
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.
Based on patch 7.41e data · Last updated: 2026-11-02
Position 1 carry is the farm-dependent damage dealer who scales into the game's primary damage source. Luna's job is to secure safe farming space in the early game, hit her item timings, and become the centerpiece of teamfights and high-ground pushes in the mid and late game. See the Fundamentals page for the full position breakdown.
Full position breakdown → FundamentalsLuna wins the lane through high base damage and Lucent Beam harassment, but lacks the tankiness to brawl constantly. Winning Luna players prioritize efficient last-hitting over kills, stack neutral camps when the wave is pushed, and avoid extended trades that delay the Mask of Madness timing (13 min average). Overextending for kills often costs the early-game advantage and delays item progression.
Mask of Madness into Yasha/Manta (21–23 min) marks Luna's first power spike; the data shows a jump to 55%+ win rate once these items complete. After Manta comes online, winning Luna players rotate toward objectives—smoke ganks on isolated targets, grouped pushes on towers—rather than continuing to farm. The goal is to leverage the mobility and damage spike before the enemy cores scale, since Luna's win rate peaks at 25–30 minutes and begins to decline afterward.
Luna's win condition is to control fights through Lucent Beam spam and Eclipse (her ultimate ability that radiates damage in a large area) while staying at medium range, protected by her team. Eagle and Butterfly (26–27 min) are the items that sustain this role into the 30–55 minute window when her win rate remains above 48%. If the game extends past 45 minutes, Luna's odds drop sharply—the data shows 45.9% win rate at 45–50 min—so closing out with high-ground pushes and avoiding unnecessary fights in ultra-late scenarios becomes critical.
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 brackets and game modes; professional and high-MMR pub timings will be 1–3 minutes faster than these averages.