Feline Wizard
Updated Apr 19, 2026
Nana is a CC battery disguised as a mage: the metric that matters is how often Molina transforms a key target, not how much damage she deals. She plays mid lane or roamer, and the two roles are not interchangeable. The patch 2.1.61 cut to Molina Smooch's cooldown has pushed her ceiling significantly higher in both positions.
Win Rate
48.16%
Pick Rate
1.55%
Ban Rate
4.46%
Sustained DPS
Emblem
Magical Emblem
Battle Spell
Flameshot
Weak Against
Strong Against
In teamfights, Nana can use her 2nd Skill to slow the enemy first so she can hit and stun them with her Ultimate. She can then use her 1st Skill to finish off the low HP enemy.
Nana has a clear condition for being the right pick: the enemy team has at least two non-mobile carries who cannot reliably dodge Molina Smooch. Lesley, Bruno, Clint, Odette during her own setup, Wanwan before she stacks her passive. Heroes who cannot dash out of Molina's seek window. Against that kind of backline, Nana provides CC that fires nearly as often as a targeted silence.
The draft also requires your own frontline to exist. Nana has 250 base movement speed and no dash. She survives through her passive and positioning, not through escape tools. A team with four damage dealers and no tank means Nana will spend her Flicker on the first engage, her passive on the second, and be dead weight afterward.
Four enemy heroes that most reliably invalidate Molina Smooch: Lancelot (S1 makes him briefly untargetable during dash frames), Hayabusa (extremely mobile and near-impossible to track through Shadow Kill), Atlas (S2 grants CC immunity, he walks into Molina freely), and Fanny (cable movement outpaces Molina's seek window entirely). When three or more of these appear on the enemy team, the pick shifts from reliable to a coin flip.
The disqualifying test: if you cannot name two specific enemy heroes that Molina will reliably tag in a given draft, Nana is the wrong choice for that game.
Most Nana players treat Molina Smooch as a reactive tool: someone jumps the carry, throw Molina at where they landed. That version misses more than it lands. Molina drops at a location, then seeks and chases the nearest enemy hero in the area. By the time an assassin has already dived, they are already past the drop point.
The correct mental model: Molina Smooch is pre-placed, not thrown. Drop it at the bush entrance before the enemy jungler starts their rotation. Drop it at the river crab position before a contest. Drop it at your marksman's feet 3 seconds before you expect a dive. Molina that is waiting when the enemy arrives almost always lands. Molina thrown at someone already moving away almost never does.
After patch 2.1.61 (patch notes), Molina Smooch's cooldown at max rank dropped from 12 seconds to 9 seconds. In a late-game teamfight, you can cycle Molina nearly continuously. The value is not in landing one perfect transformation per fight. It is in having a Molina stationed somewhere useful at almost all times.
The secondary effect that gets underrated: every Molina hit reduces the target's magic defense for the duration. When your team sees Molina land, every magic dealer on your side has a window of amplified damage on that target. Ping the transformed hero immediately and let your team push through it.
Enchanted Talisman plus Genius Wand. Both items should be in your inventory by the 8-9 minute mark on mid lane, a minute or two later as roamer.
Enchanted Talisman solves both of Nana's early problems at once: the CDR brings S2 off cooldown faster, and the Mana Spring passive restores mana in the background so you stop going dry mid-rotation. With this item alone, S2's effective cooldown at max rank drops well below 10 seconds.
Genius Wand stacks magic defense reduction per skill hit on enemy heroes, up to 3 stacks. Combined with Molina Smooch's own magic defense reduction on the tagged target, you are stripping resistance from two directions simultaneously. The enemy tank with 80 magic defense takes meaningfully more damage from everything your team throws at them than their stat screen suggests.
Before this two-item combination, Nana is a poke tool. After it, she is a fight starter.
The common reflex is to treat Nana as a backline caster: maximum range, throw S1 into the fight, and hope Molina finds someone. That pattern produces a low S2 hit rate because Molina's seek window expires against anyone already in motion at the moment of contact.
Three rules for positioning in teamfights:
The edge case: if your support is Estes or Angela, position one tier closer than you otherwise would. Sustained healing lets you absorb a poke hit and stay in position rather than retreating, which directly improves Molina placement accuracy.
Three items are fixed regardless of enemy composition: Arcane Boots, Enchanted Talisman, Genius Wand. The order is boots first, then Talisman, then Genius Wand. Playing roamer: swap Arcane Boots for Demon Shoes with Encourage enchant, which restores mana to allies using Retribution and provides more team utility than the personal magic penetration loss.
The remaining three slots are situational:
Throwing S2 reactively instead of predictively. An assassin jumps your carry, and you throw Molina at where they just landed. Molina takes half a second to seek and another second to chase, by which time the assassin has already repositioned or spent a dash. The fix is dropping Molina at your carry's position 3-5 seconds before an expected dive. If Molina is already seeking when the jump starts, it almost always connects.
Ulting into a spread fight. Molina Blitz's stun requires hitting a hero twice. Against a team running in 4 different directions, your three Molinas land on 3 separate targets and no stun fires at all. Save the ult for after your engage tank initiates: the full stun on a grouped cluster is a teamfight-winning CC chain, not a slow you can use whenever.
Playing through Lancelot without adjusting. Lancelot's S1 makes him briefly untargetable during the dash frames, which causes Molina to miss even when placed correctly on his path. The counter is baiting his S1 first with a Magic Boomerang poke, then dropping Molina once he has already used the dash. Against Hayabusa, pre-place Molina at the likely exit point of Shadow Kill rather than trying to track him through it.
Ignoring the S1 mana change from patch 2.1.61. The patch increased S1's mana cost at every rank. Players who built habits pre-patch will burn through mana faster than they expect and go dry at level 4-5. Get Enchanted Talisman as the first completed item, not the second. Do not chain-throw S1 into waves in the early levels.
Burning Flicker offensively when the passive is down. Molina's Gift fires once every 150 seconds. During that window Nana is a squishy 250-movement-speed mage with Flicker as her only escape. Using Flicker to close distance for a Molina placement or to chase a low-HP enemy during that window leaves you with no way out if the fight turns. Track the passive timer. When it is down, Flicker stays on escape duty.
Tip
Molina waits in an empty area for up to 12 seconds before despawning. Pre-place S2 in a bush or chokepoint before a fight starts, not after. A Molina stationed at the right location before the engage is almost always a landing Molina.
Note
The magic defense reduction on a Molina tag applies to all allied magic damage, not just yours. When Molina lands, ping the transformed target immediately so your teammates know the damage window is open.
Tip
Molina Blitz's stun fires when any enemy hero takes two Molina hits. In a 1v2 or open teamfight, aim at the center of the cluster and let the three Molinas overlap naturally. Against a single target, strafe them slowly so all three land in a narrow corridor rather than spreading apart.
Note
When Molina's Gift triggers, you have 2 seconds of invincibility and a large movement speed bonus. Do not Flicker during those 2 seconds. Walk out of the danger zone first, then use Flicker only if the immunity ends and you still need to cover more distance.
Upon taking fatal damage, Nana removes all debuffs on her and transforms, becoming untargetable and invincible, and gains 30% Movement Speed for 2s. She also recovers 10% Max HP over the duration. Nana can only transform once every 150s and cannot cast skills in the transformed form.
Nana hurls her Magic Boomerang in the target direction, dealing damage to enemies hit on its way out and back. The boomerang deals 300 (+100% Total Magic Power) Magic Damage to the first enemy hit. For every additional enemy hit, the damage is reduced by 10% (max reduction of 30%).
Nana throws Molina at the target location, dealing 250 (+50% Total Magic Power) Magic Damage to enemies within range and Transforming enemy heroes hit into small animals. If Molina does not hit an enemy hero, she will remain on the ground and chase the nearest enemy hero that comes into range, Transforming the first enemy hero she touches. Transform: Reduces the target's Movement Speed by 50% and Magic Defense by 30% for 1.5s. Transformed heroes cannot attack or use skills.
Nana summons Molina to strike the target area 3 times, each time dealing 440 (+140% Total Magic Power) Magic Damage to enemies within and slowing them by 30% for 1s. Enemies hit consecutively will be stunned for 1s.
In teamfights, Nana can use her 2nd Skill to slow the enemy first so she can hit and stun them with her Ultimate. She can then use her 1st Skill to finish off the low HP enemy.
In the laning phase, Nana can use her 2nd Skill to harass enemy heroes and her 1st Skill to damage both enemy Minions and heroes, allowing her to poke enemies while farming.
These heroes have the highest win rates against Nana in ranked matches. Pick any of them for a statistical advantage in draft.

Yve dominates Nana in the early game. Apply pressure before Nana can scale and become a threat.
48.5%

Gloo dominates Nana in the early game. Apply pressure before Nana can scale and become a threat.
44.3%
Nana performs well against these heroes. Consider picking Nana when you see them on the enemy team.
Nana struggles the most in the late game, where counters average a 47.8% win rate. Early game matchups are tighter at 45.5%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Nana in late team fights.
Nana is strong here
Nana is strong here
Nana is strong here
Magical Emblem
Impure Rage
Flameshot
Magical Emblem
Impure Rage
Flameshot
Magical Emblem
Impure Rage
Flameshot
Heroes that synergize well with Nana in team compositions.





Nana is a sweet feline mage from the Moonlit Forest, accompanied by her mischievous companion Molina. Despite her adorable appearance, Nana possesses formidable magical abilities, including the power to transform enemies into helpless creatures. Molina, her sentient cat totem, guards Nana with a transformation trap that turns the first enemy who steps on it into a harmless version of itself. Nana's passive, Molina's Gift, even protects her from death once, making this small cat mage surprisingly difficult to eliminate.
No voice lines available for Nana yet.