Meta, tier list & top-player builds from the China server · live
厄运小姐 · 赏金猎人 Marksman S
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 23 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Miss Fortune: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Miss Fortune players, captured in-game.
📖 How to play Miss FortuneCounted on 25 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
23 of the top 30 players have a public match history; the others keep theirs private.




























































































The toughest lane matchups for Miss Fortune on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Samira counters Miss Fortune: Your channeled R is an invitation to her dash: she interrupts it, parries it, and dances over you with her chaos.
How to play Miss Fortune into Samira: Channel R ONLY from behind a body or a wall of CC. In lane win the Q poke: make her arrive at fights already at half health.
→ SamiraWhy Tristana counters Miss Fortune: She jumps over your poke and her all-in beats your zero mobility: her tempo is your counter-tempo.
How to play Miss Fortune into Tristana: Punish every step she takes toward minions with the bouncing Q. Keep your zone R for when she jumps on your support: force her to choose.
→ TristanaWhy Vayne counters Miss Fortune: The lane is yours through range and poke, but Tumble dodges half your pattern and in the late game the queen is her.
How to play Miss Fortune into Vayne: Bounce Q behind nearly dead minions: hitting her becomes arithmetic, not aim. Close before her 3 items: afterwards you play defense.
→ VayneWhy Ezreal counters Miss Fortune: Poke versus poke: your Q costs less, his flies farther. Nobody dies, the cs decides.
How to play Miss Fortune into Ezreal: Move in stutters against his Q and win the farm. Your R in chokepoints deletes him: play the objectives.
→ EzrealWhy Twitch counters Miss Fortune: In lane you dominate him, but every post-5 disappearance is a potential Ambush on your immobility.
How to play Miss Fortune into Twitch: When he vanishes, shove hard and take plates: he cannot punish you everywhere at once. In fights hold R at an angle: he has to step out to shoot eventually.
→ TwitchThe champions Miss Fortune works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Bullet Time (R) is three stationary seconds and anyone with a dash walks around it: Unstoppable Force (R) knocks up half their team from outside engage range and leaves them lined up in front of your cone. Ground Slam (E) cuts the attack speed of whoever gets back up.
You need them held still all at once: Wallop (W) is a 1.25-second area stun and GNAR! (R) into a wall turns the slow into a full stun. That is the moment to open Bullet Time (R), not one second earlier.
Your page says it: one piece of hard crowd control during Bullet Time (R) and the fight is gone. Spirit's Refuge (W) over you cancels the shots coming in, Shadow Dash (E) taunts the assassin before he touches the channel, and Stand United (R) arrives from across the map.
Brittle from Bellows Breath (W) adds 30% to every crowd control effect, which is the seconds you get to shoot, and the Call of the Forge God (R) recast knocks up the whole line in front of you. From level 7 Living Forge (P) lets you buy without recalling.
Worth it against teams that dive you with a dash: Steadfast Presence (W) roots it the instant it commits and an uncharged Keeper's Verdict (R) is an immediate knock-up to shove him off your channel. Against a team that just walks at you, Make It Rain (E) was already enough.
Curse of the Sad Mummy (R) is a 1.5-second area stun on the whole group: it is the picture Bullet Time (R) needs and never gets on its own. Bandage Toss (Q) opens that same fight from range, without forcing you to move an inch.
Every sleeping target takes 100 bonus magic damage from the first hit that wakes it, and Lilting Lullaby (R) puts them all under at once: Bullet Time (R) wakes them in the same instant, so you collect that bonus on the entire team in one volley.
Biggest Snowball Ever! (W) knocks the group up and Absolute Zero (R) holds it slowed in the same spot: those are the three seconds where standing still does not kill you. Mind the order though, his channel and yours have to start together, not one after the other.
Powerball (Q) cancelled into Soaring Slam (R) lands on their back line and leaves a slowed zone behind it: nobody walks out of your cone. And Frenzying Taunt (E) is the only way the diver stops hitting you and starts hitting him.
Lamb's Respite (R) lasts exactly the three seconds of your channel: inside that circle you can press Bullet Time (R) in the middle of a brawl and walk out alive. It also saves the enemies standing in it, so it counts in objective fights, not in lane.
Command: Shockwave (R) gathers every one of them into a single spot in front of you, the one condition where Bullet Time (R) is worth the risk. And Command: Protect (E) on you is a shield plus armour and magic resist exactly while you stand there channelling.
Ring of Frost (W) roots the group and Frozen Tomb (R) stuns on top of the root: nearly three seconds where nobody takes a step, which is exactly how long Bullet Time (R) runs. She is the mid laner who turns your ultimate from a gamble into an execution.
Shield of Durand (W) forces the group to stand facing him for up to 1.5 seconds, and Hero's Entrance (R) lands a knock-up on whoever was on top of you while shielding you from across the map. Two different ways of protecting the same channel.
With Pyromania (P) charged, Annie's next spell is a guaranteed stun and not a skillshot they can dodge: your window always arrives. And recasting Summon: Tibbers (R) adds a knock-up on the pile right as you open your cone.
Your two ultimates ask for exactly the same thing, enemies held still and close together, and neither of you creates it: with no frontline to open that window you are two stationary channels side by side. Tectonic Disruption (E) at least hands you one knock-up.
Your page says half the enemy team simply walks out of Bullet Time (R) without a slow first: inside The Box (R) they move 99% slower and Flay (E) shoves anyone trying to leave back into the cone. The Dark Passage (W) lantern is then the escape you do not have.
Zenith Blade (E) roots, Shield of Daybreak (Q) stuns and Solar Flare (R) locks down the centre while slowing everyone else by 80%: her page says that without a carry to punish that window she dove in for nothing. You are that carry.
She has the two buttons you are missing while you are nailed in place channelling: Whimsy (W) polymorphs the diver for the second you need and Rampant Growth (R) knocks him off you while adding health. Help, Pix! (E) covers the poke in between fights.
One crowd control effect is all it takes to cut Bullet Time (R) short: Black Shield (E) on you before you open the channel blanks that hook or that stun outright. And Tormented Shadow (W) under Make It Rain (E) is a patch nobody walks out of.
Aqua Prison (Q) into Tidal Wave (R) is two knock-ups back to back on the same line of enemies: more than enough for twelve waves. And Tidecaller's Blessing (E) on your attacks adds a slow that stacks on top of Make It Rain (E).
Depth Charge (R) knocks up and stuns everyone near the target it chases down, and Dredge Line (Q) drags in whoever strayed: the freeze-frame you want. Miss the hook, though, and nothing is left, and on the Chinese server he is a low-tier support.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | S | 51.36% | 22.19% | 5.52% | #2 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | S | 51.37% | 22.35% | 5.91% | #2 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | S+ | 51.37% | 19.9% | 5.38% | #2 / 22 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | A | 51.09% | 15.7% | 3.22% | #7 / 22 |
Miss Fortune is a high-damage Marksman (ADC) built around burst timing rather than sustained poke. In Wild Rift, her whole kit is designed to set up one big hit: Double Up's bounce always crits and instantly maxes out Love Tap on a single target, which she then follows up with Make It Rain's slow and a channelled Bullet Time that can shred an entire clustered team. She hits as hard as almost anyone in her role, but she's rated near the bottom for survivability and mobility, so she plays like a glass cannon who needs to land first and reposition constantly.
Skill order: Q > W > E (max R at every level it's available)
Lane by abusing Double Up's range: line it up through minions so the bounce actually reaches the enemy carry, since that second hit is what guarantees a crit and slaps three stacks of Love Tap onto them. Get a point in Make It Rain early so you have a follow-up slow for all-ins, and look for your level 2-3 spike where a landed Q bounce plus autos can win a trade outright. Because Miss Fortune has no dash or blink, play a half-step safer than other marksmen around enemy junglers and dive threats - a missed cooldown near a wall is how she dies to a gank she never saw coming.
From mid-game on, Miss Fortune wants to be the finishing move, not the initiator: use Strut to reposition to max range behind your frontline, wait until the enemy team is grouped or already committed, then channel Bullet Time through as many bodies as possible, ideally with Make It Rain already slowing them so they can't walk out of the barrage. Treat the ultimate as a stationary commitment: only fire it with vision on flankers and your frontline between you and the enemy dive, and don't hesitate to re-click and cancel early if hard CC or a dash is about to land on you. Target whichever squishy is reachable through your own frontline rather than the closest enemy, since a channelled R aimed into the enemy backline is what actually wins fights.