Abyssal Witch
Updated Apr 20, 2026
Selena is a pick-comp mage wearing an assassin's body. She wins games by turning bushes into information and one long arrow into a numbers advantage, not by front-to-back damage. If your draft needs clean wave-clear scaling or a safe late-game backliner, pick someone else.
Win Rate
47.9%
Pick Rate
0.95%
Ban Rate
2.23%
Jungle
Core Items
Emblem
Magical Emblem
Battle Spell
Retribution
Weak Against
Strong Against
Stay in Elven Form to cast her 1st and 2nd skill combo to catch the enemy hero in distance. Then cast her Ultimate to enter her Abyssal Form. Follow with her 2nd and 1st skill combo to close in and finish off the target, then cast her 2nd Skill to dash away.
Selena is correct when your draft already knows how it will cash the first stun. That means a jungler who invades on tempo, a roam hero who can add one more layer of control, and side lanes that can turn one caught target into tower plates, Turtle position, or jungle theft. She is not a blind mid answer and she is not a generic "strong mechanics" flex. She is a pressure pick.
Patch 2.1.61 (patch notes) matters here because the mana-cost nerfs punish empty arrows and casual trap spam harder than before. The hero did not lose her identity. She lost room for waste. If your team needs the mid lane to stand still, clear every wave instantly, and be ready for a fair 5v5 at Lord, Selena is the wrong job description.
Pick her when the enemy back line has at least one carry with predictable pathing and weak self-peel: Ixia, Layla, Odette, Cecilion, Yve, or a marksman hiding behind one tank instead of two. Pick her when your own roamer is Franco, Khufra, Atlas, Chou, or Kaja and the map will be played through picks instead of siege. She is also fine when your EXP laner can hold side pressure alone, because that frees Selena to spend more time in the river than in lane.
Avoid her when the enemy draft brings cleanse, disengage, or anti-dive answers in multiple roles. Diggie deletes the whole reason long-arrow picks work. Kagura and Benedetta punish missed commitment. Khufra and Minsitthar turn Garotte from a finisher into suicide. Avoid her when your gold lane is already magic damage dependent and the team cannot afford a low-wave-clear mid. Most of all, avoid her when your team has no idea what it wants to do before minute ten. Selena does not create a plan for bad drafts. She accelerates a good one.
The usual description is "land arrow, go in, burst target." That is too small. Selena's real value is that she decides which parts of the map are safe to walk through.
Abyssal Trap is not filler damage. It is vision, path control, and preloaded pressure. Once traps are sitting in river mouths, jungle corners, or behind a tower approach, the enemy is no longer moving freely. They are moving around information you own. Abyssal Arrow gets easier because the target's path is narrower. Garotte resets get safer because you already know where the answer is coming from.
This is why Selena is still useful even when an arrow misses. The arrow is the cash-out, not the entire economy. Trap vision tells your jungler which buff is invadeable. It reveals which bush the roam hero is faking from. It forces the enemy mid to choose between taking the direct rotation and walking into your setup, or taking the long route and arriving late.
The kill pattern only works because the two forms are really one continuous sequence. Elven form loads the mark and the angle. Abyssal form spends the mark with Soul Eater, Garotte, and the empowered basic attack window from her item cycle. If you think of Selena as a sniper, you play her too passively. If you think of her as a diver, you play her too recklessly. She is a terrain-control hero whose reward for correct setup is that one enemy disappears.
The lane goal is not a solo kill. The lane goal is to hit level 4 with one side of the river already seeded by traps and enough mana left to threaten the first rotation. If the enemy mid clears faster, let them show on the wave and punish where they are not.
Selena's first real spike is Enchanted Talisman plus Starlium Scythe, usually in the 7 to 9 minute window if the early game stayed clean.
Enchanted Talisman fixes the problem patch 2.1.61 made harsher: missed setup now costs real tempo. Once the item lands, Selena stops rationing every trap and arrow like they are emergency tools. She can actually own space for an entire objective cycle instead of one attempt and a recall.
Starlium Scythe is what turns a landed stun from "chunked them" into "they have to die or blow everything." Selena naturally casts, swaps, and basic-attacks inside the same pick sequence. That means Starlium's post-skill basic attack is not awkward tech on her. It is attached to the exact moment she already wants to hit with Soul Eater and spend Abyssal Mark. Mechanically, this is the point where one caught squishy starts dying during the first Garotte reset window instead of escaping after the first dash.
Before those two items, Selena is mostly pressure and information. After them, she is pressure, information, and a real midgame execution threshold. Genius Wand is the next buy when the enemy is still disrespecting your damage. If they are already buying magic defense, Divine Glaive moves up the queue. But the game-state change happens at Enchanted plus Starlium: that is when your picks start paying for themselves fast enough to control the map.
The wrong reflex is simple: the arrow lands, so you must dive. That reflex loses more Selena fights than bad aim does.
Selena is not obligated to full-commit every time she hits crowd control. Sometimes the correct follow-up is one trap, one chunk, and one forced retreat that gives your team Lord position. The stun is permission to evaluate, not an automatic all-in button.
Support-dependent edge case: if your roamer is Franco, Khufra, Atlas, or Kaja, you can hold the second Garotte longer because a second layer of control is arriving. If your roamer is Diggie, Estes, or Rafaela, there is no hard lock coming behind you, so the second dash should usually take you out, not deeper in.
Treat Selena's build as three locked slots and three real conversations.
The locked core is Enchanted Talisman, Starlium Scythe, and Genius Wand. Talisman keeps the map pressure online. Starlium turns every clean skill weave into real finishing damage. Genius Wand makes one landed pick sequence stay lethal even before the late-game multiplier items show up.
The boot choice matters. Arcane Boots is the default because flat magic penetration is the cleanest early damage jump on every trap, arrow, and mark-spend. Tough Boots is the correction when the enemy has layered control and your problem is getting stopped before Garotte resets, not failing to deal damage.
The last slots are conversations, not autopilot.
Do not build like a normal artillery mage. Selena is buying enough mana to keep the hunt alive, enough penetration to make the first catch matter, and just enough survival to escape the part where everyone remembers she is melee in Abyssal form.
Following every long arrow as if the kill is guaranteed. A hit is not the same as a green light. If the enemy tank, support, or jungler can answer your entry before the first reset, you just turned a good stun into a donation. Confirm the second layer before you Garotte.
Throwing arrows from obvious mid-lane sightlines. Selena is not a slot machine. If the enemy sees you standing in lane and drawing a straight line through the wave, missing is not bad luck, it is bad geometry. Walk off-angle first, then fire.
Leaving traps where the last fight happened instead of where the next one will happen. This is the macro mistake that separates Selena mains from players who just like the arrow sound. Once Turtle or Lord becomes the next objective, every trap still sitting in lane bushes is wasted value. Move your vision with the map timer.
Burning mana on low-odds skill checks after patch 2.1.61. The current patch taxes empty casts harder. If you throw three arrows through fog with no trap setup and no ally collapse coming, you did not create pressure. You created your own recall timer.
Drafting her into Diggie, Kagura, or layered anti-dive and pretending the issue is mechanics. Some games are not missed-skill games. They are bad-Selena games. If the enemy can cleanse the arrow, deny the dash, and force a front-to-back Lord fight, you did not get outplayed. You picked the wrong tool.
Tip
The fast combo is not always trap first, arrow second. Selena can fire the arrow first and drop the trap into its path while it travels. That version is harder to read because the enemy reacts to the projectile before realizing the stun just got longer.
Note
Use traps behind likely retreat paths, not only inside the bush you are checking. The best Selena traps do not just reveal where the enemy is. They tell you where the enemy has to run after the first burst lands.
Tip
Before Turtle, one trap on the river mouth and one deeper in the enemy jungle entrance is stronger than stacking both on the same bush. Selena gets paid by layered information, not by overprotecting one square of ground.
Note
If the first arrow forces Purify, Diggie ultimate, or Flicker before the objective, that is already a winning sequence. Do not chase every burned answer. Track the cooldown, reset your angle, and make the next setup the one that kills.
Selena can switch freely between her two forms. Elven Form: Selena applies Abyssal Mark when her skills deal damage. Marks last 8s and can stack up to 2 times. Abyssal Form: Selena's Basic Attacks become melee and deal (+25% Total Magic Power) additional Magic Damage. Her skills deal 240-450 (+40% Total Magic Power) additional Magic Damage to enemies with Abyssal Mark and consume their mark stacks by 1. This damage is increased to 250% against Creeps and Minions.
Selena summons an Abyssal Devil to lurk underground. The Abyssal Devil will attach itself to any enemy that approaches, inflicting a stack of Abyssal Mark and reducing their Movement Speed by 50% for 1s. The Abyssal Devil then explodes, dealing 350 (+150% Total Magic Power) Magic Damage to enemies in the area and reducing their Movement Speed by 50% for 1s. Each additional Abyssal Devil on an enemy increases the final damage by 50%. Each Abyssal Devil can lurk up to 60s and up to 3 Abyssal Devils can exist at the same time.
Selena fires an abyssal wraith in the target direction that stops when it hits an enemy hero, Creep, or Summon, dealing 250 (+20% Total Magic Power) to 500 (+40% Total Magic Power) Magic Damage to the target hit and stunning them for 0.5s to 2.5s while revealing their locations (the damage and stun duration increase with the wraith's travel distance). The wraith will pick up Abyssal Trap as it travels over it and will apply the trap to the enemy target upon stunning them. If the wraith stuns an enemy for 0.9s or longer, Selena will gain 60% Movement Speed for 2s.
Passive: Selena gains 5 Magic Power. Active: Selena enters Abyssal Form, gaining 20% Movement Speed for 0.8s and immediately resetting the cooldowns of Soul Eater and Garotte.
Stay in Elven Form to cast her 1st and 2nd skill combo to catch the enemy hero in distance. Then cast her Ultimate to enter her Abyssal Form. Follow with her 2nd and 1st skill combo to close in and finish off the target, then cast her 2nd Skill to dash away.
Elven Form Selena can use her 2nd Skill to stun the enemy, then use her 1st Skill to poke enemies and deal damage.
These heroes have the highest win rates against Selena in ranked matches. Pick any of them for a statistical advantage in draft.

Chip's crowd control can lock down Selena's mobility, shutting down engages before they start.
52.5%

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

Selena has a favourable matchup against Yve based on ranked data, so expect a win rate advantage in this matchup.
51.5%

Selena's mobility and burst allow them to quickly eliminate Ixia before they can retaliate.
49.8%

Selena outscales Yin as the match progresses, gaining a significant advantage in late game fights.
48.4%
Selena is most vulnerable in the early game, where counters average a 47.8% win rate. As the match progresses, Selena becomes harder to shut down (45.5% mid, 47.2% late). Prioritize early aggression and ganks to build an advantage before Selena can scale.
Selena is strong here
Selena is strong here
Selena is strong here
Magical Emblem
Energy Absorbtion, Magic Power Surge
Retribution
Magical Emblem
Energy Absorbtion, Magic Power Surge
Retribution
Magical Emblem
Energy Absorbtion, Magic Power Surge
Retribution
Heroes that synergize well with Selena in team compositions.





Selena was once a young priestess of the Moon God temple in the Moniyan highlands, pure of heart and gentle in spirit. When the Abyss corrupted the temple, dark magic split her soul into two halves: one retaining her angelic light and the other consumed by demonic shadow. She now shifts between her Elven and Abyssal forms, each possessing entirely different powers. Selena's internal war between light and dark mirrors the greater conflict tearing the Land of Dawn apart.
Famous quotes from Selena
“Light and dark... I am both, I am neither.”
- Selena
“My Elven form heals. My Abyssal form... destroys.”
- Selena
“The Abyss stains cannot be washed away.”
- Selena
“Abyssal Arrow, find your mark!”
- Selena
“Transformation - ABYSSAL!”
- Selena