
Champion guide
Patch 26.16Miss Fortune
The Bounty Hunter
- Marksman
- Bot
- Mana
One bullet that goes through the minion to find whoever thought they were safe behind it. Miss Fortune doesn't catch you, she wears you down until you leave.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 520+85
- HP regen (per 5s)
- 5.75+0.65
- Mana
- 250+38
- Mana regen (per 5s)
- 7.6+0.65
- Attack damage
- 49.5+3
- Attack speed
- 0.656+3.01 %
- Armor
- 22+3
- Magic resist
- 30+0
- Attack range
- 550
- Move speed
- 325
Abilities
Passive
Strut
After 5 seconds of not being attacked, Miss Fortune gains an additional 25 Movement Speed. This bonus increases by 9 each second up to a maximum bonus of 70.
QDouble Up
5 ranks- Cooldown
- 9/8/7/6/5 s
- Cost
- 70/75/80/85/90 Mana
- Range
- 650
- Damage
- 25/60/95/130/165 (+75 % AD)
Miss Fortune fires a bullet at an enemy, damaging them and a target behind them.
WImpure Shots
5 ranks- Cooldown
- 16 s
- Cost
- 50 Mana
- Range
- 600
- Damage
- 4/6/8/10/12 (+5 % AP)
- Damage
- 20/30/40/50/60 (+25 % AP)
Miss Fortune passively increases damage dealt to a target with each strike. This ability can be activated to increase Miss Fortune's Attack Speed and cause her attacks to lower healing received by the target.
EMake It Rain
5 ranks- Cooldown
- 15 s
- Cost
- 80 Mana
- Range
- 800
- Damage
- 90/145/200/255/310 (+80 % AP)
Miss Fortune fires hundreds of bullets into the air that rain down at a location after 0.5 seconds, dealing 90/145/200/255/310 (+80 % AP) magic damage over 2 seconds and Slowing enemies hit by 0.2/0.28/0.36/0.44/0.52 for 1 second.
RBullet Time
3 ranks- Cooldown
- 120/110/100 s
- Cost
- 100 Mana
- Range
- 25,000
- Damage
- 65/95/125 (+35 % AD bonus +20 % AP)
Miss Fortune channels a flurry of bullets into a cone in front of her, dealing large amounts of damage to enemies.
In short
Miss Fortune is the easiest marksman on the roster to understand and one of the hardest to play cleanly, because everything rides on where you place Double Up. The bullet passes through the target it hits to strike whatever stands behind, which means a badly positioned minion is your best friend and the enemy laner pays a tax every single time they walk up for a last hit.
Everything around that ability serves attrition. Impure Shots rewards repeated attacks on the same target and cuts healing when you activate it, Make It Rain slows a whole area, and Strut hands her free movement speed the moment she stays untouched for a few seconds. Her weakness is exactly the one everybody remembers: no dash, no leap, nothing whatsoever to survive someone landing on top of her.
Strengths and weaknesses
She has one of the strongest early games available. Her poke doesn't depend on a hard skillshot: you just need a minion and the enemy roughly lined up, which happens on every wave. Add the healing reduction on Impure Shots, which blanks healing supports and regeneration champions, and an ultimate that erases a badly positioned team in a corridor or a bush entrance. Strut also gives her roaming and repositioning that few marksmen own.
The weaknesses define her ceiling. She has zero defensive mobility, and her passive vanishes on the first point of damage taken, precisely when you'd want it. Her ultimate demands that she stand perfectly still facing the danger, which is the worst place in the world for her. And her range is decent rather than exceptional: against a marksman who outranges her, she has no way of resetting the trade.
Laning phase
Max Double Up and play it like a metronome. Always look for the angle where the minion you're targeting has the enemy champion directly behind it. On caster minion waves that angle almost always exists if you take one step sideways. Never spend it on an isolated minion for a last hit while you're in an attrition war, it's your only pressure.
Save Impure Shots for committed trades rather than poke: the activation gives the attack speed that turns three autos into a won exchange, and the healing cut has to land before the enemy heal, never after. Make It Rain is not a damage tool, it's a wall. Drop it on the enemy's retreat path when your support engages, or in the bush entrance a jungler is coming through.
Power spikes
Your first real spike is level six paired with proper vision. Bullet Time isn't a duel ability, it's a positioning ability. It wins two versus two fights in enclosed space and it punishes a team walking single file through a corridor. If you don't set yourself up to cast it from somewhere safe, it's worth nothing.
The second spike is your first large critical damage item. Miss Fortune converts attack damage extremely well because Double Up applies it twice, on the target and on the body behind. From that point your lane poke stops being attrition and becomes a kill threat, and an activated Impure Shots settles most marksman duels in your favor.
Teamfights and positioning
You play at maximum range, behind everyone, and you wait. Your baseline contribution is that of any marksman: hit the nearest target and never step forward. What changes is the ultimate, which requires a full window of standing still. Only cast it once the enemy front line is busy elsewhere, or from an angle nobody can reach you from while it runs.
Make It Rain is your best self-peel tool, more than its damage suggests. Dropped on your own feet when someone dives you, it buys the seconds your support needs. And remember your passive before the fight starts: stay out of poke exchanges so you arrive at full movement speed, which is often what lets you find an angle nobody expected.