Our own data, from ranked matches above 7500 MMR.

Explosão Cristalina
Uma explosão de gelo que causa dano e retarda a velocidade de movimento dos inimigos na área-alvo.

Congelamento
Cobre uma unidade em gelo, impedindo que se movimente ou ataque, enquanto causa dano com o tempo. Causa 4x o dano contra criaturas não Ancestrais.

Aura Arcana
Concede regeneração de mana a todas unidades aliadas no mapa. A regeneração é maior para aliados em um raio de 1200 unidades em torno da Crystal Maiden. A Crystal Maiden recebe passivamente amplificação de regeneração de mana.

Clone Cristalino
Desliza em uma direção, deixando um clone cristalino de si na posição original e anulando projéteis. Caso o clone sofra dano suficiente ou expire, ele se estilhaça, Congelando inimigos em um raio de 450 unidades ao seu redor. O clone também pode ser destruído pelas habilidades da própria Crystal Maiden.

Guarda Glacial
Uma parte do mana gasto pela Crystal Maiden ao usar habilidades é convertido em uma barreira contra dano físico.

Campo Congelante
CANALIZADA — Circunda a Crystal Maiden com 100 explosões aleatórias de gelo que retardam os inimigos e causam dano gigantesco. Dura %abilitychanneltime% segundos.

Stop Freezing Field
Immediately stops the Freezing Field
There is a consensus that Crystal Maiden is fragile, and the consensus is wrong in the most expensive way possible: it excuses the death. CM has little HP and no escape, that is true. But her value is not where she dies. It is in the aura, which works from 1200 units away, and in the two lane abilities that decide the laning phase without her needing to be close to anyone. The CM who dies a lot is not fragile: she is 400 units from where she should be.
A Crystal Maiden with 3 deaths at minute 30 is winning the game, even with 4 assists. One with 11 deaths and 18 assists gave away more than she helped: each of her deaths in the midgame is gold, experience and, worse, five to ten seconds less aura for the whole team at the moment the carry needs the mana the most.
The test we apply to student replays: at each death, ask what she was doing at that distance from the enemy. In eight out of ten cases the answer is trying to Frostbite someone who was already being killed. The Frostbite was not necessary. CM being alive was.
Frostbite works on creeps. That changes the whole laning phase, and almost no player below Ancient uses it:
Crystal Nova, in lane, is an ability to deny creeps and cut the enemy's regen with the slow, not to deal damage to heroes. CM's mana is the most valuable resource in the lane for the first five minutes, and Nova on a full-HP hero is the fastest way to throw that resource away.
| Phase | The task worth the most |
|---|---|
| 0 to 5 min | Frostbite on creeps, double pull, deny experience |
| 5 to 12 min | Wards, stacking camps for the carry, and coming back to lane alive |
| 12 to 25 min | Aura on the team, Glimmer or Force in the inventory, 900 units behind the fight |
| 25 min onward | Staying alive. The ultimate is optional, the aura is not |
The most common structural mistake is the CM who leaves the lane at minute 5 to roam the map with the position 4 and leaves the carry without pulls, without denies and without Frostbite. She is not the position 4. The CM who stays in lane until minute 8 and stacks camps has won the midgame before it started.
Freezing Field is the hero's most beautiful ability and the one that most often kills CM herself. The rule: ultimate only after the enemy control has been spent. If their initiator still has the stun, the Field lasts one second and CM lasts two. With BKB or Glimmer, and with the enemy having already pressed what they had, the four seconds of Field decide the fight.
The hard reading is the opposite one: recognizing that in most fights the Field will not be used, and that this is normal. The CM who enters the fight looking for the ultimate moment dies looking. The CM who stays back, Frostbites whoever jumps on the carry and casts the Field only when the fight is already being won, wins more games with fewer ultimates.
900 units behind the closest hero on your team. It is not an aesthetic rule: it is the Frostbite range plus a margin. From here she reaches whoever jumped on the carry, the aura reaches everyone, and the enemy initiator has to cross the whole team to get to her. If she is at 500, anyone with a Blink kills her for free. If she is at 1400, Frostbite does not reach and CM becomes a spectator.
*If I die now, how many seconds of aura does my team lose, and what was I going to gain in exchange?*
Almost always the answer is a lot and a Frostbite that changes nothing. Crystal Maiden does not need to make plays to win games. She needs to be alive in the right place, and that place is always farther away than it seems.
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See plansMost played12 matches, 50% win rate
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17Highest win rate10 matches, 70% win rate
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17Starting items
97%
97%
80%
77%
70%
59%
51%
43%Core, in the order it usually comes out
min 2340%
min 2370%
min 3135%
min 3830%Situational
min 3037%
min 3325%
min 2318%
min 2915%
min 2310%
min 2514%
min 3510%
min 1914%
min 379%
min 4810%
min 279%
min 5210%
min 289%The numbers come from the top of the ladder. What they do not say is whether the build holds up in the games played here. Your answer is what adjusts that.
Advantage in points over Crystal Maiden's usual win rate: negative means trouble. World data comes first (STRATZ and OpenDota); our high-MMR matches take over once the sample is big enough.
OpenDota, public ranked matches from the last 7 days
Win rate
51.9%
553,320 matches
Pick rate
13.6%
of matches include the hero
Pro scene
no picks or bans this week

