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MISS FORTUNE BUILD GUIDE: Miss Fortune, lane wrecker~ by XDRNPCX

by XDRNPCX (last updated over a year ago)

Featured2,422,907 Views 10 Comments
9
Greater Mark of Armor Penetration(+11.52 armor penetration)
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 0/4
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 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
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 3/3
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 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 0/4
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 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
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 3/3
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 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

Hi, I am XDRNPCX from SEA, this is my second guide featuring Miss Fortune, the definition of snowballing to victory with a beautiful lady.

Miss fortune is a snowballing champion as known by most, when she gains an upper hand against her opponent, she turns into a beast and crushes every single opponent in the game. However, If she is not dominant enough early-mid game, she is very sub-par and falls off late game. This is why she is considered a situational pick by most top-tier players where they have safer/better option such as

Hope you enjoyed reading and make it a "Miss Fortune" for your opponent! (Excuse my cheesy sense of humour, I just had to say it D:)

Link to my first guide (Veigar) : http://www.solomid.net/guides.php?g=8823

Pros and Cons of Miss Fortune

Pros
  • Strong harass
  • Strong Early & Mid game
  • Excellent mobility
  • Punishes passive laning
  • Punishes any healing related ability
  • Can trade hits well; Hit and run

Cons
  • Doesn't scale well into late game due to weaker steroid than other adc
  • Ultimate somehow falls off late game
  • Ultimate can sometimes be a double-edged sword
  • Other AD Carries outshine MF completely late game
  • Weak escape, utility and attack range
  • Needs a good support

As this section suggests, MF is a snowball champion which requires you to perform well early game and turn that advantage into winning the game.

Miss Fortune in the current meta

Following observations based on my own knowledge and recent tournament statistics.

Unfortunately, MF is only considered a situational pick to most top-tier players as she is a risky pick where there are better AD Carries who scale better into late game. People who pick her will have to win their lane hard. As we can see from IEM Hannover and IPL 4, hyper-carries or strong utility champions such as dominate late game.

Nonetheless, she is really a strong pick in solo/duo queue in my opinion and shouldn't be neglected. That's the reason I wrote this guide, to give you some insight on how to use her.

Edit: Ever since season 3 started, probably due to the new item choice for adc's, MF has been getting more popular than before, it's pretty regular to see MF being used by pro in LCS now from NA/EU and the koreans. Looking at global stats, MF is the fourth most popular adc picked in rank after ezreal, caitlyn and vayne, however MF have the best W/L ratio among all of them!(As of 17/3 - 17/4) I don't need to explain more right xD

When to pick Miss Fortune?
  • When you see passive supports such as , your skill-set punishes them (Explained later)
  • Weaker early game AD Carries
  • When your team composition is aggressive early game.

When NOT to pick Miss Fortune?
  • High burst bottom lane combo such as or
  • AD Carries who can poke better/farm safe than you


Masteries

Why 21/5/4?

For masteries i took the standard 21 offensive for increased damage output as MF benefits from armor penetration, critical strike and executioner which gives 5% extra damage at when the opponent's health falls below 50%.

I took the defensive masteries for summoner resolve to strength and increased max health for overall survivability.

I took reduced cooldown on Flash and Wanderer to improve her passive to allow faster roaming around the map.


Runes

Mark of desolation( 1.66 arPen x9 = 15 ):

arPen allows you to trade hits effectively with your opponent which is essential for MF for her to snowball. Most AD build Armor yellow so this arPen kind of neutralized it. So in addition of + you hit like a truck to any other AD which will force them out of CS in the best case.

Seal of resilience(1.4x9 = 13 armor)

I kind of explained above, your opponent may also build 9x arPen and getting armor yellow offset it. If your opponent build other red such as AD, its even better for you as you get more benefits from it.

Glyph of warding( 1.49x9=13 Magic resist) (

Generally you won't take any heavy magic damage if you are following the standard meta but i find most support harass comes from magic harass that may come from . Also its more effective if you realized current popular AD such as relys on spell damage in some way.

Otherwise, you can substitute MR Blue for other runes which you find more beneficial.

Summoner Spells



Explanation:
  • As MF you are going to be aggressive and heal is a great backup.
  • Tradeing hits regularly with opponent? Heal bait them and turn that to a kill.
  • MF doesn't really have any escape skills, need heal to survive.
  • Do not use heal against any opponent with healing debuff



Explanation:
  • Most used summoner spell
  • Used in critical situation when engaging or escaping
  • You either flash in for kills, or flash out for escape ONLY
  • Do flash to another platform or behind wall/forest if possible, if you just flash infront of them, you most probably get overpowered by or champions skill that increases MS.

Other viable spells



Explanation
  • For MF, the only thing useful is the true damage since your already have healing debuff.
  • Generally used by most AD carry.
  • Extra damage boost and to kill escaping opponent.




Explanation:
  • Best for 1v1. "Cast exhuast!, Super effective, enemy will do nothing for 3Second!"
  • Its that simple, get exhause if you want to 1v1 people easily
  • Or handle monsters such as who will spin in and crit you to death.
  • However your support will take exhaust for you normally, your choice.



Explanation:
  • Get cleanse if opponent has lots of CC and you feels that you will get focus down.
  • Opponent has ? Use it and laugh at them
  • Remember that it doesn't remove suppress effect, so cleanse is not going to work with ultimate, works better in that case.
  • When you think is not enough.(Heavy CC team)

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:
This passive gives MF increased mobility and thus, moving around the map like a boss to gank or take objective. When laning, avoid taking damage so that you can keep your passive to allow easier last hit and use hit and run tactic.




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:
One of the best harassing ability early game, it hits like a truck and scares the crap out of your opponent, scales with AD and applies on-hit effect such as lifesteal which MF will benefit from since that means better survivability. It also destroys passive lane if they decides to hide behind every time, use it to your advantage. scroll down for a separate chapter on how to Double Up properly.

I max this first as i want to have maximum harassing ability with low CD which allows me to peel them off before i try-for-kill.





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 allows MF to win trade with anyone AD out there and thus winning the lane. Even at lv1 after 4 hits, it gives you 24 extra damage and if you activate, 30% attack speed at early laning phrase is no joke at all. Healing debuff crushs any heal bait and healers such as , abuse it to your advantage.

I max this second since Q is much better early game and this skill scales into late game too, it increase your overall damage output and 50% attack speed is nonsense.



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:
A decent slow to help in laning phrase or to set-up your ultimate , i max this last because Q,W are so much better to help winning your lane in early game. Remember that this skill provides visions in bush, so use it to check for ganks or whatever.

I max this last because it doesn't do much early game unless you are going AP Miss fortune, if you max this first you unknowingly pushing your lane constantly and resulted in easy gank from opponent jungle.




R: Bullet Time
Miss Fortune channels a barrage of bullets into a cone in front of her for 2 seconds, dealing 60 / 85 / 110 (+20% of ability power) (+45% of attack damage) magic damage per bullet.

Cooldown 120/110/100 seconds

Cost 150 mana

Range 1400


Explanation:
Very strong ultimate early-mid game, weak in late game. It has long range and its painful early game, abuse it during early teamfight as it peel off any enemy as in generally, not so tanky yet. You can use this ultimate to clear creep wave too, pretty efficient since the CD is not that bad, just make sure its up when you feel teamfight is coming. In late game you should avoid using this in engage as your AA is much more stronger. Also be reminded that your ultimate channels,so any CC will stop your ultimate, so make sure you are out of CC range before using your ultimate.

Max this whenever possible for maximum damage output and reduced CD.


How to Double-Up

[http://img834.imageshack.us/img834/1996/43025669.png]
[http://img832.imageshack.us/img832/4665/53685218.png]
[http://img195.imageshack.us/img195/3616/42504167.png]
[http://img718.imageshack.us/img718/3435/49484342.png]
[http://img853.imageshack.us/img853/4373/53772597.png]

Item Builds

Starting item


Preseason 3 nerfed boot that its no longer an good option to start 90% of the time. However i feel MF is one champion that can still start with boots without any issue, its still feel superior to auto-q-run all the time. It allows easier harass with and escaping ganks.



After boots are nerfed, long sword with 2 pots became a very strong option for AD Carries. It gives you the damage to win trades and also 2 pots for sustain. I usually use this build when i know i can't harass as normal with the speed advantage.

How about as starting item?

The problem is, it offers no mobility and sustain, making you a easy target to opponent as well as their jungler. It should only be considered when...
  • You have a good as a support so you can harass them without worries

First trip home
more if needed.

While Dorans is not a good starting item on MF, its great as a first trip home item, it makes you tankier, more damage and better sustain when combined with vamp scepter. With this setup, you can go very aggressively against most AD and zone them from gold/exp. Getting a Vamp scepter for sustain and to build as later in the game. Get a second if you are not doing that well for some reason.

Core build
and


Bloodthrister gives you decent damage and lifesteal w/o stack, when stack is full, it gives a whooping 100 damage and 20% lifesteal. Moreover, with the recent changes to Bloodthrister it will lose half of the stack when you die, giving it a better reason to buy Bloodthrister and most importantly, cheaper than .


After you get , you need attack speed and critical strikes to make full use of your Damage. That's where phantom dancer comes in. Phantom dancer is pretty much mandatory for any AD Carry to maximize their DPS, although S3 introduced more attack speed item()i think they are not good for Miss fortune(Explained later). It also allows you to kite more effectively.

Late game offensive

VS

Before you continue, i suggest looking at this link to understand more about Armor penetration
http://leagueoflegends.wikia.com/wiki/Armor_penetration

The order of calculation of different type of armor penetration is as follow.
1.Flat armor reduction
2.Percentage armor reduction
3.Flat armor penetration
4.Percentage armor penetration

As you can see, the reason why Black cleaver is so good now is because its armor reduction is calculated first than last whisper. Let me show a simple example

Opponent has 110 armor (Ignore runes,masteries and champion abilities)
: Armor reduction of 25% and 10 flat armor pen = 72.5 armor
: Armor pen of 35% = 71.5 armor

Looking just the armor value it takes more than 110 armor for last whisper to be better than black cleaver, but WAIT!

Black cleaver gives you extra 200 health, 10% CDR and 10 more damage, that is too good to give up black cleaver for last whisper just because one have 111+ armor. Not convinced? Look at the following

Opponent has 300 armor (Ignore runes,masteries and champion abilities)
: Armor reduction of 25% and 10 flat armor pen = 215 armor
: Armor pen of 35% = 195 armor

So what is the different of 20 armor? (The following calculation ignored effective health)
215 Armor : Damage reduction 68%
195 Armor : Damage reduction 66%

What happen if you get both?

Opponent has 300 armor (Ignore runes,masteries and champion abilities)
: Armor reduction of 25% and 10 flat armor pen = 215 armor
215 armor - = 140 armor
140 Armor : Damage reduction 59%

Well honestly the differences is not that huge, if i have a standard AD Carry build replacing the last whisper with a Infinity edge i will deal extra 4 damage per hit(Assuming 300 armor and ignoring crit).

TL;DR?

>

The damage difference is not that much, however black cleaver armor reduction helps your team who does AD damage also than last whisper which only affect yourself so i prefer Black cleaver this way.

This part is experimental and if you think i am wrong, please correct me

Late game defensive option

Snowball choice
As quoted in Chaox guide, GA is really good if your team are leading, because if their whole team decides to focus you down, your other teammates are farmed enough to bring them down also ( Die? No problem, as long i win the game) Although when you revived you only have 750 HP but if you are still in the mid-st of teamfight it should be fine since it would be really stupid for opponent to camp at the spot waiting for your revival while your teammate are whacking them.

I hate CC Choice
If you are against suppression enemy such as or DoT effect especailly ultimate such as 's or any other form of instant stun that you know it will be saved for you, get a QSS can matters life or death especially in late-game teamfight where you can be bursted down so easily. In additionally, extra MR and Cheappppp!

Too little CC for me to care
If they have really little CC and you are ahead you can try getting Banshee, if one spell is targeted at you, you dispel it , keeping you safe and remember your will not be removed, so hit-and-run is never a issue for MF.

Last item

Normally i will just go for another PD for even more critical chance and movement speed which melts everyone like a boss, unless someone can prove to me that second is better.


Other item

Standard AD Carry would not consider frozen mallet to be viable in their build, i would only consider this item if you need to kite, kite and kite and she can do that decently due to her mobility. The slow will also apply from


Blade of the ruined king is an strong item for MF and other AD Carry such as Ezreal for early domination. The active is pretty nice for the slow which is much needed for any AD Carry and win fight against other AD Carry with the lifesteal active. It is recommended to get this item as your 1st or 2nd item only as there are more important item that you need to farm for in mid-late game.


This item is just NO, Using MF is already having some kind of risk involved, you are increasing the risk by buying snowball item. Moreover, this item will not scale well late game as it only provide damage and nothing else.



Some AD guides actually recommend Tri-Force as core, but not for MF, tri-force is actually more for caster AD such as would be able to make use more of the stats that tri-force gives, don't get this item, not worth the gold for MF. Moreover, season 3 nerf the cost of Tri-force which make it even more expensive to go for.


One of the most expensive item in the game (3.8k) but also the most rewarding (80 damage with crit amplify) This item synergy very well with for the critical chances and damages, making it a extremely strong combo. However has been proven more cheaper and effective than IE. I found myself not building IE is most case unless i am very desperate for that raw damage it gives, else i will just stick to my current build.

Playstyle for MF with different supports

Miss Fortune can actually do well with most popular supports, the only differences is to adjust your playstyle a little different to get the best out of your laning phrase. Whatever i mentioned is pretty much very simple but i believe they are fundamental of all what a support will do. Basically, Aggressive, aggressive and more aggressive


Synergy : Strong
Personally i like janna as a support a lot, her utility will make up for MF who has 0 utility and able to protect MF very well in case the lane was ganked etc...
Most janna will max shield first and you should use that shield to your advantage as it absorb decent amount of damage and a damage boost while the shield is active. Ask janna to shield you, activate and trade hits with their AD Carry.


Synergy : Normal
Sona can be played passively or aggressively.
Most Sona will max their Q first which will provide strong magic nuke damage early game, if you have a really good Sona, she can single-handedly zone out both your opponents AD and Support. Coordinate with her Slow from her passive and follow up with a few AA and . Do this a few time and you should be able to control the lane well. However make sure not to be over-aggressive because Sona is very squishy and have nothing to protect herself unlike other support.


Synergy : Normal
Soraka is more of a passive support but provides endless sustain to you, with a Soraka you can afford to spam more and trade hits with opponent AD Carry because she has a strong heal and armor buff, even better if the opponent AD do not have a healing debuff such as . Play smartly, control the lane and win the game.


Synergy : Dependent
Having Leona is a completely all or nothing situation, if you are unable to do anything with this combo you are pretty useless for the rest of the game. Leona can go aggressive preferably from level 3 onward, coordinate with her and land a nice and few AA to wear down your enemies. After lv6 , if leona managed to land a nice ulti, it helps you to position your properly and deal large amount of damage.


Synergy : Dependent
Same as Leona, all-or-nothing situation because they do not help you directly, just need to land da hooks.


Synergy : Normal
Taric is also very favorable for Miss fourtune because he has excellent bush control , so you are pretty save from any bush harass mainly from support like . He has a heal that can sustain you throughout early game and a stun that can help you get free harass very easily. Make sure to take advantage of Taric natural tankiness and go more aggressive on opponent when applicable, pressure them as much as possible.


Synergy : Dependent
Lux is a strong support but is hugely play dependent, landing those skillshot for harassment and shield takes skills and practice to do it, her E and your will take a chunk out of their HP bar everytime, abuse it especially both skills have long range. After level 6, a well executed combo of your ultimate + Lux combo often result in easy kill.


Synergy : Normal
Lulu is an semi-aggressive support depending whether she can land her or not. The slow percentage is very huge and MF can take advantage of that easily by harassing a few hits. Her ultimate is kinda broken since it can protect you even in the most severe situation.


Synergy : Strong
Alistar, if played passive can protect you from anything such as jungle ganks, aggressively will depends the timing of ali's pulverize and headbutt. Normally with this kind of matchup, i would ask the alistar to aim for their support early game and headbutt towards me if possible, making it extremely easy to kill because of your damage and the hated healing debuff. If you managed to push their support out of the way, just alistar sitting in the bush is enough to force their AD Carry out of CS completely.


Synergy : Strong
Nami is lane bully, her water prison make it extremely easy for harassment or killing though its slow. She also has damage buff that synergize with , you will be surprised of the damage output(Insane). Her ultimate can be used with your ultimate also, have fun watching opponent desperately trying to run out of that tsunami + Bullet time wombo combo.


To be updated
He is another interesting support that can cover MF lack of utility in lane, i will update later once i get more experience with him.

Fun support to try

Get lv6 before your opponent and execute the wombo combo where there is no way for anyone to escape your ultimate with jarvan help unless they flash.

Early Game

Generally, early game is the most important game phrase for Miss Fortune because it decides whether you are going to snowball hard or being ordinary for the whole game. Miss fortune is a champion that need kills and be ahead of your opponent to be effective and snowball the game, thus playing aggressive is key.


You can start to be aggressive from level 2 onwards adding 1 point each to and . Try to hit your opponent with the second hit of Double Up which hits like a truck early game and scales with AD, do be reminded to not to be too focused on harassing that you lose some CS yourself. When you are winning trades, it allows your opponent to know that you are the boss here. Doing everything successfully will allow you to win your opponent in terms of farm/level, allowing you to snowball.

**It is very hard to explain harassing properly with words, i will try to make a video soon since i upgraded my computer.**

Besides harassing with , when should you activate and trade hits with enemy AD?
  • Minions cleared more than half, reduce minion damage
  • Experience will tell you whether if you have advantage or not

Simple? But i seen so many AD Carry harassing with full minion waves taking the same damage back from the minion, don't underestimate the minion! They are secretly OP.

In a nutshell... them to low HP, activate and force them back to base or kill them!

You have a point on at lv4, decent slow ability to use during fights but don't spam for fun during laning phrase as it consume lots of mana and you will go out of mana very soon if you spam it.

Your ultimate, , is very painful at early stage of the game, if you can land your ultimate nicely it will bring at least 40% of their HP down. Use it when they aren't suspecting, such as normal creep last hit and pop your ultimate suddenly, preferably with any CC from your support of course. If you successfully do that , it is easy to use and zone them out from CS.

If you win your lane, coordinate with your Jungler to take Objective such as Dragon, by this time you should have your up and able to take down dragon very quickly.

Ganking from your junglers

In general, bot lane is the hardest lane to gank especially pre-6. Every AD Carry will have a support that carry wards and ward important location such as river bush, dragon and tri-bush which make it hard to jungler to gank with some exception though. However if your jungler managed to close-in to prepare for gank and you know your opponent are not aware of it...

If your jungler is who doesn't have any gap-closer, either it is your support who have CC to start an engage, or you have to bait an engage for your jungler to come in. Baiting is fairly easy, you will need attack them out of nowhere and pretend to be out of position from your support so that your opponent will think they can win trades with you 2v1 without your support help. That when your jungler will come in and turn it into 3v2 easily.

If your jungler have gap-closer such as it will be easier for them to start an engage or from your support.

When to ask for ganks?
  • Opponent being very aggressive
Normally these are the people who will keep pushing to your tower and try to deny your CS, Jungler can come in after the lane reset from your tower so make sure you push your lane so that your jungler can hide in the bush assuming it's not warded
  • Winning your lane
When you are winning your lane, it means your opponent are behind farm/level which can result in easy kills with help from jungler, even diving the tower if the jungler is tanky enough.

Protip: Beware of counter gank! Watch the map for their jungler!

Mid Game

This is when your core item should be up and start to shine, start to coordinate with your jungler and start taking objectives such as tower or dragon. You can actually try to force a teamfight here if there are aware of your team doing dragon, a well placed ultimate will almost win you the fight most of the time.

Pressure your enemy, don't let them rest
This is especially important if you are leading, a lot of time i seen team getting early advantage but choose to farm instead of pressuring and taking objective, allowing opponent for comeback, especially as MF where you are not strong late game, you cannot let this happen.

Pushed down bot tower?
Push down mid.
Pushed down mid tower?
Push down top.
Pushed down top tower?
Rise and repeat while keeping track of objective such as Dragon/Buff.
Easier for high mobility champion and MF is one.

In general this is what you should do mid game or once you have an advantage, constantly pushing and forcing teamfight is exactly what snowballing is, remember this whenever you play MF, as well as any other character.

Also remember, ask your support at least to stick with you unless your support is dewarding or something, so if you got ganked or whatever, you have a scapegoat...if you know what i mean :)

In case you are not snowballing
When i mean snowballing is not having advantage aganinst your opponent AD Carry in terms of kill or cs, since you aren't owning your opponent AD Carry, go find some other people to own, if you know what i mean. Roam around, continue to pressure them unless all your lane are losing That when you are forced to play safe and farm, although MF is weak in 1v1 late game, her teamfight presences are not to be ignored.


Don't
  • Go solo while roaming
  • Stick with at least one of your teammates
  • Clear creep with when you know a big fight is coming.

Late Game

I keep saying about MF falls off late game and stuffs like that even if you are leading, if you are really snowballing, you shouldn't drag into late game as your effectiveness starts to drop.

One key point i want to talk first is your usage, it still deal lots of damage late game but it will not be as effective when compared to early-mid game. During teamfight happening at this point, your positioning is more important than ever as it is make you vulnerable to get focused on and killed. If you don't feel safe, just start with auto-attacking and look for opportunity.

As any other character, at this point of the game you should stick with your teammates and make every move carefully as any mistake can cost you the game, Do what you should do and all is good.

Consider these when you have the extra gold after getting full item, boost your stats by decent amount.

Team Fights

Standard procedure : Activate --> whenever its not on Cooldown-->+ when you know you are safe.

During teamfight...
Step 1: Pre-teamfight (Poking)
When 2 teams are just moving around closely looking for a chance to initiate or whatever, Miss fortune can attempt to poke using which has fairly long range , best to use through minion when available because it is safer that way, i don't think its a good idea to direct target at enemy champion unless you are in fog and attempt a hit-and-run.

Step 2: Teamfight, deciding your target.
In generally, target whoever nearest to you, even its a tank unless his damage and CC is negligible. You would not want to dive into the middle and die quickly, stay outside of the range and use your ultimate hitting as many target as possible. When people starts to die, you can then proceed to look for the lowest HP champion on the enemy team, you should be able to pick him off easily with your ability and item. However, don't kite too far away from your team orelse you will not receive any backup from them if you got focused.

In a situation where a big teamfight has occured, you are the only survivor of your team with full health VS 1 low health enemy, unless you are confident you can kill him fast enough , orelse don't bother chasing. Getting objective, pushing tower is more important.

Against different AD Carry

This chapter i will briefly describe how favourable the matchup will be to MF against other popular AD Carry, this is purely based on my own experience so please correct me if i am wrong.


Difficulty:Easy
While Varus is effective to majority of AD Carries, not for MF. Varus is a poke champ with rather strong CC, if you are talking about poke, no one beats MF as she have more consistent poking ability with . Moreover, he is not suitable for direct 1v1 trading hits. Thus out-trading him is not an issue and you should win your lane easily.


Difficulty:Easy
Generally you should win this matchup, avoid Ashe lv1 surprise critical hit + Volley and you should be able to start aggressive on her from lv2,3 onwards, however do take note that not to be kited by her, preferably when her Volley is on CD othereise you are taking free damage from her. This is where your supports comes in to help initiate on her and you follow up to destroy her in lane.


Difficulty:Medium
She has the highest range among all AD Carry early game and extremely hard to harass with a strong sustain support. She got extremely strong poke on you and preferably you have to rely on a support that can initiate to get her such as . You might be able to zone her out of some CS but you won't be able to stop her from farming, make sure to get your core item and start to gank around if you are having the advantage.


Difficulty:Hard
This is one example of matchup i generally will not use MF to play against with. When corki combined with a aggressive support, is just as deadly with you, if engaged in a 1v1 fight you should still win but the reason i labelled this lane as hard because you probably won't be able to stop corki from farming if he is good and has much more late-game potential than you.


Difficulty:Medium
(Might change soon as i still trying to gain experience against Draven) Personally i think the matchup is pretty even, both are able to play aggressively early game but you have a slight advantage, make use of to get some harass on him and disengagement after that, your support is also responsible to keep your up so you can fight better. Try to get your core item fast to fight better because Draven has fairly good 1v1 ability early.


Difficulty:Easy/Medium
You will probably only see Jayce playing AD Carry in normal or solo queue, he definitely have stronger lane potential than you due to his poke + burst which MF will not be able to handle as she is squishly. Playing against him is easy if you remember a few thing, make sure you poke only when he has high hp or all skill not on CD, its not advisable for you to go into his skill range and let him jump on you and deal tons of damage, your should be your only method of harass until you are comfortable of going all out on him. He fall off as an AD Carry after laning phrase so you would want to take advantage of that.


Difficulty:Medium
How MF will fare against Ezreal will entirely depends on you, dodge his skillshot during trades, you win the trade and win the late ultimately, keep getting hit by his skillshot and see yourself getting zoned out of CS soon. Both of you needs farm and kill to be effective as both doesn't have excellent late-game potential so you might see very aggressive playstyle coming from both of you, generally plays a very big part here, if you know what i mean.( Long range harassment)


Difficulty:Hard
Grave is probably, the strongest early-game AD Caster combined with his tankiness, making him extremely hard to harass and kill him. This matchup honestly will depend on your own skills and the positioning of your support, both have abilities to get some free hits on each other, its a game of who wear down each other of their sustain first to win the lane. Although i think it might come out pretty even so it is what you do after the laning phrase matters more.


Difficulty:Easy
While Kog is one of the best late-game carry, has a extremely weak early game and no escape also. Ideally you would want to want for his Bio-Barrage (W) on CD as some kog will use it for easier last-hitting, after that you can coordiinate with your support and trade hit with Kog and he won't be able to do much while his skills are on CD especially and proceeds for a kill or force him out of CS.


Difficulty:Medium
Personally i think Sivir is much more stronger if she has a aggressive support due to her skillset that deals large amount of damage and has a spell shield to protect herself. Like Ezreal, you will have to dodge her boomerang and it take out chunk of your HP. She also can block your using Spell shield. But if her skills are on CD, activate and start wearing her down together with your support.


Difficulty:Hard
While she not that popular, she has insane damage as early as level 2, has a healing debuff like you, you best chance is to use whenever the chances allow and keep her from jumping on you because it would normally means instant kill if she has a aggressive support and you aren't suspecting it especially.


Difficulty:Easy
There might be some misconception but Vayne is really weak early game, her true damage is not as scary as your if you realized it, if she tumble and hits you, don't be afraid and get back at her, i am very sure you can win the trade unless your support screwed up or something. If you managed to get a early kill on her you should be able to zone her out and destroys her early game.


Difficulty:Hard
While Urgot might not be the "standard" AD Carry in a sense, he is extremely strong early game due to his missile harass which can zone you out very easily. There is two way to this, if you have a aggressive support you can actually go all out on Urgot because generally he not that tanky until he get his ultimate, if you are good, you can win him in the lane. Else, play safe and look for chances elsewhere towards mid game after getting your core item.

Conclusion

To sum up what i said, MF is a really strong pick if you know you are going to win and dominate, though situational in competitive play, solo queue she is realyl strong because she trade hits like a boss, remember to take every advantage when you are leading, don't give chances and not complacent are some basic qualities that anyone should have especially playing AD Carry like Miss Fortune.

Thanks for reading and leave a comment whether you like it or not!

Comments

December 15, 2013 - 03:58 AM #1

I do not have Caitlyn so I end up playing my. Does mf or any adc counter jungle at 7:20 their blue?

May 20, 2013 - 06:14 AM #2

@Amrodkun I just realized i missed out the ramp up time!!!!Thanks for pointing out, i will change it soon and what you said is perfectly reasonable, thanks.

May 14, 2013 - 02:49 PM #3

Excelent guide, I love how detailed it's about many situations, but there's a point I don't like that much, it's about Last Whisper vs Black Cleaver, to some persons this isn't that important but for min/maxers it can be like a tinny rock in your shoes. You need to factor in that BC has a ramp up time, it doesn't ignore 25% armor since first shot, while in most skirmishes you will be auto attacking non-stop and eventually you will have it up 100% on your target, many times, mostly on equally compared skill levels of teams, you don't have much up time on targets, you'll need to be reposition and switch targets as they come for you (kiting), and this is where LW outshines BC since it's 35% since since first shot. I think a more appropiate comparison would be using final hp after short sessions of auto attacks, not really armor.

October 2, 2012 - 02:15 PM #4

@Xevanescence

Thanks for liking my guide, appreciated it! My item build is based on Chaox guide, i won't take any credit for it, i am just elaborating it.



MF can beat pretty much any AD Carry in lane when played correctly, the diffculty is just a gauge of how easy/hard to win against when compared to other AD, like you won't want to eat Graves Buckshot in your own face, hurts like hell. Moreover this guide was written when Grave was OP before it was toned down, so i got to update this guide within the next few day especially with the new MF buff recently!

September 30, 2012 - 06:46 PM #5

@lightone

The reason you want to max double up first is because of its poking ability, not forgetting it resets your auto attack. Make it rain is a bad choice to max first because

-It doesn't gives much except for the slow

-It burns more mana

-Might push your lane unknowingly

Impure shot is definitely MF trademark, but i feel that maxing first doesn't really give much except for extra 20% atk spd and few more magic damage when compared to double up. Without double up, you will lose lots of trading when forced by opponent.

September 27, 2012 - 05:15 PM #6

It's a real shame this guide isn't featured. This is easily the best MF guide on this site. I have tried so many MF builds (even hybrid) and this one is easily the best. Although I do have some areas I disagree with. You rate graves as a hard lane, when it's actually quite the opposite. http://www.championselect.net/champ/Miss-Fortune MF is actually quite strong against Graves, and that is the sole reason I bought her in the 1st place. Otherwise this is an amazing guide

September 15, 2012 - 10:22 AM #7

It's strange to me that so many value double up, why max it first?

First of all you want to kill to snowball, but double up is harassing ability, not killing and it make diference, in hot pursuit it is worthles and while you harassing opponent waiting while his hp drops low enough to kill lane phase can end with out mf snowball, and here we came to second thing - in mid-late game double up has little of use and third thing it is hard to use right in such fast combat.

So it is strange to me to see that in every guide and everyone offers max it first instead of other two, most cool abilities, for example i first take make it rain to have some control, which helps and catch and run, then i max impure shots which gives a lot of sweet damage in early game there every drop counts and only rarely take double up on 4 lvl maxing it last.

e-w-w-q-w-r-w-e-w-e-r-e-e-q-q-r-q-q

or even

e-w-w-e-w-r-w-e-w-e-r-e-q-q-q-r-q-q

would give some control and more damage in eraly game, which is very helpful then u agressive, gank other lanes or your team comes to your lane.

May 18, 2012 - 01:16 AM #8

I agree to a certain extent, though she is strong early game than other AD Carry, she get destroyed by any champion who scales more on level than gold, a typical example would be Leblanc or other early game AP Carry and some top lane champion too. She needs to snowball and win, not holding the advantage to late game w/o doing anything. Remember that AD Carry deals the most damage late game, if they have a hyper carry such as Kog'Maw who is fed, your team will get crushed easily.

May 17, 2012 - 09:22 PM #9

Hey, I kinda disagree when u tell not to pick mf on late game teams, you can't really trust in a full late game comp, she might be exactly what you need to hold the early game.

May 2, 2012 - 12:13 PM #10

One does not simply name a build "Tons of Damage" without triforce.

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