Miss Fortune

Miss Fortune

the Bounty Hunter

Dragon(Bottom)Difficulty
Win
51.5%0.3
Pick
19.2%
Ban
3.8%
Miss Fortune
All stats
HP
600(+128)
HP Regen(5s)
6(+0.55)
MP
420(+50)
MP Regen(5s)
12(+0.9)
Damage
58(+4)
Attack Speed
0.8125(+3.2%)
Armor
34(+4.5)
Magic Resistance
30(+1.4)
Attack Range
575
Movement Speed
335

growth per level

Combos · Miss Fortune

Double Up Poke

Basic

When Safely poke the enemy laner by ricocheting Q off a minion

  1. AutoBasic attack
  2. Through minion
  3. AutoBasic attack

Tip Cast Q on a front minion so it ricochets to the target behind; the second shot critically strikes for 130–160% based on rank and applies three Love Tap stacks. Line the minion and champion up inside bounce range—the value is not a fixed 120% critical strike.

Strut Trade

Basic

When Turn on W attack speed and weave basic attacks with Q for a quick trade

  1. Empowered
  2. AutoBasic attack
  3. AutoBasic attack
  4. Q
  5. AutoLove tap

Tip Activate W for 4 seconds of attack speed and continue basic attacks on the same champion to complete three Love Tap stacks. Q instantly applies three stacks only when the champion is hit by its second, ricochet shot; without that angle, do not assume Q completes the stack and finish with basic attacks.

E-Q All-In Burst

Intermediate

When Slow with E, close with W, then burst with basic attacks and Q

  1. Slow
  2. Empowered
  3. AutoBasic attack
  4. Direct hit
  5. AutoLove tap

Tip Open with E's 30% slow to keep the target within range, then activate W to close the distance. If no minion creates a useful ricochet angle, Q lands directly, and the final basic attack completes Love Tap's three stacks.

Flash Bullet Time

Advanced

When Slowing with E, Flashing for the R cone, then channeling

  1. Slow
  2. FlashReposition
  3. Channel

Tip E does not root; its field slows by 30% for 2 seconds, so place it ahead of the escape path to keep the target in R's cone longer. Flash before pressing R because Miss Fortune cannot move or Flash during the channel. Recasting R only cancels the barrage, so end early only for incoming crowd control or a diver.