|Champion||Background||Strategy||Skins & Trivia|
|"Submit to my designs."
- Love Tap allows Miss Fortune to deal extra damage whenever she switches targets. Using the bonus damage makes last-hitting and harassing easier, but be wary of overextending.
- Miss Fortune ramps up movement speed with Strut if she isn't attacked by an enemy unit. Avoid getting hit to keep the passive. This is exceptional when it comes to reaching lanes or closing distances fast, especially when it is levelled up.
- Use Double Up to harass enemy champions. Casting it on an enemy minion or champion if an enemy champion are behind them will result in it bouncing off towards them for extra damage, especially if they are not marked by Love Tap.
- Using Double Up as a final blow, on a minion or enemy champion, increases the damage for the upcoming target it hits.
- Double Up can hit enemies in bushes, even without vision. Use this to your advantage by bouncing it off a visible minion/enemy champion, in the champion's vicinity.
- Use Strut's active component to take down turrets faster. Since the attack speed buff does not last very long, try to attack different targets in between turret attacks to maintain its duration.
- Miss Fortune's abilities allow her to clear minions faster than many other champions, but needs to farm a lot of gold in order to be successful against other champions. Make It Rain can and should be used all game to farm weak groups of minions, but should be used sparingly in the early game due to its mana cost. Bullet Time will instantly destroy even large groups of minions, but it is usually better to save it for team-fights due to its long cooldown, unless a tower or inhibitor is in severe danger from minion waves.
- Make It Rain slows enemy units, including champions. Use it to prevent low-health enemy champions from escaping and get your teammates an extra kill, or fire it behind you while running (with caution) to slow enemy pursuers.
- Make It Rain has a noticeable cast time when activated, so be cautious when using it to run away from an opponent. You can compensate for the loss of movement by using Ghost or Flash.
- Make It Rain provides sight where it is activated, so use it on brush or gank spots to avoid being ganked.
- Use Make It Rain before using Bullet Time to keep your enemies in Bullet Time's area of effect.
- Bullet Time is able to go through walls; use it to surprise tower-hugging enemies.
- Also, take advantage of an ally stun or snare, like Curse of the Sad Mummy or Dazzle
- Bullet Time is a channeling ability, so a stun or a silence can interrupt it. Be sure that you are out of range to enemy champions with Crowd Control while casting Bullet Time so that it can not be interrupted.
- Most of Miss Fortune's abilities are strongest in mid game. Bullet Time is almost unstoppable at level 6, and it scales very well with AD by level 18. However, the damage from Double Up drops towards the late game, and she becomes more reliant on autoattacks as the game progresses. Use her timing effectively by pushing hard in mid-game so that Miss Fortune is prepared for the item-heavy endgame she needs.
- Her ultimate is great for stealing Baron Nashor, but be sure to use it quickly.
- Given Miss Fortune's high movement speed from Strut, she could do a "hit and run" tactic to bully her lane opponent, which is attainable by maxing out Double Up. Let the passive charge up, rush toward the enemy, hit them with Double Up and run! This tactic becomes easier to pull off when levels are put into Strut.
Miss Fortune is a team-oriented Marksman that can be played in different ways, offering her team an array of options few other Marksmen can match with superb damage. In exchange, she trades any escape mechanism and safety, making her very vulnerable during team fights and, overall, an easy target to focus.
- Being a strong bully in lane, Miss Fortune benefits from attack damage greatly. Sometimes a or two can set her ahead due to sustain and bonus health. Given her natural dominance in the early stage of the game, any small lead can become a big advantage for Miss Fortune.
- Alternatively, can be bought as a substitute of she needs the extra gold income, although this does forfeit early game power.
- Strut's passive and active components, and the cooldown reduction is especially useful since Bullet Time does have quite a lenghty cooldown. grants some much-needed cooldown reduction and attack damage, as well as some armor penetration. The active on this item scales well with
- Because of her back-line nature, Miss Fortune's first big item. The bonus AD is great on her and the sustain is essential. works very well as
- A common strategy is to build around Bullet Time by getting a in combination with ; start a team fight with a heavy AoE CC or lock-down move and unleash Bullet Time. Since it deals physical damage in such a large cone, it applies stacks very quickly to all the targets hit. This can cause massive armor shred and damage in the first seconds of a fight, giving Miss Fortune and her team great advantage.
- Miss Fortune can be built as a conventional Marksman with and combo, focusing on sustained damage rather than AoE burst.
- Miss Fortune to have enough armor penetration and attack speed in order to maximize its value. is another good item if you are focusing on sustained damage, and being particularly effective against high health targets. It's important for
- With Miss Fortune to regain mana, which is especially useful since she doesn't build mana and Bullet Time does cost quite a bit of mana. 's new rework, getting critical strikes will allow
- As one of the less mobile Marksmen once in battle, a Miss Fortune. Preferred against teams with very few important crowd control spells or large nukes. can prevent or at least deter enemies from spending a valuable spell on
- Alternatively, a can provide magic resistance and the ability to remove powerful crowd control spells for lock down. Plus, it can later be built into , which provide the same benefits plus some lifesteal and a substantial AD increase.
- Another common pick for Marksmen is Miss Fortune less attractive as a primary target. However, beware; roaming and dying to enemies when teammates are at distance renders 's passive useless. , which makes
- Veigar's Primordial Burst and preventing spells like Karthus's Requiem from finishing Miss Fortune off. Also, it can be upgraded to later on, providing even more AD. is another good early pick, albeit not common on Marksmen. It helps by defending against strong magic damage nukes like
- Large health items like
and are not considered optimal as they can be easily countered by health shredding items. Furthermore, the lack of resistances weakens the value of raw health.
- With that said, Make It Rain. can become a great chasing tool if paired with and
- Another unconventional choice for Marksmen is . This item should be considered however, when the enemy team has strong threats that rely on auto attacking such as bruisers and enemy marksmen.
- A can be bought later in the game to replace boots. It provides many useful stats.
- Although it is not often considered, Miss Fortune as the Spellblade passive amplifies the damage of Double Up's first hit substantially. It also gives her more movement speed than most other items, as well as attack damage, health and mana. The Rage passive will also allow Miss Fortune to move much quicker than she normally does when catching up to enemy champions. Cooldown reduction would be recommended in order to get the most out of the build. has great synergy with
- Due to the nature of her kit, Miss Fortune can build through several paths and still be viable. Some items like and have limited yet realistic potential; Miss Fortune can either attack three targets at once, or slowly shred an enemy's magic resistance.
- Out of combat, Miss Fortune a total of 588/600/612/624/636 movement speed with a fully amped-up Strut. This build can be considered for moving around the map very quickly, however it sacrifices some of her damage output. also has the Rage passive and combined with allows her to chase opponents very well. with , and will give
- Most of Miss Fortune's abilities provide AP ratios as well, so an AP build can be used with pleasing results. Although not considered viable at a competitive level, the build can still deal good damage with reasonable results.
- Since Double Up procs and applies on-hit effects, a can be useful when building AP, especially for mana sustain and high early CDR.
- A Make It Rain. can fully benefit from its passive due to
- Getting both and is most of the time necessary as she has even as AP rather mixed damage.
- Despite being considered as "hybrid" items, and can be fairly effective when stacking AP.
- Miss Fortune is a rather squishy champion like most other ranged AD carries; pressuring her in lane will minimize her utility.
- Punish Miss Fortune if she overextends to harass with Love Tap.
- Miss Fortune has no escaping abilities besides Strut. Harassing her frequently will minimize the effect of its passive component.
- Quickly move away from Miss Fortune's Make It Rain and Bullet Time to avoid taking damage.
- Bullet Time is a channeling ability, try to interrupt Miss Fortune when she channels it.
- Like Tristana, Miss Fortune has a magic damage ability, so consider building MR/health in addition to straight armor. Armor should be prioritized more against her, however.
- If being chased by Miss Fortune and if she doesn't have Blessing of the Lizard Elder or , landing a ranged ability or auto attack will act as a slow on her since it removes Strut long enough for you to escape.