Luna/Guide

General

 * Because Luna has no means of escaping ganks, she is usually played in the safe lane, with a support. Her increases support's right click damage, making lane harassment easier.
 * Luna can be played in a solo lane, but this is risky due to her fragility and short attack range.
 * Solo Luna is usually done to give her a level advantage early on, because Luna can snowball off of an early team fight with and catch-up in farm very quickly with s, especially if she managed to stack a couple of jungle camps.
 * A very odd trait for a hard carry is that Luna gains significant killing power with a level advantage because of Lucent Beam, and by extension Eclipse.
 * Luna is an extremely potent pusher, especially when attacking barracks, as her Moon Glaives will bounce between multiple buildings with each attack.
 * Because of this, Luna should be present as often as possible to take down towers with her team.
 * Any source of lifesteal greatly boosts Luna's survivability in the late game.
 * Creep stacking is very useful for Luna. Ask an ally to start stacking for you early on.
 * Tips needed.


 * Lucent Beam's cast range is gigantic. Use it to pick off fleeing heroes.
 * Lucent Beam mini-stuns. Use to interrupt teleporting and channeling heroes.
 * Lucent Beam has a low cooldown, but should not be spammed too often due to Luna's mediocre mana pool.
 * From level 2 on, Lucent Beam can be used effectively to harass enemies out of the lane. Build a or  to obtain some form of mana regen in lane.
 * Use Lucent Beam after Eclipse to keep the target inside Eclipse's radius a little longer.
 * Lucent Beam is good for last-hitting when you can't/don't want to get near a creep. This is especially true when contesting a big jungle creep with an opponent.


 * Early points in Moon Glaive will push the lane, and is usually not recommended until laning phase has concluded.
 * Moon Glaive is the ability that allows Luna to clear creeps and demolish buildings extremely quickly.
 * Moon Glaive has no effect on lone enemies, so try to keep all neutrals and lane creeps at roughly the same HP level when farming.
 * Occasionally Can be used to attack targets up to 830 range away, for example strike one last time to a fleeing enemy by attacking a tower.
 * The number of bounces increase by 3 between level 3 and level 4. Assuming the glaives bounce as much as possible, they increase Luna's damage by 65%/107%/135%/172%.


 * A point or two in Lunar Blessing helps Luna score last hits, especially at level 1.
 * Lunar Blessing's damage bonus makes a big difference in the early game, when a few auto attacks from Luna's teammates can kill a weaker enemy.
 * Put one point in Lunar Blessing before the first night, as it will provide Luna with its bonus night vision.
 * Lunar Blessing is best to max early in a 5-man strategy when the bonus damage is still relatively high compared to the base damage.


 * Eclipse has a very long cooldown. Use wisely.
 * Always underestimate, not overestimate Eclipse's range.
 * Eclipse is most powerful in early to mid game, and should be taken advantage of.
 * Because of this, Eclipse can be considered an early game ganking ability.
 * Against weaker opponents, you may get a kill (or two) while pushing a tower. If they TP to defend it and there are no enemy creeps, they've just set themselves up for Eclipse's full blast.
 * While a full Eclipse deals tremendous damage, experienced enemies will usually save their escape mechanisms precisely to avoid this.
 * Disables, slows,, and movement abilities like will allow enemies to move out of Eclipse's range.
 * In the late game, Eclipse deals less damage, as many heroes will have.
 * Use Eclipse in narrow or confined spaces to make sure enemies don't move out of its radius.
 * Use Eclipse near a single enemy to deal heavy damage.
 * A level one Eclipse will usually kill a solitary target during the early game.
 * With, Eclipse has an enormous cast range and can be cast on the ground or an ally unit.
 * Use upgraded Eclipse on your team's initiator to deal more damage. This keeps Luna out of harm's way while still doing damage with Eclipse. Note that Eclipse ends when the targeted ally dies in this case.
 * Use upgraded Eclipse on the ground in front of allied towers to defend the tower, or behind enemy towers while pushing.
 * Use upgraded Eclipse on an invisible ally and let them wreak havoc for you.

Items
Starting Items:
 * es give some good starting attributes, and can be built into at a later time.
 * can be built into a variety of early game items for Luna, including, , or.
 * give Luna some starting health regeneration, allowing her to trade hits with enemies in lane.
 * allows Luna regenerate almost her entire health pool in the early game.

Early Game:
 * helps Luna survive against heroes that constantly cast spells.
 * are core on any hero for extra move speed in order to chase and to escape.
 * are the boots of choice for Luna, their attributes and attack speed are helpful throughout the game.
 * are the alternative boot of choice, it trades survivability and attack speed for more raw damage and additional movement speed.
 * gives Luna a bit of damage, mana regeneration, and other attributes that are helpful throughout the early and mid-game.
 * is helpful to quickly enter fights from across the map. Luna is one of the carries that can turn the tide of battle thanks to Eclipse.
 * is good on most heroes in order to get some bonus burst health as well as bonus stats.

Mid Game Items:
 * is among the most cost-effective items in the game, providing 14 strength and agility at a very reasonable price. The range increase is particularly nice on Luna since her own range is poor and she has no mobility tools to help her get in reach of enemies except her high movement speed. The item is also useful for early-mid game pushing and fighting.
 * allows Luna to stack and kill Ancient creeps. She also benefits from the lifesteal in order to live throughout teamfight. It can also be built into later in the game.
 * increases Luna's movement speed as well as attack speed and damage, and can be upgraded to later.
 * is the core item in most games on Luna giving her damage, health, and bonus move speed. Since 's illusions also obtain Moon Glaive passive, they are very useful for pushing and extra damage.
 * helps Luna's damage and survivability with Magic Immunity and Strength if the enemy team mainly uses magic damage.

Late Game Items:
 * is great mixtures of heavy damage and survivability, giving Luna bonus attack speed, damage, armor, and evasion. 's active flutter also can help chase enemy heroes at the end of a fight.
 * gives Luna some much-needed survivability, offering Luna a burst heal to live through immense amounts of damage in fights.
 * 's damage allows Luna's glaives to deal more damage. It is a great counter to enemies with evasion.

Situational Items:
 * is a situational upgrade of if some form of escaping or chasing tool is needed.
 * provides great stats all around and the slow effect fully stacks with the lifesteal from your or . Note that your 's illusions benefits from the stats as well.
 * increases the max single target damage of Eclipse. It is great when your team has a powerful initiator such as and the enemy team has few way to dodge a long distance Eclipse. And of course,  can farm one for you.
 * is a situational item for powerful single-target initiations. Luna doesn't usually have the slot for since  is crucial most of the times.
 * is an alternative item of, which provides larger HP pool and a maim effect. It is useful when illusions have little effect in this game,
 * can grant Luna a critical escape. Eclipse also continues to work when Luna is invisible, allowing you to chase down enemy heroes with bonus move speed and invisibility. It also upgrades into.
 * provide the availability for Luna to counter initiate with Eclipse as well as the ability to chase, escape and farm efficiently.
 * is a risky pick on a fragile hero like Luna, but it will help her farm the jungle at an outstanding speed.
 * and are alternative choices of . The former for more damage (Note that Moon Glaive doesn't benefit from critical strike), the latter for a single target lockdown.
 * is the last resort for damage in a desperate scenario, as Moon Glaive benefits from raw damage item and could possibly inflict massive damage to enemy team.