Miss Fortune

The Bounty Hunter

How this differs from the live game

  • Strut (P) moved from W
  • Impure Shots (W) passive deals magic damage on each hit with active increasing attack speed and applying grievous wounds

Build

Bot lane
Summoners
FlashBarrier
Start475g
Doran's BladeYellow Trinket
Core10,200g
The Bloodthirster1Berserker's Greaves2Infinity Edge3Last Whisper4
Full build15,750g
Berserker's GreavesThe BloodthirsterInfinity EdgePhantom DancerLast WhisperGuardian Angel
Situational
Mercurial ScimitarQuicksilver SashMaw of MalmortiusNinja TabiStatikk Shiv

Runes and masteries

Runes
  • x9Mark of Attack DamageMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Attack DamageQuint
  • Attack Damage +15.75
  • Armor +9.00
  • Magic Resist +12.60

Flat AD marks and quints strengthen last-hitting, autos, and Double Up, which reads total AD; AP runes do not help Q or Bullet Time's bonus-AD portion. Armor seals and MR glyphs are the standard bot-lane defensive page for trading into an AD carry plus support.

Rune page

Bot lane

Statistics

  • Attack Damage+15.75
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 9 / 0
Offense21
0/1
4/4
0/4
0/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
2/2
0/3
0/1
1/1
3/3
0/4
1/1
Defense9
0/1
0/3
4/4
0/2
3/3
1/3
0/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is a valid 21/9/0 AD carry page: 21 offense for AD, crit, armor penetration, and Executioner, then 9 defense for lane durability. The defense side spends 8 points in higher rows before taking Veteran's Scars.

Skill order

ultimate at 6, 11 and 16

Strut

Double UpQ
Impure ShotsW
Make It RainE
Bullet TimeR
  • Double Up (Q) takes points at levels 1, 8, 10, 12, 13.
  • Impure Shots (W) takes points at levels 2, 4, 5, 7, 9.
  • Make It Rain (E) takes points at levels 3, 14, 15, 17, 18.
  • Bullet Time (R) takes points at levels 6, 11, 16.

Max W first for sustained trades, attack speed uptime, and the healing reduction, with Q maxed second because Double Up is the AD-scaling lane poke tool. Take one early E for the slow and Bullet Time setup, then finish it last.

Alternative — Max Q before W when the lane is mostly short poke and bounce harass rather than extended auto trades.

Why these items

Openingsall within the 475 starting gold

  • Doran's BladeYellow Trinket

    Doran's Blade startDefault Season 3 ADC start when you expect normal trading and want the strongest level-one combat stats.

  • Long SwordHealth Potion2Yellow Trinket

    Long Sword sustain startUse when you want faster Bloodthirster components and need potion sustain against poke.

  • Boots of SpeedHealth Potion4Yellow Trinket

    Boots sustain startUse into skillshot-heavy or engage lanes where early movement matters more than raw combat stats.

Corein buy order

  • 1

    The Bloodthirster3,200gBloodthirster was Miss Fortune's standard first major item, giving high AD for autos, Double Up, and Bullet Time plus enough lifesteal to hold lane.

  • 2

    Berserker's Greaves900gBerserker's Greaves give the cheap attack speed an ADC needs to convert W uptime and AD purchases into sustained DPS.

  • 3

    Infinity Edge3,800gInfinity Edge turns the AD carry build into a real crit threat and scales well with Miss Fortune's clean auto-attack pattern.

  • 4

    Last Whisper2,300gLast Whisper is mandatory once armor starts stacking, and it also improves Q, autos, and Bullet Time's physical damage.

Situationalonly when the game asks for it

  • Mercurial Scimitar3,700gBuy Mercurial Scimitar when a suppress, stun, or magic burst combo decides fights and Cleanse is not enough or not taken.

  • Quicksilver Sash1,550gBuy Quicksilver Sash early as the cheaper answer to Warwick, Malzahar, Skarner, Ashe, or similar pick tools before upgrading later.

  • Maw of Malmortius3,200gBuy Maw of Malmortius against heavy AP burst when you still need AD rather than a purely defensive slot.

  • Ninja Tabi1,000gUse Ninja Tabi instead of Berserker's Greaves against oppressive double-AD lanes or auto-attack-heavy teams.

  • Statikk Shiv2,500gBuy Statikk Shiv instead of Phantom Dancer when you need faster waveclear, earlier tempo, or cheaper midgame crit/attack speed.

Build

Mid lane
Summoners
FlashIgnite
Start470g
Doran's RingHealth Potion2Yellow Trinket
Core9,300g
Deathfire Grasp1Liandry's Torment2Rabadon's Deathcap3
Full build15,595g
Sorcerer's ShoesDeathfire GraspLiandry's TormentRylai's Crystal ScepterRabadon's DeathcapVoid Staff
Situational
Zhonya's HourglassMorellonomiconAbyssal ScepterNashor's ToothBanshee's Veil

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Ability PowerGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +25.80
  • Magic Penetration +9.00
  • Armor +9.00

Magic penetration marks are for E's magic damage and W's magic on-hit; AP glyphs and quints push E, W, and the AP ratio on Bullet Time. Compared to ordinary AD Miss Fortune, this gives up AD marks/quints and makes last-hitting, Q poke, and the bonus-AD part of Bullet Time weaker.

Rune page

Mid lane

Statistics

  • Ability Power+25.80
  • Magic Penetration+9.00
  • Armor+9.00
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
2/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
1/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is 21/0/9 AP offense with Runic Affinity, because Season 3 mid pages that reach it expect blue buff. It costs the ordinary build's AD/armor-penetration offense choices, so the page is much worse for sustained physical DPS but much better for E, W magic damage, DFG windows, and AP Bullet Time.

Skill order

ultimate at 6, 11 and 16

Strut

Double UpQ
Impure ShotsW
Make It RainE
Bullet TimeR
  • Double Up (Q) takes points at levels 4, 14, 15, 17, 18.
  • Impure Shots (W) takes points at levels 2, 8, 10, 12, 13.
  • Make It Rain (E) takes points at levels 1, 3, 5, 7, 9.
  • Bullet Time (R) takes points at levels 6, 11, 16.

Max E first for lane control and the huge AP ratio, then W for magic on-hit damage and attack-speed uptime; Q is delayed because AP does not improve it. The early W point lets you trade after E slows, while one Q point keeps basic Season 3 bounce harassment available.

Alternative — Max W before E only in lanes where you can repeatedly auto-attack safely and do not need E to farm or disengage.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startDefault into most mid lanes: AP, health, mana regen, and last-hit mana return all directly support E poke and farming.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse into heavy poke or lanes where you expect repeated trades before first recall; the refillable health and mana keeps E available.

  • Boots of SpeedHealth Potion4Yellow Trinket

    Boots sustain startUse when dodging skillshots matters more than early AP, or when jungle pressure makes movement speed the safest lane stat.

Corein buy order

  • 1

    Deathfire Grasp3,100gDeathfire Grasp gives the AP and burst amplifier that makes AP Miss Fortune threaten real mid-lane picks.

  • 2

    Liandry's Torment2,900gLiandry's Torment turns E's slow zone and repeated spell damage into meaningful percent-health poke with magic penetration.

  • 3

    Rabadon's Deathcap3,300gRabadon's Deathcap multiplies the AP ratios on E, W, and Bullet Time so the build scales past early poke.

Situationalonly when the game asks for it

  • Zhonya's Hourglass3,260gBuy Zhonya's Hourglass against AD assassins or dive comps when you need armor and a stasis button after channeling or baiting cooldowns.

  • Morellonomicon2,200gBuy Morellonomicon when you need cheaper CDR, mana regen, and extra anti-heal beyond W's active uptime.

  • Abyssal Scepter2,560gBuy Abyssal Scepter against double-AP or short-range teams where you can stand close enough for the MR reduction aura.

  • Nashor's Tooth2,500gBuy Nashor's Tooth when fights are slow and you can safely auto-attack with W instead of playing only for E and DFG burst.

  • Banshee's Veil2,750gBuy Banshee's Veil when one engage spell or long-range pick tool stops you from ever channeling Bullet Time.

One build, written by a player. Newest first.

Write a Miss Fortune build
AP Spam Miss Fortuneby kriskittiWritten by a player, not generated · its own page

Build

Bot lane
Summoners
FlashBarrier
Start475g
Doran's Blade
Core14,295g
Morellonomicon1Liandry's Torment2Nashor's Tooth3Rabadon's Deathcap4Void Staff5Sorcerer's Shoes6
Full build14,295g
MorellonomiconLiandry's TormentNashor's ToothRabadon's DeathcapVoid StaffSorcerer's Shoes
Situational
Shushei's Mana JugZhonya's HourglassAbyssal ScepterMejai's SoulstealerQuicksilver SashDeathfire Grasp

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Scaling Magic ResistGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Armor +9.00
  • Scaling Magic Resist +1.80

Rune page

Bot lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Armor+9.00
  • Scaling Magic Resist+1.80
Masteries30 points21 / 0 / 9
Offense21
1/1
2/4
0/4
1/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
1/1
0/1
0/3
3/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

As published: the "starter/first back" group costs more than 475g, so Lucky Pick, Mana Potion moved to the first back. Left as the author set it.

Skill order

ultimate at 6, 11 and 16

Strut

Double UpQ
Impure ShotsW
Make It RainE
Bullet TimeR
  • Double Up (Q) takes points at levels 3, 14, 15, 17, 18.
  • Impure Shots (W) takes points at levels 2, 8, 10, 12, 13.
  • Make It Rain (E) takes points at levels 1, 4, 5, 7, 9.
  • Bullet Time (R) takes points at levels 6, 11, 16.

Why these items

Openingsall within the 475 starting gold

  • Doran's Blade

    starter/first backThe opening as the guide publishes it, minus what does not fit in 475g.

Corein buy order

  • 1

    Morellonomicon2,200g

  • 2

    Liandry's Torment2,900g

  • 3

    Nashor's Tooth2,500g

  • 4

    Rabadon's Deathcap3,300g

  • 5

    Void Staff2,295g

  • 6

    Sorcerer's Shoes1,100g

Situationalonly when the game asks for it

  • Shushei's Mana Jug2,600g

  • Zhonya's Hourglass3,260g

  • Abyssal Scepter2,560g

  • Mejai's Soulstealer1,235g

  • Quicksilver Sash1,550g

  • Deathfire Grasp3,100g

Notes

the author's own words

The way I have it is built for the Nashor's setup. If you really don't want to auto, you can remove Spellsword and put the point into Sorcery or Butcher for farming; utility can also be swapped for defense.

Build by kriskitti, transcribed from the League Classic Wiki archive.

Abilities

per rank
P

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.

Q

Double Up5 ranks

Miss Fortune fires a bullet at an enemy, damaging them and a target behind them.

Damage
25 / 60 / 95 / 130 / 165 + 75% AD
Cooldown
9 / 8 / 7 / 6 / 5s
Cost
70 / 75 / 80 / 85 / 90 Mana
Range
650
W

Impure Shots5 ranks

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.

Damage
6 / 8 / 10 / 12 / 14 + 5% AP
Max Damage
24 / 32 / 40 / 48 / 56 + 20% AP
Cooldown
16s
Cost
50 Mana
Range
600
E

Make It Rain5 ranks

Miss Fortune unleashes a flurry of bullets at a location, dealing waves of damage to opponents and slowing them.

Damage Per Second
90 / 145 / 200 / 255 / 310 + 80% AP
Damage
180 / 290 / 400 / 510 / 620 + 160% AP
Cooldown
15s
Cost
80 Mana
Range
800
R

Bullet Time3 ranks

Miss Fortune channels a flurry of bullets into a cone in front of her, dealing large amounts of damage to enemies.

Physical Damage Per Wave
65 / 95 / 125 + 40% bonus AD + 20% AP
Damage
520 / 760 / 1000 + 320% bonus AD + 160% AP
Cooldown
120 / 110 / 100s
Cost
100 Mana
Range
All map (global)

Matchup against

62 champions, one-on-one
  • Ahri

    AhriUnfavoured

    Ahri wins the clean duel because Charm into Orb of Deception and Spirit Rush lets her choose the engage while Miss Fortune has no dash to break the combo.

    Watch for Charm: if it lands, Ahri gets both passes of Orb of Deception and can finish or disengage with Spirit Rush.

    How to beat

    Hold max auto range and keep minions between you and Charm instead of chasing through open ground. Bait Spirit Rush charges with Make It Rain and only channel Bullet Time after Charm is down or Ahri has already dashed sideways.

    Later Ahri remains better in side lanes because she can pick the start of the fight and escape bad trades. In teamfights, Miss Fortune matters more if she stays behind peel and fires Bullet Time after Ahri spends Charm or Spirit Rush on someone else.

    • Stand behind minions; Charm is the fight, not Orb of Deception poke.
    • Do not ult while Ahri still has Spirit Rush available to dash out of the cone.
    • Make It Rain can tag her after a dash, but it does not stop the next dash.
    • If she misses Charm, punish immediately with Double Up and Impure Shots autos.
    BuyQuicksilver SashBanshee's VeilHexdrinker
  • Akali

    AkaliUnfavoured

    Akali wins if she reaches Miss Fortune because Shadow Dance repeatedly closes the gap and Twilight Shroud denies clean auto attacks.

    Watch for Shadow Dance: it removes Miss Fortune's range advantage and lets Akali stick through Make It Rain's slow.

    How to beat

    Do not trade after Mark of the Assassin is on you; back out before she can consume it. Save Make It Rain for her first dash or Shroud edge, then kite out and only commit when Shadow Dance charges are low or she has wasted Twilight Shroud.

    Later Akali is far stronger in isolated side-lane fights and will punish Miss Fortune without vision or peel. Miss Fortune should group, keep pink/true-sight support nearby where possible, and use Bullet Time across the teamfight before Akali gets a clean flank.

    • Never stand close enough for Mark into instant Shadow Dance unless you are already leaving.
    • Drop Make It Rain on Twilight Shroud, not randomly before she commits.
    • If she enters Shroud, kite away from the center instead of waiting to auto her.
    • Guardian Angel can buy time, but it does not make the duel favorable.
    BuyGuardian AngelQuicksilver SashHexdrinker
  • Alistar

    AlistarFavoured

    Miss Fortune wins a straight duel by staying outside Pulverize range and kiting Alistar's low sustained damage, but killing him through Unbreakable Will takes patience.

    Watch for Headbutt into Pulverize: it removes your spacing and gives Alistar the only real window to trade.

    How to beat

    Keep 550 range and never walk into Pulverize range just to finish a Double Up angle. If he uses Headbutt defensively or misses the combo, chase with Strut and Make It Rain, then stop hitting during Unbreakable Will unless he is already too low to matter.

    Later Alistar is not a side-lane duelist against Miss Fortune unless she walks into his combo near a turret. In teamfights he is peel and engage, so hold Bullet Time until Headbutt and Pulverize are committed or he cannot knock you out of the channel.

    • Do not channel Bullet Time while Headbutt is available and he is in range.
    • Make It Rain behind him after Headbutt can punish his retreat.
    • Unbreakable Will wastes your damage; kite it out instead of forcing the kill.
    • Avoid dueling him next to his turret because Headbutt changes the fight completely.
  • Amumu

    AmumuFavoured

    Miss Fortune wins if she dodges Bandage Toss, since Amumu has to reach melee range before Despair and Tantrum matter.

    Watch for Bandage Toss: it starts the entire fight and sets up Curse of the Sad Mummy in melee range.

    How to beat

    Hold range behind minions or at an angle where Bandage Toss is hard to land. If it misses, punish hard with Impure Shots autos and Make It Rain; if it hits, use the slow after Curse ends and kite out before re-engaging.

    Later Amumu is still not a strong isolated duelist unless he lands Q, but his teamfight engage is much more dangerous than his 1v1. Miss Fortune should spread from teammates and save Bullet Time until after Curse of the Sad Mummy is used or he is locked down.

    • Minions are your best defense against Bandage Toss.
    • Do not start Bullet Time while he can Q you out of position.
    • Make It Rain on his landing spot helps you escape after his engage.
    • His Tantrum reduction makes short poke less valuable than sustained autos after Q misses.
    BuyQuicksilver SashBanshee's Veil
  • Anivia

    AniviaUnfavoured

    Anivia outranges and controls the duel with Flash Frost, Crystallize, and Rebirth, making it hard for Miss Fortune to finish her without getting trapped.

    Watch for Flash Frost: the stun lets Anivia land doubled Frostbite damage and set up a wall or Glacial Storm zone.

    How to beat

    Stay just outside Flash Frost lanes and do not chase through narrow terrain where Crystallize can trap you. Trade only after Flash Frost passes, then use Strut to reposition before Glacial Storm turns the ground into a losing area.

    Later Anivia is much stronger at stalling and controlling side lanes, while Miss Fortune is stronger when a teamfight forms a fixed front line. In fights, avoid being walled off and channel Bullet Time after Anivia uses Flash Frost or while her egg cannot be safely defended.

    • Do not spend Bullet Time on Rebirth unless her team cannot protect the egg.
    • Crystallize makes river and jungle duels much worse for you.
    • If Flash Frost misses, you have a short window to auto without fear of stun.
    • Make It Rain can slow her, but Glacial Storm usually wins a stationary zone fight.
    BuyBanshee's VeilHexdrinkerQuicksilver Sash
  • Annie

    AnnieUnfavoured

    Annie's longer auto range and instant Pyromania stun into Tibbers burst beat Miss Fortune before she can finish a sustained trade.

    Watch for Pyromania Tibbers: the instant area stun and burst can stop Bullet Time and decide the duel immediately.

    How to beat

    Track Annie's stun stacks and give up space when Pyromania is ready. Poke with Double Up from minion angles, but only commit after she spends stun or Tibbers; if she has flash-range access, do not stand still for Bullet Time.

    Later Annie remains deadly to Miss Fortune in side lanes because her engage is instant and point-blank. In teamfights, Miss Fortune can outperform her if she stays outside Tibbers engage range and ults after Annie's stun is used on the frontline.

    • Count Pyromania; trading into the ready stun is losing by default.
    • Her 625 range means she can start trades before you can auto back.
    • Bullet Time is unsafe if Annie can stun you with Q, W, or Tibbers.
    • Magic shield items matter more here than armor or lifesteal.
    BuyBanshee's VeilHexdrinkerQuicksilver Sash
  • Ashe

    AsheEven

    Ashe has longer range and stronger catch, but Miss Fortune has better close-range damage if she avoids Enchanted Crystal Arrow and gets sustained autos.

    Watch for Enchanted Crystal Arrow: the stun gives Ashe enough time to kite with Frost Shot and Volley before Miss Fortune can answer.

    How to beat

    Respect Ashe's 600 range and do not let her start every trade with free autos. Use Make It Rain to break her spacing after Volley, then commit with Impure Shots when Arrow is down or you are close enough to sidestep it.

    Later Ashe is usually safer in side-lane chases because Frost Shot prevents Miss Fortune from disengaging. Miss Fortune brings more teamfight damage if she avoids Arrow and channels Bullet Time through enemies caught by Ashe or other allies.

    • Do not chase in a straight line; Frost Shot turns small range gaps into permanent kites.
    • Make It Rain can force Ashe to choose between slowing you and escaping.
    • If Arrow misses, Miss Fortune's all-in damage is higher.
    • Her 600 range makes standing trades bad until you close the gap.
    BuyNinja TabiQuicksilver Sash
  • Blitzcrank

    BlitzcrankFavoured

    Miss Fortune wins if Rocket Grab misses, but one grab into Power Fist and Static Field can flip the fight instantly.

    Watch for Rocket Grab: it deletes your range advantage and puts you inside Power Fist and Static Field.

    How to beat

    Fight behind minions and use Strut to keep lateral movement, not forward chasing. When Rocket Grab is down, punish with autos and Make It Rain; save Bullet Time for after Blitzcrank has used grab or is too far away to interrupt with knockup.

    Later Blitzcrank is not a real side-lane duelist unless he lands hook from fog or near a turret. In teamfights, Miss Fortune must stay behind blockers and can punish hard with Bullet Time once Blitzcrank's grab is spent.

    • Minion waves make the matchup much easier; open river makes it dangerous.
    • Do not channel Bullet Time while Power Fist is in reach.
    • Mana Barrier can bait you into overchasing after he drops low.
    • Make It Rain after a missed Rocket Grab keeps him from simply walking away.
    BuyQuicksilver Sash
  • Brand

    BrandUnfavoured

    Brand's spell burst and Blaze damage punish Miss Fortune's lack of mobility, especially if Sear stuns after another spell applies Blaze.

    Watch for Sear after Blaze: the stun locks Miss Fortune in place for Pillar of Flame and Pyroclasm damage.

    How to beat

    Keep moving sideways and avoid standing near minions when Pyroclasm is available. Trade after Pillar of Flame or Sear misses, and only channel Bullet Time when Brand's stun setup is down or he is already slowed at the edge of your cone.

    Later Brand is still dangerous in side lanes because one stun combo can kill Miss Fortune before lifesteal matters. In teamfights, spread from allies to reduce Pyroclasm bounces and use Bullet Time from outside his Sear angle.

    • If Blaze is on you, treat Sear as lethal crowd control.
    • Do not stand beside minions or teammates when Pyroclasm is ready.
    • Make It Rain can punish Pillar of Flame's cast delay if he steps forward.
    • Hexdrinker-style shielding is valuable because most of his kill is magic burst.
    BuyHexdrinkerBanshee's VeilQuicksilver Sash
  • Cho'Gath

    Cho'GathEven

    Miss Fortune can kite Cho'Gath, but Rupture into Feral Scream and Feast gives him a real kill window if he ever gets close.

    Watch for Rupture: the knockup and slow let Cho'Gath close for Feral Scream and Feast while denying your escape timing.

    How to beat

    Stay at max range and move unpredictably when he has Rupture ready. If Rupture misses, use Make It Rain behind him and burn him down with Impure Shots, but back off before Feast range if you are already low.

    Later Cho'Gath becomes harder to kill in side lanes and can force Miss Fortune away with one landed Rupture. In teamfights, Miss Fortune should not waste Bullet Time into his body alone unless it also hits carries behind him.

    • Feral Scream can stop Bullet Time, so do not ult with him walking into cone range.
    • Rupture is easier to dodge in open lane than in jungle corridors.
    • Feast means your effective health is lower than it looks near the end of the duel.
    • Impure Shots helps against his health, but you still need space.
    BuyBoots of SwiftnessGuardian Angel
  • Corki

    CorkiUnfavoured

    Corki's mixed damage, Phosphorus Bomb burst, and Valkyrie repositioning make him stronger in a well-played marksman duel.

    Watch for Valkyrie: it lets Corki dodge Bullet Time, close or disengage, and reset the range on his terms.

    How to beat

    Avoid standing in Gatling Gun's cone and do not commit Bullet Time until Valkyrie has been used. Poke with Double Up when he farms, then force a longer trade only if Phosphorus Bomb misses and he cannot kite back through Valkyrie fire.

    Later Corki remains stronger in many side-lane duels because his mixed poke and escape make him hard to pin down. Miss Fortune is more threatening in grouped fights if she finds a Bullet Time angle after Corki uses Valkyrie or is locked by allies.

    • Gatling Gun makes extended face-to-face trades worse the longer they last.
    • Do not ult first; Valkyrie can leave the cone immediately.
    • His damage is mixed, so single-resist itemization is less efficient.
    • Make It Rain can punish Valkyrie's landing spot if he uses it forward.
    BuyGuardian AngelBanshee's Veil
  • Dr. Mundo

    Dr. MundoEven

    Miss Fortune can kite Dr. Mundo before he sticks, but Infected Cleaver and Sadism make him hard to finish without anti-heal.

    Watch for Sadism: it undoes your poke and lets Mundo keep chasing through a long duel.

    How to beat

    Hold range behind minions so Infected Cleaver cannot start the chase for free. Save Make It Rain for when he activates Sadism or walks through a choke, then keep applying Impure Shots and Executioner's Calling if you bought it.

    Later Mundo usually owns the side lane once tank items are finished unless Miss Fortune has room, anti-heal, and enough damage to kite for a long time. In teamfights, do not spend Bullet Time only on Mundo unless it zones his backline too; apply Grievous Wounds and reposition away from cleavers.

    • Executioner's Calling is the matchup item because Sadism is the problem.
    • Minions block Cleaver and preserve Strut for spacing.
    • Do not judge the fight by his first health bar; Sadism changes the math.
    • Make It Rain during Sadism buys time but will not stop him alone.
    BuyExecutioner's CallingBoots of SwiftnessMadred's Bloodrazor
  • Evelynn

    EvelynnUnfavoured

    Evelynn wins isolated fights when she reaches Miss Fortune unseen, because Agony's Embrace and Ravage burst land before Miss Fortune can set spacing.

    Watch for Shadow Walk flank: it denies your first reaction and lets Evelynn open in melee range.

    How to beat

    Do not take isolated paths without vision and do not rely on Strut being up when Evelynn may be nearby. If she appears, drop Make It Rain on yourself and kite backward; commit only after her first burst is spent and she cannot keep Dark Frenzy speed rolling.

    Later Evelynn is much stronger at picking Miss Fortune in side lanes and jungle transitions. Miss Fortune should group tightly enough for peel, hold Bullet Time for revealed targets, and avoid being the first champion Evelynn reaches.

    • The duel starts before you see her; vision decides whether you get to play it.
    • Make It Rain on your own feet is often better than casting it behind her.
    • Do not channel Bullet Time immediately after she appears if she can walk through you or burst you.
    • Guardian Angel is useful against assassination but does not replace vision.
    BuyGuardian AngelSightstoneRuby Sightstone
  • Ezreal

    EzrealEven

    Ezreal wins long poke patterns with Mystic Shot and Arcane Shift, while Miss Fortune wins if she forces him into a committed auto-attack trade.

    Watch for Arcane Shift: it dodges Bullet Time or Make It Rain follow-up and lets Ezreal reset the duel after landing poke.

    How to beat

    Stand behind minions to cut off Mystic Shot and make him spend mana for weaker angles. Use Make It Rain to pressure after Arcane Shift, then chase with Strut and Impure Shots before his cooldowns are refreshed by more Q hits.

    Later Ezreal is safer in side lanes because Arcane Shift makes him hard to trap and his poke starts fights on his terms. Miss Fortune has the stronger grouped wombo if she waits for Ezreal's Shift or allied crowd control before using Bullet Time.

    • Minions blocking Mystic Shot also slow his cooldown cycling.
    • Do not ult until Arcane Shift is down or constrained by terrain.
    • Essence Flux can reduce your attack speed, so avoid forced all-ins after it lands.
    • If he misses Q repeatedly, Miss Fortune's raw auto damage catches up fast.
  • Fiddlesticks

    FiddlesticksUnfavoured

    Fiddlesticks can fear Miss Fortune, drain through her damage, and punish any stationary channel with Crowstorm.

    Watch for Terrify: the fear breaks your control of spacing and lets Fiddlesticks start Drain or Crowstorm damage uncontested.

    How to beat

    Stay outside Terrify range and interrupt Drain by walking out of tether range rather than trading into the heal. Save Bullet Time until Terrify is down or Fiddlesticks is already controlled, and never fight around fog where Crowstorm can begin on top of you.

    Later Fiddlesticks is not a normal side-lane duelist, but fog-of-war Crowstorm makes isolated movement dangerous. In teamfights, Miss Fortune should ward flanks, spread from the engage point, and channel Bullet Time after Crowstorm or Terrify has been spent.

    • Do not auto in place into Drain; breaking range is the answer.
    • Crowstorm from fog makes jungle duels far worse than lane duels.
    • Terrify can stop Bullet Time before it matters.
    • Quicksilver Sash is strong because fear is the setup for everything else.
    BuyQuicksilver SashBanshee's VeilHexdrinker
  • Gangplank

    GangplankEven

    Gangplank's Parrrley poke and Remove Scurvy sustain make short trades annoying, but Miss Fortune can win extended fights if she kites his melee follow-up.

    Watch for Parrrley: it lets Gangplank win repeated short trades without entering Miss Fortune's best auto range pattern.

    How to beat

    Do not let him farm free Parrrley shots without answering with Double Up or autos when his pistol is down. Kite backward through Make It Rain if he uses Raise Morale to run at you, and save Bullet Time for when Remove Scurvy is already used or he is slowed in Cannon Barrage.

    Later Gangplank scales into a dangerous side-lane threat with crits and global pressure, but he still has to walk through slows to finish Miss Fortune. In teamfights, Miss Fortune should avoid standing in Cannon Barrage and use Bullet Time when Gangplank has committed forward or spent Remove Scurvy defensively.

    • Remove Scurvy clears your slow value, so do not rely on one Make It Rain to hold him forever.
    • Parrrley trades are best answered immediately, not after he backs away.
    • Cannon Barrage can ruin your Bullet Time channel if you stand in it.
    • Armor boots are more useful here than magic resistance.
    BuyNinja TabiChain Vest
  • Garen

    GarenFavoured

    Miss Fortune wins if she keeps the lane long and never lets Decisive Strike turn into a silence plus Judgment trade.

    Watch for Decisive Strike breaks Make It Rain's slow and lets Garen reach silence range.

    How to beat

    Hold just outside his Q sprint range and use Make It Rain after he commits Decisive Strike, not before it. If he wastes Q to cleanse the slow or hit a minion, kite back with Strut and punish with Double Up and Impure Shots autos until Perseverance is broken again.

    Later Garen can threaten the side lane if he gets brush access or Flash, but he still struggles to force a clean duel through open ground. In teamfights, stay behind the front line and save Bullet Time until Decisive Strike and Cataclysm-style gap closers are already spent.

    • Do not spend E first if his Q is available; he cleanses the slow and keeps coming.
    • Tag him often with Q or autos so Perseverance never resets for free.
    • If he enters execute range with Demacian Justice up, stop trading and create distance instead of finishing greedily.
    BuyNinja TabiChain Vest
  • Gragas

    GragasUnfavoured

    Gragas has stronger burst, sustain, and displacement, while Miss Fortune loses badly if Body Slam starts the fight.

    Watch for Body Slam closes the gap, slows you, and sets up Barrel Roll plus Explosive Cask burst.

    How to beat

    Play at max auto range and move laterally so Barrel Roll cannot zone you into Body Slam. Bait Body Slam with a short step forward, then punish during its cooldown with Double Up and autos; only channel Bullet Time after Explosive Cask is down or he is too far to interrupt the angle.

    Later Gragas remains favored in isolated side-lane picks because one cask can put you into his combo. Miss Fortune contributes more reliable front-to-back teamfight damage if she stays out of Explosive Cask range and ults after he uses it to engage or peel.

    • Stand away from minions he can Body Slam through to shorten the gap.
    • Do not channel Bullet Time while Explosive Cask is available.
    • If Barrel Roll is placed behind you, walk sideways first; retreating straight back gives him the setup.
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  • Heimerdinger

    HeimerdingerEven

    Miss Fortune can outrange and clear his setup, but walking into turret ground or a grenade blind makes the duel unwinnable.

    Watch for CH-1 Concussion Grenade stuns or blinds you, denying the autos you need to beat his turret damage.

    How to beat

    Do not fight inside multiple H-28G Evolution Turrets; thin them with Double Up bounces and autos before committing. Hold 550 range, keep moving between attacks, and punish after Grenade misses because Heimerdinger has no real escape from Make It Rain into Bullet Time.

    Later Heimerdinger controls fixed areas better than Miss Fortune in side lanes, especially around turrets and brush. In teamfights, ignore his nest until your team forces him to move, then use Bullet Time across the zone he is trying to defend.

    • Clear turrets before trading health; they turn even autos into a losing exchange.
    • A direct grenade hit stops your kill window, while the blind makes Impure Shots trades fail.
    • Double Up through a low turret can reach him when he hides behind the setup.
    BuyMercury's TreadsNull-Magic Mantle
  • Janna

    JannaFavoured

    Janna can disengage but lacks the damage to win a straight duel unless Miss Fortune wastes damage into Eye of the Storm and Monsoon.

    Watch for Monsoon knocks you out of Bullet Time and resets the spacing she needs to survive.

    How to beat

    Walk her down with Strut and save Make It Rain for after Zephyr or Howling Gale is used. Break Eye of the Storm with autos before committing Bullet Time, and do not stand close enough for Monsoon to cancel your channel unless it is already down.

    Later Janna is not a side-lane duelist; Miss Fortune wins the 1v1 but usually meets her as peel in a teamfight. Wait for Monsoon or Howling Gale to be used on someone else before locking into Bullet Time.

    • Do not ult point-blank into Monsoon.
    • If she shields herself, switch from burst to short autos until the shield falls.
    • Her Tailwind and Zephyr make chasing awkward, so use E to force a path rather than chasing in a straight line.
  • Jarvan IV

    Jarvan IVUnfavoured

    Jarvan's armor shred, knock-up, and Cataclysm trap punish Miss Fortune's lack of a dash.

    Watch for Cataclysm locks you in place so Jarvan can finish his combo while you cannot kite.

    How to beat

    Respect Demacian Standard plus Dragon Strike range and keep minions between you only when they do not give him an easy flag angle. If he misses the knock-up, turn with Make It Rain and Bullet Time while he is walking out; if Cataclysm is up, save Flash or do not take the duel.

    Later Jarvan is far stronger at forcing side-lane all-ins because Cataclysm removes your spacing. In teamfights, position so his engage hits your front line first, then Bullet Time into the arena after he commits.

    • The duel changes completely if you have Flash for Cataclysm.
    • Do not channel Bullet Time before his E-Q is used.
    • Golden Aegis buys him time through your first burst, so kite the shield duration instead of dumping everything into it.
    BuyNinja TabiGuardian AngelChain Vest
  • Jax

    JaxUnfavoured

    Jax blocks Miss Fortune's basic attacks, jumps onto her, and scales too hard for her to win a committed duel.

    Watch for Counter Strike dodges your autos and threatens the stun that lets Jax stay on top of you.

    How to beat

    Never start the fight by autoing into Counter Strike; back up as soon as he activates it and use Make It Rain to slow his follow. Punish only after Counter Strike ends, and save Bullet Time for when Leap Strike is down or he is forced to walk through the cone.

    Later Jax owns the side lane once items are finished, and Miss Fortune should not answer him alone unless massively ahead. In teamfights, keep him slowed for your team and use Bullet Time after Counter Strike and Leap Strike have been committed.

    • Impure Shots stacks do not matter while Counter Strike is active.
    • Make It Rain is your best tool for making his stun expire before he reaches you.
    • If he holds Leap Strike, do not step forward for a Double Up trade.
    BuyNinja TabiGuardian AngelRanduin's Omen
  • Karthus

    KarthusEven

    Miss Fortune can kill Karthus quickly at range, but Wall of Pain and Death Defied make overcommitting costly.

    Watch for Wall of Pain slows you and shreds your resistances, making Lay Waste chains and Requiem much harder to survive.

    How to beat

    Keep moving diagonally between autos so Lay Waste cannot repeatedly land isolated hits. If Wall of Pain misses or is placed poorly, use Make It Rain to pin him and Bullet Time from outside Defile range; after he dies, leave Death Defied range instead of standing still to finish extra autos.

    Later Karthus is rarely a clean side-lane duel because Requiem affects the whole map and Death Defied punishes melee-range finishes. In teamfights, Miss Fortune can out-impact him with a good Bullet Time, but she must track Requiem thresholds and avoid fighting in Defile.

    • Do not chase through Wall of Pain unless you can kill immediately.
    • After killing him, walk out before casting or autoing again.
    • Hexdrinker is valuable because Requiem often finishes fights after you have already disengaged.
    BuyHexdrinkerBanshee's VeilMercury's Treads
  • Kassadin

    KassadinUnfavoured

    Kassadin's silence and Riftwalk let him choose the fight and stop Miss Fortune from casting during the burst window.

    Watch for Null Sphere silences you, preventing Make It Rain or Bullet Time while Kassadin closes with Riftwalk.

    How to beat

    Abuse him before repeated Riftwalks are available by holding max range and punishing last hits. Once he has ultimate, do not duel in open side lanes; bait a Riftwalk forward, slow his landing with Make It Rain, and only ult after Null Sphere is spent.

    Later Kassadin wins side-lane duels because he can enter, silence, and leave before Miss Fortune's sustained damage matters. In teamfights, stay grouped and force him to cross allied crowd control before he reaches you.

    • A silenced Miss Fortune cannot answer his first burst, so health thresholds matter more than usual.
    • Do not waste Bullet Time into a Kassadin with Riftwalk ready and space to exit.
    • Mercurial Scimitar can remove the silence, but positioning is still the main defense.
    BuyHexdrinkerMercurial ScimitarBanshee's Veil
  • Katarina

    KatarinaEven

    Miss Fortune can punish Katarina before the all-in, but she has no hard interrupt for Death Lotus if Katarina gets on top of her.

    Watch for Death Lotus deals lethal channel damage if Shunpo puts Katarina inside your escape path.

    How to beat

    Keep the wave between you and her Shunpo targets where possible, and poke with Double Up without walking into Bouncing Blade follow-up. Save Make It Rain for after Shunpo, then kite out of Death Lotus range; if she channels while slowed and cannot reach you, answer with Bullet Time.

    Later Katarina is scarier in messy teamfights than side-lane duels because Voracity resets punish low-health clusters. Miss Fortune should hold Bullet Time until Katarina commits Shunpo or Death Lotus, then angle it through her and the reset targets.

    • Do not stand near low-health minions that give her an easy Shunpo angle.
    • Make It Rain does not interrupt Death Lotus, so it must create distance before the channel matters.
    • If she uses Shunpo defensively, she is punishable until it returns.
    BuyHexdrinkerBanshee's VeilNegatron Cloak
  • Kayle

    KayleUnfavoured

    Kayle matches ranged uptime with Righteous Fury and can erase Miss Fortune's burst window with Intervention.

    Watch for Intervention makes Kayle immune during your Bullet Time or finishing autos.

    How to beat

    Trade only when Righteous Fury is down, because during it she can hit you back while Reckoning keeps you slowed. Bait Intervention with Double Up and autos before using Bullet Time; if she ults early, kite backward and restart once the immunity ends.

    Later Kayle becomes a stronger side-lane duelist because her ranged autos and invulnerability beat straight marksman trading. In teamfights, Miss Fortune should avoid ulting into Intervention and instead punish whichever target Kayle cannot save.

    • Count Righteous Fury downtime; that is your real trade window.
    • Do not commit Bullet Time until Intervention is forced or unavailable.
    • Reckoning's slow makes short trades dangerous if Strut is already broken.
    BuyMercury's TreadsHexdrinkerBoots of Swiftness
  • Kennen

    KennenUnfavoured

    Kennen has equal range, better engage, and stuns that interrupt Miss Fortune before she can finish a channel.

    Watch for Slicing Maelstrom stacks Mark of the Storm and stuns you if he reaches close range.

    How to beat

    Stay at the edge of 550 and sidestep Thundering Shuriken instead of trading every time he steps up. When Lightning Rush is down, punish with Make It Rain and Bullet Time; when it is up, hold E defensively and do not let him start Maelstrom inside your auto range.

    Later Kennen is stronger in side-lane all-ins if he can flank or Flash ult onto you. In teamfights, Miss Fortune wins only by staying outside his engage radius and ulting after Slicing Maelstrom is used or controlled by your front line.

    • Track his Mark stacks; two marks means the next hit can become a stun.
    • Do not channel Bullet Time while Lightning Rush can put him on top of you.
    • A missed Thundering Shuriken is your safest short trade timing.
    BuyMercury's TreadsHexdrinkerBanshee's Veil
  • Kog'Maw

    Kog'MawEven

    Miss Fortune has stronger burst and movement, but Kog'Maw wins extended trades when Bio-Arcane Barrage is active.

    Watch for Bio-Arcane Barrage gives Kog'Maw extra range and percent-health damage, outranging your normal autos.

    How to beat

    Do not stand and trade during Bio-Arcane Barrage; back out with Strut or Make It Rain until it expires. Once W is down, step into 550 range and burst with Double Up, Impure Shots, and Bullet Time before he can kite you with Void Ooze.

    Later Kog'Maw outscales in pure front-to-back damage and side-lane extended fights if protected by range. Miss Fortune should look for decisive Bullet Time angles and short burst windows rather than matching his sustained DPS.

    • His W range means your normal 550 range is not safe during the active.
    • After killing him, walk away from Icathian Surprise instead of chasing a final auto.
    • Use Make It Rain to cut off his retreat after Bio-Arcane Barrage ends, not while he is outranging you.
    BuyBanshee's VeilHexdrinkerMercury's Treads
  • Lee Sin

    Lee SinUnfavoured

    Lee Sin's gap close, slow, shield, and kick give him too many ways to force melee range against an immobile marksman.

    Watch for Sonic Wave / Resonating Strike lets Lee Sin tag you from range and follow for execute damage.

    How to beat

    Keep minions between you and Sonic Wave, and never chase into a clear Q angle. If he misses Q, punish with Make It Rain and autos; if he lands it, use the slow on his arrival path and save Bullet Time until Dragon's Rage cannot cancel or displace you.

    Later Lee Sin still wins isolated picks when he lands Q, but he falls off compared with Miss Fortune's teamfight damage. Stand behind teammates so Sonic Wave hits them first, then Bullet Time after Dragon's Rage is used.

    • A missed Sonic Wave is your only clean duel window.
    • Do not ult while he is in kick range.
    • Ward angles matter because Safeguard can turn a losing chase into a new gap close.
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  • Leona

    LeonaEven

    Leona cannot usually kill Miss Fortune alone without long crowd control chains, but any Zenith Blade hit can lock Miss Fortune down long enough to lose the duel.

    Watch for Zenith Blade pulls Leona to you and starts her stun chain.

    How to beat

    Stay behind minions or outside Zenith Blade's line, then punish her heavily when it misses. If she lands E, use Make It Rain after Shield of Daybreak to slow her exit and trade back, but do not channel Bullet Time until Solar Flare is down or she cannot interrupt your position.

    Later Leona is not a side-lane duelist, but she is one of the biggest teamfight threats to Miss Fortune's channel. Play behind your front line and wait for Zenith Blade or Solar Flare to be committed before using Bullet Time.

    • Her W makes the first seconds of your damage inefficient, so kite until Eclipse falls off.
    • A missed Zenith Blade turns her from threat into target.
    • Do not stand still for Bullet Time if Solar Flare is available.
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  • Lulu

    LuluEven

    Lulu's shields, slows, and Wild Growth can deny Miss Fortune's burst, but she lacks damage if her cooldowns are baited out.

    Watch for Wild Growth adds health and knocks you up, ruining the moment you try to finish her with Bullet Time.

    How to beat

    Trade in short bursts to draw Help, Pix! and Whimsy before committing. Once Glitterlance misses or is used to farm, step forward with Make It Rain and autos; hold Bullet Time until Wild Growth is forced or she is too low for the bonus health to save her.

    Later Lulu rarely fights Miss Fortune alone, but her peel can completely blunt Bullet Time in teamfights. Aim ult where Lulu cannot simply Wild Growth the first target and reset the fight.

    • Do not dump Double Up and Bullet Time into Help, Pix! shield at full value.
    • If Whimsy is available, expect either a speed escape or a polymorph-style denial of your chase.
    • Her 550 range means careless autos trade evenly unless you create a cooldown advantage first.
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  • Lux

    LuxEven

    Miss Fortune wins if she dodges Light Binding, but Lux wins instantly when binding confirms her full spell combo.

    Watch for Light Binding roots you long enough for Lucent Singularity and Finales Funkeln to land.

    How to beat

    Hold max range and move unpredictably around minions so Light Binding cannot start the fight. If Binding misses, you have a clear punish window with Make It Rain into Bullet Time; if it hits, use any cleanse item immediately before her laser finishes the combo.

    Later Lux controls space better in side lanes and can burst from outside your auto range, while Miss Fortune brings stronger sustained teamfight damage if protected. In fights, do not begin Bullet Time until Light Binding is down or aimed elsewhere.

    • Never channel Bullet Time into a Lux who is still holding Q.
    • Stand behind one minion, not a full line that lets Light Binding tag two targets into you.
    • Mercurial Scimitar is specifically valuable because removing Binding can deny her laser setup.
    BuyMercurial ScimitarHexdrinkerBanshee's Veil
  • Malphite

    MalphiteUnfavoured

    Miss Fortune can chip Malphite before six, but once Unstoppable Force is available he can force melee range and cut her DPS with Ground Slam.

    Watch for Unstoppable Force: it ignores your spacing, knocks you up, and gives Malphite the guaranteed Ground Slam window that ruins your auto-trade.

    How to beat

    Stay just outside his engage line and make him spend Seismic Shard before you commit to autos. Break Granite Shield with Double Up or a single auto, then back off until Strut returns; only channel Bullet Time after Unstoppable Force is down or already missed.

    Later Malphite usually wins the side-lane duel if he can start with R, and he is more reliable in front-to-back teamfights as an engager. Miss Fortune should play behind vision, save Flash for Unstoppable Force, and punish his team with Bullet Time after he commits elsewhere.

    • Do not waste a full trade into Granite Shield; tap it off first.
    • Ground Slam's attack-speed slow makes standing and autoing after his combo bad for you.
    • Make It Rain can keep him from walking in, but it will not stop Unstoppable Force.
    • If he builds heavy armor, your duel window is before he reaches you, not after.
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  • Malzahar

    MalzaharUnfavoured

    Malzahar matches Miss Fortune's range, pushes her off space with damage-over-time, and wins decisively if Nether Grasp lands without a cleanse item.

    Watch for Nether Grasp: it suppresses you in place long enough for Null Zone, Malefic Visions, and a Voidling to finish the duel.

    How to beat

    Hold max auto range and clear Voidlings before they add free damage to Malefic Visions. Bait Call of the Void sideways, then trade during its cooldown; do not commit Bullet Time unless Nether Grasp is unavailable or you have Quicksilver Sash ready.

    Later Malzahar is still favored in a side-lane pick if he has flash-ult or catches you without QSS, while Miss Fortune brings stronger grouped AoE if she stays unsuppressed. Buy the cleanse answer and wait for him to ult someone else before channeling.

    • Quicksilver Sash is the matchup-changing item; without it, his R decides the duel.
    • Avoid fighting inside Null Zone even if he is low.
    • Kill Voidlings quickly so Malefic Visions does not become a three-source trade.
    • A spell shield can block the first pick spell, but QSS answers the suppress itself.
    BuyQuicksilver SashBanshee's VeilHexdrinker
  • Master Yi

    Master YiUnfavoured

    Master Yi can dodge part of Miss Fortune's burst with Alpha Strike and Highlander ignores Make It Rain's slow, turning the fight into a melee DPS check she usually loses.

    Watch for Highlander: it makes him immune to your slow and gives him the speed to stay on top of you after Alpha Strike.

    How to beat

    Do not open with Make It Rain as your only peel once Highlander is available. Hold distance until Alpha Strike is used, kite toward terrain or allies, and commit damage only while he is visible and before Meditate can erase your burst.

    Later Finished Yi wins isolated side-lane duels if he reaches melee range, while Miss Fortune is much better in grouped fights where crowd control can stop him. Stay with teammates, force him to Alpha Strike into a bad position, then channel Bullet Time after he is controlled.

    • Make It Rain does almost nothing to a Highlander chase.
    • Do not channel Bullet Time while Alpha Strike is ready unless he is forced away from you.
    • Executioner's Calling is only worth it if Meditate or lifesteal is actually deciding the fight.
    • If Yi uses Meditate early, stop feeding reduced damage into it and reposition.
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  • Morgana

    MorganaEven

    Miss Fortune outdamages Morgana in a clean ranged trade, but one Dark Binding lets Morgana layer Tormented Soil and Soul Shackles long enough to win.

    Watch for Dark Binding: it roots you in place and gives Morgana time to drop Tormented Soil or walk in for Soul Shackles.

    How to beat

    Stand behind minions and trade with autos and Double Up when Dark Binding is blocked or on cooldown. If she uses Black Shield, keep fighting with autos instead of relying on Make It Rain's slow; back out immediately if Soul Shackles attaches and you cannot break the tether.

    Later Morgana is more valuable as a pick and anti-engage support, but Miss Fortune's Bullet Time can win grouped fights if Dark Binding is dodged first. In side lane, the duel remains skill-based and mostly depends on whether binding lands.

    • Black Shield does not block your basic attacks or Double Up's physical damage.
    • Do not channel Bullet Time while Dark Binding is still available.
    • If Soul Shackles starts, use Strut or Flash to break range before the stun.
    • Make It Rain can reveal her intent to walk forward, but it will not stop Black Shielded movement.
    BuyMercury's TreadsQuicksilver SashBanshee's Veil
  • Nasus

    NasusEven

    Miss Fortune wins the early spacing game, but Nasus flips the duel once Wither sticks and his stacked Siphoning Strike reaches her.

    Watch for Wither: it crushes your movement and attack speed over time, removing both your kite and your damage output.

    How to beat

    Punish him before he is in Wither range, and use Make It Rain to make his walk-up costly. If Wither is down, you can step forward for Double Up and autos; if he casts Fury of the Sands, kite out of the aura instead of trying to finish through it.

    Later A farmed Nasus wins the side lane because Wither plus Siphoning Strike eventually reaches you. Miss Fortune should avoid isolated lanes against him and use Bullet Time in teamfights while allied control keeps him from walking straight at her.

    • Do not duel him inside Spirit Fire; the armor shred makes his Q hit much harder.
    • Wither is the fight timer, not just a slow.
    • Make It Rain before he reaches Wither range, not after he is already on top of you.
    • If his ultimate is active, create distance and restart the fight after it ends.
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  • Nidalee

    NidaleeEven

    Miss Fortune wins sustained auto trades, but Nidalee can win instantly if a long Javelin Toss lands and she converts it into cougar burst.

    Watch for Javelin Toss: from long range it removes too much health before Nidalee commits, making her cougar follow-up lethal.

    How to beat

    Fight around minions and move laterally so Javelin Toss cannot start the duel for free. If spear misses or is thrown short, step into auto range and punish her human form before Primal Surge resets the trade; avoid brush angles where Prowl lets her choose the engage.

    Later Nidalee is better at side-lane poke and fog-of-war picks, while Miss Fortune is stronger in committed 5v5s. Group behind minions, deny spear angles, and save Bullet Time for when Nidalee has already used cougar mobility or is forced to heal instead of chase.

    • A missed spear is your best window to trade hard.
    • Do not chase through Bushwhack paths; the resistance shred makes the next spear and cougar combo hurt more.
    • Her 525 range is shorter than yours, so autos matter when no spear has landed.
    • Brush control changes the duel because Prowl lets her reset spacing.
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  • Nunu & Willump

    Nunu & WillumpFavoured

    Nunu is hard to kill through Consume and Ice Blast poke, but he lacks the damage to beat Miss Fortune in an honest duel if she refuses Absolute Zero.

    Watch for Absolute Zero: if you stay in the channel, the slow traps you and the burst can swing an otherwise won fight.

    How to beat

    Keep him at the edge of auto range and do not chase into brush or fog where Absolute Zero can start unseen. Trade after Ice Blast is down, use Make It Rain to stop his walk-up, and simply leave the ultimate radius before committing again.

    Later Nunu rarely wants a side-lane duel with Miss Fortune, but his buffs and slows are stronger around teammates than alone. In teamfights, watch for Absolute Zero setup and reposition before channeling Bullet Time.

    • Do not stand still in Bullet Time if he begins Absolute Zero in range.
    • Consume only works on minions and monsters, so fight away from waves when trying to finish him.
    • Ice Blast slows your attack speed too, so short trades after it lands are worse than they look.
    • Blood Boil lets him disengage; save Make It Rain for the retreat path.
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  • Olaf

    OlafUnfavoured

    Olaf's axe chain and Ragnarok deny Miss Fortune's kiting tools, and Reckless Swing gives him reliable true damage once he reaches her.

    Watch for Ragnarok: it lets Olaf ignore Make It Rain's slow and force the all-in through your peel window.

    How to beat

    Respect Undertow pickup paths and sidestep the first axe before trading. If Ragnarok is available, do not commit unless he is already low and far away; once it ends, Make It Rain and Strut can finally create the distance needed to finish.

    Later Olaf wins most side-lane duels because he can run through slows and convert one axe into repeated axes. Miss Fortune should stay grouped, force him to spend Ragnarok entering the fight, then use Bullet Time after he has passed her cone or been kited out.

    • The first Undertow matters most; if it misses, he cannot chain the chase cleanly.
    • Make It Rain is a post-Ragnarok tool, not a stop button during it.
    • Do not trade at low Olaf health unless you can finish immediately; Berserker Rage improves his DPS.
    • Reckless Swing means armor alone does not solve the duel.
    BuyNinja TabiGuardian AngelFrozen Mallet
  • Pantheon

    PantheonUnfavoured

    Pantheon can block an auto with Aegis Protection, point-click stun with Aegis of Zeonia, and burst Miss Fortune before her sustained damage matters.

    Watch for Aegis of Zeonia: the leap stun guarantees Heartseeker Strike range and interrupts your attempt to kite or channel.

    How to beat

    Keep him outside leap range and poke off Aegis Protection with a low-value auto or Double Up bounce before trading. If Aegis of Zeonia is down, you can punish him hard; if it is ready, save Make It Rain for after he lands so you can walk out of Heartseeker Strike's cone.

    Later Pantheon remains dangerous in side-lane picks but falls off in front-to-back fights if he cannot instantly reach you. Track Grand Skyfall flanks and hold Flash or defensive items for the stun window, then punish his short range after the combo.

    • Do not let Aegis Protection eat your most important auto in a close duel.
    • Step sideways out of Heartseeker Strike after the stun ends; do not backpedal in the cone.
    • Bullet Time is risky while Aegis of Zeonia is available.
    • Armor is more valuable here than health alone because his burst is mostly physical.
    BuyNinja TabiGuardian AngelChain Vest
  • Rammus

    RammusUnfavoured

    Rammus directly punishes Miss Fortune's auto attacks with taunt, armor stacking, and Defensive Ball Curl return damage.

    Watch for Puncturing Taunt: it forces you to attack Rammus during Defensive Ball Curl, turning your own DPS against you.

    How to beat

    Do not stand in open lanes where Powerball can start the fight for free. If he misses Powerball or uses Defensive Ball Curl early, kite back and wait it out; only commit autos after taunt and curl are down, using Double Up and Bullet Time from outside his control range.

    Later Rammus wins isolated fights against marksmen once he has armor, while Miss Fortune is far better used in teamfights after he spends taunt on someone else. Stay behind your frontline and do not be the first target he can Powerball into.

    • Stop attacking during Defensive Ball Curl whenever you are not taunted.
    • Powerball angles from fog are more dangerous than a visible walk-up.
    • Quicksilver Sash can remove the taunt, but it does not remove his armor or return damage.
    • Bullet Time avoids some Thornmail-style punishment because it is not basic attacks.
    BuyQuicksilver SashGuardian AngelNinja Tabi
  • Ryze

    RyzeUnfavoured

    Ryze has the same listed range, point-click Rune Prison, and repeatable spell damage that prevents Miss Fortune from freely kiting or channeling.

    Watch for Rune Prison: it roots you at equal range and lets Ryze unload Overload, Spell Flux, and Desperate Power while you cannot reposition.

    How to beat

    Trade only when Rune Prison is down or when you can hit from behind minions with Double Up without stepping into his full combo. If he activates Desperate Power, disengage until the spell-vamp and movement-speed window ends; channel Bullet Time only after Rune Prison has been used.

    Later Ryze wins side-lane duels if he gets root range, while Miss Fortune has the cleaner teamfight damage from behind a frontline. Build a cleanse or spell shield if he is assigned to catch you, and make him spend Rune Prison before committing your ultimate.

    • Equal range favors Ryze because his root starts the trade instantly.
    • Do not clump near minions during Desperate Power; his spells splash during the ult.
    • A spell shield can block Rune Prison if he has no easy way to pop it first.
    • Quicksilver Sash turns one root combo into a real escape window.
    BuyQuicksilver SashBanshee's VeilHexdrinker
  • Shaco

    ShacoUnfavoured

    Shaco decides the fight from stealth, and Miss Fortune has few answers if Deceive puts him behind her with boxes nearby.

    Watch for Deceive: it lets Shaco bypass your range, appear behind you for Backstab damage, and start the duel before you can kite.

    How to beat

    Do not take isolated fights near unwarded brush or narrow paths where Jack In The Box can fear you. If Deceive is used aggressively, drop Make It Rain on your retreat path and fire at the real Shaco only after Hallucinate is identified; if he uses Deceive to escape, do not chase into boxes.

    Later Shaco remains favored in side-lane ambushes, but he is much worse than Miss Fortune in grouped fights if his flank is controlled. Stay with vision, force him to enter through predictable angles, and use Bullet Time when he cannot cancel it from behind.

    • If he appears behind you, immediately move away before Backstab autos stack up.
    • Do not Bullet Time into Hallucinate until you know which Shaco is real.
    • Jack In The Box turns your kite path into a trap; avoid chasing through fog.
    • Make It Rain is useful on the escape line after Deceive, not as preemptive poke.
    BuyGuardian AngelNinja TabiQuicksilver Sash
  • Shen

    ShenEven

    Miss Fortune can kite Shen in open space, but Shadow Dash taunt and Feint can absorb enough damage for him to force a close trade.

    Watch for Shadow Dash: it closes the gap and taunts you, giving Shen the melee window he needs to land Ki Strike and Vorpal Blade trades.

    How to beat

    Stand outside Shadow Dash range and punish him whenever it is down. If he taunts in, use Make It Rain as soon as control ends and walk out before repeating autos; do not waste your burst into Feint unless you need to break the shield quickly.

    Later Shen is usually more valuable through Stand United and side-lane pressure, but he does not automatically kill Miss Fortune unless Shadow Dash lands. Miss Fortune should push grouped fights with Bullet Time and punish Shen's team while he is split or after he teleports in.

    • Side-step laterally against Shadow Dash; backing straight up makes the line easier.
    • Feint can soak Double Up, so use cheap autos to test the shield first.
    • His Stand United is not a duel spell unless he is leaving; punish the channel if you can kill him.
    • Once Shadow Dash misses, he has no clean way to stay on you.
    BuyQuicksilver SashNinja Tabi
  • Singed

    SingedEven

    Miss Fortune wins if she keeps Singed at range, but Fling into Poison Trail and Insanity Potion turns the duel into a chase she should not take.

    Watch for Fling: it throws you behind Singed into Poison Trail and reverses your spacing advantage instantly.

    How to beat

    Kite backward at max range and never chase through Poison Trail just because he is low. Save Make It Rain for his approach after Mega Adhesive is placed, and commit only when Fling is out of range or down; if Insanity Potion is active, disengage and restart later.

    Later Singed is stronger in side-lane disruption and can force messy chases, while Miss Fortune is better in structured teamfights if she ignores him until he overextends. Let teammates pin him down, then aim Bullet Time past him into the carries rather than following his poison path.

    • Chasing Singed is the matchup loss condition, even when he looks killable.
    • Mega Adhesive plus Fling removes Strut and makes your retreat predictable.
    • Do not stand in Poison Trail to finish Bullet Time unless it wins immediately.
    • His ultimate is a disengage signal unless he is already trapped.
    BuyBoots of SwiftnessMercury's TreadsFrozen Mallet
  • Sion

    SionUnfavoured

    Sion's point-click Cryptic Gaze and shield burst give him a reliable engage, and Cannibalism can outheal Miss Fortune if she cannot break away.

    Watch for Cryptic Gaze: the targeted stun stops your kite and gives Sion time to detonate Death's Caress or start lifestealing with Cannibalism.

    How to beat

    Stay outside stun range and chip Death's Caress before he can walk it into detonation range. If Cryptic Gaze is used and you survive, immediately Make It Rain your retreat path; commit only while the stun or shield is down, and apply anti-heal if Cannibalism is winning the race.

    Later Sion can win side-lane duels through stun into shield and lifesteal, especially if built for melee damage. Miss Fortune should not answer him alone without cleanse or peel; in teamfights, wait out the stun target and use Bullet Time while he is forced to walk forward.

    • Do not let Death's Caress detonate on you for free; back up when the shield is active.
    • Cryptic Gaze is targeted, so spacing is your only dodge.
    • Executioner's Calling is specifically good when Cannibalism healing decides the all-in.
    • If his shield breaks early, he loses much of his burst threat.
    BuyQuicksilver SashExecutioner's CallingNinja Tabi
  • Sivir

    SivirFavoured

    Miss Fortune has longer range and stronger direct all-in damage, while Sivir must land Boomerang Blade or block a key spell with Spell Shield to keep up.

    Watch for Spell Shield: it can eat Double Up or Make It Rain, deny your setup, and give Sivir the mana and timing to trade back.

    How to beat

    Use autos to exploit your 550 range into her 425 range, and bait Spell Shield with Make It Rain before using Double Up for damage. Sidestep Boomerang Blade rather than trading into both hits, then commit with W-stacked autos when her shield and blade are down.

    Later Miss Fortune remains stronger in a direct duel and has the more punishing teamfight ultimate, but Sivir's On The Hunt can start or escape fights before Bullet Time is set. Hold your channel until Spell Shield is used or aim it where Sivir cannot simply speed her team out.

    • Your basic attack range is the matchup advantage; do not give it up by walking into her 425 range for no reason.
    • Never let Boomerang Blade hit on both the outward and return path.
    • Spell Shield can block Make It Rain's first hit, so bait it before relying on the slow.
    • On The Hunt can ruin a narrow Bullet Time angle if you cast too early.
  • Skarner

    SkarnerUnfavoured

    Miss Fortune can kite Skarner until he reaches Flash or Impale range, but once he suppresses her she usually loses the duel before she can channel Bullet Time safely.

    Watch for Impale: suppresses you and drags you out of position, removing your ability to kite or channel Bullet Time.

    How to beat

    Hold 550 range and keep Make It Rain for the moment Crystalline Exoskeleton starts, because breaking or outlasting that shield removes most of his catch speed. Do not open Bullet Time unless Impale is down or he is already slowed outside engage range. If he burns W and still cannot touch you, turn with Double Up and Impure Shots autos.

    Later Skarner wins isolated side-lane catches if he has Flash or flank access, while Miss Fortune is far more valuable in front-to-back teamfights. Stay behind vision and buy cleanse effects when his only job is to ult you.

    • Make It Rain is best used on Crystalline Exoskeleton, not after he is already on top of you.
    • Do not stand near minions if Skarner can use them to keep Energize cycling.
    • Bullet Time is a punish after Impale, not a race against it.
    BuyQuicksilver SashMercurial ScimitarBoots of Swiftness
  • Sona

    SonaFavoured

    Sona has poke and sustain, but in a straight duel she is too fragile to survive Miss Fortune's sustained autos and Bullet Time unless Crescendo lands cleanly.

    Watch for Crescendo: stuns you long enough for Sona to unload Power Chord and stop Bullet Time.

    How to beat

    Trade from max auto range and punish every Hymn of Valor cast with Double Up or an auto, since Sona cannot match extended damage. Track her Power Chord count and back off if Crescendo is available and she walks forward. Commit after Crescendo misses or is used defensively.

    Later Sona should not beat Miss Fortune in a side lane, but she changes teamfights with Crescendo and aura value. Stay spread enough that she cannot stun you and your frontline together, then answer with Bullet Time after her engage is spent.

    • Count Sona spell casts; the third spell means Power Chord is ready.
    • Do not channel Bullet Time while Crescendo is available in range.
    • Make It Rain keeps her from walking up for a short-range ultimate angle.
    BuyQuicksilver SashMercurial Scimitar
  • Soraka

    SorakaFavoured

    Soraka can stall with Astral Blessing and Wish, but she lacks the damage or hard crowd control to stop Miss Fortune from eventually winning the duel.

    Watch for Infuse: silences you during your burst window and can interrupt your ability sequence before Bullet Time pressure starts.

    How to beat

    Do not waste your full commit into Astral Blessing armor unless she is already low enough that Wish will not save her. Harass with Double Up and autos, then commit after Infuse is used or when she is forced to heal early. Keep the fight short enough that repeated Starcall stacks do not grind down your magic resist.

    Later Soraka still loses the side-lane duel, but her real value is keeping carries alive through Miss Fortune's first damage wave. In teamfights, either force Wish before Bullet Time or aim Bullet Time across targets she cannot all save with single-target healing.

    • Executioner's Calling is valuable if Soraka is repeatedly denying kills with Astral Blessing and Wish.
    • Avoid standing in Starcall range longer than needed; her duel improves if she stacks it.
    • Infuse cannot stop autos, so keep attacking through the silence.
    BuyExecutioner's Calling
  • Taric

    TaricEven

    Taric is hard to burst through Shatter armor and healing, but he has to land Dazzle and stay close long enough to finish Miss Fortune.

    Watch for Dazzle: stuns you and lets Taric close for Shatter, Radiance, and Gemcraft autos.

    How to beat

    Keep him at the edge of your 550 range and kite backward before Dazzle is in comfortable range. If Dazzle is used from far away, the damage is lower and you can answer with Make It Rain into Double Up while retreating. Do not channel Bullet Time until Dazzle is down or he is too slowed to step out of the cone.

    Later Taric rarely wants a true side-lane duel with Miss Fortune, but armor aura and point-click stun are dangerous in grouped fights. Let someone else absorb Dazzle, then use Bullet Time after Taric commits forward.

    • Shatter's armor aura makes short trades worse than they look.
    • Do not stand still for Bullet Time while Dazzle is ready.
    • Kite out Radiance; Taric's damage drops heavily once you leave melee range.
    BuyQuicksilver SashNinja Tabi
  • Teemo

    TeemoUnfavoured

    Teemo's Blind shuts off Miss Fortune's auto-based damage window, and mushrooms make it difficult for her to control spacing.

    Watch for Blinding Dart: denies your basic attacks during the part of the duel where Impure Shots should win the trade.

    How to beat

    Open with Double Up and Make It Rain rather than autos if Blinding Dart is ready. Hold max range because your 550 range beats his 500, and only commit to extended autos after Blind expires. Sweep likely mushroom paths with minions or avoid chasing through ground he has prepared.

    Later Teemo is annoying in side lanes because mushrooms and Blind punish direct chases, but Miss Fortune contributes more reliable teamfight damage. Group for objective fights where his traps can be cleared and aim Bullet Time from outside Blind range.

    • Your range advantage matters; do not walk into 500 range for free Toxic Shot trades.
    • Make It Rain can keep Teemo inside Bullet Time after Blind is gone.
    • Quicksilver Sash can remove Blind, but buying it only makes sense if Teemo is the reason you cannot deal damage.
    BuyQuicksilver SashMercury's Treads
  • Tristana

    TristanaUnfavoured

    Tristana scales past Miss Fortune in range and can interrupt or reset the fight with Rocket Jump and Buster Shot.

    Watch for Buster Shot: knocks you out of Bullet Time and resets spacing when you need to finish the duel.

    How to beat

    Fight before her passive range advantage becomes too large, and punish Rocket Jump if she uses it aggressively instead of saving it to escape. Keep Make It Rain under her landing spot so she cannot freely chase after the slow. Do not channel Bullet Time until Buster Shot is down or she is unable to knock you out of the cone.

    Later Tristana wins most finished-build side-lane duels because she outranges and self-peels better. Miss Fortune should force grouped fights and use Bullet Time across clustered targets before Tristana can clean up with resets.

    • If Rocket Jump is down, Tristana is much easier to punish with Make It Rain.
    • Do not start Bullet Time into available Buster Shot.
    • Her late range means equal 550 spacing stops being equal later.
    BuyNinja TabiQuicksilver Sash
  • Tryndamere

    TryndamereUnfavoured

    Miss Fortune can kite Tryndamere for a while, but Spinning Slash plus Mocking Shout and Undying Rage make the all-in heavily favor him if he reaches her.

    Watch for Undying Rage: lets Tryndamere ignore lethal damage and keep chasing through your final burst.

    How to beat

    Keep maximum range and save Make It Rain for after Spinning Slash, not before, so he cannot simply dash through the slow. When Undying Rage starts, stop trying to finish him and use the slow plus Strut reset distance to wait it out. Re-engage only as the ultimate ends and he has no dash angle left.

    Later Tryndamere is a much stronger side-lane duelist and split pusher when items are finished. Miss Fortune should avoid isolated lanes without vision and force 5v5s where Make It Rain and Bullet Time punish his team while others handle his dive.

    • Do not panic-burst into Undying Rage; kite the duration first.
    • Mocking Shout is worse if you turn your back, so avoid giving him a free chase angle.
    • Executioner's Calling helps after Undying Rage because Bloodlust is his reset tool.
    BuyBilgewater CutlassExecutioner's CallingNinja Tabi
  • Twisted Fate

    Twisted FateEven

    Miss Fortune wins sustained damage, but Twisted Fate can decide the duel with Gold Card into Wild Cards before she gets to use her range advantage.

    Watch for Pick A Card - Gold Card: point-click stun that sets up Wild Cards and stops Bullet Time.

    How to beat

    Watch his card cycle and back away when Gold Card is locked; fight when he throws Blue or Red Card into minions or wastes the lock. Your autos beat his once the stun is gone, so use Make It Rain to keep him from walking back into card range. Bullet Time is strongest after Gold Card is down or when he has already used Destiny defensively.

    Later Twisted Fate is more dangerous through map pressure than direct dueling, while Miss Fortune is stronger in grouped front-to-back fights. Match him with vision and pings rather than isolated chasing, and save cleanse for Gold Card if he is targeting you.

    • Do not chase into fog after Destiny or Gate; he wants the first Gold Card.
    • Make It Rain can force him to choose between card range and retreating.
    • QSS turns many Gold Card all-ins into winning trades for you.
    BuyQuicksilver SashMercurial ScimitarMercury's Treads
  • Twitch

    TwitchEven

    The duel is volatile because Twitch can open first from Ambush, but Miss Fortune can win if she survives the opener and pins him with Make It Rain and Bullet Time.

    Watch for Ambush: gives Twitch the first shot and attack speed window before you can choose spacing.

    How to beat

    Do not walk into likely Ambush angles without minions or wards, because the first two seconds decide the fight. If he appears, drop Make It Rain on yourself or his retreat path and move sideways out of Spray and Pray's line. Commit after Venom Cask and Expunge are used or if he is slowed inside Bullet Time.

    Later Twitch is the scarier isolated assassin-carry when he gets the opener, but Miss Fortune has the cleaner immediate teamfight cone. Stand away from your team so Spray and Pray cannot pierce everyone, then punish his reveal with Make It Rain and Bullet Time.

    • A defensive Make It Rain on your feet can deny Twitch's Ambush chase.
    • Move perpendicular to Spray and Pray rather than straight back.
    • Do not duel in fog; the matchup changes completely if Twitch opens first.
    BuyNinja TabiSightstoneRuby Sightstone
  • Vayne

    VayneUnfavoured

    Vayne is built for isolated duels, and Final Hour plus Tumble lets her avoid Bullet Time while Silver Bolts wins the extended fight.

    Watch for Condemn: knocks you away or stuns you into terrain, breaking your damage window and giving Vayne free Silver Bolts procs.

    How to beat

    Fight in open space away from walls and hold Make It Rain for after Tumble so she cannot freely reposition. Short trades with Double Up are better than extended autos once Silver Bolts starts stacking. Only channel Bullet Time after Condemn is down or when Vayne has already used Tumble and cannot leave the cone.

    Later Vayne wins the finished-build side-lane duel convincingly, especially near walls or in fog. Miss Fortune should avoid matching her alone and instead force grouped fights where Bullet Time hits multiple targets before Vayne can isolate one champion.

    • Never duel Vayne next to a wall if Condemn is available.
    • Track Silver Bolts and break the trade before the third hit when possible.
    • Final Hour Tumble can dodge your cone, so wait for her reveal before committing.
    BuyNinja TabiRanduin's Omen
  • Veigar

    VeigarEven

    Miss Fortune can kill Veigar quickly if she dodges Event Horizon, but one stun usually lets him land Dark Matter and Primordial Burst for the win.

    Watch for Event Horizon: cages your movement and stuns you if you cross the edge, setting up Veigar's full combo.

    How to beat

    Stay just outside Event Horizon range and bait it with side movement before committing. If the cage misses or you remain inside without touching the wall, step out after it fades and punish with Double Up into Bullet Time. Do not channel Bullet Time while he can place Event Horizon under or around you.

    Later Veigar's burst becomes more lethal, but Miss Fortune still has better teamfight damage if she is not caught first. Buy magic defense or cleanse when he is playing to one-shot you, and let teammates force Event Horizon before you commit your ultimate.

    • Inside Event Horizon, stop moving into the wall; the stun is on the perimeter.
    • Hexdrinker is strongest when Veigar is killing you through one combo.
    • Bullet Time after Event Horizon is down is far safer than trying to channel through it.
    BuyHexdrinkerMaw of MalmortiusQuicksilver SashBanshee's Veil
  • Warwick

    WarwickUnfavoured

    Warwick's sustain and point-click suppression make the duel difficult for Miss Fortune once he reaches Infinite Duress range.

    Watch for Infinite Duress: suppresses you in place and lets Warwick heal through the all-in while you cannot kite.

    How to beat

    Harass from max range and do not let Blood Scent bait you into staying low near him. Save Make It Rain for after he starts running at you, then kite until Infinite Duress is forced or unavailable. If he ults and you cleanse it, immediately create distance and turn with Bullet Time while he has no gap closer.

    Later Warwick remains dangerous in side lanes because Infinite Duress starts fights on his terms. In teamfights, Miss Fortune should position behind peel and treat Warwick ult as the cooldown that must be cleansed or absorbed before Bullet Time.

    • Executioner's Calling cuts both Eternal Thirst and Hungering Strike value.
    • Do not fight Warwick at low health; Blood Scent removes your spacing advantage.
    • QSS is the cleanest answer to Infinite Duress.
    BuyQuicksilver SashMercurial ScimitarExecutioner's Calling
  • Wukong

    WukongUnfavoured

    Wukong can close through minions with Nimbus Strike, hide with Decoy, and interrupt Miss Fortune's channel with Cyclone.

    Watch for Cyclone: knocks you up and cancels Bullet Time while keeping Wukong in melee range.

    How to beat

    Stand away from your minion wave so Nimbus Strike cannot use nearby targets to reach you easily. When he uses Decoy, stop firing into the clone and reposition with Make It Rain covering his likely path. Commit only after Cyclone is down or after he has used Nimbus Strike and cannot stick to you.

    Later Wukong is the stronger side-lane all-in champion and a major teamfight disruptor if he reaches Miss Fortune. Stay behind frontline vision and wait for Cyclone before channeling Bullet Time across the fight.

    • Do not waste Double Up or Bullet Time into Decoy's clone.
    • Make It Rain on your own retreat path punishes his post-Decoy re-engage.
    • Cyclone cancels your ultimate, so patience matters more than first cast.
    BuyNinja TabiRanduin's Omen
  • Zilean

    ZileanEven

    Zilean can kite and reset himself with Chronoshift, but Miss Fortune wins if she forces his cooldowns before committing to the kill.

    Watch for Chronoshift: denies your lethal burst and revives Zilean if you finish him too early.

    How to beat

    Use Double Up and autos to pressure without spending Bullet Time into an available Chronoshift. If he speeds himself or slows you with Time Warp, answer with Make It Rain defensively and wait out the movement swing. Commit after Chronoshift is forced or when he is too low to survive the revive follow-up.

    Later Zilean is still not a natural side-lane duelist, but his revive can erase Miss Fortune's first kill target in teamfights. Aim Bullet Time to force multiple health bars low rather than tunneling the Chronoshift target.

    • Do not finish Zilean during Chronoshift unless you can also control the revive spot.
    • Move away from minions or allies carrying Time Bomb to avoid splash damage.
    • Boots of Swiftness help when Time Warp slows are deciding the spacing.
    BuyBoots of SwiftnessMercury's Treads
18
Attack damage
311.2
Ability power
0
Armor
138
Magic resist
84.6
Attack speed
1.477
Cooldown reduction
0%
Critical strike chance
55%
Move speed
388.5
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,103
Health regen
16.8 / 5s
Mana
896
Resource regen
18.65 / 5s

Offense

Attack range
550
Crit chance
55%
Crit damage
250%
Life steal
12%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
43%
Lethality
6
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Double Uprank 5/5

    Damage
    406
  • W

    Impure Shotsrank 5/5

    Damage
    14
    Max Damage
    57
  • E

    Make It Rainrank 5/5

    Damage Per Second
    316
    Damage
    632
  • R

    Bullet Timerank 3/3

    Physical Damage Per Wave
    213
    Damage
    1,708

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second855.7
Attacks per second
1.477
Average hit
579.3
Normal hit
317.4
Critical hit
793.6
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Life steal healing
102.7 / s
Time to kill
1.2s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
100.5
Ability power
668.58
Armor
82
Magic resist
30
Attack speed
0.992
Cooldown reduction
14%
Critical strike chance
0%
Move speed
370
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,765
Health regen
16.8 / 5s
Mana
968
Resource regen
21.65 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Double Uprank 5/5

    Damage
    244
  • W

    Impure Shotsrank 5/5

    Damage
    48
    Max Damage
    192
  • E

    Make It Rainrank 5/5

    Damage Per Second
    856
    Damage
    1,712
  • R

    Bullet Timerank 3/3

    Physical Damage Per Wave
    262
    Damage
    2,097

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second134.6
Attacks per second
0.992
Average hit
135.7
Normal hit
135.7
Critical hit
237.5
On-hit damage
33.9
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+1.3%
Time to kill
7.4s

On-hit

  • Spellsword33.9

    5% of ability power · magic damage

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
100.5
Ability power
0
Armor
73
Magic resist
30
Attack speed
0.992
Cooldown reduction
0%
Critical strike chance
0%
Move speed
325
18

Resources

Health
1,965
Health regen
16.8 / 5s
Mana
896
Resource regen
18.65 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    Double Uprank 5/5

    Damage
    240
  • W

    Impure Shotsrank 5/5

    Damage
    14
    Max Damage
    56
  • E

    Make It Rainrank 5/5

    Damage Per Second
    310
    Damage
    620
  • R

    Bullet Timerank 3/3

    Physical Damage Per Wave
    125
    Damage
    1,000

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second99.7
Attacks per second
0.992
Average hit
100.5
Normal hit
100.5
Critical hit
201
Armor after penetration
0
Magic resist after penetration
0
Time to kill
10.0s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
100.5
Ability power
571.94
Armor
82
Magic resist
62.4
Attack speed
1.333
Cooldown reduction
40%
Critical strike chance
0%
Move speed
370
18

Click an item to leave it out of the numbers.

Resources

Health
2,265
Health regen
16.8 / 5s
Mana
1,076
Resource regen
33.65 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Double Uprank 5/5

    Damage
    245
  • W

    Impure Shotsrank 5/5

    Damage
    43
    Max Damage
    174
  • E

    Make It Rainrank 5/5

    Damage Per Second
    783
    Damage
    1,566
  • R

    Bullet Timerank 3/3

    Physical Damage Per Wave
    244
    Damage
    1,953

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second175.5
Attacks per second
1.333
Average hit
131.7
Normal hit
131.7
Critical hit
234.2
On-hit damage
29.2
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
5.7s

On-hit

  • Spellsword29.2

    5% of ability power · magic damage

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.