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In the competetive scene we have seen the rise of mirana during this patch. She is the 5th most picked hero but still teams completely **** up and pick her in a draft where she doesnt fit at all.
The problem is that unless you are singsing, mirana doesnt have ANY midgame presence. Atleast not as a 1 position. In this role she starts out strong, but after that doesnt come online untill way after 40 minutes, when she has manta deso + 1 big item. And even then you could have had a luna as a carry. Who scales more and farms faster.
We have seen best of 3 or even 5 series, often grand finals, where she was picked 3 or 5 times and she lost ALL games.
We have seen teams with safelane mirana's. Who start out with their mid or offlane dominating the map taking towers and kills, but after 20 minutes the game slows down and mirana is useless, atleast as a damage source. And they proceed to lose after dominating for 20 minutes becouse the enemy has a luna with satanic butterfly, or a lifestealer with abyssal and assault cuirass.
After watching the games between EOT hammer VS zephyr ive seen some of the WORST drafts including mirana.
In game 3 zephyr lost from minute 1 by picking mirana, timbersaw and elder titan as their cores.
This coupled with a cheezy lesh shadow demon combo was completely countered by a juggernaut pick who started out as an offensive trilaner but transitioned into a pure offlaner. Allowing EOT to rotate supports wherever they want and win all 3 lanes. Since in these kind of scenarios mirana falls off after 10 minutes.
The 4th game was the other way around. This time EOT lost before the draft ended by picking both mirana and razor. Allowing zephyr to draft a lineup that was better in EVERY phase of the game simply by picking another mid who could do decent against razor, and putting the OD safelane.
After all this time pros still dont realise that you HAVE to run mirana as an agressive trilane hero with supports who van crush the other trilane, or as a singsing style mid. But in both these scenario's that team still has to have a really good mirana player, which many teams actually lack.
Even in pubs, Mirana should not be run as a 1 position. Mirana has so much more game impact either as an offlane, mid, or roaming support. It's worth a Mirana's time, especially on Radiant side, to either kill ancients or neutrals while firing arrows mid. One kill mid = mid lane won, and the rest of the game is easy from there.
If you can't land a single arrow...the question becomes "why are you playing Mirana at all?"
Additionally, like an Alchemist, even a support Mirana can catch up late game with some core items and transition into DPS. Not to mention Moonlight Shadow is easily one of the best ultimates in the game.
Don't forget Zephyr plays in the Korean tournament; most of the time I see her being played as a mid laner by western teams. As for the carry role, I think she has some potential but her usefulness is way higher in the mid game (i.e. when you're farming if you're playing hard carry): if you want a Hero that takes some time to come online you could chose Weaver or Morphling, which serve for a different purpose but still have a higher carry potential. About the Moonlight Shadow, I guess it's only worth it if you're playing mid/off-lane or support.
The stun is pretty strong, and I actually think it was worth picking her in the game 3 since they had a Shadow Demon to combo with. It would've been better if they had another single target stun, though.
EDIT: I also wanted to say that, unlike hard carries like Luna or Weaver, Mirana has a lot more presence in the early-mid game even if you play her as your #1 Hero. Damage items also make her scale quite well, too bad her spells are more early-game oriented than late-game oriented.
EDIT: I also wanted to say that, unlike hard carries like Luna or Weaver, Mirana has a lot more presence in the early-mid game even if you play her as your #1 Hero. Damage items also make her scale quite well, too bad her spells are more early-game oriented than late-game oriented.
this is true, but why give that job to your hard carry?
and while she scales decently with items it only starts to kick in after she has manta + deso, and she can compete with other carries after deadalus. but this leaves very little room for surviability items like BKB satanic.
this is true, but why give that job to your hard carry?
and while she scales decently with items it only starts to kick in after she has manta + deso, and she can compete with other carries after deadalus. but this leaves very little room for surviability items like BKB satanic.
True, if you want Early-Mid Game Presence, there's usually a better option, like a Pugna, Viper, Gyrocopter, etc. Mirana is better off somewhere where she can get Levels and be free to Gank whenever the opportunity arises.
As Timminator said, she works in an Aggressive Tri-lane, or even a Dual Offlane, but imo, there is no better Mirana than Roaming Support Mirana going for 4 Kills in 6 minutes <}3.
I don't particularly like the idea of Mirana Mid either, mostly because, how are you going to Sacred Arrow the other Mid Laner if (s)he's smart enough to be wary of Arrows? Combine this with your low Base Damage and you're completely dependent on Ganking, as aside from using your 1st to Farm, you have no way to win your Lane against a decent Mid Laner.
Agreed for the most part with OP, Mirana's a strong hero but one of the most overrated in the game right now. To be honest I don't see why anyone considers her a viable 1 position, when she has no scaling abilities and very little flashfarm potential (every good #1 in the game has 1 or both of these), so she falls off a lot earlier than most midgame carries.
Mirana's skillset screams ganking offlane/mid, and that's the only place she is really viable IMO. Aggro tri can work situationally. Roaming support can also work, but she's a lot more dependent on having the right allies than someone like Earthshaker or Vengeful Spirit. Arrows are somewhat unreliable without any setup, and roaming supports can get very far behind if the first few gank attempts don't end in a kill (so I usually lean toward the more reliable options).
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