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Mina

SkirmisherAssassinCarry Hybrid Damage Early Game Medium Difficulty

Patch 10-30-2026, 354,316 matches. Updated daily.

How to counter and play Mina

Items to buy

  • vs air mobility Cold Front Cold Front 1,600 souls Tier 2TechInstantCast +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist Slowing Bullets Slowing Bullets 1,600 souls Tier 2WeaponPassive +24% Move Speed -20% Dash Distance +3.5s Slow Duration Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance
  • vs silences and ability denial Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount Indomitable Indomitable 6,400 souls Tier 4ArmorPassive +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier
  • vs backline assassination Guardian Ward Guardian Ward 1,600 souls Tier 2ArmorPress +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Builds from Grit Slowing HexDisarming Hex Disarming Hex 3,200 souls Tier 3TechPress +16s Cooldown +4.25s Duration +0.1s Cast Delay +75 Bonus Health -13% Bullet Resist Builds from Rusted Barrel
  • Buy Spirit Resist, not Bullet Resist. Her pistol does only 7.3 per bullet; Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite. 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. and Rake Rake 10m Range16s Cooldown 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. Damage 60 base damage with 25 heal per kill. Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +60 damage. 2 +30 heal per kill, -8s cooldown. 5 +7% missing-health damage and increased heal-per-kill spirit scaling. are spirit, and cutting spirit removes most of her damage.
  • Bait Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. 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… Defensive Full untargetability during the flight — it dodges bullets, projectiles and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 -10s cooldown. 5 +1 recast and +4m range. with a low-cost threat, then commit real burst in its 32s cooldown window. At 660 HP she dies to almost any full combo when it is down.
  • Use persistent ground zones rather than instant burst: McGinnis' Heavy Barrage Heavy Barrage 36m Range8s Duration200s Cooldown McGinnis unloads a continuous stream of rockets that home toward a designated location for a duration. Crowd Control T1 applies a 24% movement and dash slow for 1s to targets hit, which… Damage 21 damage per rocket (deadlock.one). Mobility She keeps moving and can use stamina during the channel, but is slowed. 1 24% movement and dash slow for 1s on hit. 2 -45s cooldown, +6s duration. 5 +2m radius, +15 damage per rocket with increased spirit scaling. , Pocket's Affliction Affliction 170s Cooldown An aura around Pocket that continuously damages nearby enemies. Crowd Control None at base. Damage 32 damage per second. T3 adds +13 DPS with spirit scaling. Defensive None directly, though the T3 heal prevention is effectively defensive… 1 -35s cooldown. 2 +3s duration, +4m radius. 5 prevents all healing on affected enemies, +13 DPS with spirit scaling. , Paradox's Pulse Grenade Pulse Grenade 3.2s Duration32s Cooldown A grenade that sticks where it lands and then pulses repeatedly. Crowd Control Time slow on each pulse — a movement slow that compounds while you remain… Damage 35 base pulse damage. T2 adds +20 pulse damage with increased spirit… Defensive Thrown at her own feet it is a real anti-dive tool, slowing anyone who… 1 -12s cooldown. 2 +20 pulse damage with increased spirit scaling. 5 +4% damage amp, +1.6s duration. and similar keep damaging after she reforms, and untargetability does not remove them.
  • Answer Nox Nostra Nox Nostra 40m Range150s Cooldown Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat, multiplied by the number of accumulated bats. Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 +1.9 damage. 2 -45s cooldown. 5 on hit, deal an additional 0.5% of current health as damage. 's Silence with Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer cast before the bats reach you, or Debuff Reducer to shorten it (a dispel cannot purge an ultimate's Silence); without one the Silence, not the damage, is what loses you the fight.
  • Deny her Love Bites procs in lane. Every proc she lands on a hero permanently grows her ultimate, so playing behind cover in the first 10 minutes shrinks her late game.
  • Stack immobilize and Root effects over stuns where possible — she is dodging burst, not duration; an immobilize that outlasts her recast window strands her.
  • Love Bites turns her weak pistol into constant spirit chip that builds to a 45+ burst bite, and she can re-proc on your teammate while yours is on cooldown, so the pressure never stops.
  • Rake scales with your missing health (6% and +7% more at T3), so the last third of your health bar disappears far faster than the first two thirds did.
  • Sanguine Retreat makes her untargetable mid-flight with a recast, so your burst combo lands on empty air and your cooldowns are gone while hers are not.
  • Nox Nostra silences everything it touches with a swarm that has been growing all game off Love Bites procs; your interrupt, your escape and your ultimate all stop working at once.
  • With T1 Sanguine Retreat she gains +25% fire rate and 8 free bullets on cast, so the blink that dodged your ability is also the start of her damage window.
  • Sanguine Retreat, unambiguously. Everything else in her kit is tolerable; this is the button that makes her hard to kill. Force it with a cheap ability and hold your combo.
  • Rake second — it is her finisher on a 16s cooldown, and it requires close range. Once spent she cannot convert your low health bar.
  • Do not bother baiting Love Bites; it is effectively always available. Instead deny it by breaking line of sight so it never builds.
  • Bait Nox Nostra by grouping just at its edge with Unstoppable ready, then punish the 150s cooldown with a full teamfight commit.
  • The moment she reforms at the end of Sanguine Retreat — untargetability ends and she is a 660 HP target standing in a place you can pre-aim.
  • Sanguine Retreat on cooldown (32s base). This is the only stretch where she is a normal-durability hero, and it is when every kill on her happens.
  • Immediately after Rake is used — 16s base cooldown, and she has no other close-range finisher.
  • After a Love Bites proc lands on you specifically: the per-target cooldown means she cannot re-proc on you right away, so that is your trade-back window.
  • The 150s Nox Nostra cooldown after she uses it — her only contribution to a grouped fight is gone for over two minutes.

Plan a game against Mina and the rest of their team →

Good at

  • Two untargetable hops with recasts make committing to kill her risky.
  • Relentless, low-risk lane harassment via Love Bites that also banks permanent ultimate scaling.
  • Mass Silence on Nox Nostra interrupts channel-dependent ultimates such as Lash's Death Slam Death Slam 20m Range170s Cooldown Lash locks whips onto enemies he is looking at, channels briefly, then hoists everyone connected into the air and drives them into the ground, stunning them and dealing impact damage. Crowd Control Lift plus a stun on landing, with a slow applied after. Damage 105 impact damage, thrown up to 14m (deadlock.one). Mobility Can relocate the grabbed enemies up to 14m — that displacement is often the… 1 -35s cooldown. 2 +6m cast range and a 1.2s stun on enemies inside the radius. , Mo & Krill's Combo Combo 4m Range150s Cooldown Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. Crowd Control Full stun for the 2.4s channel (+0.7s at T3). Damage 35 damage per second over the 2.4s channel; Mobility None — both parties are locked in place, which is the risk. 1 +100% lifesteal. 2 -30s cooldown, +50% bullet resist. 5 +0.7s duration, +35 damage per second with increased scaling. and Mirage's Traveler Traveler 140s Cooldown Mirage designates a spot on the minimap and, after a 3s wait, teleports there and gains a barrier. Damage No damage. 140s cooldown. Mobility Global relocation, the split-pressure tool in his kit. Defensive Every Traveler grants a 400 barrier on arrival, so he lands into a fight… 1 +3m move speed and +20% fire rate for 12s on arrival (the 12s now comes from the base… 2 -65s cooldown. 5 damage can no longer cancel the channel, and the barrier gains 0.8 spirit scaling. .
  • Missing-health scaling on Rake means she converts chip damage into kills faster than health bars suggest.
  • Heal-per-kill and her own mobility give her sustain and escape without a teammate.

Weak to

  • Low durability at 660 HP with no barrier, no damage reduction and no armour ability.
  • Weak raw gun (7.3 per bullet, ~29 DPS); strip the spirit and there is almost nothing left, so Spirit Resist cuts most of her damage.
  • Her whole safety profile is one cooldown; a baited Sanguine Retreat is often a dead Mina.
  • Untargetability does not remove persistent ground zones or lock-down effects that are still active when she lands.

In lane, good at

  • Love Bites lets her deal real Spirit Damage from a distance on a short effective cooldown, so she can poke despite weak raw gun stats.
  • Sanguine Retreat means she can contest an orb or a soul she has no business contesting and blink out untargetable before the answer arrives.
  • Rake's non-hero execute makes her last-hitting safe and reliable, and heal-per-kill keeps her topped up without leaving lane.
  • Every proc she lands is permanent progression on Nox Nostra, so even a 'quiet' lane is banking ultimate power.

In lane, weak to

  • 660 base health is low; a single landed hard-CC plus follow-up removes her outright.
  • Her pistol's falloff starts at 20m and ends at 46m — a long-range laner can out-range her.
  • Rake needs close range on a 16s cooldown, so a laner who never lets her inside denies half her kit.
  • She depends on early advantage: her gun is weak, so a lane that denies her Love Bites procs leaves her little to fall back on.
  • Love Bites unlocked first (laning 0-10min) — Love Bites with double Rake gives her spirit chip and a missing-health finisher right away.
  • Love Bites T2 (mid game) — +3 spirit per bullet and +45 bite damage substantially raise Love Bites' output.
  • Sanguine Retreat T3 — The extra recast plus +4m range lets her chain two untargetable hops with more reach.
  • Late 35min+ with a large accumulated bat count — Nox Nostra's permanent stacking turns it from a minor Silence into a fight-deciding mass shutdown.

Pistol

Burst FireMedium Range

29 DPS

Falloff Range 20m 46m

A pistol firing fast 762 m/s bullets at roughly 7.3 damage per bullet for about 29 DPS, with a short falloff window of 20m-46m. Her gun is weak on its own; it exists to deliver Love Bites' per-bullet spirit damage and build toward the bite proc.

  • 7.31 Bullet Damage
  • 1 Pellets per Shot
  • 3.97 Bullets per sec
  • 12 Ammo
  • 1.70s Reload Time
  • 762m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 660 Health
  • 2 Health Regen
  • 6.50m/s Move Speed
  • 1.60m/s Sprint Speed
  • 2 Stamina
  • 4.20s Stamina Cooldown

Base values on patch data. Items and boons change all of these.

The heroes Mina wins most with, against what their two win rates would predict.

  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 51.9% together +1.2% above expected

Every Mina duo →

Every Mina matchup

Mina wins 44.8% of games overall. Who counters Mina and who Mina counters: all 43 opponents, from Mina's hardest to easiest, with how far each sits from that average. Mina struggles Mina does well

Graves and Paige are strong against almost every hero this patch, so they sit near the top here too. The counters that are about Mina in particular: Rat King (Mina wins 39.6%), Kelvin (Mina wins 38.7%) and McGinnis (Mina wins 43.3%).

Only matches whose average rank was Oracle and above, where Mina wins 46.5% overall.

Abilities

Pick an ability to see what it does and how to play around it.

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.

Purpose: 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. Bonus damage scales with target missing health — a recent patch raised that from 5% to 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 Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore , a return to base) resets her damage curve to base.

Interactions

  • The non-hero execute makes her a safe, reliable last-hitter.
  • 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
  • T1: +60 damage.
  • 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.

Purpose: 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.
Defensive
Full untargetability during the flight — it dodges bullets, projectiles 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 lets her chain two untargetable hops, which is hard to chase.
  • Cooldown reduction items let her use it far more often.
Upgrade tiers
  • T1: on cast, +25% fire rate for 8s and +8 bullets.
  • T2: -10s cooldown.
  • 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.

Purpose: 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. 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 cut most of her output — her raw Bullet Damage is only 7.3, so almost all of her damage is spirit.
  • 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.

Purpose: 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, multiplied by the number of accumulated bats. T3 adds +0.5% of current health as damage on hit. 150s cooldown.
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.
  • Nox Nostra is her ultimate, so Dispel Magic cannot purge its Silence: cast Unstoppable before the bats reach you (it keeps the Silence off), or carry Debuff Reducer to shorten it — 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
  • T1: +1.9 damage.
  • T2: -45s cooldown.
  • T3: on hit, deal an additional 0.5% of current health as damage.

Mina's win rate by game length

Game length changes little for Mina compared with other heroes: #38 of 44 in games under 25 minutes, #42 of 44 from 25 to 40, #34 of 44 past 40. The "Early Game" tag at the top is about a strong lane; on this patch the results do not show Mina falling behind in long games.

35% 40% 45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 48.1% over 1,964 games 48.1% 15–20 min: 46.6% over 4,418 games 46.6% 20–25 min: 41.4% over 12,676 games 41.4% 25–30 min: 39.8% over 39,046 games 39.8% 30–35 min: 42.1% over 80,367 games 42.1% 35–40 min: 45.1% over 92,874 games 45.1% 40–45 min: 47.1% over 64,168 games 47.1% 45–50 min: 48.9% over 34,369 games 48.9% 50–55 min: 49.8% over 16,178 games 49.8% 55–60 min: 50.8% over 6,526 games 50.8% 60+ min: 50.1% over 3,444 games 50.1% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
10–15 48.1% +3.3% 1,964
15–20 46.6% +1.8% 4,418
20–25 41.4% −3.4% 12,676
25–30 39.8% −5.0% 39,046
30–35 42.1% −2.7% 80,367
35–40 45.1% +0.3% 92,874
40–45 47.1% +2.3% 64,168
45–50 48.9% +4.1% 34,369
50–55 49.8% +5.0% 16,178
55–60 50.8% +6.0% 6,526
60+ 50.1% +5.3% 3,444

"vs usual" is against Mina's 44.8% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.

Each point is how often Mina won games that ended at that length, not the chance of winning at that minute. Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games. Games under 10 minutes are left out. Every hero by game length →

Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.

Difficulty rating: Sources conflict. deadlock.io rates her complexity 3/5 and calls her accessible to new players; esportsinsider.com argues she is a 'popular high-skill cap hero' with a high mechanical floor. Recorded as Medium with that conflict flagged — treat as High for a player learning her.