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Heroes/Luna
Luna
AgilityRanged

Luna

How had she been reduced to this? She was once the Scourge of the Plains, a merciless leader of men and beasts, and able to sow terror wherever she dared. Now she was far from her homeland, driven half mad from starvation and months of wandering, her army long dead or worse. As she stood at the edge of an ancient forest, a pair of glowing eyes spied on from an elder branch. Something beautiful and deadly sought a meal in the wilting dusk. Without a sound, it turned and left. Fury overtook her. Clutching a rust-eaten dagger, she charged after the beast determined to reclaim even a shred of her past glory, but her quarry would not be caught. Three times she cornered the creature among the rocks and trees, and three times she pounced only to witness its fading shadow darting further into the woods. Yet the full moon shone brightly, and the creature's trail was easy to follow. <br><br>Arriving in a clearing atop a high hill, the beast's massive feline form sat in the open, attentive and waiting. When the woman brandished her dagger, the creature reared and roared and charged. Death, it seemed, had come for her at long last in this strange place. She stood, calm and ready. A flash of movement, and the beast snatched the dagger from her hand before vanishing into the forest. Stillness. Hooded figures approached. In reverent tones they revealed that Selemene, Goddess of the Moon, had chosen her, had guided her, had tested her. Unwittingly she had endured the sacred rites of the Dark Moon, warriors of the Nightsilver Woods. <br><br>She was offered a choice: join the Dark Moon and pledge herself to the service of Selemene, or leave and never return. She did not hesitate. Embracing her absolution, she renounced her bloody past, and took up a new mantle as Luna of the Dark Moon, the dreaded Moon Rider, ruthless and ever-loyal guardian of the Nightsilver Woods.

Base STR

21 +2.2

Base AGI

24 +3.4

Base INT

23 +1.9

Move Speed

325

Attack Range

330

Base Armor

2

Attack DMG

26–32

Projectile

900

Lunar Blessing

Lunar Blessing

PassiveInnate

Grants attack damage to Luna and nearby allied heroes within 1200 range, with Luna receiving double the attack damage bonuses. At night, Lunar Blessing is global, and Luna is blessed with bonus night vision.

BONUS DAMAGE (ALLIES):

0

BONUS DAMAGE (SELF):

0

BONUS NIGHT VISION:

225

The Goddess of the Moon smiles upon her kin.

Lucent Beam

Lucent Beam

Unit Target

Cooldown

9 / 8 / 7 / 6s

Mana

90 / 100 / 110 / 120

Calls a beam of lunar energy down upon an enemy, damaging and briefly stunning them.

BEAM DAMAGE:

75 / 150 / 225 / 300

STUN DURATION:

0.6

DAMAGE BUFF DURATION:

0

DAMAGE BUFF PER BEAM:

0

Selemene smites those who encroach upon the Nightsilver Woods.

Lunar Orbit

Lunar Orbit

No TargetAghanim's Shard

Cooldown

40 / 35 / 30 / 25s

Mana

65 / 70 / 75 / 80

Creates 4 glaives that rotate 225 radius around Luna. Any enemy unit that collides with a glaive will take a percentage of Luna's Attack Damage.

DURATION:

5 / 6 / 7 / 8

COLLISION RADIUS:

200

COLLISION DAMAGE:

28 / 32 / 36 / 40%

DAMAGE REDUCTION:

8 / 12 / 16 / 20%

None may approach Selemene's chosen without favor from the goddess herself.

Moon Glaives

Moon Glaives

Passive

Empowers Luna's glaives, causing her attacks to bounce between enemy units. Deals less damage with each bounce.

BOUNCE RADIUS:

500

BOUNCES:

3 / 4 / 5 / 6

DAMAGE REDUCTION PER BOUNCE:

50 / 45 / 40 / 35%

  • Moon Glaives do not proc any attack modifier except Critical Strikes.

Carefully sharpened, Luna's boomerang-like weapon cuts a wide swath through enemy numbers.

Eclipse

Eclipse

No TargetAghanim's Scepter

Cooldown

105s

Mana

150 / 200 / 250

Showers random nearby enemies with strikes from Luna's current level of Lucent Beam. These beams do not stun their targets, and there is a maximum number of times that a single target can be struck. Also turns day into night for a short time.

TOTAL BEAMS:

6 / 9 / 12

RADIUS:

675

MAX BEAMS PER UNIT:

5

NIGHT DURATION:

10

ECLIPSE DURATION:

2.4 / 4.2 / 6

  • Eclipse doesn't work if Luna doesn't have any points in Lucent Beam.
  • Beams will stop if Luna is killed.
  • Will not hit invisible units.
  • There is a 0.6 seconds gap between beams, 0.3 seconds with scepter.

In times of great need, Selemene herself descends into the world, blocking out the light and hope of the opposed.

-5% Moon Glaives Damage Reduction
10
+0.5s Lucent Beam Ministun
+1 Lunar Orbit Glaive
15
+80 Lucent Beam Damage
-40s Eclipse Cooldown
20
1.5x Lunar Orbit Damage / Speed
+25/50 Lunar Blessing Allied/Self Damage
25
Lucent Beam Hits An Additional Target
Aghanim's Scepter
Eclipse

Eclipse

Allows Luna to cast Eclipse on an allied unit or herself and have its effects follow them, or cast it on an area. Increases total beams, reduces duration, removes the limit on beams per unit, and makes the beams appear twice as fast.

Aghanim's Shard
Lunar Orbit

Lunar Orbit

Increases damage reduction. While active, Luna gains 0% bonus movement speed.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

50%

Win rate in recent matches

Performance

97%

KDA ratio (kills + assists / deaths)

Laning

77%

Last hits per minute over full game

Farm

78%

Average gold per minute

Fighting

31%

Average kills + assists per match

Experience

90%

Average XP per minute

Strategy

When to Pick Luna?

I am going to tell you something about Luna that people keep forgetting every single patch and then acting surprised when she shows up in the meta—this hero does not need to be flashy to be dangerous. She does not need a game-defining ultimate moment; she does not need a fancy combo; she does not need an execute ability or a mobility tool or a gap closer.

What she needs is Glaives of Moonlight, a creep stack, and about four minutes of uninterrupted farming—and she will have more gold than almost every other carry in the game at the same point in time. High-level analysts confirmed it directly in the current meta—Glaive farming at level four or five into a two-camp stacking pattern makes her one of the fastest accelerating carries in the entire pool right now. Not the fastest. One of the fastest.

And in a meta that rewards heroes who hit their item timing before their opponents and then dictate the pace of the game from that point forward, a carry that accelerates to her power spike faster than most others is a carry that wins games before the enemy team has time to build the defensive items that would slow her down.

She is disgusting in lineups with strong auras that amplify her right-click output—Vengeful Spirit's Vengeance Aura, Assault Cuirass, and Drow Ranger's Precision Aura—because Glaives bouncing between multiple heroes with bonus damage from external aura sources turns every teamfight into a simultaneous multi-hero shredding machine that the enemy cannot simply itemize against one at a time.

She thrives in the current meta specifically because the tanky offlane heroes that dominate position three right now—Bristleback, Doom, and Tidehunter—are all heroes that love to group with their team and fight in clusters, and Glaives bouncing between five tightly grouped heroes is one of the most devastating damage patterns against exactly that style of play.

She pairs beautifully with heroes that can pull the enemy team together for Glaive bounces—Dark Seer's Vacuum, Magnus's Reverse Polarity, Enigma's Black Hole—because every additional hero standing near the primary target is another Glaive bounce landing simultaneously, and the combined burst from a full bounce chain into five grouped heroes is genuinely obscene.

Her Eclipse ultimate hitting all heroes caught in the beam with a limited but concentrated burst of lunar strikes is still one of the most reliable teamfight ultimates for guaranteeing burst damage on specific targets, and in a meta where fights end quickly and concentrated burst wins skirmishes, Eclipse's tight targeting window is more of a strength than a weakness.

Avoid picking her into lineups with a lot of gap closers that can dive directly onto her face before she can use Eclipse or get her Glaives bouncing—Slark, Lifestealer, Anti-Mage—heroes that will simply walk through her frontline and kill her in two seconds before any of her damage patterns can establish.

Also feels genuinely terrible in heavy magic damage lineups that can burst her down from range before she can right-click anything—Luna's HP pool and armor are not impressive, and a Leshrac or a Zeus that focuses her from across the map can bring her to zero HP before Glaives have bounced more than twice.

Tips & common mistakes

  • The Glaive stacking farming pattern is the single most important mechanic to master on Luna, and most pub players never develop it properly. At level four or five, when Lucent Beam and Glaives are maxed enough to clear camps quickly, stack two neutral camps at the fifty-five-second mark, then clear both stacked camps with Glaive bounces simultaneously using the AoE clear from the bouncing mechanic. Done correctly, this produces gold income per minute that rivals the best farming carries in the pool while staying completely safe in the jungle.
  • Moon Glaive bounces deal reduced damage with each consecutive bounce—but with Aghanim's Scepter the bounces no longer reduce in damage and instead deal full damage to every target in range simultaneously. This item completely changes how threatening Luna is in teamfights—before Aghanim's her Glaives are a farming tool with some teamfight applications; after Aghanim's, they are a full AOE weapon that hits every nearby hero for the same damage simultaneously. Rush it appropriately based on the game and know the threshold at which her teamfight identity fundamentally transforms.
  • Eclipse lasts only a few seconds, and all the lunar strikes target heroes within the beam range—but you can extend Eclipse's effective duration and target multiple heroes simultaneously by positioning yourself in the center of a grouped enemy team rather than targeting a single isolated hero on the edge of a fight. An Eclipse cast in the middle of four grouped heroes deals far more total damage than an Eclipse cast on one hero standing alone.
  • Lunar Blessing gives bonus damage to ALL nearby allied ranged heroes — not just Luna. In a lineup with multiple ranged heroes, Luna's passive is providing a permanent free damage aura to every ranged ally standing near her throughout the entire game. Position yourself near your ranged supports and mid during fights so they benefit from the bonus damage, and build lineups that can exploit this aura rather than wasting it on a team full of melee heroes who receive zero benefit from it.
  • Stop building Luna the same way every game regardless of the situation. The standard Helm of the Dominator into Manta Style into Aghanim's Scepter into Eye of Skadi progression is strong in most games—but if the enemy has a lot of magic damage, you need Helm into Hurricane Pike into BKB before Aghanim's, and if the enemy has evasion items, you need Monkey King Bar somewhere in the build. Read what the enemy is building and adjust rather than following a cookie-cutter progression that the enemy team has already specifically drafted to counter.
  • Beam yourself out of dangerous situations. Lucent Beam has a reasonable cast range and provides a brief stun when combined with the talent that extends its duration—using it on a hero that is about to kill you buys the half second needed for your team to respond. Most Luna players only use Lucent Beam during Eclipse activation and forget it exists as an independent ability between teamfights.
  • You have ZERO mobility. No blink, no dash, no escape, nothing. This means positioning before every fight starts is more important than almost any other carry in the game—always know exactly where the fight is going to happen and position yourself at maximum Glaive range BEFORE the initiation, not after you are already surrounded. A Luna that is properly positioned when the fight starts is dealing damage from safety. A Luna that gets caught out of position has no answer except dying quickly while her team watches helplessly.

Summary

Luna is extremely strong right now, and the reason is deceptively simple—she is one of the fastest accelerating carries in the entire meta through a specific farming pattern that most players underuse; her Glaive bounces absolutely destroy the grouped teamfight meta that the current patch has created; and Eclipse provides reliable concentrated burst that converts even slight numerical advantages in fights into confirmed kills before the enemy team can react.

She is not flashy; she is consistent—and in a laning phase where hitting your items faster than the opponent and then dictating the pace of every teamfight is the primary win condition, consistency is exactly what you want from your position one carry. Master the Glaive stacking pattern, rush Aghanim's when the game allows it, and position yourself in the center of every grouped fight rather than on the edges where the bounces hit fewer targets.

Just do not let a Slark or a Lifestealer walk directly onto your face without a plan—because without mobility items and with below-average physical durability, a Luna caught out of position is not a carry anymore. She is just a very pretty target standing in a very bad location wondering how she got there.

Starting Items

branchesfaerie_firemagic_stickmagic_wandtangocirclet

Early Game

bootspower_treadslifestealbroadswordmask_of_madnesswraith_band

Core

yashamantadragon_lancebutterflyblack_king_barultimate_scepter

Late Game

greater_critsatanicforce_staffinvis_swordhurricane_pikesilver_edge
Grove BowSerrated ShivSpecialist's ArrayBrigand's BladeGunpowder Gauntlet

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