it's an awesome item, gives you nice movement and again that 100% critical damage.

Second bloodthirst can always be fun, in 1v1's you will not get killed.

Survival problems? Take Frozen Mallet, if it isn't enough take one of these:

Most recommended item to ensure you are on top of your game

When you need alot more defence, aswell AP as AD.