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Heroes/Muerta
Muerta
IntelligenceRanged

Muerta

There are as many stories about Muerta as there are graves in the Carrion Fields of Gorm. Some tell their children ghost stories of a young peasant girl returned from the dead to punish the bandits who killed her family. Others, drunk in dark taverns, slur conspiracy theories about kidnappings and phantom guilds of killers.<br><br>One constant bleeds through every tale: of a woman so consumed by hate for those who killed her that she refused to die. And of Death, so impressed by whatever hate-filled engine that drove this woman that he gave her Mercy and Grace — twin ethereal pistols — and made her his second in command. Now she hunts down wayward souls whose last grains have tumbled from their hourglass, and drags them kicking and screaming to their eternal reward.

Base STR

19 +2

Base AGI

21 +2.7

Base INT

23 +3.6

Move Speed

295

Attack Range

575

Base Armor

0

Attack DMG

24–32

Projectile

3000

Supernatural

Supernatural

PassiveInnate

Whenever an enemy hero dies within 925 units of Muerta, she gains a stack of 1%% spell amplification. When Muerta dies she loses half the stacks, rounded down.

COLLECTION RANGE:

925

SPELL AMP PER STACK:

1%

MAX AMP:

0%

Dead Shot

Dead Shot

Unit TargetAghanim's Scepter

Cooldown

16 / 14 / 12 / 10s

Mana

100 / 120 / 140 / 160

Muerta fires a ghostly trickshot at an enemy unit or tree. When the bullet strikes, it damages and briefly slows, then ricochets in the targeted direction.

The ricochet damages all units that it passes through, stopping when it hits a hero. Heroes hit by the ricochet are feared away from the impact.

DAMAGE:

100 / 175 / 250 / 325

RICOCHET FEAR DURATION:

0.8 / 0.95 / 1.1 / 1.25

IMPACT SLOW PERCENT:

-100%

IMPACT SLOW DURATION:

1

  • Feared enemies are phased and unslowable.
  • The ricochet will travel 1.5x Dead Shot's cast range.
  • Can ricochet off of magic immune targets.

A steady gunhand and an eternity of practice produce trickshots that defy the mortal mind.

The Calling

The Calling

Point TargetAOE

Cooldown

30 / 28 / 26 / 24s

Mana

135 / 150 / 165 / 180

Summons a group of 4 revenants that slowly circle the targeted location. Enemies within the area are slowed. Revenants deal damage and silence enemies as they pass through them.

DAMAGE:

45 / 90 / 135 / 180

DURATION:

5 / 6 / 7 / 8

MOVEMENT SLOW:

-20%

SILENCE DURATION:

1.5 / 2 / 2.5 / 3

Muerta's family are forever beyond the spirit veil, but her deal with Death allows her to briefly call on them in times of want or need.

Gunslinger

Gunslinger

No TargetToggle

Toggleable. When toggled on, Muerta's attacks have a chance to fire a second shot at another target.

CHANCE:

18 / 27 / 36 / 45%

BONUS DAMAGE:

  • If no other units are in range, she fires both guns at the original target.
  • Secondary shots can hit units within Muerta's attack range plus 175.
  • The secondary shot can trigger attack modifiers.
  • Prioritizes heroes, then non-hero units, then buildings.

Muerta offers all of her victims Mercy. Some are fortunate enough to also earn Grace.

Pierce the Veil

Pierce the Veil

No Target

Cooldown

75 / 60 / 45s

Mana

150 / 250 / 350

Muerta transforms, becoming ethereal, gaining bonus base damage and phased movement.

Passively allows Muerta to always attack ethereal targets and attack when she is ethereal. When either she or her target is ethereal, all of her attack damage is dealt as magical damage and her physical lifesteal is treated as spell lifesteal.

DISPEL TYPE: Basic Dispel

DURATION:

8

TRANSFORM DURATION:

0.35

BASE DAMAGE BONUS:

70 / 85 / 100%

  • Muerta will dodge projectiles upon transformation.
  • Muerta cannot attack buildings while transformed.

Muerta sheds her corporeal form, crossing the spirit veil and striking her enemies with the fury of the damned.

+300 Dead Shot Cast Range
10
+20 Attack Speed
+3% Max HP Regen while inside The Calling
15
+15 Intelligence
+2s Pierce the Veil Duration
20
The Calling summons 2 additional revenants
+20% Gunslinger chance
25
2 Dead Shot Charges
Aghanim's Scepter
Dead Shot

Dead Shot

Dead Shot damage is increased. Dead Shot expands after it ricochets and pierces through enemy heroes as it fears them.

Aghanim's Shard
Spectral Slug

Spectral Slug

Unit TargetAghanim's Shard

Cooldown

12s

Mana

75

Muerta shoots a spectral bullet at an enemy, dealing damage, knocking them back, and turning them ethereal for 3s - rendering them immune to physical damage and unable to attack. The target is slowed and -20%% more vulnerable to magic damage. Enemies will not be knocked out of Muerta's attack range.

DAMAGE:

225

MAX KNOCKBACK DISTANCE:

250

DURATION:

3

MOVEMENT SLOW:

-30%

INCREASED MAGIC DAMAGE:

-20%

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

49%

Win rate in recent matches

Performance

100%

KDA ratio (kills + assists / deaths)

Laning

63%

Last hits per minute over full game

Farm

71%

Average gold per minute

Fighting

33%

Average kills + assists per match

Experience

84%

Average XP per minute

Strategy

When to Pick Muerta?

Muerta is a genuinely unique and dangerous carry when the conditions are right—and I want to be upfront about something before we go further because the data deserves honesty. She is strong, absolutely, but right now the top carry tier in the current meta is Night Stalker, Spectre, Lifestealer, Meepo, and Slark—heroes that dominate through raw physical pressure, healing, or extraordinary mobility.

Muerta is not in that immediate top tier right now, and the primary reason is one item—BKB. Pierce the Veil, her ultimate, converts all her attack damage to magical and makes her immune to physical damage for eight seconds. It is an extraordinary ability that makes her completely unkillable from right-click carries during its duration. But it deals ZERO damage to magic-immune targets.

And in the current meta where carries are rushing BKB as a core item because the meta demands spell immunity to survive, a Muerta who activates Pierce the Veil into a BKB-active Lifestealer or Spectre is a Muerta who spent her most important cooldown to become physically unkillable while simultaneously dealing zero damage to the only hero she needed to kill. That is the reality of the matchup problem.

HOWEVER—and this is the important part—against lineups without reliable BKB, or where you draft specifically to counter the BKB timing, Muerta is genuinely one of the most terrifying carries in the game. Pierce the Veil plus BKB on herself means she is simultaneously immune to both physical AND magical damage during overlap—making her quite literally unkillable for the duration of both.

The Calling was given a reduced cooldown in the current patch, making her zone-of-control silencing tool more frequently available, and Gunslinger's proc chance scaling means at high levels her second shot fires with enormous frequency and threatens both the primary target AND the hero standing next to them simultaneously.

She is disgusting against carries without BKB or with long BKB cooldowns that she can track—Medusa, who needs her mana to be relevant; Phantom Lancer, who rarely rushes BKB first; and Terrorblade, whose nature means he wants Manta before BKB—heroes that cannot simply press one button to negate her entire Pierce the Veil window.

She thrives in lineups that can extend the Pierce the Veil window value—Ethereal Blade on herself or allies, Eul's setups that drop enemies directly into her magical attack range while she is transformed—because if you understand how to maximize the eight seconds of Pierce the Veil, those eight seconds are enough to right-click any non-BKB hero into oblivion.

She pairs beautifully with heroes that can strip BKB from enemies before she commits to Pierce the Veil—Silencer's Global Silence blocking BKB activation, Doom's Doom ability burning through BKB, and Bane's Fiend's Grip forcing enemies to spend BKB preemptively—because the moment BKB is burned or blocked, Pierce the Veil has a free eight-second window of completely uncontested magical attack damage landing on everyone without a reliable answer.

Avoid picking her into lineups that have multiple BKB users who will all have BKB ready simultaneously during every important fight—because a Muerta trying to deal damage through three simultaneous BKBs while in Pierce the Veil is not a carry; she is a ghost doing zero damage while the enemy team ignores her completely.

Also feels genuinely terrible about Ancient Apparition—Ice Blast during Pierce the Veil prevents the spell lifesteal that she relies on for sustain during the transformation, and AA's global range means he can counter her ultimate from anywhere on the map the moment he identifies the activation animation.

Tips & common mistakes

  • BKB counters Pierce the Veil completely—zero damage to magic-immune targets. This is the single most important piece of information a Muerta player needs to internalize, and most pub players ignore it entirely. Always track enemy BKB cooldowns before activating Pierce the Veil. A Pierce the Veil activated when the enemy carry's BKB is on cooldown is eight seconds of uncontested destruction. A Pierce the Veil activated against an active BKB is eight seconds of wasted cooldown standing in the middle of a fight accomplishing nothing.
  • Activating your OWN BKB during Pierce the Veil stacks physical immunity from the ultimate with magic immunity from BKB—making Muerta simultaneously immune to both physical and magical damage for the overlap window. This is the hardest counterplay to deal with in all of Dota 2 for the enemy team during that brief overlap period. Always try to activate BKB after Pierce the Veil is already active rather than before, so the overlap window lands at the most dangerous point of the fight rather than being wasted in the pre-fight positioning phase.
  • The Calling's reduced cooldown in the current patch is a genuine quality-of-life improvement that most Muerta players are not taking advantage of. The Calling's ring of revenants silences, slows, and damages every enemy that passes through it—place it proactively on the path the enemy team walks to reach you rather than reactively after they are already in melee range. A Calling dropped in a chokepoint that the enemy must pass through gives you four seconds of silence and slow before any fight even begins.
  • Gunslinger fires a second shot at a nearby hero when it procs—the positioning implication is that you want MULTIPLE enemy heroes within attack range simultaneously so the second shot always hits a hero rather than a creep. In teamfights, position yourself at the edge of melee range where two or more enemy heroes are within your attack radius simultaneously, and let Gunslinger's proc do work on both simultaneously rather than standing at maximum range where the second shot hits nothing useful.
  • Dead Shot's ricochet must be aimed correctly—the bullet fires forward, hits the target, then ricochets in the direction you drew with the vector cast. Most Pub Muerta players aim the ricochet randomly or poorly and waste the fear on a direction that pushes the hero toward their own fountain rather than toward your team. Always aim the ricochet to bounce the feared hero directly into your team's position, not away from danger.
  • Pierce the Veil now scales base attack damage bonus from 70% at level one to 85% at level two to 100% at level three—meaning the power differential between level one and level three ultimate is enormous, and you should never consider fighting with Pierce the Veil as your primary output tool until it is at least level two. A level one Pierce the Veil in a fight where the enemy team has any amount of coordination is not the domination experience the ability promises at higher levels.
  • Build Ethereal Blade and Bloodstone as your primary magic damage amplification items. Ethereal Blade converting your attacks to magical damage amplified by Bloodstone's Weakness Aura simultaneously during Pierce the Veil stacks multiplicatively—and the healing from Bloodstone's charges combined with Pierce the Veil's spell lifesteal during her transformed state produces a sustained combat healing loop that makes her genuinely unkillable for the full duration against teams that cannot counter it with pure damage or AA Ice Blast.

Summary

Muerta is strong right now in the right conditions—genuinely one of the most unique and difficult-to-counter carries in the game when drafted correctly against lineups without reliable BKB timing—but she requires a higher level of draft awareness and ability execution than most carries in the current meta pool, and the current meta's heavy BKB emphasis is a real counterplay issue that keeps her out of the very top tier where Night Stalker, Spectre, and Meepo are currently sitting.

If you know how to track BKB cooldowns, if you draft her into lineups that cannot simply press one button to negate her entire ultimate, and if you can execute the Pierce the Veil plus BKB double immunity overlap correctly in fights—she is as threatening as any carry in the game for eight very decisive seconds.

The Calling has a shorter cooldown, the scaling is cleaner after the facet removal, and at full build with Ethereal Blade and Bloodstone amplifying her magical attacks during transformation, she deals numbers that most right-click carries cannot produce in the same window. Just track the BKBs. Always track the BKBs.

A Muerta who activates Pierce the Veil into an active BKB is not a carry anymore—she is just a very stylish ghost standing in the middle of a fight doing absolutely nothing.

Starting Items

branchesfaerie_firemagic_wandtangocircletquelling_blade

Early Game

bootspower_treadsfalcon_bladejavelinnull_talismanlifesteal

Core

maelstromdragon_lancemjollnirmask_of_madnessforce_staffinvis_sword

Late Game

black_king_barlesser_critsilver_edgehurricane_pikegreater_critsatanic
Searing SignetGrove BowSerrated ShivWhisper of the DreadGunpowder GauntletEnchanted Quiver

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