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Mirana Nightshade - Priestess of the Moon

Created by ArecxP on 2010-03-05
Last modified: 2010-03-17
Viewed 185808 times

Rating: 99999

 
Mirana has a well established presence in the DotA competitive scene, often times a pick. Dominantly used a Ganker/Roamer (which this guide will cover), Mirana is a capable Carry given the right conditions. Just do not expect to go into every game thinking you can Carry a team with a Hero like Mirana. Mirana is one of the few Heroes that have recieved little to no balancing acts by IceFrog. Why? Most likely because she is already balanced. Her unique skillset can be deadly when used properly and they can provide you plenty of gold via Starfall. A complete package is what Mirana is, and I hope you guys enjoy this guide. This guide correlates to the current DotA scene (6.6x). Before you read this guide, I will not hold your hand. You should know certain aspects of DotA already, and I will not tell you things that you can find for yourself. This guide focuses on Mirana, not how to play DotA.
Mirana Nightshade

Mirana Nightshade - Priestess of the Moon


Range: | Move Speed: 300
Primary: AGI
Str: 17 + 1.85 | Agi: 20 + 2.75 | Int: 17 + 1.65
Damage: 38 - 49 | HP: 473 | Mana: 221
HP Regen: 0.76 | Mana Regen: 0.69
Attack Speed: 0.71 | Armor: 2
Starfall
Starfall (T)
Calls down a wave of meteors to damage each nearby enemy. One random enemy unit within 200 aoe will get hit again for half the damage.
Level 1 - 75 damage per wave.
Level 2 - 150 damage per wave.
Level 3 - 225 damage per wave.
Level 4 - 300 damage per wave.
Damage type: magical
This skill is not blocked by Linken's Sphere.
Area of Effect: 600/900
Mana Cost: 100/120/140/160
Cooldown: 12

Elune`s Arrow
Elune`s Arrow (R)
Fires an arrow to a location with deadly precision, dealing large damage and stunning the first unit it strikes. Stun duration increases based on how far the target is, ranging from 0.5 to 5 seconds. Has 3000 range.
Level 1 - Deals 90 damage.
Level 2 - Deals 180 damage.
Level 3 - Deals 270 damage.
Level 4 - Deals 360 damage.
Damage type: magical
For every 150 distance the arrow travels, the stun duration upon impact increases by 0.5 seconds. For example, an arrow that travels for 300 range stuns for 1 second, and an arrow that travels at least 1500 range stuns for 5 seconds (which is the maximum stun duration).
The stun duration is determined by the distance between where Mirana fired the arrow and where the arrow hits its target.
Invisible units will not be stunned, but will still take damage.
Casting range: 3000
Area of Effect: 140
Mana Cost: 100
Cooldown: 25
Leap
Leap (E)
Mirana's wild Frostsaber leaps forward into battle, empowering allies with a ferocious roar upon landing. Movement and Attack Speed bonus lasts 10 seconds.
Level 1 - 630 range, 4% IAS and MS increase.
Level 2 - 690 range, 8% IAS and MS increase.
Level 3 - 780 range, 12% IAS and MS increase.
Level 4 - 840 range, 16% IAS and MS increase.
Leap uses a 0.01 second Wind Walk to dodge any projectiles currently in route to Mirana, so if the enemy has true sight of Mirana she won't be able to dodge projectiles using Leap.
Area of Effect: 800
Mana Cost: 40/35/30/20
Cooldown: 30/26/22/18
Moonlight Shadow
Moonlight Shadow (W)
Turns Nightshade and all allied heroes invisible. If Invisiblity is broken, it gets restored after the fade time during the shadow duration.
Level 1 - 2.5 second fade time, lasts 11 seconds.
Level 2 - 2 second fade time, lasts 11 seconds.
Level 3 - 1.5 second fade time, lasts 11 seconds.
Units affected will not auto attack enemies.
Magic immune allies will be affected.
Area of Effect: Global
Mana Cost: 175
Cooldown: 180/160/140
Skill Build

Skill Build:

1. Elune`s Arrow
2. Leap
3. Starfall
4. Starfall
5. Starfall
6. Elune`s Arrow
7. Starfall
8. Elune`s Arrow
9. Elune`s Arrow
10. Leap
11. Moonlight Shadow
12. Leap
13. Leap
14. Stats
15. Moonlight Shadow
16. Moonlight Shadow
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
Item Build

Item Build:

1.View Details for Boots of Travel
Boots of Travel
(2500)
100 Movement Speed

Active: Teleport
- Teleports you to an allied non-hero unit or building
- Casting time: 3 seconds
- Manacost: 75 mana
- Cooldown: 60 seconds
- Shares cooldown with Scroll of Town Portal

Note: Movement speed bonus does not stack with Boots of Travel, Phase Boots, Power Treads, Tranquil Boots or Boots of Speed.
Double clicking teleports you to your fountain.
Boots of Speed + Boots of Travel Recipe Scroll
2.View Details for Diffusal Blade
Diffusal Blade
(3300)
22/26 Agility
6/10 Intelligence
Passive: Feedback
Causes your attacks to burn 20 (36 when upgraded) mana and deal bonus physical damage equal to the amount of mana burned. Orb effect.
Active: Purge
Purges a target unit, removing buffs, slowing, and dealing 99999 damage if it is a summoned unit. Non-hero units will be paused for the first 3 seconds instead of slowed. Slow lasts 4 seconds. 8 seconds cooldown. 600 cast range.
Note: Can be upgraded once by buying the recipe again. 8 charges. Charges are refreshed to 8 when it is upgraded.
2x Blades of Alacrity + Robe of the Magi + Diffusal Blade Recipe Scroll
Skill Build

Early Game:

 

 
At A Glance
 
Mirana Nightshade - Priestess of the Moon
Mirana Nightshade - Priestess of the Moon 
Range: 600 | Move Speed: 300
Primary: AGI
Str: 17 + 1.85 | Agi: 20 + 2.75 | Int: 17 + 1.65
Damage: 38 - 49 | HP: 473 | Mana: 221
HP Regen: 0.76 | Mana Regen: 0.69
Attack Speed: 0.71 | Armor: 1.9
Attack Animation: 0.3 / 0.7
Casting Animation: 0.5 / 0.83
Base Attack Time: 1.7
Missile Speed: 900
Sight Range: 1800 / 1200
 
So you notice that Mirana gets picked a lot in the league replays you have been watching, but you do not necessarily know how to mimic the pros when it comes to Mirana.  Well, this is the guide for you!  Well, not really since I am not catering to the newbies.  Read on anyway. 
Skill Description
Starfall
Starfall (T) - Calls down a wave of meteors to damage each nearby enemy. One random enemy unit within a 200 Area of Effect will get hit again for half the damage.
Level
Mana Cost
Cooldown
Casting Range
Area of Effect
Duration
Effects
1
100
12 seconds
n/a
650
n/a
75 damage per wave
2
120
12 seconds
n/a
650
n/a
150 damage per wave
3
140
12 seconds
n/a
650
n/a
225 damage per wave
4
160
12 seconds
n/a
650
n/a
300 damage per wave
Notes
• Damage type: magical
• One random enemy unit in a 200 AoE around her has a chance to get hit again by Starfall and take half of the said damage.
• This skill is not blocked by Linken's Sphere.
Starfall is your high damage nuke and farming mechanism later in the game. With the potential to unleash a whopping 450 damage to a single enemy unit, placement is key. Throughout Early-Middle Game, anyone hit with 450 damage will surely see their Hit Points plummet to dangerous levels. In the earlier stages of the game, Starfall is not really efficient when it comes to farming. You are better off last hitting than using Starfall's high Mana Cost to kill creep(s). 
Another thing that I should mention is when the damage from Starfall occurs. The damage is not instantly, but you do not have to wait for the meteors to disappear either. The damage occurs about halfway after the meteors appear when you activate Starfall. The rest is just for eye candy.
Do not trust the circles (my screen resolution can make the picture misleading), I am just showing the idea of the Range and Starfall. The smallest Red circle is the 200 Range where there is a chance ONE unit will get hit again with a meteor. The Orange circle is the normal 650 Range for Starfall.
And sorry that I could not get full circles. Something about my resolution makes it hard to get pictures like that to look good.  Not the best picture, but my screen resolution just bleh lol.  1600x900 ftw.  So if you guys do not think that is not at least 600 Range, it is.  It just looks that way because of my...technical problems.
Elune`s Arrow
Elune's Arrow (R) - Fires an arrow to a location with deadly precision, dealing large damage and stunning the unit it strikes. Stun duration increased based on how far the target is, ranging from 0.5 to 5 seconds. Has 3000 range.
Level
Mana Cost
Cooldown
Casting Range
Area of Effect
Duration
Effects
1
100
25 seconds
3000
140
Varies by Range
90 damage
2
100
25 seconds
3000
140
Varies by Range
180 damage
3
100
25 seconds
3000
140
Varies by Range
270 damage
4
100
25 seconds
3000
140
Varies by Range
360 damage
Notes
• Damage type: magical
• For every 150 distance the arrow travels, the stun duration upon impact increases by 0.5 seconds. For example, an arrow that travels for 300 range stuns for 1 second, and an arrow that travels at least 1500 range stuns for 5 seconds (which is the maximum stun duration).
• The stun duration is determined by the distance between where Mirana fired the arrow and where the arrow hits its target.
• Invisible units will not be stunned, but will still take damage.
The most feared non-Ultimate skill in DotA in my opinion. The possibility of a 5 second stun is nothing to gawk at AND it comes with 360 damage that hurts like no other. Useful at all ranges, but most efficient when you can get the full duration of the stun. Elune's Arrow is your initiating skill and your disable. With practice, you will be improving that "Arrow Accuracy" of yours in no time. So just practice and you will get the hang of it.
Here is a table listing the Range and Stun times for Elune's Arrow:
Range
Duration (seconds)
0
0.5
150
0.5
300
1.0
450
1.5
600
2.0
750
2.5
900
3.0
1050
3.5
1200
4.0
1350
4.5
1500 - 3000
5.0
Another thing is that Elune's Arrow can be used for Scouting (aka Lucky Hits). So if you ever think the enemy is Roshing, then send an Elune's Arrow into his pit and maybe you might hit the enemy Hero who is fighting him.
Leap
Leap (E) - Mirana's wild Frostsaber leaps forward into battle, empowering allies with a ferocious roar upon landing. Speed bonus lasts 10 seconds.
Level
Mana Cost
Cooldown
Casting Range
Area of Effect
Duration
Effects
1
40
40 seconds
n/a
800
10 seconds
630 distance, 4% IAS and MS increase
2
35
35 seconds
n/a
800
10 seconds
720 distance, 8% IAS and MS increase
3
30
30 seconds
n/a
800
10 seconds
780 distance, 12% IAS and MS increase
4
20
20 seconds
n/a
800
10 seconds
870 distance, 16% IAS and MS increase
Notes
• Leap uses a 0.01 second Wind Walk to dodge any projectiles currently in route to Mirana, so if the enemy has true sight of Mirana she won't be able to dodge projectiles using Leap.
Leap is your Chasing Mechanism as well as your Escape Mechanism. Most of the time, you will use this skill to escape due to the long Cooldown, but if you feel that you can get away just fine, then go ahead and use it. Leap can be used to dodge incoming projectiles, but the window of opportunity of doing that is so small that you will be dodging solely on luck. Unless, of course, you are just good like that. I am kidding, it is all about fast fingers and reaction time.
I also want to mention that the increase in Attack Speed and Movement Speed carries onto your allies within an 800 Range. Keep that in mind in a Team Clash, but make sure that your Leap is logical. Just do not use it to get the buff and then get stuck in trees or something.
Moonlight Shadow
Moonlight Shadow (W) - Turns Nightshade and all allied heroes invisible. If invisibility is broken, it gets restored after the fade time during the shadow duration.
Level
Mana Cost
Cooldown
Casting Range
Area of Effect
Duration
Effects
1
175
160 seconds
n/a
Global
7 seconds
2.5 Fade Time
2
175
160 seconds
n/a
Global
9 seconds
2.0 Fade Time
3
175
160 seconds
n/a
Global
11 seconds
1.5 Fade Time
Notes
• Units affected will not auto attack enemies.
• Magic immune allies will be affected.
Moonlight Shadow. Oh how promising it looks on paper, but rarely sees any use in the games I play. High Mana Cost prevents you from making any use of this skill in the Early Stages. It is better to get when you have the Mana Pool to support it AND your other skills, your other skills being top priority. Maxing Elune's Arrow or Starfall is way more beneficial than a global invisibility that may or may not work due to the high fade time, but that is just my opinion.  Not much to say about this skill really except that if you accidently attack a unit while under the duration, you can get back to invisibility by waiting out the fade time, but you will probably die if you do that. Just run and juke!
Starting Items
Ironwood Branch Ironwood BranchIronwood BranchHealing SalveAncient Tango of EssifationAncient Tango of EssifationLesser Clarity PotionAnimal Courier
Personally, I believe that you should always start with this "Starting Pack." Three Ironwood Branches provide cheap stats and they can be upgraded to Magic Wand to free up some item slots. The rest of the slots are to be used for consumables. Tangoes over Salves because, personally, I would rather survive a nuke in "Green" then die from said nuke in "Red." Even though you will not be spamming in the Laning Phase, one Clarity is enough for now. It helps you stay longer in your lane, and provides the Mana Regeneration needed just in case you have to get out of a sticky situation.
If you prefer to get Circlets for the eventual Wraith Bands, then by all means go ahead and do so. I just like being called "Noob" for getting Ironwood Branches (which has happened before until I shut him up with my 14-0 score ;P) *Pub stomp for the win!*
Optimally, it would be great if your team could share a Courier with you. Mirana is not very item dependent when it comes to Roaming, so you can go ahead and buy it yourself, but then you lose out on either stat items or consumables. Opportunity costs! So just get someone else to buy it if they do not mind, but if they are big meanies, then buy it yourself.
Observer Wards
Mirana can also get Observer Wards if the team needs it, but only if it is necessary.
Starting Lanes
~~---////////\\\\\\\---~~
Top Lane
Middle Lane
Bottom Lane
Sentinel
Not the best Lane, but you will be fine. Less space for you to work with and you are closer to their tower than yours.
Middle Lane is for those who plan on soloing or who plan on Rune Whoring right off the bat.
Optimal for those who like to get Early Game kills. Plenty of space to maneuver and possibility to hug your own Tower.
Scourge
Optimal for those who like to get Early Game kills. Plenty of space to maneuver and possibility to hug your own Tower.
Middle Lane is for those who plan on soloing or who plan on Rune Whoring right off the bat.
Not the best Lane, but you will be fine. Less space for you to work with and you are closer to their tower than yours.
Target Items
Empty Bottle
Getting an Empty Bottle will be your first priority. It provides you the needed Regeneration to stay in your lane longer and to shoot of your spells. It also enables you to start Roaming immediately after you have it in your inventory. 
Magic Wand
After that, Magic Wand is a no brainer (if you started with Ironwood Branches). Quick bursts of Hit Points and Mana are life savers or life takers, if you catch my drift. You can also use the charges as a scout for enemy Heroes that jungling to catch them alone.
Wraith BandWraith Band
Then after that are Wraith Bands for cheap stats once again. You can skip the Wraith Bands to get Boots of Speed and Diffusal faster, but I would not recommend it because Mirana is quite fragile.
Boots of Speed
The question is: "Why not?" Need I say more? You understand why do you not?    Food for thought maybe?
Early Game Rules
·         Survive! Surviving is the most important rule. Losing gold is not an option as it stunts your growth and Ganking potential. Play it safe, do not Leap into a Tower thinking you can tank it because you cannot.
·         Farm! Farm through last hitting. You need to get that Empty Bottle as quick as possible. Without it, you will not Roaming as much.
·         Support! If you are laning with a Carry that has more "Carry" potential than you, then go ahead and let him/her take the kill. You can get that potential gold through effective last hitting, so do not sweat it.
 
Early Game Kills
When you play Mirana, there will be plenty of opportunities to kill in the Laning Phase and those opportunities will increase when you have a capable partner with you. Gauge your opponent, predict, shoot off an Elune's Arrow, then just wack them dead. Here is a .gif to show you what I mean.
Early Game kills are all about confidence and coordination with your allies. Even though I did not tell my ally Sniper I was going to try to kill Juggernaut, he was smart and reacted when he saw the Elune's Arrow (some people just sit there and attack creeps).
So if you ever see the opportunity to get a kill, then go ahead and take it. Just be sure you will either kill the person or get away safely if you do not.
 
End of Early Game
So did you survive the Laning Phase and acquire the necessary items to start Ganking the enemy into oblivion? You did? Perfect! Early Game has just ended for you and now the fun starts.

 

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Comments

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210 By Re4matik 2011-06-17

difusal + manta is fail cuz feedback doesn't work on ranged ilusions. ilusions only benefit from stats so go manta only if u go skady or linken. travel is a situational item if u dont plan to be a carry.
Yes Mirana is very paper like, but it't usualy a glass canon with skils to suport her. initiate with stun leap in starfall, ulti usualy creates havon in clashes. Manta is also great for survivability.

209 By mawhpawh 2011-04-21

sigh. It's because they can add much more information if they put it elsewhere.
If you're lazy enough to only look for the item builds why even bother to rate it...

208 By EkriuM 2011-04-21

I am seriously tired of strategies that doesn't have any item build listed in the item section.... 1/10.

207 By yaphets_414 2011-02-19

^_^

206 By grumps 2011-02-17

great guide! 9 /10 i like the first vid @youtube
amazing use of elune. ty..

205 By mirana_meneses22 2010-12-21

:)that was absolutely cool

204 By eternalobi 2010-10-13

usually bot skidi manta will get the job done. if not, then bfly. Hot depends on ur opponent's skill.

203 By eternalobi 2010-10-13

My build
linken/bfly depends on ur role.
skidi
bot
mantaHot
Buriza

Hot is much needed when u dont have lifesteal. regardless str or not.

202 By Daniel0004 2010-10-09

best item for mirana are

bot
mjolnir
manta
linken sphere
butterfly
guinsoo

201 By promirana17 2010-10-08

great guide.... thnx anyway.. i'm still a beginner butdis is a great help!!!http://www.dotastrategy.com/images/smileys/biggrin.gif

200 By whung12 2010-10-02

nice guide thanks!

199 By Greggz 2010-09-29

great guide 10 stars :)

198 By GawDzilla23 2010-09-15

How can people be good at dota if they don't think logically.

197 By hagrid952 2010-09-15

@196 um... and now u just made a fool out of urself... he's saying the kid on 194 has no eq because he lacks the ability to control himself

196 By Jamz 2010-09-15

They have no eq? Way to go, making a fool out of yourself dude! :) It's IQ and it only shows how great your ability to think logically is. People can be good at dota, and still have an IQ of 95.

195 By Reigarde 2010-08-29

I lol-ed and the comment below . some people aren't just dota noobs, they have no eq either . fail .

anyway, I find that I generally go skadi and mjollnir . of course, I only play pub :)

194 By boompaaw! 2010-08-29

fuck you all mirana players!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! this hero is a bitch WEAK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! she's like a TISSUE PAPER so fucking SOFT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! FUCK YOU ALLLLLLLLLL!!!!!!!!!!!!!!!!!!

193 By balta_yali 2010-08-17

your pics are very good :D

192 By biel6666 2010-07-22

My build:

Bot
Diffusal
Butterfly
Manta
Linken
Hex

191 By biel6666 2010-07-22

My build:

Bot
Diffusal
Butterfly
Manta
Linken
Hex