Abilities
Rake
Ability 1 · short-range slash with missing-health scaling A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill.
What it is for: Her finisher and her lane sustain in one button. Because it scales on missing health it is the reason a Mina who has already chipped you can convert from 'annoying' to 'dead' faster than the health bar implies.
- Damage
- 60 base damage with 25 heal per kill (deadlock.one). Bonus damage scales with target missing health — a recent patch raised that from 5% to 6% (deadlocklabs.gg), and deadlock.io currently lists 6% with a 16s cooldown. Executes non-hero units below roughly 60 health. T3 adds +7% missing-health damage and improved heal-per-kill spirit scaling.
- Defensive
- Heal per kill (+30 more at T2) is her only sustain; it only pays out when something dies.
How to play against it
- It requires her to be at close range on a 16s cooldown. Once Rake is spent, she has no way to finish you and must disengage.
- Anti-heal removes the heal-per-kill, which is the only thing letting her stay forward after a trade.
- Because it scales on missing health, topping up between trades (a Restorative Locket, a return to base) resets her damage curve to base.
Interactions
- The non-hero execute makes her a strong, safe last-hitter and is why the top skill order is Love Bites, Rake, Rake (61.8% WR per deadlocklabs.gg).
- Heal-per-kill means denying her kills — even on troopers — starves her sustain entirely.
- Pairs with Love Bites: chip with bullets to build the bite, then Rake into the lowered health bar.
Upgrade tiers
- T2: +30 heal per kill, -8s cooldown.
- T3: +7% missing-health damage and increased heal-per-kill spirit scaling.
Sanguine Retreat
Ability 2 · untargetable directional blink with recast Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again.
What it is for: The ability the community means when it calls Mina oppressive. It is a blink, a dodge, a gap-closer and a disengage on one button, and the untargetable state eats whatever was about to hit her.
- Damage
- No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast.
- Mobility
- 9m cast range, untargetable during flight, recastable within a brief window (+1 recast and +4m range at T3), on a 32s cooldown per deadlock.io.
- Defensive
- Full untargetability during the flight — it dodges projectiles, hitscan and many targeted abilities outright if timed on the cast.
How to play against it
- Its cooldown (32s base) is the whole matchup. Force it early with a cheap threat, then commit your real burst in the window it is down.
- 9m base range is short. Spreading your team so there is no safe landing spot within 9m of her means she blinks out of one threat and into another.
- The untargetable state does not stop ground-persistent zones — McGinnis' Heavy Barrage, Pocket's Affliction and similar keep ticking when she lands.
- Predict the landing point rather than tracking the flight; she is fully vulnerable the instant she reforms at 660 HP.
Interactions
- The untargetable window is a genuine i-frame; ultimates aimed at her at the moment of cast are simply wasted.
- T3's extra recast is her biggest single power spike — two chained untargetable hops is nearly impossible to chase.
- Cooldown reduction items make it a near-permanent get-out-of-jail button; this is the core of every Mina build.
Upgrade tiers
- T1: on cast, +25% fire rate for 8s and +8 bullets.
- T3: +1 recast and +4m range.
Love Bites
Ability 3 · passive on-hit spirit rider with a per-target burst proc Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. The proc has its own cooldown tracked separately for every target.
What it is for: Her actual damage. The gun is the delivery system; this is the payload. The per-target cooldown means she wants to rotate between targets rather than tunnel one, which is what makes her laning harassment so relentless.
- Damage
- 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). T2 adds +3 spirit damage per bullet and +45 bonus damage.
- Crowd control
- None at base. T1 adds a 30% slow for 3s when the bite procs.
How to play against it
- Spirit resist items are disproportionately effective — her raw bullet damage (7.3) is near the bottom of the roster, so cutting spirit cuts almost all of her output.
- Denying her bullets on your body in lane denies both the damage and her Nox Nostra stacks; her ultimate is built out of your laning mistakes.
- The per-target cooldown means she cannot re-proc on you immediately — after a bite lands you have a real window to trade back before the next one.
Interactions
- Every Love Bites proc against a hero permanently adds a bat to Nox Nostra, so her ultimate literally scales with how much she harassed all game.
- Because it is per-target, spreading her fire across an enemy team builds her ultimate fastest while also spreading slows at T1.
- T3's +25% fire rate on proc chains into more bullets and therefore faster subsequent procs.
Upgrade tiers
- T1: on proc, +30% slow for 3s.
- T2: +3 spirit damage per bullet, +45 bonus damage.
- T3: -5s cooldown and on proc +25% fire rate for 5s.
Nox Nostra
Ultimate · seeking AoE swarm with silence, permanently stacking Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Every Love Bites proc landed on an enemy hero permanently increases how many bats she releases.
What it is for: A teamfight-opening mass silence. The damage is secondary; shutting off every ability in a group for the opening seconds is what wins the fight, and the stacking makes a well-played Mina's ultimate much larger in minute 35 than in minute 15.
- Damage
- 4.6 damage per bat (deadlock.one), multiplied by the number of accumulated bats. T3 adds +0.5% of current health as damage on hit. 150s cooldown per deadlock.io.
- Crowd control
- Silence on every bat hit.
- Defensive
- Indirectly — silencing a diver mid-approach cancels their follow-up.
How to play against it
- Do not group inside its reach at the start of a fight; bats seek, so distance rather than dodging is what works.
- Hold a Debuff Remover / silence-cleanse for this specific cast — the silence, not the 4.6-per-bat damage, is the ability.
- Deny Love Bites procs during laning and mid-game; a Mina who never got to chip you has a visibly smaller swarm.
Interactions
- The bat count is permanent progression built from Love Bites procs on heroes, so her lane harassment is directly her ultimate's scaling.
- The silence beats channel-dependent ultimates — Lash's Death Slam, Mo & Krill's Combo and Mirage's Traveler all die to it.
- T3's current-health damage makes it scale into tanks rather than only threatening squishies.
Upgrade tiers
- T3: on hit, deal an additional 0.5% of current health as damage.