Onmyouji Master
Updated Apr 18, 2026
Kagura is a displacement mage who happens to deal damage. Every other mid is priced on the burst they throw; Kagura is priced on the ground she controls with the Seimei Umbrella. The pick is only correct when your team specifically needs a pocket assassin who does not require peel to land her combo.
Win Rate
50.63%
Pick Rate
0.63%
Ban Rate
0.94%
Sustained DPS
Battle Spell
Flicker
Weak Against
Strong Against
Kagura should place her Umbrella between the enemies with her 1st Skill, then use her Ultimate to reset the cooldown for her 1st Skill to be able to adjust the Umbrella location before teleporting to the Umbrella location to stun nearby enemies. She should then use her Ultimate + 2nd Skill combo to escape from the fighting zone.
Kagura is the right mid when three conditions are true at the same time: your team has at least one hard engage (Tigreal, Atlas, Khufra, or Franco as an ally who locks a 2-hero cluster), the enemy is stacking squishy backline with weak peel (Bruno plus Pharsa plus Estes type comps), and the enemy has nothing that suppresses or hard-CCs through her S2 cleanse.
Patch 2.1.61 (patch notes) changed this math. Her S1 damage and mana cost both got buffed at low ranks, so her lane bully phase is stronger than it was. Her ultimate lost flat damage but its cooldown and mana cost both dropped substantially. The practical effect is more burst windows per fight and less penalty for missing one, which makes her more forgiving in the pocket-assassin role and less reliant on a single perfect one-shot.
She is a trap pick against Franco, Akai, Barats in his giant form, Khufra bounce-ult, and a competent Lancelot or Saber who can dive her mid. If your tank is Baxia (no hard lock) or Gatotkaca (telegraphed pull), she has no engage partner and her damage gets kited out. If your team has zero peel in the mid-late game, you become the cooldown-check every time S2 is down.
The disqualifying test: after the first three bans, ask yourself "who on my team locks the target before my S3 pull?" If you cannot name a specific teammate and a specific skill, Kagura is the wrong mid. Pharsa, Yve, or Valentina will give you more damage without needing a setup hero.
Kagura does not have a kit. She has two kits, and they swap based on whether she is holding the Seimei Umbrella or the umbrella is on the ground. Every other mage has a fixed rotation. Kagura decides, on every cast, which version of each button she wants.
With the umbrella in hand, S1 is a long projectile poke, S2 is a Purify-dash, S3 is a self-centered AOE knockback. With the umbrella on the ground, S1 repositions the umbrella, S2 teleports her to it (through thin walls), S3 pulls enemies toward the umbrella and resets S1. Read those twice. The same buttons do completely different things. This is why teaching a new player "Kagura's combo" never works. There is no single combo. There is a decision tree where every rotation changes based on where the umbrella is and what the enemy just did.
The 2.1.61 buff tightened this decision tree. The S1 damage bump at ranks 1-3 rewards maxing it first instead of splashing points. The ultimate cooldown drop rewards throwing the umbrella out as a fishing tool rather than hoarding it for one big engage. If a pull misses or gets Flickered, the next one is up in half a minute instead of three-quarters.
Her passive is why she can dive at all. Retrieving the umbrella gives a shield, a brief stun, and a hard slow to everything nearby. This is how she survives walking into melee: the moment she teleports or reels the umbrella back, the area around her is locked down long enough for the next skill to land. Lose track of the passive and you walk out of every fight at 10% HP without a shield.
Clock of Destiny plus Lightning Truncheon. Both completed. That is the spike.
Clock of Destiny gives HP, mana, 10% CDR, a stacking hybrid defense buff while you are casting, and a low-HP self-heal passive. Lightning Truncheon adds more mana, more CDR, and the Resonate passive: every six seconds, the next damaging skill deals 120% of your total magic power as extra magic damage to up to three enemies and gives you a short 30% movement speed burst. Those two items together flip her from a pokey wave-clearer into someone who can one-shot a mid-HP marksman inside a single S3 pull.
The target window is 9 to 12 minutes on a clean mid game (no deaths, first two buff stacks, one kill or two assists). The mechanical change at the spike is that the S3 pull now kills squishies on its own, instead of needing a full follow-up. You throw the umbrella, pull, and the target is dead before your second cast lands. Before this spike she is a setup mage. After this spike she is the executioner.
Holy Crystal is the third item and it is non-negotiable. Its 21-35% magic power multiplier (scaling with level) is more damage per gold than any other item at the same price bracket once you already have 400-plus magic power from Clock and Truncheon. Skipping Holy Crystal for Ice Queen Wand or Genius Wand is a sub-Mythic habit that scales off a cliff past the 15-minute mark.
The reflex is to throw the umbrella at the backline first because the backline is the target. This reflex is wrong more often than right. The correct play is to position the umbrella where the fight is about to collapse, not where the target is standing right now.
Support-conditional edge case: if your support is Mathilda, you can push further up because her ult cleanses suppression and repositions you out of Franco and Akai. If your support is Estes or Angela, you still die to Franco, so respect the hook angles even if you think the umbrella gives you an escape.
Four locked slots, two real conversations. Locked: Magic Boots (CDR plus movement), Clock of Destiny, Lightning Truncheon, Holy Crystal. That is the 2.1.61 core and it does not change based on the enemy.
Slot 5 is the penetration question. Divine Glaive when any frontliner builds Athena's Shield, Oracle, or Radiant Armor; its Spellbreaker passive scales off the enemy's magic defense and caps at 20% penetration per target. Genius Wand when the enemy stacks multiple moderate-magic-defense targets (two junglers plus a support); the stacking magic defense debuff from Genius applies to every target you hit, not just the first. Default is Divine Glaive unless the loading screen shows two Radiant Armors.
Slot 6 is the survival question. Winter Crown when the enemy has a single high-burst threat (Eudora ult, Gusion, Aamon) that you need to bait out. Activate Frozen the instant their screen animation tells you the burst skill is coming. Immortality when the enemy team is a wipe comp and you expect to die in every fight (Chou plus Selena plus Yin style). Concentrated Energy when your team is snowballing and you need one more magic power stacker plus the small spell vamp to sustain between pushes.
Ice Queen Wand is a trap at MLBB's rank brackets. The movement speed is nice, the slow barely matters because S1 already slows heavily, and the spell vamp does not save you from the ways Kagura actually dies, which are one Franco hook, one Eudora stun, or one Gusion combo. Buy one of the three slot-6 options above instead.
Sky Piercer is the weakest common default. It looks great on paper (execute threshold, stacking bonus on kills) but it replaces a multiplier item with a flat damage item, and Kagura's problem at two items is not "I cannot finish" but "I cannot start the fight safely". Take it only in the burst-build swap when you are already 4-0 and want to close the match before minute 18.
Teleporting to the umbrella the moment it lands. The S2 teleport is a commit button, not a mobility tool. Pressing it the instant the umbrella reaches its destination tells the enemy assassin exactly where you will be a third of a second from now. Throw the umbrella, step sideways, watch the enemy's reaction, and only teleport when you have confirmed the follow-up kill or the clean escape. The umbrella on the ground is a threat by itself; you do not always have to cash it in.
Using S2 to dodge Franco's hook. S2 cleanses debuffs but does not cleanse suppression. Bloody Hunt locks you in place regardless of whether you press S2 mid-pull. If you see Franco positioned in a bush angle, walk forward with the umbrella in hand, not with the umbrella on the ground. At least then you have the cleanse-dash available the moment his Iron Hook lands.
Throwing the umbrella away before the fight starts. Some players cast S1 across the map the second a teamfight begins, thinking it opens the combo. It does not. It hands the enemy assassin a 1.5 second window where you have no blink, no AOE, no knockback, and no passive shield. Hold the umbrella through the first engage, let your tank eat the CC, and cast once the target is locked and facing your team.
Ulting into three enemies without vision of the jungler. The with-umbrella S3 knockback shoves enemies away from you. If the enemy jungler (Lancelot, Fanny, Aamon) was hiding in the fog on your flank, knocking the tank back isolates you from your own team and puts you exactly where their jungler wanted you. Scout with S1 first. The umbrella reveals a small area when thrown, which is usually enough to check a bush.
Playing mid the entire game. Kagura's wave-clear lets her rotate every 90 seconds once Lightning Truncheon is online. If you are not leaving mid to help a sidelane or contest Turtle and Lord, you are playing 20% of the map. The mid laner most likely to win from a scoreline deficit is the one who is not in mid for half the game.
Tip
The S3 reset on S1 only triggers when you cast the "no umbrella" version of the ultimate. If the umbrella is still in your hand when you ult, you do not get the S1 reset. This is why pro players throw the umbrella first, then ult: the reset lets them chain a second S1 displacement immediately after the pull lands.
Note
Kagura's S2 only passes through thin walls if the umbrella is already on the opposite side. This is how you escape jungle gank attempts at Turtle: throw the umbrella over the river wall first, then S2 to teleport through. Do not try to press S2 into terrain the umbrella did not land on; you will dash a short distance and die.
Tip
Buy Enchanted Talisman as a temporary third item if you are running out of mana inside the first fights. It is not part of the final build, but its mana-regen passive keeps you casting during the 12-to-18 minute window when Clock and Truncheon are not yet stacked enough. Sell it around minute 22 for Holy Crystal.
Note
Lethal Ignition is the correct Core talent pick for the Mage Emblem loadout on Kagura. Her kit naturally clears the "damage greater than 7% Max HP, three times within 5 seconds" trigger inside a single rotation: S1, S3 pull, S2 teleport, and the passive stun all tag the same target in under four seconds. The scorch is free adaptive damage on top.