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Tristana can easily block your Bullet Time with her Rocket Shot. But she has a weak middle-game, so grouping early as a team will work to your advantage and keep her from farming and becoming stronger. Tristana has nothing Miss Fortune can Strut around and easily avoids Bullet Time. Tristana's steroid is vastly superior to Miss Fortune's in a straight 1 vs 1. Miss Fortunes mobility is low without her passive , so Tristana can jump forward and easiliy ult her and get back with Rocket Jump. Be careful. Tristana Explosive Charge drains mini damage on Miss Fortune leaving her vulnerable and with no escapes.
Draven
Firstly wait when Draven use his Stand Aside after it you can use your Bullet Time.
Taric
Firstly wait when Taric use his Dazzle after it you can use your Bullet Time. Long range supports can annoy him as he cannot get close to them, such as a Zyra or Lux. When he is low on mana, increase harassing as he can not heal up as much without depleting his mana, and if he has no mana, you should win most trades.
Caitlyn
Caitlyn is very hard to counter, because she can farm from a distance easily if you try to bully her, and she can also be a lane bully and attack without getting in range to be attacked back. Caitlyn's natural range advantage allows her to reset Miss Fortune's passive at will. She also outranges MF's Q so it is easy for her to stay safe.
Braum
Braum can use his Unbreakable in the middle of the fight and block your Bullet Time or hit you with Glacial Fissure and stop your Bullet Time too. Also when you laning vs him always dodge his Winter's Bite if it hits you will be slowed by 70 %.
Sivir
Wait till Sivir use her Spell Shield. It has around 20 sec cooldown. Then use your Make It Rain (if it is on cooldown just start attack her with basic attacks) to slow her down then Double up and finish her off with a Double Up + Bullet Time combo.
Ahri
Ahri's orb of deception is a great farming tool but does pack a punch with the true damage on return. Because it is hard to land her orb, she often uses charm and fox fire to break down opponents. Staying behind minions will block 3 of her 4 abilities.
Yasuo
Firstly wait when Yasuo use his Wind Wall after it wait when Wind Wall disappears. Then you can use your Bullet Time. And know that he too will wait until you use your Bullet Time.
Aatrox
Be aware of and ready for Aatrox's passive, Blood Well, which often catches players off-guard. Killing Aatrox while his Blood Well is low will mean that his passive revives him with low health. Try to avoid being directly hit by Aatrox's Dark Flight as the middle area knocks units up and can cancel your Bullet Time. As Aatrox is dependent on AD, building armour may prove effective.
Leona
As Leona is a tanky support there are very few champions that directly counter her. Leona is a disrupter unfortunately the way to counter her is to disrupt her from locking down your team. In the early game having a ranged support that can peel is ideal, like Nami or Janna. Ranged squishy supports just get eaten when Leona lands her Zenith Blade. Leona has no heal for herself or her teammates so casual trading is not going to be her tactic. She will lie in wait and go all in when she sees an opportunity. you have been warned.
Vayne
Vayne is usually weakest prior to level six. Try to shut her down in the early game. Be aware of Vayne's Condemn ability - avoid standing directly in the path of walls and towers. Try to avoid getting hit three times in a row by Vayne's Silver Bolts - the third hit will deal a percentage of your health as true damage. Building health can help protect against the true damage from Vayne's Silver Bolts.
Darius
Darius' Apprehend pulls enemies towards him - stay out of its range where possible and that ability can cancel your Bullet Time. Try to avoid dying to Darius' ultimate as its cooldown will reset, significantly increasing his damage output. Be aware of Darius' passive which causes the target to bleed and increases the damage from his ultimate. Building health can help protect against the armour reduction and true damage from Darius' abilities.
Rammus
Standing amongst minions is an effective way to prevent getting hit by Rammus' Powerball. Rammus' passive encourages him to build armour, so true damage attacks are typically favoured. Avoid attacking Rammus when his Defensive Ball Curl is active as it reduces and returns some of the damage he takes.
Blitzcrank
The best way to counter Blitzcrank by dodging his Rocket Grab. You do this by knowing the cooldown while keeping his cooldown reduction in mind. If the Blitzcrank is support which is his normal role, stay on the other side of your minions so he can never get a clean grab on you. Also ward the bushes he sits in so you know when he is in range of a grab. Also, know when you can win a fight even when grabbed. If he grabs your support and you have a good support, you can possibly turn this into a double kill. Focus his AD carry and have your support exhaust his carry. Blitzcrank doesn't do much damage after he hits his cooldowns.
Thresh
Because Thresh is mana hungry early game, bait his hooks and dodge them and when he is out of mana, you can try to engage the carry he is supporting. If you he gets out of position early game remember he is squishy and you can burst him down if his carry is out of reach(a carry should almost always be the first target). Run cleanse on an AD carry that will be facing him in lane for emergencies to get out of his crowd control. When he is collecting souls during the game, you can get free harass onto him, so make him pay for building up his passive.
Lee Sin
Try to avoid bunching up with other team members in order to reduce the impact of Lee Sin's ultimate. His Dragon's Rage also can cancel your Bullet Time. When running from Lee while marked with his Sonic Wave, save any escapes until he can't dash to you. Lee Sin is a high mobility champion - it's often not worth chasing him. Lee Sin can be difficult to keep track of. Keep vision of him and report him as missing where appropriate.
Lucian
Try to avoid Lucian's abilities - they are mostly skillshots and can often be dodged. Lucian can use his ultimate while moving, so keep in mind he may kite you! Beware of standing behind minion waves as Lucian's Piercing Light may give him free damage. As Lucian is dependent on AD, building armour may prove effective.
Alistar
Don't focus him unless he is way out of position or low health. When he uses his ultimate Unbreakable Will, ignore him because you will waste too many resources trying to kill him and be on cooldowns when you need to target enemy carries. Ward the side bushes so he can never come from the side and isolate a carry with his Pulverize/Headbutt combo.
Ashe
Ashe can use her auto attack + Volley to slow you and start attack. Stay behind your minions to dodge her Volley. If she is attacking you just attack back. When you carry laning against Ashe, you will want to run cleanse for Ashe's Enchanted Crystal Arrow, as it can stun for up to 3.5 seconds, the longest stun duration in the game.
Nami
Try to avoid Nami's Aqua Prison, which can often be dodged to prevent the nasty stun. Try to avoid bunching up with other team members in order to reduce the impact of Nami's ultimate. Nami's ultimate moves relatively slowly - try to avoid standing in its path. Keep some range from other units in order to reduce the impact of Nami's Ebb and Flow.
Corki
Try to avoid Corki's Missile Barrage, specifically every third missile which does more damage. Corki's Gatling Gun can make him good at sustained trades - try to keep fights short. Corki's Valkyrie can be interrupted with knock-ups and displacements.
Annie
Keep an eye on Annie's passive stacks as the stun often catches players off-guard. Be aware of the AoE damage dealt when Tibbers is summoned. A good Annie may combine this with her passive for a team stun! Attack from afar where possible as Annie's abilities are relatively short ranged. As Annie is heavily dependent on AP, building magic resistance may prove effective.
Elise
Elise's Cocoon can be easily blocked by minion waves, avoiding a nasty stun. Elise's Volatile Spiderling only explodes when nearing a target - try to stand out of its path. Elise's Rappel can only land on enemy targets, making it easier to try and predict her landing spot. Rappel is Elise's only escape ability. If she uses it to enter a fight, she can't use it to exit. Elise's Venomous Bite does more damage to targets on lower health. Be wary of fighting Elise while low. As Elise is dependent on AP, building magic resistance may prove effective.
Ezreal
If you're able to, push Ezreal to his tower by using your Make It Rain. If it done correctly he won't have any mana left to fight you back. Force trades in between minions with Ezreal using autos and Double up. He can't trade back at all because his Mystic Shot is a skill shot. Wait to use your ultimate until you know Ezreal's Arcane Shift is down, as it is a reliable escape from your Bullet Time. Ezreal has no cc and is very vulnerable to it, once he Arcane Shifts he is a siting duck. Chase him out of team fights and refocus when he comes back. High poke champion like Miss Fortune is very effective as they can sneak abilities and autos onto Ezreal without trading damage. Dodge Ezreal's skill shots and you will most likely win the lane.
Soraka
Make sure you activate your Strut as this reduces all of soraka's healing. Also don't channel your ultimate when you are in close range of Soraka because she can silence you to interrupt it.
Sona
Don't let Sona drift in and out with Hymn of Valor. Go all-in at level 2-5 and burn her down with impure shots. Sona has very low HP so mitigating her heal will win you every hard engage. Watch out at 6 because her Crescendo stops yours Bullet Time.
Sion
Beware of Sion's passive - Glory in Death - which temporarily reanimates him upon death. The bonus statistics from Sion's Glory in Death are extremely powerful - try to avoid him until he falls again. Try to avoid bunching up with other team members in order to reduce the impact of Sion's Decimating Smash. Sion is dependent on AD, building armour may prove effective.
Vladimir
Be aware of Sanguine Pool, it's a good escape and can significantly punish tower dives, dodge your Bullet Time. Try to avoid bunching up with other team members in order to reduce the impact of Vladimir's ultimate. Sanguine Pool is Vladimir's only escape and has a relatively large cooldown. Vladimir's ultimate can be negated with debuff clearing items.
Nocturne
Be aware and ready for Nocturne's ultimate, which often catches players off-guard. Keep vision of Nocturne as his ultimate provides excellent ambush potential. Avoid being tethered by Nocturne's Unspeakable Horror for long periods as it will eventually fear you and cancel your Bullet Time if he focus you.
Shen
While Shen's ultimate - Stand United - is channeling, it can be interrupted. Be aware and ready for Shen's ultimate, which teleports him to and shields an allied champion. Try to avoid or bait Shen's Shadow Dash ability, which can often be dodged or juked. Shen moves with his Shadow Dash ability and so you can and should punish any mistakes he makes. Shen is an extremely tanky champion - do not underestimate this.
Fiddlesticks
While Fiddlesticks' ultimate is channeling, it can be interrupted. Keep some range from your other team members in order to reduce the potential impact of Dark Wind and Crowstorm. Keep vision of Fiddlesticks as he has good ambush potential. As Fiddlesticks is dependent on AP, building magic resistance may prove effective.
Garen
Garen's ultimate does more damage to targets on lower health. Be wary of fighting Garen while low. Try to avoid standing near Garen while his Judgment ability is off cooldown as the spin deals a lot of damage. Garen is most effective at close range. This makes slows, stuns, range, and mobility very effective.
Trundle
Avoid fighting Trundle in his Frozen Domain where possible as it gives him significant bonus statistics. Try to save using defensive buffs until after Trundle's ultimate as it steals a percentage of these statistics. Stay away from Trundle's Pillar of Ice as it will continually slow nearby units.
Heimerdinger
Destroying Heimerdinger's turrets can significantly reduce his damage output. Destroying Heimerdinger's turrets can significantly reduce his damage output. Try to avoid Heimerdinger's Micro-Rockets and Storm Grenade, which can often be dodged. As Heimerdinger is dependent on AP, building magic resistance may prove effective.
Graves
Double Up is great against AD carries with low range. Don't channel your Bullet Time up in his face because he will slip out and burst you down. As graves has shorter range he can be poked down even with his survivabiltiy. Graves is scariest when he is up close and personal keep your distance.
Kog'Maw
Be aware and ready for Kog'Maw's passive, which causes his dying body to detonate. Try to avoid Kog'Maw's Void Ooze and Caustic Spittle abilities, which can often be dodged. Try to avoid standing in Kog'Maw's Void Ooze where possible. Kog'Maw is great at clearing minion waves but has low mobility, often leaving him vulnerable with your Make It Rains to ganks. As Kog'Maw is often dependent on AD, building armour may prove effective.
Zyra
Stepping on the seeds from Zyra's Rampant Growth will destroy them! Be aware and ready for Zyra's passive, which causes her to return to her plant form after death.
Try to avoid bunching up with other team members in order to reduce the impact of Zyra's ultimate. Avoid standing in Zyra's ultimate - after a short delay it will knock targets airborne and can cancel your Bullet Time. The thorn from Zyra's passive deals massive true damage. Avoid it! As Zyra is dependent on AP, building magic resistance may prove effective.
LeBlanc
LeBlanc's Ethereal Chains can be easily blocked by minion waves! LeBlanc is heavily dependent on burst damage so she is highly vulnerable while her abilities are on cooldown. Disabling LeBlanc after she uses Distortion may prevent her from using it again to return to her starting location. As LeBlanc is dependent on AP, building magic resistance may prove effective. If marked with LeBlanc's Sigil of Malice, it may be wise to leave her range until it wears off.
Taliyah
Firstly wait when Taliyah use her Unraveled Earth + Seismic Shove combo after it you can use your Bullet Time, but remember her Weaver's Wall can stop your Bullet Time.
Warwick
Warwick tends to be weak before level six - try to make use of this. The suppress from Warwick's ultimate can be negated with debuff clearing items. Warwick is often very good at sustained trades - try to keep fights short.
Zed
Try to avoid Zed's Razor Shuriken, which can often be dodged. Zed's passive makes him strong against targets with low health. Be wary of fighting Zed while low. The effect from Zed's ultimate can be negated with debuff clearing items. As Zed is dependent on AD, building armour may prove effective.
Aurelion Sol
He gains speed while chasing in a straight line, but taking damage makes him lose that momentum. His Starsurge ability can grow to cover a huge area - don't stay in the same place too long!
Miss Fortune is an attack damage carry who plays with a support in the bottom lane. She is a lane bully with a powerful area-of-effect ultimate that can destroy enemies or stop them from killing teammates.
Miss Fortune Strengths
~ Passive allows Miss Fortune to delay buying boots if damage or sustain is needed, and when she has boots she is very fast.
~ She is one of the strongest AD carries in the laning phase because of her great harass, her Double Shot and Bullet Time do a lot of damage.
~ Her area of effect ultimate is one of the best ultimates for team fights from an AD carry.
Miss Fortune Weaknesses
~ She has a very short attack range, so if her ultimate is on cooldown she is not as effective as other carries.
~ Bullet Time can be interrupted while casting and she is immobile while using it.
Abilities
Abilities
~ Love Tap: Miss Fortune deals bonus physical damage whenever she attacks a new target.
~ Double Up: Miss Fortune fires a bullet at an enemy, damaging them and a target behind them. Both strikes can also apply Love Tap. Miss Fortune fires a bouncing shot through an enemy, dealing 20/35/50/65/80 (+0) (+35% Ability Power) physical damage to the first target and 40/70/100/130/160 (+0) (+50% Ability Power) damage to the second. Both apply on-hit effects.If the first shot kills its target, the second deals 50% increased damage. Cost: 43/46/49/52/55 Mana. Range: 650.
~ Strut: Miss Fortune passively gains Movement Speed when not attacked. This ability can be activated to grant bonus Attack Speed for a short duration. While it's on cooldown, Love Taps reduce the remaining cooldown of Strut. Passive: After 5 seconds of not taking direct damage, Miss Fortune gains 25 Movement Speed. After another 5 seconds, this bonus increases to 60/70/80/90/100. Active: Fully activates Strut's Movement Speed and grants 40/55/70/85/100% Attack Speed for 4 seconds.Love Taps reduce the cooldown of Strut by 0 seconds. Cost: 30 Mana. Range: 600.
~ Make It Rain: Miss Fortune reveals an area with a flurry of bullets, dealing waves of damage to opponents and slowing them. Miss Fortune reveals an area, raining down bullets that deal 80/115/150/185/220 (+80% Ability Power) magic damage over 2 seconds and slow enemies hit by 28/36/44/52/60%. Cost: 80 Mana. Range: 1000.
~ Bullet Time: Miss Fortune channels a flurry of bullets into a cone in front of her, dealing large amounts of damage to enemies. Each wave of Bullet Time can critically strike. Miss Fortune channels a barrage of bullets for 3 seconds, dealing (+35% bonus Attack Damage) (+20% Ability Power) physical damage per wave (12/14/16 waves total).Each wave of Bullet Time can critically strike for [0]% damage. Total Damage: 0. Cost: 100 Mana. Range: 400.
Top 18 supports for Miss Fortune:
Top 18 supports for Miss Fortune:
1. Leona
the Radiant Dawn
Health:576.16 (+87 per level)
Attack Damage:60.04 (+3 per level)
Attack Speed:0.625 (+2.9% per level)
Movement Speed:335
Health Regen:8.425 (+0.85 per level)
Armor:27.208 (+3.6 per level)
Magic Resist:32.1 (+1.25 per level)
2. Sona
The maven of the strings
Health:482.36 (+77 per level)
Attack Damage:50.04 (+3 per level)
Attack Speed:0.644 (+2.3% per level)
Movement Speed:325
Health Regen:5.42 (+0.55 per level)
Armor:20.544 (+3.3 per level)
Magic Resist:30 (+0 per level)
3.Blitzcrank
the Great Steam Golem
Health:582.6 (+95 per level)
Attack Damage:61.54 (+3.5 per level)
Attack Speed:0.625 (+1.13% per level)
Movement Speed:325
Health Regen:8.51 (+0.75 per level)
Armor:24.38 (+4 per level)
Magic Resist:32.1 (+1.25 per level)
4. Thresh
the Chain Warden
Health:560.52 (+93 per level)
Attack Damage:47.696 (+2.2 per level)
Attack Speed:0.625 (+3.5% per level)
Movement Speed:335
Health Regen:6.92 (+0.55 per level)
Armor:16 (+0 per level)
Magic Resist:30 (+0 per level)
5. Nami
the Tidecaller
Health:489.32 (+74 per level)
Attack Damage:51.208 (+3.1 per level)
Attack Speed:0.644 (+2.61% per level)
Movement Speed:335
Health Regen:5.42 (+0.55 per level)
Armor:19.72 (+4 per level)
Magic Resist:30 (+0 per level)
6. Taric
the Shield of Valoran
Health:575 (+90 per level)
Attack Damage:55 (+3.5 per level)
Attack Speed:0.625 (+2% per level)
Movement Speed:340
Health Regen:6 (+0.5 per level)
Armor:25 (+3.4 per level)
Magic Resist:32.1 (+1.25 per level)
7. Braum
the Heart of the Freljord
Health:576.16 (+87 per level)
Attack Damage:55.376 (+3.2 per level)
Attack Speed:0.644 (+3.5% per level)
Movement Speed:335
Health Regen:8.18 (+1 per level)
Armor:26.72 (+4.5 per level)
Magic Resist:32.1 (+1.25 per level)
8. Soraka
the Starchild
Health:529.04 (+78 per level)
Attack Damage:50.04 (+3 per level)
Attack Speed:0.625 (+2.14% per level)
Movement Speed:325
Health Regen:2.5 (+0.5 per level)
Armor:23.384 (+3.8 per level)
Magic Resist:30 (+0 per level)
9. Janna
the Storm's Fury
Health:487.04 (+78 per level)
Attack Damage:51.956 (+2.95 per level)
Attack Speed:0.625 (+2.61% per level)
Movement Speed:335
Health Regen:5.42 (+0.55 per level)
Armor:19.384 (+3.8 per level)
Magic Resist:30 (+0 per level)
10. Morgana
Fallen Angel
Health:547.48 (+86 per level)
Attack Damage:55.46 (+3.5 per level)
Attack Speed:0.625 (+1.53% per level)
Movement Speed:335
Health Regen:5.705 (+0.6 per level)
Armor:25.384 (+3.8 per level)
Magic Resist:30 (+0 per level)
11. Nunu
the Yeti Rider
Health:598.28 (+90 per level)
Attack Damage:59 (+4 per level)
Attack Speed:0.625 (+2.25% per level)
Movement Speed:350
Health Regen:8.39 (+0.8 per level)
Armor:26.38 (+3.5 per level)
Magic Resist:32.1 (+1.25 per level)
Zombie Nunu
12. Alistar
the Minotaur
Health:613.36 (+106 per level)
Attack Damage:61.1116 (+3.62 per level)
Attack Speed:0.625 (+2.125% per level)
Movement Speed:330
Health Regen:8.675 (+0.85 per level)
Armor:24.38 (+3.5 per level)
Magic Resist:32.1 (+1.25 per level)
13. Zyra
Rise of the Thorns
Health:499.32 (+74 per level)
Attack Damage:53.376 (+3.2 per level)
Attack Speed:0.625 (+2.11% per level)
Movement Speed:340
Health Regen:5.69 (+0.5 per level)
Armor:20.04 (+3 per level)
Magic Resist:30 (+0 per level)
. 14. Lux
the Lady of Luminosity
Health:477.72 (+79 per level)
Attack Damage:53.544 (+3.3 per level)
Attack Speed:0.625 (+1.36% per level)
Movement Speed:330
Health Regen:5.42 (+0.55 per level)
Armor:18.72 (+4 per level)
Magic Resist:30 (+0 per level)
15. Lulu
the Fae Sorceress
Health:552.76 (+74 per level)
Attack Damage:46.368 (+2.6 per level)
Attack Speed:0.625 (+2.25% per level)
Movement Speed:330
Health Regen:6.005 (+0.6 per level)
Armor:19.216 (+3.7 per level)
Magic Resist:30 (+0 per level)
16. Orianna
the Lady of Clockwork
Health:517.72 (+79 per level)
Attack Damage:40.368 (+2.6 per level)
Attack Speed:0.658 (+3.5% per level)
Movement Speed:325
Health Regen:6.87 (+0.55 per level)
Armor:17.04 (+3 per level)
Magic Resist:30 (+0 per level)
17. Karma
the Enlightened One
Health:522.44 (+83 per level)
Attack Damage:53.544 (+3.3 per level)
Attack Speed:0.625 (+2.3% per level)
Movement Speed:335
Health Regen:5.62 (+0.55 per level)
Armor:20.384 (+3.8 per level)
Magic Resist:30 (+0 per level)
18. Nidalee
the Bestial Huntress
Health:511.2 (+80 per level)
Attack Damage:53 (+3.5 per level)
Attack Speed:0.638 (+3.22% per level)
Movement Speed:335
Health Regen:6.005 (+0.6 per level)
Armor:22.88 (+3.5 per level)
Magic Resist:30 (+0 per level)
Top 12 marksmen for Miss Fortune as support:
Top 12 marksmen for Miss Fortune as support:
1. Caitlyn
the Sheriff of Piltover
Health:524.4 (+80 per level)
Attack Damage:53.66 (+2.18 per level)
Attack Speed:0.568 (+4% per level)
Movement Speed:325
Health Regen:5.67 (+0.55 per level)
Armor:22.88 (+3.5 per level)
Magic Resist:30 (+0 per level)
2. Ashe
the Frost Archer
Health:527.72 (+79 per level)
Attack Damage:56.508 (+2.26 per level)
Attack Speed:0.658 (+3.33% per level)
Movement Speed:325
Health Regen:5.42 (+0.55 per level)
Armor: 21.212(+3.4 per level)
Magic Resist:30 (+0 per level)
3. Twitch
the Plague Rat
Health:525.08 (+81 per level)
Attack Damage:55.46 (+2.41 per level)
Attack Speed:0.679 (+3.38% per level)
Movement Speed:330
Health Regen:6.005 (+0.6 per level)
Armor:23.04 (+3 per level)
Magic Resist:30 (+0 per level)
Gangster Twitch
4. Sivir
the Battle Mistress
Health:515.76 (+82 per level)
Attack Damage:57.46 (+2.41 per level)
Attack Speed:0.625 (+1.6% per level)
Movement Speed:335
Health Regen:5.17 (+0.55 per level)
Armor:22.21 (+3.25 per level)
Magic Resist:30 (+0 per level)
5. Quinn
Demacia's Wings
Health:532.8 (+85 per level)
Attack Damage:54.46 (+2.41 per level)
Attack Speed:0.668 (+3.1% per level)
Movement Speed:335
Health Regen:5.42 (+0.55 per level)
Armor:23.38 (+3.5 per level)
Magic Resist:30 (+0 per level)
6. Lucian
the Purifier
Health:554.4 (+80 per level)
Attack Damage:57.46 (+2.41 per level)
Attack Speed:0.638 (+3.3% per level)
Movement Speed:335
Health Regen:6.19 (+0.65 per level)
Armor:24.04 (+3 per level)
Magic Resist:30 (+0 per level)
7. Draven
the Glorious Executioner
Health:557.76 (+82 per level)
Attack Damage:55.8 (+2.91 per level)
Attack Speed:0.679 (+2.7% per level)
Movement Speed:330
Health Regen:6.175 (+0.7 per level)
Armor:25.544 (+3.3 per level)
Magic Resist:30 (+0 per level)
8. Vayne
the Night Hunter
Health:498.44 (+83 per level)
Attack Damage:55.88 (+1.66 per level)
Attack Speed:0.658 (+4% per level)
Movement Speed:330
Health Regen:5.42 (+0.55 per level)
Armor:19.012 (+3.4 per level)
Magic Resist:30 (+0 per level)
9. Ezreal
the Prodigal Explorer
Health:484.4 (+80 per level)
Attack Damage:55.66 (+2.41 per level)
Attack Speed:0.625 (+2.8% per level)
Movement Speed:325
Health Regen:6.42 (+0.55 per level)
Armor:21.88 (+3.5 per level)
Magic Resist:30 (+0 per level)
10. Corki
the Daring Bombardier
Health:512.76 (+82 per level)
Attack Damage:56 (+3.5 per level)
Attack Speed:0.625 (+2.3% per level)
Movement Speed:325
Health Regen:5.42 (+0.55 per level)
Armor:23.38 (+3.5 per level)
Magic Resist:30 (+0 per level)
11. Jinx
the Loose Cannon
Health:517.76 (+82 per level)
Attack Damage:58.46 (+2.41 per level)
Attack Speed:0.625 (+1% per level)
Movement Speed:325
Health Regen:5.84 (+0.5 per level)
Armor:22.88 (+3.5 per level)
Magic Resist:30 (+0 per level)
12. Varus
the Arrow of Retribution
Health:537.76 (+82 per level)
Attack Damage:54.66 (+2.41 per level)
Attack Speed:0.658 (+3% per level)
Movement Speed:330
Health Regen:5.42 (+0.55 per level)
Armor:23.212 (+3.4 per level)
Magic Resist:30 (+0 per level)
Miss Fortune Skins
Miss Fortune Skins
mafia miss fortune
Miss Fortune, the Bounty Hunter
Miss Fortune, the Bounty Hunter
“The bigger the risk, the bigger the bounty.”
Beauty and danger: There are few who can match in either. One of Bilgewater's most infamous bounty hunters, she built her legend upon a swathe of bullet-riddled corpses and captured ne’er-do-wells. The booming echoes of her twin pistols in the port city’s reeking wharfs and scavenger shanties are sure signs of another warrant from the Bounty Board being settled.
Like most who rise to notoriety in the twisting, salt-encrusted labyrinth of Bilgewater, has no shortage of blood on her hands. Yet, it was not always this way, for she was once known as Sarah, the beloved daughter of a renowned gun-dame who lived peacefully at her isolated island workshop. Young Sarah helped her mother in the forge, filing wheel locks, calibrating trigger pulls, or casting custom pistol shot. Her mother’s skill in crafting firearms was legendary, and her bespoke handguns were to be found in the collections of many a wealthy noble. But ofttimes, they were desired by those with more meager means and darker hearts.
One who desired such a weapon was an up-and-coming reaver of Bilgewater called . Satisfied and certain of his power, he demanded Sarah’s mother fashion a pair of pistols the likes of which no other man possessed. A reluctant deal was struck, and a year later to the day, returned for his weapons. He had donned a red scarf face-mask and had no intention of paying for the guns – he was there to take them by force.
The pistols Sarah’s mother had crafted were masterpieces, twin hand cannons of pinpoint lethality and exquisite beauty. Too fine for the likes of him, declared Sarah’s mother, seeing the brutish pirate that had become. Enraged, seized the pistols and gunned her down with her own creations before turning them on her husband and Sarah herself. Then, for spite’s sake, he set the workshop ablaze and smashed both pistols on the ground, declaring that if they were too good for the likes of him, then no one would have them.
Sarah awoke to agony, straw-colored hair stained red with her mother’s blood and bullets lodged on either side of her heart. She crawled from the burning ruins of her home with the broken remains of the two pistols clutched to her bleeding chest. Her body healed, but a part of her mind remained trapped in her mother’s burning workshop, and no amount of soap could wash the vivid red from Sarah’s hair – or at least, so the story is told. Waking nightmares and night terrors would forever torment her, but Sarah endured them with an all-consuming obsession with vengeance. She rebuilt her mother’s pistols and learned all she could of the red-masked reaver during his rise to power, preparing for the day when she would be ready to slay him.
Taking ship to Bilgewater, Sarah killed her first man within minutes of setting foot on the crooked timbers of the quayside, a drunken pirate with a gallon of Myron’s Dark in his gut and a bounty on his head. Sarah shot him in his stupor and dragged his corpse to the Bounty Board, before tearing off a dozen more warrants.
Within a week, every one of them was settled, and those criminals who’d had the misfortune to be hunted by Sarah were either dead or in chains. She quickly earned a fearsome reputation in the taverns and gambling dens of Bilgewater, becoming to inspire fear in those she hunted and to mask her true intent with flamboyant exploits. would never see her coming; she would be just another bounty hunter among many in the crowded streets of Bilgewater.
In the years that followed, tales of spread far and wide, each more fanciful than the last. She captured the Syren from a captain who learned the hard way what it meant to slip a hand where it wasn’t wanted, drowned the master of the Silk-Knife Corsairs in a barrel of her own rum, and dragged the insane Doxy-Ripper from his lair in the belly of a half-dismembered leviathan in the slaughter docks. was still too powerful to confront openly, so spent the years wisely, surrounding herself with a small but loyal cadre of allies and lovers she would eventually use to lay her demons to rest. But just killing would never be enough for . Only his abject humiliation and the burning to ash of all he cared for would satisfy the bloody-haired bounty hunter.
And that day has come at last. has risked everything to make her opening move against . Plots within plots have seen the Dead Pool blown to flaming wreckage at the quayside and the self-professed King of Bilgewater overthrown. Best of all, everyone in Bilgewater saw him fall.
Now, with deposed, every reaver captain and ganglord in the port city is vying to take his position.
The battle for Bilgewater has begun.
Bilgewater’s White Wharf had earned its name thanks to the layer of bird waste covering it from end to end, which was only to be expected at a resting place for the dead. Folk here didn’t bury corpses; they returned them to the sea. A grave of the sunken dead hung suspended in the cold depths, marked by hundreds of bobbing grave-buoys. Some were merely name posts, while others were elaborate tomb markers carved to resemble rearing krakens or buxom sea wenches. sat on an empty crate of Rapture Rum at the end of the wharf, legs crossed and a noxious cheroot dangling from her bottom lip. In one hand, she held a length of breathing tube connected to a half-submerged coffin floating low in the water. In the other, she grasped a length of frayed rope running through a rusted pulley block and tied to the coffin lid. Both her pistols were holstered within easy reach.
Moonlight cast a weak glow through the mist rolling in from the sea, staining the water’s scummed surface tobacco yellow. Cawing carrion gulls lined every swaybacked roof on the quayside, which was always a good omen. They knew better than any the signs of fresh pickings.
“About time,” she whispered, as a shaven-headed man in a drake-scale frock coat emerged from the narrow, debris-choked alley. A pack of needle-toothed wharf-rats stalked him, hoping he was drunk and might pass out to become easy meat. The man’s name was Jakmunt Zyglos, one of the Painted Brothers. Any corsair worth his salt had tattoos, but every inch of Zyglos was inked with clawed serpents, lovers’ names, and a record of every boat he’d sunk, every man he’d murdered. His skin was as good a confession as any she’d known.
He marched purposefully along the wharf, but his eyes darting warily from side to side gave the lie to his confidence. His hand gripped a long cutlass with a shark-toothed edge that hung low on his hip. He too boasted a firearm, a stubby carbine with glassy pipes running the length of its barrel.
“Where is he?” demanded Zyglos. “You said you’d bring him.”
“That a Piltover hex-carbine?” she asked, ignoring his question.
“Answer me, damn you!”
“You first,” said , letting some rope out through the pulley and allowing the coffin to sink a little more. “After all, I’m not sure how long this breathing tube is, and you wouldn’t want your brother to go without air, would you?”
Zyglos took a breath, and she saw the tension go out of him.
“Yes, damn you, it’s from Piltover,” he said, drawing the weapon and holding it out by the trigger guard.
“Pricy,” said .
“I guess you’d know,” he sneered.
She let out even more rope. Bubbles of air escaped the now fully submerged coffin. Zyglos held up his hands, instantly contrite.
“Alright! Alright!” he pleaded. “It’s yours. Pull him up. Please.”
“You’ll come quietly?”
Zyglos gave a bark of fatalistic laughter.
“What choice do I have?” he asked. “You sank my ships and killed all my men. You’ve sent my kin to the poorhouse or the gaol, and for what? A stolen hex-gun? A bounty?”
“A little of both and then some?”
“So how much am I worth to you?”
“Coin? Five hundred silver serpents.”
“All this mayhem for a lousy five hundred serpents?”
“It’s not the money that’s got you killed. It’s the fact that you’re one of ’s sworn men,” said . “That’s why I want you dead.”
“Dead? Wait, the warrant says alive!”
“True, but I’ve never been very good at following instructions,” said , releasing the rope and the breathing tube. The coffin plunged into the darkness of the sunken dead, trailing a froth of frantic bubbles. Zyglos screamed his brother’s name and ran at her, drawing his serrated sword. She let him get within spitting distance before drawing her pistols and blasting him with both barrels, one through the eye, one in the heart. spat her cheroot into the sea and blew the smoke from each muzzle.
“Self defense,” she said with a smile, rehearsing her lie for the bounty pursers. “Crazy fool came at me with that fang-sword of his. I didn’t have a choice.” bent to retrieve the fallen hex-carbine. She turned the weapon over in her hands. Too light for her tastes, but artfully made and absurdly lethal. The ghost of a smile twitched the corner of her mouth as she thought back to the warmth of the old workshop, the smell of gun oil, and the touch of her mother’s hand on her shoulder. sighed and shook off the memory before it turned sour. She threw the pistol out over the water, sending it down to the dead. The sea demanded its due, after all, and she’d not lied; the weapon was worth a small fortune.
She stood and strolled back into Bilgewater. She knew she ought to throw Zyglos’s corpse into the water too, but the wharf-rats and the carrion gulls had to eat, didn’t they?
And fresh meat was a rare delicacy on the White Wharf.
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