In comparison to the other adc's I have played I find Miss fortune to be considerably weaker than all of them. Especially in a dueling scenario. So I've taken it upon myself to write a long and boring list of suggestions that would improve her capabilities and her overall skillset.
> **Passive - Strut**
> Thanks to Aozora Eyes comment I've been able to piece together something good. As he put it "Having it completely removed because a minion tickled you while you passed them is ridiculous."
> Flat movement speed gained is now a cumulative stack based system instead of a singular buff.
> Each stack increases Miss Fortunes Movement speed by 7. After being out of combat for 5 seconds Miss Fortune gains 4 stacks, and another stack each second up to a maximum of 10 (70 Flat movespeed)
> Each time Miss Fortune attacks she is Granted 2 stacks, every time Miss Fortune receives damage from a champion her stacks are removed. Taking damage from minions and neutral camps will reduce her stacks by 1.
> **Q - Double Up**
> Upon looking at this ability I find it extremely strange that she has to suffer reduced damage in a scenario where she cannot bounce her Q onto the desired target. Comparatively this ability isn't in line with other Marksmans spammable abilities. The changes are as follows:
> First target damage increased to: 20/40/60/80/100 (+ 80/85/90/95/100% AD) (+ 50% AP)
> Second target damage remains the same. (40/70/100/130/160 (+ 100% AD) (+ 50% AP))
> No longer has a cast time - Can now be used whilst moving and as a result can be used in conjunction with an auto attack. I decided to add this because it will give her a slight mobility and burst increase, though her damage per second won't actually change because the cooldown isn't being altered, but it will be a nice addition to her kiting potential and help her lay down fire whilst repositioning for her ult. One of the few self lockdown abilities that is easily blocked
>Possible allow use on turrets, which is currently being denied because this ability is not an attack modifier, it's a completely separate ability, will make her turret pushing ability on par with other adcs.
> **E - Make It Rain**
> Damage reduced to 60/90/120/150/200 (+80% AP) Physical damage
> As stated, damage changed to physical damage so it can be used to proc Black cleaver.
> Now applies Impure Shots every 0.5 seconds (In sync with the damage over time)
> Slow increased to 30/40/50/60/70%
> Cooldown increased to 14 seconds at all ranks
> The aim with this skill was to ruin its base damage and make it use-able less, but ramp up it's utility and it's potential to drastically change the way her fights go if used well.
> **R - Bullet Time**
> For some reason I always find the damage of this ability seems meager. Probably due to the fact it deals mixed damage rather than damage that would increase drastically when you bought Penetration. I believe this ability should grant MF some form of magical penetration. I've had a think and I believe the best option would be to grant it increasing penetration the longer it is channeled. Rewarding her for positioning well. Something like 7% magical penetration per wave fired, stacking additively. Meaning the final wave fired will have 56% magical penetration, This will last for a short period after she has finished channeling depending on how long she channeled for: Lasting an additional 1 second for every 0.25 seconds she channeled. Making the maximum 8 seconds. This will go hand in hand with her W, allowing her to follow up a good ult.
And that's about all.