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How to Climb from Herald to Guardian as Pos 2 Mid in Dota 2

Mid lane positioning diagram showing high-ground advantage, creep aggro manipulation zones, and ward placement spots for Hera

Mid lane in Herald is a chaotic mess. There are no runes being contested properly, no one stacks camps for you, rotations happen randomly (if at all), and most games turn into a farm fest where both mids avoid each other until the laning phase ends. And yet, mid is arguably the most impactful role for climbing MMR because you have solo XP, solo farm, and the ability to influence both side lanes once you hit your power spike.

If you are a Herald mid player who wants to reach Guardian, you need to understand that this is not just about winning your lane — it is about converting your lane advantage into map control and eventually into a win. This guide covers everything: the fundamental differences between Herald and Guardian mids, the best heroes for climbing, the mistakes keeping you stuck, and a complete phase-by-phase breakdown.

One thing to keep in mind: climbing through mid is faster than climbing through other roles because you have more individual impact. But it is still a grind. We are talking 50-150 games of consistent, focused play. If you would rather skip that grind, Team Smurf’s MMR boosting can handle it for you. But if you want to learn, let us get into it.

What Separates Herald from Guardian as a Mid Player

The difference between a Herald mid and a Guardian mid comes down to three things: lane control, tempo, and efficiency.

Lane control means understanding creep aggro, positioning relative to the enemy, and managing the wave so you get more CS while denying the opponent. Herald mids auto-attack the wave mindlessly, push it into the enemy tower, and then stand around while the tower kills their creeps. Guardian mids at least try to keep the wave centered and use aggro tricks to farm safely.

Tempo is about using your level and item advantages to affect the game. When a Guardian mid hits level 6 or completes a key item, they look at the side lanes for opportunities. They push the wave, grab a rune, and rotate. Herald mids stay in lane until minute 15, never once looking at the minimap. They could be level 12 while the side lanes are level 7, and they would never think to use that advantage.

Efficiency means farming speed and resource management. Guardian mids use their mana to clear waves and jungle camps. They stack camps with ranged abilities. They grab every rune. Herald mids waste mana on inefficient harass, ignore runes, and farm at 60% of the speed they could be farming.

Specific differences by the numbers:

Metric Herald Mid Guardian Mid
CS at 10 minutes 30-45 50-65
First item timing 18-24 minutes 14-18 minutes
Deaths by 20 minutes 4-6 2-4
Impactful rotations 0-1 1-3

The encouraging part? Mid lane in Herald is easy to exploit because your opponent is making all the same mistakes. If you fix even half of the issues in this guide, you will dominate most Herald mid matchups and climb steadily.

Top 5 Heroes to Climb from Herald to Guardian as Mid

The best mid heroes for Herald have a few things in common: they are easy to lane with, they can farm quickly, they have kill potential without complex combos, and they scale well into the late game. Here are the five best options.

1. Sniper

Sniper mid in Herald is borderline unfair. The hero has massive range, great harass, strong wave clear with Shrapnel, and a global-range nuke in Assassinate. In Herald, nobody buys gap-closing items early enough to deal with Sniper, and nobody ganks mid consistently. You get to sit back, farm, harass, and eventually delete people from a screen away.

Skill Build

  • Level 1: Headshot (W) — lane harass
  • Level 2: Shrapnel (Q) — wave clear and tower pressure
  • Level 3: Take Aim (E)
  • Level 4: Take Aim (E)
  • Level 5: Take Aim (E)
  • Level 6: Assassinate (R)
  • Max Take Aim, then Headshot, then Shrapnel, ult at 6/12/18

Item Build

  • Starting: Slippers of Agility x2, Tango, Iron Branch, Faerie Fire
  • Early: Power Treads, Wraith Band x2, Magic Wand
  • Core: Maelstrom into Dragon Lance
  • Mid-game: Mjollnir, Hurricane Pike
  • Late-game: Daedalus, Monkey King Bar, BKB, Satanic

Playstyle

In lane, abuse your range advantage. Most Herald mids are melee or short-range, and you can hit them for free while they try to last hit. Use Shrapnel to push the wave before rune spawns, then contest the rune. Once you have Maelstrom, your farming speed skyrockets — clear waves instantly and farm nearby jungle camps between waves. In fights, stay as far back as possible. Hit whoever is closest. Use Assassinate to finish low-HP heroes running away. Hurricane Pike is your emergency escape — if someone jumps on you, Pike them away and keep shooting.

Sniper’s weakness is getting ganked, but in Herald, ganks are rare and usually telegraphed. Buy a ward yourself if your supports will not, and place it on the high ground near mid to see rotations coming.

2. Zeus

Zeus is the easiest mid hero in Dota 2. You press Q, you deal damage. You press W, you deal more damage. You press R, you damage everyone on the map. There is no complicated combo, no skillshot aim required, and your damage output is absurd at every stage of the game.

Skill Build

  • Level 1: Arc Lightning (Q) — last hitting and harass
  • Level 2: Lightning Bolt (W) — burst damage
  • Level 3: Arc Lightning (Q)
  • Level 4: Lightning Bolt (W)
  • Level 5: Arc Lightning (Q)
  • Level 6: Thundergod’s Wrath (R)
  • Max Arc Lightning, then Lightning Bolt, then Heavenly Jump, ult at 6/12/18

Item Build

  • Starting: Mantle of Intelligence x2, Tango, Faerie Fire, Iron Branch
  • Early: Bottle, Arcane Boots, Null Talisman x2
  • Core: Aether Lens into Aghanim’s Scepter
  • Mid-game: Refresher Orb (double ult = double global damage)
  • Late-game: Octarine Core, Bloodstone, Eul’s Scepter

Playstyle

In lane, use Arc Lightning to simultaneously last hit and harass. It bounces between creeps and hits the enemy hero. It is nearly impossible to lose CS in lane as Zeus — you just press Q when creeps are low. Manage your mana carefully early on; Bottle is essential. Use Lightning Bolt for kill potential once the enemy is around 40% HP — it does massive damage early.

Zeus’s global ult is incredibly powerful in Herald. Side lanes are fighting? Press R and contribute from mid lane. Enemy carry is running away with low HP? Press R. You do not even need to be in the same part of the map. Use Thundergod’s Wrath whenever it will secure a kill or turn a fight. In Herald, people do not buy magic resistance items, so your damage stays relevant the entire game.

Zeus can also provide vision with Lightning Bolt — it gives True Sight. Use it to deward or spot invisible heroes. This is huge in Herald where nobody buys detection.

3. Viper

Viper is a lane dominator. You pick Viper when you want to make the enemy mid player miserable. Every attack poisons them, your passive breaks their passives, and your Nethertoxin creates a damage zone that Herald players stand in for way too long.

Skill Build

  • Level 1: Poison Attack (Q) — harass and last hit
  • Level 2: Nethertoxin (W) — zone control
  • Level 3: Poison Attack (Q)
  • Level 4: Corrosive Skin (E)
  • Level 5: Poison Attack (Q)
  • Level 6: Viper Strike (R)
  • Max Poison Attack, then Nethertoxin, then Corrosive Skin, ult at 6/12/18

Item Build

  • Starting: Circlet, Mantle of Intelligence, Tango, Faerie Fire, Iron Branch
  • Early: Power Treads, Magic Wand, Null Talisman
  • Core: Dragon Lance into Aghanim’s Scepter
  • Mid-game: Hurricane Pike, Black King Bar
  • Late-game: Skadi, Butterfly, Daedalus

Playstyle

Bully the enemy mid from level 1. Use Poison Attack to harass them while last-hitting. Most Herald mids do not bring enough regen and will be forced out of lane or killed. Once you hit 6, Viper Strike combined with Poison Attack stacks and Nethertoxin is an almost guaranteed kill on the enemy mid. After winning your lane, push the tower down and start rotating. Viper falls off later in the game, so you need to end before 35-40 minutes. Use your early lead to take towers and force the enemy into their base.

4. Huskar

Huskar is a Herald-stomping machine. His Berserker’s Blood gives him insane attack speed and magic resistance at low HP, and Herald players do not know how to deal with it. They see a low HP Huskar, think he is about to die, and run at him — only to get shredded by his attack speed. No one buys Silver Edge, no one buys Vessel, and no one coordinates burst damage.

Skill Build

  • Level 1: Burning Spear (W) — harass
  • Level 2: Berserker’s Blood (E) — passive survivability
  • Level 3: Burning Spear (W)
  • Level 4: Berserker’s Blood (E)
  • Level 5: Burning Spear (W)
  • Level 6: Life Break (R)
  • Max Burning Spear, then Berserker’s Blood, then Inner Fire, ult at 6/12/18

Item Build

  • Starting: Gauntlets of Strength x2, Tango, Iron Branch x2
  • Early: Armlet of Mordiggian (CORE, rush this), Boots
  • Core: Armlet into Black King Bar into Halberd or Aghanim’s Scepter
  • Mid-game: Satanic, Assault Cuirass
  • Late-game: Overwhelming Blink, Nullifier

Playstyle

Huskar wins almost every 1v1 mid matchup. Stack Burning Spears on the enemy — the damage over time adds up fast and they cannot sustain through it. At level 6, Life Break + Burning Spears kills almost anyone. Jump in, spam spears, and the enemy melts.

Armlet is the single most important item on Huskar. Toggle it on when fighting, toggle it off between fights. The bonus HP and damage are enormous, and the HP drain synergizes with Berserker’s Blood (you actually get STRONGER as Armlet drains your HP).

The key to Huskar is aggression. Do not play passive. Take the mid tower, then rotate and take side towers. End the game before 30 minutes if possible. Huskar becomes weaker as enemies get items to counter him. In Herald, that counter-itemization rarely happens before 35+ minutes, giving you a huge window to dominate.

5. Dragon Knight

Dragon Knight is the safe, unkillable mid option. His passive gives him HP regen and armor, making him nearly impossible to push out of lane. His stun is reliable. His ult turns him into a ranged siege engine that takes towers faster than almost any hero in the game. He is not flashy, but he is incredibly consistent.

Skill Build

  • Level 1: Breathe Fire (Q) — wave clear and harass
  • Level 2: Dragon Blood (E) — regen and armor
  • Level 3: Breathe Fire (Q)
  • Level 4: Dragon Blood (E)
  • Level 5: Breathe Fire (Q)
  • Level 6: Elder Dragon Form (R)
  • Max Breathe Fire, then Dragon Blood, then Dragon Tail, ult at 6/12/18

Item Build

  • Starting: Gauntlets of Strength x2, Tango, Iron Branch x2
  • Early: Power Treads, Soul Ring, Magic Wand
  • Core: Blink Dagger into Black King Bar
  • Mid-game: Assault Cuirass, Aghanim’s Scepter
  • Late-game: Overwhelming Blink, Daedalus, Satanic

Playstyle

DK’s laning phase is simple: use Breathe Fire to nuke the wave and harass, then let Dragon Blood regen you back up. You almost never need to go back to base. You will not kill the enemy mid easily, but they cannot kill you either. Focus purely on CS.

At level 6, everything changes. Pop Elder Dragon Form and push the mid tower. Your corrosive breath does damage over time to buildings, and you hit like a truck. In Herald, nobody responds to tower pushes fast enough. You can often take the T1 tower solo while the enemy mid backs for regen.

After taking mid tower, rotate to side lanes. Blink Dagger + Dragon Tail gives you a reliable 2.5-second stun initiation. In Herald, a DK blinking on top of someone and stunning them usually results in a kill because the enemy does not expect it and their reaction time is slow. Then take their tower too.

DK’s strength is his simplicity and consistency. You will not have 20-kill games, but you will have 60-70% win rates because you are always relevant, always tanky, and always pushing objectives.

Before/after comparison of a Herald mid player's item build vs optimized item build for the same game, showing the gold effic

10 Specific Mistakes Herald Mid Players Make

1. Ignoring Creep Aggro

Creep aggro is the most important mid lane mechanic, and Herald players do not use it at all. By right-clicking the enemy hero from within 500 range of enemy creeps, you pull the wave toward you. This lets you last-hit under more favorable conditions and forces the enemy to overextend to CS. Practice this in demo mode — it takes 10 minutes to learn and gives you a permanent lane advantage.

2. Never Contesting Runes

Runes spawn every 2 minutes and are enormously valuable. A Haste rune means a free kill on a side lane. A DD rune means you dominate the next 30 seconds of lane. An Arcane rune means unlimited spell spam. Herald mids ignore runes completely or walk to the rune spot 10 seconds late. Push the wave at X:40 (40 seconds before the rune spawns), then go contest. If you cannot get it, go back to lane. Do not waste 30 seconds chasing a rune the enemy already took.

3. Never Rotating to Side Lanes

After you hit your power spike (usually level 6-7 or first item), you should be looking for rotation opportunities. If your bot lane is struggling, push the mid wave, grab a rune, and walk down. A mid hero showing up in a side lane is devastating because you are 2-3 levels ahead of everyone there. Herald mids never rotate. They sit mid for 20 minutes farming in a single lane. One successful rotation can net you 2 kills, a tower, and break the game open.

4. Not Buying a Bottle

Bottle is core on almost every mid hero. It stores runes, it provides HP and mana regen, and it keeps you in lane longer. Herald mids skip Bottle and then wonder why they are always out of mana and at half HP. Buy Bottle as your first or second item. Use it with runes. Refill at base with TP when needed.

5. Auto-Attacking the Wave

If you auto-attack the creep wave, you push it into the enemy tower. This means the enemy can last-hit safely under tower, you are overextended and vulnerable to ganks, and you cannot control the lane. Only last-hit creeps. Only use spells on the wave when you want to push (before a rune spawn or rotation). Disciplined lane control wins mid.

6. Dying to Ganks You Could See Coming

When the enemy Position 4 disappears from the offlane, they are probably coming mid. When the enemy carry suddenly starts farming aggressively, their support left the lane. Herald mids never check other lanes on the minimap. A 1-second glance every 10-15 seconds saves your life multiple times per game. Buy a ward yourself if nobody else will — the 75 gold investment saves you 300+ gold in death penalties.

7. Going for Kill Trades Instead of CS

In Herald mid, both players try to harass and kill each other constantly. The problem? If you kill the enemy but you are at 10% HP and have to walk back to base, you have traded 250 gold (kill) for 15 seconds of farming time (4-5 creeps = 200 gold). It is barely worth it. Focus on CS over kills. If you can get a kill without losing much HP, great. But chasing kills at the expense of CS is a net loss most of the time.

8. Not Stacking Camps

The jungle camps near mid can be stacked at X:55 (55 seconds into each minute). A stacked camp is worth 2-3x the gold of a normal camp. Many mid heroes can clear stacked camps quickly with AoE abilities (Zeus, Sniper Shrapnel, DK Breathe Fire). Herald mids never stack, never ask for stacks, and miss out on hundreds of gold per game. Walk to the nearby camp at X:53, pull it away, and go back to lane. It takes 5 seconds.

9. Building the Same Items Every Game

The enemy has three right-click carries and you did not buy Ghost Scepter or Eul’s. The enemy has two BKB carriers and you went full magic damage Zeus with no way to deal with them. Itemization should adapt to the game. Check the enemy team’s items using the scoreboard. If they are building magic resistance, you need physical damage or pure damage. If they are all physical damage, armor items help. Herald players follow one guide and never deviate.

10. Giving Up After Losing Lane

You died twice in lane and you are down 15 CS. The game is over, right? Wrong. Mid lane matchups do not decide games in Herald. If you lose lane, retreat to jungle, farm up, and rejoin the game with your first core item. Plenty of Herald games go 40+ minutes, which is more than enough time to recover from a bad lane. The players who give up mentally after losing lane are guaranteeing their loss. The players who recover and farm efficiently often end up winning.

Phase-by-Phase Guide: Laning, Mid-Game, Late-Game

Laning Phase (0:00 — 10:00)

The first 10 minutes as mid determine the trajectory of your game. Your priorities, in order:

  1. Secure every ranged creep last-hit. Ranged creeps give more gold and XP. Missing them is a huge loss.
  2. Maintain wave equilibrium. Keep the creep wave near the center of the lane. Do not push, do not let it push into your tower.
  3. Harass between last hits. After securing a CS, throw an attack or spell at the enemy mid. Do not sacrifice CS for harass.
  4. Control runes. Push the wave at X:40, then move to contest the rune at the even-minute mark.
  5. Deny creeps when possible. Every deny reduces the enemy’s XP. Getting level 6 before your opponent is a massive advantage.

Key timing: Bottle should be completed by 2:00-3:00. If you do not have Bottle, you will run out of mana and HP regen by level 4-5 and be forced out of lane.

When to rotate: If you get a Haste or Invisibility rune, consider ganking a side lane. If you are level 6 and the enemy sidelane is pushed up with low HP, go punish them. Otherwise, stay mid and farm.

Target: 50+ CS by 10 minutes. If you are hitting this consistently, you are outfarming 80%+ of Herald mids.

Mid-Game (10:00 — 25:00)

The mid-game is where good mid players separate themselves from average ones. Your mid tower is either down or about to fall. The enemy mid tower is (hopefully) also down. The map is opening up, and your job shifts from “win lane” to “control the game.”

Priority 1: Take towers. After pushing mid T1, rotate to the side lane that is easiest to push. Take that T1 tower. Then take the other side’s T1. Every tower your team takes gives map control and gold. In Herald, nobody defends towers proactively — they only react after the tower is already low.

Priority 2: Farm efficiently. Between tower pushes, farm jungle camps and lane creeps. Always be hitting something. Dead time — walking around the map doing nothing — is your enemy. If there is no tower to hit and no fight to take, farm the nearest jungle camp.

Priority 3: Take favorable fights. As a mid hero, you are usually the strongest hero on the map from minutes 10-25. Use that. If you see a 2v2 fight happening on the map, TP in and make it a 3v2. If the enemy carry is farming alone in a lane, go kill them. But do not chase fights across the map or dive towers for kills. Play smart, not aggressive.

Priority 4: Roshan. If you have taken 2-3 towers and your team is ahead, consider Roshan. Aegis on a mid hero in Herald is terrifying because nobody knows how to play around it. You can dive, die, revive, and clean up.

Key mid-game items that Herald players skip but should not: BKB (if the enemy has 2+ stuns or heavy magic damage), Blink Dagger (on initiating mids like DK — the surprise factor in Herald is massive), and TP Scroll (always have one, always).

Late-Game (25:00+)

Late-game as a mid depends entirely on your hero. Some mids scale well (Sniper, Zeus), others fall off (Viper, Huskar). Adjust your playstyle accordingly.

If Your Hero Scales (Sniper, Zeus)

  • Keep farming and building damage items
  • Stay with your team for major fights
  • Prioritize Roshan and high-ground pushes
  • You can carry the game like a Position 1 if needed

If Your Hero Falls Off (Viper, Huskar, DK)

  • End the game NOW. Push with your team aggressively.
  • Build aura and utility items (Assault Cuirass, Halberd, Pipe)
  • Transition to a frontliner/initiator role rather than the primary damage dealer
  • Let your carry take over as the main damage source

Regardless of hero, the late-game principles are the same:

  • Do not get caught alone. One pickoff leads to a lost fight leads to lost barracks.
  • Keep buyback gold. After 30 minutes, always have enough gold to buy back.
  • Push as 5 after winning fights. Do not go farm jungle after an ace. Hit buildings.
  • Smoke for pickoffs. In Herald, nobody expects smokes. A 2-3 man smoke gank on the enemy carry can win the game.

The Teammate Problem: Why Herald Mid Games Feel Unwinnable

Mid is the most independent role in Dota, but you are still playing a 5v5 game. And in Herald, your four teammates are going to test your patience regularly.

Common issues you will face:

  • Side lanes imploding before you can rotate. Your safe lane carry dies 4 times by minute 7. Your offlaner feeds 3 kills. Both side lanes are lost before you even hit level 6. Now the enemy team has 3 heroes who are farmed and fed, and you are a solo mid trying to handle all of them.
  • No one takes your tower after you rotate. You push mid wave, rotate bot for a double kill, then come back to find no one pushed mid. The enemy mid is farming freely while you were making plays. Your rotation was worth 400 gold in kills but cost you 300 gold in missed mid CS.
  • Your carry does not farm. It is 30 minutes, you have created space all game, taken 3 towers, and secured 2 Roshans. Your carry has 150 CS and no items. In Herald, this happens regularly. You can do everything right and still lose because your carry did not know how to convert the space you created.
  • “Mid diff” in all chat after you get ganked. The enemy team rotates 3 heroes mid, kills you, and your team types “mid diff” instead of punishing the space on the other side of the map. This tilts you, you play worse, and the game spirals.
  • No one pushes high ground with you. You are ready to end the game at 25 minutes with Aegis, but your team is scattered farming in four different places. By the time you group up (if you ever do), the enemy has recovered and the advantage is gone.
  • Support stealing mid lane farm. Your Position 5 decides to “help” mid by standing in lane and taking CS. They are not harassing the enemy, they are not pulling, they are literally just taking your farm. You cannot control this and it sets you back significantly.

The reality of climbing through mid in Herald is that you will have roughly 30% of games that are genuinely unwinnable. Disconnects, griefers, 4-carry lineups, and complete team collapses will happen regularly. Another 30% you will win regardless because the enemy team has the same problems.

Your job is to win the remaining 40% — the close games where your performance tips the balance. If you can do that, you will climb. But it takes dozens of games to move the needle, and that is psychologically draining.

For players who have already experienced this grind and want out, Team Smurf’s MMR boost offers a way to bypass the frustration entirely. An Immortal player on your account does not just “win lane” — they dominate every aspect of the game in ways that make Herald teammates irrelevant.

Realistic Timeline: How Long Does It Take?

Mid is the fastest role for climbing because you have the most individual impact. But “fastest” is relative.

The math works the same as any role: you need roughly 570 MMR to go from mid-Herald to Guardian, and each game is worth plus or minus 25-30 MMR.

Win Rate Net MMR/Game Games Needed Time (3 games/day)
55% (good improvement) +2.5 ~228 games ~2.5 months
58% (solid mid player) +4 ~143 games ~1.5 months
62% (mid-dominating) +6 ~95 games ~1 month

Mid players in Herald can realistically achieve 58-62% win rates because the role carries so hard. A good mid can solo win games in ways a Position 5 simply cannot. But that 58-62% still means you are losing 4 out of every 10 games, and many of those losses will feel awful.

The timeline shortens if you:

  • Spam 1-2 heroes exclusively (hero mastery > hero variety)
  • Play during off-peak hours when the player pool is slightly better
  • Review replays of your losses (even watching the first 10 minutes reveals patterns)
  • Take breaks after 2 consecutive losses (tilt is your worst enemy)

The timeline lengthens if you:

  • Play too many different heroes
  • Queue multiple roles instead of exclusively mid
  • Play when tilted or tired
  • Refuse to adapt your item builds

If you would rather invest your time into playing at a higher rank instead of grinding through Herald, consider recalibrating with Team Smurf or getting one-on-one coaching to compress months of learning into a few focused sessions.

Frequently Asked Questions

Q Is mid the best role for climbing out of Herald?
Yes. Mid gives you solo XP, solo farm, and the ability to impact all lanes. A good mid player can maintain a 58-62% win rate in Herald, which is higher than most other roles. The only downside is that mid is the most contested role, so you may not always get it.

Q Should I always pick a meta mid hero?
In Herald, no. Meta heroes change every patch and are usually optimized for high-level play where players execute them properly. In Herald, comfort and simplicity beat meta every time. A well-played Viper or Dragon Knight will outperform a poorly executed Invoker or Puck. Stick to heroes you know.

Q What do I do when both side lanes lose?
Focus on being the strongest hero in the game. Farm aggressively, take towers where you can, and try to create space for your carry to recover. If the game is truly lost, do not tilt — play it out for practice, learn what you can, and move on to the next game. Some games are unwinnable, and accepting that is key to not tilting.

Q Should I gank side lanes or stay mid and farm?
Only gank when you have a rune that enables it (Haste, Invis) or when the side lane is an easy kill (enemy pushed to your tower with low HP). Bad rotations — where you walk for 30 seconds, do not get a kill, and miss 2 waves of mid CS — are worse than just staying mid. If in doubt, stay and farm.

Q How do I deal with counter-picks?
In Herald, counter-picks barely matter because neither player executes well enough for the matchup to decide the lane. If you are on a hero you are comfortable with, you can win “losing” matchups through better fundamentals (CS, rune control, aggro manipulation). Do not overthink drafting at this level — hero comfort is king.

Q What time of day is best for climbing?
Evenings tend to have more players, which means better matchmaking quality. Late night and early morning can have wildly variable game quality. Weekends tend to have more casual and potentially tilted players. The best time is when YOU are most focused and alert — tired play leads to lost games regardless of when your teammates are queuing.

Skip the Grind — Let Team Smurf Handle It

You now have a complete mid lane guide for climbing from Herald to Guardian. But if you do not have months to spare — or if you have already tried climbing and keep getting pulled back — our Immortal-rank mid players can take your account from Herald to Guardian in days, not months.

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Written by Team Smurf’s Immortal-rank analysts — Guide last updated February 2026