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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
Love Tap (PASSIVE)
Miss Fortune Passive Ability
Threats & Synergies
Amumu
According to the lore, Amumu is not supposed to have any friends but he is MF's best friend. He can trap multiple enemies with his R, which creates an opportunity for you to ult multiple opponents.
Amumu
According to the lore, Amumu is not supposed to have any friends but he is MF's best friend. He can trap multiple enemies with his R, which creates an opportunity for you to ult multiple opponents.
Champion Build Guide

November 2020
Long time no see, I hope y'all are all hanging in there and staying safe.
Massive changes came in Patch 10.23 regarding items and I've decided to revive my old guide (for now, may archive again though).
I am still experimenting with the new items (which Rito added way too many) but here's what I have thus far.
I'm sure Rito will nerf/buff throughout the pre-season, so there'll be more changes to come.
A few of my current thoughts:
1) I put



However,


Seeing that my current build is mix of lethality and crit, I won't be taking the full advantage of the updated





However, the new max bonus crit damage is 40% after building 5 crit items (at 100% crit chance), so not quite getting the best bang for the buck. Remember, MF's R

2) I like the new Spellbalde effect on





3) Assasins gonna be even nastier in Patch 10.23. I mean, look at


4) I'm finding

That's all for now. Thank you for stopping by and enjoy League.
Strengths: Lane bully with Q and AA timer-reset technique; burst damage Passive movement speed boost, active attack speed boost Ultimate deals massive damage in a big cone |
Weaknesses:
Mediocre basic attack range Lack of descent escape mechanism/maneuvering and gap closer Q may be difficult to hit No hard CC Ult needs to be well-placed to be effective |


Use Heal to save yourself, support, or team from dying, or help escape (using Heal causes movement speed boost).
You can also use the movement speed boost from


Use Flash to escape or secure kill.
They can be a lifeline to possibly get out of a sticky situation (especially since MF lacks effective maneuvering mechanism).
My pick for MF is either




However, with the change to Dark Harvest in Patch 8.23, the stacks aren't readily available and the paradigm has been shifted to the opposite direction.
That is, the previous Dark Harvest brought upfront damage when you had the soul frag; it was good to burst down the squishy opposing champion.
And you could consistently collect the souls from cannon minions and jungle monsters.
Now, the soul can only be collected from the opposing champions < 50% their health (and that's when the damage procs).
It is now good for finishing up low health enemies.
I think it's still a good keystone for MF.
However, you'll have to be aggressive in lane to bring your oppenent's health down in order to collect soul fragments.
If you struggle in lane, this keystone has small impact later in the game.
Domination Path:
Keystone:


Second Line:


Third Line:


A nice perk was added to this rune this season, which is gaining additional adaptive force when you take down a ward. More reason to buy

Fourth Line:


Seoncdary Line:


Precision Line
Keystone:

PTA procs when you attack the same opposing champion in 3 succession.
When proc'ed, the affected champion takes bonus damage and becomes vulnerable to more damage.
MF's Q

Which is very nice, since you'll be using this combo a lot due to auto attack reset benefit (in fact, essential).
"Vulnerability to more damage" part is more helpful when you need to take down tanks or bruisers.
Second Line:
Any of them would work, but I'd like to recommend

This runes gives you a 10% refund on your ult's cooldown upon kill or assist, so

And it's very important to have your ult readily available, since your ult placement can decide the fate of team fights.
Potentially, you can get 50% CD on your ultimate per full team fight.
Also, 20% mana refund is very attractive, as MF is mana hungry.

You only get 20 gold for each takedown, which is about 1 minion worth.
Not much, but you can even proc it on assists, so not a bad deal.
Plus, restoring 12% of the health upon takedown (whether kill or assist) can save your *** (which is very tilting for the opponents, if you were going to die but survived due to

Third Line:

It's especially beneficial for lethality build, since

Hence, Alacrity is a good way to supplement her attack speed.
Alacrity gives 3% AS + 15% AS as the game goes on. Good deal.
Fourth Line:


When you hit the AA-Q-AA combo on a squishy champion, there is a pretty good chance that the opponent meets the threshold for CDG (< 40% health).
It'll be easier to finish them up with W

Plus, CDG applies to all champions that are < 40% health; if you can get multiple targets in your ult




Could be a good pick when you see multiple tanks on the opposing team after all champions are locked in.
Secondary Tree:
Sorcery for secondary.

W

Hence, it works pretty well given her high movement speed, as she gets additional movement speed from this rune based on her bonus movement speed.

When playing as MF, you want to finish the game ASAP since she doesn't scale enough against late game hypercarries (



If the game goes to late game and your team is being destroyed by a hypercarry, your only chance of winning is destroying the opposing team with your well-placed ult.
With all the attack damage items and Gathering Storm, you can turn the game around with your ult.
Bonus Stats:
I would like to take attack speed (to compensate for the lack of attack speed items in this build), 1 adaptive force bonus stats for more damage, and armor bonus stat for lane survival (unless you're faced with some weird AP bot).

Every time she hits a new target, she deals extra damage.
Take this to your advantage to last hit minions in early game.
Applying Love Tap decreases the cooldown of W

Love Tap also applies to turrets; if opposing minions are around opponents' turret, combine this passive ability with your W

By alternating between a turret and minions, you're applying


Q

For active abilities, I like to max Q

When you have an attack damage item and increased levels on

It's insane, not fun for them.
Even without critical hit, it still deals a good amount of damage.
Another good part of Q

Hence the best case scenario, you can go AA --> Q --> AA in quick succession, dealing chunk of damage.
Here is a demonstration of the Q auto attack reset technique:
Here are a few more caveats on Double Up:
1) The target area behind the original target is in a cone; if there's nothing in the cone, the bullet just falls.
2) The range on Q isn't quite stellar, and can be easily blocked by minions.
When good players are opposing MF, they would know not to stand right behind their minions to avoid Double Up.
Thus hitting Q requires skills. Consider re-positioning so the your opposing ADC is in the target area behind the first target.
3) Once the opposing champion is in the cone of Double Up behind the original target and you take the shot, the opponent cannot escape from the shot (whether walking away from the area, Flash, dash, jumps, etc.).
One of the few exceptions is Sivir's spell shield.
4) Double Up has relatively low Mana cost and cooldown. Don't hesitate to use it.
W

The passive helps getting back to your lane faster, dodging your opponents' pokes, and gives her high mobility in general (but not a gap-closer or reliable escape method).
Activate your W when you're attacking the turret (especially when there's no opposing champion around), pushing the lane, clearing minions, and going all in for fights.
Keep in mind, you'll lose your passive movement speed boost when you take a damage.
Activate your W to instantly boost your movement speed to catch escaping opponents or escape from opponents.
When you apply your passive,

When clearing minion waves or pushing, activate your W and target different a minion each attack; this will 1)increase damage to minions by applying

When attacking a turret, you can activate your W, then switch between attacking the turret and minions since Love Tap is applied to turrets as well.
(in the other words, attack turret, minion, turret, minion, turret, and so on).
I know I'm being repetitive, but I want to be as comprehensive as possible on this guide.
E

It doesn't do too much damage since it scales off of Ability Power. What a shame.
It's still useful for pokes during laning phase and mid-late game.
But keep in mind, E uses relatively high amount of Mana and has relatively high CD.
You definitely don't wanna spam it during the laning phase; try to save it for hard engaging and zoning.
Make It Rain applies slow to the opponents, which is a plus.
You can use

R

Bullet Time has a big zone where it deals massive damage, so you want to use it when opposing champions are aggregated.
Bullet Time can be interrupted with stuns, knock back, silence, scare, and of course, death etc.
Hence, you want to make sure you're not using this ability when you're too close to opposing champions capable of these abilities (there are too many to name; it's important that you know all the champions).
Ideally, you want to be standing behind your tanks when you activate your ult.
You want to get as many opposing champions in the area as possible.
MF is not the best in terms of initiating a teamfight.
Try to wait for a good CC from your teammates to maximize your damage from Bullet Time.
There are some other circumstances where you have to use your ult otherwise.
For example, 1) you can use your ult to save the tower (when you're by yourself at the tower and you have multiple opponents trying to take down the tower; clear the minion waves and give them some damage to deter them from taking a down the turret), 2) if you're ally(s) are caught in a bad position, activate your ult to make the opponents back away, etc.
Hence the pearls are: 1) try to get as many opposing champions as possible; use your professional judgement, 2) your ult can be interrupted in many ways, and 3) You can cancel your ult as well; weigh risk vs. benefits of continuing your ult or walk away.
Overall, grab Q first then E at level 2 for pokes. W at level 3.
Maximize Q there after, then W, and lastly E.
Grab and upgrade R whenever possible.
Lethality Build
Starting items:


Doran's Blade gives you small attack damage, health, and life steal.
Then spend the rest on 1 health pot.
However, instead you can consider getting a



MF is a strong champion early game, so you'll most likely end up even (or better) against your opposing AD laner.
If you can do well starting with Long Sword, you'll be rewarded handsomely with better access to lethality items.
You also should consider Doran's items have low sale value.
First back:
Try to grab

If not, grab its components,

If out of pots, I prefer

If you don't have 150 gold or don't feel comfortable with the green pot, you can grab

Since W


If I had 300 gold, I would rather get a


First item & boots:

It gives you good attack damage, lethality, and cooldown reduction.
"Nighstalker" deals additional damage if you have been unseen for > 1 second.
This goes well with her passive

You should have this item completed during the laning phase, which you can use "Nightstalker" for more lane bullying.
"Blackout" is a good effect as you can clear an enemy vision (plus if you go with Domination route, you can turn it in to your team's vision if you take

Core item:
After


This item gives you almost identical stats as

The unique passive of additional movement speed adds to your W

Lethality is very effective on MF since she can deal a ton of damage through her Q


You won't get the same effect from crit builds.
You can get the boots items in between.

This will increase her DPS on top of her Q and R damage.
Armor penetration:
Most of the times, I end up picking









So pick

Otherwise, pick

I love

In the other words, your whole team benefits from it (while Lord Dominik's and Mortal Reminder only benefits you).
Consider picking

MF's ult is a good ability to apply stacks of Black Cleaver.
Life steal:
First off all, it's situational whether you should get life steal item before armor pen or vice versa.
If you are ahead, you can go ahead and grab a life steal item.
If you are behind or an opposing tank is a problem, go ahead and grab armor pen item.
My choice for life steal is




But BT has the higher healing % and the shield you get is a plus, which makes it a good alternative.
Note, Death's Dance also gives you 10% CDR.
It also has an interesting passive of converting some of the damage you take into a damage over time.
This could save you as you have an opportunity to heal off of nearby minions, jungle camps, or opposing champions.

Movement speed boost can be used whenever to dodge or catch up to opponents.
Last item:
It's all situational.
1)

It blocks an incoming enemy spell, similar to Banshee's Veil.
The caveat is that for Edge of Night, you can choose when to activate the active effect.
So you can activate Edge of Night before using ult, so you have better chance of safely using your ult.
Also provides lethality and some health, which is always welcome.
2)

The shield and additional life steal upon activation the passive is nice.
3) Or you can grab any of the previously mentioned items you didn't pick up, depending on a situation.
For example, if you grabbed


Or if you grabbed


General item sequence:
1)

2)

3)

4) Get life steal item if you're ahead or opponents' armor is not a problem.
Get armor penetration item if opponents' armor is a problem
5) Get whichever you didn't get from #4
6) Last pick
Crit Build
Now, I will briefly talk about crit build.
The starting items are the same. You can either start Doran's Blade (safer) or Long Sword (better access to Caufield's Warhammer and Essence Reaver).

My next buy is

If I don't have enough to buy the expensive components of Infinity Edge, I will most likely start building

The rest (armor pen, life steal, last item) is pretty much the same.
Synergistic Supports/Junglers
Please see the cheat sheet for highly synergistic champions.
Other examples of synergistic champs are:
















Potentially Antagonistic


Jenna's ult can knock opposing champions away from your ult, and so is Alistar's knock back.
Depending on your support's skill level, they could work no problem.
If they choose Alister or Jenna, communication is important so they don't end up saving opponents from your ult.
Here is one of the better synergistic plays with Miss Fortune that I've seen in my life:

She has high movement speed but it fades once she takes damage and she is not a mobile champ in terms of gap-closer/escape method.
Since her auto attack range isn't long and doesn't have good scaling, she is a poor auto-attacker.
However, her Q


Early game, your role is to bully your opposing ADC.
Deal damage, deny farm, make them use pots, make them go back to base, and score kills.
But don't make yourself vulnerable to counter pokes or ganks.
Mid game, help your team control objectives (dragons, Rift Herald, and towers).
With your passive

Join team fights; use your basic abilities and auto attacks for small fights and skirmishes.
Try to save your ult

But if securing a kill on a single opponent seems more important, then don't hesitate to use your ult.
Late game, your basic attacks are no longer effective.
However, you're still effective at pushing lanes and taking down the towers.
Use your Q


Try to save your ult

In real life though, bullying is not cool.
Let's not bully anyone at school, work, Internet, etc.
#StopBullying
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