MAYHEM:METAARAM ANALYTICS
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AnalysisPatch 26.20October 13, 2026

AD vs AP Miss Fortune: A Detailed Analysis

AP vs AD Miss Fortune is one of the most debated questions in ARAM: Mayhem, so here's a detailed look at what the data says.

TL;DR at the end!

1. The headline numbers

Data: 24,348 Miss Fortune games from patch 26.20 (remakes excluded). MF's pickrate is about 12% of all ARAM: Mayhem games, which makes her one of the most popular champions.

How I split the builds: by the legendary items MF finished the game with.

BuildShare of MF gamesWin rate95% confidence interval
AD58.4%48.4%47.6–49.2%
AP30.2%50.2%49.0–51.3%
Hybrid11.2%45.8%44.0–47.7%

AP is ahead of AD by 1.8 points, which is statistically significant (p = 0.01). Hybrid trails both pure builds by 2.5–4.5 points.

Patch History:

PatchAD WRAP WRHybrid WRAP lead over AD
26.1748.5%51.8%45.1%+3.3
26.1848.0%51.9%45.9%+3.8
26.1948.5%52.4%43.1%+3.9
26.2048.4%50.2%45.8%+1.8

Across all four patches, AP was ahead of AD every single time. On average AP MF won 51.5% and AD MF 48.4%, a lead of about 3 points. AD stayed at about 48% throughout, while AP moved between 50% and 52%. 26.20 is simply AP's weakest patch of the four, not a sign that AD has caught up.

About hybrid: roughly one MF in nine ends the game with a mixed inventory, and that has lost every patch. The worst cases are real half-and-half builds: 3 AP items plus 1–2 AD items win just 40–43%. The most common stray items are a Collector or Infinity Edge in an otherwise AP build, and a Liandry's or Blackfire Torch in an otherwise AD build.

2. Team comp: check your teammates first

Your own team decides more than anything else whether AD or AP is the better pick. Two things matter: how many other marksmen are on your team, and how much magic damage your team has.

Other marksmen on your team

Other marksmenShare of gamesAD WRAP WRHybrid WRAP vs AD
038%50.5%49.0%45.1%−1.5
146%48.6%51.9%46.8%+3.3
2+17%41.2%47.9%44.8%+6.7

(Marksmen = champions whose primary class is Marksman, excluding Teemo.)

Magic damage on your team

Here I counted allies who deal mostly magic damage on average. Note that this includes many tanks and supports like Leona, Nautilus or Ornn, not just mages.

Magic-damage alliesShare of gamesAD WRAP WRHybrid WRAP vs AD
0–118%42.8%50.3%46.6%+7.4
238%49.4%52.3%47.4%+2.9
3+44%49.2%47.6%43.8%−1.6

Which of the two matters?

The two overlap: marksmen are mostly physical damage. So I compared games with the same number of magic-damage allies, with and without another marksman:

The worst case combines both: 0–1 magic-damage allies plus at least one other marksman. AD MF wins 41.6% there, AP MF 50.6%.

Interestingly, with 0–1 magic-damage allies but no other marksman, AD and AP are even (49.2% vs 48.4%, though that's only ~300 games per build). So the missing magic damage mainly hurts when another marksman is on the team as well.

Rule of thumb

Your teamBuild
2+ other marksmenAP
1 other marksman and few magic-damage alliesAP
No other marksman, 3+ magic-damage alliesAD
Anything in betweenDepends on augments (next section)

And whatever you pick: hybrid is the worst option in nearly every scenario.

3. Augments: AP MF needs its augments much more than AD MF

AD MF gets a modest boost from AD augments. AP MF only works if it gets the right augments.

The AP augments

I hand-picked 18 augments that make AP MF work, mostly ones that scale with AP, give ability haste or reward ability hits:

AugmentTierTaken in % of AP MF gamesAP WR
Pursuit of HastePursuit of HasteGold8.2%55.3%
Skilled SniperSkilled SniperGold23.2%52.9%
Big BrainBig BrainGold1.6%52.6%
Combusting InterestCombusting InterestGold8.8%52.4%
Bread and CheeseBread and CheeseGold11.5%52.1%
RecursionRecursionGold12.0%51.4%
From DowntownFrom DowntownGold11.6%51.0%
Magic MissileMagic MissileGold16.8%50.4%
Phenomenal EvilPhenomenal EvilGold6.3%49.6%
Back To BasicsBack To BasicsPrismatic4.0%53.8%
Wooglet's WitchcapWooglet's WitchcapPrismatic3.8%53.1%
Infinite RecursionInfinite RecursionPrismatic8.0%52.7%
Infernal ConduitInfernal ConduitPrismatic7.3%52.1%
EurekaEurekaPrismatic9.2%50.8%
ArchmageArchmagePrismatic8.9%49.8%
HomeguardHomeguardSilver6.5%54.5%
Forged By The MasterForged By The MasterSilver5.1%53.6%
Purist - CasterPurist - CasterSilver5.3%49.2%

The AD augments

For comparison, the most common AD augments: attack, crit and attack-range augments that AD MF takes far more often than AP MF.

AugmentTierTaken in % of AD MF gamesAD WR
Critical MissileCritical MissileGold18.5%50.2%
Upgrade Infinity EdgeUpgrade Infinity EdgeGold16.6%50.3%
Soul SiphonSoul SiphonGold16.4%50.7%
Critical RhythmCritical RhythmGold10.1%47.8%
Lil' Extra HelpLil' Extra HelpGold9.8%49.3%
Scopier WeaponsScopier WeaponsGold9.1%50.0%
It's CriticalIt's CriticalGold7.4%47.7%
TripleshotTripleshotPrismatic11.1%52.1%
Scopiest WeaponsScopiest WeaponsPrismatic6.6%47.7%
Dual WieldDual WieldPrismatic6.5%50.4%
Fan The HammerFan The HammerPrismatic5.8%48.2%
Double TapDouble TapPrismatic5.5%42.8%
Ultra HydraUltra HydraPrismatic3.7%56.6%
Tap DancerTap DancerPrismatic3.7%47.0%
Blunt ForceBlunt ForceSilver11.6%50.9%
Upgrade CollectorUpgrade CollectorSilver8.9%47.7%
DeftDeftSilver5.6%51.3%
Tank It Or Leave ItTank It Or Leave ItSilver4.4%48.5%
TyphoonTyphoonSilver3.9%45.0%
Crit 'n CastCrit 'n CastSilver3.7%44.6%

Most AD augments land around 47–51% on AD MF. The standouts are Ultra Hydra (56.6%) and Tripleshot (52.1%). Draw Your Sword isn't in the table because it's rarer (2.5% of AD games), but it wins 58.5%.

Win rate by number of AP augments

AP augmentsShare of AP MF gamesAP WR
011%44.7%
137%47.2%
236%52.9%
3+16%53.8%

Win rate by number of AD augments

AD augmentsShare of AD MF gamesAD WR
012%46.4%
132%47.5%
235%48.3%
3+21%51.3%

The asymmetry: AD MF gains about 5 points going from no AD augments to three or more. AP MF gains about 9 points going from no AP augments to three or more. AD's base kit plus Collector and Infinity Edge does most of the work; AP MF depends on its augments. Yet 11% of AP MF players end the game with no AP augment at all, and 37% with only one.

What if your first augment isn't an AP augment?

Since you pick your build at the start of the game, the question is whether AP still works when the first augment doesn't cooperate. These numbers are from the last four patches (26.17–26.20), because the groups get small otherwise:

First augmentAP WRAD WR
AP augment51.4%44.8%
Not an AP augment48.9%48.1%

A non-AP first augment costs AP MF about 2.5 points, but AP is still level with AD. What happens next depends on the second augment:

After a non-AP first augmentShare of these AP MF gamesAP WR
2nd augment is AP42%50.8%
2nd augment not AP either58%47.5%

So a non-AP first augment doesn't ruin an AP game. Only when both of the first two picks miss does AP fall behind, and then it needs both of the last two picks to be AP augments to recover.

Conclusion

AP MF only works with its augments. AD MF works almost regardless of them.

4. Enemy team comp: matters less than your own team

These numbers are from the last four patches (26.17–26.20, ~100,000 MF games), because a single patch is too noisy for enemy breakdowns. Over that period, AP MF leads AD MF by about 3 points overall. Most enemy comps barely change that, with one exception.

Divers

Here, divers are enemies whose primary class is Fighter or Assassin.

Enemy diversShare of gamesAD WRAP WRHybrid WRAP vs AD
017%49.8%56.0%48.2%+6.2
138%48.7%51.8%45.8%+3.1
231%47.2%50.0%43.5%+2.8
312%48.3%49.7%43.0%+1.4
4+2%49.1%44.9%40.9%−4.2

Other classes

Tanks, mages, marksmen and supports barely change anything. AP stays ahead by roughly 1–5 points no matter how many of them the enemy has. If anything, AP does even better against 3+ mages (56.0% vs 49.8% for AD).

TL;DR

In short: AD is the safe default. Go AP when your team is marksman-heavy or lacks magic damage, and when the AP augments show up.