Miss Fortune! Say hello to my favourite hybrid champion to play in ARAM.
While I have to say that I prefer playing Miss Fortune as an ADC Marksman, it is undeniable how powerful, trolly and downright how frustratingly aggressive Miss Fortune can be when she is built as a Mage with lots of Ability Power and mama’s favourite, Luden’s Echo.
Love Tap (Passive) allows players to deal more damage if she alternates between targets, ultimately forcing players to need to attack multiple enemies, even when in team fights. Love Tap will also reduce the cooldown of Strut (W) as enemies
Double Up (Q) is an ability that requires players to target an enemy, dealing physical damage to the first enemy and bouncing through the first enemy to an enemy behind it. Double Up helps deal a good amount of damage to enemy champions and will often be the preferred route to secure an enemy takedown. Double Up damages in a cone shape.
Strut (W) is a shockingly useful ability to have as it provides Miss Fortune with a chunk of movement speed if she hasn’t taken direct damage in the last 5 seconds. Strut can be activated to immediately gain the movement speed as well as bonus attack speed for 4 seconds.
Make it Rain (E) is the most enjoyable ability, causing bullets to fall from the sky in a circle that both deal damage and slow enemies. The only negative to Make it Rain is how expensive the mana cost is, so be careful about overusing it.
Bullet Time (R) channels for 3 seconds while firing a number of waves in a cone shape that expands the further it gets. If Miss Fortune players move during the channel they will cancel the ability, rendering it useless.
QUICK RUNDOWN:
SUMMONER SPELLS: Flash, Heal/Exhaust, Clarity
AP / BURSTY AD RUNES: Dark Harvest, Cheap Shot, Eyeball Collection, Ultimate Hunter // Alacrity, Presence of Mind
AP SUSTAIN RUNES: Arcane Comet, Manaflow Band, Transcendence, Gathering Storm // Cheap Shot, Ultimate Hunter
ATTACK SPEED AD RUNES: Fleet Footwork, Triumph, Legend: Alacrity, Coup de Grace // Cheap Shot, Eyeball Collection
AP ABILITY POWER UP: E, Q, W
AD ABILITY POWER UP: Q, E, W
AP BUILD ORDER: Luden’s Echo, Sorcerer’s Shoes, Liandry’s Torment, Morellonomecon, Rabadon’s Deathcap, Zhonya’s Hourglass/Banshee’s Veil
AD BUILD ORDER: Essence Reaver, Berserker’s Greaves, Infinity Edge, Statikk Shiv, Phantom Dancer, Bloodthirster
COMBOS: Miss Fortune should always initiate with Strut (W) not only to gain momentum in order to hunt down enemy champions but also to get the extra attack speed before she attacks enemy champions.
Miss Fortune should then use Make it Rain (E) to slow down enemy champions, immediately using Bullet Time (R) to secure enemy takedowns.
If players are unsuccessful at securing an enemy takedown with Bullet Time (R) they should follow up with Double Up (Q). Though, Double Up (Q) can also be used to initiate a battle if players are close enough to enemies or if enemies have a piece of gear like Phantom Dancer, which will help Miss Fortune to move that much faster.
SUMMONER SPELLS FOR MISS FORTUNE IN ARAM
FLASH
Flash is a typical ability for most champions to take in ARAM, though Flash can be especially useful for Miss Fortune players as Miss Fortune is capable of dealing high amounts of damage to enemy champions when using her abilities, thus making it useful to either use Flash to get forward and secure a takedown or to use Flash to get away from enemy champions.
If players decide to use Flash to get forward, I would recommend starting your combo with Make it Rain (E) as it will slow down enemy champions in order to continue damaging them. If players are still not within distance of their target, players should initiate Strut (W).
HEAL
As a standard for Marksmen, Miss Fortune players can benefit from taking Heal on their kit as it will both provide players with a bit of health to keep them going and a movement speed buff to either help them escape or get closer to enemies in hopes of securing a takedown.
Heal can be switched out for Exhaust if players are confident that they will not take enough damage to die and are more interested in slowing down enemies than protecting themselves.
Exhaust tends to be more aggressive than Heal and is ridiculously helpful when playing against Assasins or Fighters.
CLARITY
Although I’m not a huge fan of taking Clarity on Miss Fortune, due to the fact that an ADC Miss Fortune will commonly build Essence Reaver and depending on how mana conscious you are as a Mage built Miss Fortune, you shouldn’t have too much trouble managing your mana.
Clarity is the most support-like summoner spell players can take when playing Miss Fortune, both providing herself 50% of her maximum mana and 25% of any allies’ maximum mana
RUNE TREES FOR MISS FORTUNE IN ARAM
As mentioned earlier, Miss Fortune is a phenomenal champion to play, especially for players who like playing versatile champions who can build as either Ability Power Mages or Attack Damage Marksmen.
I compare Miss Fortune to Twisted Fate, being one of the easiest champions to learn in both forms.
Miss Fortune can build as a Marksman like Vayne, Kindred, Tristana, Sivir, Ashe, Varus, Caitlyn, Xayah and Jhin or can be built like Anivia, Brand, Karthus, Teemo, Zyra, Soraka, Ziggs, and Malzahar where she can either use domination runes or sorcery runes.
Preferences will depend on what other champions are on your team. If you notice your team has mostly mages, I would recommend going as a Marksman, though if your team lacks a great deal of range, you may want to focus on being a Mage.
There truthfully isn’t a “better” version of Miss Fortune and things are going to boil down to personal preference and who you are playing with/up against.
ATTACK SPEED ATTACK DAMAGE RUNES FOR MISS FORTUNE (PRECISION/DOMINATION)
FLEET FOOTWORK
Become Energized by using basic attacks or moving. When fully Energized, 100, your next basic attack will restore between 3 to 60 (+30% bonus AD) health, based on the player’s level.
Players will also receive a 20% movement speed buff for 1 second.
Due to Miss Fortune’s need to alternate between enemy champions when damaging, Fleet Footworks seems to be the best rune to select as it will both help Miss Fortune get closer to enemy champions and will provide her with enough sustain to stay close.
Fleet Footwork can be activated regularly on either minions or on enemy champions depending on who is closer in range.
TRIUMPH
Triumph is one of the most powerful runes that players can take while playing ARAM, especially if your team gets a number of kills in a row.
Players will receive 6% of missing health as well as 10 Gold every time they participate in a champion takedown. Players will experience a 1-second delay before they get their health from securing a takedown.
Triumph is one of the best ways players can keep their health up when playing a Marksman, especially if players aren’t hoping on building (m)any Life Steal items or aren’t taking Fleet Footwork as their keystone rune.
Triumph lets me focus on what’s most important to me… damage!
ALACRITY
Alacrity provides players with 3% (+ 1.5% per Legend stack) bonus Attack Speed, up to 18% when players have 10 stacks.
Securing enough kills to receive the 18% Attack Speed can be game-changing, especially if players haven’t died and thus do not have a way to access the shop.
Alacrity won’t help carry you throughout the whole game, but it will make sure that you get a few extra hits whenever you need it. Alacrity is perfect for those of you who need some extra help
COUP DE GRACE
The fourth Rune is definitely a personal choice, but I always like to choose Coup de Grace because it gives you 8% more damage to enemy champions below 40% health.
CHEAP SHOT
Cheap Shot will deal 10-45 (based on level) bonus true damage to champions who have impaired movement or actions. Cheap Shot has an extremely short cooldown, being 4 seconds.
Cheap Shot works extremely well with Make it Rain (E) as it is an easy way to slow down enemy champions when on the run.
EYEBALL COLLECTION
Collect 1 Eyeball per champion takedown, up to 10. Each takedown will provide players with 1.2 Attack Damage up to 12 bonus Attack Damage. Players will gain a total of 18 Attack Damage.
If players are building Ability Power they will receive 2 Ability Power up to a bonus of 20 Ability Damage.
BURST RUNES FOR MISS FORTUNE (DOMINATION/PRECISION)
DARK HARVEST
Damaging champions below 50% deals 20-60 (+25% bonus AD) (+ 15% AP) damage based on your level. Each soul that you harvest adds +2 AP/AD.
Players will only be able to collect souls every 45 seconds or can reset Dark Harvest’s cooldown to 1.5 seconds by being part of an enemy takedown.
CHEAP SHOT
Cheap Shot will deal 10-45 (based on level) bonus true damage to champions who have impaired movement or actions. Cheap Shot has an extremely short cooldown, being 4 seconds.
EYEBALL COLLECTION
Collect 1 Eyeball per champion takedown, up to 10. Each takedown will provide players with 1.2 Attack Damage up to 12 bonus Attack Damage. Players will gain a total of 18 Attack Damage.
If players are building Ability Power they will receive 2 Ability Power up to a bonus of 20 Ability Damage.
ULTIMATE HUNTER
Reduces the cooldown of the player’s ultimate ability by 5% (+4% per each unique champion killed) up to a maximum of 25% CDR at 5 stacks.
While I would usually take or recommend Ravenous Hunter on mages because of the healing it provides, Miss Fortune players are going to want to have their ultimate off of cooldown as often as they can have it, simply due to how powerful it is.
ALACRITY
Alacrity provides players with 3% (+ 1.5% per Legend stack) bonus Attack Speed, up to 18% when players have 10 stacks.
Securing enough kills to receive the 18% Attack Speed can be game-changing, especially if players haven’t died and thus do not have a way to access the shop.
Alacrity won’t help carry you throughout the whole game, but it will make sure that you get a few extra hits whenever you need it. Alacrity is perfect for those of you who need some extra help
PRESENCE OF MIND
Presence of Mind restores 10% of your maximum mana 1-second after an enemy takedown.
Players will also receive 5 maximum mana up to 10 times for a maximum of 500 extra mana.
Although Presence of Mind used to reduce your ultimate cooldown, the way it stands is still extremely powerful for Miss Fortune players.
ABILITY POWER/MANA SUSTAIN DAMAGE FOR MISS FORTUNE (SORCERY/DOMINATION)
ARCANE COMET
Damaging enemy champions with an ability causes an Arcane Comet to be thrown at the enemy’s current location. The Arcane Comet can deal between 30-100 plus 20% AP. Damaging enemy champions with abilities will help reduce the cooldown of Arcane Comet, though the cooldown sits between 8-20 seconds based on player levels.
Although Arcane Comet can deal a decent amount of damage every 8 seconds, it is pretty easy for enemy champions to avoid it. Although Arcane Comet can be avoided fairly easily, if players have difficulty taking their enemies’ souls while trying to proc Dark Harvest, chances are they are going to do much more damage with Arcane Comet.
MANAFLOW BAND
Hitting enemy champions with an ability will permanently increase your maximum mana by 25 (cooldown 15 seconds), up to a maximum of 250 mana. Although players will receive an increase in the maximum mana they can have, proccing Manaflow Band will not provide an increase in your current mana.
Once players have capped out their maximum mana at 250 bonus mana, they will receive 1% of their missing mana every 5 seconds.
TRANSCENDENCE
At level 10 players will receive 10% CDR and 2 AP for every 1% CDR that goes over the 40% cap (or 45% if using Cosmic Insight).
GATHERING STORM
Gain adaptive damage for every 6 minutes of gameplay. The stats are as follows: 0, 8, 24, 48, and 80 AP
Gathering Storm is especially powerful if you have Rabadon’s Deathcap, though it depends on whether you prefer Scorch or not. Scorch can seal some last hits, though Gathering Storm can provide more long-term sustain.
CHEAP SHOT
Cheap Shot will deal 10-45 (based on level) bonus true damage to champions who have impaired movement or actions. Cheap Shot has an extremely short cooldown, being 4 seconds.
ULTIMATE HUNTER
Reduces the cooldown of the player’s ultimate ability by 5% (+4% per each unique champion killed) up to a maximum of 25% CDR at 5 stacks.
While I would usually take or recommend Ravenous Hunter on mages because of the healing it provides, Miss Fortune players are going to want to have their ultimate off of cooldown as often as they can have it, simply due to how powerful it is.
SKILL LEVEL UP RECOMMENDATIONS & TIPS ON HOW TO PLAY MISS FORTUNE IN ARAM
DOUBLE UP (Q)
Dealing 20 / 40 / 60 / 80 / 100 (+100% AD) (+ 35% AP) physical damage, bouncing off of the targetted enemy to an enemy behind it, which will apply on-hit effects to both enemies and will apply the on-attack effects to the first enemy only.
Players can use Double Down every 7 / 6 / 5 / 4 / 3 seconds and costs 43 / 46 / 49 / 52 / 55 mana.
Double Up deals critical strike to the second enemy if players manage to kill the first enemy with Double Up.
Double Up is the most useful ability for players who are hoping to use Miss Fortune as an ADC as it is less expensive than Make it Rain (E), especially as it can be used to last hit minions, secure takedowns on enemy champions and generally reach enemies that are just out of reach of you.
Double Up tends to be my first ability to power up, simply due to how much immediate damage it causes. Double Up is often the second ability I power up if I am playing Miss Fortune as a Mage.
STRUT (W)
Strut passively provides players with 25 movement speed if she has not taken damage in the last 5 seconds and after another 5 seconds her movement speed increases by 50 / 60 / 70 /80 / 90 movement speed, though players can also activate Strut in order to receive this movement speed.
Activating Strut will also provide players with 40 / 55 / 70 / 85 / 100% attack speed for 4 seconds.
Players can activate Strut every 12 seconds, though players can reduce the cooldown by 2 seconds every time they switch the target of Love Tap (Miss Fortune passive).
Strut costs 30 mana to activate, but players do not have to have any mana for the passive to initiate.
Although Strut might not seem like much, I have been known to upgrade Strut as my second ability, especially if I’m against speedy champions.
I more often upgrade Strut as my second ability when I’m playing an ADC build, especially as I tend to rely on the damage from Double Up (Q).
MAKE IT RAIN (E)
Make it Rain is an ability that causes bullets to fall from the sky for 2 seconds, revealing the area for 2 seconds, dealing 10 / 14.375 / 18.75 / 23.125 / 27.5 (+10%AP) per 0.25 seconds and also slowing the enemies by 40 / 45 / 50 / 55 / 60% if they stay standing under the bullets.
Make it Rain can be used every 18 / 16 / 14 / 12 / 10 seconds and costs 80 mana to use.
Make it Rain is undeniably useful, though I do have to say that Make it Rain can get pretty costly, especially if players aren’t focussing on building pieces of gear that help support Miss Fortune’s mana hungry nature.
Make it Rain should usually be levelled up first if players are planning on building Miss Fortune as a Mage, though players may also want to level up Make it Rain first if they are hoping to slow down enemy champions in hopes of securing takedowns with their team.
Really, there is no bad time to level up Make it Rain, since it pretty much gives you more damage without increasing its cost. That’s a pretty damn good deal if you ask me.
BULLET TIME (R)
Bullet Time requires Miss Fortune players to stand still for 3 seconds as she fires 12 / 14 / 16 waves of bullets each dealing 75% AD (20% AP) physical damage.
The most impressive thing about Bullet Time is the fact that each wave can technically critical strike, dealing 20%+5% crit bonus physical damage.
Players should be careful when using Bullet Time against Assasins or champions who have the ability to crowd control Miss Fortune, as being stunned (or similar) can effectively waste the ability, forcing players to wait another minute to use it.
ATTACK DAMAGE GEAR BUILD FOR MISS FORTUNE
ESSENCE REAVER
Dealing 70 attack damage, 20% cooldown reduction, 25% critical strike chance and refunding 1.5% of the player’s missing mana on-hit.
Essence Reaver is great when it comes to refuelling Miss Fortune players with mana as well as for allowing Miss Fortune players to use her abilities more frequently due to the cooldown reduction.
BERSERKER’S GREAVES
I don’t think I have to explain this… Attack Speed Boots for an Attack Speed Queen. You can thank me later for my brevity.
INFINITY EDGE
Infinity Edge deals 80 Attack Damage, 25% Critical Strike Chance and also deals 25% critical damage.
More damage, more power. Infinity Edge is going to be the piece of gear that sets you apart from the other team.
STATIKK SHIV
Providing players with 40% attack speed, 25% critical strike chance, 5% movement speed.
As a passive, players will deal 120 bonus magic damage to 7 targets once Statikk Shiv is energized.
Statikk Shiv will deal more ranged damage, but the main reason players will want to build it is for the attack speed and movement speed it provides. Players do not absolutely need to build Statikk Shiv third and can alternatively buy Phantom Dancer as it provides speed to Miss Fortune players.
PHANTOM DANCER
Providing players with 30% attack speed, 25% critical strike chance, 5% movement speed as well as providing players with ghost as well as 7% bonus movement speed for 2 seconds.
As a unique passive, players will receive a shield that absorbs 240-600 (based on level) damage decaying over 2 seconds every 90 seconds when the player’s maximum health is below 30%.
Honestly, Phantom Dancer is just a nice piece of gear to have on any quick Marksman!
BLOODTHIRSTER
Bloodthirster provides players with 80 Attack Damage and 20% Life Steal.
Bloodthirster can also overheal you by converting excess health into a 50 − 350 (based on level) “shield.” Bloodthirster’s shield will decay when out-of-combat for 25 seconds.
Bloodthirster is my favourite form of Life Steal players can have when playing Miss Fortune as it makes her very thiccc.
In the situation of Bloodthirster, I kind of think of “go big or go home” and quite frankly, I’d rather have a huge chunk of Life Steal all from one item than a bit of Life Steal and some other meh stats.
ABILITY POWER GEAR BUILD FOR MISS FORTUNE
LUDEN’S ECHO
90 Ability Power, 600 Mana, 20% Cooldown Reduction and can cause extra AoE damage to help proc Dark Harvest? Yes, please.
Luden’s Echo is remarkable for the amount of CDR it provides players and the huge amount of mana and damage.
Luden’s Echo is an absolute must when it comes to playing AP Miss Fortune as Miss Fortune’s abilities have fairly short cooldowns and Luden’s Echo is just going to provide her with that bit of extra damage.
Luden’s Echo is especially powerful on a Dark Harvest Miss Fortune as it can assure that you harvest souls from all affected enemies.
SORCERER’S SHOES
Sorcerer’s Shoes will provide players with magic penetration and movement speed.
LIANDRY’S TORMENT
Liandry’s Torment gives 75 Ability Power and 300 Health.
As a passive Liandry’s Torment will also deal 2% more damage per second in combat with enemy champions, up to a maximum of 10%.
Spells will also burn enemies for 3 seconds dealing 1.5% of the player’s maximum health per second.
If enemies are experiencing movement impairments they will receive an extra 2.5% damage from the burn.
MORELLONOMECON
Morellonomicon will provide players will Ability Power, dealing 70 AP and giving players an extra 300 Health, which will also work very well with Liandry’s Torment.
Morellonomicon provides players with 15 Magic Penetration as well as Grievous Wounds for 3 seconds.
Morellonomicon is a must build for Veigar players, but when to build it will depend on who you are up against.
If you’re up against a team of tanky enemy champions or champions who do a lot of healing, I definitely recommend building Morellonomicon 3 or 4th. If not, build it whenever else you want or need it!
RABADON’S DEATHCAP
Need to amplify all that sexy Ability Power? Grab Rabadon’s Deathcap for 120 AP with a 40% AP increase.
Rabadon’s works best with Gathering Storm, however, is just useful no matter what.
ZHONYA’S HOURGLASS OR BANSHEE’S VEIL
Zhonya’s Hourglass or Banshee’s Veil both provide players with a chunk of ability power and 10% cooldown reduction.
Zhonya’s Hourglass also provides players with armour while Banshee’s Veil provides players with magic resist.
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