HERO / GET TO KNOW THEM

Mirana

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
MiranaHERO GAME PLAN

What I want to do in the game

I 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.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

04

Support · position 4

Initial recommendation

I contribute through laning, control and movement. I adapt the expensive core route to my budget.

02

Mid · position 2

Levels, lane control and joining the team at the right moment matter.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

I choose this beside an ally who reliably holds the target: Arrow becomes part of a combo rather than a hope that it hits.

What I watch out for

Arrow on a freely moving hero is unreliable; AoE effects and detection make the team's invisibility alone insufficient.

What I do in combat

I coordinate the first disable, then fire Arrow at the target's known location. I keep Leap for repositioning after the shot.

What I check first

A random long-range arrow looks good, but firing after a disable or from fog is more reliable.

02 / ITEMS FOR A PURPOSE

What I buy and why.

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.

Support · position 4

My starting plan

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.

  1. 01 / First stepArcane Boots

    Provide mana for laning and regular ability use.

  2. 02 / FoundationUrn of Shadows

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

  3. 03 / FoundationSpirit Vessel

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

  4. 04 / Next choiceForce Staff

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

  5. 05 / Next choiceSolar Crest

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

What I change for the situation 3 options
Glimmer Cape ↗

Adds a protective tool and hides the chosen ally; invisibility does not replace escaping detection.

Maelstrom ↗

Speeds up creep clearing and adds attack damage against multiple targets.

Black King Bar ↗

Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

I see the minute on the clock. And the situation too.

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.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

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.

↻ 12 sec.Mana 80 / 90 / 100 / 110
Ability

Sacred Arrow

Fires an incredibly accurate arrow, stunning the first unit in its path for 0.01 sec. and dealing damage.

↻ 19 / 18 / 17 / 16 sec.Mana 90
Details and upgrades

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.

Aghanim’s Scepter

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.

Ability

Leap

Mirana leaps forward into battle, empowering herself with a ferocious roar that grants bonus attack and movement speed. Speed bonus lasts 5 seconds.

Mana 50
Details and upgrades

Mirana leaps forward into battle, empowering herself with a ferocious roar that grants bonus attack and movement speed. Speed bonus lasts 5 seconds.

Aghanim’s Shard

Increases the number of charges by 1.

Ability

Moonlight Shadow

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.

↻ 120 / 110 / 100 sec.Mana 125
Innates, upgrades and other forms1 ability +

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.

Innate

Celestial Quiver

When a charge is available, Mirana's next attack will deal bonus magic damage.

Full description and upgrades

When a charge is available, Mirana's next attack will deal bonus magic damage.

Aghanim’s Shard

The ability temporarily gains 3 additional charges while the owner is affected by Leap.

Valve base stats +
Health · base
560
Mana · base
339
Damage · Valve field
48–54
Armour · Valve field
2.33
Movement speed
285
Attack range
630
Strength · base / gain
20 / 2.2
Agility · base / gain
26 / 3.1
Intelligence · base / gain
22 / 1.9

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

KEEP EXPLORING

One hero. Many decisions.

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