
Starstorm
Calls down a wave of meteors to damage nearby enemy units. The closest enemy unit to Mirana in a 675 radius will be struck a second time.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI follow up allied disables with Arrow; in mid, I add my own damage and tempo.
As she takes aim from a distance with her deadly arrow, Mirana must always be ready to leap into battle. Able to shield her allies from the eyes of her enemies, she ensures that her team is always on the prowl.
My recommendation is a starting point. We choose another position together with the team and for its needs.
I contribute through laning, control and movement. I adapt the expensive core route to my budget.
Levels, lane control and joining the team at the right moment matter.
This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.
Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

Provide mana for laning and regular ability use.

Adds inexpensive healing or damage after participating in a kill and opens the build path to Vessel.

Improves focus fire against heroes who rely on healing and regeneration; you need charges and a chance to use it.

Moves me or an ally out of danger; direction depends on the target's facing.

Buffs an allied hero for close-range fighting and adds a defensive tool.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.
Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Calls down a wave of meteors to damage nearby enemy units. The closest enemy unit to Mirana in a 675 radius will be struck a second time.

Fires an incredibly accurate arrow, stunning the first unit in its path for 0.01 sec. and dealing damage.
Fires an incredibly accurate arrow, stunning the first unit in its path for 0.01 sec. and dealing damage. Distance traveled increases the arrow’s damage, up to 180, and stun duration, up to 2.3/3.2/4.1/5 sec. Instantly kills any non-ancient creep.
Causes Sacred Arrow to release a Starstorm on enemies along the travel path of the primary arrow, releasing a second Starstorm that deals less damage to the impacted unit.

Mirana leaps forward into battle, empowering herself with a ferocious roar that grants bonus attack and movement speed. Speed bonus lasts 5 seconds.
Mirana leaps forward into battle, empowering herself with a ferocious roar that grants bonus attack and movement speed. Speed bonus lasts 5 seconds.
Increases the number of charges by 1.

Turns Mirana and all allied heroes invisible and grants bonus movement speed. Mirana gains bonus outgoing damage during the duration. If a hero is revealed, invisibility will restore after the fade delay as long as Moonlight Shadow's duration has not expired.
These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

When a charge is available, Mirana's next attack will deal bonus magic damage.
When a charge is available, Mirana's next attack will deal bonus magic damage.
The ability temporarily gains 3 additional charges while the owner is affected by Leap.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.