IntroductionSince 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
Masteries21/5/4 I like meditation on all my AD's now. Need to be able to spam abilities and push!
RunesRed - 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
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.
Miss Fortune gains an additional 25 movement speed after 7 seconds of not being attacked, increasing each second up to 80 maximum bonus speed.
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.
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
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.
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.
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.
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 OrderQ 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 GameForce 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 GameGet your B.F sword as soon as possible, and force objectives with your ultimate.
Late GameHopefully 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 FightsPosition 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 CommentsMF 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.