Live
Mina
Rake
→
Sanguine Retreat
→
Love Bites
→
Nox Nostra
ult at lvl 6
Briefly disperse, becoming untargetable and flying to a target location. Can be recast within a brief window.
Your bullets apply additional Spirit Damage. Dealing damage your abilities builds up to a vicious bite, dealing a burst of Bonus Spirit Damage. Love Bites has a unique cooldown per target.
Active: Unleash a cloud of bats that seek out targets, each dealing Spirit Damage and applying Silence. Passive: Triggering Love Bites against heroes permanently increases the number of bats released.
Mina is a hit-and-run spirit-burst assassin who dives one isolated target, deletes it with a stacked Love Bites burst plus a missing-HP Rake execute, then resets out on Sanguine Retreat. She's a high-agency, low-team-dependence pick that wins fights by opening with a Nox Nostra silence on the backline and blowing up a squishy before anyone reacts. The catch: she carries the lowest HP pool in the game (~650), so she's mechanically easy to farm with but unforgiving — every fight is won or lost on your positioning and dive timing.
Early game
Mina is a premier laner because Rake heals her on kill — you secure last hits with the long-range Pistol, then Rake to deny, finish, and stay topped while jungling for free between waves. Take an early point in Love Bites for the fire rate and stacking, max Rake first (its missing-HP scaling is your whole execute), and grab one point in Sanguine Retreat for an out. Your spike lands the moment Love Bites and Rake are both online: chip a target with bullets, then Rake them below the execute threshold for a kill. What to fear: sustained hitscan trades and any burst — your health bar is the smallest in the game, so harass from max range and never facetank a duel. First buys are flat spirit plus sustain (Extra Spirit, Mystic Burst, a Healing Rite or Mystic Regeneration).
Mid game
Rush your spirit spike — Boundless Spirit is the marquee item — then roam off Sanguine Retreat's mobility to hunt isolated picks. The pattern is dash in, stack and pop Love Bites, Rake to execute, recast Retreat to fly back out before the collapse. Contest the reworked Urn circle by dropping Nox Nostra into the ring to silence and clear whoever's standing on the capture. Every time you proc Love Bites on a hero your bat count permanently grows, so your ult is already snowballing toward a teamfight tool. Add lifesteal and a panic button (Spirit Lifesteal, Reactive Barrier) so diving on 650 HP is actually survivable.
Late game
You scale into a teamfight opener. A fully-stacked Nox Nostra is a wide AoE silence plus burst that lands on the enemy backline — sequence it as silence the backline so they can't escape or heal, delete the carry with stacked Love Bites and a Rake execute, then Ethereal Shift or Sanguine Retreat out of the counter-collapse and clean up the stragglers. You are pure glass, so play the edges of the fight and never commit until a target is isolated. Late items push your one-shot ceiling: Escalating Exposure, Mystic Reverb, and Echo Shard for a double execute or a second silence.
Combos & tricks
Stack then execute: chip with bullets to build Love Bites, pop the bite, and Rake while they're low — the missing-HP scaling turns the bite into a delete. Dive-and-vanish: Sanguine Retreat into their face, Nox Nostra at point-blank for hard-to-dodge bats plus silence, then recast Retreat to escape — you can even cast Retreat during the Nox channel to dodge a CC or ult and resume. Pin for the kill: Cold Front or Mystic Reverb slows the target so they can't leave the bat cloud or sidestep Rake. Double tap: Echo Shard gives you a back-to-back Rake execute, or a second Nox to re-silence a clustered team. Bait frames: Retreat's untargetable window eats a key ult or hook and refreshes your air-jump and dash, so you can chain it with a leap for an absurd reposition.
Cheap spirit to scale every ability plus the sustain to harass on the game's smallest HP bar. Mystic Burst and Spirit Strike make your bullets stack Love Bites faster; Healing Rite and Mystic Regeneration keep you in lane.
Hit your spike and start diving. Improved Spirit and Mystic Shot turn the gun into a Love Bites stacker, Spirit Lifesteal heals off your burst, and Reactive Barrier plus Cold Front let you commit the all-in and survive it. Tankbuster scales Rake into bigger bodies.
Max your one-shot ceiling. Boundless Spirit is the rush priority for raw scaling; Escalating Exposure and Mystic Reverb widen Rake and Nox into a nuke; Echo Shard doubles the execute or the silence; Ethereal Shift dodges a lethal ult on your fragile body.
Slot these into the problem. Knockdown cages a mobile carry for a guaranteed Rake; Debuff Reducer keeps your mobility online vs lockdown; Decay shuts off lifesteal bruisers; Spirit Armor and Diviners Kevlar save your tiny HP bar against spirit-burst comps.
Is Mina good for beginners?
Mechanically, yes — Rake's execute and free-jungle sustain make her very easy to farm with. But she has the lowest HP in the game and a high skill ceiling on positioning and dive timing, so she punishes mistakes hard. Easy to pick up, hard to carry with.
Weapon or spirit Mina?
Spirit, always. Her gun is just a delivery vehicle to apply Love Bites and proc spirit-on-hit items. Build spirit power, CDR, lifesteal and amp — Boundless Spirit, Escalating Exposure, Mystic Burst and Mystic Reverb.
How do you play Nox Nostra well?
Land in their face with Sanguine Retreat (or go airborne first for coverage), silence the backline before they can react, recast Retreat mid-channel to dodge incoming CC, and grow the bat count all game by proccing Love Bites on heroes. It's a fight-opener, not a finisher.
Who counters Mina?
Lockdown and burst that beats her 650-HP body. Kelvin's dome and CC, McGinnis turret and wall zoning, Mo & Krill's burrow, and sustained hitscan from Haze or Seven all neutralize her dive window. She thrives into low-mobility squishies like Vindicta, Warden and Shiv that can't escape the dive.
Mina Ha had it all...rich parents, elite education, and an arranged marriage that would see her ascend from run-of-the-mill upper class to American royalty. She was happy.
Then her betrothed was assassinated.
Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.
Update history37
- Urn runner now gains +2m Sprint, +1 Stamina, +10% Dash Distance and +15% Stamina Regen
- Stamina Regeneration is reduced by 25% for 5s after using a Wall Jump. This does not trigger when out of combat or when mantling soon after.
- Locket: No longer has a minimum of 1 stamina restore
- Locket: Max stamina restored reduced from 4 to 3
- Blast: Slowed targets now have their stamina regen frozen for the 4s slow duration
- Talon: Rain of Arrow stamina distance changed from being -9% to +25%
- Locket: Max Stacks increased from 20 to 25 (max stamina restore happens at 25 stacks now)
- Barrier: No longer restores 1 stamina on trigger
- Nox Nostra DPS reduced by 6%
- Fixed a bug with Rake with how the low hp bonus damage against non-hero targets was dealt (when they were low, the spirit resist didn't matter effectively)
- Float time with umbrella increased from 2.5s to 4s
- Can now zoom in again to continue floating if you let go of the zoom, as long as the total zoom time is still under the max
- Fixed various issues with Nox Nostra bats not hitting things properly (DPS values reduced to compensate for this indirect buff)
- Strike: Stamina increased from +2 to +3
- Shots: Stamina Reduction reduced from -20% to -14%
- Locket: Max stamina regen increased from 3 to 4
- Locket: Now always restores at least 1 stamina
- Doorman: Hotel Guest T1 changed from "+2m Cast Range" to "-1 Stamina and -25s Cooldown"
- Stamina cooldown increased from 3.9s to 4.2s
- Stamina
- Stamina
- Mastery: Stamina recovery reduced from 20% to 18%
- Move speed reduced from 6.6 to 6.5
- Stamina cooldown increased from 3.6s to 3.9s
- Geist: Stamina dash distance moved to bucket 3 (slower)
- Initial wall jump now costs 0.25 stamina
- Stamina regen rate reduced by 5% (5s to 5.25s)
- Movement Buff stamina from 1->4 to 2->4
- Sanguine Retreat cooldown increased from 30s to 32s
- Sanguine Retreat no longer resets air jump and dash limits