15 + 2.2
18 + 2.8
16 + 1.85
Luna the Moon Rider is a Ranged Agility carry hero. Even though she can be seen as a tempting target for enemy heroes, Luna possesses solid early game laning presence due to her Lucent Beams, a cheap, low-cooldown nuke, and her Lunar Blessing aura, which grants all nearby allied heroes increased damage. Mid-game, she becomes far more formidable with Moon Glaives, allowing her to kill entire creep waves with two to three attacks, and Eclipse, which can very quickly kill a hero if that hero is unfortunate enough to catch its full blast. Her Achilles' Heel is her fragility; she has no escape abilities and cannot handle a lot of punishment, relying on her enormous movement speed to keep her out of harm's way. Luna begins and ends a match dangerously, and if played carefully and skillfully, she will destroy anybody who stands against her.
| Luna, the Moon Rider
| Play "I would water the trees with their entrails if Selemene would smile on me."
|| Carry / Nuker / Pusher
|| How had she been reduced to this? She was once the Scourge of the Plains, a merciless leader of men and beasts, and able to sow terror wherever she dared. Now she was far from her homeland, driven half mad from starvation and months of wandering, her army long dead or turned to worse. As she stood at the edge of an ancient forest, a pair of glowing eyes spied on from an elder branch. Something beautiful and deadly sought a meal in the wilting dusk. Without a sound, it turned and left. Fury overtook her. Clutching a rust-eaten dagger, she charged after the beast determined to reclaim even a shred of her past glory, but her quarry would not be caught. Three times she cornered the creature among the rocks and trees, and three times she pounced only to witness its fading shadow darting further into the woods. Yet the full moon shone brightly, and the creature’s trail was easy to follow. Arriving in a clearing atop a high hill, the beast’s massive feline form sat in the open, attentive and waiting. When the woman brandished her dagger, the creature reared and roared and charged. Death, it seemed, had come for her at long last in this strange place. She stood, calm and ready. A flash of movement, and the beast snatched the dagger from her hand before vanishing into the forest. Stillness. Hooded figures approached. In reverent tones they revealed that Selemene, Goddess of the Moon, had chosen her, had guided her, had tested her. Unwittingly she had endured the sacred rites of the Dark Moon, warriors of the Nightsilver Woods. |
She was offered a choice: join the Dark Moon and pledge herself to the service of Selemene, or leave and never return. She did not hesitate. Embracing her absolution, she renounced her bloody past, and took up a new mantle as Luna of the Dark Moon, the dreaded Moon Rider, ruthless and ever-loyal guardian of the Nightsilver Woods.
|| Linda K. Morris (Responses)
- Luna's glaive emits some particles during the cast time, visible to everyone.
- The bouncing glaive travels at a speed of 900 (the same speed as her attack projectile).
- When a bounce is disjointed however, it will bounce on the disjointing unit again if it is in range. If not, it will bounce on the nearest valid target.
- A disjointed bounce still count as a bounce, so it reduces the amount of bounces left.
- It does not matter how much damage the initial target from the attack takes, the bounces always deal damage based on Luna's average base damage + bonus damage.
- This means that the armor of the initial attack target does not influence the bounce's damage at all. It also means that damage from attack modifiers like crits do not affect it either.
- So the only way to make the glaives deal more damage is to increase Luna's base damage via stats, give her a raw damage bonus, or reduce the armor of the bounce targets.
- Can bounce back to the same units if it already hit all other units nearby. If no other units are nearby, this skill does nothing.
- Bounces deal 65%, 42%, 27%, 18%, 12%, 8% of original attack damage.
- Can deal up to 100%/142%/160%/168% damage to the primary attack target.
- Deals a total of 165%/207%/235%/272% physical damage assuming max bounces per level.
- Upon learning, Luna's glaive permanentally emits blue particles, visible to everyone.
- Increases Luna's night vision to a total of 1800.
- Grants Luna the bonus damage as well, not just her allies.
- The damage buff lingers for 0.5 seconds after leaving the area.
- Upon learning, Luna emits very faint pulsing particles around her.
- For early game items, a Magic Wand is always good for attributes, a Ring of Aquila gives Luna the damage, mana regeneration, and other attributes she needs.
- Boots of choice are Power Treads for the attributes and the attack speed.
- Helm of the Dominator allows Luna to stack and kill Ancient creeps to farm faster, and she also benefits from the lifesteal and the fact that she can dominate a powerful non-ancient creep to tank damage whilst she continues her damage output onto the enemy team. Common neutrals to dominate are: Dark Troll Summoner (for its Raise Dead ability), Satyrs (Tormenter for its regenerative Unholy Aura, high health and its nuke Shockwave, and Trickster for its Purge), Giant Wolves (for its damage-increasing Packleader Aura) and Enraged Wildwings (for its high health, armor-increasing Toughness Aura and Tornado).
- The Black King Bar helps Luna's damage and survivability with Magic Immunity and Strength if the opponent team mainly uses magic to assault.
- In terms of situational items, Shadow Blade grant Luna a critical escape. Heart of Tarrasque and Satanic give Luna immense survivability, and Satanic is an upgrade to Helm, mostly giving Luna enough to tank and engage ahead if there is no tanker on player's team. Manta Style and Butterfly are great mixtures of heavy damage and some survivability. Manta Style's illusions also proc Moon Glaive. Aghanim's Scepter increases the max single target damage of her ultimate from 1200 to 4200 and increases the total damage from 3300 to 4200 (Assuming Lucent Beam is lv 4).
- Another great reason to pick Shadow Blade as your escape mechanism is that Eclipse continues to work when Luna is invisible, allowing you to stun a hero with Lucent Beam, activate Eclipse, then Shadow Blade, and run him down with your enhanced move speed as he tries to flee. This allows you to (in most situations) annihilate any hero you find on its own.
- Unique Attack Modifiers as well as bash and crit only affect the primary target of Luna's attacks, so she generally focuses on raw damage to complement her Moon Glaives.
- Luna and Night Stalker complement each other well; as Eclipse causes day to become night and Darkness gives both of them a very long vision range.
- Early points in Lunar Blessing makes last-hitting creeps easier. At any rate, make sure you have a single point in it before the first night as only one point is needed for the full amount of vision it bestows.
- Early points in Moon Glaive push the lane, this skill is commonly not leveled at all until the laning phase has concluded.
- A very odd trait for a hard carry is that Luna gains significant killing power with a level advantage because of Lucent Beam and by extension Eclipse.
- Lucent Beam's cast range is gigantic. Use it to pick off fleeing heroes.
- Under almost all circumstances Luna should be paired with a disabler for her laning phase; as aside from her high movement speed she has absolutely nothing to help her avoid ganks or kill attempts.
- It takes significant skill and knowledge of the game to solo a lane with Luna. Her very small attack range and purely damage-oriented skill set mean she is extremely easy to kill. Even then, it is recommended to have ward vision and easy access to team backup for her to be successful in a solo lane. The advantage of running a solo Luna is that it is essentially high-risk high-reward. A Luna with level advantage doing well can easily set the momentum of the game in her team's favor.
- Watch out for enemy heroes that carry a Blade Mail. Enemy heroes who carry it will most likely use it when you activate Eclipse. Any damage they take from Eclipse is reflected back to you as pure damage, and since Luna is such a fragile hero, she gets hit back hard. Buying a Black King Bar remedies this problem.
- With an Aghanim's Scepter upgraded Eclipse, Luna has the possibility to cast her ultimate above your team's initiator, in a specific location from a big distance, or cast above the area around your towers to defend. You can even use it above a hero with some invisibility skill like Riki or Bounty Hunter and let them wreak havoc for you. All of these possibilities are great for Luna since you can stay away from the fight instead in the middle of it.
- In DotA, Luna was a night elf. Night elves are a prominent race in the Warcraft universe, so this change was likely made to avoid copyright issues with Blizzard.
- Judging from their lore and dialogue, Luna and Mirana are both affiliated, with Mirana bearing a higher royalty than her, something Luna seems to resent.
- Luna's lore, quotes, accent, and reverence for Selemene derive largely from the Celts. Celtic lore heavily features warrior queens, who were often associated mystically with the moon.
- The name Selemene is a reference to the Greek goddess Selene, who was associated with the moon and the night. The Greek goddess Artemis also bears relevance, as she represented both lunar powers and the hunting of prey. Similarly Luna in Roman mythology is the goddess and embodiment of the moon.
- The name Luna means moon in Latin, Spanish, Italian and Romanian.
- Her mount's name is Nova.
December 17, 2014 Patch Update 4
- Fixed Eclipse not turning day into night properly
November 21, 2013 Patch
- Updated Luna's model
June 05, 2013 Patch
- Fixed headless Luna.
December 19, 2012 Patch
September 13, 2012 Patch
July 12, 2012 Patch
July 05, 2012 Patch
- Enabled Rubick, Io, and Luna in Captain's Mode.
- Fixed Eclipse ending if you get Cycloned.
June 28, 2012 Patch
- Added Luna, Io.
May 13, 2011 Patch
- Fixed a number of abilities having incorrect interaction with Sphere: Slithereen Crush, Jinada, Wind Walk, Echo Slam, Moon Glaive, Death Pulse, Purification, Scream of Pain, Fatal Bonds.
- Increased base armor from 0 to 1 (total armor is now 3.52).
- Eclipse no longer ignores ancient creeps, Roshan and creep-heroes.
- Aghanim's Scepter now allows Eclipse to be cast on an area within 2500 range, granting obstructed vision of that area. Can also target any allied unit to center Eclipse on their location, even while moving.
- Still provides its old upgrade bonuses as well.
- Reduced base agility from 22 to 18.
- Moon Glaive
- Can now bounce back on the same units if it already hit all other units nearby.
- Increased damage reduction per bounce from 30% to 35%.
- Aghanim's Scepter upgraded Eclipse no longer has a max beam per unit limit (was 6).
- Increased Lunar Blessing attack damage bonus from 14/20/26/32 to 14/22/30/38.
- Increased Moon Glaive number of bounces from 1/2/3/4 to 1/2/3/5.
- Reduced Moon Glaive damage reduction per bounce from 35% to 30%.
- Increased base attack damage from 21-27 to 26-32 (total attack damage is now 47-54).
- Increased Lunar Blessing attack damage bonus from 8/16/24/32 to 14/20/26/32.
- Lunar Blessing
- Increased attack damage bonus from 6/12/18/24 to 8/16/24/32.
- Increased night vision bonus from 250/500/750/1000 to 1000 on each level.
- Eclipse now turns day into night for 10 seconds.
- Old Lunar Blessing:
- Nearby ranged units gain the power of the moon, increasing their attack damage.
- Radius: 900
- Ranged attack damage bonus: 6%/13%/20%/27%
- New Lunar Blessing
- Provides all nearby allied heroes with constant bonus damage as well as extra night vision for Luna.
- Radius: 900
- Attack damage bonus: 6/12/18/24
- Night vision bonus: 250/500/750/1000
- Notes: Only affects heroes. The damage bonus is flat.
- Increased Lucent Beam stun duration from 0.01/0.1/0.3/0.6 to 0.6 on each level.
- Increased beam interval from 0.5 to 0.6.
- No longer continues after Luna's death.
- Increased cooldown from 140 on each level to 160/150/140.
- Lucent Beam
- Increased cast range from 600 to 800.
- Increased stun duration from 0.01 on each level to 0.01/0.1/0.3/0.6.
- Reduced manacost from 95/110/125/140 to 90/100/110/120.
- Damage is now based on Lucent Beam's level once again.
- No longer mini-stuns enemies.
- Reduced manacost from 250/350/450 to 150/200/250.
- Increased cooldown from 140/120/100 to 140 on each level.
- Aghanim's Scepter
- Reduced manacost from 225/325/425 to 150/200/250.
- Reduced cooldown from 130/110/90 to 90 on each level.
- Increased base attack damage from 11-17 to 21-27 (total attack damage is now 43-49).
- Eclipse now always uses level 4 Lucent Beams, instead of the current level Lucent Beam is at.
- Reduced Moon Glaive damage reduction per bounce from 40% to 35%.
- Fixed the first beam of Eclipse happening 0.5 seconds after cast instead of immediatly.
- Increased Eclipse beam interval from 0.1 to 0.5.
- Increased cooldown from 130/110/65 to 140/120/100.
- Increased Aghanim's Scepter upgraded cooldown from 125/90/45 to 130/110/90.
- Increased Eclipse cooldown from 130/95/50 to 130/110/65.
| Lunar Blessing (Pre 6.67)
| Nearby ranged units gain the power of the moon, dealing bonus damage with their attacks.
| Radius: 900|
Ranged Attack Damage Bonus: 6%/13%/20%/27%
|The Goddess of the Moon smiles upon her kin.
- This ability got reworked into the current Lunar Blessing in the 6.67 gameplay patch.
- The bonus damage only increases base damage and damage gained via primary attribute.
- The buff lingers for 0.5 seconds.
- ↑ , Night elves, the race Luna belongs to in DotA.