Miss Fortune in Dominion tips?

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Lolkoopa

Senior Member

09-30-2011

Hey guys I was wondering if anyone could give me tips for playing Miss Fortune. What do you guys typically start with? The last time I played her was during the beta tests for Dominion and haven't played her since. Thanks!


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HowlingKommando

Senior Member

09-30-2011

Boots, Prospector Blade, 2 HP Pot

The rest depends on the opponents. General rule is you get all offense items, but you might get some defense in special cases.


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Arandmoor

Senior Member

09-30-2011

Play her like an offensive support. You really can't play MF like a carry on dominion. There's too much armor to effectively out scale the tanky DPS.

Start with Speed 3 boots and a Rejuvenation Bead, grab a Catalyst your first time back. Grab a single point in all three abilities and take Garrison/Clairvoyance for your summoner's spells.

After the Catalyst your buying priority is always an Oracles if they have Teemo, Shaco, Eve, Twitch, or Akali. Those five are your nemesis and you have to be prepared to counter them. If you don't have enough for an oracles, you will die. A lot. Oracles lets you kill teemo shrooms (which helps out your team a LOT) and shaco boxes (which makes it possible to take turrets from him with less than a 3v1...champs like him are also why you take garrison).

Build Zeal, upgrade to a Phantom Dancer. Max Impure Shots and Make It Rain first (yes...totally backwards from SR).

Grab a Phage.

Upgrade the Bead to a Priscilla's Blessing.

*Then* start stacking AD. I suggest Entropy or Frozen Mallet (don't even think about a trinity force. She's not spammy enough for a triforce) and Sanguine Blade (get the blade last).

Avoid (fair) fights. Play as a dirtbag ninja-capper. Look for (almost) fair fights and make them (overwhelmingly) unfair in your team's advantage. Turn 1v1's into 2v1's. 2v2's into 3v2's. If your team is already one up, be a raging ******-bag and +1 that again.

Interrupt enemy caps (run in, make it rain, run away. If they stay, double up and run. If they still stay, reinforcements should be there or you need some new teammates). If they leave a point undefended, cap it or at least turn it neutral. When capping, if the enemy team's dude potential is above zero, cover yourself with clairvoyance if you start getting nervous. If you don't want to take Clair, take ghost. If you're running anywhere go there through a speed shrine. Never, ever skip the speed shrines. Look for enemy champs that are injured. Kite melee like crazy (entropy/frozen mallet are godlike for MF kiting).

Kiting is why I suggest boots 3 over the 2/5's. The moment you attack something speed 5 boots revert to speed 2, and MF doesn't have an escape besides the fairly terrible snare on make it rain, and if she's in range of an attack it will knock off strut. Boots 3 will outpace 3/4ths of the enemy champions that can actually hurt you, so long as you can survive their closer, and help keep strut active when you get the drop on people.

MF has the highest passive movement speed in the game when Strut is active. She can outrun Rammus, Zillian, Janna, Garen, and Kennen without using a single ability. Abuse it.

Ahh downvotes. I feed on the tears of bad teams I ninja points from. Don't bother arguing, try to point out errors, or discuss where you disagree. Just pretend nothing exists outside your little box and hit that downvote button. I consider your rage to be my vindication.


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Piano Kitten

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Senior Member

09-30-2011

It's been stated above, Strut is your silver bullet, you can abuse it like no other. Buildwise, I find that you'll probably get blown up if your opponents really hate you that much, but positioning is going to be the single determing factor as to your effectiveness. I played about 10 matches with MF yesterday, and it's been pushed off my Match History, but I love Tiamats. They make her one of the best pushers and defenders, and are also fairly cheap at a price of 2k a piece. From there, build up some more damage such as a Sanguine Blade for sustain, then work on defensive items.


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Sykil

Senior Member

09-30-2011

With any carry, I usually build normally and run with teammates. You can't solo bot because someone will just come around an dive you. You want to have someone go ahead of you, draw "aggro" from the enemy as well as the capture points if you're diving, and start piling on damage. Kite when you see someone heading for you (the nice thing about Crystal Scar is that it's easy to slip into Fog of War to break someone away from you and reengage when they're distracted with something else), and make sure you're watching where all 5 are so you can position well. Carries aren't so bad in Dominion if you play smart, and you can get strong fairly quickly.

I've had a lot of success with MF and Kog'Maw, so don't listen to naysayers.

As for skill order/build/etc:

I start with all 3 spells for the first fight. I head top with my teammates, grabbing the middle point if someone else refuses but you usually want to be with your team.

Max W first. Q isn't as useful because Dominion doesn't have a laning phase, so sustained damage > poke, and W gives you more sustained damage by enhancing your autoattack damage. (You should have Archaic Knowledge from the Offense Tree for spell pen since MF does a lot of magic damage!) I do Q next but I'm not sure that it has any benefits over E in Dominion. Use E to interrupt captures and kite.

I do standard carry build on MF: Start boots + p blade, rush Infinity Edge, Phantom Dancer, Last Whisper. Add a Sanguine Blade and whatever defensive item is appropriate whenever you feel like building them.

I run 21/6/3 masteries, flash/exhaust (ghost is fine in place of exhaust), and Armor Pen/Armor/MR per level/Attack Damage runes. Movespeed quints are probably better for Dom, but I use my Summoner's Rift page.


Edit: Oh, and Entropy is a good item to consider for high-defense champs or champions with some kind of short-term massive damage reduction, like Alistar or Garen. It also helps you kite and replaces red buff in a way.


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coffeerox

Senior Member

09-30-2011

wait for patch and build hybrid.


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Slumber Jack

Player Behavior Specialist

09-30-2011

Not much is to be said about MF. Take advantage of Strut and your high damage output, be aware that you don't have innate escape mechanisms that would help you with ninja-ing, especially if global ults are present (Ezreal, Karthus, Lux, Ashe) that could ruin your Strut from across the map.

You can't play her like a full ninja, but she does have trouble 1v1 against melee champions who are building a bit tankier but still have a large amount of offense (Xin Zhao, Yi, GP). Just have to read every situation really well as to whether you should be pretending to be a ninja or shooting things in the face.


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rumples

Senior Member

09-30-2011

distract them with your tots


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Arandmoor

Senior Member

10-01-2011

Quote:
Originally Posted by Thunder Tongue View Post
Not much is to be said about MF. Take advantage of Strut and your high damage output, be aware that you don't have innate escape mechanisms that would help you with ninja-ing, especially if global ults are present (Ezreal, Karthus, Lux, Ashe) that could ruin your Strut from across the map.

You can't play her like a full ninja, but she does have trouble 1v1 against melee champions who are building a bit tankier but still have a large amount of offense (Xin Zhao, Yi, GP). Just have to read every situation really well as to whether you should be pretending to be a ninja or shooting things in the face.
MF's best defense is simple map awareness. Play her as the most conservative ninja ever and you can largely mitigate her lack of escapes. It's why I suggest clairvoyance.


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Kryone

Junior Member

10-06-2011

Quote:
Originally Posted by Arandmoor View Post
Play her like an offensive support. You really can't play MF like a carry on dominion. There's too much armor to effectively out scale the tanky DPS.

Start with Speed 3 boots and a Rejuvenation Bead, grab a Catalyst your first time back. Grab a single point in all three abilities and take Garrison/Clairvoyance for your summoner's spells.

After the Catalyst your buying priority is always an Oracles if they have Teemo, Shaco, Eve, Twitch, or Akali. Those five are your nemesis and you have to be prepared to counter them. If you don't have enough for an oracles, you will die. A lot. Oracles lets you kill teemo shrooms (which helps out your team a LOT) and shaco boxes (which makes it possible to take turrets from him with less than a 3v1...champs like him are also why you take garrison).

Build Zeal, upgrade to a Phantom Dancer. Max Impure Shots and Make It Rain first (yes...totally backwards from SR).

Grab a Phage.

Upgrade the Bead to a Priscilla's Blessing.

*Then* start stacking AD. I suggest Entropy or Frozen Mallet (don't even think about a trinity force. She's not spammy enough for a triforce) and Sanguine Blade (get the blade last).

Avoid (fair) fights. Play as a dirtbag ninja-capper. Look for (almost) fair fights and make them (overwhelmingly) unfair in your team's advantage. Turn 1v1's into 2v1's. 2v2's into 3v2's. If your team is already one up, be a raging ******-bag and +1 that again.

Interrupt enemy caps (run in, make it rain, run away. If they stay, double up and run. If they still stay, reinforcements should be there or you need some new teammates). If they leave a point undefended, cap it or at least turn it neutral. When capping, if the enemy team's dude potential is above zero, cover yourself with clairvoyance if you start getting nervous. If you don't want to take Clair, take ghost. If you're running anywhere go there through a speed shrine. Never, ever skip the speed shrines. Look for enemy champs that are injured. Kite melee like crazy (entropy/frozen mallet are godlike for MF kiting).
1st game as MF on dominion, 15/2/10 1st place with 7 caps n 7 defends 1490 points . His mini guide hit the nail on the head.


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