A TIERmageMid LaneHardPatch 1.63Reviewed
Dirak portrait

Dirak

The Wall Between You and Death, and Then the Blast

No ranked data for this patch yet
Editor's Take

Dirak — Patch 1.63 Verdict

[Web: B | Web: B | Web: S | Web: A] Ranked B on zathong.com. Ranked B on metatierlist.com. Ranked S on pillarofgaming.com. Ranked A on commonsensegamer.com.

Reviewed Patch 1.63By Danai · ROV META
Overview

Dirak — Mage Guide

Key Insights

  • Passive (Arcane Body): every 1 mana absorbs 1 damage at zero HP, making the mana bar a literal second health bar.
  • W (Fallen Star): manually aim the reactivation or the meteor drops after 1.53s with only a knockback, not a stun.
  • W (Fallen Star): placing the circle on a structure (turret, wall) triggers an instant meteor drop for a point-blank stun.
  • Q (Astrolobe): hitting any hero marked by Fallen Star immediately resets Q's cooldown, enabling the W->Q->W->Q poke loop.
  • R (Genesis Barrier): costs 5% mana per second while active and scales Blast damage with hits absorbed; fire it after baiting a rotation, not preemptively.

Strengths

  • Arcane Body converts mana to HP, making Dirak hard to burst.
  • W to Q reset loop gives endless poke range in lane.
  • Genesis Barrier physically blocks projectiles, nullifying marksmen.
  • Fallen Star's wall-stun gives Dirak real engage, not just backline poke.

Weaknesses

  • Mana below 40% tanks both damage output and Arcane Body survival.
  • Fallen Star drops 1.53s late if undirected; good players just walk out.
  • Genesis Barrier faces forward; Murad or Nakroth from the side bypass it.
  • Full damage needs a W mark first; no mark = passive wave-clearer only.
Matchups

Matchups

Kit

Abilities

Arcane Body ability iconP
PASSIVE

Arcane Body

When Dirak's HP is depleted, he can use mana to resist damage. Every 1 mana resists 1 damage.

Astrolobe ability icon1
SKILL 1

Astrolobe

Dirak unleashes cosmic power that knocks enemies back and deals magic damage every 0.2 seconds (60% damage if outside the area). Passive: Each instance of damage dealt to heroes restores 1% max mana. Hitting an enemy marked with Starlight Symbol refreshes this skill's cooldown immediately.

Fallen Star ability icon2
SKILL 2

Fallen Star

Cooldown: 133. Mana cost: 120. Create a magic circle on the ground, then recast to direct a meteor to strike after falling (meteor falls after 1.53s if no direction set). Knocks enemies back (stuns if hitting terrain) and marks them with Starlight Symbol. Placing the circle on obstacles causes the meteor to fall immediately. Each meteor deals 100 (+125% AP) magic damage and stuns for 0.5 seconds.

Genesis Barrier ability iconR
ULTIMATE

Genesis Barrier

Create a large shield in front that blocks ranged attacks from enemies, draining 5% mana per second. After 2.3s, recast to fire Genesis Blast and restore 2% HP and mana based on attacks the shield absorbed. Genesis Resonance: Increases attack speed 25% and auto attacks deal magic damage every 0.23 seconds in an area. Genesis Blast: Deals magic damage and additional damage equal to 15% of HP lost.

Leveling

Skill Order

Priority: R > Q > W
Skill123456789101112131415
1Astrolobe
1·3·5·7·9···13··
2Fallen Star
·2·4···8·10·12·14·
RGenesis Barrier
·····6····11···15
Build

Loadout

Flicker summoner spell icon
Summoner Spell
Flicker
Core Runes
Desolate rune iconDesolate
Spirit rune iconSpirit
Stain rune iconStain
Recommended

Mid Lane

Orb of the Magi item icon1
Orb of the Magi
Glided Greaves item icon2
Glided Greaves
Zweihander item icon3
Zweihander
Hecate's Diadem item icon4
Hecate's Diadem
Staff of Nuul item icon5
Staff of Nuul
Rhea's Blessing item icon6
Rhea's Blessing
Mechanics

Core Combos

01

Star-Lock Burst

Fallen Star ability icon2
Fallen Star
Astrolobe ability icon1
Astrolobe
Genesis Barrier ability iconR
Genesis Barrier
Astrolobe ability icon1
Astrolobe

The bread-and-butter all-in: W marks and displaces, Q resets off the mark, raise the shield to bait or absorb a retaliation, then fire Genesis Blast into the stunned or displaced target while the refreshed Q is already cooling down for a follow-up tick.

02

Wall-Stun Execute

Fallen Star ability icon2
Fallen Star
Fl
Flicker
Astrolobe ability icon1
Astrolobe
Genesis Barrier ability iconR
Genesis Barrier

Use when the enemy is hugging a wall. Drop W, Flicker to close the gap so the meteor pins them into terrain for the stun, then Q into them at point-blank inside the beam core, and fire the Blast at zero distance for maximum damage before they can flash away.

03

Poke Loop

Fallen Star ability icon2
Fallen Star
Astrolobe ability icon1
Astrolobe
Fallen Star ability icon2
Fallen Star
Astrolobe ability icon1
Astrolobe

Pure lane harassment with no ultimate required. Place W on or near the enemy, land Q on the marked target to instantly reset its cooldown, immediately re-place W, and repeat. Sustainable as long as mana stays above 50%.

04

Shield-Bait Counter-Burst

Genesis Barrier ability iconR
Genesis Barrier
Fallen Star ability icon2
Fallen Star
Astrolobe ability icon1
Astrolobe
Genesis Barrier ability iconR
Genesis Barrier

Raise Genesis Barrier facing an aggressive marksman, let them dump their rotation into the shield while you simultaneously drop W behind them, refresh Q off the mark once they are stunned by the meteor, then fire the fully-charged Genesis Blast at point-blank.

Watch

Expert Video Guide

@qzadd แนะนำวิธีเล่น Dirak แบบสุดแกร่ง พลังแรงเวอร์ 💪 — Garena RoV Thailand

Strategy

Gameplan

Power Spikes

Dirak's first meaningful spike is completing Orb of the Magi. The combined mana, HP, and ability power bulk immediately enlarges both his damage output and his Arcane Body buffer, making him feel close to unkillable in trades from level 5 onward. His absolute power peak is the window between finishing Hecate's Diadem and Staff of Nuul, roughly the 15-20 minute mark, when his Q poke hits maximum burst and Genesis Blast one-shots squishy targets. He is weakest in the opening three levels before he can run the full W to Q reset loop, and he falls off slightly in the final minutes against teams that stack heavy magic resistance.

Early Game

Levels 1–6
  • Levels 1 to 3, play pure wave clear with Q and save mana. Do not trade aggressively until W is unlocked at level 2 and you can apply the star-mark reset loop.
  • At level 4, begin W to Q harassment on the enemy mid laner whenever they step up to last-hit; prioritize pushing the wave under their turret to create roam windows for the 5-minute crab or river objectives.
  • Keep mana above 60% at all times before the jungler arrives. Arcane Body only protects you if the bar is full, and a surprise Murad gank with an empty mana bar is a free kill.

Mid Game

Post Broken Spear
  • After completing Orb of the Magi, rotate to mid-lane objectives with your team. Your W wall-stun is a reliable setup for any allied engage-heavy jungler to follow up on.
  • In skirmishes, position so that the enemy backline is directly in front of you. Genesis Barrier is useless if you are flanked, so always back against terrain when raising the shield.
  • Continue deep-pushing the mid wave before every teamfight so the enemy must deal with Dirak's wave pressure AND the fight simultaneously, buying your carries extra space.

Late Game

Teamfight phase
  • In late-game teamfights, hold Genesis Barrier until you see the enemy marksman or mage begin their cast animation. Baiting their full rotation into the shield and then firing Genesis Blast is worth more than the 5%-per-second mana drain cost.
  • At this stage your Staff of Nuul should be complete. Enemy tanks that stacked magic resist are no longer safe targets, so prioritize blasting the frontline out of the way to expose squishies rather than going directly for the carries.
  • Coordinate the W instant-drop trick (placing the circle on a structure) with your team's engage so the stun fires simultaneously with allied crowd control for a near-instant wombo chain.
Tips

Pro Tips

  • Place Fallen Star's circle on a turret or wall intentionally to trigger the instant meteor drop. This is a point-blank stun that enemies who have never faced a skilled Dirak will not see coming and cannot react to in time.
  • When low on HP and being chased, do not Flicker away immediately. Raise Genesis Barrier facing your pursuer to drain their projectile damage into the shield (topping up your mana's absorption window), then fire the Blast to discourage follow-through before Flickering to safety.
  • Against teams with a single dominant marksman, track their cooldowns. The optimal Barrier timing is immediately after their highest-damage ability goes on cooldown, so the shield soaks their regular attacks (which still grant Blast charges) rather than sitting through their burst.
  • The Q mana restoration (1% max mana per hero hit) means that in a teamfight where you hit three or four heroes simultaneously, you are actively recovering mana. This changes the late-game resource calculation significantly and means you can afford more aggressive Barrier uptime than your mana bar alone suggests.

Dirak is for players who want to feel untouchable through intelligent resource management rather than raw mobility, and who enjoy the exact moment an enemy assassin dumps their full rotation into Genesis Barrier and then gets blasted into their own fountain. The S-tier rating reflects both the strength of Arcane Body in this assassin-heavy patch and the growing number of Thai high-rank players who have solved the W to Q loop. If you are a Diamond mid-lane main looking for a hero with genuine mechanical depth and a dominant S-tier rating to climb with, Dirak is the pick. The single most important thing to master is the Fallen Star direction input. Everything else in the kit flows from your ability to reliably aim that meteor.

FAQ

Dirak — Frequently Asked Questions

Is Dirak good in the current ROV patch?+

Dirak is S tier on the Thai server right now, and the rating is earned. The meta's bias toward burst assassins in mid lane plays directly into Arcane Body's strengths. The mana-as-HP mechanic is uniquely effective in a patch where single-rotation kills are the primary win condition. Get the W to Q loop right and you will feel the power immediately.

What is the best build for Dirak?+

The core is Orb of the Magi into Gilded Greaves, then Zweihander, Hecate's Diadem, Staff of Nuul, and Rhea's Blessing. This build does three things at once: maximizes AP for damage, inflates the mana pool so Arcane Body has a large absorption buffer, and adds a further safety layer against coordinated burst through Rhea's Blessing at the end. Do not deviate from Orb first. The mana is not optional.

How do you counter Dirak?+

The most reliable approach is flanking assassins, specifically Murad and Nakroth, who approach from angles that bypass Genesis Barrier's fixed facing. Sustained-damage fighters who deplete both Dirak's HP and his mana-absorption buffer simultaneously will outperform burst assassins for raw kill reliability. In lane, bait out his Fallen Star before engaging. Without a mark to reset off, his Q has no loop and his damage gets cut in half.

Is Dirak hard to play / good for beginners?+

Dirak is rated Hard, and that rating is honest. The mana-as-resource duality requires constant mental tracking, the W meteor direction input has a tight skill-expression window, and Genesis Barrier's facing demands strong spatial awareness. Beginners will almost certainly misuse the passive (burning mana right before a gank arrives) and under-rotate the W to Q loop. That said, Diamond players who put in ten to fifteen practice games will find the ceiling extremely rewarding.

Sources & MethodThis guide reflects the current Thai-server ranked meta as covered by Thai-language creators kritngi and Doyser, cross-referenced against live win, pick, and ban data from Thai-server Diamond-and-above ranked play, and written specifically for English-speaking players without access to those sources. See our full methodology.