3 | 4 | 5 | 8 |
1 | 7 | 10 | 12 |
2 | 9 | 13 | 14 |
6 | 11 | 16 |
15 | 17 | 18 |
Mirana is often played as a Semi-Carry or a solo mid. Most of the profesional tems however, such as: Na'vi, Team Liquid or IG like to play her as a Support, because of her unique ulti and the solo target stun which is the longest stun in dota 2. Though Mirana requiers a lot of practise her strengh in the early to mid game can guarantee her team a large advantage.
"If you do not feel confident with Mirana, try to play her against bots, remember her sacred arrow requires a lot of time to master."
In a proper game scenario a team is supose to have 2 supports. A "hard support" who's role is to buy wards every 5 minutes, and sentrys to counter wards/invis heroes. Then you shall play a second type of support and that is a "semi support" who's praiority is to buy a courrier and upgrade it before getting boots of speed.
Remember get wards only if you are the only support, other wise get a courrier. Courrier is by far the most important item that you can get, allowing your mid to get his/her items as quickly as possible/send bottle back to base in order to lose no XP.
Tango is your only regen for the early game, and honestly the only you need. Anyway you will be pulling and stacking, and then try to get a nice arrow from behind the tree line.
Salves are not necesserly the only item you can get. If you wish get more regen instead of them if you are in a dul-lane. Otherwise, if your carry asked you to get him extra regen do so, and resign the salves. However if you are new to Mirana and your arrives are missing, then using salves will give you another chance to try and potentially, get a kill.
Trust me no matter what other tell you, do not get slippers of agility instead of iron branches. 4 iron branches are Perfect for Mirana. They give her extra dagame, and over all additional 12 stats instead of only 3 for a price 53 good higher. Late on you can change branches in to a magic wand, and and the last one in to a headdress, so don not sell your branches.
After you upgrade the courrier there is are not that many support items you have to buy. Now focus on your self and get boots of speed. By increasing your speed you can roam/gank, escape as well as chase if necessary.
Now it is time to get a ring of bassilius. It is a cheap way to regenerate your, and allies mana 0.65 a sec + it grants you, your allies and creeps 2 armor in a radzisz of 900. Great for pushing and early game, upgrade on to ring of awilla later on.
After boots start saving up for a bracer, this will give you lots of stats and make you a little bit more tanky, in order to Save your carry you might have to block the enomy bracer can make all the difference allowing you to surive.
Then get orb of the magi, to bust your mana, allowing you to spam your abilitys more.
Straight after orb get drums, this will provide you, and your team additional movement speed allowing you to chase or escape.
Now get your wraith band, which together with basilius will form ring of aquila, improving your stats, but most importantly granting you agility which is your mail attribute.
Even though I listed TP as the last item in the early game, remember to always have one! In order to help your allies, stop pushes, roam quickly + escape dangerous situations. If you got a first blood, or you are pushing buy your carry a TP as well in order for them to get their carry items quicker.
In the mid game finishing drums should be your priority, this will allow your team or u chase and escape. In addition you will get more hp, and mana this is very needed by Mirana.
Mek, and arcanes are not only great ways to support your team, by constantly giving them mana, and HP if necessary but also a constant HP regen aura and armor for you is very beneficial.
Cons
A. Mirana is a relatively sushiy hero with only 472 hp At level 1.
B. Mirana has a very Low starting damage, only 38 to 49
C. Mirana has a fairly big mana problem in the early game, so do not spam your "Sacred arrow"
D. Wears off in the late game. Though is still much more useful then hard supports such as: Crystal Maiden or Lina.
E. Mirana has no spell resistance or Evasion.
Pros
A. Mirana has a fairly good movement speed (for a support)
B. Mirana has the longest stun in the game up to 5 second and a range of max 3000 able to deal 460 magic damage.
C. Mirana (Support) Works well in a tri-lane, duel-lane and if she must she can even solo hard lane, often being way more effective then common off-laners such as Windranger.
D. Mirana has a great escaping and chasing ability " Leap "
E. Mirana can easily set ganks and protest her allies with her ult " Moonlight Shadow "
F. In the early-mid game Mirana can harras her enemies with " Starstorm "
G. Mirana is not item dependend in the early game so if necessary ( should not happen ) Mirana can buy both wards and courrier at the same time, buying just 1 iron branch.
Starstorm - Mirana's first ability (Q)
"Calls down a wave of meteors to damage nearby enemy units. One random enemy unit in 175 range will take a second hit for 75% of the damage."
(Max this skill first, as it deals a lot of damage, and with ur Sacred arrow you should not deal as much damage, just stun. The stun duration is the same at every level.
Also the target with the lowest health will be striked by 225 magical damage at level 4.
Radius: 625
a. It alows her to harras opponents in the early and mid game.
b. Starstorm can not hit invisible units.
c. The spell will choose a new target for the second star if the first died before impact.
Sacred Arrow - Mirana's second ability (W)
Radius: 3000
"Fires an arrow with deadly precision, dealing large damage and stunning the first enemy unit it strikes. Stun duration increases based on distance to target, ranging from 0.5 to 5 seconds. Bonus damage up to 100 is applied based on distance to target."
Overall this ability can deal 460 magic damage! That is more then any nuke in the game that is not an ultimate!
a. For every 150 distance the arrow travels, the stun duration upon impact increases by 0.5 seconds and the amount of damage increases by 10. For example, an arrow that travels for 300 range stuns for 1 second and deals an extra 20 damage, and an arrow that travels at least 1500 range stuns for 5 seconds (which is the maximum stun duration) and deals an extra 100 damage (which is the maximum amount of bonus damage).
b. The stun duration is determined by the distance between where Mirana fired the arrow and where the arrow hits its target.
c. The arrow moves at a rate of 857.14 units per second.
Leap - Mirana's third ability (E)
"Mirana leaps forward into battle, empowering allied units with a ferocious roar upon landing, granting attack and movement speed. Speed bonus lasts 10 seconds."
a. You can use Leap to dodge incoming projectiles: Such as Alchemist's stun, or Sven's!
Moonlight Shadow - Mirana's ulti (R)
"Turns Mirana and all allied heroes invisible. If Invisibility is broken, it will restore after fade delay if the shadow's duration has not expired. Silence will stop Moonlight Shadow."
a. Magic immune allies will be affected.
b. Units affected will not auto attack enemies.
You can find a little more detailed description of Mirana's abilitys on her Wiki page: http://dota2.gamepedia.com/Mirana
Lets start of with, what Tri-laning is. As the name suggests, Tri-laning is 3 heros (2 supports, 1 carry) on a top or bottom/hard or easy lane.
If you are a part of a tri-lane you must remember to stack and pull the medium camp next to you easy lane. (Bottom for radient, and top for Dire) If your creeps will be killed by neutral creeps you will deny the XP for your enemies, as well as you will get adicional gold, when your carry and other support will get lane expirience.
How to stack?
Pull the creeps at X.52. At the 52th sencond of any minute. Attack the creeps and run away pulling them. When you look at their spot, you should see 2 stacks of neutral creeps. Then attack the neutral creeps and pull the toward your friendly charging creeps.
Benefits of both pulling, and stacking.
a. You will deny XP of you opponents.
b. You will get nice farm and expirience with out stealing "Lane XP" from your carry and other support, so that they can get full XP from the enemie creeps.
c. You are safer in the woods then on the lane. (harder to gank you)
d. You can use the you can use "Sacred arrow" from behind the woods and kwith the help of ur team kill your enemy.
If You will be a part of a proper tri-lane remember to either buy "wards" or "sentry wards" Which reveale invisible units around it. If You will be constantly pulling and stacking the opposing team might try to block the camp ur stacking by giving vision there (placing wards) it should be easy for You to guess where the camp blocking ward is. Place the sentry near by it, and kill the opposing team's ward. Don't worry If You miss, You always have 2 wards and there is no cool down on the sentries.
In a duel lane remember not to last hit the creeps. Let your carry get the last hits, you can bring the creeps low on life but ur job is to harras the opponents as much as possible without dying and taking too much damage. Remember you are not a tank such as Tidehunter so do not tank DPS a specially if there is a chance of you getting ganked at any time.
If your carry gets low try to defend him as much as possible. Try to block the enemies or making them attack you by "Leaping" toward them and focusing them on you. Remember that you are a "Support" and you shall! sacrafice your life, for your carry.
Try to use ur "Sacred arrow" a lot, but do not spam it. Mirana is one of those heros you should play against bots for one or two games just to practise. If your team's carrys is Chaos Knight, or Skeleton King, their stuns will make it very, very easy for your arrow to land. So if you don't feel confortable, you shall pair up with these heros.
Roaming in other words "ganging". Your Sacred arrow, DPS and ult makes you an amazing ganker even if you are a support Mirana. You can try to gank in the first five minutes of the game, just as you get enough money to buy a TP (town portal) scroll.
What to do? (how to roam)
a. Buy a TP scroll and teleport mid, make sure that the opposing midlaner can not see you rotating.
b. Hide in the trees or go along the river and try to set a perfect arrow.
c. Watch out not to hit the creeps because this will revale you.
Good positioning, is a key to perfect ganging and getting first blood for your mid laner, granting him/her the first blood.
Benefits of roaming!
A. Your Carry will get free levels when You are gone.
B. If You gank mid allow the mid laner to get the last hit on the enemie (the first blood) this will allow them to get a lane dominance for them as well as will allow them to get their bottle early on.
C. You will get levels and adicional money that will increase your Farm from the first blood.
Warding is very important, i would even say it is crucial for You or another Support to ward If You got the courier. Warding will give You and your Carry 80% chance to escape a gank. This means that If the opposing team had to rotate to gank You, then they would lose their lane XP as well as Lots of last hits giving your team an overall gold and level advantage. Also leaving them free Farm.
Where to ward?
Remember that rune control is crucial for your mid laner! Most of people in public games do not realize that a rune spots every 2 minutes top or bottom (on the 2 ends of the river.) If the runes are warded your midlaner will not have to waste time, XP, and last hits on checking them.
If You want to see the best locations for Warding not only rune controll but overall map/jungle control. Pls watch this video http://m.youtube.com/watch?v=edXk6x_yNtU.
Remember that if you spot an invisibility rune to take your bottle or your mid's fill it in, use the rune and give the full bottle back to your mid. He\she will be able to gain full expirience from creeps while you fill his bottle, and an invis rune will allow you for an easy arrow.
Always, always carry sentries. Sentries are more usefull than dust. They will help you to spot ganks, often rotations o invisible heros. Kill enemy with a suprice shadow blade, and most importantly deward blocked camps, and other ward spots.
Always place your wards after the game starts otherwise several seconds will be wasted.
Remember to buy Smoke! This is very important for ganks, rotations, and if you have a hero such as Lycan, or Ursa buy smoke and look for wards around the rosh pit, to let them sneak through.
FRIENDS
Mirana loves to play with heroes who can help her to get an easy Arrow. The hero she synergies the most with is of course Bane. However Shadow Shaman, as well as Shadow demon can allow her to arrow easily as well.
Ancient Aparition can give Mirana a lot of early damage, as well as a slow allowing her to arrow. If Mirana manages to stun the enemy AA can use his own disable on to the stunned hero.
Mirana works very well with Pugna, yet I have never seen them together in a professional game. Pugna's de****yfy allows Mirana for an easy arrow as well as increasing the magical damage comming from the arrow by tones!
Of course a special mention has to go to heroes with powerful stuns, such as Earthshaker, Vengeful Spirit with her stun, and aura.
Abbadon allows Mirana to chase and so get kills in an easier fashion, however abbadon works more with a carry Mirana.
Mirana is also a great counter to Luna, a specially in the early game. As when Luna uses eclipse Mirana can make everyone invisible therefore negating eclipse. Mirana is ale able to chase Luna with her leap, and can burst Luna down in the early stages of the game.
FOES
Mirana hates heros who can burst her down instantly, such as Tinker, Queen of Pain, and morphling. It is very difficould to play agains heros who are tanky as with your very little damage you might find it difficoult to harras them out of lane. This list includes: Tide Hunter, Lise Stealer, and Brwemaster, as well as any tanky offlaners.
A special mention has to go to Bounty Hunter however, who can track her in her invisibility, deal huge damage with his crit as well as slow her down making leap almost useless (unless you leap over un-walkable terrain.
Another great counter to her is also Life Stealer who has no animation time on his Magic Immunity so when trapped bu Shadow Demon and mirana tries to arrow he can easily evade it.
Mirana counters anyhero with a chanellinh spells, including Enigma, Witch Doctor, as well as crystal maiden. Mirana is able stun all of them from a far distance without getting cought in to for example black hole.
Mirana counters ganking heros well, allowong her allies to become insisible during a gank, as well as give her allie extra movement speed, or simple escaping herself.
With the use of smoke an another support, or simply a pro arrow mirana can go mid and help her allie to get the first blood. There fore slowwing the time in which her enemy will get hi bottle.
Mirana counters squishy offlaners with her magican burst and amazing stun. Boundy hunter, and windranger will fin it impossible to stay on the lane.
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