17 + 1.85
20 + 3.3
17 + 1.65
Mirana, the Princess of the Moon, is a ranged Agility Hero that uses her abilities to surprise, chase, and assault enemies. She is an excellent huntress and widely known for her Sacred Arrow which stuns her victim with deadly precision. The arrow stuns longer when it's fired from a farther distance. Mirana can bring down the stars with Starstorm to damage nearby enemies and an additional star to cast down on her one unfortunate target. Mounting with her trusted tiger Sagan, Mirana can Leap forward over a distance, to escape or chase, and enhancing her allies with a roar, increasing their attack and movement speed. Invoking the power of her moon goddess, Mirana uses her ultimate, Moonlight Shadow to cloak all allied heroes and herself with invisibility. At any time, Mirana and her allies can break out of their hiding with an ambush and fade into the shadows again during the duration of the spell. With an array of mighty and supportive abilities, Mirana is a versatile heroine that can excel early in the game as a mobile ganker. She is not very heavily reliant on luxury items but she can benefit from almost any item that gives her presence in the battlefield.
| Mirana, the Princess of the Moon
| Play "How long must we ride before we're summoned again to the Nightsilver Woods?"
|| Carry / Support / Escape / Nuker / Disabler
|| Born to a royal family, a blood princess next in line for the Solar Throne, Mirana willingly surrendered any claim to mundane land or titles when she dedicated herself completely to the service of Selemene, Goddess of the Moon. Known ever since as Princess of the Moon, Mirana prowls the sacred Nightsilver Woods searching for any who would dare poach the sacred luminous lotus from the silvery pools of the Goddess's preserve. Riding on her enormous feline familiar, she is poised, proud and fearless, attuned to the phases of the moon and the wheeling of the greater constellations. Her bow, tipped with sharp shards of lunar ore, draws on the moon's power to charge its arrows of light.
|| Gin Hammond (Responses)
- Meteors need 0.57 seconds to hit their targets.
- The target for the second meteor is set upon cast of Starstorm, so it can hit its target even after it has moved out of the radius.
- The second meteor starts falling exactly 1 second after cast, and also takes 0.57 seconds to hit its target.
- Starstorm chooses a new target for the second meteor if the set target dies before or because of the first meteor's impact.
- Can deal a total of 131.25/262.5/393.75/525 damage to a single target (before reductions) with the second meteor hit.
- The Sacred Arrow travels at a speed of 857.
- The arrow starts traveling 51 range in front of Mirana, and travels forward up to 3067 range.
- This means units within 50 range in front of Mirana cannot be hit, as it does not search for units right behind the arrow.
- Can hit units up to 3161 units away (3067 travel distance + 96 radius).
- The stun duration increases by 0.1 seconds and the damage by 2.8 for each 30 distance traveled. So the stun and bonus damage at certain ranges is:
- 300 distance: 1 second stun, 28 (78/168/258/348) damage
- 600 distance: 2 seconds stun, 56 (106/196/286/376) damage
- 900 distance: 3 seconds stun, 84 (134/224/314/404) damage
- 1200 distance: 4 seconds stun, 112 (162/252/342/432) damage
- 1500 distance: 5 seconds stun, 140 (190/280/370/460) damage
- The Sacred Arrow reaches its full potential after traveling for 1500 distance, or for 1.75 seconds. It does not get stronger for the remaining 1500 units it can travel.
- Stun duration is shown above the target's head upon hit (visible to allies only). The shown value is a rounded value.
- If the arrow collides with a unit which is not a hero, ancient or a creep-hero, it instantly kills it.
- The creep is killed by getting its health dealt as damage to it, in form of HP Removal. Spell immune creeps are not killed.
- The Sacred Arrow has 650 flying vision, which stays for 3 seconds at the point the arrow hits a target.
- Leap has an instant cast time, but interrupts Mirana's channeling spells, upon cast.
- Leaps at a speed of 1600 and disjoints projectiles upon cast.
- Upon cast, Mirana leaps towards the direction she is facing.
- Can leap over other units and over impassable terrain.
- During Leap, Mirana can turn, attack, and use items.
- The bonus movement and attack speed is applied instantly at the cast location.
- Places a buff on all allied heroes. As long as this buff stays on them, they keep on turning invisible.
- The buff is placed on allied heroes even when they are invulnerable or hidden. They also can turn invisible while invulnerable or hidden.
- Attacking, casting spells or using items during the fade delay resets it.
- Two Slippers of Agility provide Mirana with additional base damage and armor, greatly improving her last-hitting power and giving her some additional survivability against enemy harass.
- Tangoes and Healing Salve allow Mirana to sustain her HP while in-lane, preventing the enemy from harassing her out of lane.
- Clarity is crucial for allowing Mirana to cast her spells more than once or twice in the laning stage, particularly because of her small base mana pool and the high cost of her nukes, particularly Sacred Arrow.
- Magic Stick is very useful to purchase early on Mirana, as her small HP and mana pools mean that she benefits greatly from the burst regen.
- Boots of Speed allow Mirana to go on the offensive, using her respectable base movement speed and ranged attacks to attack and harass enemies. It also allows for more easy positioning for casting Sacred Arrow, and chasing down or fleeing with Leap.
- Ring of Aquila provides all-around attributes, as well as increased agility for better right-click damage. The flat mana regen disproportionately benefits Mirana in the early game due to her poor intelligence growth, while the armor gives her increased survivability. The aura allows Mirana to more easily push lanes and threaten enemy towers, especially when combined with Starstorm.
- Magic Wand is a cheap upgrade to Magic Stick, providing extra attributes and increased charge storage. Because Mirana's HP and mana pools remain quite low without additional items, an instant 255 HP and mana is greatly beneficial to her.
- Power Treads will provide Mirana with additional bonuses to attack speed and attributes. With good attribute switching, Mirana can increase her strength for increased survivability, agility for more damage output, or more intelligence for casting her spells.
- Manta Style gives Mirana a large amount of bonus agility and attack speed, as well as increased strength and intelligence for overall increased resilience. The movement speed bonus makes Mirana more agile, allowing her to chase and escape more easily, as well as position herself for casting spells. The active can be used to remove debuffs from Mirana, allowing her to use escape abilities, create illusions to deal more damage when on the offensive, or can be used to scout out terrain to reveal enemy positioning.
- Town Portal Scroll is an important item to carry on all heroes at all times. In Mirana's case, her ability to turn teamfights around with Sacred Arrow or push lanes with Starstorm means that globally re-positioning herself is greatly beneficial to her team.
- Drum of Endurance provides Mirana with stats across the board and is easy to build. The strength and intelligence shore up her small HP and mana pools, while the movement and attack speed aura improve her mobility and offensive potential. The active stacks alongside Leap, allowing Mirana to greatly empower all nearby allies' attack and movement speed during teamfights.
- Butterfly is a very strong carry item in Mirana's hands. It provides a large boost to her agility, and increases her damage and attack speed to greatly improve the potency of her physical attacks. The bonus evasion increases her survivability, and the active can be used to improve her mobility in emergencies.
- Diffusal Blade improves Mirana's physical attacks, providing a boost to agility as well as allowing her attacks to burn mana. The active can purge enemies, greatly slowing them and making them easy targets for Sacred Arrow, and can be cast on herself and her allies to remove debuffs, particularly if they have been hit by Dust of Appearance during Moonlight Shadow.
- Desolator is a strong mid-game item that gives Mirana more damage output. Because she can stun enemies for long durations with Sacred Arrow and boost allied attack speed with Leap, the armor reduction on enemy targets makes them easy prey for Mirana and her allies.
- Monkey King Bar is a situational purchase that aids Mirana in fighting enemies that have evasion. It improves Mirana's damage output through increased bonus damage and attack speed, and her innately high attack speed allows her to proc the mini-bash more frequently.
- Daedalus greatly improves Mirana's damage output, turning her into a fearsome carry in her own right. By greatly improving her attack damage and giving her the chance to inflict critical strikes, Mirana can take advantage of her high attack speed and lay waste to foes.
- Linken's Sphere gives Mirana all-around stats as well as boosting her HP and mana regen. Spellblock further improves Mirana's survivability, allowing her to ignore an enemy's initiating targeted disable, which can give her the time she needs to escape with Leap if ganked.
- Mirana is a very well-rounded hero who can fill almost any role required by her team. Her array of spells gives her the ability to disable, nuke, push, escape and gank in any number of situations. Depending on the lineup, Mirana is capable of playing as a carry, semi-carry, roamer, support, and even has minor jungling capabilities.
- Because of her low base strength and mediocre strength growth, Mirana is quite frail unless she builds survivability items; instead, she focuses on leveraging Leap and Moonlight Shadow to give herself and her team mobility and strategic advantages over the enemy, which can transition into victorious ganks and teamfights. As well, her poor intelligence growth means that unless she is built as a support with mana items, she will often have to rely on teammates to provide her with mana via Arcane Boots or mana-replenishing abilities.
- Be mindful that with her pitiful base damage and slow missile speed, Mirana often has trouble last-hitting to get gold and experience in the laning stage. When played as a carry, purchasing starting items that boost Mirana's attack damage can greatly aid in last-hitting.
- One of carry Mirana's greatest strengths is that, as a ranged agility hero, her physical damage is able to scale well without relying on a Unique Attack Modifier. As such, she is able to build an attack modifier as she sees fit according to the situation.
- Mirana's spells can be difficult to use properly due to her long 0.5 second cast animation, almost twice as long as most other heroes. This is especially true for Sacred Arrow, as the cast animation, projectile travel speed and enemy movement must all be taken into account. Be sure to position accordingly and cast ahead of time in order to account for this.
- Because both of her escape abilities are spells that must be cast, Mirana is particularly vulnerable to silences that prevent her from casting Leap and Moonlight Shadow. As such, building an item that allows her to dispel debuffs from herself is crucial no matter what role she is played in.
- Mirana's item and skill build can change drastically depending on what role she plays and how much farm priority she is given. There is no one-size-fits-all build for Mirana, as she can change her skill and item build depending on the situation, and even alter it in the middle of matches.
- In general, as a carry, Mirana focuses on increasing her survivability and building items to boost the power of her physical attacks, and using her spells to gank or help in setting up kills to further boost her gold gain. Due to her mediocre attribute growth, she focuses on ambushing and ganking enemies through hit-and-run attacks rather than taking their carry head-on. Mirana can be played as a carry in the safe lane, or as a semi-carry in the off-lane due to her ability to use Leap to escape enemy gank attempts.
- As an early-game roamer, Mirana focuses on using Sacred Arrow to set up First Blood for her team. Successful kills on important enemy heroes, particularly their mid-laner or solo off-laner, can greatly set them back and give Mirana's team a strong laning advantage, which can transition into a farm and experience advantage from the mid-game onward. If successful, Mirana herself can transition into building utility items for her team, and play a semi-carry role.
- When played as a support, Mirana initially focuses on building items to increase the size of her mana pool, and using her spells to add nuke damage and disable to teamfights. She then transitions into building support items that provide utility for her team, as well as performing the other normal support duties. Support Mirana generally babysits her safe lane carry, occasionally roaming to the mid-lane for kill attempts with Sacred Arrow.
- Starstorm calls down meteors that strike all enemy units near Mirana, with a second star striking the closest unit for additional damage.
- Starstorm is a general-purpose magic nuke that allows Mirana to deal damage to all nearby enemies, as well as additional bonus damage to the closest unit.
- Because of its area nuke ability, Starstorm is a good spell to max out early in a core farming role. The wide area damage combined with the low cooldown allows Mirana to farm creep waves and neutral camps very quickly, bolstering her gold and experience gain.
- Be mindful that Starstorm's mana cost increases with each level, which can hinder Mirana's ability to cast it repeatedly. It is recommended to secure a reliable source of mana replenishment if you intend on using it to farm over long periods of time.
- In order to utilize the damage of the second star, try to stand as close as possible to the target you want to take the extra damage prior to casting the spell. The target for the second star is determined upon initial cast, so subsequent movement will not affect it.
- Starstorm's large fall radius allows it to hit all enemy units in a surprisingly wide area. If casting the spell to hit as many enemies as possible, try to stand as close to the center of their formation as possible.
- Sacred Arrow, Mirana's signature ability, throws an arrow in the targeted direction, dealing damage and stunning the first enemy it hits based on its travel duration. If it hits a non-friendly non-Ancient creep, it is instantly killed.
- Sacred Arrow is considered one of the most difficult spells to land in the entire game, however landing a long-ranged arrow can deal tremendous damage and stun an enemy for up to five seconds, making them easy prey for Mirana and her team.
- Depending on Mirana's role, Sacred Arrow has differing priorities for maxing out. As it is single-target and only increases in damage as it is leveled up, it can be useful with only a value point when playing in a core role, as it is capable of stunning enemies for up to 5 seconds at all levels. As a support or roamer, maxing it out early allows Mirana to deal lots of damage to enemies in ganks, along with the stun duration.
- When using Sacred Arrow to make gank attempts during the laning stage, use terrain cover and directional angles to your advantage. As trees are shrouded in the fog of war, firing from the direction of a treeline gives enemy players less time to see the arrow coming and dodge it. As well, firing the arrow from behind the enemy can give it the element of surprise, as players tend to be focused on the creep wave and their lane opponent(s) and will not expect to be hit with an arrow from the opposite direction.
- Be sure to predict the enemy's intentions when casting Sacred Arrow at them. If an enemy player is going to approach a creep to last-hit it, firing Sacred Arrow at that point ahead of time can cause it to land as they approach and stop to last-hit. If an enemy is attempting to juke Mirana or her allies through trees, casting Sacred Arrow at their predicted path can hit them as they attempt to run away. If an opponent is actively trying to avoid the spell, it is possible to outwit them by firing the arrow in an obvious direction rather than trying to predict an obvious juking path that they know that you expect them to use.
- Sacred Arrow can be made much easier to land when combined with a leading disable by an ally. Abilities like Nightmare and Disruption can pin an enemy in place long enough for a long-ranged Sacred Arrow to find its mark and disable the target for a further five seconds.
- Used as a counter-gank spell, Sacred Arrow has the ability to completely turn teamfights around. If an ally is being chased by multiple enemies, firing a Sacred Arrow down their retreat path can force them to break pursuit, or can stun an enemy and leave them vulnerable for counterattack. The fleeing teammate can help facilitate this by juking through trees and forcing pursuers to follow a predictable path, or turn around and make the enemy stop in a predetermined location to be hit by the arrow.
- If Sacred Arrow hits a non-friendly creep that is not an Ancient, it will instantly kill it regardless of level or travel distance. This can be useful for farming during down-time, as the spell can instantly kill the largest creep in a neutral camp or can immediately destroy a siege creep in-lane.
- Sacred Arrow provides a large amount of flying vision as it travels. This allows the spell to be used for scouting purposes, firing it along treelines to search out enemies. In particular, it can be useful for scouting out split-pushers who can hide inside trees like Nature's Prophet, Broodmother and Tinker.
- Beware that Sacred Arrow is almost worthless at point-blank range, dealing almost no damage and very little stun duration. Unless you need the mini-stun to interrupt a channeling ability, it is better to simply use physical attacks at close range rather than trying to hit the target with an arrow.
- Leap is an instant-cast re-positioning spell that causes Mirana to jump forward in her facing direction, buffing all nearby allies in the originating area with increased movement and attack speed.
- Because of its ability to re-position Mirana instantly, Leap is a very strong spell to use for initiations and escape. At least one early value point should be taken no matter what role Mirana is played in.
- Combined with Sacred Arrow and Starstorm, Mirana is capable of inflicting large amounts of damage during ganks. Upon successfully hitting a target with a long-range Sacred Arrow, she can quickly Leap in for the kill, putting her within range for a double Starstorm and buffing her attack speed as she uses her physical attacks to finish the hapless target off.
- Leap goes down in mana cost and cooldown alongside increasing its speed bonuses and displacement distance as it is leveled up. If mobility is important, maxing Leap out early can give Mirana increased survivability and boost her offensive potential through the attack speed bonus.
- Because of its instant cast time, Leap can be used to easily disjoint incoming enemy projectiles as needed, instead of simply re-positioning her and boosting her mobility. As well, it is capable of displacing Mirana over terrain, allowing her to jump over cliffs and through trees in order to evade pursuers.
- When using Leap as an escape ability, it can help to cast it as early as possible. As Mirana herself is also empowered by the movement and attack speed bonus, jumping to safety early on can boost her movement speed immediately and allow her to quickly speed away from enemy pursuers. The movement speed bonus also empowers nearby allies, allowing them to clear the area more quickly as well.
- Never discount the speed bonuses that Leap gives nearby allies upon cast. Buffing teammates' attack and movement speed can give them an edge in battle, allowing them to more quickly position themselves to cast spells, chase down fleeing enemies, and use their physical attacks to great effect. When initiating a teamfight, it may be useful to cast Leap to empower your team at the start of the engagement.
- Beware that unlike most other forms of self-displacement, Leap is unable to free Mirana from Pounce. If there is a Slark on the enemy team, be extremely mindful of his positioning and be prepared to build a Black King Bar, as Mirana is otherwise extremely vulnerable to being preyed on by him.
- Moonlight Shadow globally places a buff on all allied heroes, causing them to fade into invisibility for as long as they do not attack, cast spells or use items for the duration of the buff.
- Moonlight Shadow is an extremely strong ganking spell, as it can act as a pseudo Smoke of Deceit to give Mirana's team a strong initiating advantage.
- Used as an escape ability, Moonlight Shadow is able to provide invisibility not only to Mirana, but also to teammates no matter where they are. The spell can be used to globally save teammates from enemy ganks so long as they don't have detection.
- Beware that when casting Moonlight Shadow to gank, all allies who are within enemy vision will be marked by the moon symbol, allowing enemies to see that the spell is active during the initial fade time. This can give away that a gank is afoot, allowing the enemy to retreat or even set up a counter-gank.
- Be sure not to be too complacent when casting Moonlight Shadow, as it is still possible for enemies to use detection and spot out Mirana and her allies. This can be particularly dangerous if Mirana and her team are grouped too closely together while ganking, as enemies can cast area disables to great effect.
- Due to her extremely flexible nature, Mirana is able to build a wide assortment of items to increase her effectiveness in any role.
- In a core role, Mirana can amplify her effectiveness with smart item purchases.
- Bottle is very powerful as a roaming Mirana. The ability to replenish her small HP and mana pools allows her to roam independently and be active on the map, spending less time returning to base to heal and more time stalking enemies for kill opportunities.
- Phase Boots is situationally powerful for Mirana over Power Treads. The greatly improved bonus damage gives her increased last-hitting power, and the active synergizes with Leap in improving her ability; as well, the attack speed bonus of Leap allows her to better leverage the damage bonus.
- Black King Bar can be crucial to purchase depending on what enemies Mirana is facing. Not only does the item provide spell immunity, but it is also capable of purging certain debuffs that Manta Style cannot, allowing Mirana to stand her ground and fight.
- Assault Cuirass greatly improves Mirana's fighting power and gives her yet another way to buff her team's effectiveness. The greatly increased armor makes Mirana much more survivable against physical damage, while the bonus attack speed allows her to utilize her physical attacks to great effect. The aura can be used alongside Leap to greatly increase teammates' combat effectiveness by providing them with movement speed, armor and attack speed, along with reducing nearby enemies' armor to further increase the potency of allies' physical attacks.
- Eye of Skadi is a very strong item to purchase on Mirana. It improves her stats across the board, mitigating her small HP and mana pools while also providing bonus agility for increased physical damage output. The Unique Attack Modifier allows Mirana to slow her targets, which can be used alongside Leap to create a large movement and attack speed disparity between Mirana's team and her foes.
- Mjollnir is a strong attack modifier item to purchase on Mirana. It greatly empowers her attack speed and gives her the ability to deal area magical damage, synergizing with Leap and Starstorm. The active can be placed on your team's lead initiator, allowing them to deal additional area magical damage during teamfights.
- Played as a support, Mirana can aid her team by purchasing numerous different items.
- Animal Courier and Flying Courier can be easily purchased by Mirana, as her early-game effectiveness is not tied down by item dependence.
- Observer and Sentry Wards are very important to purchase as a support Mirana. Getting vision on enemies allows her to use Sacred Arrow more effectively, while destroying enemy vision can prevent them from spotting Mirana's approach and dodge her arrows.
- Urn of Shadows is a strong utility item to purchase early on as Mirana. The extra strength gives her more HP for increased survivability, and the mana regen helps to sustain her casting requirements as needed. Charges can be easily obtained through participating in ganks, and the charges used to heal teammates or to add further damage in future ganks.
- Medallion of Courage and its upgrade Solar Crest are strong items that synergize with Mirana's ganking capabilities. Medallion of Courage provides armor and mana regen, and when upgraded to Solar Crest provides evasion as well for greatly improved survivability. Using the active on a Sacred Arrow victim makes them increasingly vulnerable to physical damage, which can be compounded with Leap to buff allies' attack speed.
- Arcane Boots is important to purchase as early as possible as a support Mirana. The ability to replenish her mana pool allows her to cast Sacred Arrow and her other spells more frequently, and helps to keep allies' mana topped up as well.
- Ghost Scepter is useful to obtain if the enemy chooses to focus Mirana in fights. Because a support Mirana is not able to easily farm items to improve her own survivability, Ghost Scepter allows her to become temporarily invulnerable against physical damage.
- Force Staff is a strong utility item to purchase as a support Mirana. It provides bonus intelligence to shore up her small base mana pool, and HP regen to help keep her health pool topped up. The active can be used alongside Leap to greatly augment Mirana's mobility, and can be cast on allies to help them to escape if they are caught out of position by enemies.
- Eul's Scepter of Divinity is a very strong caster item that greatly improves Mirana's potency as a support. It provides bonus intelligence and mana regen, greatly improving her ability to cast her spells, and additional movement speed to give her more mobility, especially when combined with Leap. The active can be cast on herself to provide temporary invulnerability while removing debuffs from herself, or can be used on an enemy to make them a sitting duck for Sacred Arrow.
- Rod of Atos greatly improves Mirana's overall resilience and is easy to build. It provides a large amount of HP and intelligence, improving Mirana's survivability and giving her a larger mana pool with which to cast spells. The active, with its long range and low cooldown, can greatly slow an enemy to hit them with Sacred Arrow, and can be combined with Leap to allow allies to easily chase down fleeing enemies.
- In the transition from DotA to Dota 2, various aspects of Mirana's character have been changed to avoid reference to Blizzard's intellectual property.
- The names of two of Mirana's abilities were changed; Starstorm was previously called Starfall and Sacred Arrow was called Elune's Arrow.
- Her DotA hero title was "Priestess of the Moon", a class within the Warcraft universe. Her title was changed during the beta to her current, Princess of the Moon. However, her voice lines remained unchanged, refering to herself still as the Play Priestess.
- In addition to the above changes, Mirana's surname - "Nightshade" - was also dropped, so that she is known simply as "Mirana".
- Mirana is the tiger of the Multan Fort that killed the king of Mongols (in the Mongol folklore).
- Her mount's name is Sagan. Her response Play "Carl meet Sagan." is a pun on Carl Sagan.
- She is affiliated with Luna, as Luna also serves under Selemene.
- She appears to be wearing the Circlet item, which fits the item description as being "designed for human princesses.
June 04, 2013 Patch
- Sacred Arrow:
- Reduced arrow size by 10%
- Reduced arrow saturation.
- Enemies continue to not see or hear the same effects on the arrow as allies do.
April 19, 2013 Patch
- Fixed Mirana's Sacred Arrow from doing maximum stun duration.
March 28, 2013 Patch
- Fixed Mirana's Leap range being slightly too short.
March 21, 2013 Patch
- Fixed cast and attack behaviors during Leap.
February 14, 2013 Patch
- Fixed some backswing behaviors with her spells.
January 17, 2013 Patch
January 03, 2013 Patch
- [Undocumented] Broken down hero model into multiple parts for Mirana.
October 25, 2012 Patch
August 09, 2012 Patch
- [Undocumented] Added new dialogue for Mirana.
June 20, 2012 Patch
- Reduced size of Arrow 20%.
June 14, 2012 Patch
- Fixed Leap buff being dispelled by BKB/Repel.
April 12, 2012 Patch
- Fixed Moonlight Shadow not affecting allied units sometimes (Disrupted, Phase Shifted, etc).
- Fixed Pudge's Meat Hook and Mirana's Arrow not hitting Spirit Bear.
March 22, 2012 Patch
- Fixed Arrow getting blocked by Linken's Sphere.
February 16, 2012 Patch
- Fixed Leap being canceled if Mirana got purged during it.
January 12, 2012 Patch
- Fixed Arrow damaging but not stunning invisible units.
November 17, 2011 Patch
- Fixed the following ability interactions with Repel/Purge: Inner Vitality, Weave, Moonlight Shadow, Overload, Holy Persuasion, Warcry, Shadow Word, Focus Fire, Sukuchi, Berserker's Call, Chilling Touch.
October 27, 2011 Patch
- Fixed vision around Arrow when it impacts.
October 13, 2011 Patch
- Fixed vision on Arrow (traveling and endpoint).
August 09, 2011 Patch
- Removed in flight mirana arrow sound for now.
August 06, 2011 Patch
- Fixed enemy team being able to hear Mirana's arrow launch sound effect.
August 03, 2011 Patch
- Fixed Mirana's arrow having bad attachment and sometimes looking wrong.
August 02, 2011 Patch
- Minor fix to Arrow speed.
- Removed pre-cast arrow particle effects.
July 29, 2011 Patch
- Fixed a recent bug that caused starfall to do half damage
July 16, 2011 Patch
- Fixed Starfall to not hit invisible units, and Arrow to not stun invisible units.
- Fixed the timing on Starfall
- Fixed Arrow not stopping correctly at magic immune units
- Midnight Shadow no longer works on illusions
July 08, 2011 Patch
- Returning Hero: Mirana [Rough Model]
May 05, 2011 Patch
- Added projectile dodging to teleports, invisibility, and Mirana's Leap.
March 03, 2011 Patch
- Added moonlight shadow cast effects to Mirana and her teammates.
- Fixed Mirana's Arrow and Pudge's Hook to not miss nearby targets.
February 12, 2011 Patch
- Fixed Moonlight Shadow global invis kicking in immediately instead of waiting for fadetime.
February 04, 2011 Patch
- Fixed tooltip for Mirana's Leap buff.
January 30, 2011 Patch
- Fixed cases where creating a linear projectile directly on yourself would cause it to get stuck. This includes fixes to Fissure, Ghost Ship, Dragon Slave, Arrow, Impale, Waveform, Illusory Orb, Meat Hook, Burrowstrike, Wave of Terror, and Power Shot.
- Increased attack range from 600 to 630.
- Increased Starstorm main radius from 625 to 650.
- Sacred Arrow now instantly kills any non-hero, non-ancient creep it collides with.
- Increased agility gain from 2.75 to 3.3.
- Increased Starstorm secondary radius from 325 to 425.
- Second meteor now hits the closest enemy within the radius, instead of a random enemy.
- Increased secondary radius from 175 to 325.
- Reduced speed from 2000 to 1600.
- Rescaled distance from 630/720/780/870 to 600/700/800/900.
- Sacred Arrow
- Reduced minimum stun duration from 0.5 to 0.01 (maximum duration is still 5 seconds growing linearly).
- Reduced base damage from 90/180/270/360 to 50/140/230/320.
- Increased maximum bonus damage from 100 to 140.
- Overall, at maximum distance, the damage is still 190/280/370/460 like before.
- Reduced night vision from 1200 to 800.
- Now applies the movement and attack speed boost at the cast location upon cast, instead of landing location upon landing.
- Increased attack speed bonus from 4/8/12/16 to 8/16/24/32.
- Starstorm will now choose a new target for the second star if the first died before impact.
- Sacred Arrow now deals up to 100 extra damage based on distance the arrow traveled.
- Reduced Moonlight Shadow cooldown from 160/140/120 to 140/120/100.
- Increased Starstorm Secondary target damage from 50% of the original to 75% of the original (37.5/75/112.5/150 -> 56.25/112.5/168.75/225).
- Reduced Sacred Arrow cooldown from 25 to 20.
- Reduced Leap cooldown from 40/35/30/20 to 30/26/22/18.
- Moonlight Shadow
- Increased duration from 7/9/11 to 11 on each level.
- Rescaled cooldown from 160 on each level to 180/160/140.
- Starstorm no longer has a 60% chance to hit enemies within 600-900 range.
- Increased cooldown from 20 on each level to 40/35/30/20.
- Reduced manacost from 60/55/50/45 to 40/35/30/20.
- ↑ , Mirana in DotA1, different spell names, slightly different title and with last name.
- ↑ , Thread in Playdota.com about origins of hero names or titles.