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Miss Fortune Build Guide by BladeMaster Collective

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League of Legends Build Guide Author BladeMaster Collective

Underestimated Ranged AD Carry Miss Fortune

BladeMaster Collective Last updated on July 21, 2012
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ADC Role
Ranked #1 in
ADC Role
Win 52%
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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: 9

Strength of Spirit

Utility: 0

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Hello and this is a guide on the underrated ranged AD Miss Fortune. I'm a 1800+ ELO player (IGN:BladeMasterSEAN) who mains ranged AD and Miss Fortune.

Miss Fortune is my favorite ranged character because she excels in lane and due to contrary belief is good late-game. People say that she's not good because her ultimate is bad and she has no scaling, but that statement is invalid. In fact her ultimate is an amazing tool in team fights, and she has an attack speed steroid. All of these things and more are to be elaborated on in the sections to follow.

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I use 21/9. I prefer the 9 in defense for the durability during trades. (If you hit them and they hit you, you should do more damage because of the armor/magic resist)

I'm not going to expand on this section because I feel masteries aren't as important as long as you have 21 in offense and went down the entire tree.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

A lot of people like to Double Up first but personally I don't like it. It cost a lot of mana and if I wanted to play someone that did a lot of damage with spells like that I could play Graves, Ezreal, or Corki. I max Impure Shots first because it scales with levels, boost attack speed, and cost no mana.

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Item Build

x3 - x2 - [icon=

Always start Boots of Speed and Health Potion x3. You never want to start dorans blade because you give up crucial movement speed and sustain via hp potions. For example lets say a jungler ganks you, you'll need the potions to heal up any damage taken and the extra movement speed to get away.

On your first trip back you have to get at least a Doran's Blade to help with last-hitting. If you have any extra gold left you can choose between Berserker's Greaves, Vampiric Scepter or another Doran's Blade.

Now save your gold for a B. F. Sword into Infinity Edge. This is your next item over Phantom Dancer for two reasons. First off, you never want to rush attack-speed and critical chance because if they have armor you will do no noticeable damage. Secondly you max an attack-speed steroid as your first spell.

But what about The Bloodthirster?

This item is only a good first damage item for AD carries with a good attack damage ratio on their skills like
Vayne, Graves, Ezreal.

Miss Fortune does have decent ratios, but her main source of damage will be from just auto-attacking with her Impure Shots.

After you have an Infinity Edge, build a Phantom Dancer. Do not build more attack damage items such as B. F. Sword or The Bloodthirster. The reason for this is because now that you have an Infinity Edge, 2.8k in gold towards having more critical strike and attack speed is more cost effective in damage then buying more attack damage. In fact in most scenarios once you buy an Infinity Edge it is best to buy at least
Zeal if not Phantom Dancer.

By now people are scared of you and have/are stacking armor meaning you'll want to build a Last Whisper to continually do damage. This is the last damage item you'll want to buy before building Guardian Angel and then The Bloodthirster.

It's good to note that Last Whisper can be rushed right after Zeal if they are already stacking armor. Always pay attention to the enemy team's item choice!

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Summoner Spells

My summoner spells depend on my support, but you always run Flash.

Flash can be used defensively, and if you don't get hit your passive Strut provides something similar to that of the summoner spell Ghost. It can also be used offensively for quick auto-attacks into a Double Up for burst damage to finish off a target. Flash is optimal for most champions.

I use Heal in lanes when my support doesn't have a stun/strong cc. I do this because Miss Fortune doesn't have a lot of burst without the target standing still. In a way of sorts she's kind of like Caitlyn, constantly poking at the enemy when they try to last-hit (which is made easier due to her extra movement speed from her passive). Another reason I use heal is because if the enemy AD runs heal, then my heal is more powerful due to the fact that my Impure Shots active reduces their heal.

But what if they run ignite?

It shouldn't matter because Miss Fortune played correctly does not lose many trades, and you can pop heal before they use ignite.


I use Ignite when my support has a stun/strong cc. I prefer this because with a good stun I can pop all my spells and ignite for large burst damage.

Summary - Flash is a must, and the second spell depends on your support.

Heal - Janna, Soraka, Lulu

Ignite - Blitzcrank, Alistar, Taric,

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Glyph of Magic Resist

Greater Quintessence of Attack Damage

Greater Mark of Attack Damage x9

This is standard for ranged AD because it helps last-hitting.

Greater Seal of Armor x9

This is standard for ranged AD because normally you're against other ranged AD characters, making armor very invaluable.

Greater Glyph of Scaling Magic Resist x6 and Greater Glyph of Magic Resist x3

This is where I differ a bit from some people. I use 6 Glyphs of Shielding for late-game magic-resist, and 3 Glyphs of Warding for the laning magic-resist instead of running 9 Glyphs of Shielding. The pros by doing this is that you only lose 1 mr by level 18, but you have 4 more magic-resist during laning-phase.

Greater Quintessence of Strength x3

This is standard for ranged AD because it helps last-hitting,

With this rune set-up you get this

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Pros / Cons

  • Very strong laner
  • Does magic damage
  • Counters Soraka
  • Has an attack-speed steroid
  • Extra movement speed
  • Bullet Time is massive AoE
  • Double Up is almost another auto-attack
  • No escapes without Flash
  • Sometimes reliant on winning lane
  • Not a burst AD

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Team Fighting

Miss Fortune is great in team fights due to her ultimate Bullet Time. The trick is to stay as far back as possible and when a team-fight begins use Bullet Time to create a massive zone of bullets that the enemy will not want to enter, giving your team the advantage. Once the ultimate ends, use all your spells at anyone left and try not to get hit so Strut remains activated. Don't just stand around, always be moving!