2 | 3 | 5 | 7 |
1 | 6 | 8 | 9 |
4 | 11 | 12 | 13 |
10 | 14 | 16 |
15 | 17 | 18 |
Mirana is a very versatile hero that can fill many roles for your team. She is best played as a ganker in the early game with an eventual shift towards being a semi-carry. She CAN be played as a hard carry, but is quite a weak hard carry role and requires ridiculous amounts of farm. If you are farming the entire game you can't take advantage of her amazing skillset. She is a very strong roamer, but requires very good team coordination which is hard to find in pubs. As a support, you at least get to take advantage of you skills, but you will not be filling the role of a damage dealer.
Mirana is a great mid lane, but can also solo the side lane too. The difference is you will get leap at level 1. You will get levels pretty much the same as the mid lane, but your last hitting will be much harder and will get gold much slower.
Pros + Can fit into almost any line-up + Has a global ultimate that affects the entire team + High magical burst damage + Not item dependent early/mid game (great for ganking) + Can quickly farm items for late game with Starstorm + Can solo the side lanes |
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Cons and Solutions Problem: Heavily dependent on personal skill Solution: Play, practice, and learn Problem: Her stun is a skill shot Solution: Use teamwork and chain stun Problem: She is quite mana intensive Solution: Manage your mana better Problem: Item dependent to be useful late game Solution: Farming with Starstorm |
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Starstorm This is your main nuke and farming skill. It has quite a hefty mana cost at the beginning of the game so use it sparingly, once you get your bottle you can use it more readily, but don't farm with it. Try to save it to use on enemy heroes. When the game moves away from ganking and more towards the mid game is when you can begin to use it for farming. Make sure you don't use up all of your mana just farming though, you will want to save some for fights, or for an emergency Moonlight Shadow. |
Arrow |
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Arrow This is what makes Mirana so much gosh darn fun. Arrow is a skill shot so you cannot click on the hero for it to land such as Lion's Earth Spike. Good players will see this coming and the arrow travels slow enough to dodge pretty easily, so the best way to utilize arrows is to shoot from the fog or to chain stuns. The longer the arrow travels, the longer the stun is, but also makes it much harder to land. This is where communication with your team is essential to set-up a coordinated gank with set targets and chain stuns. |
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Leap This is both an escape mechanism as well as a way to initiate. For the leap, you jump in the direction you are facing, so make sure you are facing the way you want to before you make the jump. For escaping, it's pretty simple. If you get into some trouble, leap out to the place you are most likely to get away (into woods, into fog, over cliffs, etc). For initiation it's a little harder to know when to leap. For a gank on a side lane you might land an arrow from the woods then Leap over the trees to land a Starstorm. Maybe you need to Leap to get into position to land your arrow. It is usually not the smartest idea to be the first to leap into a team fight since you are on the squishier side, but it is not always a bad idea. Analyze your situation and see what will most benefit your team. |
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Moonlight Shadow Another skill that can be used in both an offensive or defensively manner. Defensively is what it is mostly used for, to allow you, an ally across the map, or your entire team from being killed. There is a fade time on the invisibility, so make sure to get it off before it's too late. It's a good rule of thumb to always have enough mana to be able to use it at anytime. A much more rare and underrated way to use it is to gank or initiate team fights. It works just like smoke, except better as you can as close as you want to the enemy team without losing the invisibility. This can set a Tide up for the perfect Ravage or for Shadow Fiend's Requiem of Souls. You can always put a level into Moonlight Shadow at level six, I just personally prefer it later as I usually don't have the mana for it at that level and it usually isn't needed as much. |
This build is the biggest potential damage dealer of all the builds, due to the Manta Style
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Story Time: You just got Linken's Sphere and the game is close. You guys need to push badly because the enemy carry is a much harder carry than yours (e.g. Anti-Mage vs Bounty Hunter). So you definitely want to end it earlier than later. The enemy have all their tier 2 towers up. You are on the radiant side so you push the bottom lane as your entire team pushes the top lane. The enemy team see's you, a lone hero pushing by herself. "What a juicy target to feed on" they think, so they try to come gank you. You are staying near the outside forest treeline as to have the most time to get out of trouble if it happens, as you are approaching the next wave you see them. Windrunner throws a Shackleshot at you, but the Linken's Sphere keeps it from stunning you. You turn towards the trees and Leap, and then you use the trusty TP scroll you always have to go back to base. In the mean time, your team has taken a free tower because the other team wasted so much time going for you. Now of course you buy another TP scroll and head back down to the bottom lane. Your team had to come back to base for a little bit but are now on their way to pushing the top again. This time the team doesn't know what to do. They can go for you and risk losing another tower and maybe get you now that they know you have Linken's, but probably not because you are pushing carefully now. They could defend their top tower and initiate a 4v5 fight, but you team is also playing carefully because they know you are not there. That is what they decide to do and you take the bottom tower down, at the cost of 2 of your teammates lives. The enemy Tide wasted his ult and their Windrunner died, so you guys have more than enough power to defend your towers until your teammates respawn. You then wipe their team in the next time fight, and the Windrunner that was talking **** and feeding all game rage quits and you are sitting there feeling sorry for the guy because he is an immature poor sport who needs to lighten up and probably get laid. They you win and your whole team gets rare items. tl;dr Split push and when ganked Linken's will dodge stuns and you Leap into the forest then TP out. |
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Daedalus This synergizes very will with Manta Style, as the critical strike is passed to your illusions. Getting even just a Crystalys would be a big boost to your DPS. |
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Butterfly This synergizes very will with Manta Style as well, as the stats and evasion will both pass over to your illusions. Sadly the damage and attack speed do not transfer over to them :'( |
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Orchid Malevolence This is typically what I would go for if I have gotten Linken's Sphere as you are less DPS and more utility. Orchid's attack speed and damage will work for you, but not your illusions, although the silence and 25% damage amp make up for that somewhat. |
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Monkey King Bar The damage increase and mini bash do not transfer over to your illusions, and you money would be much better spent on another item which will transfer over. |
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Assault Cuirass Same dealio, your illusions don't get the armor and attack speed aura bonus. |
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Diffusal Blade This has good intelligence and agility buffs and the mana burn is very handy, but is not a good item to grab if you are going for pure DPS. The slow is EXTREMELY effective to focus down a hero with your illusions. |
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Desolator Great item for taking towers, as you will apply the armor debuff and your illusions will do even more damage to the tower. Not my first orb pick-up but if you are in need of armor reduction this would be the way to go. |
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Mjollnir Another more of a utility item than DPS, but it works in great synchrony with Starstorm, as you can clear creep waves extremely fast with a proc or two of chain lightning. The active is good to throw on targets that are getting focused as well. It does make you, but only you shoot unbelievably fast. Your illusions get left outta the fun. |
This build isn't as DPS oriented as the previous one and is more geared towards being a semi-carry that grabs an orb quickly for the benefit of the team. The play style will be extremely similar to that of the Manta Style build, and I'm really going to just point out differences in the playstyle of the two.
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Boots of Travel The times to get these are when you are relying on a heavy pushing strat, or the enemy has a heavy pushing line-up. If the enemy has a Nature's Prophet or a Tinker on their team this is a good item to get to counter their global presence. If neither of these are the case, or your farm in the beginning wasn't very good, just go with the Power Treads. |
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Power Treads Typical grab, good survivability item while you don't have much stats, and good to switch to late game for a little agility boost when you don't need the strength anymore. |
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Diffusal Blade This item is great for a heavy ganking strat, as the slow is fantastic to turning the enemy into your own personal pin cushion. It counters Warlock very well, as the skill kills his Golem instantly. The mana burn is good at whittling down the enemies magic, but will not do much for you are being ganked or get initiated on by the enemy team. |
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Desolator Still a great item for taking towers, as well as armor heavy teams. This also gives you a nice increase in damage, but the reason to get this is for the armor debuff. When using this, don't focus on one target, but attack as many as you can to give out the love of the debuff to help your team kill them faster. |
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Mjollnir Great item for pushing, as the passive proc in combo with your Starstorm will push waves incredibly fast. The proc is also a good damage dealer for team fights if you are lucky enough to get a significant enough of them off. The attack speed also lets you pop down those towers a lot quicker than you normally could have. Can't forget the active, it's always a nice thing to have to deal damage or make a friend a lower priority for the enemy team for a little bit. |
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Butterfly This is an item you will get if you are required to be a heavier damage dealer for your team. Synergizes well with Diffusal Blade as the increase in attack speed with burn more mana. As well synergizes well with Mjollnir as you are more likely for the passive to proc. |
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Assault Cuirass This is the primary item I get for this build, as the auras aids your team tremendously and synergizes very well with all three potential orb effects. It increases mana burn from Diffusal Blade with the increased attack speed. Same for Mjollnir, as the passive is more likely to happen with increased attack speed. The armor aura debuff stacks with Desolators debuff, making you an armor reducing machine. The armor buff on yourself also really helps out with your squishiness. |
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Monkey King Bar If an enemy is getting Butterfly this is the item to get to counter that. This will also let you shoot at the enemies 3rd tier towers and hit it from the lower ground without missing it at all. Good for if the enemy team is turtling. |
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Orchid Malevolence Gives you CC, gives you DPS, gives you a damage amplification, gives you mana regen. If that's what you need, this is your thing.
*The good thing about this is if you decide to go for this early in the game, the components are Oblivion Staffs are great early game DPS items, as well as providing you an alternative to Ring of Aquila for mana regen.
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If you are playing Mirana as a support, you picked first and then your team picked 3-4 carries and 0-1 supports. Other than that, if you are planning on intensively roaming and ganking, a support build will probably work nicely with that. These are the only two situations I can think of where you would be playing a Support Mirana.
Going to a side lane or middle lane are both acceptable for this build and the play styles are about the same for both. The only difference is you will level much slower in a side lane with another hero.
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Arcane Boots Great support item, gives you more mana to gank and wander around without having to go back to base. Make sure to use if for your allies if they need it, nothing is more annoying than having to type out "mana boots" because the support doesn't notice that they need to use them. |
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Power Treads Typical grab, good survivability item while you don't have much stats, and good to switch to late game for a little agility boost when you don't need the strength anymore. Yeah this is the same text as the last build, deal with it. |
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Scythe of Vyse Great disable. It is a definite pick up to counter hard carries like Anti-Mage or Morphling. |
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Shiva's Guard Gives you armor to combat your squishiness, making you quite a bit more tanky if you picked up some of the other armor boosting items in the earlier game (Mekanism, Medallion of Courage). Great active in combination with your Leap, as you can position yourself very well to use it. |
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Orchid Malevolence Gives you CC, gives you DPS, gives you a damage amplification, gives you mana regen. How many times am I going to have to go over this?
*The good thing about this is if you decide to go for this early in the game, the components are Oblivion Staffs are great early game DPS items, as well as providing you an alternative to Ring of Aquila for mana regen.
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Pipe of Insight You get this if you need the team magic resistance, such as if you are playing against a Tidehunter or Sand King. These are only a very few examples of people to get Pipe against, and it is pretty much any magic damage dealer that it would be good to get one for. |
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Disablers Having disables on your team is always good, but for ganks to ensure kills, chain stunning is the way to go. I feel like a broken record but this needs to be emphasized, using arrow as a follow up to a stun is the best way to go about ganking with her. Examples would be Vengeful Spirit, Chaos Knight, and Ogre Magi. |
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Slowers Simply put it is much easier to land an arrow if the enemy hero is moving slower. Good examples of slowing heroes would be Lifestealer, Venomancer, Ancient Apparition. |
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Crystal Maiden A very special hero to include here, as she belongs in both the category of disabler as well as slower. Then her Arcane Aura, it's golden. Pretty much no more mana problems. You still have to manage your mana somewhat but you have much more to work with now. |
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Area Nukers An area nuke to a creep wave in combination with your Starstorm allows you to push unbelievably fast, as well as farm extremely efficiently. That's about it. |
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Trackers Heroes such as Bounty Hunter and Slardar counter your ult, making it very hard to use it as an escape mechanism. It can still be used to initiate though. |
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Silencers Silence renders Mirana pretty much useless. She cannot deal lots of damage (unless she is farmed). She cannot escape, she cannot use her skills, it's pretty much the worst thing that can happen to you. If you have Manta Style, it gets rid of all negative buffs, including silences (except for Doom). |
I did not go into either warding for the Support Mirana as there are plenty of other people that have done a very good job of explaining it.
Warding Guides:
Dota Cinema Guide to Warding
Dignitas' Guide to Warding
I really wanted to make a video guide for Mirana to put along with this, as I think that visuals and seeing real game experiences are much better for learning the heroes and the game overall. When I tried I couldn't get it to work. I was using a free version of XSplit but the audio codec isn't compatible with youtube. If anyone knows how to get it working to be able to put on youtube send me a message and I'll get started on making videos for this guide and all the next guides I put out. Might even do video guides for the guides I already posted.
I made that red so people would actually read it and respond, as I would really like to do it.
This time I tried to make the guide a little bit more short and sweet, but I'm not sure if I really accomplished that. So lemme know if you liked this guide in the comments below, and if so, more or less than the other ones I have made. Give me feedback so I can make better guides for all you guys and girls (lol girls don't play dota). Nah that's sexist, although the ratio is probably something like 2000:1, statistically you ladies don't have a significant p value, so you don't technically play Dota.
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