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Heroes/Marci
Marci
UniversalMelee

Marci

Admired by many, Marci's origins are known to nameless few. She travels mostly in the company of the Princess Mirana, but the roots of their friendship are entwined in secrets neither would ever needlessly reveal. To allies, she serves as fierce and honest companion. To enemies, she acts as dauntless deterrence against harming any she deems friend. Though unwise opponents may consider her size unremarkable, Marci possesses an inner power that imbues her strikes with incredible might. She'll decimate those who think to test her, but those who earn her favor will have an unflappable confidant for life.

Base STR

23 +3.2

Base AGI

20 +2.2

Base INT

19 +1.9

Move Speed

315

Attack Range

150

Base Armor

0

Attack DMG

29–33

Projectile

Instant

Special Delivery

Special Delivery

No TargetInnate

Cooldown

245s

Marci whistles to instantly summon her courier to her. If the courier started in the fountain, it will take items from Marci's stash. After teleporting it will transfer these items to Marci and head back to the fountain.

Passively grants all allied couriers 3 bonus levels and 1 bonus health.

  • Special Delivery whistle has a cast point of 1 second.
  • If the courier didn't transfer any items or still has items after casting, it will remain next to Marci.

Professional courtesy, from one courier to another.

Dispose

Dispose

Unit Target

Cooldown

16 / 14 / 12 / 10s

Mana

80

Marci grabs an allied or enemy target and throws it effortlessly behind her, damaging and slowing the unit if it's an enemy. Any enemy units in the landing area will also be damaged and slowed.

THROW DISTANCE:

250

SLOW DURATION:

3

IMPACT DAMAGE:

60 / 150 / 240 / 330

MOVEMENT SLOW:

20 / 30 / 40 / 50%

Marci excels at removing obstacles from Princess Mirana's path.

Rebound

Rebound

Unit TargetAghanim's Shard

Cooldown

24 / 20 / 16 / 12s

Mana

70 / 80 / 90 / 100

Marci bounds to the targeted allied unit, choosing a direction and distance she will spring away from it. Upon reaching the unit, Marci lunges to her final destination, damaging and stunning enemies where she lands. When Rebound is set to alt-cast, Marci brings the target ally with her to her final destination. The ally receives 15 / 20 / 25 / 30% bonus movement speed for 4s.

CAST / JUMP RANGE:

450 / 550 / 650 / 750

IMPACT DAMAGE:

75 / 150 / 225 / 300

STUN DURATION:

0.8 / 1.1 / 1.4 / 1.7

  • Marci's initial run to her target unit can be disjointed.
  • Does not trigger spell reflect.
  • Does not bring allies who are Rooted or Leashed when alt-cast.

With a friendly or brazen boost, Marci can find her way into the midst of any fight.

Bodyguard

Bodyguard

Unit Target

Cooldown

20s

Mana

60 / 65 / 70 / 75

Passively grants Marci lifesteal and bonus attack damage. When cast on an ally, she provides them with 75% of her passive lifesteal and attack damage bonus. Additionally Marci creates a shared all damage barrier for herself and her partner. As Marci attacks heroes, 30% of the damage dealt restores the barrier.

DURATION:

7

LIFESTEAL:

12 / 18 / 24 / 30%

BONUS BASE ATTACK DAMAGE:

12 / 18 / 24 / 30%

SHARED BARRIER AMOUNT:

90 / 160 / 230 / 300

  • Marci cannot cast Bodyguard on herself.
  • Lifesteal effectiveness gets a creep_lifesteal_reduction_pct penalty against creeps.
  • The shared barrier is reduced by damage on either Marci or her partner.

Marci learned at a young age that the best asset in a scrap is a steady companion.

Unleash

Unleash

No TargetAghanim's Scepter

Cooldown

80 / 70 / 60s

Mana

100 / 125 / 150

Marci taps a hidden power, gaining Fury charges that allow her to deliver a rapid sequence of strikes that slow movement and attack speed of the target for 2s. The last strike in every Fury combo creates a damaging pulse around the target. In between Fury combos, Marci is unable to attack for 1.5s. Marci gains 15% movement speed when Unleash is cast.

DURATION:

16

STRIKES PER FURY:

5

BONUS ATTACK SPEED:

700 / 925 / 1150

PULSE RADIUS:

800

PULSE DAMAGE:

50 / 100 / 150

MOVEMENT SLOW:

30%

BASE ATTACK SPEED SLOW:

60 / 80 / 100

  • Once a Fury combo is started, each attack must be delivered within 1s or the Fury combo expires.
  • Removes attack speed limit.

Though some have sought to understand its origins, Marci rebuffs all attempts to divine the source of her power.

+1.5s Dispose Slow Duration
10
+50 Rebound Landing Radius
+100 Dispose Damage
15
+12% Bodyguard Damage
+0.75s Rebound Stun Duration
20
+15% Unleash Movement Speed
Unleash Duration Extended By 6s On Kill
25
Bodyguard Strong Dispels
Aghanim's Scepter
Unleash

Unleash

Reduces Unleash cooldown by 0 seconds and causes Unleash to apply a basic dispel on Marci. While Unleash is Active, all of Marci's abilities unleash pulses when cast. All of Marci's unleash pulses will silence units for 0 seconds.

DISPEL TYPE: Basic Dispel

Aghanim's Shard
Rebound

Rebound

Increases damage. Rebound can be cast on enemies, and causes Marci to also get the speed boost when she casts it.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

48%

Win rate in recent matches

Performance

93%

KDA ratio (kills + assists / deaths)

Laning

26%

Last hits per minute over full game

Farm

50%

Average gold per minute

Fighting

30%

Average kills + assists per match

Experience

67%

Average XP per minute

Strategy

When to Pick Marci?

Marci is one of those heroes that the current meta was practically designed for, and I am not sure enough people are realizing it. BSJ described the current position four meta with three words—"Wham, wham, hit the carry." "That is it. That is the entire job description for a good POS 4 right now.

Pick heroes that apply aggressive physical pressure on the enemy carry from the laning phase, make their life miserable, create kill threats, and win the lane before the enemy team has time to build defensive items. And what hero in the entire game does "wham wham hit the carry" better than Marci?

She has a gap closer that slams people into the ground; a buff that gives herself and an ally burst attack speed and silence; a dispel on Rebound that removes debuffs while repositioning; and an Unleash ultimate that turns her into a spinning machine of rapid attacks and stuns for its duration.

She does not require many items to be relevant—confirmed directly by current data; she is effective from literally the first minute of the game through her ability kit alone, and in a laning phase where early game dominance determines mid-game control, a hero that is threatening from level one without a single item purchase is exactly what you want in your draft.

As a carry, she can genuinely scale into the late game with the right item progression, and as a pos 4, she needs almost nothing to be one of the most annoying and punishing lane bullies the enemy carry has ever faced.

She is disgusting in lineups with strong lockdown that can extend the stun window her Unleash creates—Bane, Disruptor, Shadow Shaman—because every Unleash punch that lands during an extended disable window from a teammate is multiple instances of burst damage landing simultaneously on a hero that is completely unable to respond.

She thrives against melee carries specifically—the gap-closing potential of Rebound combined with the attack speed boost from Sidekick means she can dive onto a melee carry in the laning phase and force them completely away from their creep wave before the minute six mark with zero item investment required.

She pairs beautifully with carries that appreciate the Sidekick buff—Lifestealer, Ursa, and Juggernaut—because Sidekick's attack speed burst on a carry who already hits fast creates a brief window of absurd damage output that the enemy support cannot heal or save against in time.

Avoid picking her into ranged carries with long-range harassment that can chip her down from a distance she cannot close safely—Drow Ranger, Sniper—heroes that deny her the close-range fighting pattern where all her damage lives.

Also feels genuinely terrible into heavy silence lineups that shut down Rebound and Unleash before they can fire—because a silenced Marci who cannot disjoin incoming projectiles with Rebound and cannot activate Unleash is just a melee hero with mediocre base damage standing in a very dangerous position with no escape option and no threat whatsoever.

Tips & common mistakes

  • Rebound can disjoin incoming projectiles—this is one of the most important defensive mechanics on the hero, and most Marci players at average MMR never use it deliberately. The moment you see a Lina stun or a Skywrath Magic Missile incoming, immediately Rebound to the nearest allied unit or hero and watch the projectile fly into empty space. This is not a bug; it is intentional design—practice the timing until it is automatic.
  • Sidekicks should be cast on your carry in fights, not exclusively on you. People play Marci as a selfish hero and keep Sidekick's attack speed and silence for their own burst window, but casting it on a carry who is already engaged in a right-click fight provides the same burst attack speed to a hero with significantly more damage items—and that is usually more total damage output than Marci herself would produce in the same window.
  • Unleash's punches interrupt channeled spells and stun on the last hit—this means if the enemy Enigma starts a Black Hole or a Crystal Maiden begins Freezing Field, walking up and activating Unleash in melee range cancels the channel immediately on the first punch landing. This is one of the most impactful reactive plays available on the hero, and almost nobody at the pub level executes it deliberately.
  • Stop using Rebound exclusively as a gap closer toward enemies. Rebound launching off an allied hero's position gives you a double jump effect — use it to escape dangerous situations by bouncing off your own supports to gain massive distance away from threats, to cross impassable terrain by using allied units as launching pads on cliff edges, and to reposition in unexpected directions that the enemy cannot predict or respond to in time.
  • As a pos 4, resist the temptation to build damage items and instead build items that extend your ability to survive the laning phase and rotate effectively—Force Staff, Glimmer Cape, and Boots of Bearing give you the tools to play your role correctly without needing farm to be relevant. As a carry, your item progression should focus on getting attack speed and damage to convert the Unleash window into confirmed kills—Echo Saber into whatever physical damage items match the situation.
  • Unleash's final punch has a significant stun on the target—most Marci players waste this by activating Unleash in situations where the enemy can simply walk out of range before the final punch lands. Always activate Unleash when the enemy has no immediate escape—after a teammate's stun, after Rebound has just landed the target in a bad position, or when the enemy carry is already committed to a fight and cannot disengage without walking through your punches.
  • Do not use Rebound to chase enemies at low HP across the entire map at the cost of your positioning. One of the most common Marci deaths at all MMR levels is aggressively Rebounding after a fleeing hero, overextending completely, and then getting punished by the other four members of the enemy team who were waiting behind the tree line the entire time. Secure kills with your team, not alone across the entire enemy jungle.

Summary

Marci is pretty strong right now and the current meta is playing directly into everything she does best — it is a laning patch that rewards aggressive early physical pressure, BSJ described the ideal pos 4 as one that hits the carry hard and early, and Marci has been hitting carries hard and early since the day she was released without ever needing significant item investment to do it.

Whether you play her as a carry who scales into a genuine late-game threat with the right items or as a pos 4 who bullies the enemy laning phase into submission and then roams aggressively, both paths are valid right now and both reward the player who understands that Rebound plus Sidekick plus Unleash is one of the most compact and self-contained kill threat kits on any hero in Dota 2.

Dispel projectiles with Rebound, time the Unleash cancels on channels, give Sidekick to your carry when it matters most, and make the enemy carry genuinely afraid to stand within Rebound range of their own creep wave from minute one. That is what this hero does. And in the current meta, that is exactly what is winning games.

Starting Items

branchestangoward_dispenserblood_grenademagic_stickfaerie_fire

Early Game

bootschainmailphase_bootsbracerhelm_of_iron_willbottle

Core

black_king_barpavisesolar_crestbasherultimate_scepterarmlet

Late Game

lesser_critsangeglimmer_capevladmirgreater_critabyssal_blade
Serrated ShivBrigand's BladeGunpowder GauntletEssence RingGale GuardOrb of Destruction

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