Comp Image
Dynamo Miss Fortune
Icon 9Icon 75
Traits
Trait BackgroundDynamo Icon
4
Dynamo
2 > 3 > 4
Trait BackgroundVanguard Icon
4
Vanguard
2 > 4 > 6
Trait BackgroundDivinicorp Icon
2
Divinicorp
1 > 2 > 3 > 4 > 5 > 6 > 7
Trait BackgroundAnima Squad Icon
3
Anima Squad
3 > 5 > 7 > 10
Trait BackgroundSyndicate Icon
3
Syndicate
3 > 5 > 7
Trait BackgroundBruiser Icon
1
Bruiser
2 > 4 > 6
Trait BackgroundNitro Icon
1
Nitro
3 > 4
Sylas Leona Braum Darius Rhaast Miss Fortune Aurora Elise Morgana
Trait BackgroundDynamo Icon
4
Trait BackgroundVanguard Icon
4
Trait BackgroundDivinicorp Icon
2
Trait BackgroundAnima Squad Icon
3
Trait BackgroundSyndicate Icon
3
Trait BackgroundBruiser Icon
1
Trait BackgroundNitro Icon
1
Anima Squad Icon
Anima Squad
Dynamo Icon
Dynamo
Aurora Cost Icon 5
800 HP
20 / 80
Current
TFT_Item_StatikkShiv
TFT_Item_Morellonomicon
TFT_Item_PowerGauntlet
Alt Build 1
TFT_Item_PowerGauntlet
TFT_Item_JeweledGauntlet
TFT_Item_RabadonsDeathcap
Alt Build 2
TFT_Item_SpearOfShojin
TFT_Item_StatikkShiv
TFT_Item_Morellonomicon
Alt Build 3
TFT_Item_SpearOfShojin
TFT_Item_JeweledGauntlet
TFT_Item_RabadonsDeathcap
Ability Icon Pierce the Veil
Range Icon 4 Hex
On first cast, swap places with the left-most champion on your bench and continue fighting. That champion gains 50%/100%/1000% (scaleAP Icon) Attack Speed. If the swapped champion dies, return to the board.

Teleport to hit the most enemies in a line, dealing 50/125/3333 (scaleAP Icon) to each one, plus 500/900/9999 (scaleAP Icon) split between all enemies hit.

Aurora cannot swap places with another Aurora.
Syndicate Icon
Syndicate
Dynamo Icon
Dynamo
Miss Fortune Cost Icon 4
800 HP
50 / 150
Current
TFT_Item_LastWhisper
TFT_Item_InfinityEdge
TFT_Item_PowerGauntlet
Best-in-Slot
TFT4_Item_OrnnTheCollector
TFT_Item_InfinityEdge
TFT_Item_PowerGauntlet
Alt Build 1
TFT_Item_PowerGauntlet
TFT_Item_InfinityEdge
TFT_Item_MadredsBloodrazor
Alt Build 2
TFT_Item_SpearOfShojin
TFT_Item_PowerGauntlet
TFT_Item_InfinityEdge
Ability Icon Street Sweeper
Range Icon 4 Hex
Fire 8 waves of bullets towards the largest clump of enemies over 2 seconds. Enemies struck take 33/49/252 (scaleAD Icon) physical damage from the first bullet of each wave, and 25% less from other bullets in the same wave.

[3 Syndicate Icon] Kingpin bonus: Fire 4 more waves.

[7 Syndicate Icon] Kingpin bonus: Fire 4 more waves. Bullets pierce enemies for 50% damage.
Anima Squad Icon
Anima Squad
Vanguard Icon
Vanguard
Leona Cost Icon 4
1100 HP
50 / 110
Current
TFT_Item_GargoyleStoneplate
TFT_Item_RedBuff
TFT_Item_SpectralGauntlet
Alt Build 1
TFT_Item_BrambleVest
TFT_Item_Redemption
TFT_Item_WarmogsArmor
Ability Icon Solar Flare
Range Icon 1 Hex
Gain 55%/60%/90% (scaleAP Icon) Durability for 4 seconds. Deal 100/150/1200 (scaleAP Icon) magic damage to the largest clump of enemies within 2 hexes and Stun the center enemy for 2 seconds.

Enemies damaged by this ability take 8.5/13/90 (scaleMR Icon) bonus magic damage from allies’ attacks for 4/4/10 seconds.
Strategy
Tips & Tricks
  • Miss Fortune doesn’t need Shojin with 4 Dynamo. Instead, focus on damage items. Shojin is still a viable item, but it is not BiS
  • Late-game might be worth playing 2 Aurora if you have a strong enough bench.
Strong Conditions
Items
Dynamo EmblemDynamo Emblem
Gold CollectorGold Collector
Augments
Axiom Arc IIIAxiom Arc III
Healing Orbs IHealing Orbs I
Healing Orbs IIHealing Orbs II
Dynamo CircletDynamo Circlet
Dynamo CrownDynamo Crown
Dynamo CrestDynamo Crest
Piercing Lotus IIPiercing Lotus II
Item Priority
Frying Pan
>
Sparring Gloves
>
Infinity Edge
>
Last Whisper
Economy Strategy
  1. Level to 4 if you have upgrades and a good item to place on one of those upgrades.
  2. Level to 5, unless on 3 loss streak.
  3. Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
  4. Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
  5. Level to 7 if you can stay above 30g, otherwise stay level 6.
  6. Level to 7.
  7. Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
  8. If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
  9. If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
  10. If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
  11. Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
  12. For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.