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Heroes/Mirana
Mirana
AgilityRanged

Mirana

Born to a royal family, a blood princess next in line for the Solar Throne, Mirana willingly surrendered any claim to mundane land or titles when she dedicated herself completely to the service of Selemene, Goddess of the Moon. Known ever since as Princess of the Moon, Mirana prowls the sacred Nightsilver Woods searching for any who would dare poach the sacred luminous lotus from the silvery pools of the Goddess's preserve. Riding on her enormous feline familiar, she is poised, proud and fearless, attuned to the phases of the moon and the wheeling of the greater constellations. Her bow, tipped with sharp shards of lunar ore, draws on the moon's power to charge its arrows of light.

Base STR

20 +2.2

Base AGI

26 +3.1

Base INT

22 +1.9

Move Speed

285

Attack Range

630

Base Armor

-2

Attack DMG

22–28

Projectile

900

Celestial Quiver

Celestial Quiver

Unit TargetInnateAghanim's Shard

When a charge is available, Mirana's next attack will deal bonus magic damage.

BONUS DAMAGE:

5

MAX CHARGES:

2

CHARGE RESTORE TIME:

6

Starstorm

Starstorm

No Target

Cooldown

12s

Mana

80 / 90 / 100 / 110

Calls down a wave of meteors to damage nearby enemy units. The closest enemy unit to Mirana in a 675 radius will be struck a second time.

DAMAGE:

75 / 150 / 225 / 300

SECOND METEOR DAMAGE:

70%

RADIUS:

675

BLIND MISS RATE:

0%

BLIND DURATION:

0

  • Starstorm is not blocked by Linken's Sphere.
  • Starstorm cannot hit invisible units.
  • Starstorm will choose a new target for the second meteor if the first died before impact.

The Goddess breaks the strata to empower her Princess in the time of need.

Sacred Arrow

Sacred Arrow

Point TargetAghanim's Scepter

Cooldown

19 / 18 / 17 / 16s

Mana

90

Fires a long-range arrow with deadly precision, which stuns and damages the first enemy unit it strikes. The stun duration ranges from 0.01 to 2.6 / 3.4 / 4.2 / 5 seconds, with bonus damage up to 180 added, based on the distance the arrow travels to its target. Instantly kills the first non-ancient creep it hits.

RANGE:

3000

MINIMUM STUN:

0.01

MAXIMUM STUN:

2.6 / 3.4 / 4.2 / 5

MAXIMUM BONUS DAMAGE:

180

SEARCH RADIUS:

0

PRIMARY HIT STARSTORM DAMAGE:

0%

  • For every 150 distance the arrow travels, the stun duration upon impact increases by 0.5 seconds, and the bonus damage added increases by 14.
  • Sacred Arrow can hit invisible units.
  • Starstruck does not apply to the second Starstorm from Aghanim's Scepter.

Lunar energies make the Princess of the Moon's arrows more deadly than most.

Leap

Leap

No TargetAghanim's Shard

Mana

50

Mirana leaps forward into battle, empowering herself with a ferocious roar that grants bonus attack and movement speed. Speed bonus lasts 5 seconds.

DISTANCE:

650

MOVEMENT BONUS:

6 / 12 / 18 / 24%

ATTACK SPEED BONUS:

25 / 50 / 75 / 100

None can fail to recognize Mirana's iconic white beast in the heat of battle.

Moonlight Shadow

Moonlight Shadow

No Target

Cooldown

120 / 110 / 100s

Mana

125

Turns Mirana and all allied heroes invisible and grants bonus movement speed. Mirana gains bonus outgoing damage during the duration. If a hero is revealed, invisibility will restore after the fade delay as long as Moonlight Shadow's duration has not expired.

FADE DELAY:

2.5 / 2 / 1.5

DURATION:

18

MOVEMENT SPEED:

9 / 12 / 15%

SELF OUTGOING DAMAGE BONUS:

9 / 12 / 15%

  • Units affected will not auto attack enemies.

Her tenure with Selemene allows Mirana to eclipse the ground, wrapping her allies in a cloak of shadows.

-2s Starstorm Cooldown
10
+150 Leap Distance
Moonlight Shadow gives +20% Evasion
15
+90 Leap Attack Speed
+200 Starstorm Damage
20
+40 Celestial Quiver Damage
+2 Multishot Sacred Arrows
25
-30s Moonlight Shadow Cooldown
Aghanim's Scepter
Sacred Arrow

Sacred Arrow

Causes Sacred Arrow to release a Starstorm on enemies along the travel path of the primary arrow, releasing a second Starstorm that deals less damage to the impacted unit.

Aghanim's Shard
Leap

Leap

Grants +0 Leap charge.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

50%

Win rate in recent matches

Performance

72%

KDA ratio (kills + assists / deaths)

Laning

23%

Last hits per minute over full game

Farm

49%

Average gold per minute

Fighting

23%

Average kills + assists per match

Experience

68%

Average XP per minute

Strategy

When to Pick Mirana?

Mirana is one of those heroes where the entire conversation about whether she is good or not starts and ends with one question: can you hit Sacred Arrow? Because if you can, she is one of the most impactful pos 4 heroes available right now. If you cannot, she is a support hero with a Starstorm that tickles, a Leap that puts her in dangerous positions, and a global invisibility ultimate that the enemy team can reveal with one observer ward.

That is the honest reality of this hero, and it has been true for years. BSJ specifically called her out as a hero he believes is going to be good in the current meta, and his exact framing for the pos 4 role right now is "attack the carry as much as you can"—which fits Mirana's kit perfectly, because Celestial Quiver is a new innate ability that adds bonus magical damage to her attacks, and it was specifically buffed in the balance patch that followed the big release.

Ghostik, a streamer and former pro, highlighted this buff directly and said the Celestial Quiver bonus magical attack damage in the laning stage feels "very impactful"—and he is absolutely right, because a hero who was already a threatening lane harasser with high base agility, a reasonably high attack speed, and an Arrow that one-shots supports at level one now also adds free bonus magic damage to every auto attack she lands, making her laning phase physical harassment significantly more punishing than the enemy carry expects from a hero they remember as a mid or carry pick in older metas.

Moonlight Shadow's cooldown was also reduced in the current patch—making her ultimate available more frequently for initiating fights, escaping ganks, or setting up ambushes than before.

She is disgusting in lineups with strong follow-up on stunned targets—Juggernaut, Ursa, Lifestealer—because a max range Sacred Arrow that stuns the enemy carry for up to five seconds while your team dumps every cooldown into them simultaneously is a kill that cannot be undone regardless of how many defensive items the enemy has.

She thrives against lineups that group and move as a unit in predictable straight lines—because Sacred Arrow travels in a fixed path, and a grouped enemy team walking through a jungle camp creates target-rich environments where landing a long-range arrow that stuns multiple heroes standing in a line is genuinely possible.

She pairs beautifully with heroes that have strong burst damage that can convert a Sacred Arrow stun into a confirmed kill without needing additional setup—Zeus, Lina, and Lion—heroes that simply need the target held still for two seconds and then press their kill button from across the map while Mirana has already leaped to safety.

Avoid picking her in lineups with strong global vision and true-sight tools that reveal Moonlight Shadow invisibility—Slardar, Bounty Hunter, and Night Stalker during the night—because a Mirana whose ultimate is constantly countered by vision loses her primary escape tool and her primary teamfight initiation simultaneously, which means she is left with just Starstorm and Leap as relevant abilities for the entire game.

Also feels genuinely terrible when the enemy has a reliable Oracle or Dazzle—because Sacred Arrow's stun enabling your team to burst someone down is the kill condition, and a hero that can undo the death of the target before the burst completes makes the entire Arrow setup produce zero kills and zero impact despite landing correctly.

Tips & common mistakes

  • Stop arrowing. Neutral. Camps. BSJ said it directly, and he is right—please do NOT waste Sacred Arrow on a jungle camp. You are a position-four support in the current meta. Your job is to harass the enemy carry constantly in the laning phase using Celestial Quiver bonus magic damage auto attacks, apply pressure, and create kill threats with arrows on heroes—not to secure last hits on creep waves or get fancy with neutral camp arrows at level two. Play the lane. Hit the car. That is the entire job description right now.
  • Celestial Quiver charges have a restore time and a limited number of charges per window — most pub Mirana players treat their attacks as generic harassment without ever consciously tracking when Celestial Quiver charges are available. Develop the habit of checking your charge count before walking up to trade with the enemy carry—a fully charged Celestial Quiver attack lands significantly more damage than a regular attack, and the difference between attacking with a charge available and without one is enough to determine whether a trade forces the enemy carry back to base or leaves them comfortably at 70% HP, continuing to farm.
  • Sacred Arrow stun duration scales with travel distance — the longer the arrow travels before hitting, the longer the stun. A point-blank Arrow barely stuns at all. An arrow that travels maximum range stuns for nearly five seconds. Always aim for the maximum distance shot possible rather than throwing the arrow at close range just because the enemy is nearby—walk away, get distance, THEN fire for the full stun duration.
  • Leap grants temporary attack speed and movement speed to Mirana AND nearby allied heroes when it lands — this is a combat buff that most pub players treat purely as an escape tool or a repositioning tool. When you are fighting next to your carry in a skirmish, using Leap toward the enemy during the fight rather than away from them gives your carry a burst of attack speed that can be the difference between getting a kill and the enemy surviving with fifteen HP. Use it offensively in safe fights.
  • Moonlight Shadow cooldown was reduced in the current patch—which means you have access to team invisibility more frequently than before. Use this proactively before every teamfight where your team wants to initiate from an unexpected angle, not exclusively as a panic button when your team is already being chased and dying. A Moonlight Shadow used offensively to sneak your entire team within Sacred Arrow range of the enemy carry is one of the highest-impact support plays available on any hero in Dota 2.
  • Sacred Arrow provides flying vision as it travels—most Mirana players fire into fog and hope for the best, completely forgetting that the arrow itself reveals everything along its path while in flight. Use this deliberately to scout dangerous areas like Roshan Pit, the enemy jungle, or rune locations before your team walks into them blindly. A Sacred Arrow fired into a rune location at the 0:00 mark gives you free vision of whether the enemy is contesting the rune before you spend positioning to check it yourself.
  • As a pos 4 in the current meta, resist the temptation to build damage items and treat yourself as a semi-carry. Force Staff, Eul's Scepter, and Guardian Greaves cover everything you need to be relevant throughout the entire game without requiring farming. Eul's specifically is valuable because it sets up your own Sacred Arrow—drop Eul's on yourself or an ally, wait for the target to walk into the arrow path while repositioning around the cyclone, and fire the Arrow to land exactly where they will be when the cyclone ends. This is one of the most reliable self-setup arrow combos available, and it works at every MMR bracket.

Summary

Mirana is situational right now—so-so in the broad meta sense because she does not slot into every draft as a reliable lockdown support the way Lich or Crystal Maiden does, and BSJ's prediction that she will be good is still a prediction rather than a confirmed reality across thousands of games. But the tools are genuinely there. Celestial Quiver bonus magic damage in the laning phase is a real and meaningful buff that makes her lane harassment more threatening than before.

Moonlight Shadow's cooldown reduction gives her ultimate more frequently. Sacred Arrow is still one of the highest-impact single-target disables in the game when it connects. And in the right draft — against a lineup that moves predictably, paired with heroes that can convert a five-second stun into a dead body — she is absolutely not so-so. She is terrifying.

Hit your arrows, harass the enemy carry relentlessly in lane with Celestial Quiver charges, use Moonlight Shadow offensively, not defensively, and please—I say this with love for the hero—please stop arrowing the neutral camps.

Starting Items

branchestangofaerie_fireblood_grenadeward_dispensercirclet

Early Game

bootspower_treadsurn_of_shadowsarcane_bootsjavelinwraith_band

Core

mekansmcyclonemaelstromguardian_greavesyashaaghanims_shard

Late Game

force_staffultimate_sceptermantasolar_crestlotus_orbyasha_and_kaya
Grove BowSpecialist's ArraySearing SignetEssence RingEnchanted QuiverGossamer Cape

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