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Mar 27 2011 10:59pm
Miss Fortune
The Bounty Hunter


For those who brave the harsh seas of Runeterra, attaining one’s own ship and crew is the pinnacle of success. Sarah Fortune, a well-respected (some would say legendary) bounty hunter from Bilgewater, was able to achieve this feat just after her sixteenth birthday, etching out her name as the go-to gal for resolving special troubles. No bounty was too difficult or too dangerous for her feminine charm and her renowned use of her twin pistols, "Shock and Awe". Her success gave her the means to legitimately purchase her own ship - with a little flirtatious haggling, of course. Things weren’t always so fortunate for Miss Fortune, though. When she was young, trade ships began to dot the horizon of her quiet home along the northern shores of Blue Flame Island’s largest chunk. Trade routes brought piracy, and the inhabitants soon found themselves caught in a frenzy of pillage.

One day, young Sarah returned home to hear gunshots and screaming. Her front door was smashed open; inside, she saw her mother lying in a pool of blood. A sudden blow to her head made her collapse next to her slain mother. The last thing she could remember were her attacker’s red eyes, as his face was blocked by a rogue’s bandana. Miss Fortune has a strong distrust for pirates and she finds herself constantly bickering with the infamous Gangplank (the only captain to resist her charms) over the direction of Bilgewater politics. Her two goals: to unite the people of Bilgewater, making them into a strong and independent society, and to find the pirate who killed her mother. To that end, she has entered the League of Legends as a champion, trading her skills for the wealth and influence that will help her accomplish both.

"More men have voluntarily surrendered to the care of Miss Fortune than any other bounty hunter." –- Grinnick Torip, Bilgewater Bonds


Table of Contents (use the find feature of your browser in accordance with the title of the section to skip to a certain section).
  • Summoners.
  • Runes.
  • Masteries.
  • Abilities.
  • Items.
  • Phase descriptions.
  • Pointers.

Summoners:
I take Exhaust and Ghost essentially because these fit the base necessities of Miss Fortune:
  • Allows you to get easy first bloods and allows you to put out more damage than you are taking.
  • It allows you to move faster than your enemies, giving you an edge when chasing or kiting.

Runes:


This is the page I use for Miss Fortune. I take Armor Pen Reds and Quints for the massive early game boost, Mana Regen per level Yellows for the little amount of mp5 you need on Fortune, and Magic Resist per level Blues for the additional resistance throughout the majority of the game.


Masteries:


Things to note here:
  • One point in Cripple for additional armor penetration.
  • One point in Archaic Knowledge for some spell penetration on your ult.
  • Four points into Awareness to get as much experience as you can while you're in the lane.
  • One point into Utility Mastery for those times you grab red.


Abilities:
  • Strut - (Innate): Miss Fortune gains an additional 25 movement speed after not taking any damage for 7 or more seconds, increasing each second up to 70 maximum bonus speed.
For this passive to remain active you cannot be touched, including minion hits. It's essentially like starting the game with boots of speed.

  • Double Up - (Active): Miss Fortune fires a shot at an enemy target, dealing physical damage and 115% of that damage to another enemy target behind the first. Applies on-hit effects.
This is essentially where a good portion of your damage is going to come from, only max it first if your lane enemy is very aggressive, it will give you some more damage to put out if they attempt to harass you. What you have to keep in mind with this ability is that it aims for the target straight ahead of you when you shoot a target, meaning if they are to the back-left side of a minion, you would need to try and be on the front-right side before you attempt to Double Up them.

  • Impure Shots - (Passive): Miss Fortune deals 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 for 6 seconds and causes her attacks to lower healing received and health regeneration by the target by 50% for 9 seconds.
This ability causes bonus damage to the target you hit, which stacks up to four times. Now, this isn't a whole lot of damage, but the active is where it's at. This is what I generally max first, when my lane enemy is rather passive, it gives me more hits on the tower when they leave the lane.

  • Make it Rain - (Active): Miss Fortune fires hundreds of bullets into the air which rain down at a location after 0.5 seconds, dealing magic damage over 2 seconds and slowing enemies hit for 1 second.
This is your least powerful ability, but has a handy slow. I generally have a point into this by level 3 to slow an aggressor down. You really don't want to use it too often, it does a number on your mana pool.

  • Bullet Time - (Active): Miss Fortune channels a flurry of bullets into a cone in front of her for 2 seconds, dealing large amounts of magic damage to enemies.
Ah yes, Bullet Time. This ultimate is a cone attack with a range of 1,400, if you have a level or an item advantage, this will hit like a truck. Fear not, if you aren't out-leveling or out-farming everyone, it does it's damage.


Ability Priority:
Aggressive Lane Enemy: R>Q>W>E
Passive Lane Enemy: R>W>Q>E


Items:
I like to start the game with either a Long Sword and a health potion or a Doran's Blade, depending on if I need a little early game survivability or not. Whichever route you take is up to you, more health or a health potion.

From there, whenever I back next I generally have enough gold for a Phage and Boots of Speed, if I'm doing exceptionally well, I snag a B.F. Sword instead of a Phage(note: if I need to build a Bloodrazer, here is where I turn the Long Sword into a Madred's Razer and build a Bloodrazer first).

If I picked up a B.F. Sword, I turn it into a Black Cleaver. If I picked up a Phage, I turn it into a Frozen Mallet. After I get either of those items, I upgrade my boots to Mercury Treads, giving me some leniency in team fights.

Whichever I didn't get before out of those two items, I get now.

After those two items are built I make a decision, do I need to deal more damage or do I need to prevent more damage being dealt to me? If I need to deal more damage I acquire another B.F. Sword and eventually turn it into a Bloodthirster. If I need to prevent more damage being dealt to me, I either get a Guardian Angel or a Banshee's Veil, corresponding with where the bulk of the damage is coming from.

Again, whichever I didn't get before out of those two items, I get now.

If you didn't need to pick up a Bloodrazer, get any item that you need, depending on whether or not you need more damage, or more survivability.


Phase descriptions:
  • Early Game:
If you're comfortable doing so, take mid. You make an excellent ganker and thrive with a level advantage. When minions spawn, get your last hits in. When your lane enemy comes in range, hit them and back away. If your lane enemy continues to get within auto attack range, hit them and back away. Staying on top of your last hits while doing a little bit of harassing will take some practice, of course, but there's practice to be performed with any champion.

You really want to shoot for lane domination if you can, and keep in mind that you deal a hell of a lot of damage at once, so if your laning enemy is aggressive, just know that you can dish out a great deal of damage if they choose to engage. You shouldn't be afraid of anyone unless you made some mistakes and you know for sure they will have the advantage, but if they don't have an advantage, don't be afraid to fight back.

Pretty soon you will understand that you do not always have to hit them and run, there will be points in the lane where you will either be able to hit them continuously(e.g. you hit them, they run, you continue to hit them until they are in a safe zone; you hit them, you back away, they chase, you kite).

Do note your positioning when you're putting shots on the enemy, as you don't want to get yourself in trouble by getting hit by a minion and losing Strut at a bad time. Ward appropriately, it's better to be safe than sorry.

If you happen to see someone in the side lanes overextending for a prolonged period of time, don't hesitate to run down there(your passive is fantastic for this) and give the lane a hand with the chance of you getting more gold.

--

If you didn't take mid, it's really the same story, dish out some damage when you can as well as staying on top of your minion kills. The best partners for Miss Fortune are just about every champion with an effective cc.
  • Mid Game:
This is the point in the game where you should have at least a Frozen Mallet and an upgraded pair of boots, or a Black Cleaver and an upgraded pair of boots in your inventory. Perhaps you've even gotten both items and your boots. This is generally where you should try to roam(given the fact that you keep an eye on your lanes and don't leave a turret unattended with enemies on the way), helping defend and helping offend. If you haven't gotten your mid tower(or your lanes tower for that matter) down, work on doing so to relieve that duty from your teammates while they concentrate on either their tower, or another.

Now, this is also the part of the game where you want to try and find enemies out of place. Ward popular spots, buffs, river and Baron. Try to catch them either off-guard or far from assistance. If you can catch one or two out of place enemies, and you're able to execute them without losing a member of your team, you then have a two man lead and you're able to push much more efficiently than you were when it was 5v5. Incorporate this strategy throughout the rest of the game.
  • Late Game:
Late game is where you should generally have four or five completed items, depending on how well you've kept up with your minion kills and if you're doing well as far as your kill/death ratio goes. Keep warding those places, map awareness is of the utmost importance at this stage in the game. Your focus should be mainly on towers at this point, if you don't have an inhibitor down, try to make that your goal. You make an excellent pusher, so try to push(with the help of your team) each lane past river at least, it will give you breathing room when you push or roam. Stay with one or two teammates when roaming, preferably a tank with some sort of cc. If you get into a predicament where you are outnumbered, unless you are extremely fed, stagger a bit before the rest of your team arrives. Your placement in team fights will always, always, always be in the back or to the side, with a teammate close by. Push towers when one or two are down, and it's game. If the game is caught in a turtle, just aim to get the inhibitors down, then poke at the nexus turrets when you can.


Pointers:
  • Always be moving; this will allow you to kite and remain untouched for the most part.
  • Last hit as many minions as you can in the laning phase; general rule of thumb.
  • Get red buff as much as you can; have a jungler set up red so you can quickly snag it and go back to lane, or just take it yourself if you're in mid or late game.
  • Cast spells when you need to, and only when you need to in early game; you don't have an endless mana pool, and your abilities aren't very cost effective to the point of spam.
  • Use your passive to your benefit; you have plenty of move speed on the enemy in most cases, capitalize on this and use it to your benefit.
  • Practice your double-ups; they can be tricky at times, practice makes perfect.
  • Try to aim your ult down the path of escape in team fights; don't be afraid to get closer, you want to maximize the damage they take.
Member
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Mar 27 2011 11:07pm
i like most of it
except u get frozen mallet
also looks like u need lw in ur build
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Mar 27 2011 11:10pm
I don't take Last Whisper simply because with Black Cleaver, 31 Armor Penetration and improved Exhaust, I need not gather any more Armor Penetration.
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Mar 27 2011 11:27pm
Quote (kRuxx @ Mar 27 2011 11:10pm)
I don't take Last Whisper simply because with Black Cleaver, 31 Armor Penetration and improved Exhaust, I need not gather any more Armor Penetration.


With so much flat arp, better off just going a different item the lw.

This post was edited by Supericy on Mar 27 2011 11:28pm
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Mar 27 2011 11:30pm
Quote (Supericy @ Mar 27 2011 11:27pm)
With so much flat arp, better off just going a different item the lw.


Say what?
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Mar 27 2011 11:30pm
No, because LW gives you 40% armor pen, which is just fucking nuts. You'd be doing your team a disfavor not getting a LW if you are playing a ranged AD carry. It's an item along with IE that is just standard on all ranged AD carries that rely on their auto attack.
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Mar 27 2011 11:35pm
That's surely debatable. I don't take IE on anyone but Ashe, and Last Whisper is situational in my eyes. It's an item that goes into my "get what you're in need of" category.
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Mar 28 2011 09:51am
nice sig, nice avatar
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Mar 28 2011 03:16pm
Quote (007Gold @ Mar 28 2011 09:51am)
nice sig, nice avatar


Uhm, thanks.
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Apr 3 2011 06:21pm
Quote (JeanR @ Mar 27 2011 11:30pm)
No, because LW gives you 40% armor pen, which is just fucking nuts. You'd be doing your team a disfavor not getting a LW if you are playing a ranged AD carry. It's an item along with IE that is just standard on all ranged AD carries that rely on their auto attack.


You are wrong. Please don't correct someones build when you don't even understand the math behind the armor and magic pen/res system. (My Main is Corki and Gragas, and I NEVER get a LW on Corki.. Unless their team exceeds 150-200 armor.) Cleaver is 45, Runes is 25, Masteries is 6. That's 76 Armor Pen. Getting LW is just a waste unless they exceed 176 armor minimum, and at that point they are pure armor/tank and should just be ignored till last and so again you shouldn't need LW because they will just get quad teamed after the rest of their team dies.

I'm Chubby and I am going to write a few notes on this guide for you about things that I see that I don't like or would like to see covered better for the guide contest.

First off for MF you did not cover the usefulness of her Ultimate. Miss Fortunes ultimate is very weak when you stack for 100% AD carry, and in this regard you should not get Archaic Knowledge. You're just wasting a point in this. MF when farmed properly does more damage faster with her normal attacks than her ultimate can do.. Period. Her ultimate should only be used if you think that one guy who may get away can be killed. Other than that you should reserve your ult for farming so that you can out farm the game, and carry harder earlier on. Her ult just doesn't do enough damage in regards to AP to matter honestly when her auto attacks dish out more damage faster overall.

One tip that many people who use MF don't understand or tend to use is that when she hits level 6 she can ultimate the next new wave of creep killing all of it (if you did not kill everything a level 1 make it rain would finish the rest), and after doing this you have a fresh 6 creep wave pushing mid and while this happens you can port back to base, buy your level 6 items, and run back to lane before a new wave is even close to mid. (Using her passive to her advantage, and you should of atleast got basic boots with this first buy). What this allows her to do is get that whole 6 spawn wave and EXP + Gold, leave lane to buy, never miss a single creep kill or exp. At this point while buying you must decide.. Do you gank top/bot or just continue farming. If you're going to gank you can pop ghost right out of spawn + Boots + passive run to a lane for a gank before opposing mid is either backing or sitting at turret waiting for a new wave. (This is very simple starter strategy for a MF) This allows for her to be back in lane full health + Mana with items, and forcing the mid to either leave lane and lose gold/exp, or gank.

Second problem I have is that you got the 3.33% respawn timer reduction instead of improved ghost, and I have no idea why you did this. Improved ghost is too good to not have, and 3.33% isn't a big enough improvement to matter when even at your longest 50 second - 60 second respawn (45-60 minute game) will only be reduced by 2 seconds with that point. You also place 3 points into increased crit damage by 10% which you're not a crit stacking champion. You're better off placing 3 points + the 1 point from archaic into your increased attack speed for the constant boost during the game. You also have the +4 damage to minions in your mastery tree which is not needed. If you're an AD carry you should be able to last hit and +4 damage isn't enough to matter. Those points should be moved.

I don't personally like that you get Frozen Mallet on AD carry because Make It Rain + Lizard buff (Which you should always have) should be plenty for slows. You should really focus on getting a Banshee over a FM in regards to survivability as it has Mana + Health, and a shield + Magic Res.

Just my thoughts, but nice guide overall and it looks good. We will let announce the winners in a week or two! Thanks for entering!

This post was edited by Chubby on Apr 3 2011 06:38pm
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