All Guides Miss Fortune Guides Miss Fortune to you 2017- Patch 7.15
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Miss Fortune Statistics for The Ransackateer

Author's performance with Miss Fortune compared to the ranked average.

Value
Average
Games Played
304
7
Win %
61
48
Kills
10.9
6.4
Assists
8.8
7.8
Deaths
6.9
6.0
KA:D Ratio
2.9
2.4
Gold Earned
14.4K
11.8K
Creep Score
203.1
177.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Standard adc summoner spells. No explanation needed.

New Runes Back to Top

Masteries Back to Top

Im going to give a walkthrough explaining why I chose all the masteries on this page down below:


Ferocity

5/5 Sorcery: So the basic idea is that if you are planning on doing all of your damage with your ultimate come later in the game, it only follows that you would want to amplify that damage if possible. The 2% may not appear to be much, but every little piece will add up I promise.

1/1 Fresh Blood: This mastery works perfectly with MF's passive damage she gets for each new target she attacks. The early game additional poke that can be added with deathfire to a minion executing double up onto the enemy is noticeable. 

5/5 Natural Talent: The reason this mastery is taken is simply to have some more offensive stats added, MF also scales pretty decently with AP so it's a welcome few extra points of damage.

1/1 Bounty Hunter: It's only fitting that Miss Fortune would take the bounty hunter mastery. The in game purpose however, is so that once team fights begin happening, you are not going to be picking who is standing in your ult. If there are people that have cc applied to them in a clump, you are letting bullets fly. The chances are pretty good that you might get at least 1 kill on all the different enemy champs and that's going to be another 5% increase in damage.

5/5 Battering Blows: This mastery synergizes very well with the core idea of this build; armor penetration for maximum damage. This will give you a 7% increase in that area and it will only help you deal out more juicy damage.

1/1 Deathfire Touch: Now this is the interesting keystone. Typically, it was customary that people take Thunderlord's Decree on MIss Fortune because her e, make it rain and her ult both will proc it on the enemy champions. However, when you do the math, the deeper into the game you go, and the more items you acquire in this build, deathfire actually outdamages thunderlord's. This just means your ult will do more damage; perfect for us.

Cunning

5/5 Wanderer: Now I've often debated with myself if I shouldn't be picking savagery as the first mastery in this build for the cunning page, but when it comes down to it, so long as you can last hit well, you don't need 5 extra damage to minions and monsters. Miss Fortune's passive already applies increasing amounts of damage with the first auto on a new enemy as the game goes on so it acts as a far better version of savagery. Instead I choose to go with the 3% out of combat movement speed. This stacks nicely with her passive strut on w and allows you to get to the bot lane ever so slightly faster than without it. This might mean just getting to the tower as the enemy tries to siege it, or getting to an objective in order to try and steal it (since her ult is a GREAT way to steal baron and dragon).

1/1 Secret Stash: This comes in super handy during the early game. Since I've switched to starting longsword and 3 cookies, that 15 extra hp and mana goes a long way towards keeping you in lane. 

5/5 Merciless: This only makes sense to grab another mastery to increase damage, especially one that will help to execute the enemy team in your ult. That as well as for bot lane skirmishes, it's always welcome to have a little bit of power to put the enemy adc away when they just flashed.

1/1 Dangerous Game: Last but not least, dangerous game will give some much needed hp or mana depending on the situation when things are dire and you just picked up a kill or assist. This might get you just enough health to outlive an ignite or enough mana back to finish off the support once the adc goes down. 

Abilities Back to Top

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

I've recently changed how I go about leveling up Miss Fortune and have seen unprecedented success. I ignore make it rain entirely until I have to buy it because let's be honest, 80 mana for 80 (+6) damage and a slight slow is not worth using with the limited mana pool you have.

Items Back to Top

Starting Items

Core Items

Situational Items

Update

With the new patch coming about, I've switched my primary build path to: longsword, 3 pots to start, 1st back: serrated dirk or BF sword if it can be afforded. 1st item is infinity edge and second is edge of night. Then I get caulfield's and grab death's dance followed by essence reaver. Last item is either black cleaver, mortal reminder/lord dominick's, or if things are going well and they aren't stacking armor, youmuu's. You can either grab merc's treads or swity boots for movement. 

How to go about building:

To begin you start with a longsword and 3 pots. Ward trinket is assumed, but you can do you.

Usually, the first back is when you've accumulated just about 1100 gold. This may be at 3 if you got a double kill bot, or around 4-5 depending on your farming. On this first back you want to pick up the serrated dirk and boots if possible (a control ward is also an added bonus and I like to place it on the inside corner of dragon pit to give vision of the middle river). The big advantage to this is every time you land empowered double up's down on the enemy team, a follow up auto will do your passive's extra damage plus the extra damage from serrated dirk's unique passive. This extra poke damage can make the laning phase significantly easier, allowing you to control the pace of farming. 

Depending on what goes down in your lane, you next back should be when you've gotten around 1300 more gold or if you had some positive plays occur maybe more. This may be around levels 6 or 7. The best purchase would be to grab a BF sword and whatever else you can afford because I've tried many times to get youmuu's but recent nerfs to lethality items makes this purchase not as valuable as it used to be right away. Instead having a dirk and bf sword will put you right about 120 ad and with 33 lethality, I can promise you will be hitting like a truck with empowered double up's.

Once you get your gold, finish off Youmuu's and work on Infinity Edge. The crit makes your double up's hurt even more than they already do and I can promise that if you land an empowered q, it's going to be doing about 600 damage. Next item to work towards under normal circumstances is Essence Reaver. However, if the enemy lane has a soraka, nami, or another heal based champion, you really should consider grab executioner's calling before completing the black cleaver. Biggest mistake most people make is not taking advantage of the one ad item in game that still holds grievous wounds. Since the rework, MF no longer applies grievous wounds with her w so grabbing executioner's against a sustain based bot lane is crucial. Most of the time, MF should be out poking after hitting level 7 if double ups are landed on the enemy champs, but as you well know, soraka and nami can make it seem like those shots never landed (and at this point in the game you are likely 10-11 anyways).

So if you didn't end up purchasing executioner's calling before completing Essence Reaver, your build should currently be: Youmuu's ghostblade, Infinity Edge, Essence Reaver, and your boots of choice (I usually buy merc's treads as a safe bet to reduce cc ever so slightly). The big decision now is where to go from here. If the game is short (under 25 minutes) you may never get much past the core build. However, if the game is going deeper, the decisions start to really matter. You have many options here. Whether to go for Lord Dominck's regards, or Mortal Reminder depends on how tanky the enemy team is. If people aren't building armor, there's not much point to building into them, but if you have executioner's calling already, save it just for the passive. If the enemy team has more than 2 tanky champs for example: a Maokai top, Nautilus support, and Hecarim jungle, they are guaranteed to have more health than you and you might want to consider Lord Dominck's so they can't tank your ult. If the enemy team is more squishy though, MF will have about 2100 hp with this build at level 18, and that might be more than many of the enemy players (with a squishy comp). Therefore, Lord Dominck's doesn't help you with at least 60% of their team and a 40% reduction in healing from Mortal Reminder will more than likely impact 100% of their team.

If you are concerned that you are getting focused by cc and aren't living very long in team fights, you should probably consider grabbing quick silver sash (qss) as the next item and build that into the Scimitar. The nice thing about the Scimitar rework a little while back is that it will give you 10% life steal. You get sustain that you didn't have otherwise which is nice. Now if you pretend for a second that the game isn't over by this point, you will have one slot left, if you have purchased a last whisper item and you feel like you can sell boots. If you picked the qss, you may consider more magic resist and can go 2 ways. Either the extra damage route and a banshees active (Edge of Night) where a well placed ult could pick you up a penta kill due to the extra lethality, or the safer route with sustain and a nasty shield passive in Maw of Malmortius. You may also choose flat out damage if you don't feel the need for defense and Duskblade of Drakkthar may work. This is more flat armor pen and 75 attack damage, not to mention the 300% true damage auto that is the duskblade passive. Grabbing this item will make your ult do a considerable bit more damage and supposing you've picked up an infernal drake, and maybe an elixir of wrath, you may very well be hitting in the 5000's at level 16+. So that means a well placed ult will surely 100-0 the people standing in it for the whole channel (or even most of it considering some carries get deleted inside the first second/second and a half of the channel). Now you can also grab the staple graves item in death's dance if sustain is an issue because you will get healed with your ult damage and trust me if you were targeted to start a fight and dropped low, a flash out or just running away to re-position could heal you a tremendous amount depending on how many champs you hit and for how long. Death's dance will give you cooldown reduction as well since the main build leaves you at 30%, and you will instead be at 40% which is nice if you don't have a blue buff. It still gives 65 ad so you aren't trading away a whole lot of damage picking it. 

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
    Hard
  • Ashe
    Medium
  • Bard
    Hard
  • Blitzcrank
    Hard
  • Braum
    Hard
  • Caitlyn
    Easy
  • Corki
    Medium
  • Draven
    Hard
  • Ezreal
    Medium
  • Graves
    Medium
  • Janna
    Medium
  • Jhin
    Easy
  • Jinx
    Medium
  • Kalista
    Easy
  • Karma
    Hard
  • Kog'Maw
    Hard
  • Lucian
    Hard
  • Morgana
    Medium
  • Nami
    Medium
  • Nautilus
    Hard
  • Rakan
    Medium

VS

Alistar

Hard

The problem with the cow is that he can say screw you to your ult damage and either knock you back or up, cancelling the channel. Laning against ali can be frustrating if you are getting out poked by the other adc since getting within auto range might be a free combo for alistar. Play carefully around the cow and time your ults to after he's used his abilities as they have relatively long cooldowns. Let's not mention the free stun he's been given in prolonged fights. You better hope to win early cuz later on, he's a menace

VS

Ashe

Medium

The thing about laning against an Ashe is that you will certainly be able to punish her if you land any empowered double ups, but at the same time, Ashe can wipe you off the rift if she stuns you with her ult and then goes to town with q. The slow she puts on with her autos can really make running away a non option. Turning and fighting her might be your only chance since Ashe is one of the squishier champs in game.

VS

Bard

Hard

If the enemy team has a competent bard, things might get really annoying really fast. Bard has 2 ranged abilities to cancel your ult and the slows and stun from his q and meeps can be very difficult to deal with if he gets ap. Make sure to punish him when you know he doesn't have an ult or you've caught him with an empowered double up. Healing himself to harass you more is not something you want to deal with

VS

Blitzcrank

Hard

If the enemy team has a blitzcrank, pray that he's terrible with his hooks. Unfortunately if you get caught, flash is about the only thing saving you from the steam golem. However, do not be afraid to push the advantage if blitz missed a hook. You have a lot of time to punish him when it's on cd.

VS

Braum

Hard

Unfortunately for you as MF, Braum can completely block your ult if you aren't careful. That severely hampers your damage with this build and you need to really position well to succeed in this matchup. Braum's stun from his passive and ult can both interrupt your ult and make running away difficult. If braum is laning with an attack speed based adc like twitch, try to ignore braum and kill the adc so that you can't get easily stunned and killed.

VS

Caitlyn

Easy

The interesting thing about playing against Caitlyn is that she is going to outrange you, you know this. She is going to be able to out trade you early on, if you can't land q's. BUT, if you play safe and to this assumption, Cait players will play themselves into easy double ups since they are trying to use their q and end up standing still for a second. The amount of damage you can lay out after an empowered double up can catch the enemy Cait off guard and lead to you controlling the lane towards the mid game. 

VS

Corki

Medium

Corki's challenge lies in working around his maneuverability. He has a relatively short auto attack range, but good ult and q range. Try to bully corki in the early game with double up to ensure you get to farm and when fights happen, if he uses valkyrie onto you, try to end his life right there since that's his only escape.

VS

Draven

Hard

Draven is going to be one of the hardest matchups you have as MF. His spinning axes out range you, the w speed up lets him get free autos off that out damage your q since he typically runs through minions to attack you, and his e can knock you out of your ult. You have to play passively if you didn't pick up any early ganks since he's going to likely control the pace of farming. If you can, try to ult right after he uses e and is presumably going to engage onto you. 

VS

Ezreal

Medium

Ezreal should not be a problem at all. He's very squishy and he can't arcane shift away from a double up once its heading towards him. Try to bully Ez and don't let him poke you down without doing anything about it. Ulting him while hes trying to cast his ult is an easy way to land a large chunk of yours for free. However, if they have an Ez and get a lot of enemy jungler attention, with a good support, your easy lane suddenly turns into a real problem as he bolts ahead of you after a few kills on his part.

VS

Graves

Medium

The good thing about this matchup is that Graves is very up in your face as a champ and you outrange him. The bad thing is that he can use his dash to leave your ult and his has got a bit of range on yours. Try to poke him down with double up and then when he's running throw make it rain on him to get an ult off he can't dash from

VS

Janna

Medium

Janna has a few good tools to prevent you from killing her adc, and from letting you ult. In order to win this matchup, try to land autos and double ups and only ult after her tornado has passed and shes towards the middle of the range so her ult can't cancel yours. If timed right, janna will melt under fire.

VS

Jhin

Easy

For a reason I have yet to understand, Jhin just gets bullied in lane by MF. Double ups are your friend and hes got nothing he can do if you ult him. Even better is that you can ult him while he's trying to ult and he's gonna have to cancel his if he wants to live.

VS

Jinx

Medium

If you aren't careful, jinx can really ruin your day when you are playing MF. She has far more dps than you and her passive can make running from your ult super easy. Take care to not get poked with rockets before a REALLY BIG one says hello and goodbye in the same sentence. That being said, you can really destroy her with q's when she tries to zap you and she's too squishy often to take more than 2 empowered q's without needing to back.

VS

Kalista

Easy

The best part about laning against Kalista is that she has no way of getting out of range from double up. They are super easy to land on her and that means you can bully her out of the lane. Only thing to watch for is if she has a hard cc support that she can throw at you once she hits 6. Other than that, you should dominate this matchup.

VS

Karma

Hard

This matchup is hell to be entirely honest. Karma has the utility to run her and the adc out of your ult with a mantra empowered inspire. She can get a free snare on you and do huge damage with inner flame. Not fun, be careful


VS

Kog'Maw

Hard

Lately, this voidling has gotten buffed and if they know how to use w correctly and have a decent support, you are going to get messed up. If you can't win early game with an aggressive support, I'd be concerned about getting melted by him late game.

VS

Lucian

Hard

This mofo is certainly a matchup nightmare for you in a 1v1 scenario with the build I use. This matchup comes down entirely to the skill and coordination you have with your support. If you can't get ahead, you can bet you're gonna get killed by this dude whenever he thinks hes gonna engage you. If he gets cc'd by another champ, you can drop him instantly, but if you don't have that luxury, might as well try to run or get a minion double up to turn the tide. Otherwise, you're gonna lose

VS

Morgana

Medium

To be honest, this comes down to whether or not you can dodge skill shots. Her shield won't really help the adc when you damage them so they have to be aggressive and try to land dark bindings. If you can dodge those and just run away the couple times she tries to flash ult you, this matchup should be in your favor. If you do get hit by her cc though, might as well start buying your next items because post 6, you're likely dead.

VS

Nami

Medium

This depends entirely on how well the Nami lands her bubbles or how well the adc is pressuring you with her auto attack buffs. She's squishy and is hampered by executioner's

VS

Nautilus

Hard

If this guy is any good, this matchup is difficult. He's got a lot of hard cc and survive-ability. He can easily get you out of your ult from a distance and can tank many shots. Focus the adc and ignore Naut if you can because if not. you may be dying a lot

VS

Rakan

Medium

A good Rakan will make this matchup hard. A bad one will make it laughably easy. It's very much a skill tossup because in lane, the only trouble you have pre-6 is a knockup which you can typically outrun. After he gets his ult might be tougher but he likely won't be diving into your ult to stop it

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