Pharsa is a burst-and-poke Mage who controls fights from range. Curse of Crow creates the stun window, Energy Impact clears and pokes, Feathered Air Strike turns open ground into a danger zone, and Wings by Wings gives her the rotation speed to choose where the next fight starts. She is strongest from a protected angle and most vulnerable when a diver or displacement effect reaches her channel.

| Role | Win condition | Main risk | Best job |
|---|---|---|---|
| Mage / Mid Lane | Reach a protected angle before the fight and land repeated long-range burst | Displacement, fast dives, or casting without vision | Wave clear, side-lane rotations, objective zoning, and back-row pressure |

Every 5 to 8 seconds, based on Feathered Air Strike level, Verri enters the Hunting state. Pharsa's next attack against an enemy hero deals extra Magic Damage based on the target's Max HP and slows for 1 second.
When: Prime the passive before lane poke or the first air strike. Why: The bonus hit adds reliable opening damage and a strong slow for the next spell. Avoid: Do not waste the Hunting hit on a target that cannot be followed safely.


Pharsa blasts a target area for Magic Damage and marks enemies for 4 seconds. Her next Basic Attack or active skill consumes the mark, stuns for 1 second, and reveals the marked enemy.
When: Cast before Energy Impact or Feathered Air Strike when a target needs to be held in place. Why: The mark turns the next hit into the control window that makes her long-range burst reliable. Avoid: Do not expect the first cast itself to stun; another hit must consume the mark.


Pharsa releases magic energy in a straight line, dealing heavy Magic Damage to every enemy hit.
When: Use to clear the wave, consume Curse of Crow, or finish a target after an air strike. Why: Its short cooldown and direct line make it Pharsa's most dependable lane and poke tool. Avoid: Do not fire through a bad angle when a marked hero can sidestep the narrow line.


Each level reduces Spiritual Unity's interval. On cast, Pharsa takes flight for 8 seconds and can bombard the target area up to four times for heavy Magic Damage.
When: Start from cover after an ally engages or after Curse of Crow creates a stun threat. Why: The range zones a large objective or choke while repeated casts punish grouped enemies. Avoid: Do not channel where displacement or a direct dive can interrupt the barrage.


Pharsa wraps around Verri, gains rapidly decaying Movement Speed, and can cross terrain for 5 seconds. Control, a Basic Attack, or a skill ends the state.
When: Rotate to a side lane, take an unexpected casting angle, or exit after the burst sequence. Why: Terrain crossing lets Pharsa arrive early and protect her long-range casting position. Avoid: Do not fly into unscouted control; one interruption removes the escape state.






Use Wings by Wings to reach a protected angle, mark with Curse of Crow, trigger the stun and begin Feathered Air Strike, weave Energy Impact when extra damage or a finishing line is available, then continue the remaining air strikes.



Cast Curse of Crow to mark the target, hit Energy Impact to consume the mark and stun, then place Feathered Air Strike on the target's exit or save it for the objective fight.
Use Energy Impact to clear the first waves without giving up health. Mark a careless laner with Curse of Crow, trigger the stun, then rotate through terrain after the wave is secure. A fast arrival matters more than forcing a low-percentage solo kill.
Approach Turtle, Lord, or a tower from a side angle. Let the frontline reveal divers before channeling Feathered Air Strike. Aim each cast where the target must move, not only where the target was standing.
Stay outside direct engage range and keep Wings by Wings available when the flank is unclear. One safe four-cast barrage can decide a fight; an early channel from open ground can be interrupted before the damage matters.
Inspire adds cooldown reduction, Weapons Master increases offensive stats gained from equipment and other sources, and Lethal Ignition adds damage after a multi-hit burst. This setup supports frequent poke and a decisive air-strike window.
Flameshot finishes targets at range and creates a close knockback when an enemy reaches Pharsa. Use it as a spacing tool first when the opposing draft has a fast diver. Flicker or Purify can replace it when repositioning or control removal is more important.
These five current in-game builds were observed on August 11, 2026. Compare the six-item order and adjust utility or defensive slots for the match.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Lightning Truncheon | Glowing Wand | Divine Glaive | Wishing Lantern | Holy Crystal |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Lightning Truncheon | Genius Wand | Divine Glaive | Holy Crystal | Wishing Lantern |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Genius Wand | Lightning Truncheon | Blood Wings | Holy Crystal | Divine Glaive |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Glowing Wand | Genius Wand | Wishing Lantern | Divine Glaive | Holy Crystal |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Lightning Truncheon | Glowing Wand | Holy Crystal | Divine Glaive | Wishing Lantern |
Use the item notes below to decide what each slot contributes. The table describes each item independently of the numbered builds.
| Item | What it adds | When to consider it |
|---|---|---|
Arcane Boots | +40 Movement Speed +15 Magic Power +10 Magic Penetration | Choose for early Magic Penetration when burst timing matters more than rotation speed. |
Lightning Truncheon | +75 Magic Power +400 Mana +10% Cooldown Reduction Unique Passive - Resonate: Every 6 seconds, the next skill echoes, dealing 255 (+85% Magic Power) extra Magic Damage to all enemies in range. | Buy for Mana, cooldown reduction, and periodic area burst during poke and wave clear. |
Glowing Wand | +60 Magic Power +300 HP +5% Movement Speed Unique Passive - Scorch: Dealing Magic Damage burns the targets for 3 seconds, also dealing extra Magic Damage equal to 1% of the target's Max HP per second. Unique Passive - Lifebane: Dealing damage to the target will reduce the Shield and HP Regen effects on them to 60% of normal for 3 seconds. | Buy when repeated magic hits, healing reduction, or Max-HP burn will matter. |
Divine Glaive | +65 Magic Power Unique Attribute: +40% Magic Penetration Unique Passive - Spellbreaker: When attacking an enemy, gains 0.1% extra Magic Penetration for each point of the enemy's Magic Defense, capped at 20%. | Add when enemy Magic Defense becomes high enough for percentage penetration. |
Wishing Lantern | +75 Magic Power +400 Mana +10% Cooldown Reduction Unique Passive - Butterfly Goddess: For every 900 Magic Damage dealt to an enemy hero (calculated before Damage Reduction), a Butterfly Goddess is summoned to attack the enemy hero, dealing Magic Damage equal to 8% of their Current HP. | Use when repeated spell hits can trigger current-HP damage against durable targets. |
Holy Crystal | +165 Magic Power Unique Passive - Mystery: Gains 21%-35% extra Magic Power (scales with level). | Buy after core utility when a large Magic Power multiplier will improve every burst cast. |
Genius Wand | +75 Magic Power +5% Movement Speed Unique Attribute: +10 Magic Penetration Unique Passive - Magic: Dealing Magic Damage to enemy heroes will reduce their Magic Defense by 2.5+(0.5*Hero Level) for 2 seconds. Stacks up to 3 times. | Use against low-to-moderate Magic Defense when repeated hits can stack defense reduction. |
Rapid Boots | +55 Movement Speed +35% Slow Reduction +12 HP Regen | Choose when faster rotations and earlier casting positions are more valuable than boot penetration. |
Blood Wings | +90 Magic Power Unique Passive - Guard: Gains a 800 (+100% Magic Power) Shield that will regenerate 20 seconds after being damaged. The Shield also grants 30 Movement Speed while it lasts and 150 Movement Speed for 1 second after it breaks. | Use for a late Magic Power spike and a shield that helps Pharsa hold a safe casting angle. |
| Group | Heroes | Why it matters | What to do |
|---|---|---|---|
| Best partners | Reliable crowd control holds targets under Feathered Air Strike. | Wait for the engage, place the first strike on the control point, and lead later casts toward the exit. | |
| Hard threats | Hooks, displacement, and direct access can interrupt the channel. | Cast from fog or behind terrain, keep Flameshot for close defense, and do not reveal the channel first. | |
| Favorable targets | Low mobility makes long-range back-row heroes easier to zone and finish. | Approach from a side angle and place the barrage between the target and safety. |
| Stat | Value |
|---|---|
| HP | 2421 |
| HP Regen | 6.8 |
| Mana | 500 |
| Mana Regen | 4 |
| Physical Attack | 109 |
| Physical Defense | 17 |
| Magic Defense | 15 |
| Attack Speed | 0.99 |
| Movement Speed | 240 |
| Basic Attack Range | 4.7 |
| Preview | Skin | Availability |
|---|---|---|
![]() | Neon Shingetsu | 899 Diamonds |
![]() | Peafowl's Dance | 599 Diamonds |
![]() | Wings of Heaven | 269 Diamonds |
![]() | Indigo Aviatrix | Limited-time Event |
![]() | Enchanting Witch | Season 14 |
![]() | Empress Phoenix | Limited-time Event |
![]() | Samba Muse | Limited-time Event |
![]() | Peony Bloom | 09/2021 Starlight Member |
![]() | Hierophant | MSC Tournament |
![]() | Neobeast Pharsa | Limited-time Event |
![]() | Seaworn Oracle | Limited-time Event |
Shop availability was observed in-game on August 11, 2026. Event, Starlight, tournament, and season labels describe the current listing and are not permanent direct-sale promises.
Pharsa is the Crow Princess of Askati Forest. Born with unusual blood and extraordinary magic, she was drawn into a conflict that changed both her and Verri. Their bond gives her a way to travel as mist and crow, while her long-range magic carries the vengeance behind the title Wings of Vengeance.
Learn and prioritize Energy Impact, use Curse of Crow as the backup upgrade, and level Feathered Air Strike whenever available.
Mage Emblem with Inspire, Weapons Master, and Lethal Ignition supports frequent poke and a strong multi-hit burst window.
Flameshot is the current default for a ranged finish and close knockback. Flicker or Purify are situational defensive alternatives.
Mark with Curse of Crow, consume the mark with Energy Impact to stun, then place Feathered Air Strike on the controlled target or escape route.
Franco, Zilong, and Minsitthar can interrupt or collapse on her channel. Vision and terrain are essential against direct access.
Atlas and Franco hold enemies in predictable areas, giving Pharsa time to land repeated air strikes.
Pharsa rewards preparation more than reaction speed. Clear the wave, rotate first, choose a protected angle, and wait for control or a committed movement skill before starting Feathered Air Strike. Build Arcane Boots for immediate penetration or Rapid Boots for rotation tempo, then choose anti-heal, flat penetration, percentage penetration, or durable-target damage for the actual defense in front of you. When terrain and vision protect her channel, Pharsa can control an objective without entering the enemy frontline.
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