The stored matchup model favours Queen of Pain over Naga Siren by +3.4%. This is not a measured win rate; compare recorded patch results below.
Naga Siren vs Queen of Pain: game-time comparison
These positions don't share a lane; compare teamfight interaction instead. Usual positions are assumed from recent games — change them to match your game.
Role impact
Separate lanes — this is a rotation & teamfight matchup.
Neither hero's lane record establishes a direct laning advantage over the other. Whole-match win rates and economy stay unchanged: those samples are not position-filtered.
Naga Siren · Carry
Usual role
Item priorities · 20:00
Orchid / Scythe of Vyse
Situational / another teammate may buy · 15–27 min
Why against Queen of Pain
Locks down a hero that otherwise cannot be caught, turning their tempo into your kills.
Glimmer Cape / Force Staff
Situational / another teammate may buy · 10–20 min
Why against Queen of Pain
Keeps your supports and mid alive through the burst they are drafted to delete you with.
Role priorities are buyer guidance, not measured build results or exact purchase times.
Lane skill & item build
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Queen of Pain · Mid
Usual role
Item priorities · 20:00
Crimson Guard
Situational / another teammate may buy · 12–22 min
Why against Naga Siren
Blocks the bulk of their physical chip damage in the exact window their army is strongest.
Mjollnir / Battle Fury
Situational / another teammate may buy · 14–28 min
Why against Naga Siren
Chain Lightning and cleave hit every illusion and summon at once, so their army melts while you hit the real hero.
Role priorities are buyer guidance, not measured build results or exact purchase times.
Lane skill & item build
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Naga Siren
Queen of Pain
20:00Mid game
0:0030:0060:00
Popular items by 20:00
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Popular items by 20:00
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Win rates below are eventual outcomes among games lasting at least 20 minutes, not live win predictions. Pro hero averages use up to 200 recent games per hero; opposing-pair results have their own sample.
Eventual win rate
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Opposing-pair wins
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Avg net worth
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Avg gold earned
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Avg total XP
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Avg last hits
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Avg kills
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0 hero games · 0 vs Queen of Pain · 0 gold records · 0 net-worth records
Counter-item windows
Orchid / Scythe of Vyse
15–27 min · In window
Against Queen of Pain
Locks down a hero that otherwise cannot be caught, turning their tempo into your kills.
Glimmer Cape / Force Staff
10–20 min · In window
Against Queen of Pain
Keeps your supports and mid alive through the burst they are drafted to delete you with.
Eventual win rate
—
Opposing-pair wins
—
Avg net worth
—
Avg gold earned
—
Avg total XP
—
Avg last hits
—
Avg kills
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0 hero games · 0 vs Naga Siren · 0 gold records · 0 net-worth records
Counter-item windows
Crimson Guard
12–22 min · In window
Against Naga Siren
Blocks the bulk of their physical chip damage in the exact window their army is strongest.
Mjollnir / Battle Fury
14–28 min · In window
Against Naga Siren
Chain Lightning and cleave hit every illusion and summon at once, so their army melts while you hit the real hero.
Public head-to-head at 20:00+: No public sample available. Sampled from the latest 20,000 recorded public matches, filtered to this patch.
Sources & sample limits
OpenDota parsed pro telemetry; missing observations stay blank.
STRATZ net-worth histories use up to 12 recent games per hero, with their own sample count. Unavailable histories stay blank; earned gold is separate.
Items use recorded purchase times plus final inventories; earlier sold items and exact six-slot histories are not reconstructed.
Counter-item windows are mechanical guidance, not measured item-driven win-rate changes.
Public results use dated OpenDota public matches; longer games are a different cohort.
Lane meeting & late-game evidence
Naga Siren position 1; Queen of Pain position 2.
Direct lane evidence is not applicable to these selected positions.
For late-game evidence, compare the 25–60 minute outcome cohorts and recorded economy above. These do not prove which hero outscales the other.
Mechanical counters describe specific spell interactions, not an answer to every ability. Proven effectiveness requires strong matchup evidence; neither guarantees a win.