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Best Mirana Build

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Forum » Build & Guide Discussion » Best Mirana Build 6 posts - page 1 of 1
Permalink | Quote | PM | +Rep by dankuhh » August 10, 2014 2:33pm | Report
Yoo, Ive started to play Mirana a lot and am likin it more and more. I'm trying to figure out the best item build for her. I usually solo offlane, or tri, or even just dual lane, dont go mid mirana that often.

I know people go Manta Style, Desolator, and Maelstrom -> Mjollnir.

I usually start of with a Wraith Band and a Tango
-> Boots of Speed
-> Phase Boots
-> Ring of Aquila
-> Yasha
-> Desolator
-> Manta

- Just wondering what peoples thoughts are on the best item build and in what situations. Some people also through in Drums before going for Yasha. What do you get from going Maelstrom etc and why it would be better.

- Note: I max starstorm before arrow

THANKS

dankuhh



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Permalink | Quote | PM | +Rep by TheSofa » August 10, 2014 3:31pm | Report
Oh, for my thoughts, see my Mirana guide here

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Permalink | Quote | PM | +Rep by Dimonychan » August 10, 2014 11:03pm | Report
Mirana is one of the most flexible heroes in Dota 2, and since she has not some damage mechanic(like cleave or Ursa's Overpower) which makes her buy certain items, you can basically put almost everything into her - Desolator, Yasha, Orchid Malevolence, Scythe of Vyse, Ethereal Blade, etc, even Mekansm.

dankuhh wrote:
- Note: I max starstorm before arrow

Used to do that too, but recently I reconsidered the manacost/damage increase and found out maxing Starstorm is only good against summoners and in midlane where you can farm and clear creepwaves more effectively to get the rune/harass your opponents while he is surrounded by hostile creeps.

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Permalink | Quote | PM | +Rep by Sando » August 11, 2014 2:23am | Report
For me, usually Ring of Aquila -> Phase Boots/ Power Treads -> Drum of Endurance -> Orb of your choice -> BKB/Moar Damage as req'd

RoA comes first to try to sort out your ****py base damage and get some decent mana regeneration on the go. Into Boots for speed/damage, then the Drum. The drum is really important for her - Mirana needs ALL stats - health, damage and mana. The move/as boost is really good too, and it's an aura for your team. It really helps round her out and solves most of your mana problems.

Going straight into damage items is pretty risky, especially if they have half decent nukers.
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Permalink | Quote | PM | +Rep by Xyrus » August 11, 2014 5:46am | Report
Necro-Archeology!
siktastic wrote:

Question how will I know in game when its the right time to get or avoid a certain item. For example how will I know to not get drums or to not get manta over another item. Also should I also do my wraith braid with tango run?

Short answer:-You have to plan ahead after each purchase and try to buy what you need, before you need it.




Tangoes and [Wraith Band]] is always good when you see yourself taking minimal Harrass, but when in an Aggressive Tri-Lane, or when outnumbered, etc. it canbe better to go with a more Defensive option (shown above). Some people will take a 3rd Iron Branch, but I would never fill all 6 Slots with Starting Items. Leaving at least 1 Slot for Boots of Speed is for the best imo.
mastadoom wrote:

Hand of Midas 8 min, 10 at the latest.

5-6 minutes Tops on a Mirana. Hand of Midas is Situational on all Heroes, but some won't benefit from it at all unless they build it fast enough, e.g. Mirana, because she wants to fight or Push Towers very early on. Hand of Midas just delays Damage and Survivability in the Early Game.

I'm feeling lazy spo I'm just gonna quote myself on the other Items...
Xyrus wrote:


These are perfectly good starting Items for Mid/Safe Lane Mirana, you get enough Stats to secure Last Hits and due to your long Attack Range, you don't really take much harrassfrom most Heroes, so 1 set of Tango]es is enough (especially since you got a [[Bottle)

Ring of Aquila and Phase Boots are a solid choice, they both give you better Damage for Farming against Invoker, and Phase gives you good Mobility for Ganking.

Drum of Endurance was a smart pickup, since they started grouping up early, having fast Stats and a cheap Aura is always good in early Teamfights.

Manta Style is the only questionable Item here. Its not a bad pickup, but since you were grouped up a lot, you weren't using the Illusions to Split-Push, and the only thing you needed Purging was the Silence from Puck, but if you stay back in fights, you should be able to avoid it. You've already got enoguh Mobility from Phase Boots + Drum of Endurance + Leap, so I'm not sure you needed any more.

A Maelstrom might have been better, it increases your Damage output significantly, don't underestimate those Lightning Procs 8{D

Xyrus wrote:

These days though if I don't go Drum of Endurance after Phase Boots, I go Maelstrom. Since I won't be fighting early, I can Farm faster, Push and deal more hurt to anyone that dares Lane against me >8{D

Like almost any other Item Manta Style should be gotten for its Active. Since there was a Jakiro carrying Dust of Appearance and a Diffusal Blade on Phantom Lancer (did you know you can Purge the Purge? >8{D ), Manta Style might be legit here, but only if you're getting caught by these Items. Illusions are nice for Split-Pushing, but even in Low Tier Pubs, you don't want to try out Ratting a PL and a Terrorblade.

Desolator is a good Item to get if you want to constantly GO HAM and win before 40:00, Heroes usually only have about 11ish Armour around this stage, so -7 Armour drops their Physical Resistance from 40% to 20%. It's great at teh stage before Heroes start bulking up on Armour, as even a simple Vladmir's Offering drastically reduces its effectiveness. If game is going past 40:00 though, Daedalus is better.

Nuff said...aside from Black King Bar and Linken's Sphere, always go Black King Bar if you're going to get Focused down with Stuns, AoE and/or Burst Damage. Go Linken's Sphere if they have a powerful Single Target Spell that goes Magic Immunity, e.g. Doom, Fiend's Grip, etc.
siktastic wrote:

watch singsing play mirana and he hits crazy arrows.

Do you mean where he'll shoot Arrows into the fog, knowing who'll they hit, without having any vision whatsoever?

This comes down to experience, I know because I've landed a few of these 8{D You won't be able to see them, but you will see hints at where they are, e.g.



Say you're trying to Siege the High Ground and take the Dire Tier 3 Mid Tower, every single Hero is here for this, but your Team can't go in because there's a Magnus waiting to Reverse Polarity your whole Team. If you can land an Arrow, you can Kill him and win the fight (and possibly the game).

The only problem is guessing where he's hiding. To get a hint, wait until your next Creep Wave, reaches the Tower, he'll most likely Shockwave to Flash Farm the Wave, temporarily revealing himself. Not wanting to get Arrowed, he'll naturally move somewhere else into the Fog.

So where does he want to be? Where he can Blink Dagger in and land a Reverse Polarity. This means he won't hide behind the Tower, but to either side of the Tier 3, because the further forward he is (without leaving the High Ground), the further he can Blink in to land the RP on as many people as possible.

Which side though? Since there are some Trees to the left hand side, he will most likely favour the left, since it's easier to hide Heroes behind them on the left rather than the right.

Okay, so how do I land an Arrow on him while he's wary of the entire Team? Simple, just use the Trees on the High Ground to obscure Vision of the Arrow, you can do this firing from the Hard Camp.


This isn't guaranteed to let you land "next level" Arrows, you mostly land them from experience and relying on your instincts, but learning to analyze what you can see to make a guess at the things you can't see is what will help you land these Arrows <}3

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Permalink | Quote | PM | +Rep by Moodkill » September 1, 2014 5:38am | Report
You can follow the average SEA/Pinoy build. Phase, Linkens, Deso, Manta etc

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