B TIERmageMid LaneHardPatch 1.62Reviewed
Dirak portrait

Dirak

The Wall Between You and Death, and Then the Blast

Win Rate
0%
Pick Rate
0%
Ban Rate
0%
Editor's Take

Dirak — Patch 1.62 Verdict

[Default: B]

Reviewed Patch 1.62By Danai · ROV META
Overview

Dirak — Mage Guide

Dirak is the most unusual mage on the Thai server: a mid-lane artillery caster who fights on a mana economy, uses his own resource bar as a second health bar, and can physically rewrite the geometry of a teamfight with a wall of energy. You sit behind Genesis Barrier soaking skillshots that would delete any other mage, then detonate Genesis Blast into a clumped backline for a number that makes your team lose their minds in voice chat. That passive, Arcane Body, is the real reason Dirak is S tier right now. In a patch dominated by high-burst assassins like Murad and Nakroth jumping into mid lane, converting mana into effective HP means a correctly-itemized Dirak is genuinely hard to one-shot. The meta rewards exactly that. His W, Fallen Star, sets up a star-mark that refreshes Astrolobe's cooldown on contact, creating a poke loop other mages simply cannot match for sustained lane pressure. He is not beginner-friendly. Timing the W meteor direction, managing mana as both offense and defense, and knowing when to fire Genesis Blast rather than hold the shield all require genuine game sense. Diamond-and-above players who invest the practice hours will find one of the highest ceilings in the current roster.

Strengths

  • +Arcane Body's mana-to-HP conversion makes Dirak one of the hardest mages to burst in a single rotation, directly countering the assassin-heavy composition that defines the current Thai-server meta.
  • +The W→Q cooldown-reset loop gives Dirak effectively unlimited poke range in lane, enabling a wave-clear and harassment rhythm that most mid-lane opponents cannot out-sustain.
  • +Genesis Barrier is one of only a handful of abilities in the entire game that physically blocks ranged projectiles, creating moments where Dirak can single-handedly negate a marksman's entire damage contribution in a fight.
  • +Fallen Star's wall-stun and star-mark mechanic provides hard crowd control that most mages lack, making Dirak a genuine engage threat rather than a pure backline caster.

Weaknesses

  • Mana is simultaneously Dirak's damage resource and survival buffer, so any sustained fight that drains the bar below roughly 40% leaves him both less threatening offensively and dangerously fragile through Arcane Body.
  • Fallen Star has a 1.53-second delayed drop if you do not manually aim it, making the ability extremely telegraphed against experienced players who will simply walk out of the circle before the meteor lands.
  • Genesis Barrier faces forward in a fixed direction, meaning flanking assassins like Murad or Nakroth who approach from behind or the sides completely bypass the shield and can burst Dirak before he can reposition.
  • The kit's full damage output is gated behind successfully applying the W star-mark first, so games where the enemy mid consistently stays outside Fallen Star's effective range reduce Dirak from a lane bully to a passive wave-clearer.
Kit

Abilities

Arcane Body ability iconP
PASSIVE

Arcane Body

When Dirak's HP is depleted, he can use mana to resist damage. Every 1 mana resists 1 damage.

Astrolobe ability icon1
SKILL 1

Astrolobe

Dirak unleashes cosmic power that knocks enemies back and deals magic damage every 0.2 seconds (60% damage if outside the area). Passive: Each instance of damage dealt to heroes restores 1% max mana. Hitting an enemy marked with Starlight Symbol refreshes this skill's cooldown immediately.

Fallen Star ability icon2
SKILL 2

Fallen Star

Cooldown: 133. Mana cost: 120. Create a magic circle on the ground, then recast to direct a meteor to strike after falling (meteor falls after 1.53s if no direction set). Knocks enemies back (stuns if hitting terrain) and marks them with Starlight Symbol. Placing the circle on obstacles causes the meteor to fall immediately. Each meteor deals 100 (+125% AP) magic damage and stuns for 0.5 seconds.

Genesis Barrier ability iconR
ULTIMATE

Genesis Barrier

Create a large shield in front that blocks ranged attacks from enemies, draining 5% mana per second. After 2.3s, recast to fire Genesis Blast and restore 2% HP and mana based on attacks the shield absorbed. Genesis Resonance: Increases attack speed 25% and auto attacks deal magic damage every 0.23 seconds in an area. Genesis Blast: Deals magic damage and additional damage equal to 15% of HP lost.

How to Use Dirak's Kit

P
Arcane Body

Every 1 mana absorbs 1 damage at zero HP, so your mana pool is literally a second life bar, never waste it on unnecessary spell rotations in lane when an assassin has vision of you. The correct itemisation response is to stack mana aggressively (Orb of the Magi first, Hecate's Diadem later) so that Arcane Body provides hundreds of effective HP on top of your actual health. The most common mistake at Diamond is burning mana on Q poke when a gank is imminent and you need that buffer to survive the burst.

1
Astrolobe

The Q ticks every 0.2 seconds and pushes enemies backward, so landing an enemy against a wall or into your Zweihander's slow converts it from a soft poke tool into a full interrupt. Critically, hitting any hero marked by Fallen Star's star-symbol immediately refreshes this cooldown, master the W→Q→W→Q loop in lane and you will out-push and out-poke every other mid laner in the game. Targets at the outer edge of the beam only take 60% damage, so close the distance or angle the beam so they are inside the core before activating.

2
Fallen Star

The re-activation window to set the meteor's direction is the single most skill-expressive moment in Dirak's kit, a directed meteor into a wall stuns, an undirected one after 1.53 seconds merely knocks back, so always input the direction unless you are using it purely for the star-mark application. In lane, place the magic circle on or near a wall so that any attempt by the enemy to dodge into the terrain results in a stun; in teamfights, drop it behind the enemy frontline so retreating carries walk into it. Placing the circle on a structure (turret, wall) causes the meteor to drop instantly, an advanced trick for point-blank stuns in dive scenarios.

R
Genesis Barrier

Genesis Barrier costs 5% mana per second while active, which means it is also draining your Arcane Body buffer, do not hold it up indefinitely, raise it only when you can see specific projectiles incoming. The Genesis Blast fire costs no additional mana and scales with how many hits the shield absorbed, so baiting a Violet or Laville into dumping their full rotation into your barrier before blasting them back is the highest-damage window you will ever find. Genesis Resonance (the attack-speed passive component) is not cosmetic, activating it mid-shield lets your enhanced normal attacks chunk nearby melee divers for meaningful magic damage while you wait to fire the Blast.

Leveling

Skill Order

Priority: R > Q > W
Skill123456789101112131415
1Astrolobe
1·3·5·7·9···13··
2Fallen Star
·2·4···8·10·12·14·
RGenesis Barrier
·····6····11···15
Build

Loadout

Flicker summoner spell icon
Summoner Spell
Flicker
Core Runes
Desolate rune iconDesolate
Spirit rune iconSpirit
Stain rune iconStain
Recommended

Mid Lane

Orb of the Magi item icon1
Orb of the Magi
Glided Greaves item icon2
Glided Greaves
Zweihander item icon3
Zweihander
Hecate's Diadem item icon4
Hecate's Diadem
Staff of Nuul item icon5
Staff of Nuul
Rhea's Blessing item icon6
Rhea's Blessing
Mechanics

Core Combos

01

Star-Lock Burst

Fallen Star ability icon2
Fallen Star
Astrolobe ability icon1
Astrolobe
Genesis Barrier ability iconR
Genesis Barrier
Astrolobe ability icon1
Astrolobe

The bread-and-butter all-in: W marks and displaces, Q resets off the mark, raise the shield to bait or absorb a retaliation, then fire Genesis Blast into the stunned/displaced target while the refreshed Q is already cooling down for a follow-up tick.

02

Wall-Stun Execute

Fallen Star ability icon2
Fallen Star
Fl
Flicker
Astrolobe ability icon1
Astrolobe
Genesis Barrier ability iconR
Genesis Barrier

Use when the enemy is hugging a wall, drop W, Flicker to close the gap so the meteor pins them into terrain for the stun, then Q into them at point-blank inside the beam core, and fire the Blast at zero distance for maximum damage before they can flash away.

03

Poke Loop

Fallen Star ability icon2
Fallen Star
Astrolobe ability icon1
Astrolobe
Fallen Star ability icon2
Fallen Star
Astrolobe ability icon1
Astrolobe

Pure lane harassment with no ultimate required, place W on or near the enemy, land Q on the marked target to instantly reset its cooldown, immediately re-place W, and repeat; sustainable as long as mana is above 50%.

04

Shield-Bait Counter-Burst

Genesis Barrier ability iconR
Genesis Barrier
Fallen Star ability icon2
Fallen Star
Astrolobe ability icon1
Astrolobe
Genesis Barrier ability iconR
Genesis Barrier

Raise Genesis Barrier facing an aggressive marksman, let them dump their rotation into the shield while you simultaneously drop W behind them, refresh Q off the mark once they are stunned by the meteor, then fire the fully-charged Genesis Blast at point-blank.

Strategy

Gameplan

Power Spikes

Dirak's first meaningful spike is completing Orb of the Magi. The combined mana, HP, and ability power bulk immediately enlarges both his damage output and his Arcane Body buffer, making him feel close to unkillable in trades from level 5 onward. His absolute power peak is the window between finishing Hecate's Diadem and Staff of Nuul, roughly the 15-20 minute mark, when his Q poke hits maximum burst and Genesis Blast one-shots squishy targets. He is weakest in the opening three levels before he can run the full W→Q reset loop, and he falls off slightly in the final minutes against teams that stack heavy magic resistance.

Early Game

Levels 1–6
  • Levels 1–3, play pure wave clear with Q and save mana — do not trade aggressively until W is unlocked at level 2 and you can apply the star-mark reset loop.
  • At level 4, begin W→Q harassment on the enemy mid laner whenever they step up to last-hit; prioritise pushing the wave under their turret to create roam windows for the 5-minute crab or river objectives.
  • Keep mana above 60% at all times before the jungler arrives — Arcane Body only protects you if the bar is full, and a surprise Murad gank with an empty mana bar is a free kill.

Mid Game

Post Broken Spear
  • After completing Orb of the Magi, rotate to mid-lane objectives with your team; your W wall-stun is a reliable setup for any allied engage-heavy jungler to follow up on.
  • In skirmishes, position so that the enemy backline is directly in front of you — Genesis Barrier is useless if you are flanked, so always back against terrain when raising the shield.
  • Continue deep-pushing the mid wave before every teamfight so the enemy must deal with Dirak's wave pressure AND the fight simultaneously, buying your carries extra space.

Late Game

Teamfight phase
  • In late-game teamfights, hold Genesis Barrier until you see the enemy marksman or mage begin their cast animation — baiting their full rotation into the shield and then firing Genesis Blast is worth more than the 5%-per-second mana drain cost.
  • At this stage your Staff of Nuul should be complete; enemy tanks that stacked magic resist are no longer safe targets, so prioritise blasting the frontline out of the way to expose squishies rather than going directly for the carries.
  • Coordinate the W instant-drop trick (placing the circle on a structure) with your team's engage so the stun fires simultaneously with allied crowd control for a near-instant wombo chain.
Matchups

Matchups

Dirak is a strong first-pick mid laner against compositions built around single-target ranged burst. Violet, Laville, and Elsu all feed Genesis Barrier charges and then die to the Blast. Never first-pick him into invisible assassin compositions. If Murad and Nakroth are both open on the enemy side, ban one and pray on the other. In the losing matchups against gap-closers, the draft solution is to pair Dirak with a hard-CC tank like Baldum or Grakk so the assassin gets locked before reaching you. In lane against mobile mages like Lauriel, respect their level-3 all-in by keeping the mana bar high and placing W defensively rather than offensively.

Dirak gets countered by

  • Murad hero icon
    Murad
    Murad's ultimate sends Dirak to a dimension where Genesis Barrier is irrelevant and Arcane Body must absorb his full burst alone, which it cannot if Murad is ahead.
  • Nakroth hero icon
    Nakroth
    Nakroth's extreme mobility lets him approach from any angle, bypassing the directional shield and reaching Dirak before a W stun can be set up at close range.
  • Lauriel hero icon
    Lauriel
    Lauriel's sustained high-damage ultimate depletes both Dirak's HP and mana bar simultaneously, and her dash makes her difficult to pin down with Fallen Star's delayed drop.
  • Butterfly hero icon
    Butterfly
    Butterfly's passive immunity windows mean Fallen Star's meteor and Genesis Blast can be timed to hit during her untargetable frames, wasting Dirak's entire damage rotation.

Dirak synergizes with

  • Baldum hero icon
    Baldum
    Baldum's Bullrush toss lands enemies directly in the centre of Dirak's Astrolobe beam and sets them up for the Fallen Star mark, creating a near-unavoidable two-man wombo.
  • Grakk hero icon
    Grakk
    Grakk's chain pull yanks enemies into the exact spot Dirak needs them, inside the meteor circle and in front of Genesis Barrier, for a fully charged Blast at zero range.
  • Wonder Woman hero icon
    Wonder Woman
    Wonder Woman's ultimate immobilises the entire enemy team in place, making Fallen Star's delayed meteor trivial to land and giving Dirak a free, fully-aimed Genesis Blast into a stationary cluster.
  • Annette hero icon
    Annette
    Annette's wind push funnels multiple enemies into a single corridor, stacking them perfectly for both the Astrolobe beam's core and the Fallen Star wall-stun simultaneously.
Tips

Pro Tips

  • Place Fallen Star's circle on a turret or wall intentionally to trigger the instant meteor drop, this is a point-blank stun that enemies who have never faced a skilled Dirak will not see coming and cannot react to in time.
  • When low on HP and being chased, do not Flicker away immediately, raise Genesis Barrier facing your pursuer to drain their projectile damage into the shield (topping up your mana's absorption window), then fire the Blast to discourage follow-through before Flickering to safety.
  • Against teams with a single dominant marksman, track their cooldowns: the optimal Barrier timing is immediately after their highest-damage ability goes on cooldown, so the shield soaks their regular attacks (which still grant Blast charges) rather than sitting through their burst.
  • The Q mana restoration (1% max mana per hero hit) means that in a teamfight where you hit three or four heroes simultaneously, you are actively recovering mana, this changes the late-game resource calculation significantly and means you can afford more aggressive Barrier uptime than your mana bar alone suggests.

Dirak is for players who want to feel untouchable through intelligent resource management rather than raw mobility, and who enjoy the exact moment an enemy assassin dumps their full rotation into Genesis Barrier and then gets blasted into their own fountain. The S-tier rating reflects both the strength of Arcane Body in this assassin-heavy patch and the growing number of Thai high-rank players who have solved the W→Q loop. If you are a Diamond mid-lane main looking for a hero with genuine mechanical depth and a dominant S-tier rating to climb with, Dirak is the pick. The single most important thing to master is the Fallen Star direction input. Everything else in the kit flows from your ability to reliably aim that meteor.

FAQ

Dirak — Frequently Asked Questions

Is Dirak good in the current ROV patch?+

Dirak is S tier on the Thai server right now, and the rating is earned. The meta's bias toward burst assassins in mid lane plays directly into Arcane Body's strengths. The mana-as-HP mechanic is uniquely effective in a patch where single-rotation kills are the primary win condition. Get the W→Q loop right and you will feel the power immediately.

What is the best build for Dirak?+

The core is Orb of the Magi into Gilded Greaves, then Zweihander, Hecate's Diadem, Staff of Nuul, and Rhea's Blessing. This build does three things at once: maximizes AP for damage, inflates the mana pool so Arcane Body has a large absorption buffer, and adds a further safety layer against coordinated burst through Rhea's Blessing at the end. Do not deviate from Orb first. The mana is not optional.

How do you counter Dirak?+

The most reliable approach is flanking assassins, specifically Murad and Nakroth, who approach from angles that bypass Genesis Barrier's fixed facing. Sustained-damage fighters who deplete both Dirak's HP and his mana-absorption buffer simultaneously will outperform burst assassins for raw kill reliability. In lane, bait out his Fallen Star before engaging. Without a mark to reset off, his Q has no loop, and his damage gets cut in half.

Is Dirak hard to play / good for beginners?+

Dirak is rated Hard, and that rating is honest. The mana-as-resource duality requires constant mental tracking, the W meteor direction input has a tight skill-expression window, and Genesis Barrier's facing demands strong spatial awareness. Beginners will almost certainly misuse the passive (burning mana right before a gank arrives) and under-rotate the W→Q loop. That said, Diamond players who put in ten to fifteen practice games will find the ceiling extremely rewarding.

Sources & MethodThis guide reflects the current Thai-server ranked meta as covered by Thai-language creators kritngi and Doyser, cross-referenced against live win, pick, and ban data from Thai-server Diamond-and-above ranked play, and written specifically for English-speaking players without access to those sources. See our full methodology.