Mina — Patch 1.63 Verdict
[Liquipedia RPL: A | Web: B] Pro play (RPL 2026): 27 picks, 63.0% WR, 21.3% pick/ban rate. Note: pro meta may differ from ranked. Ranked B on pillarofgaming.com.
Mina — Tank Guide
Key Insights
- Sweet Revenge procs an AoE physical burst on every hit Mina takes, so damage scales with how many enemies are swinging at once.
- Dark Dominion forces all nearby enemies to attack Mina for 2s and cuts incoming damage from taunted enemies by 50%.
- The 50% damage reduction only applies to taunted attackers, so burst mages like Tulen can still drop their full combo inside the taunt window.
- Death Scythe drags the first enemy hit directly in front of Mina and applies a 50% movement speed slow for 2 seconds.
- Whirling Scythe deals damage based on the target's max HP (2%), making it a real threat to tanks like Maloch or Arduin.
Strengths
Dark Dominion forces all nearby enemies onto Mina for 2 full seconds.
Whirling Scythe deals 2% max HP, so tanks don't negate her damage.
Death Scythe pulls and slows, making it a reliable pre-fight pick tool.
Sweet Revenge punishes focusing her and punishes ignoring her equally.
Weaknesses
Death Scythe is a narrow skillshot; one miss and your team walks in cold.- No escapes outside Flicker; she's one of the most kitable heroes alive.
Dark Dominion's damage reduction skips burst mages outside the taunt.- Zero ranged harass in lane; early dual-lane pressure will bully her out.
Matchups
Abilities
PSweet Revenge
Counterattack when taking damage, dealing physical damage to nearby enemies.
1Whirling Scythe
Mina swings her scythe around her, dealing physical damage to nearby enemies (max 2% HP).
2Death Scythe
Mina pulls the enemy in front of her toward her, dealing physical damage and slowing their movement speed by 50% for 2 seconds.
RDark Dominion
Mina taunts nearby enemies, forcing them to attack her for 2 seconds. Damage taken from taunted enemies is reduced by 50%.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard Engage
The bread-and-butter initiation for catching an overextended carry: Flicker closes the gap silently, W yanks them out of position before they can react, Q hits immediately at the resulting melee range, and R locks in any nearby responders who come to help. Land this on the enemy ADC under their own Tower in the mid-game and the fight is over before it starts.
Taunt-First Brawl
Use this in a mid-lane or Dragon brawl where you're already at melee range of multiple enemies and don't need to create the engage. W a squishy to pull them into your team, immediately R the cluster, then Q spins through all of them while Sweet Revenge procs on every incoming hit.
Peel Combo
When an enemy diver like Nakroth or Murad is collapsing on your carry, step between them, hook the diver with W to reset their angle, Q to deal damage in their face, and R to force them to waste their aggression on you rather than the carry. This requires you to see the dive coming, not respond to it after it lands.
Expert Video Guide
ROV MINA! สอนเล่นเพื่อชนะ ดราฟแบบไหนที่มีน่าได้เปรียบและเดินเกมเพื่อชนะตั้งแต่ต้นเกม — บอมคนป่า
Gameplan
Mina's first spike is level 4 with her full three-ability kit, but she doesn't feel like a fight-winner until Ring of Terror and Gaia's Standard are done. The HP, regen, and threat from those two items give her the sustain to stay in a skirmish long enough for Sweet Revenge to build up. Her real peak is mid-game at two or three core items with Dark Dominion maxed, where a Flicker-W-R sequence in the right spot can decide a Dragon or Tower fight in under five seconds. Late game she softens as enemies build armor-pen and burst becomes harder to mitigate through the taunt's damage reduction, so play slower and look for picks instead of forcing five-man taunts.
Early Game
Levels 1–6- →Rotate to contest the first Dark Slayer or Dragon buff with your jungler. Your W pull in a narrow jungle corridor is close to guaranteed and can flip the early objective fight entirely.
- →Don't attempt lone-wolf level-1 invades. Mina's damage at level 1 with only Q available is negligible, and dying early costs your roam-gold-dependent item ramp significantly.
- →When your carry has pushed the lane, roam to the nearest river bush and look for a W pull on an enemy roamer or solo-laner contesting vision. A successful pull-kill at three minutes puts you ahead of your item curve by a full component.
Mid Game
Post Broken Spear- →Force Dragon and Tower fights at two items. This is your strongest window, and you should be Flicker-initiating every major objective contest rather than waiting passively on the outside of the fight.
- →After landing a pick with W, ping immediately for your team to collapse. Mina doesn't clean up kills efficiently solo. Her value is in the assist-and-displacement role, not the execution role.
- →Track enemy Flicker cooldowns. The moment a key carry has burned Flicker, walk up aggressively and look for a W, because they have no answer to the hook-taunt sequence.
Late Game
Teamfight phase- →In the late game, stop Flicker-engaging cold into five enemies. Wait for a pick opportunity on a lone target near an objective and trade your R for their positioning, then let your damage dealers finish.
- →Blade of Eternity's revive passive changes your late-game risk calculus. You can afford to dive deeper under Towers than almost any other roamer, so use the revive window to burn Tower aggression and buy your team free damage.
- →Peel your hyper-carry rather than going for personal glory. If your team has an ADC like Laville or Tel'Annas surviving into the 15-minute mark, your job is to W anyone diving them and R the moment two or more enemies collapse, not to initiate a full team fight from scratch.
Pro Tips
- →Aim W perpendicular to the enemy's movement path, not at their current position. If they're walking left, cast slightly ahead of where they're going. Experienced players dodge predictable hooks by continuing to move.
- →During Dark Dominion, walk toward the enemy backline while they're forced to follow and attack you. This drags their carries away from yours and compresses the fight into a smaller area where Sweet Revenge procs on more bodies.
- →Ring of Terror's active goes before the initiation, not after. The movement speed is what closes the gap and makes the Flicker-W sequence harder to dodge. Saving it as a panic button wastes it.
- →Track who bought Soulreaver or Rankbreaker in the mid-to-late game. Armor-penetration items cut into your taunt's damage reduction, which means you should be building Shield of the Lost earlier than usual against those inventories.
Mina is the roam pick for players who want to be the reason fights happen, not the reason they're survived. She's an initiator first, a tank second, and a damage dealer by accident. Her 63% win rate is a real endorsement of how effective she is when piloted right, and the ceiling is lower to reach than most comparable initiators. The thing to actually master is Death Scythe angle selection. Every other decision in her kit flows from whether that pull lands. Hit W on demand in Diamond lobbies and the rest of her kit opens up.
Mina — Frequently Asked Questions
Is Mina good in the current ROV patch?+
Mina is a solid B-tier roamer this patch on a 63% win rate, which is genuinely strong and puts her above most of the tank roster in actual outcomes. The caveat is the 11.8% ban rate: she gets denied frequently in Diamond-and-above lobbies where opponents know her bad matchups. She rewards players who know when to pick her and when to pass.
What is the best build for Mina?+
Recommended core is Ring of Terror into Gilded Greaves, then Gaia's Standard, Shield of the Lost, Mail of Pain, and Blade of Eternity. Mail of Pain matters because it works with both Sweet Revenge and Dark Dominion; reflected damage during a taunt where five enemies are hitting you at once is a real chunk of burst. Don't rush Blade of Eternity. Finish your survivability core first so the revive actually matters when it triggers.
How do you counter Mina?+
Pick instant-burst mages like Natalya or Tulen who front-load all their damage before Dark Dominion's taunt processes, or assassins like Quillen whose stealth-burst gives her no time to react. In-game, never clump more than two champions when Mina is alive with R up. The taunt is far less dangerous on two enemies than five, so spread out during objective contests and take away her primary source of value.
Is Mina hard to play / good for beginners?+
Medium difficulty, driven almost entirely by Death Scythe. Her W pull is a directional skillshot that has to be aimed correctly or her entire initiation falls apart. The passive and ultimate are automatic or simple presses, so the mechanical ceiling isn't extreme. Beginners can learn her but should grind W angles in classic or practice mode before bringing her into Diamond lobbies.


