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Miriam, The Acrobat

1 Growth 18 1 Growth 18
Health 380 (+84) Attack damage 48.4 (+3)
Health regen. 7 (+0.93) Attack speed 0.613 (+3.1%)
flow (+0) Armor 10 (+2.7)
  Magic resist. 30 (+0)
Attack range 550 (Ranged) Mov. speed N/A

This champion uses Flow. She builds up flow as she moves, generating 1 flow every 1 unit traveled, up to 600. If Miriam stops moving for more than 1 second, or changes direction drastically, all flow is lost.

A "drastic" change in direction counts as facing a direction outside of a 45° cone in front of you in under .5 seconds.

This cone is displayed by faint lines. The cones center will point in the direction you were facing .5 seconds ago so that you can plot your direction accordingly.


Agile catch is my least favorite ability. It doesn't fit the kit or theme. Suggestions?

Running Start

Upon reaching 300 flow, Miriam gains 5% movement speed, and 5 armor and magic resistance, this is increased to 15% movement speed and 10 armor and magic resistance at 600 flow.

Ability Details
self targeted buff when at 300 or above flow that is increased at 600 flow.

Readied Strike
COST: All flow

Passive: As long as Miriam has 300 or more flow, she has maximum attack speed, and the casting time of Trick Dagger is removed, and the next auto attack or trick dagger will consume all flow to deal bonus physical damage. This bonus damage can critically strike. As long as she has 600 or more flow, this attack or trick dagger will automatically critically strike.

  • Physical Damage: 35 / 70 / 105 / 140 / 175 (+20% AD)
Ability Details
None blah blah
  • none

Additional Information:

  • The 600 flow is consumed upon casting the ability, or creating the auto attack projectile. This auto attack is considered a targeted spell that applies on hit effects and that can critically strike.

Agile Catch
COST: no cost
COOLDOWN: 15 / 13 / 11 / 9 / 7

Active: Miriam absorbs the next projectile she would be hit with in the next 2 seconds taking reduced damage. If she would catch a projectile this way, she gains a stack of loot. While on the platform, Miriam consumes a stack of loot every .2 seconds, gaining between 1 and 10 gold each.

  • Reduced Damage: 70 / 75 / 80 / 85 / 90%
Ability Details

Trick Daggers
RANGE: 800
COST: no cost

Active: Miriam tosses several daggers in a line dealing physical damage to the first enemy hit. These daggers can critically strike and applies on hit effects. These daggers ignores the first minion or small monster it would hit if it would critically strike.

  • Physical Damage: 60 / 80 / 100 / 130 (+130% Bonus AD)

Ability Details
Single target line skill shot.

Additional Information:

Signature Leap
RANGE: 400
COST: 600 flow
COOLDOWN: 10 / 5 / .1

Active: Miriam leaps a through the air towards target location.

If Miriam throws a Trick Daggers while leaping, its range is reduced by 50%, but it will slow the target by 99% for 1.5 seconds.

The cooldown of Signature Leap is increased by a few seconds each time Miriam deals damage, or is hit by an auto attack, damaging spell, or damaging trap. The cooldown of Master of Acrobatics cannot exceed a maximum of 5 seconds. This is effected by cooldown reduction.

  • Cooldown increase: 3 / 2 / 1
Ability Details

Additional Information:

  • This leap does not generate any flow.

Theoretical Item Build

Summoner's Rift
Starting Doran's Blade item Health Potion item
Essential Item Zeal item
Offensive Infinity Edge item The Bloodthirster item
Defensive Maw of Malmortius item Mercurial Scimitar item
Consumables Health Potion item Sight Ward item



Noxian cyrcus or something... blah blah... murder.... Signature move was leaping from a tight rope and tossing daggers around a person to hit a target behind them.

Kit Rundown

flow is the name of the game. The most difficulty comes with plotting your paths so that you can utilize Readied strike and Signature Leap. You need to run in predictable paths in order to use these, however you can use them in any direction once you have the required flow.


When you engage, the cooldown of Signature Leap will go up. Make sure you want to go in as giving and taking damage can prevent you from escaping.

You need open ground to leap, make sure you plot your paths correctly.

Tips to counter

If she flips over a wall, stop chasing. She will get away unless you have equal mobility or long range cc.

If you can surprise her, you can likely kill her, as she will be unlikely to escape long enough to use her Signature Leap.

Watch her flow bar as it will tell you when she is about to harass (or engage after level 6). She needs to move in almost a line in order to charge it up.

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