Greetings, fellow reader! My name is Furious Fish, and today I shall teach you everything I know about playing Mirana. In this guide we will cover the different roles you can play as her, including a Carry, a Ganker, a Roaming Support, Offlaner and although rarely seen, a Pusher (also called DPS). I assure you that it will be worth your precious time reading the guide as a whole. Who knows? You might learn something new and valuable.
Synergy: Works best with heroes who can help her land her Arrows with more ease or heroes who will help with her mana problems. Killing Potential: High Preferred Lane: Bottom Lane Explanation: Mirana is a ranged agility hero who is capable of assaulting and chasing enemies with her versatile skill set. Calling forth the heavenly stars, she can punish enemies who stray too close with Starstorm, the closest one is the most unfortunate, to have another star targeting them. She Leaps into battle on her iconic mount, Sagan, empowering her allies to battle. Let's not forget what she is notorious for, her Sacred Arrow. Aimed with sedulous care, the farther it flies, the greater its lethality is. Her tenure with the Moon Goddess Selemene allows her to cast Moonlight Shadow, obscuring allies and herself in a shadow. Her enemies should move with caution, for at any moment, Mirana and her allies are going to strike.
Ranged. (Allows right click harassment)
So. Much. Damage. (Skills)
Decent right click damage.
Doesn't need to farm a lot. (Level dependent)
Can counter heroes who have strong but channeled ultimates.
Squishy (Low health)
Will starve for mana. (Slightly dependent on items)
Right click damage is bad during early game. (Not so good farm)
As this table shows, Mirana's strength falls slightly off behind, comparing to other agility carries. We are not going to build up her health because for one you aren't a tanker. This means you have to be careful against hard hitters like Drow Ranger, Phantom Assassin, Lina or Queen of Pain. Luckily, you have Leap incase things get bad.
Her agility is average, which is good so we can focus more on attack modifiers, raw damage and mana items and not be the prime target of Slark. Also, the agility will enable her to chase enemy heroes with more ease.
Her intelligence... falls off with other agility heroes. You'll face mana problems if you start killing enemy heroes at early levels. This, we can fix with items. Most of her damage relies on her two skills, Starstorm and Sacred Arrow. If we bolster her mana capabilities, it means more damage for us!
Here, it says that her range is 600, but this is untrue. On the Dota 2 Wiki, it states that she has 630 attack range, while most ranged heroes have 600. So remember to stay on your maximum range in the laning phase.
We level our skills depending on what role we will play and your current situation in the game. Mirana's skill set is versatile, so feel free to experiment and see which best fits your play style. Victory lies in the player, not in the hero. I will explain in what situation you should use or level your skills for each role below.
Calls down a wave of meteors to damage nearby enemy units. The closest enemy unit to Mirana in a 425 radius will be struck a second time for 75% of the damage.
75 damage, secondary meteor will hit unit in 425 radius
150 damage, secondary meteor will hit unit in 425 radius
225 damage, secondary meteor will hit unit in 425 radius
300 damage, secondary meteor will hit unit in 425 radius
The damage dealt by Starstorm is considered Magic damage.
( Black King Bar) Attempts to damage if enemy turns spell immune before the meteors hitting. Does not re-select a new target for the second meteor if the closest enemy turns spell immune after cast.
( Silver Edge) The passive component granted by Aghanim's Scepter is disabled by Break.
( Aghanim's Scepter) Passively triggers Starstorm every 10 seconds. Does not trigger if the enemy doesn't see Mirana.
Meteors cannot be disjointed.
Meteors need 0.57 seconds to hit their targets.
Does not hit invisible, invulnerable or hidden units.
The initial wave does not hit units inside the Fog of War, but the secondary single meteor does.
The target for the second meteor is set upon cast of Starstorm, so it can hit its target even after it has moved out of the radius.
The second meteor starts falling exactly 1 second after cast, and also takes 0.57 seconds to hit its target.
Starstorm chooses a new target for the second meteor if the set target dies before or because of the first meteor's impact.
Can deal a total of 131.25/262.5/393.75/525 damage to a single target (before reductions) with the second meteor hit.
When having Aghanim's Scepter icon.png Aghanim's Scepter, Starstorm is passively cast in 10 seconds intervals.
These passive casts do not use cast time, do not interrupt Mirana in any way and do not cost mana or put the spell on cooldown.
The passive cast only applies the initial wave (dealing the same damage as an active cast), and does not hit the closest enemy unit with a secondary meteor.
When no enemies are within range or visible, the effect waits until an enemy is in range or is visible.
Checks for valid targets in 1 second intervals. The time is adapted to the in-game clock, meaning it only happens on full seconds.
Mirana receives the thinker modifier as soon as Starstorm is learned, but it does nothing until Scepter is acquired.
Does not trigger while Mirana is invisible. It can trigger during fade times or fade delays, without breaking the invisibility.
The 10 seconds interval counter only starts counting down after having procced.
This means the procs do not stack up if no enemies were nearby to proc it for some time.
Since you need a more reliable source of damage to take down enemy heroes faster (and have a lesser chance of the enemy counterattacking), max this out first. Yes, some people might argue that Sacred Arrow has a lesser mana cost and capable of dealing higher damage. But let's think about it: Chances are, you aren't able to aim a full ranged arrow most of the time. Remember, it is only able to deal higher damage than Starstorm when it is aimed from a long distance. So on an average, Starstorm can deal higher damage and plus, it cannot be disjointed. And that's why we choose Starstorm over Arrow. Of course, if you still think that Arrow is better and you can shoot good arrows, then go ahead. Like I said earlier, victory lies in the player.
This skill has multiple uses throughout the game.
Early Game: Periodic harassment, and when you desperately need that last hit, farming. I don't recommend this unless for one, you have a Crystal Maiden and Ring of Aquila. Two, you're jungling and you have a Town Portal Scroll. The enemy might suddenly ambush you via Blink and if you have used up enough of your mana to be unable to cast skills, you're pretty much screwed unless you can teleport out.
Mid - Late Game: Flash farming/pushing, making the enemy team bow down to your fabulous princess self killing/ganking the enemy.
This skill will just be extra damage to you, since as a ganker you rely on the damage your disable provides. It only helps you to take them down faster. Max it second.
Nah, you won't really need this skill. This one is the least of your concerns. Your other skills can do more to your team. Except if you want to push more.
Max this first. Your main use of this skill is to rapidly clear the creep wave. That's what you do when you try to flash push.
As an offlaner, you are bound to fall off behind as you will earn less gold early game. So, you will focus more on your last three skills which can still bring an impact although you are underfarmed. Max this last as this skill is only a flash farming tool for you in mid game.
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 5 seconds, with bonus damage up to 140 added, based on the distance the arrow travels to its target. Instantly kills the first non-ancient creep it hits.
0.01 - 5 sec
0.01 - 5 sec
0.01 - 5 sec
0.01 - 5 sec
50 - 190 damage, stun based on distance
140 - 280 damage, stun based on distance
230 - 370 damage, stun based on distance
320 - 460 damage, stun based on distance
The damage dealt by Laser is considered Magic damage.
( Black King Bar) Can collide with spell immune enemies. Does not stun or attempt to damage spell immune enemies.
The Sacred Arrow travels at a speed of 857.
The arrow starts traveling 51 range in front of Mirana, and travels forward up to 3067 range.
This means units within 50 range in front of Mirana cannot be hit, as it does not search for units right behind the arrow.
Can hit units up to 3161 units away (3067 travel distance + 96 radius).
The stun increases by 0.1 seconds and the damage by 2.8 for each 30 distance traveled, resulting in the following values at certain distances:
300 Distance: 1 second stun, 28 (78/168/258/348) damage (before reductions)
600 Distance: 2 seconds stun, 56 (106/196/286/376) damage (before reductions)
900 Distance: 3 seconds stun, 84 (134/224/314/404) damage (before reductions)
1200 Distance: 4 seconds stun, 112 (162/252/342/432) damage (before reductions)
1500 Distance: 5 seconds stun, 140 (190/280/370/460) damage (before reductions)
The arrow reaches its full potential after traveling for 1500 distance, which takes 1.75 seconds.
The stun duration is shown above the target's head upon hit (visible to allies only). The shown value is rounded.
If the arrow collides with a unit which is not a hero, an ancient creep or a creep-hero, it instantly kills it.
The creep is killed by getting its health dealt as damage to it, in the form of HP Removal. Spell immune creeps are not killed.
The arrow cannot collide with invulnerable or hidden units, it simply flies through them.
The Sacred Arrow has 650 flying vision, which stays for 3 seconds at the point the arrow hits a target.
The arrow blocks neutral creep camps.
Your ability to shoot this is what separates an experienced and rookie player. It can change the tides of the war, if you shoot it right. Below is will explain how you should use this skill. Here, I will leave a few tips to how to actually shoot one right. I'm guessing this is the main reason you're here.
NEVER let expectations stop you from throwing arrows. You will never learn if you never try. Remember, Arrow is a skill shot, you are not going to land every single one. Plus, it is the hardest one to land with its slow missile speed. It is completely fine if you miss it. We aren't Oracle who can predict everything. If someone's being harsh on you, mute them. At least you are man enough to shoot them. At least you're trying. At least you could zone a bit. And most importantly, at least you're willing to learn.
Have wards. No, seriously, these things are life to you. If your support can go to the enemy territory without being spotted and place wards there, you have a chance to land that dreamed of 5 second stun Arrow.
Make your rival, the Fog of War, be your friend. If one can't see the arrow, how can they dodge it?
Try going invisible before throwing an arrow. Since Mirana's ultimate has a long cooldown and it doesn't really last long, many wont consider buying Sentry Wards's to specifically counter it. Cast your ultimate before a gank or a team fight, then find the right angle to shoot your arrow. Chances are, it will hit.
Try to aim a bit more in front of the enemy if they are running.
If they are retreating and you know they are running in a straight line, shoot in that line!
Look at that Crystal Maiden, Pudge and Legion Commander. Just look at them while they're casting their deadly but soon to be useless ultimate. What do you see? That's right, they're standing still! Perfect for you to object their decision to kill your team mate and get their head! You can also help Spirit Breaker when he's on Charge of Darkness cause if he's your ally and you have found out who he is charging at, Arrow the dude right after he has body slammed the guy. Basically said, shoot anyone who is just standing or running in a straight line.
If you still don't really understand or need visuals to help you, here's a treat for you - a video:
Max this second. Depending on your POV, this skill might be your main source of damage or an enabler. With this, you can give yourself an opening to land Starstorm and throw in a couple of autoattacks, scout the enemy territory, help out your fleeing ally, or escape. There's a tactic called the 'Quick Back Arrow' where Mirana will shoot an arrow facing to the enemy and Leap away to escape. But it only works in Dota 1. So to execute this one in Dota 2, you have two choices. One is to run some more until there's a bit of distance between the two of you then shoot. Two is to Blink/Leap forward then shoot.
This is your top priority. I can't stress how much of a good ganking skill Arrow is. Stun and some hefty damage. What's not to love? Generally, you'll be relying on this to help you and your teammate to get that kill by the stun and damage it provides. The earlier you max your arrow, the better. But remember to get your Starstorm and Leap on in a while. Starstorm will help you to take them down faster and Leap is to chase or close the gap.
If you want to take full advantage of the stun duration, shoot your Arrow while you Leap. If you had read the notes, Mirana can cast spells during Leap.
Max it. For me, this provides so much utility for your teammates comparing to your other skills. Try to shoot them as far as you can for a longer stun and better damage to help your carry get the kill. You can use it to occasionally scout Roshan.
Feel free to take it slow upgrading this. Arrows can't hit towers anyway. But you might want to take one early incase the enemy teleports to their tower while you're still there sieging it. Aim and time it where the visuals indicate the enemy will be.
Also, a useful (and also obvious) tip for any pusher in general. When you see an enemy while you push (To give continuous pressure you always need to be alive)...:
Like I said before, your last three skills can still make you useful although underfarmed. Especially this one. Max this first. In teamfights, always stay behind to aim your arrows for the damage and duration. Adding on you are even more squishy since you're underfarmed.
Self and Allies
Mirana leaps forward into battle, empowering allied units with a ferocious roar that grants bonus attack and movement speed. Speed bonus lasts 10 seconds.
Leaps towards direction facing, 4% movespeed and 8 attack speed bonus
Leaps towards direction facing, 8% movespeed and 16 attack speed bonus
Leaps towards direction facing, 12% movespeed and 24 attack speed bonus
Leaps towards direction facing, 16% movespeed and 32 attack speed bonus
The buff is dispellable.
Leap has an instant cast time, but interrupts Mirana's channeling spells, upon cast.
Leaps at a speed of 1600 and disjoints projectiles upon cast.
Upon cast, Mirana leaps towards the direction she is facing.
Can leap over other units and over impassable terrain.
During Leap, Mirana can turn, attack, and use items.
The bonus movement and attack speed is applied instantly at the cast location.
The buff is not applied on invulnerable or hidden allies.
Level this skill depending on what situation are you in. Are you perpetually being focused on by enemies? Always find yourself ganked? Early it is just used to escape, but later on it will assist you to tear down enemies with the buff and gap closing.
Level whenever you feel like it or depending on situation. Like how a Carry Mirana uses this skill, it is leveled when you often find yourself in sticky situations. Get one early since you will focus on Arrow later on.
Your second priority. The buff is to help your team mates so make sure you never miss out on a fight! Unlike the other roles, you will Leap in and not by Blink Dagger. And because we are not getting a Dagger on her, we will get Force Staff as an escape method. Always carry a TP scroll in case.
Level when you think it is right. Like the Ganker, get this early just for escaping purposes.
Take two levels of this early game for escaping purposes so you don't feed. If things are still bad even so, you can max this first.
Self and Allies
Turns Mirana and all allied heroes invisible. If a hero is revealed, invisibility will restore after the fade delay as long as Moonlight Shadow's duration has not expired.
Targets become invisible, invisibility restored post attacking after 2.5 secs
Targets become invisible, invisibility restored post attacking after 2 secs
Targets become invisible, invisibility restored post attacking after 1.5 secs
Places a buff on all allied heroes. As long as this buff stays on them, they keep on
Fully affects invulnerable and hidden allies, placing the buff on them and turning them invisible.
Attacking, casting spells or using items during the fade delay resets it.
Regardless of what role you will play, all Miranas have to use this skill under certain circumstances. One of them is to escape yourself or help your ally to do so. Which means every Mirana player should have high map awareness.
The other one is to start a gank or team fight. The element of surprise is a skill every MOBA game player needs to know. With it, the tides of war are most likely in your favor.
Actually, this is one of the things I'm quite happy about the 7.00 update because her talent tree now makes her a legit carry! The selections to be made in the skill tree are situational, so I will guide you which ones you should choose in certain cases.
Usually you should go with this when things are okay or going in your favor. Helps you to quickly finish up that Aghanim's and get you online quicker.
Suitable roles: Ganker, Carry, Pusher, Offlaner
Get this if things are going a little bit bad or you're support, especially when there's a hero that counters you and knows that you are their food. Even though it's just a little bit, it just might be enough to survive that Laguna Blade.
Suitable roles: Support, Offlaner
+5% Spell Amplification
As long as you're anyone who goes more on obliterating people with your fabulous scepter, go with this. And support too, since it means more damage on your arrows which will help in securing kills for your carry
Suitable roles: Carry, Ganker, Support, Offlaner.
30+ Attack Speed
Pusher role is a must get for this one, as it helps tear down towers faster. Carry can get it too, if you're used to right clickers or just think her projectile speed is bad and needs more bolstering up.
Suitable roles: Carry, Pusher
Offensive roles, just get this. The extra armor on the other side is not worth it. I'm pretty sure you have already lost the game before you got to level 20.
Suitable roles: All except support
I am pretty sure you would have lost the game by now if you were in a pinch earlier. But if you have somehow kept the game going, go ahead. Supports, on the other hand, need this as you need to be mindful that carries are now in their prime time. Looking at you, Phantom Assassin.
Suitable roles: Support
+100 Leap Attack Speed
That is an insane amount of Attack Speed there. If you are still a beginner at shooting Arrows, get this.
+2 Multishot Sacred Arrows
I literally just laughed when I saw this. This is too damn OP in teamfights. Get it if you are confident of your Arrow skills that you will ensure all three Arrows hit someone.
Mirana has some trouble last hitting early game. The Slippers of Agility helps mitigate that while Circlet also does the same but also boosts our other stats.
Ganker Cost: 590 gold
The Tango and Mango are for regeneration purposes. And why Mango over a Clarity? Most of the time, you'll be needing mana in an instant. The ward to get some vision to land your arrows, and the branches for the stats.
Roaming Hard Support Cost: 605 gold
As one of the duties of the support, get the courier and wards. The rest are pretty self explanatory. This time Clarity is taken because you will be at the back most of the time in lane.
Alternate Starting for Hard Support (Invisible) Cost: 590 gold
If you're going to face an annoying Riki or Bounty Hunter in lane, get this build. You're already vulnerable enough early game. If the game goes into late game, prepared to be called a feeder by your teammates. Harass or kill them as much as you can while they are still weak.
Alternate Starting for Hard Support (Countered) Cost: 565 gold
Pudge? Huskar? Get as much stats as you can. Mango this time cause Rot and Flaming Spears will wreck through your regenerative Clarity.
Offlaner Cost: 600 gold
In case of being heavily harassed, get the Tango, Salve and Clarity for regeneration purposes. The stats from Circlet and Iron Branches will help you survive harassing and last hit better.
Carry/Ganker/DPS Pusher/Offlaner Cost: 2225 gold
Phase for the extra speed and damage it provides. Aquila for the helpful armor and mana regeneration.
For support, just directly get your core items. Thing is, you don't have the chance to farm much since you can't steal from the carry and you can't jungle early. Which means if you decide to get early game items, you'll slow down your core too much and that might just be enough to let the enemy win. They'll feed on your flesh and blood and get fat.
Carry Cost: 9600 gold
In the current meta, Mirana's Aghanim buff has turned into a core for her alongside with Blink Dagger. Mainly because it's quite overpowered. And it hits like a truck. People like to think that these two are the only things she needs, but I disagree. Although her Arrow is already quite a good disable, but that's not really enough to pin an enemy down. Let's also remember it's not reliable. So, I propose to add in a Diffusal Blade. The manaburn is extremely handy, and so is the purge. Try to remember the times where you had to counterattack a ganking enemy. Yep, most of the time you used your skills. So no mana = no counterattack. The ample agility boost is quite good too, bolstering your rightclick damage.
And please remember to use the active to also slow the enemy. Tried the slow before, and it's like a weaker version of Stifling Dagger.
Ganker Cost: 10950 gold
Aghanim, Blink Dagger, Diffusal Blade are for the same reasons stated above. Arcane Boots to help a bit with your mana problems. Smoke of Deceit is a must get for every ganker.
From the Dotafire Item Wiki:
Upon activation, the user and all nearby allied player-controlled units gain invisibility and bonus movement speed for a brief time. Minimap icons will also be hidden. Upon moving within 1025 range of an enemy hero or tower, the invisibility and movement speed bonus is lost.
Wards (both sentry and observer) can't reveal you on the minimap. Which can give you a good gank even if the enemy's support wards well. The movement speed is great to help you maneuver which much more ease. There's a downside to it, though. If you get too close to an enemy hero/tower, the invisibility ends, which means you have to keep your distance.
Casting spells and using items do not break the invisibility. Only autoattacking does. Pretty cool, eh? You can use this advantage to shoot unexpected Arrows then get close with Starstorm. Just make sure no other enemy heroes aren't there.
Roaming Hard Support Cost: 4590 gold
You'll spend a lot of time running up and down and getting hit a bit, so Tranquil Boots can be a perfect fit. And since you'll also be ganking a alot, get the Urn to heal your team mates. In principle, a Mekansm is a must for every team. Activate it during a team fight when your team has taken a bit of damage. Of course, Magic Wand to help with the mana. You'll be all over the map, so you're bound to get charges. It saves your life as well. Get a Drums of Endurance for the agility and utility it can provide to you and your team in fights.
Pusher/Offlaner Cost: 16140 gold
Pusher: Desolator works on towers, letting you tear it down faster. And to tear it down even FASTER, the agility boost from Diffusal and the extra damage from Phase Boots can do the trick. Aghanim's ,Maelstrom to flash push faster, Blink Dagger and the manaburn as a safety pin.
Offlaner: You have the same build as the Pusher, mainly because since you wont be fighting often. The Desolator is a defensive pick, so you can take anyone ganking you down fast since you wont last long. Make sure you have quick reaction time since Blink Dagger can't be used after receiving damage. When there's nothing to do farm neutrals with your Maelstrom.
Carry's and Offlaner's Extension Cost: 16140 gold
If you can get an extension it means the game is going well. While Black King Bar is more of a defensive pick when things are bad, it can be considered as an offensive pick as well. With the immunity on you can forget about safety and leap into teamfights, hitting everyone with Starstorm. You can be more frisky with it. Desolator is self explanatory. Sange and Yasha can give your more attack speed, and some extra health with a slow, helping you to chase down targets.
Ganker's Extension. Cost: 16140 gold
Bloodthorn is actually quite a good item on her, since the silence will prevent counterattacks and look, there's crits! You can ensure a kill with this. But if you get Ethereal Blade along with this (I don't recommend it. At most just bring an Orchid Malevolence with it), use Ethereal first then Bloodthorn.
Luxuries and Situationals.
Applies to all roles except support.
I see you've come to Damage Department. Here are the items we can offer!
Daedalus - Who doesn't love critical items on their heroes?
Monkey King Bar - Hefty damage and a mini-stun. Why not? The mini-stun can especially help when you're chasing someone.
Moon Shard - Attack speed and night vision to help land arrows. This truly is a gift from Selemene to Mirana.
Ethereal Blade - The item for agility magic nukers. Use the active on the target enemy and then cast your spells. You can also get a Dagon to even further increase the damage. By then, your enemy will already be dead.
Orchid Malevolence - An extra safety pin to ensure they don't counterattack. Like Ethereal Blade, use it before casting spells to maximize damage output. You can even upgrade it to a Bloodthorn if you love it so much. If they somehow manage to run away with just a little bit of HP, don't fret yet, it still has 30% of the damage received to be dealed.
Assault Cuirass - Highly recommended for the ganker role. Like always, be sure to be in teamfights so your allies can benefit from the attack speed and armor reduction on enemies.
Butterfly - Here is your chance to be as evasive and swift as a butterfly! But never get it if you're going to face a Slark. No no no. He'll take all of your agility from you and take you down like he's got a rifle. Remember to use the active if your running away.
Necronomicon - An exclusive for the Pusher. Your minions will help you to push lanes even quicker, and plus, you get some good Strength and Intelligence too.
Boots of Travel - Another highly recommended item for the Pusher. It will allow you to split push with more ease and do escape TPs. Prepare to become Sonic with these.
Rod of Atos - After the both annoying and relieving 7.00 patch, the active is now a root rather than a slow. Get it if you really need to hit your Arrows.
Eye of Skadi - Now it's not a Unique Attack Modifier you say? Time to slow people down.
Applies to Hard Support (Some can be applied to all roles).
Always find yourself focused? Welcome to the Defense Department!.
Black King Bar - Yes, my dear friend, there is always one time where an annoying disable or burst damage interferes with our beheading. And here is your solution.
Ghost Scepter - In the current meta where people have started to follow Miracle's max third skill build for Drow Ranger, this will ensure that her, or any strong right clicker in general, can't even lay a finger on you.
Power Treads - If you're facing a tough line up which will require you to get more stats. Change the stat depending on the current situation. Low on health? Strength. Need some more mana? Intelligence.
Bracer - The common pick up if you're not doing so good early game.
Heaven's Halberd - Another item to counter those pesky right clickers. And look, some bonus strength!
As fellow pub-players, we often find ourselves suddenly immersed in 99 problems when the enemy team picks common pub-stomping heroes such as the most feared and notorious two, Pudge and Huskar.
You may think that you're going to lose the game once they pick them, but there is still hope. All you just need is the correct items, pray that you have an at least decent team (that's why some good players still have a shameful record of losses...) and not even pick a hero that they are completely weak to in the first place. Luckily, Mirana is a versatile hero, which makes her easy to adapt to the battle, another plus being she is less item dependent. So you can counter build which much more ease.
Here's a guide that can teach you how to exactly counter build. I have followed what the author has instructed me and now I'm not as scared of Huskar anymore.
Get it if no one wants it. Whatever you do, don't leave it alone when you see it.
Same thing with the Bounty Rune. But this time, after you get the rune, you can go gank a bit now your health and mana are full.
If your team doesn't have a heavy spellcaster other than you, take it and gank. The reduced mana cost for her skills can really mean spamming them more often later on.
Take it if everyone else is too far away. Your hard carry could really use this to last hit and get items faster.
This one's all yours. Due to the fact that your Arrow becomes weaker from a shorter distance, shoot it at the target first then run over and Starstorm them to their deaths. The max speed will help you to ensure the second star falls on the enemy.
Well... If you tend to build a lot of raw agility on Mirana, sure, take it. But see if the hard carry wants it first. If you go for raw damage and spells, just use it to split push.
You like ganking? Then this is for you. But even if you don't, still take it. If the enemy does before you do, they might be the one ganking you instead.
Do your best to last hit and always be killing creeps or neutrals. Never waste your time walking around the map doing nothing that can help you to level up. You may sometimes (I repeat, sometimes) use Starstorm to farm. Take the runes if you can and gank. This will boost your gold and experience earnings so you can get fat faster. Mirana is one of those carries whose earnings do not rely solely on neutrals and creeps early game. However, unlike the ganker, you will have to rely more on last hitting creeps to farm. This is mainly because you're the carry; you are not the one to take risks early game. You need to ensure you are safe as you are consistently rising the ranks. Also, do your best to stay alive and keep your first tier tower up. If you can do these until mid game, you're doing good.
Farm a bit first then start ganking after you've gotten one level each in each of your non-ultimate skills. Be sure to communicate with your teammate that's on the lane you want to gank. Ping the target and he'll get the message. If he has a reliable disable, let him use it first.
I recommend you take the mid lane to quickly get the level advantage to gank. If you see any good gank, go ahead and do it. You are will have to take risks more than the carry Mirana, as you gank whenever there's a chance, while carry Mirana only does it when there's a chance and she's nearby.
Just relax in lane while you watch your carry last hit. Deny your creeps and remember to always keep the Observer Wards on cooldown in the shop and place in key areas you want to look out for like the jungle for a heads up if the enemy wants to gank you or the river for rune control. You can also check for a warding guide. It massively helps. If your carry can do well on his own already, go to help with other lanes.
Now, I know some of you might be thinking: How do I still maintain some farm while making sure my carry gets plentiful of it? Simple. Pull the neutrals to your lane seven seconds before they respawn, leading them to your creeps and you are free to take the last hits that your carry misses. You can even ask your carry if you can take the neutrals if you feel okay with it.
If you somehow got to the hard lane for some reason, I recommend that you do not, although in the above I have encouraged you to do so, leave your lane unless the tier one tower is down. If you do, your tower will go down and the enemy will focus on the next tower. As the process repeats all your towers will be gone. This rule especially applies when the enemy is a pushing oriented team.
Here's a little bonus for those who are new the the supporting role: A supporting guide from another member! It will teach you the basics that you will need to know and execute in the game if you plan to play as a support.
Play as passively as possible and only go in for last hits. Do your best to deny as well, as it not only denies the enemy experience and gold, it will pull the creeps to your side, where you can farm safer. If the support doesn't place wards on the cliff near the river, get one yourself to prevent getting heavily ganked.
If you are forced out of lane, go to other lanes and help your teammates out. Better to support a bit than feed. To those new to this role, I suggest you do some research on how to counter heroes. Only then you have a lesser chance to be forced out of lane.
Start pushing and killing. If you have nothing to do for the moment, go jungle to get your core faster. And always be sure to be around when a team fight starts. You might get a kill or two which will feed you. Go more aggressive fighting if a carry, and push constantly if Pusher for pressure.
If you were able to do well Early Game, then you'll have a level advantage over the enemy by now. Fight and shoot your Arrows often. If the enemy decides to play passive and not enter your territory, jungle or push with the Pusher.
Try to rush your support items as teamfighting will happen quite soon. Gank when you can to get those charges for your Urn and heal your teammates when needed. Activate Mekansm and spam your skills in team fight. Use Smoke to gank and use your ultimate to help your team escape from a teamfight. Your main target for your Arrows is the enemy carry.
Always remember to ward and deward!
When things are going slow, farm by defending lanes and jungling with your Maelstrom. Taking down towers is a good choice too if it's not risky. If you manage to catch up on farm and levels, gank more often and slowly transition to your carry role. Late Game
Destroy everything you see. Don't spare anything. Take their towers down, kill everyone they know. Let them know that you are taking over. Let them know that their territory is now yours to claim. Make them bow down to you.
Get those luxuries and continue to feed on their flesh and blood. Make them pay if they dare to hurt anyone on your team. Get them to rage quit with your Arrows. Your job right now is to make sure no one comes close to your team while they take the barracks down.
Be careful. Now you are in your most vulnerable state, where you don't have items to help you sustain some damage and the carries are now fat and fed. Stay far away from them, but also be close enough to help your allies in need. You are still relevant with your last three skills. If you can get some gold now, go ahead and get some damage items if you want. Just keep your support items in your inventory.
All of us have our fair share of moments in Dota where we have learned something valuable that has helped us to improve. Although this guide is mainly directed towards the rookies, I also have some treats for the more experienced. I promised I would have something for everyone. And so I present to you some of the tricks I have learned.
This one works best if you play as a ganker. As we all know, Soul Ring can give us extra mana if we sacrifice some of our health. Mirana is really squishy, so this is one of the reasons why people don't buy it on her. But, what if we have Tranquil's regeneration to regain the missing health? You can sell the ring to get some money after early game. Activate it right before a gank and there you go, extra mana.
Sacred Arrow hits invisible units. If your Arrow suddenly disappears for no reason, start throwing Dust around or run if you don't have any. Starstorm can't see invisible units, so you're almost useless if you have no Dust.
Another thing about Arrow. I know sometimes you will try to shoot it but you think the chances are low, because there's only a narrow gap in the wall of creeps around them. Just do it! Did you know that Arrow's collision size is actually bigger than you think? It doesn't follow the shape of the arrow, but rather it is a circle. So even if your enemy is just right near the arrow, they still have a good chance of being hit.
A little note about Diffusal Blade. Did you know that Omniknight's ultimate can actually be purged with Diffusal? Yay, now you wont have to worry about not being able to nuke him and his team mates!
Leap can help you to get onto unpassable terrain, such as up to cliffs and into the trees. When you desperately need to escape, try Leaping into these two types of places and TP out. And you can also use this to shoot Arrows. During the laning phase, hide into the tries nearest to your enemy laner. They will never know what hit them... *Cue evil laugh*
End the game early if the enemy has a lot of hard carries. I know it will feel satisfying to take down all of their barracks so you can be all "Happy Defend!", but is it satisfying to lose a game when you could have won it if you ended it early?
Just like every other hero, Mirana has good synergies with certain heroes and clashes with certain heroes has enemies. I hope this will help you to pick Mirana at the most suitable times to maximize the chances of winning.
Mirana loves anyone who can help her to land her Arrow with much more ease and anyone who can help with her mana problems. On the other hand, Mirana will have a hard time against strong disabling heroes which will prevent her from escaping or anyone who can make herself rage quit because of missing her arrows.
A good set up? Something to maximize Mirana's damage? They've got 'em. These heroes have good stuns and roots, giving Mirana a good chance to land her Arrow. Special shout out to Vengeful Spirit who can reduce an enemy's armor to increase Mirana's rightclick damage on them. Thumbs up to Crystal Maiden who not only has a good root and slow, but also some awesome mana regen.
You're a pretty good target for nukers. If they can also stun, slow, manaburn and silence you, run. Kill and gank them as often as you can to prevent them from getting fed. Against the escape king, Puck, who has all stun, slow, silence and also a good nuke? Leave him alone if it's mid game already. It's not worth it.
Before I end my guide, I would like to thank Dr. D, PotM_Plz, Wulftstan, Sando, and desnisvitAG for giving me the inspiration and will to write this guide. I would also like to thank you, dear reader, for spending your time on my guide.