Table of Contents
Hello, Kold of Caelin <koldpt2 at hotmail dot com> here! I'm a Silver I player (previously got Gold in S2, peak of 1600, but ended up getting dropped down because of having stopped) who saw SBAllen's appeal for FAQs and thought of making a few guides for some of my favorite champions. First up - Miss Fortune.
Miss Fortune's one of the most dangerous AD Carries in the game right now. Her ability to have a strong early game without a serious loss in relevance mid or late game makes her one of the safest picks, as well as her compatibility with most supports in the game.
Her strongest points are her poke ability in lane, outrageous wave clearing, especially after 6, and the incredible power her ult brings in late-game fights, now that it's been changed to physical damage.
Her weakest points, however, are the lack of escapes in her kit, forcing you to play carefully once flash is down, and her vulnerability late-game unless you're ahead of the curve.
21/9/0 (you don't need the extra movespeed because of strut)
AD Reds Armor Yellows Flat MR Blues Armor Pen Quints Barrier/Flash
Doran's Blade -> BF Sword -> Boots 1 -> Bloodthirster -> Berserker Greaves -> Statikk Shiv -> Black Cleaver -> Last Whisper -> Warmogs -> Furor Boots -> Sell Doran's -> Infinity Edge
R>W>Q>E (one point in E at 4)
My default rune page. Alternatives are: AD Reds, Flat Magic Resist Blues (if you're worried about supports like Lulu), Lifesteal Quints.
Miss Fortune doesn't particularly need the improvement from the Utility movespeed bonus - she already moves fast enough! Strut is a really really nice passive, and it allows you to get that extra health for winning trades.
You could go 21/5/4 if you need the mana regen from it - games where you will find yourself pushing very deep very frequently, for instance.
Default choice is Barrier/Flash, but there are some alternatives you might want to look at.
Cleanse: If you're really scared of some particular form of CC on the enemy team, it's a nice pick, but remember, Quicksilver Sash does the same as it, and you can upgrade QSS into something that does damage now!
Ignite: If you really want to go for kills in lane, it's a viable choice, but i'd rather have an ignite/exhaust support.
Heal: Nowadays inferior to Barrier, but it's still fun to bait people with.
Heal beats Cleanse, Cleanse beats Ignite, and Ignite beats Heal, generally. Barrier is safe against the three.
All other choices are probably not a great idea.
|Make it Rain||o||o||o||o||o|
You can also max Q before W, if you want to do more poke, but it increases its mana cost, so beware!
Innate:Miss Fortune gains 25 movement speed after not taking damage for 5 seconds, which gradually increases to 70 movement speed over 5 seconds.
Strut is a great passive, and this is the third or fourth time I've said so in this guide. It's really, really, good! Getting to lane faster, as well as moving faster between lanes, is an invaluable skill, and it's why plenty of ADCs take utility points. You don't need to.
Range:650 Cooldown: 9 / 8 / 7 / 6 / 5 Cost: 70 / 75 / 80 / 85 / 90 mana
Active:Miss Fortune fires a shot at an enemy, dealing physical damage and 120% of that damage to another enemy behind it within 500 range. Both shots apply on-hit effects.
- First Target Physical Damage: 25 / 60 / 95 / 130 / 165 (+ 75% AD)
- Second Target Physical Damage: 30 / 72 / 114 / 156 / 198 (+ 90% AD)
Double Up, since its QoL buffs, has become MF's bread and butter. You can rely on it to smack people in the face when they're behind their minion waves, as well as hit both ADC and support. You can also use a sort of "triple hit" tactic - auto attack, Q, auto attack, for TONS OF DAMAGE.
Range:- Cooldown:16 Cost:50 mana
Passive: Miss Fortune's autoattacks deal bonus magic damage. This damage stacks up to 5 times on the same target.
- Magic Damage: 4 / 6 / 8 / 10 / 12 (+ 5% AP)
- Max Magic Damage: 20 / 30 / 40 / 50 / 60 (+ 25% AP)
Active: Miss Fortune gains attack speed for 6 seconds. While active, her autoattacks also apply Grievous Wounds.
Impure Shots is my favourite thing about Miss Fortune, since it cuts healing received, making it great against Sorakas and Namis, and allows you to win trades for free with the passive half.
Make it Rain
Range: 800 Cooldown: 15 Cost: 80 mana
Active: Miss Fortune rains hundreds of bullets down onto target 100-radius area. This area lasts for 2 seconds, slowing and dealing magic damage every quarter of a second to enemies within. Enemies leaving the area remain slowed for 1 second afterward.
Magic Damage per Half Second: 22.5 / 36.25 / 50 / 63.75 / 77.5 (+20% AP)
Total Magic Damage: 90 / 145 / 200 / 255 / 310 (+ 80% AP)
- Slow: 20 / 28 / 36 / 44 / 52%
Make it Rain is definitely a weak spot. It costs a LOT of mana, making it unfeasible for regular use. However, it has the ability to see inside bushes, which can be a godsend when you were gonna facecheck something!
Range: 1400 Cooldown : 120 / 110 / 100 Cost: 100 mana
Active:Miss Fortune channels for 2 seconds, spraying up to 8 waves of bulletsin a cone in front of her. A wave is fired every quarter of a second anddeals physical damage to all enemies within the area.
- Physical Damage Per Wave: 65 / 95 / 125 (+ 35% bonus AD) (+ 20% AP)
- Maximum Physical Damage: 520 / 760 / 1000 (+ 280% bonus AD) (+ 160% AP)
Bullet Time is RIDICULOUS. It used to deal magic damage, and was really a weak spot in her kit, on account of MFs building 0 Magic Penetration. However, since its changes, it's more than a farming tool, - it can still be used for that, of course, especially when you want to push a lane quickly and get back to another - you can use it to win teamfights. It hits very hard, and applies black cleaver stacks to EVERYONE it hits, so if you have an assassin mid or a strong offensive top/jungler, they will love you forever.
You have three choices, Doran's Blade, Long Sword + 2 pots, Boots+pots.
Doran's Blade is generally the most well rounded of the starts. It's undeniably the best if you have a Soraka or other heal-based support with you, since you'll have a higher maximum health and don't need the potion sustain as much. Long Sword is safe in other kinds of lanes, because the two pots will give you a lot more health before you need to base. Finally, boots are very nice if you're playing against a jungler who ganks hard and often early game, or scared of a Blitzcrank/Thresh.
ALWAYS go zerk greaves. You have other sources for tenacity, if you do need it.
Theboot upgrade's more of a tactical choice, however. The 'default' shouldbe Furor, but if you're playing a game where you're defending deadinhibitors and trying to ace them inside your base, Homeguard's amazing.Alacrity can be nice, as well, but you should be fast enough.
During the game
Get a BF Sword. It's the most important thing you can get - practise your CSing in bot games or customs until you can get early BF Swords - they WILL make you win your lane. Upgrade it to Bloodthirster soon. This, along with boots, are MF's core, mandatory, always build items.
I'm not going to list a build order, because build orders are incredibly flexible, so here go some great MF items:
- Brutalizer: Even when not upgraded to a Cleaver, it'll give you more frequent double ups and a very nice amount of armor penetration. It's one of those great uncombined items.
- Black Cleaver: My favorite MF item, bar none. It turns her ult from a high damage ultimate into an armor shredding machine. If there's even one person on your team who relies on attacking to deal damage other than you, this will make them monsters.
- Statikk Shiv: I prefer it to a Phantom Dancer, because it can be conceivably bought early on together with a Cleaver. Most pros just skip it and go either BC or PD then move onto late-game items. Find out what works best with your playstyle.
- Phantom Dancer: If your team is entirely magic-based damage, grab this and move onto big ticket lategame items.
- Infinity Edge: Every AD Carry wants to hit hard. This thing right here multiplies everything you do very well, and is one of the most powerful items - but it's incredibly expensive! Think about it carefully.
- Last Whisper: You will make every tank your prison bitch.
- Warmog's Armor: The most well-rounded of the defensive items after the Guardian Angel nerfs, I generally pick it up every game. Feel free to sit on a Giant's Belt for a while.
- Quicksilver Sash: See next one.
- Mercurial Scimitar: Magic Resist is often a stat ADCs don't itemize for, making them very vulnerable to burst mages like Lebonk - QSS and its Mercurial upgrade offer some defense from that plight, and an incredible counter to a large number of champions. If you see a Malzahar or a Warwick...
- Guardian Angel: Not as good as it used to be, you'll just get murdered when you get up.
- Banshee's Veil: Against a Blitzcrank or a Malphite, it can save your life, though coordinated teams will just pop the bubble before they initiate.
- Zephyr: Lategame, sell your boots for this (Advice for every ADC)
Strategy and Tactics
EARLYGAME: Farming is the most important thing, for ANY ADC. However, if you're in a lane you're confident about, you should exploit MF's combo (auto-Q-auto) to poke them down enough so that you can win an all-in, and snowball from there.
MIDGAME: Do dragons often! Your W helps a lot, and after you get your first big ticket item you might even be safe soloing it. Exploit your skills to their best to be able to push down towers - the objective of the game is not getting kills, it's getting towers!
LATEGAME: You have no escapes - keep that in mind and make sure you're in a safe position. Sometimes the only thing you can really do without exposing yourself is using Double Up or your ultimate - don't be afraid to do so.
Draven is your worst enemy. He neuters MF by having a more powerful early game, so you can't really take advantage of your skillset. Focus on farming and not dying, but it will be a hard lane.
Caitlyn can be pretty tough too, her range allows her to play keepaway with you - if you have a support like Leona who can shut her down, it's perfectly feasible to come out of lane with some kills, however.
Vayne has a weak early game: exploit, exploit, exploit.
Tristana isn't particularly strong early/midgame as well, but she becomes a monster later on, especially with her immense range. Try to shut her down or win early.
If there is a Soraka on the enemy team, make sure you use your W well! It cuts her effectiveness so much, she becomes a joke.
Malphite, Sona, Amumu, Galio - anyone who can keep your enemies locked down for Bullet Time.
Leona, Sona, Thresh, Blitz, Taric - aggressive supports are the best choice for MF.
Please, if you see anything wrong in this guide, make sure to drop me an email over at <koldpt2 at hotmail dot com>!
Just make the subject something League related and, if you want to be quoted in the guide, say what name you want to show up. I'll welcome any contributions or different points of view!
Credits and legalese
Gamefaqs.com, obviously. The League of Legends wikia, for the resources used in this guide, as well as solomid.net. The somethingawful forums, for being one of the sanest places to discuss League. Riot Games!
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