Wings of Vengeance
Updated Apr 20, 2026
Pharsa is not a comfort blind pick. She is a mid-lane artillery piece that turns first wave control into map pressure, then turns one safe angle into an objective zone the enemy cannot stand in. Pick her when your draft can keep divers honest and the fight will be played front to back, not as a five-angle brawl.
Win Rate
47.97%
Pick Rate
0.65%
Ban Rate
0.51%
Recommended Build
Battle Spell
Flicker
Weak Against
Strong Against
Pharsa can use her 4th Skill to get into an advantageous position to initiate a teamfight, followed by a damage combo with her 1st and 3rd skills and use her 2nd Skill when she wants to deal extra damage.
Patch 2.1.61 (patch notes) matters for this hero because it trimmed the early and mid game burst on Energy Impact and shaved damage off Feathered Air Strike. That pushes Pharsa further toward disciplined setup play. She still wins games, but not as the old autopilot lane bully who erases someone for showing on one minion wave.
Pick Pharsa when the enemy draft wants to walk into space you can already see. She is good into slower front lines, immobile gold laners, and objective fights where your tank or roamer can force enemies to choose between eating air strikes or giving up ground. She is also good when your roam can scout bushes and hold flank paths, because Pharsa's best ult spots are the ones the enemy spots one second too late.
Do not pick her just because you need "a mage with range." Range is not the point. Pharsa works when your side can create a protected pocket for her to cast from. If your roam is a pure catch hero with no peel, your EXP laner cannot hold a flank, and the enemy has two backline divers, you are drafting a stationary target with a bird costume.
She gets worse the more the game becomes about hidden information. Bush scouts, backline divers, and displacement control all attack the same weakness: Pharsa is strongest before the enemy knows where she is, and weakest once they do.
Pharsa is not a combo mage. She is a space-denial mage.
Most players treat Feathered Air Strike as a damage spell and stop thinking there. That misses the real identity. The ultimate is a threat map. It forces a retreat path, delays a choke, buys a tower plate, breaks a Turtle entrance, and makes the enemy backline step where your tank wants them to step. If they stay, they get hit. If they move, your team gets the angle.
That is why her normal pattern is not "land everything fast." It is "take the lane first, move first, hide first, cast first." Curse of Crow exists to check movement. Energy Impact exists to make the first check matter. Wings by Wings exists so you arrive at the next fight before the enemy mid does. Everything serves the same idea: Pharsa wins when the map makes the decision for the enemy before the fight is fully started.
If you play her like a short-range burst mage and walk up for clean center-screen combos, you are deleting the only unfair part of the hero.
Your early lane target is simple: clear, disappear, reappear first. If the enemy mage is still collecting the wave while you are already standing on the gold-lane river brush, you are playing Pharsa correctly even if nobody dies from the rotation.
The first real spike is Arcane Boots plus Lightning Truncheon, usually in the 6:30 to 8:30 window if your lane has not collapsed.
Arcane Boots matter because Pharsa wants early penetration the moment her poke starts deciding whether a target can stand on a choke. Lightning Truncheon changes the way your first hit behaves. The next damaging skill gets an extra burst effect and a brief movement burst, which means your opening poke does more than soften targets. It also lets you strike, slide back into fog, and threaten the second cast before the enemy knows whether to chase or disengage.
This is the point where random mid-wave trades stop mattering and objective geometry starts mattering. Before the spike, you are clearing faster than you are killing. After the spike, one clean mark into follow-up can force the enemy marksman off the Turtle entrance, and one hidden ult angle can split the fight before your tank fully engages.
If you reach this timing while even in gold, stop treating yourself like a scaling passenger. Pharsa's job from that point is to arrive at every objective first and make the enemy enter on bad terms.
The common bad reflex is to cast Feathered Air Strike as soon as the fight appears on screen. That is how Pharsa dies to every competent dive player.
Your first rule is to cast from information, not from excitement. If the assassin, flanker, or displacement tank is still missing, your job is not to start the barrage. Your job is to wait half a second longer and make them show first.
Three positioning rules matter more than raw damage:
Target priority is simple once the fight starts: punish the hero whose movement the first strike already constrained. That is often the gold laner, the enemy mage, or the diver who has already committed. Pharsa does not need to hit five people. She needs to make one important hero unable to stand where they wanted.
Support changes one edge case. If your roamer brings peel or a bailout tool, you can anchor one layer deeper because you have a real reset once the enemy turns. If your roamer is a forward-only catch pick, your ult spot must already contain its own escape path.
Pharsa should not be built like every other burst mage. She wants a stable four-slot spine and then real adaptation.
The default spine is Arcane Boots, Lightning Truncheon, Glowing Wand, and Divine Glaive. Arcane Boots gives the early penetration window. Lightning Truncheon makes the first hit of a rotation matter more. Glowing Wand adds two things Pharsa actually wants in long objective fights: chip damage that keeps ticking after the hit, and anti-heal through Lifebane. Divine Glaive is the answer once the enemy front line or fighter core starts buying magic defense and your poke begins to feel cosmetic.
After that, the build turns into actual decisions:
Flicker is still the default spell because repositioning during Feathered Air Strike fixes too many bad situations to give up lightly. Purify is the right greed kill-switch when the enemy draft is overloaded with catch and your real problem is getting interrupted before the second cast.
Mage Emblem stays the default. The local editorial loadout of Inspire, Bargain Hunter, and Lethal Ignition fits Pharsa because she wants cooldown help early, cheaper spikes on schedule, and extra punishment once a full rotation lands.
Ulting before the flank count is finished. If Natalia, Saber, Selena, or the enemy EXP diver is still off the map, pressing Feathered Air Strike is not aggression. It is self-reporting your location. Count threats first, then cast.
Flying through dark jungle to "roam faster." Wings by Wings is mobility, not permission to ignore vision. Using it through unscouted jungle entrances gets you tagged by one trap, one arrow, or one body check, and then your whole rotation dies before it starts. Fly across known safe lines or over walls your roamer has already contested.
Spending Energy Impact on every wave regardless of map state. The skill is your lane priority tool, but if Turtle is spawning and your roamer is already moving, you need that damage ready for the first river fight. Clear with purpose, not by habit.
Dropping air strikes on the tank because he is visible. Tanks are often bait, not value. If the enemy gold laner is one step behind that tank and your first cast can cut off the backline path, hit the path. Pharsa wins fights by ruining structure, not by padding damage on the easiest body to see.
Ignoring copy and dive drafts in champion select. If the enemy mid can mirror your threat or their side can reach your backline without winning front to back first, Pharsa's best angle disappears. You need cleaner vision, earlier pressure, and safer ult spots than normal, or the draft tax becomes real.
Tip
Use the first wave to decide your whole early game. If you did not clear first, cancel the hero fantasy, play the lane honestly, and wait for the next priority window instead of forcing a fake roam.
Tip
The first ult cast is often strongest when it lands slightly behind the visible target. Players dodge backward on reaction more often than forward, and Pharsa gets paid when she predicts that first retreat step.
Note
Curse of Crow is also a scouting tool. Throw it into the brush the enemy roamer wants to sit in before Lord or Turtle rather than saving it only for damage. Vision that prevents one flank is worth more than a prettier combo.
Tip
If you expect an engage, start Feathered Air Strike from a spot where Flicker crosses a wall, not from a pretty center-screen angle. Your exit route should already exist before the first feather lands.
Note
When Purify is the spell, play one step more aggressively only after the enemy's main displacement is identified. Purify saves you from control, not from walking into five people with no frontline between you and them.
Every 5s to 8s (scales with Feathered Air Strike level), Verri enters the Hunting state. On Pharsa's next attack against an enemy hero, Verri deals extra Magic Damage equal to 8% of the target's Max HP (+1% per 200 Magic Power) and slows them by 60% for 1s.
Pharsa unleashes a blast of magic at the target location, dealing 300 (+120% Total Magic Power) Magic Damage to enemies hit and marking them for 4s. When Pharsa hits a marked enemy with a Basic Attack or active skill, the mark is consumed, stunning them for 1s. Marked enemies will have their positions revealed.
Pharsa releases magic energy in the target direction, dealing 475 (+145% Total Magic Power) Magic Damage to enemies hit.
Passive: Each level-up reduces Spiritual Unity's interval by 1s. Active: Pharsa takes flight for 8s and bombards the target area, dealing 530 (+160% Total Magic Power) Magic Damage to enemies within. This skill can be cast up to 4 times during the flight.
Pharsa turns into mist and wraps around Verri, gaining 150% extra Movement Speed (decays over time) and the ability to fly over terrain for 5s. This state ends immediately when she is controlled or uses a Basic Attack or skill.
Pharsa can use her 4th Skill to get into an advantageous position to initiate a teamfight, followed by a damage combo with her 1st and 3rd skills and use her 2nd Skill when she wants to deal extra damage.
Pharsa should start with her 1st Skill to mark the enemy, follow up with her 2nd Skill to apply CC, and then cast her Ultimate to deal an insane amount of Magic Damage.
These heroes have the highest win rates against Pharsa in ranked matches. Pick any of them for a statistical advantage in draft.

Yin outscales Pharsa in the late game, turning team fights in your favor as the match progresses.
51.6%

Gloo dominates Pharsa in the early game. Apply pressure before Pharsa can scale and become a threat.
44.3%
Pharsa performs well against these heroes. Consider picking Pharsa when you see them on the enemy team.

Pharsa has a favourable matchup against Yve based on ranked data, so expect a win rate advantage in this matchup.
51.5%
Pharsa is most vulnerable in the early game, where counters average a 50.6% win rate. As the match progresses, Pharsa becomes harder to shut down (45.3% mid, 45.7% late). Prioritize early aggression and ganks to build an advantage before Pharsa can scale.
Even matchup phase
Pharsa is strong here
Pharsa is strong here
Flicker
Heroes that synergize well with Pharsa in team compositions.




Pharsa is the Crow Princess, an ancient seeress who was blinded by a curse but gained the ability to see the future through the eyes of her loyal companion, the magical bird Verri. She and Vale once studied wind magic together under the same master in the Askati Forest before tragedy separated them. Her aerial bombardment can devastate entire battlefields from above, raining arcane fire on enemies who cannot reach her. Pharsa fights to prevent the catastrophic future she has foreseen, one where the Abyss consumes all light.
Famous quotes from Pharsa
“Verri, show me what lies ahead.”
- Pharsa
“I see futures you cannot imagine... and they terrify me.”
- Pharsa
“The Crow Princess rains fire from above!”
- Pharsa
“Foreseen and delivered.”
- Pharsa
“Feathered Air Strike!”
- Pharsa