LoL Champion Build Miss Fortune

Derba

Hardcore Gamer
Nov 4, 2018
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A champion that is always a threat in any game usually has an ability to deal damage wherever it might be on the map, so ranged AD champions tend to be really good. Miss Fortune is right on top of that list of ranged AD carries that can make you sweat bullets if you’re up against her and do the same to enemy teams if your team has her. For anyone who can master her, she can be quite a muse for the LoL player who seeks to reach the higher ranks.

Miss Fortune is an offensive stalwart in her own right, being able to go either the AD or AP route to suit the team’s needs and/or the player’s fancy. In this case though, we’ll be tackling her most used configuration as an AD carry since she brings a good number of advantages to the table in that particular role.

She’s quite strong with her high burst damage and ability to increase her attack speed easily, which makes her a very good carry. Since she’s fast, she can dodge aimshots quite easily, which should frustration enemies a good deal. Her Double Up ability is also good for harassing lane opponents, so a good Miss Fortune player can shut someone down fairly early. Finally, her ultimate is so good with its AoE damage that no one can really escape.

However, she does come with a few disadvantages. For instance, she has no true escape ability, so it’s either Flash or just don’t get into a bad position in the first place, the latter of which is quite hard since she’s a carry. Also, her ultimate can actually be broken up quite easily, which means that you’ve had it for the moment if ever an enemy gets to mess with your ultimate, no matter how convenient it is with its area of effect.



Abilities[/paste:font]
Strut (Passive)

INNATE: Miss Fortune gains 25 movement speed after not taking damage for 5 seconds, which gradually increases to 70 movement speed over 5 seconds.

This is mostly for roaming and splitsince you can move from lane to lane much faster than other champions in the game. Of course, you have to avoid getting hit in order to maintain that movement speed.

Double Up (Q) – Obtain at levels

ACTIVE: Miss Fortune fires a shot through an enemy to hit an enemy behind them, dealing physical damage to the first target and increased physical damage to the second, applying on-hit effects to both.

This is Miss Fortune’s main tool for harassing and trading in lane, comboing with auto-attacks and Impure Shots to maintain presence in your lane. Just remember that the bounce will prioritize targets that have been marked by Impure Shots, so you can use the two skills to target an enemy down.

Impure Shots (W) – Obtain at levels

PASSIVE: Miss Fortune’s autoattacks deal 6% AD bonus magic damage, stacking cumulatively up to 5 (+ 1 × Bullet Time’s rank) times.


ACTIVE: Miss Fortune gains bonus attack speed for 6 seconds and her autoattacks also apply Grievous Wounds for 2 seconds.

The passive lets you deal more damage when attacking the same target continuously, so do your best to stack it up on targets to maximize the damage. Your ultimate also adds to the stack, which further increases the limit even more. You can also switch targets while maintaining the stacks, so you can maintain that scary damage. The active is for clearing waves of minions and killing turrets, and it can even cancel healing of enemies, so it’s good if some enemies do use Heal in the short lane.

Make It Rain (E) – Obtain at levels

ACTIVE: Miss Fortune rains hundreds of bullets down onto target 500-radius area. This area lasts for 3 seconds, slowing and dealing magic damage every quarter of a second to enemies within.

It’s not really Miss Fortune’s finest and you’ll seldom use it, but it does have its purpose. The slow gets much better later on and is a standard setup for Bullet Time. It also provides vision to wherever it is cast, so you can check brushes with it. When you’re chasing down an enemy or escaping from one though, keep in mind that it has a bit of a casting time, so learn when and where to use it.

Bullet Time (R) – Obtain at levels

PASSIVE: The stack limit for Impure Shots is increased.


ACTIVE: Miss Fortune channels for 2 seconds, spraying up to 8 waves of bullets (6 bullets per wave) in a cone in front of her. A wave is fired every 0.25 seconds, dealing physical damage and applying Impure Shots’ passive magic damage and stack to all enemies within the area.

The passive is great if you know how to combo it with Impure Shots, so you can really lay down heavy damage. As for the active, this is an insane ultimate that can be extremely powerful if you know what you’re doing. While it can be used to clear minions, it’s mainly used in fights. However, since it’s a channeled ability, you’re vulnerable while using it so make sure that you’re at a safe distance and enemies are distracted when casting it.

Runes and Spells[/paste:font]
The runes should be optimized for damage, as it should be for most ranged champions. With marks, having 9 Attack Damage Marks gives her a boost in her ability to last hit right from the early game on.

She also needs some defense though, so she should have 5 Health Seals and 4 Armor Seals to bolster her physical defense, as well as 9 Magic Resistance Glyphs since she wouldn’t want to be a sitting duck against mages.

Lastly, you may want to get 2 Attack Speed Quints and 1 Attack Damage Quint to round up your offense for that last bit of damage.

As for spells, Flash and Heal are the most recommended skills here. While some may have second thoughts about Heal, the inclusion of Flash is unquestionable. Since Miss Fortune doesn’t have an escape ability, she definitely needs Flash here.

As for Heal, the movement speed buff that goes with it can coincide with Strut and her need to move from one place to another quickly.

Masteries[/paste:font]
These are masteries that are typical for AD carries. Miss Fortune could use more defense, which explains the skills taken in the defense tree here.



Items[/paste:font]
Starting Items

Doran’s Blade – For additional damage, which is great during the early game.
Health Potion
Warding Totem


Mid-game

Berserker’s Greaves – Attack speed and movement speed.
The Bloodthirster – Lifesteal and attack damage. Passive also gives you overheal shield to dampen incoming damage.
Zeal (Phantom Dancer) – Lots of attack speed and critical chance; upgrade to Phantom Dancer lets you go through other units.
Last Whisper – Great against enemies with lots of armor.
Banshee’s Veil – The main source of defense, giving you magic resistance and health.

Late Game

Guardian Angel – For more defense and being able to resurrect, which should frustrate your enemies even more.
Infinity Edge – The ultimate item for offense. Once you have this, you can kill just about anyone with a few swipes.

Alternatives

Blade of the Ruined King – Like Bloodthirster, but more for killing tanks.
Mercurial Scimitar – Good against Zed since you can cleanse his ultimate with this item and also gives you more damage.

Early Game[/paste:font]
Miss Fortune is quite strong in the early game, with the second bounce of Double Up being very strong against minions. You can let it bounce on the enemy carry and even have it stack with Impure Shots for some significant damage for harassment.

Once you get your ultimate, you become one of the strongest AD carries in the game. During this phase,. you should be able to farm at least 70 CS, which should be your benchmark for farming. Remember that 20 CS is equal to 1 kill, so you should be able to track your progress and see if you need to double your efforts if need be.

Mid-game[/paste:font]
Once you get Last Whisper and Bloodthirster, you are ready to wreak havoc in the game. You should follow your teammates and take as many objectives as you can, then stay behind and attack whoever you can when you encounter enemy champions along the way.

When you get into a team fight, your Bullet Time should have the enemy team scurrying for their lives if you hit at the right time and place. Dropping it in the beginning of the fight while the team is bunched together is the most ideal scenario.

Late Game[/paste:font]
There are a few things you have to remember during the mid to late game, even though you’ve become a gore machine. First of all, stay behind your front line to attack from a safe distance. Second is to always attack the nearest enemy and not chase too far into the line of fire so that you don’t overextend and get killed needlessly.

You’re not a melee carry, so you shouldn’t die immediately upon first contact with the enemy. You’re not the usual initiator, so keep your distance and stay alive as long as you can while taking potshots at enemies. This requires some good positioning and mechanics, which you can practice with Miss Fortune in the long run.
 

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