
Queen of Pain
The Ecclesiast-King of Elze nursed a desire for pain--forbidden pain. In a less prominent political figure, such desires might be considered unwise, but in a monarch of his stature, to satisfy such thirsts would have threatened the virtue of the Divine Throne itself. Therefore he turned to his dungeon full of demonologists, promising freedom to whoever could summon a personal succubus of torment and bind it entirely to his service. The creature who arrived, Akasha by name, visited upon him such exquisite torments that he named her his Secret Queen, and he began to spend all his spare moments submitting to her clever torments--eventually abdicating all his responsibilities in his pursuit of the painful pleasures that only she could bring. Queen of Pain could bring him to the brink of death, but she was rune-bound to keep him alive. At last the King's neglect of state brought on an uprising. He was dragged from his chamber and hurled from the Tower of Invocations, and at the moment of death, Queen of Pain was let loose into the world, freed from servitude--freed to visit her sufferings on anyone she deigned to notice.
Base STR
20 +2.4
Base AGI
22 +2.5
Base INT
25 +3.4
Move Speed
290
Attack Range
550
Base Armor
0
Attack DMG
26–32
Projectile
1500
Innate Abilities

Succubus
All sources of Spell Lifesteal also apply to Pure Damage. Queen of Pain gains Spell Lifesteal that increases with proximity to her enemies. Lifesteal is at its maximum when the enemy is 150 units or closer to her and at its minimum when the enemy is 800 units or further from her.
MINIMUM LIFESTEAL:
2%
MAXIMUM LIFESTEAL:
14%
Abilities

Shadow Strike
Cooldown
13 / 10 / 7 / 4s
Mana
100 / 110 / 120 / 130
Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for 16 seconds. An instance of damage is dealt every 3 seconds.
INITIAL DAMAGE:
50 / 80 / 110 / 140
DAMAGE PER TICK:
20 / 40 / 60 / 80
MOVEMENT SLOW:
-25 / -35 / -45 / -55%
DURATION:
16
- The affected unit slowly regains its original movement speed every second during the duration.
- Units afflicted by Shadow Strike can be denied by their allies when their HP drops below 25% of their maximum health.
Akasha's envenomed dagger allows her to delight in the drawn out suffering of her victims.

Blink
Cooldown
12 / 10 / 8 / 6s
Mana
65
Short distance teleportation that allows Queen of Pain to move in and out of combat.
- You can use Blink to dodge incoming projectiles.
The Secret Queen lives up to her title, making her pain impossible to escape.

Scream Of Pain
Cooldown
7.5 / 7 / 6.5 / 6s
Mana
120
The Queen of Pain lets loose a piercing scream around her, damaging nearby enemies.
25% of the damage dealt to heroes is reflected back to her.
RADIUS:
600
DAMAGE:
90 / 175 / 260 / 345
- Scream Of Pain will hit invisible units.
- Scream Of Pain cannot be disjointed.
- Damage to illusions is not reflected. Damage reflected is before reduction and non-lethal.
- Reflected damage does not provide any lifesteal and cannot be reflected.
The sultry voice of Akasha beckons her opponents while stealing their souls.

Sonic Wave
Cooldown
110 / 95 / 80s
Mana
250 / 400 / 550
Creates a gigantic wave of sound in front of Queen of Pain, dealing heavy damage to all enemy units in its wake and pushing them back.
WAVE MAX RADIUS:
450
DAMAGE:
325 / 475 / 625
KNOCKBACK DISTANCE:
350
- Sonic Wave can hit units up to 1150 units away.
Her most exquisite of all of torments, Akasha's Sonic Wave puts her poor foes out of their misery.
Talents

Aghanim's Scepter

Shadow Strike
Causes Shadow Strike to become a 0 AoE Spell. When Shadow Strike ends or is re-applied to an enemy Hero, the target emits a Scream of Pain, hitting any nearby enemies.

Aghanim's Shard

Blink
Releases a sonic boom when Queen of Pain blinks, at both her starting and ending locations. Deals 0 damage in a 0 AoE and silences the target for 0 seconds.
Hero Performance
Median across all public matches · OpenDotaForm
49%
Win rate in recent matches
Performance
100%
KDA ratio (kills + assists / deaths)
Laning
49%
Last hits per minute over full game
Farm
67%
Average gold per minute
Fighting
36%
Average kills + assists per match
Experience
87%
Average XP per minute
Strategy
When to Pick Queen of Pain?
QoP has always been strong—patch after patch, meta after meta, she finds a way to stay relevant because her kit is so fundamentally well-designed that it takes deliberate neglect from Valve to push her out of the meta, and the current patch is not neglecting her at all. Sonic Wave damage was buffed to 350/500/650 with a reduced cooldown. Shadow Strike's cooldown was cut down to 13/10/7/4.
Her Blink in the current patch deals 125 magic damage AND silences for 1.75 seconds at BOTH the starting AND ending locations of every single Blink cast—which means every engage and every disengage simultaneously applies a double-location silence that can hit heroes at both ends of the blink arc for 250 total damage if they are close enough to both positions.
And then there is the build that BSJ specifically called out in his current patch analysis—Kaya and Sange into Veil of Discord into Bloodstone plus Wind Waker, which he described directly as "unkillable." The reasoning is airtight: the reworked Bloodstone functions like a Satanic for spell damage, healing QoP for a significant portion of every spell damage instance she deals—and QoP spams spells constantly.
Blink, Scream of Pain, Sonic Wave, Shadow Strike the fleeing target—every single one of those spell damage instances feeds Bloodstone heals simultaneously, keeping her alive through the burst window that would kill any other intelligence mid who dives the same position. BSJ specifically said QoP's mobility makes her arguably safer than Leshrac at achieving this Bloodstone timing and that she might overtake Leshrac as the meta settles further.
D2PT specifically named her as a meta hero to watch in the current patch. She is disgusting in squishy lineups with no reliable lockdown that can stop her before Sonic Wave fires—a team of Leshrac, Crystal Maiden, Shadow Shaman, and two fragile physical carries that cannot catch a hero with a 1300-range instant blink is a team that is going to spend the entire game reacting to QoP rotations they cannot stop.
She thrives specifically in the current meta because the Bloodstone build gives her the mana sustain to spam Shadow Strike and Scream of Pain indefinitely throughout the laning phase—which means QoP can harass the enemy mid with Shadow Strike repeatedly until they are low enough to kill, then Blink into range, Scream, Sonic Wave, and exit before the enemy team's support has time to respond.
She pairs beautifully with heroes that have lockdown to hold targets in place for the full Sonic Wave travel time—Bane's Fiend's Grip, Shadow Shaman's Shackles, and Disruptor's Kinetic Field—because Sonic Wave's 900 travel speed means against a moving target it occasionally misses or the target dodges sideways, but against a rooted or stunned target it connects every time.
Avoid picking her into lineups with reliable silences applied BEFORE she blinks—a Silencer global silence landing while QoP is in the middle of a rotation means every cooldown locks up simultaneously, and she is a fragile ranged hero with below-average HP standing in the open with no escape available.
Also feels genuinely terrible for Faceless Void specifically—Chronosphere prevents Blink from activating entirely during the duration, QoP has no passive that helps her survive physical damage trades while frozen, and a QoP stuck inside Chronosphere is almost always dead before it ends.
Tips & common mistakes
- Blink applies 125 magic damage AND a 1.75-second silence at BOTH the starting and ending locations — most pub QoP players use Blink purely for repositioning and ignore the double-location silence entirely. Against two grouped heroes, Blink THROUGH the group rather than past them—positioning the Blink path so both heroes are hit by both the start and end location silence simultaneously deals 250 magic damage to both of them and applies 1.75 seconds of silence twice, creating overlapping silences that effectively chain into each other. This is a massive amount of free damage and disable that most QoP players leave on the table every single game.
- Bloodstone's spell, lifesteal, heals QoP for a large percentage of every spell damage instance she deals—which means the correct use of her kit with Bloodstone is to maximize the number of spell damage instances per fight rather than maximizing single-cast burst damage. Shadow Strike's damage over time ticks count as individual spell damage instances feeding Bloodstone's heal. Keep Shadow Strike refreshed on as many targets as possible simultaneously because every DOT tick is feeding your HP back while the enemy team tries to burst you down.
- Shadow Strike slows movement speed by 65% at max level over 15 seconds — most pub QoP players use it once to slow a fleeing target and never think about it again. The slow diminishes over the 15-second duration, which means the correct use against a target you want to kill is to reapply Shadow Strike the moment the slow reaches approximately 40% of its maximum so the target never reaches a movement speed where they can reliably escape. Refreshing Shadow Strike costs 155 mana but extends the death sentence on a target indefinitely when timed correctly.
- Sonic Wave travels at 900 speed and covers a cone-shaped area in front of QoP—most pub QoP players aim it directly at the closest hero and then watch it miss as the target sidesteps. The correct aim for a sonic wave against a moving target is to lead the travel path slightly toward where the target is walking, not where they currently are. Alternatively, use Shadow Strike's 65% slow to reduce their movement to a crawl first; then Sonic Wave is nearly impossible to dodge.
- Wind Waker — BSJ's recommended addition to the Bloodstone build — gives QoP a second escape tool when Blink is on cooldown and provides an emergency invulnerability active that can be self-cast during a dire situation. Most pub QoP players either skip Wind Waker entirely or treat it as a luxury item rather than a core defensive purchase that specifically covers the window between Blink cooldowns when QoP is most vulnerable to being caught and killed.
- QoP's Blink has a 1300 max blink distance with a very short cooldown at max level—the correct use of Blink as an escape is to blink in the OPPOSITE direction of where enemies expect, not the direction you are already running. Enemies chasing you anticipate a forward blink—a sideways or backward blink toward terrain or a cliff edge frequently puts you in a position the enemy cannot reach before Blink refreshes for a follow-up escape. Most pub QoP players panic-blink in the direction they are already running and get caught by heroes with higher movement speed who simply follow the predictable path.
- Aghanim's Scepter makes Shadow Strike hit all enemies within a 375 radius and releases a Scream of Pain on debuff expiry—in teamfights where QoP is spamming Shadow Strike, Aghanim's means every target in the group radius simultaneously has a Scream of Pain released around them when their Shadow Strike debuff expires, creating a cascading sequence of delayed AOE damage bursts that punishes grouped enemies for staying together. The combined value of this with Bloodstone's spell lifesteal on every Scream proc is one of the most efficient AOE healing configurations available on any intelligence mid in the game.
Summary
Queen of Pain is genuinely strong right now—buffed Sonic Wave damage and reduced cooldown; Shadow Strike cooldown cuts making it a spammable harassment tool with almost no downtime; Blink's double-location silence creating engage and disengage pressure simultaneously that most enemy teams have no answer to; and BSJ calling the Kaya Sange into Bloodstone plus Wind Waker build "unkillable" with QoP's mobility making her arguably safer than Leshrac at reaching the same power spike.
She has always been strong in ganks and always been hard to catch—and the current patch's reworked Bloodstone converting her spell spam directly into HP regeneration means the glass cannon that used to die the moment an enemy support landed a stun can now tank through burst windows that previously would have killed her instantly.
She is not the easiest mid to master—the Blink positioning requires map awareness, the Sonic Wave requires leading moving targets, and the Bloodstone build requires understanding when to dive and when to retreat based on remaining heal potential. But in the hands of a player who has put in the time, she is one of the most oppressive and uncatchable midlaners available right now.













































