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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 ![]() + 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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![]() 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 ![]() |
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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 ![]() |
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![]() 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 ![]() ![]() ![]() |
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![]() 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 ![]() ![]() ![]() ![]() |
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 ![]() ![]() ![]() ![]() ![]() ![]() tl;dr Split push and when ganked Linken's will dodge stuns and you ![]() |
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![]() This synergizes very will with Manta Style, as the critical strike is passed to your illusions. Getting even just a ![]() |
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![]() 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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![]() This is typically what I would go for if I have gotten ![]() |
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![]() 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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![]() Same dealio, your illusions don't get the armor and attack speed aura bonus. |
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![]() 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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![]() 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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![]() Another more of a utility item than DPS, but it works in great synchrony with ![]() |
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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![]() 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 ![]() ![]() ![]() |
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![]() 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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![]() 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 ![]() |
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![]() 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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![]() Great item for pushing, as the passive proc in combo with your ![]() |
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![]() This is an item you will get if you are required to be a heavier damage dealer for your team. Synergizes well with ![]() ![]() |
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![]() 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 ![]() ![]() ![]() |
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![]() If an enemy is getting ![]() |
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![]() 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
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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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![]() 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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![]() 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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![]() Great disable. It is a definite pick up to counter hard carries like ![]() ![]() |
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![]() 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, ![]() ![]() |
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![]() 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
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![]() You get this if you need the team magic resistance, such as if you are playing against a ![]() ![]() |
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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 ![]() ![]() ![]() |
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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 ![]() ![]() ![]() |
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![]() A very special hero to include here, as she belongs in both the category of disabler as well as slower. Then her ![]() |
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Area Nukers An area nuke to a creep wave in combination with your ![]() |
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Trackers Heroes such as ![]() ![]() |
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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 ![]() ![]() |
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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