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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Love Tap (PASSIVE)
Miss Fortune Passive Ability
Introduction

Thanks goes to JhoiJhoi for the amazing banner! I highly recommend checking out some of Jhoi's work, she does some amazing art and her guides are superb.
Hello everybody, and welcome to my very first guide on Mobafire! This particular guide is about how I play


- 10/4/2011 Xerath Patch: Bullet Time now scales with attack damage and ability power
- 10/31/2011 Shyvana Patch: New Mafia
Miss Fortune skin
- 11/14/2011 Fizz Patch: Bullet Time attack damage ratio increased to .45 from .4
- 12/14/2011 Ahri Patch: Bullet Time base damage increased to 65/95/125 from 60/85/110
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Summoner's Wrath : To empower your
Exhaust spell.
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Brute Force : Some nice early game AD.
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Alacrity : Allows you to get
Weapon Expertise .
Sorcery: Allows you to get
Arcane Knowledge .
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Deadliness : Allows you to get
Lethality
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Weapon Expertise : Gives you some very useful late game armor pen.
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Arcane Knowledge : Helps make your ult a little more powerful.
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Lethality : Boosts your damage very nicely once you get
Infinity Edge and
Phantom Dancer
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Sunder : Some more great armor pen.
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Executioner : When your auto attacks are doing up to 1000 damage, this mastery will really make a difference against low health targets.
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Summoner's Insight : To empower your
Flash spell.
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Good Hands : Helps shave off about 10 seconds for your late game death timer.
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Swiftness : More movement speed to compliment your passive.
Runes




Runes



Greater Mark of Desolation: Very useful to get that required armor pen for tankier champions.
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Runes





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Runes




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Runes



Greater Quintessence of Desolation: This, with Greater Mark of Desolation, and

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Runes




Runes



Greater Seal of Replenishment: If you don't have the Clarity seals, these are just fine.
Runes







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Flash
Elaboration: Great spell for any champion. Can be used for getting away by flashing over walls, or even flashing closer to the enemy to pick up a kill with
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Exhaust
Elaboration: Very good if you can get in range of the main enemy damage dealer, and makes it almost impossible to take you on 1v1 if you're fed. This, and
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Teleport
Elaboration: Useful for getting around the map quickly, and being there for your team when you're needed. I take this if I have to solo top, so I can help out bottom lane quickly if needed.
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Cleanse
Elaboration: Nice to get out of those sticky situations where you would have died otherwise. Completely viable, but I feel like it isn't needed if you're positioned correctly.
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Ghost
Elaboration: Very useful on
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Surge
Elaboration: This spell is actually very nice for AD, or Hybrid
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Heal
Elaboration: Useful for first blood, but falls off completely late game. Not needed if playing safely. |
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Revive
Elaboration: Your whole purpose of being a carry is to not die. So this spell shouldn't be needed.
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Smite
Elaboration: I've heard of my friend playing jungle
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Clarity
Elaboration: I've been debating about adding this to the viable spells, because
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Clairvoyance
Elaboration: I've seen some AD carries go support, but with the latest nerfs to this spell, I don't really think it's viable for very many champions anymore, especially for
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Promote
Elaboration: This spell really isn't bad, but it's not
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Passive: Strut
Elaboration: Amazing passive. It makes
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Q: Double Up
Elaboration: One of the best harassing abilities ever. Just stay safely behind your minions, fire at a minion the enemy champion is standing right behind, and you have some easy harass. And if you see the enemy champion running back as you're getting ready to ![]() |
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E: Make it Rain
Elaboration: ![]() |
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R: Bullet Time
Elaboration: Pretty awesome ultimate. If you're fed and get
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Mercury's Treads
Elaboration: I wouldn't consider getting any other types of boots on
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Ichabod wrote:
- First, gives you a ward to place in the bushes for those nasty gankers when top and bot fail to call mia (and yes, 3 out 5 times this is the case, lol).
- Second, it lets you farm much more quickly without having to result to using your abilities and burning through mana, while also helping to ensure more guaranteed last hits, even if you are just auto attacking away. This is because of the occasional 500 extra damage. (which seems to happen much more often than the numbers should allow)
- Third, the life steal is great off this item. While it doesn't give you as much when fighting champions, the extra 500 damage from minions makes this a HUGE advantage early game. And, if you are like me, I don't rely as much on life steal to keep me alive in a champion fight (MF is just to dang squishy). Once I finish the fight, I just pick up a few minions or monsters to replenish my lost life. Also, when compared to Bloodthirster, the 18% LS may pale compared to the potential 25% LS, but if you happen to die, it drops down to a 15% that then requires you to spend time rebuilding. Come late game, you might sell off WL to buy a BT, but you can't beat the early game advantages of the lantern.
Nuff said.
Infinity EdgeElaboration: The damage this item will give you is awesome. It works well together with yourImpure Shots. The only downside to this item is it takes a while to build.
Phantom DancerElaboration: I typically get this afterInfinity Edge, since they work so well together. Once you build this you'll have about 57% crit chance, and great damage.
The BloodthirsterElaboration: Another great item to boost your DPS. The lifesteal is also very nice if you find yourself in 1v1 situations, or in a fight 2v1.
I know your core items will seem a tad expensive, but I tend to find myself getting fed asMiss Fortune because of careless players, thus carrying us through the game.
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Malady
Elaboration: This item I use for Hybrid
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Guinsoo's Rageblade
Elaboration: I use this for hybrid
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Stark's Fervor
Elaboration: This item is completely viable because of the aura it gives your team, but I find myself building
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The Black Cleaver
Elaboration: If no one on the enemy team has enough armor to get
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Trinity Force
Elaboration: Extremely expensive item, but the
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Youmuu's Ghostblade
Elaboration: The active of this item is very nice and so is the armor penetration, but I feel like it can be replaced by
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Banshee's Veil
Elaboration: Amazing item to counter the enemy casters if they're fed. I generally find myself building this almost every match.
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Cloak and Dagger
Elaboration: If you decide to not get
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Thornmail
Elaboration: This item will completely shut down the enemy AD carry, so build it if they are doing well.
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I know






































































I have tested AP carry








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Because of the




My damage was actually pretty scary, and I was keeping up with the enemy AD







Farming with

For caster minions, fire an auto attack, let the turret hit them, then fire another auto attack.
For melee minions, let the turret hit them twice, then fire an auto attack.
For tank minions, you can let the turret get them low enough for you to kill them with an auto attack. Or if you're not sure your auto attack won't be able to kill it, don't be afraid to use


First area, you can fire it behind the turret where the enemy could be taking a blue pill. They usually won't expect the sudden bullets out of nowhere, and it might net you a kill. Examples can be found below.


In team fights, you need to find a good spot where you can use



No, I'm not telling you to command


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In team fights, your job is to stay behind the tanks, use your





Some of my scores:



Pro Shaco.



Here's Taneren's score! :)

Here's Rastaboy's score!

Here's xSilverRosex's score!




People who Helped Make This Guide What it is:
- Xorea: In game scren shots :)
- Force Flex: Supported me all throughout the guide writing process. Also one of my closest friends <3
- jhoijhoi: Amazing Mobafire contributor in general :D
- KhoiPhish: Played several matches to help create this guide.
- Endage: Helped write several sections :)
- Ichabod:
Wriggle's Lantern explanation :)
- Slizer002: Guide reviewer :)
- TehSteak: Guide reviewer :p
- Wayne3100: Amazing review, helped me sound a lot less foolish :)
- MissMaw: Credits picture!
- Jawi: Pentakill video!
- All the People who Posted Scores: Thanks for showing your success with this guide! :)
9/11/2011: Guide Released
9/14/2011: Item Paths section changed
9/17/2011: Added more situational items, viable final builds, and changed

9/22/2011: Added

9/23/2011: Added columns. EVERYWHERE.
9/27/2011: Added scores
9/28/2011: Added to do list
10/2/2011: Added AP

10/27/2011: Added testing hybrid

10/29/2011: Added some more coding to the Runes section, and edited some of my situation damage items explanations. Also added some more information to the testing hybrid

11/2/2011: Replaced Greed with increased buff duration. Added the Frozen Mallet section.
12/13/2011: Huge format update. Added columns and lots of centered text, added Hybrid

12/29/2011: Added


1/4/2012: Changed up Hybrid

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