Mira Han (Making Minions Great Again) by oculuswindow

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Mira Han (Making Minions Great Again)

By: oculuswindow
Last Updated: Aug 14, 2017
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Mira Han (Making Minions Great Again)

Leader of Mercenaries - Ranged Warrior

A bruiser who strengthens her pushes with allied Minions and Mercenaries

Check out my concept for Belial, Lord of Lies here


Check out my concept for Mekkatorque, Gnomish Inventor here


Forward


Hi all! The following is my concept for a Mira Han hero, inspired by the often
under appreciated but highly strategic mechanics of pushing with minions and
taking camps. First, I outline Mira’s strengths, weaknesses, and stats. Next,
I detail my philosophy behind the concept, broken down into two core
principles: Making Minions Great Again, and Reinventing Waveclear. Lastly, we
get into the Abilities. Let me know what you think of the concept, and what
changes you’d make to improve it. I'm still thinking about Talents, and will
add them if there's enough interest.



Note: See abilities Hired Guns, Combat Shield, and Calling Reinforcements to better understand the philosophy behind the hero.


Strengths

Weaknesses

  • Weak to heroes with waveclear.
  • Damage and CC reliant on nearby Minions and Mercenaries.
  • Terrible at taking objectives away from lanes.
  • Team must adapt to Mira’s unique playstyle.
  • Viability is highly dependent on map.

Stats

Health: 2274 (+4% per level)Regen: 4.82 (+4% per level)Attack Speed: 1.25 per secondAttack Damage: 98 (+4% per level)

Mana: 500 (+10 per level)Regen: 3 (+0.10 per level)Attack Range: 5.5



Making Minions Great Again

Reinventing Waveclear

A good HoTS player needs to be aware of numerous instances
on the battlefield; positioning, when to retreat, when to push, when to
check whether the enemy is taking boss, etc. And while this is true,
I’ve always thought that one of the more neglected aspects of the game
was allied minions. Like really, who cares about them? They run to their
inevitable doom, and if the enemy is smart they pick them off beforehand
for XP. But there’s little interaction between allied minions and one’s
team. Mira Han changes that. Her entire kit revolves around allied minions
and mercenaries, so much so that she’ll prefer being with them
over her team. But isn’t a Warrior supposed to support their team with CC
and damage defuffs you say? Well, Mira does do that, but while Johanna
will be joining you in team fights, Mira will be protecting your minions.
Pick your fights around Mira to maximize her potential.
Waveclear is a big part of soaking and defending allied
structures from assailing minions. But that’s about it. Waveclear
is essentially a one-trick pony; you need it situationally, but
most abilities that comprise it aren’t as effective elsewhere.
Well, heroes with great waveclear rejoice - You’re going to eat
Mira for breakfast. Mira Han’s greatest weakness is her utter
reliance on allied minions and mercenaries; without them, she’s
just a zero energy Zarya without the hero-oriented shields and
minimal CC. A good Mira player will try to fight back against
waveclear by defending her troops with Combat Shield and Battle
Bunker, but will also know when to throw in the towel and
rotate / come back after retaking camps. It’s exciting how one
hero could add such a new element to the game.

Combat Trait

1
(D) Hired Guns
Each allied Minion near Mira increases her damage by 8%. Each allied Mercenary near Mira increases her Attack Speed by 15%. Activate Hired Guns to command all nearby Minions and Mercenaries to focus down a target.

Note: The number of nearby Minions and Mercs are shown on two counters above Mira's healthbar.

Primary Abilities

1
(Q) Unload
Cost: 65 Mana.Cooldown: 10 seconds.
Deal 524 (262 +4% per level) damage to the target over 2 seconds. After Unload ends, Mira gains 8% Movement Speed per nearby allied Mercenary.
2
(W) Combat Shield
Cost: 80 Mana.Cooldown: 14 seconds.
Pulls allied Minions and Mercenaries toward Mira, enveloping her, her Minions, and her Mercenaries in Shields for 176 (+4% per level) while also increasing the attack speed of her Minions and Mercenaries by 35%. Lasts 6 seconds.

Note: Mira, her Minions, and her Mercs can move freely immediately after the initial pull-in. Be careful of when you proc this, so as to not get caught by AOE abilities.
3
(E) Suppressive Fire
Cost: 60 Mana.Cooldown: 12 seconds.
Throw 3 concussive grenades that deal 56 (+4% per level) damage each and stun for 0.20 seconds each. Each nearby allied Mercenary also throws 1 grenade at a nearby enemy hero.

Secondary Abilities

1
(1) Rapid Recruitment
Cooldown: 60 seconds.
Place a flag with 262 (+4% per level) Health on an empty Mercenary camp, decreasing the camp's spawn and respawn times by 10%. The flag is destroyed when Mercenaries spawn.

Note: For flavor, the flag is emblazoned with the Mira's Marauders emblem.

Heroic Abilities

1
(R) Battle Bunker
Cost: 90 Mana.Cooldown: 120 seconds.
Creates a bunker in the target area that pulls in and absorbs nearby allied Minions. The bunker deals 1187 (583 + 4% per level) damage per allied Minion absorbed, spread over a 20 second period. The bunker can target as many enemies as there are allied Minions absorbed. After Battle Bunker ends, the bunker is destroyed, releasing the absorbed allied Minions.
2
(R) Calling Reinforcements
Cooldown: 50 seconds.
Call in a stolen Hercules dropship that relocates the most distant allied Boss or group of allied Mercenaries to Mira's position. Allied Minions and Mercenaries in the lane nearest to Mira gain 25% Movement Speed for 10 seconds.

Note: The Hercules dropship travels 75% as fast as Lt. Morales' Medivac dropship.

Change Log

<1.0> Original Release

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