
Attributes
Combat
Resources







Win Rate by Rank
Bar scale: 40% – 60% win rate range
Herald
0–770
Guardian
770–1540
Crusader
1540–2310
Archon
2310–3080
Legend
3080–3850
Ancient
3850–4620
Divine + Immortal
5000+
Meta Insight
Meta insight unavailable.
Duration data unavailable.
The mid laner is the second-most farmed player on the team, responsible for controlling the map's center, rotating to create kills on the side lanes, and scaling into a core threat by mid-game. Position 2 must balance farming efficiency with impact—falling behind in items means losing map control and ability to execute plays. See the Fundamentals page for the full position breakdown.
Full position breakdown → FundamentalsTemplar Assassin dominates the lane through harassment with Psi Blades (ranged attack that splinters through enemies) and mana refund from Refraction (damage block that restores mana on hit). Winning early-game TA players focus on securing last-hits (killing minions for gold) safely behind Refraction charges while denying the opponent farm through aggression. By 15 minutes, the target is to reach 1,500–2,000 gold toward first items—the data shows TA's win rate peaks at 61.7% in the 10–15 minute window, indicating early advantage is the hero's strength. Avoid extended trades that burn Refraction without getting kills; mana management and map awareness are critical.
The critical spike occurs between 20–25 minutes when Dragon Lance, Desolator, or Blink complete (all averaging 21 minutes at 53–54% win rate). Desolator's armor reduction combined with Psi Blades makes TA lethal in teamfights and during split-push (attacking one lane while the team pressures another). After completing this core item, winning TA players rotate with smoke ganks or push objectives—towers and Roshan (a neutral boss unit) become primary targets. The data shows win rate dips slightly to 57.5% in the 20–25 minute window, signaling this is the final swing window before the game stabilizes.
Templar Assassin's win rate drops sharply after 30 minutes (52.6% at 25–30 min, declining to 47.4% at 50–55 min), indicating the hero must close games before enemy cores scale. TA's late-game role is burst damage and pick-off (killing isolated enemies) using Blink to initiate and Refraction to survive return fire, not sustained teamfighting. Positioning is paramount: stay near key targets (their carry or support) without overextending, and use high ground (elevated terrain with vision advantage) to control fights. The win condition is converting early/mid advantages into objectives (towers, Roshan, enemy base) before scaling becomes even and the enemy team catches up.
Based on 505 pro matches — ESL One Birmingham 2026 + PGL Wallachia Season 8 + DreamLeague Season 29 + BLAST Slam VII
View full research → Research page⚠️ Item timing data reflects all-skill pub matches, including stomps and throws; professional games will show faster timings and different item priorities based on matchup and draft.