Hi, I'm speKter. I am a long-time TL follower, and this guide is my first attempt at contributing something lasting and meaningful to the community. I am a North American LoL player, currently 2012 ELO rated, and this guide is about my favorite LoL champion Miss Fortune. I decided to write this guide because I feel as though MF is greatly underrated by a majority of the community. I utilize her with great success and feel she is currently the strongest AD champion in the game ATM, and would love to see more advocates of this champion out there. She has gained recent attention after being re-popularized by Chaox as part of his "snowball meta" theory, and I would encourage everyone to check out his guide here. I hope to expand more thoroughly on some of his key concepts, explain areas in which I differ with his opinion, and open up a thread on thoughtful discussion of this awesome champ.
+ Show Spoiler [Stats] +
Damage 46.5 (+3 / per level)
Health 435 (+85 / per level)
Mana 212 (+38 / per level)
Move Speed 300
Armor 15 (+3 / per level)
Spell Block 30 (+0 / per level)
Health Regen 1.02 (+0.13 / per level)
Mana Regen 1.39 (+0.13 / per level)
Passive - Strut: Miss Fortune gains an additional 25 movement speed after 7 seconds of not being attacked, increasing each second up to 70 maximum bonus speed.
Extremely strong passive at all stages of the game, this passive gives MF 370 movespeed at level 1 without boots or 419 movespeed with Tier 1 boots. Expect to have anywhere from 470-500 movespeed end game. This is a very versatile passive, with benefits including but not limited to:
- ease of last hitting/lane harassment
- lane presence (passive in conjunction with her ultimate makes it extremely easy for MF to shove lanes, shop and be back in lane with losing minimal or no CS)
- unexpected ganking potential
- late game map mobility, allowing for stronger baron control and split pushing
- chasing down / picking off weaker opponents during or after teamfights
This passive is critical for MF because her biggest weakness is a lack of any escape spells. Good map awareness and responsiveness are key traits to avoid death with MF.
Double Up: Miss Fortune fires a shot at an enemy target, dealing 25/60/95/130/165 (+) physical damage and 115% of that damage to another enemy target behind the first. Applies on-hit effects.
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
An effective tool to ensure you will always win trades during laning phase, the biggest mistake Miss Fortune players often make is maxing this skill first. This skill is simply too mana intensive and too unreliable to be maxed first. Synergizes beautifully with impure shots, applying both the stacking passive damage and the passive healing reduction. I typically avoid trying to be cute with the shot mechanics and aim directly for my intended target, rather than relying on the bounce effect. Note that this skill resets the autoattack timer, and should be used immediately following an autoattack for maximum DPS.
Impure Shots: Passive: Miss Fortune deals 6/8/10/12/14 (+0.05) 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.
Cost: 50 mana
Cooldown: 16 seconds
There is so much to say about this skill. I absolutely love this skill and it is the defining aspect of what makes Miss Fortune a BEAST throughout the early/midgame. Taking it at level 1 it makes you stronger than any other AD in the game, period. At a flat cost of 50 mana at all ranks, it is easily spammable and the damage adds up very, very fast. Mastering the art of attack-moving with this skill to snowball your damage against a single target into unmanageable amounts is a key aspect of mastering MF. Use it in conjunction with Double Up to apply the healing debuff to multiple targets and quickly stack the passive damage. Max this first and use it to shred any lane opponent - more on this later.
Make It Rain: Miss Fortune fires hundreds of bullets into the air that rain down at a location after 0.5 seconds, dealing 90/145/200/255/310 (+0.8) magic damage over 2 seconds and slowing enemies hit by 20/25/30/35/40% for 1 second.
Cost: 80 / 85 / 90 / 95 / 100 mana
Cooldown: 15 seconds
Miss Fortune's throwaway skill. Does marginal damage at exorbitant (and scaling) mana costs, this is a 1-point wonder which I typically will take at either level 4 (vs. aggressive junglers) or level 8. Useful for slowing runners or checking bushes, not much else.
Bullet Time: Miss Fortune channels a barrage of bullets into a cone in front of her for 2 seconds, dealing 65/95/125 (+ ) (+0.2) magic damage per bullet.
Cost: 150 mana
Cooldown: 120 / 110 / 100 seconds
Very strong early/midgame ultimate. It has been compared to Graves's ult, but is actually quite different. Due to the channeling component, Bullet Time can be one of the most punishing ultimates in the game, but requires keen judgment on where and when to use. The later the game goes, the less beneficial this skill becomes when compared to autoattack DPS and should primarily be used as a long-range poke, or under perfect conditions when you can safely channel this against 4 or 5 opponents. Early game, it is favorable to use this as opposed to autoattack DPS.
Recently this has become the go-to standard for AD summoners. The nature of heal scalability / increased effectiveness on oneself makes it a natural choice for the AD, as 90% of the time he will be the focus target in bot lane. Tell your support to grab exhaust. Cleanse can also be used situationally, but I would not recommend it, as a caught MF has a very difficult time escaping and heal is almost always a better option from a pure survivability perspective. I would consider cleanse against only the most CC-intensive teams (Fid/Amu comps, etc.)
21-9-0 is optimal - 9 in defense to maximize health, the rest into offense since your role is damage dealer. MF has no need of utility using my guide (minimal mana requirements).
Marks: Armor Penetration
Seals: Flat Armor
Glyphs: Scaling MRes
Quints: Flat AD
I use this setup 100% of the time on MF. Scaling MRes carries far greater value than flat into the late game when you will likely start encountering your opponent's AP carry. The other choices have been discussed and justified in detail in other threads.
W, Q, W, E or Q, W, R for levels 1-6
R > W > Q > E
Levelling W first is optimal for many reasons. At level 1, it makes you probably the best duelist in the game. An additional +6 damage upon first hit makes last hitting that much easier, in addition to ensuring you win every autoattack trade vs the opposing AD. By level 9 and max stacks, you are doing an additional 56 damage PER HIT to your target. It also double dips on your Q damage, effectively buffing your Q damage without increasing its mana cost. Q is next to further increase your burst, E is practically worthless after 1 point so ignore it until the end.
Tier 1 - - These champions syngergize beautifully with MF. Taric stun/armor debuff combo ensures you will always get an auto+Q+auto combo off for massive damage. Nunu gives you even MORE bonus movespeed, bonus attack speed which is the best-scaling stat on MF until lategame, and slows your opponent to boot, quickly turning slight positioning blunders into a nightmare for their team.
Tier 2 - - These champions are all viable in the hands of competent players, and can situationally be better for your team than the Tier 1 picks, but in my experience they don't lead to the same degree of laning steamroll as the Tier 1. Playing them aggressively is essential to success and you should instruct your lanemates to prioritize their aggressive skills over the defensive.
Tier Never - - Cannot stress this enough. Never, ever, EVER run this combo, it is doomed to a miserable failure. Soraka provides no initiation for MF to follow up on, and the mana boost is completely wasted. You will see the tables turned as your opponent pushes you to your tower and you are completely unable to use your combos without taking twice the damage in return.
+x3 - I use this most of the time, boots snowball your early game movespeed advantage even further and allow you to poke more often/get more last hits/shoot one more time against a retreating opponent (remember, that's anywhere from another 18-42 damage if you prioritize W!)
- Against aggro burst cheese comps only - Ali/Trist and Nunu/Trist come to mind. The extra HP will allow you to survive the burst and win the trade afterwards.
+x5 - Use this setup with a support Nunu, as it's imperative you win your trades and can outsustain any team. His buff makes up for the loss of early movespeed.
Wriggles is essential to snowballing your early game. You want greaves as well, and a total of 1-2 dblades. 1 Dblade gives you a steeper power curve later (you will be able to fit both a pickaxe and BF sword into your inventory on the way to IE), but 2 Dblades gives you more immediate strength and a flatter curve later until IE is complete. Choose appropriately based on how the game is going.
It's worth noting that I almost always take my first back at level 6. I take R and ult a fresh enemy creep wave, giving me 30 seconds before more enemy creeps reach the lane. This is usually enough time to B, grab the items, and get back to lane before you've lost any XP or CS... OP! Your opponent will inevitably fall behind at this point, as there is no other AD carry in the game that can shove their lane this hard this early to buy their own gear without losses.
PD and IE, in that order. PD components are very cheap and ensure a continued power curve. MF benefits very highly from AS, as it allows you to stack your W just that much faster. This item, in conjunction with wriggles makes you significantly stronger than every other AD during the midgame, and you will notice with an average team (meaning, on average your other 4 players have performed adequately when compared with your opponents) that you will begin to win objective teamfights and rack up kills. IE is the natural next step, to make you a damage powerhouse and synergize with the crit you've received from PD.
Fairly standard. The final itemization choice essentially comes down to GA or LW first. I would choose GA if comfortably ahead, and LW if the team is struggling and a gamble is necessary to win. You can also opt for against heavy suppression teams (WW, Malz, Skarner), but I feel like GA is stronger in most cases.
Mentality of the Miss Fortune player:
You are the Pantheon of bottom lane, you put the D(cup) in AD, and your job is to make your opponent's life miserable. In range of your opponent? Activate W and attack+Q+attack. You've just outbursted just your opponent. Now do it again, and again. Make sure you coordinate with your support's CC mechanisms to get even more mileage out of your combos. Be careful not to extend too far too early, or you may find yourself taking excessive creep damage. You must also take care that your lane is well warded at all times, as you will invariably lose your passive movespeed during these trades. This puts MF at high risk of being ganked, as Flash is your only escape tool when Strut is down. Fortunately, with a support ward buddy in your pocket, you can afford to be recklessly aggressive most of the time.
One of the greatest laning strengths of MF is the ability to harass without pushing the lane. You will oftentimes find the creep line closer to YOUR side of the lane than theirs, especially against champs that have to push to counterharass (Graves, Cait) - this should set your mind even more at ease about ganks. Fortunately, you also have the ability to shove the lane hard (with R) on demand to buy safely.
During teamfights, stay back and let your tanks engage. R if you see a good opportunity, or else just run in (remember, you can join the fight very quickly thanks to your passive), hit W, and focus a target. Range is not MF's strongpoint, so I would prioritize anything close by rather than sacrificing position to hit a juicy target. Use your Q in conjunction with W to apply a healing debuff to 2 targets, but make sure you pick a good target and STICK TO THEM. MF loses a good deal of DPS when switching targets, due to her W passive falling off. My favorite targets are short-range AP bruisers like Swain and Vlad, who incidentally also suffer from the healing debuff. Do not waste time throwing down an E. Save it only for runners after the main engage is over.
Abuse your movespeed into the lategame. You can usually afford to shove bot lane out in baron standoffs and still get back to your team in time if the enemy team starts doing baron. In this way MF can play the role of the split pusher.
Finally, do not be afraid to fight at any point in the game. With equal farm to your AD opponent, you will win a trade. With worse farm than your opponent, you will still usually win a trade. Although MF is classified as an "early game" champion, she maintains her edge from abilities and item prioritization well into the late game, and only really starts falling off in comparison to champions like kog/trist/vayne once those champions have hit the 5+ end-game item mark. Even then, you can often win simply because you debuff their lifesteal by 50%! She is also exceptionally good at kiting and taking down bruisers once LW is complete. With W up, she remains one of the highest-DPS champions in the game even at the very end.
I hope you guys have enjoyed my first guide, and first big post on this forum. I will respond to all questions on this thread and try to add additional input here and there. I will also add a Q&A section to this original post once I start getting the questions. I also plan to add a guide on specific AD matchups, as well as some VODs once I can find them in my stream history. Using this playstyle I continue to see unprecedented success with MF even at my current ELO, and I hope you will too. Happy hunting!