Miss Fortune (MF) Build – Destroy your Enemies

Abilities

Passive:  Strut

Miss Fortune gains an additional 25 movement speed after not taking any damage for 7 seconds, increasing thereafter by 4 every second up until reaching 70 bonus movement speed.

Double Up

Miss Fortune fires a shot at an enemy target, dealing physical damage and 115% of that damage to another enemy target behind the first. Both hits apply on-hit effects.

Cost: 70 / 75 / 80 / 85 / 90 mana

Cooldown: 9 / 8 / 7 / 6 / 5seconds

Physical Damage: 25 / 60 / 95 / 130 / 165 (+0.75 per attack damage)

Impure Shots

(Passive): Miss Fortune’s autoattacks deal extra magic damage on-hit. This damage cumulatively stacks up to 4 times on the same target if no more than 5 seconds pass betwen each hit.

(Active): Miss Fortune’s attack speed is increased for 6 seconds and causes her attacks to lower healing received and health regeneration by the target by 50% for 3 seconds.

Magic Damage: 6 / 8 / 10 / 12 / 14 (+0.05 per ability power)

Attack Speed: 30 / 35 / 40 / 45 / 50 % ( when active)

Make it Rain

Miss Fortune fires hundreds of bullets into the air which rain down at a location after 0.5 seconds delay. The area lasts for 2 seconds and deals magic damage every quarter of a second to each enemy that is on the area. Additionally, all enemies are slowed while being damaged and for 1 extra second.

Cost: 80 / 85 / 90 / 95 / 100 mana

Total Magic Damage: 90 / 145 / 195 / 255 / 310 (+0.8 per ability power)

Slow: 20 / 25 / 30 / 35 / 40 %

Bullet Time

Miss Fortune channels for 2 seconds to fire a wave of bullets in a cone in front of her every quarter of a second. She fires 8 waves in total and each wave will deal magic damage to all enemies caught in the area.

Cooldown: 120 / 110 / 100 seconds

Magic Damage Per Wave: 60 / 85 / 110 (+0.4 per bonus attack damage) OR (+0.2 per ability power)

Masteries

Skill Level Up Order

Spell 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q  X  X X  X  X
W X  X  X  X  X
E  X  X  X  X X
R X X X

 

Runes for Miss Fortune

Mark of Desolation | Seal of Replenishment | Glyph of Replenishment | Quint of Fortitude

Phase Play – MF build

Level 1 – 6

Preferred Location: Any Lane is Applicable, Mid preferment

As you are a ranged Carry ( one of the best one might add ) your team will usually force you to bottom with a support.  This is not a bad deal as long as the support is not stealing the minions.  The play stay will be the same for any lane your in though.  As you may have noted that I suggest you level up your E first instead of the normal Q.  Why? Simple! because it does AOE damage so its easy to hit your target, it slows your target, and finally it sets you up for two – three auto attacks!  Now this is a HUGE advantage at all levels of play.  Pop your E on the enemy champion and attack.  Use it to farm large minion waves!  E is a powerful spell that everyone overlooks because it doesnt scale with AD.  Your attacks go E >Q >W.  This will drop the slow and do damage.  Next in line is your Q which should arrive right behind your autoattack.  Now this applies onhit affects so if you have 1 point in W your now doing damage plus 12.  Now you pop your W and get tree autoshots in for the win!

Level 7-11

Preferred Location: Lane + Ganking

Now you should have boots and close to Infinity Edge.  If your middle watch both lanes and see if they are being pushed.  If your Solo top or Duo Bottom keep an eye on mid lane and your jungler. Push your lane to the enemy tower and use your awesome Passive for quickly getting to each lane.  I usually get a pink ward to counter the green they will place in the bush.  Your ult is a great spell for getting kills.  Use your E (slow + damage!) and R in combo.  Try to predict where the enemy will run too (usually direct path to tower) and use the terrian to your advantage.   Right before they exit your stream of deadly balls (giggle if you must) stop and auto attack + Q FTW.

Level 12 – 18

Preferred Location:  Behind Tank, Ready to react

Now the team fights are everywhere.  Your a killing machine and the spell rotation is still the same.  Your ult will follow your tanks fight start and will scare the carriers from fighting in most cases.  Save flash for when the enemy melee carriers target you.  If they are stacking armor get an armor pen item ( I prefer The Black Cleaver).  If your going against heal heavy champs like Swain use W to stop the heals ASAP.  Stay out of danger and keep the damage up against the enemy carriers!  If your team is not warding, make sure you do!

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