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MISS FORTUNE BUILD GUIDE: Anne Bonney [S3] by Chaox

by Chaox (last updated over a year ago)

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9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
21
5
4
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
4 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Strut
QDouble Up
WImpure Shots
EMake it Rain
RBullet Time
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
4 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Strut
QDouble Up
WImpure Shots
EMake it Rain
RBullet Time

Champion Matchups

Introduction

Since S3, MF has become one of the better AD carries in the game due to her ultimate being able to rapidly apply Black Cleaver charges. She's incredibly strong early-game, like always, but now with black cleaver, her ultimate has insane amounts of utility if your team has someone like Zed or Kha'zix taking advantage of the %armor shred.

Taking advantage of her early-game and snowballing it in a correct manner is imperative. I recommend MF as a beginner AD since her laning phase is so extremely strong, however she lacks an escape and can get picked off easily in late-game fights.

Change Log(2/16/2013)

S3 Masteries
Item builds
Runes
Summoners

Masteries

21/5/4 I like meditation on all my AD's now. Need to be able to spam abilities and push!

Runes

Red - Flat AD - Last hitting/Early game dmg.
Yellow - Flat Armor - Necessary to exchange hits in lane
Blue - Flat MR - Necessary to exchange hits in lane
Quint - Flat AD - BiS

Summoner Spells



Explanation:

Flash is absolutely necessary to make plays and manage situations.

Consider other Summoners: ,,

> : If you take Heal and the enemy AD takes Cleanse, then you can always try and force exchanges, because you will win in a full-on engagement. By constantly forcing trades, you will end up pushing them out of the lane. I run Heal most of the time, even without the 10% masteries, since missing out on 20% Buff Duration is a bit too much to pay.

> : For obvious reasons. But Ignite is usually taken on your support if it's an aggressive support such as Taric. But if you're in an aggressive lane such as Ali/Sona and they have CV/Flash, you always have the option of running Ignite. (Don't forget to pick the mastery)

> : Even though they are fairly even in the laning phase, Cleanse's usefulness into late-game is just unrivaled, being able to break all incoming CC is a dream for all AD's. Like Heal, I run Cleanse without the masteries.

: Barrier functions very similarly to Heal. It's very good against Cleanse in lane, but deals with Ignite all in's much better. Barrier also acts as a Giant's Belt, so you can go straight into damage, while skipping certain defensive items. Take Barrier vs assassins such as Irelia/Akali/Kha'zix.

Skills

Passive: Strut
Miss Fortune gains an additional 25 movement speed after 7 seconds of not being attacked, increasing each second up to 80 maximum bonus speed.

Explanation:

Mobility is key. Strut allows you to harass opponents easily in lane, run around the map, and more critically to position yourself during a team fight. Very powerful passive.



Q: Double Up
Miss Fortune fires a shot at an enemy target, dealing 35 / 70 / 105 / 140 / 175 (+1 per attack damage) physical damage and 120% of that damage to another enemy target behind the first. Applies on-hit effects.

Explanation:

Your basic harassing ability that scales with AD. Quite strong during laning phase and since it applies red buff and life steal, makes it very appealing to cast during team fights. There is a lot of mind-games that can be played with Double Up during the laning phase, abuse it!



W: Impure Shots
Impure Shots
Passive: Miss Fortune deals 6 / 8 / 10 / 12 / 14 (+5% of ability power) magic damage to her target with each attack, cumulatively stacking up to 4 times on the same target.

Active: Miss Fortune's attack speed is increased by 30 / 35 / 40 / 45 / 50% for 6 seconds and causes her attacks to lower healing received and health regeneration by the target by 50% for 3 seconds.



Explanation:

This ability synergizes with itself, basically adding a B.F sword on your auto attacks after 4 hits, 50% attack speed is nothing to scoff at. Great ability and scales very well into late-game.

The healing debuff is also incredibly strong vs self sustainable tanky dps, and healers.



E: Make it Rain
Miss Fortune fires hundreds of bullets into the air which rain down at a location after 0.5 seconds, dealing 95 / 155 / 210 / 275 / 335 (+80% of ability power) magic damage over 2 seconds and slowing enemies hit by 20 / 25 / 30 / 35 / 40% for 1.5 seconds.

Explanation:

AoE slow, not bad, not great.
Use to check bushs, intiate ganks, set up Bullet Time.



R: Bullet Time
Miss Fortune channels a barrage of bullets into a cone in front of her for 2 seconds, dealing 60 / 85 / 110 plus the higher value between (+20% of ability power) or (50% of attack damage) magic damage per bullet.

Explanation:

Bullet time is excellent early-game/mid-game team fight ability. Massive AoE damage is used at the right time. Don't rush your bullet time, wait until enemy has used their CC, be patient and land a good one.



Skill Order

Q first, great harass in lane, great damage.
W second, lets you hit like a truck when your AD items kick in.
E last, horrible scaling and level 1 at 4 is enough.
R whenever, obvious.

Early Game

Force exchanges with Strut and Impure Shots.

Last hit, Last hit, Harass, Last hit...

Last hit well, many games can be won with just near perfect last hitting and good item choices.

Mid Game

Get your B.F sword as soon as possible, and force objectives with your ultimate.

Late Game

Hopefully you have farmed well and is a huge threat to the enemy, group up with your team and fight well chosen fights, at baron/dragon and buffs. Always get red buff whenever possible.

Positioning well. Try not to fight if your flash is down, since that's your only form of escape.

Team Fights

Position well. Stand where you can maximize your damage while minimizing threats from the enemy team. Know what champions can kill you and which champions you can tank, including which champions you should focus and which champions you can focus. Team fights are where truly good players shine, because there is far too many numbers to crunch.

Tip: You're extremely tanky with Doran's and Wriggles.

Final Comments

MF is extremely strong in lane, specifically against most other AD/support bottom, with great dragon control and an excellent healing debuff. Like any other AD carry, farm, itemize correctly, and position well.

Comments

August 16, 2013 - 04:30 PM #1

@Retro: this simple fact that you said take clarity over flash made me laugh you should learn to manage your mana in order to not run out so fast and need clarity to use it. As for the doran's start you run life steal quints and that gives you the same sustain you would have with 2 of them in the old days which makes it so you dont require a healer in order to thrive in the lane. Also with your impure shot you get 50% free attack speed which kinda makes your attack speed runes well, worthless. Having ad runes for reds makes your trade better and last hit with ease, also it will make your ult hit just a bit harder which is one of the big reasons you play her for the massive AoE damage, armor yellows again makes you trade better, and then your blues are up to you but most run mr to help with ganks and mid games team fights. All of your suggestions and your reasoning for them make me think that you are just inexperienced in game mechanics and the interaction with your champions and your runes and what. My suggestion if you really like ad carrying then I would save up for life steal quints then try this build again it is a noticeable difference.

August 15, 2013 - 12:20 AM #2

@Retro: no offense, but clarity, attack speed runes... Reach level 30 first before commenting on guides.

July 15, 2013 - 11:00 PM #3

0/10 troll not even close to making me care

July 4, 2013 - 05:47 PM #4

Not a very good guide. I am pretty damn good with Miss Fortune and I tried this out seeing if there was anything out there that was better than my current build and page set ups. My first loss with Miss Fortune in 2 days. It was the worst loss I have ever had with her. Doran's is only a good item to get if you have a good support who will heal you because it has crappy sustainability. I definitely suggest using Clarity over Flash. Much more helpful in the early game where you need to excel as an ADC. MF is a mana-whore. The runes, I guess it depends on what situation you are in, but having all my Seals, Glyphs, and Marks being attack speed gave me a better late game advantage too. I could skip buying an extra 30% attack speed and get more attack damage(much more for your money). Bottom line here is that idk what this build is supposed to excel you in: no real sustain, lack of late game advantage, really just a random assortment of what some ADCs should use.

March 3, 2013 - 11:29 PM #5

Great guide. With the new patch though, do u consider BotRK cause i saw you build it on vayne & graves. If yes when do u get it, do u rush it and which items do u substitute with it?

November 26, 2012 - 09:41 PM #6

A little out-dated. Bullet Time deals physical damage now (thank God) so it fits really well in late game teamfights if you have a strong disable initiation (Unstoppable Force, Crescendo)

September 15, 2012 - 03:11 PM #7

Two Questions requesting one answer:

Why use Summoner's Wrath in masteries if you don't use any of the spells that are buffed by it? Why not select Butcher or Mental Force instead?

July 11, 2012 - 10:33 PM #8

It just means your ult sucks and your normal auto-attack's supposed to do 5x as much damage, it only helps out in small things like idiots behind turrets with 2 hp, no need to dive em.

July 10, 2012 - 12:10 PM #9

can you explain why "Late-game it's generally a mistake to use Bullet Time, because your auto attacks hit so much harder."



this makes no sense as if you can catch 1 champion with the entire length of your ult, it deals 1000 physical damage (+3.6 per bonus atk). In order for your auto attack to beat that damage, it would have to deal ~700+ damage a hit (this is assuming your AS is ~1.5, in which you would need to deal around 1250 damage over those 1.5 seconds)



and then in teamfights? take that damage and multiply it by up to 5.





IMO: As with most ults, it should be timed with the most possible rewards. if you don't think you can catch them with at least 1 second of channeling or wish to apply on-hit effects, then AA away.

May 16, 2012 - 06:03 PM #10

its good guide...i watched the video and you got good early farm, thanks to sona she dived them...and the pick was better too, while taric go to someone to stun it, the two range, that will cost him half hp..anyway when i get farm like your i make two dorans IE and vamp scepter, big dmg i try risky game if i did good ultimate that means all at 30% hp, so my team just need 2 shoot them :) :)but thats it when your team can carry you, your build is much better :))if you wanna get to 2k elo will be hard with that build you need to do hard dmg to carry others :::)))