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Preseason 6 [5.23] ADC Miss Fortune - Favored, Fed, Fortunat






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Choose Champion Build:
-
ADC Miss Fortune
-
Bullet Time Oriented
Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Love Tap (PASSIVE)
Miss Fortune Passive Ability
Threats & Synergies
Draven
Outtrades you with a couple of Q empowered autos. Is difficult to run from because of MS steroid and Ult. Can interrupt your ult with E. Play safe and farm.
Enjoy!~

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About the Author![]() Hello, fellow summoners! I'm King Boo311, a Platinum V player on the NA servers. I currently prefer playing Mid and ADC, sometimes support. I play ![]() Who is Miss Fortune? ![]() ![]() ![]() |


About MF Synergies & Counters Miss Fortune's Skillset Skill Combos |
Building Runes Summoner Spells Items |
Playing General Marksmen Tips |
Misc. Change Log |


Pros
+ Strong laning phase+ Extremely powerful ultimate + A lot of multi-target damage + Huge teamfight presence + Runs places quickly with ![]() |
![]() ![]() ![]() ![]() ![]() ![]() |

![]() ![]() ![]() |
Cons
- Squishy!- No gapclosers - Ultimate can be interrupted - ![]() |


General Synergies
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Notice a common occurence in these champions? That's right, they all have AoE abilities, AoE CC abilities at that! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Other Synergies
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Other champions that ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

General Counters
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Other Counters
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Other types of champions that ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


Ability | Explanation | |||
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Love Tap (Passive)
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Double Up (Q)
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This ability is the skill you'll be using most. It is your main harass / poke spell as it deals powerful damage at all stages of the game. It's at its peak of power when it hits someone with the bounce portion - that part is what makes this skill so deadly.![]() ![]() ![]() | |||
Strut (W)
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Make it Rain (E)
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Bullet Time (R)
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#1. ![]() 6 / 11 / 16 #2. ![]() 1 / 3 / 5 / 7 / 9 #3. ![]() 2 / 8 / 10 / 12 / 13 #4. ![]() 4 / 14 / 15 / 17 / 18 |
Take ![]() ![]() From there, prioritize maxing your ultimate, ![]() Prioritize maxing your Q, ![]() Next, start maxing your W, ![]() ![]() ![]() Finally, finish off by maxing your E, ![]() |




* Read ability icons left to right.
Combo | Explanation | |||
---|---|---|---|---|
![]() ![]() ![]() |
This is one of the most basic skill combos for ![]() ![]() ![]() | |||
Combo | Explanation | |||
![]() ![]() ![]() |
This combo requires a bit of timing on your part. Once you fire ![]() ![]() | |||
Combo | Explanation | |||
![]() ![]() |
This is an extremely powerful combo when positioned correctly. The idea is that ![]() ![]() | |||
Combo | Explanation | |||
![]() ![]() ![]() ![]() ![]() |
This is a super burst combo. You unload your basic AA>Q>AA combo for burst, finishing with ![]() ![]() ![]() |


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FEROCITY: 18
This is a what a generic ADC mastery page looks like in the ferocity tree.
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RESOLVE: 18
In this page, your Ferocity Tree stays the same. However, your remaining 12 points will be spent into the Resolve Tree. This page is a more defensive / durability based one for marksmen.
![]() ![]() ![]() ![]() ![]() ![]() |
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Double Edged Sword instead of
Feast : The sustain from
Feast is just better since it enhances your lane sustain. Also, taking increased damage isn't very optimal as you're already squishy.
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Natural Talent instead of
Vampirism : This is a bit of a toss-up. It's more of your personal choice than actually optimal set-up.
Miss Fortune benefits from both components of
Natural Talent , but I prefer
Vampirism due to lack of early lifesteal.
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Oppressor instead of
Bounty Hunter : Again, it's personal preference. Choose
Oppressor if you're unconfident in your ability to get the kills necessary for
Bounty Hunter to be better.
Oppressor is also the better mastery early on to lane bully with
Make it Rain.
-
Fervor of Battle instead of
Warlord's Bloodlust : The healing and attack speed buff are just much better in my honest opinion. You lack a lot of lifesteal early on as stated earlier, so healing from crits is super good.


Rune | Explanation | |||
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Marks
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![]() | 9X Greater Marks of Attack Damage |
These marks provide a decent amount of AD to keep your early game strong. They allow for easy last hitting. They are very important to make sure you can deal a solid amount of damage through your basic attacks and ![]() | ||
Seals
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![]() | 9X Greater Seals of Armor |
These seals give you a great boost in armor to help survive throughout the game, especially early on. They protect you from a lot of your opposing laners' damage, mainly from basic attacks and abilities from the opposing marksman. They reduce minion aggro damage and supports who like to tag you with basic attacks like ![]() ![]() ![]() ![]() | ||
![]() ![]() |
4X Greater Seals of Armor 5X Greater Seals of Health | This rune combination is pretty good. The mix of armor and health is very effective early on. The extra hp adds to your great base health. It's definitely a great choice! | ||
Glyphs
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![]() | 9X Greater Glyphs of Magic Resist |
These glyphs will protect you a little bit from many things through out the game. Most supports deal primarily magic damage, so these will minimize their damage somewhat. AP junglers, like ![]() ![]() ![]() ![]() | ||
Quintessences
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![]() | 2X Greater Quintessences of Attack Speed |
These quints will make your all ins a lot better. They synergize well with ![]() | ||
![]() | 1X Greater Quintessences of Attack Damage | This quint will make up for some loss in AD due to taking attack speed quints as well. The little AD boost might not seem like much, and it isn't, but it does help quite a bit with some added AD to pack a punch on your basic attacks and Q early on. |


Summoner Spell | Explanation | |||
---|---|---|---|---|
Flash |
This is an absolute must have summoner spell on ![]() | |||
Heal |
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Cleanse |
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Starting Items | ||||
---|---|---|---|---|
Item(s) | Explanation | |||
This is the standard starting item set for marksmen. It provides a balance of survivability, sustain, and damage. The lifesteal & HP you gain from ![]() ![]() ![]() ![]() |





Buy | ||||
---|---|---|---|---|
Item(s) | Explanation | |||
You should work towards ![]() ![]() ![]() ![]() ![]() |
Buy Statikk / Both | ||||
---|---|---|---|---|
Item(s) | Explanation | |||
Generally, I like to buy ![]() ![]() ![]() ![]() ![]() ![]() ![]() |




In fact, in the Bullet Time Build, I prefer rushing

Choose 1 or 2 | ||||
---|---|---|---|---|
Item(s) | Explanation | |||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Defensive Items | ||||
---|---|---|---|---|
Item(s) | Explanation | |||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Possible Trinkets | ||||
---|---|---|---|---|
Item(s) | Explanation | |||
Upgrading your ![]() ![]() ![]() ![]() ![]() |
Boot Enchantments | ||||
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Item(s) | Explanation | |||
The homeguard enchantment is now automatically granted at 20 minutes. It allows you to defend / leave your base with ease. Part of this is due to the fact that you regen much quicker with it, in addition to its main purpose - the movement speed buff. ![]() ![]() ![]() ![]() ![]() ![]() |
Elixir | ||||
---|---|---|---|---|
Item(s) | Explanation | |||
Buy this during mid / late game if you have spare gold. It's very powerful as it gives a lot of sustain and a nice AD boost, the healing factor can be very handy in long teamfights where you need to survive as long as you can endure. |
Just Ward | ||||
---|---|---|---|---|
Item(s) | Explanation | |||
No, the support isn't the only one who should be warding. You need to help ward the map. Buy a ![]() ![]() ![]() ![]() ![]() |
Situational Items | ||||
---|---|---|---|---|
Item(s) | Explanation | |||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


Starting the game off, you may or may not be leashing for your jungler. You might even be invading! Usually, just scout the perimeter and alert your team if the enemies are coming to invade you and your jungler. Most of the time, you'll just be leashing for your jungler so he can kill his camp faster & stay healthier. Just basic attack the big monster a few times, and maybe throw in a

You'll want to gain a level 2 advantage to dominate your opponent, so attack the enemy creeps a few times to "push". Last hit them as usual and you'll get level 2 faster. This means you can just flat out destroy your opponent in a trade if your support joins in as well.
You have a strong laning phase with your burst and poke. Your main trade / harass combo is AA (auto attack / basic attack) >


At level 6, you earn a significant power spike in the form of your ultimate,




Try to take Dragon with the help of your jungler if you've killed at least one of the opposing bot laners. It will be highly beneficial if you can take it without protest from the enemy. Try to get your mid laner to either help or distract the enemy mid so they won't come roaming down as well.
Remember to use your



- Help your jungler by leashing and or scouting for them.
- Try to get to level 2 before your opponents to dominate them.
- Force trades if they favor you.
- You have a huge power spike at level 6, learn its potential when paired with your support.
- Take Dragon when efficient / best.
- Buy / Use wards.
Suggested Reading

Mid game generally starts when a tower has been destroyed. You're free to roam to other lanes and get some kills or push other objectives with your team. Commonly, you'll take Dragon, an opposing lane's tower, etc.
You may be the lane that has had their own tower and or lane destroyed, in which case you can either do the above or farm and catch up to the enemy marksmen. I recommend to not give up after losing lane, even terribly. A

If you have destroyed the enemy bot lane tower, you have a few options. You can advance onto their tier 2 tower and keep heavy pressure on them, but this will draw attention to you and may get you killed. You can also start roaming to other lanes and help them take towers as well. You usually take Dragon more often as well.
Green: Multipurpose ward spots common for both teams
Yellow Star: Can ward with all types of wards - common spots due to these areas containing potential game changing monsters.
Pink:

Blue: Siege ward spots
You may also get into teamfights during this phase; in fact, it's extremely rare to go through mid game without at least one teamfight. In teamfights, stay in the backline of your team, or where its most safe. Stay there until it's safe for you to start hunting down opponents (usually when you're winning the fight.) You're probably going to be most of your team's damage, so stay alive. Attack the closest threat. Yes, it's okay to attack the tank, if they're the only one in your reach, take them down so you can move onto the more important lines. If there's a tank and a carry next to each other, go for the carry, they pose more of a threat then the tank more often than not. Try to get a good

- Take objectives.
- Farm up if needed.
- Ward.
- In teamfights, and in fights in general, attack the closest threat!
- Use
Bullet Time wisely.
Suggested Reading

Late game usually begins when you have 4 or more items. You fall off a bit compared to other marksmen, but that's okay, you're still a major damage factor for your team. Teamfights in the late game aren't much different from teamfights in the mid game. Don't step out of position as usual and kill those (preferably high priority) in your range. Try to land a good


Obviously taking towers and inhibitors after killing your foe should be your realistic objective(s). Eventually you'll get to their Nexus, destroy it, and win! (Or they'll surrender before any of this...)
![]() Click me to enlarge! |
On the left is a flowchart for when you should/could attempt to kill Baron Nashor. That thing is what causes many game losses due to bad awareness and or overall calling of the time of when to take it. #thethrows I hate when my team decides to do Baron without ![]() ![]() |
- Same teamfight rules from mid game apply here.
- Try to get massive
Bullet Time firings off. Know when and when not to use
Bullet Time; your autos will deal more DPS against a single target, possibly two targets.
- Use
Bullet Time if it will hit at least 2 or 3 opposing champions.
- Go for the enemies' towers and inhibitors and destroy them! (eventually their Nexus too hopefully!)
- Know when and when not to go for Baron.
- DO NOT GET CAUGHT!
Suggested Reading


As a marksman, you'll want to know about your main competitors down in bot lane. Learn what enemy marksmens' / supports' abilities do, their auto attack range, their combo damage potential. Can they ruin your day with CC? Are they generally tanky? Are they generally squishy? Do they have good disengage? Do they have gapclosers? Can they burst you down in mere seconds? These are the kinds of things you'll want to know.
Not knowing what






You know, that cute lil' guy who roams between the dragon and baron areas? Yeah, kill it. The vision it grants is very nice and could save your wards for more spots. The speed shrine is wonderful, some possible uses include fleeing or having a fellow teammate come down to gank even faster! Something that's really great? The sight can't be killed off by enemies! Unlike regular wards, the vision stays until the duration runs out.
- Last hitting / CSing is the act of scoring the killing blow, thus the last hit, on a minion / creep. CS stands for creep score (scoring) by the way!
- It's very important as a marksman to know how to last hit properly, you need to get all the gold you can to complete your build.
- Learn how to last hit under tower!
Usually after...
1 tower shot you can kill a caster minion.
2 tower shots you can kill a melee minion.
Use your best judgement to determine when to hit a siege minion for the last hit. - Very early on, you might need an extra auto before the tower shot(s), then another auto to finish the caster/melee minions.
Splitpushing is a tactic that basically revolves around taking towers down (simultaneously) without your team, only with the use of minions. It may be smart to take someone with you, preferably one that can peel for you. Some times to do this are...
- You're fed and you can reliably duel most of the enemy teams' members.
- You can see 4 of the enemy teams' members and the remaining member is one you can easily take down by yourself.
- The entire enemy team is in your sight and your team won't require your help any time soon, for example, in a teamfight.
- The enemies is taking Dragon or Baron and you cannot contest it.
- RISKY: The enemies are taking your towers, but your team has good siege defense.
- Please don't let the enemy team crush your entire base, pay attention. You can't outpush 5 or 4 enemies at once. If your team needs your help, HELP THEM.
- Have vision of the enemy team! Ward the nearby jungle of the tower you aim to destroy.
- As
Miss Fortune,
Strut makes it easy to run away from danger if you spotu it coming.
- Recall if you're suspicious. EX: Suddenly, 2 foes disappear from mid lane. They might be coming down bot to stop your splitpush by killing you / scaring you off. RECALL. Better safe than sorry.
- The gold you gain from killing towers is highly beneficial as it rewards your whole team. This could lead to catching up in gold overall, beating the opponent gold-wise, etc.
- It puts pressure on the enemy team, they can't ignore you most of the time or else you'll take their whole base.
- If you're not one of the more useful people on your team, the enemy team might have to send a stronger person from their side to deal with you. This gives your team an advantage as one of the enemy team's advantages are now gone to deal with you, a minor asset to your team.
- Many enemies will panic and send way too many people back at once to deal with you, in reality you can just run and recall and have wasted their time. Additionally, your team can swoop in on this opportunity by constantly stopping your opponents' recalls or by killing them. This will lead to taking objectives. If your team can "stop the ports" (prevent the opposing team from recalling and stopping you,) then you're free to go berserk on the enemy towers.
- TL;DR - It forces enemies into making a decision, sometimes, a bad decision that will cost them dearly.
As a markswoman, positioning is an extremely important aspect of gameplay. It's critical to be in a good position during a teamfight for several reasons. If you're too close to the enemy team's major damage sources (mid lane, adc, assassin, etc.) you're probably in risk of dying easily. This is especially dangerous for


Blue = Ally
Red = Enemy
Yellow = Miss Fortune / You
NOTE: Champion icons are a little out of proportion, you shouldn't be that far from a fight generally speaking. The distances are a general guideline for reference.
Take a look at the diagram above to discuss this further...
- Both teams' backlines are safe and secure with the markswomen and supports next to each other. The support will be able to peel for said markswomen and also help their other allies.
- Both teams' mid laners (
Annie &
LeBlanc) are somewhere between their backline and frontline, ready to unleash heavy damage when given a good opportunity.
- Both teams' frontlines consist of tanks / fighters which will attempt to cause havoc in the opposing team.
Now, let's get down to the battle and some dos and don'ts.
- Do: Attack the closest prioritized threat. For example,
Gnar (mega form) and
Jarvan IV can be close to you. You'll want to attack the one who has less defense against you and or the one who poses the greatest threat which in this case is
Gnar who generally builds more damage than
Jarvan IV.
- Don't: Run through the enemy team in attempt to attack
Caitlyn /
Janna. Fisrt of all, that's stupid. Why would you run past a
LeBlanc and two durable foes that can easily disable you and have their damage tear you to pieces? Second, even if you did get to them,
Janna would easily just peel for
Caitlyn and
Caitlyn could damage you severely before you got to her due to her long range.
- Do: Follow up on a good initiate / opportunity. For example,
Annie uses a
Pyromania charged
Summon: Tibbers on
LeBlanc,
Gnar, and
Jarvan IV, stunning and damaging them all. This is an amazing time to use
Bullet Time to shred their hp / stack
Impure Shots. Also,
Sona could potentially do the same with
Crescendo. Make sure not to leave yourself vulnerable to a potential counter attack by
Jarvan IV /
Gnar with their CC (not counting
LeBlanc because hopefully
Annie was smart enough to instakill her with her combo while
LeBlanc was stunned.)
- Don't: Get close to
LeBlanc, that sneaky prick is trying to get around to your team's squishies in order to blow them up with her assassination combo. Wait for someone to CC her before even thinking of attacking her, or simply stay away and attack other targets.


11/24/2014 - Published : Birthday of Guide!~ +Minor edits: Shifted chapters around to fit the table of contents. Added some special thanks <3 More general marksmen tips :D Thanks to Emikadon... Even MORE general marksmen tips! Fixed up some coding, switched some wording around in items. Added more ability tips.
11/25/2014 - Switched


1/18/2015 - Fixed the opening and marksmen tip banners; sorry about that!
2/15/2015 - Added Skill Combo chapter.
3/15/2015 - Softer colors on ability chapter table wise; ty Jhoi.
4/19/2015 - "Double Up Opportunities" and "Bullet Time Opportunities" spoiler + pictures and captions explaining pictures added to skillset section. Darker colored backgrounds for item section for better readability. Positioning section added in General Marksmen Tips chapter. Added a Suggested Reading section for each phase of the game in the Gameplay chapter!
5/31/2015 - Item chapter update: BoRK is gud vs tank meta; new

7/25/2015 - Ability chapters updated to accommodate patch 5.14. Patch number added to title. Pros & Cons updated.
9/5/2015 - Title updated to 5.17, minor wording changes.
10/3/2015 - Fixed a few typos in Pros & Cons. Removed the double text in Make It Rain's ability section (text was repeated).
11/16/2015 - Title update, cheatsheets updated, guide content changes to come over Thanksgiving break. Thanks for being patient everyone ^^
11/27/2015 - Huge guide update for (pre)season 6! Updated just about every chapter specific to


Special thanks to...
- Jhoijhoi for her always helpful guide on making a guide! Without it, I don't know where I'd be.
- Jamespongebob for his very helpful coding guide, I even sampled a few formats and edited / toyed with them.
- Astrolia for these table examples. They really helped me understand tables a lot more.
- Emikadon for her wonderful review!
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