


Hello, Guys, Librarian Husky here. These are the best position 2 midlane heroes to play so far in patch 7.39B. Hi, I’m Torini, and with the release of patch 7.39B, position two heroes haven’t really changed in terms of their responsibilities.
Best Position 2 Midlane Heroes in Patch 7.39B
The goal is still to secure levels and gold more efficiently than your opponent or roaming to the side lanes to secure their lead. For the past year, this has been what determines if a hero is still good mid or not. And thus far, we have seen a lot of the same heroes prevail patch after patch. Let’s break it down.
Yes, Puck is still good. And for the same reasons as always, the hero has been meta for the entirety of 7.37, 7.38, and probably for 7.39. Mostly because the hero hasn’t really been touched in a meaningful way. They’re still a solid pick with most carries these days like Templar Assassin, Slark, and Terablade because Puck keeps the foes in a relatively close proximity, so these ally carries can tear them down. More importantly, Puck’s ultimate ability has a relatively low cooldown compared to other mid-lane heroes with actually decent right-click capabilities.
So, Puck rotates well and ganks easily thanks to illusory orb. Puck is pretty efficient in crossing the map, ganking with the right rune and with them maxing out illusory orb and waiting rift. Puck is still one of the fastest heroes to build witch blade for some mid-game timings and ganks. Puck has the sixth highest base intelligence and the third highest intelligence gain. Though her right-click power is actually quite astounding and one of the reasons why they pick up witch blade eventually.
Puck’s ultimate lasts a relatively long time and your right-click has power. Overall, Puck is a safe pick for anyone who knows how to play them and quite frankly fits in most lineups. During the laning stage, Puck can have what feels like infinite mana because of their puckish passive which can be triggered by pretty much anything. And late game, Puck can open up to be a right-clicker through picking up their A scepter, Mujolnir, and any damaging items they need, which can punish backliners and have great damage follow through for a very strong low-cooldown ultimate condition and ability.

Again, another hero where not a single thing has changed for Storm Spirit, but it’s a hero that again has efficiency in rotating to other lanes and can gank swiftly to help secure leads. Don’t forget that Storm Spirit’s galvanized innate ability still gives a lot of mana regeneration for your successful ganks. So you’re looking at a lot of opportunities to secure easy kills in the side lanes to then capitalize on that massive mana regen, flash farm jungle camps and creep waves easily with static remnant overload and ball lightning to reach your late game items like Perasma. Should the game go long enough, Storm can even grab an A scepter to help with follow through on initiation with the offlaner to really give his allies like Slark and Phantom Assassin comfort in coming in with their damage output.
What makes Storm Spirit a very comfortable midlaner is because the hero still relies on his static remnant with the moving remnant facet to secure last hits in the lane without having to put him at risk against other midlaners who can whittle him down. Just a heads up that the hero has a lot of trouble against popular midlaners right now like Invoker. You see some Huskar leak. So he’s definitely fallen down in terms of win consistency.
In 7.38B, the developers decreased his intelligence gain. So, as the game gets later, Storm has a smaller mana pool and mana regeneration, but we grab Kaya and Kaange anyways to help with mana spending. Just like Puck and Storm, Queen of Pain is one of the best midlaners right now because she hits a power spike timing with Deeon that is ahead of the curve with Succubus being her innate ability. Deeon has been her staple item because it takes advantage of her masochist facet for extra damage but also granting her spell lifesteal including her pure damage dealing ultimate sonic wave.
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Queen of Pain and Invoker Changes
Again, thanks to the succubus innate ability, this helps cancel out the downside of masochist while keeping the stun amplification the passive provides. This means that Queen of Pain’s focus isn’t about bullying out her mid laner with max shadow strike, but rather on maxing out scream of pain to flash farm the lane and rotate to the side lanes to gank as soon as possible with maximized damage and maneuverability through her blink. This accelerated farm means she reaches dagon at 11 and kaya soon after at 15 minutes as she creates pressure around the map.
So in essence, Queen of Pain has a weaker laning presence, but a way more impactful mid game. She shuts down a lot of carry heroes who need that space to farm up like Phantom Assassin and Slark, and works well with supports who love to gank, like Ancient Apparition, Bounty Hunter, and Shadow Shaman. Come late game, she focuses more on items like Aghanim’s Scepter to keep her team fighting impact up without having to put herself in immediate danger. 7.39 did introduce a stronger level on the slow for Queen of Pain’s shadow strike, but it’s not noteworthy enough to justify getting early on.
In 7.39, Invoker’s most popular facet, Exort’s Agent of Galloran, was both nerfed and buffed. One, Exort was significantly nerfed in damage by A scepter, no longer providing more points in Exort, but also that the Cataclysm ability had its cooldown increased, meaning fewer opportunities to use. Subsequently, his Sunstrike also had its damage reduced.
However, number two, Exort itself now gives better damage per point, and Forge Spirit now lasts a long time. These two changes make it so his mid and late-game ganks and team fights are way less, but his laning stage, his weakest phase in a match, is vastly easier to overcome with an easier time to last hit and harass your opponent. The laning stage buff is amplified by the fact that the hero itself had its base damage increased by four, as well as the damage at level one, also being increased in 7.39. So all in all, the hero is definitely getting a tandemize at a much earlier time of around 7 to 9 minutes and going straight for A scepter to be able to use it earlier in a match. Previously, Invoker players would opt for that is still perfectly fine to opt for, especially when then building clipir to almost guarantee that your Cataclysm lands.
On the flip side, with the buffs to Invoker’s Wex mind of facet, there is also some viability in a more proactive ganking Invoker revolving around spirit vessel and A scepter for the tornado enhancement. But the longest time, Void Spirit has always been second to his Spirit Brother Storm and Ember Spirit. While those heroes are still good, the latest changes to Void Spirit have given him a resurgence at 7K MMR level and continue to succeed.
With 7.39, the hero was made significantly stronger in the early to mid-game where he really shines. With resonant pulse having its damage increased at max level, which is usually max first and the talent at level 10 now providing resonant pulse damage instead of at 15. The hero can snowball much earlier for kills and secure his most important item, A scepter, at the 16 to 18 minute mark. That snowballing continues at level 15 where Void Spirit with patch 7.39 can now get a +68 of remnant damage. Though some people choose the additional resonant pulse shield talent.
But while Void Spirit’s item build has not changed, nor has its skill build, the hero has had its damage buffed through its new talents moved to an earlier timing of level 10 and a new entry of damage, if you want to choose that, with Aether Remnant at 15. This makes it vastly easier for Void Spirit to stay ahead of the power curve in a match, secure kills through his burst damage, and establish dominance with full itemization by the end game.
All right, so these are the heroes that are really popping off right now, but as you know, things will change. A hero I didn’t get to mention is Leshrac who has been a great response to heroes like Slark, Terrorblade, and Axe despite nerfs to his Aghanim’s Shard in 7.39. He still kind of wins his own lane anyway. Batrider has also been an interesting one with his new arsonist facets and his ability to both win his lane with max dig, but also right-click down towers with his A shards. I’ve seen items on him like witch blade, dragon lance, blink dagger, and even hurricane pike as he becomes less about his flaming lasso and more about his right-click damage output, especially with the changes they made in 7.39 to his sticky napalm. I personally have not won with him, but it’s interesting to see this long mid-lane hero return back as a core when he was a support in recent history.
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Of course, heroes like Earth Spirit, Sniper, and Huskar are still relevant as always as they provide either both rotation capabilities as mentioned before or outright win the lane easily. For Sniper especially, I would say that if you’re getting Maelstrom and then AFK farming with them, you should maybe reexamine how you’re playing in mid because the hero definitely hits hard with just Maelstrom, max headshot, and shrapnel with the Dragon Lance and should be taken advantage of rather than tucked in some corner of the jungle farming for larger items.
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Dota 2 Patch 7.39b: Top Best Mid Lane Heroes for Ranked Wins