Ember Spirit/Guide

Generic/Carry Ember Spirit
The goal of this skill build is to have maxed out by level 11 (since level 12 is so much slower to get due to the required experience), as well as, with a single value point of  and maxing out  after level 11. The reasoning behind this skill build is that both Flame Guard and Sleight of Fist will help you farm faster, whereas Searing Chains won't, and Fire Remnant will be used more for mobility across the map/jungle than for its damage, and nothing improves with extra points in it except the damage.

The value point of Sleight of Fist at level 2 is to help catch an enemy poorly positioned with Searing Chains, or to get a distant last hit without getting harassed, or to dodge a projectile. If you don't feel confident doing either of these tasks, or they seem unnecessary thanks to your supports, you might as well skip it and get a second point in Searing Chains instead, starting with Sleight of Fist at level 8.

The greediest item-build you may get away with is to start off with a, a and some s. Upgrade your Ring into a  (assuming you're safe lane, you can purchase the  from the side shop) as soon as possible, get some  and proceed to farm your , then your. You already have the quelling blade so get your from the side shop, then a  as you do need extra mana regen to spam Flame Guard, buy a  and get it sent to you as you're nearing the 1200g required for the  that you'll get at the side shop, completing your Battle Fury at the earliest time (without unnecessary risks).

A more standard and safe item-build will be to get a little more stats, by upgrading your Basilius into a, get a or  if the opposition has plenty of casters, perhaps get a  to tank the creep waves while your supports pulled the lane (if you're in the safe lane), and an  to survive a gank or two while your Flame Guard is down. Then proceed as usual to Boots of Travel and Battle Fury.

Boots of Travel will help you split push massively: leave a Remnant somewhere (in your jungle?), TP to an allied creep wave, farm the enemy creep wave, farm the next one too if you know where the enemies are, and use your remnant to go back safely and quickly to your side of the map (your jungle?) and farm another lane. Wait for your boots to come off cooldown and rinse and repeat.

If you're afraid of being caught off guard, maybe you can get a to block an important spell, and/or a  to remove a silence and split push further.

Nuker Ember Spirit
Ember Spirit, like most carries with a mobility spell, can be played much more aggressively in the early/mid game. If you're in the mid lane, you should get your level 6 in the middle of the first night and you can immediately proceed to gank the side lanes, as your s should allow you to chase and catch-up with your enemies.

Since you want to make your kills as quick as possible, it might be preferable to max out first rather than, especially if your target has some sort of escape that gets cancelled by it (high movement speed and blinks come to mind). If the enemy sees your Remnant coming and starts to back off, don't forget your Searing Chains has extra reach thanks to. However, if the enemy is very tanky but has poor mobility, keeping him in Flame Guard's radius will eventually deal more damage than Searing Chains. The choice will also depend on your allies' abilities to help you during ganks.

As for items, you may go for the old-school and  to further increase your chase potential and improve the speed of your Remnants (as you cast them). You'll definitely want a in the mid lane as, in the worst case, you can always leave a Remnant next to your mid tower and save some precious time after you've picked up the rune. s will be an important asset of your kit so as to react to enemy ganks quickly. Perhaps an early will make a difference during ganks, and you can later upgrade into a  that will apply its debuff to all the targets caught by Sleight of Fist.

General

 * While he is an agility hero, Ember Spirit has very low armor and poor agility growth, making him vulnerable to physical damage despite his respectable strength growth. As such, he depends on using his spells and mobility to dodge attacks, disjoint projectiles and evade counterattack. His dependency on casting also makes him vulnerable to disables, particularly stuns and silences, as they prevent him from avoiding damage that his small HP pool is ill-suited to deal with.
 * In general, Ember Spirit is best played either as a core farmer in the safe lane, or as a mid. As a safe lane farmer, Ember Spirit can safely farm up the items he needs to become a late-game threat, and his mobility allows him to engage on the enemy off-laner unexpectedly and help disable them during ganks, or evade enemy ganks targeted on him. As a mid, getting fast levels early on allows him to gank side lanes and get kills with his mobility and disables, giving him a strong early-game presence and allowing him to snowball out of control.


 * Searing Chains is a powerful disable spell that stops up to two nearby enemies in their tracks and deals damage for the duration.
 * Searing Chains' scaling means that it can be used as a strong early-game damage nuke, and its low cooldown allows it to be cast multiple times in a fight if need be. As such, it is a good candidate for your first ability to max out.
 * Keep in mind, the targets for Searing Chains are chosen randomly, so creeps can be hit if they are within the spell's radius. When attempting to chain down an enemy player, ensure that there are no creeps nearby that can foul your attempts to disable them, or try to position Ember Spirit such that only the hero and at most one other unit are within the spell's radius.
 * This ability can be combined with, as the latter spell positions Ember Spirit next to the target to be slashed during each strike. This means that Sleight followed by Chains can allow Ember Spirit to root enemies from long range if the combo is timed correctly.
 * One strong aspect of Searing Chains is that it will root affected targets, preventing them from using true blink abilities as well as a few other escape abilities. As such, it can be very potent against certain heroes that rely on using true blink to escape, such as and.
 * Searing Chains will interrupt channeling spells upon cast. This is most useful for interrupting Town Portal Scrolls, and spells like or . However, in the case of Town Portal Scrolls, make sure to use the spell only after the enemy begins an attempt to teleport to safety, as Searing Chains' cooldown duration means that they can safely teleport after it has been used.


 * Sleight of Fist is best described as an area-of-effect physical damage nuke that allows Ember Spirit to apply auto-attack damage to all enemies within the spell's radius.
 * While this spell does not disjoint projectiles, Ember Spirit is invulnerable for its duration, so any projectiles that hit him during the spell will not affect him. As such, it can be used to effectively dodge damage and disables by becoming invulnerable as the projectile hits him.
 * Remember that creeps hit by this spell will take half damage from Ember Spirit's strikes and do not take the bonus damage, so it is a poor early farming ability. Only once Ember Spirit has accumulated enough raw damage and a cleave will it be useful for cutting down groups of creeps.
 * Conversely, as the damage dealt is based on Ember Spirit's attack damage, Sleight of Fist is one of the strongest scaling abilities in the game, since Ember Spirit can apply large amounts of physical damage as well as attack modifiers on the entire enemy team every six seconds. If Ember Spirit builds enough raw damage items, he can potentially wipe the entire enemy team in a single cast of this spell.
 * Mind that evasion, blind and disarm will affect Sleight of Fist, so it is possible that strikes during this spell will not hit their targets depending on any evasion items the enemy is carrying, or if Ember Spirit is affected by blind or disarm.
 * Invisible enemies will not be targeted for a slash by this spell, however it will hit enemies in the fog of war. Combined with Searing Chains, this allows Ember Spirit to jump at enemies in the dark and chain them down, which can prevent players from juking into the jungle and teleporting away.
 * Ember Spirit can still cast spells and use items during Sleight of Fist, though he will still return to his original position regardless. As such, it is possible to execute unorthodox combos such as beginning to channel Town Portal Scroll during the invulnerability or sending a Fire Remnant during the slashes and then jumping to it once done. Be sure to gauge your timing based on the number of targets within the striking area, however, as more targets means a greater slashing duration.
 * It's very important to remember that, no matter what, Ember Spirit will always return to the position he was in when Sleight of Fist was cast as soon as it's over - Using, , teleporting, among other things that can alter his position, are never queued, they occur as soon as they are activated and Ember will continue slashing any left targets if Sleight of Fist had not concluded by then no matter where he is, and then return to the cast position.
 * Regarding purchasing more than one, bear in mind that your second one will increase your cleave damage by 100%, and your third by 50%. Getting a fourth is not recommended as it increases the damage by 33.3% in relation to your current cleave damage, and as such, it is better to get a as the critical chance grants approximately a 35% overall damage increase.


 * Flame Guard shields Ember Spirit from magical damage, traditionally an agility carry's greatest weakness, while also allowing him to deal burn damage to all nearby enemies.
 * Besides the charge restore time on Fire Remnants, Flame Guard is Ember Spirit's longest cooldown ability. As such, try to use it sparingly, as casting it to farm creeps may leave you vulnerable if the enemy attempts to gank you shortly after.
 * In the early game, Flame Guard gives Ember Spirit protection against magic damage, as well as allowing him to deal it to enemies while chasing them down. As such, Xin is a potent early-game fighter if he has a few points in this ability.
 * In order to use this spell to its maximum effectiveness, particularly in mid match-ups, try to aim to only skill it to the point where you can ignore the enemy's burst damage attack and still have the shield up to deal burn damage to them. If facing a weak magic nuker in the mid lane, one or two points in this ability can allow you to shrug off their alpha strike, and then continue to deal burn damage to them while also expending the remaining points in Searing Chains, increasing its overall damage and disable duration.


 * Fire Remnant allows Ember Spirit to place a Fire Remnant at the target location, and then cast to quickly dash to it, exploding it to deal area magical damage.
 * Fire Remnant is Ember Spirit's primary mobility, initiation and escape ability, as it allows him to re-position himself almost instantly, no matter his position relative to the remnant. As such, it can be used not only to quickly close the distance to an enemy while dealing nuke damage upon arriving, it can also be used to move across the map, whether to escape from an enemy gank or to arrive at a friendly one.
 * As with Sleight of Fist, Ember Spirit does not disjoint projectiles upon casting Activate Fire Remnant, but is invulnerable during the travel time. As such, it can be used to disjoint projectiles if they connect with him while he is invulnerable, though beware of projectiles continuing to chase you if the remnant's location does not allow you to path over the projectile during the spell. If this is the case, consider having Sleight of Fist ready to cast on any non-friendly creeps at your destination, in order to dodge any projectiles that might follow you across the map.
 * Beware of Activate Fire Remnant's heavy mana cost, as combined with Ember Spirit's small mana pool it can completely drain him of mana if he tries to cast it more than once or uses it in combination with his other spells. Always keep an eye on your mana to ensure that you're able to cast Activate Fire Remnant when needed, and try to avoid using it more than once in a short period of time as this also depletes your Fire Remnant reserve.
 * Fire Remnants do not provide any vision and are thus not visible through the fog of war. Remembering where the remnants were placed is important, in order to not get accidentally in danger.
 * While its most basic use is to initiate on an enemy over distance, Fire Remnants can also be used as an escape tool. By placing one in an area of known safety, Ember Spirit can instantly dash away in the face of overwhelming danger, evading ganks or quickly retreating after a successful kill.
 * Beware that the Fire Remnant's travel speed is based on that of Ember Spirit when it is sent forth. This means that if Ember Spirit is suffering from slow debuffs, the remnant will take longer to reach its destination, which can give the enemy more time to kill him. As such, it is wise to place a remnant beforehand, or to avoid being affected by slows before casting it. Conversely, this also means that its travel speed can be boosted by increasing Ember Spirit's movement speed, such as using Drum of Endurance's active.
 * Fire Remnants do not scale very well, as the only thing that increases is the amount of damage dealt by an exploding remnant upon arrival. Unless you regularly use the explosion damage as part of a damage nuke, it is usually wise to skill it at level 6 but to avoid taking additional levels until your other regular abilities are maxed out.
 * In concert to the above, a dangerous but powerful tactic is to cast all three Fire Remnants at a target location and then dash to them, dealing 300/450/600 near-instantaneous alpha damage. However, keep in mind that this will completely deplete your remnant reserve, greatly reducing your mobility for at least the next 35 seconds.
 * One useful trick with Fire Remnants is that, due to their global re-positioning potential, they can be dropped in place prior to using a Town Portal Scroll or other globally re-positioning item, and then return to your previous location if so desired. This can be useful for things such as quickly replenishing HP and mana at base, quickly teleporting to defend or counter-gank and then returning to farming/pushing, and so on. In particular, the first tactic is extremely strong when combined with a, as Ember Spirit can replenish his HP and mana, grab any items from stash, and refill his bottle all at the cost of a Town Portal Scroll and a Fire Remnant charge.
 * As well as the above, Fire Remnants can be used to quickly return to battle after buying back. If a Fire Remnant is placed near a battle and Ember Spirit is killed, buying back and then casting Activate Fire Remnant can allow him to instantly return to a fight, bringing his damage nukes and disables with him to turn the tide for his team.

Items
Starting items:
 * and a help Ember Spirit sustain during the laning phase, preventing him from being forced to return to base due to enemy harassment.
 * will allow Ember Spirit to refresh his mana after a gank from an ally, as he has a relatively small mana pool.
 * is a cheap and effective way to improve Ember Spirit's mana pool and health pool, both of which are lacking in the early game.
 * is recommended as it will significantly reduce the enemy's auto-attack harass potential, meaning Ember Spirit is able to sustain longer in lane.

Early game:
 * are essential for Ember Spirit, as the improved speed will allow him to escape deadly situations, as well as catch up to an escaping enemy. It also improves his ability to successfully catch an escaping hero with.
 * will give Ember Spirit good stats all around, most importantly more HP. It can be upgraded into a.
 * gives Ember Spirit a way to sustain his HP and mana, allowing him to remain out in the field to farm or fight. It is best purchased if Ember Spirit is played as a mid hero, as he can access runes more easily.
 * should be carried at all times by all heroes. TP scrolls allow Ember Spirit to move around the map to find farm and reach fights and ganks quickly, as his spells make him a force to be reckoned with in any engagement. As Xin also possesses, combining the two can give him strong global mobility.

Core items:
 * can be a powerful purchase on Ember Spirit in the mid-game. Aside from freeing up an inventory slot and saving gold from not having to constantly purchase Town Portal Scrolls, the increased movement speed gives Ember Spirit increased mobility, allowing him to chase down enemies more easily. As well, the teleport increases Xin's global presence, especially when combined with Fire Remnants, as he can make quick returns to base to grab items or replenish HP and mana, assist in gank opportunities on other parts of the map, and so on.
 * , gives Ember Spirit all-around stats, shoring up his HP and mana pool as well as giving him increased damage, which combined with the aura allows him to engage in teamfights earlier. The bonus movement speed increases his mobility, allowing him to position himself to use his spells more easily.
 * is a highly potent item in Ember Spirit's hands, both for farming and fighting. The HP and mana regen help to keep him topped up, allowing him to farm jungle camps using his spells and ensuring that he can enter fights will full HP and mana. The cleave allows him to farm creeps more easily, and can inflict vast amounts of damage to the enemy team when combined with Sleight of Fist.
 * A second, and possibly a third or more, is very powerful on Xin. Increasing the cleave percentage as well as the amount of damage he deals with each strike allows Ember Spirit to inflict tremendous amounts of physical damage using Sleight of Fist, potentially resulting in multi-kills against the enemy team if they are clustered together.

Situational items:
 * is a very powerful item that provides Ember Spirit with additional damage and a chance to deal 2.2x damage on an attack. It synergizes extremely well with Sleight of Fist, allowing for powerful damage output at a distance.
 * is a must-have item in the face of heavy disables. As he can be killed very quickly if ever stunned or silenced, spell immunity allows Ember Spirit to engage the enemy head-on and ignore their disables while fighting, giving him a bigger damage window before he needs to retreat. As well, it gives him additional strength, increasing the size of his HP pool, as well as more raw damage.
 * provides Ember Spirit with stats across the board, greatly increasing his survivability and offensive potential. Combined with Sleight of Fist, he can inflict the slow to multiple enemy heroes at once, through spell immunity, slowing them down drastically and preventing them from chasing, escaping or spreading out as quickly.
 * is a strong mid-game item that gives Ember Spirit more damage output and is relatively cheap to farm. On top of the bonus damage, its Unique Attack Modifier reduces the armor of any attacked enemy, making it a strong item to combine with Sleight of Fist.
 * increases Ember Spirit's damage output while also negating his weakness to physical damage. The increased armor and attack speed mitigate his low agility growth, giving him stronger presence on the battlefield. The aura helps give allies more armor and attack speed, and reduces enemy armor as well, making them more vulnerable to Sleight of Fist strikes.
 * offer a very large amount of attack speed, synergizing very well with other damage items Ember Spirit may have. The Chain Lightning effect will not only allow Ember Spirit to farm neutral camps and push lanes faster, but also deal significant damage to all enemy heroes in a fight, as its proc chance increases drastically when combined with Sleight of Fist. The Static Charge ability can be used to discourage enemies from attacking Ember Spirit as well, for fear of proccing the discharge.
 * greatly increases Ember Spirit's survivability in fights. The lifesteal, on top of allowing him to farm more easily, also procs during Sleight of Fist, allowing Xin to lifesteal drastic amounts of HP in fights, especially when the active ability is used. The increased strength and armor also give him more survivability against physical damage, making him harder to kill if he is ever caught.
 * in the early game can help Ember Spirit to chase down enemies. Combined with an early level in Sleight of Fist, the slow modifier can be applied to multiple enemies at once, slowing them down from range. It can either be sold once another Unique Attack Modifier is purchased, or kept to build into an.
 * can be a useful early-game pickup, as the increased agility, damage and armor give Ember Spirit more last-hitting power and protection against physical damage, while the small amount of mana regen can allow him to use his spells more often.
 * is very situational, but can drastically increase Ember Spirit's mobility, allowing him to initiate on enemies without having to use a Fire Remnant. It also allows him to move around the map more quickly and bypass trees and terrain, which lets him catch enemies unaware or run from fights more easily. Judicious use of Sleight of Fist or Fire Remnants can allow Xin to dodge enemy attacks to prevent it from going on cooldown from player-based damage, while Flame Guard does the same for magical damage.
 * increases Ember Spirit's physical DPS, and gives him an additional method with which to initiate on enemies during ganks. As well, if Sleight of Fist is cast during the 0.3 second fade time, Ember Spirit will deal the 175 bonus damage to all slashed targets and remain invisible upon returning to the remnant. However, beware that this tactic does not apply to.
 * gives Ember Spirit a measure of defense against silences, as he can instantly purge off debuffs while also creating two illusions with which to confuse the enemy. The item itself also provides very useful bonuses, giving him all-around stats, more agility and attack speed, and a movement speed bonus that increases his mobility. Finally, as items can be used during Sleight of Fist, combining this item, Sleight of Fist and Searing Chains can allow Ember Spirit to root and place illusions near a target from long range.
 * gives Ember Spirit stats across the board, as well as passive HP and mana regen. The spellblock allows Ember Spirit to shrug off one targeted spell during a fight, hopefully a targeted disable, increasing his slipperiness and allowing him to fight without fear of being disabled.
 * is a strong damage item that also provides True Strike, eliminating any possibility of the enemy evading his Sleight of Fist slashes via evasion or blind. It can be a powerful purchase in the face of enemies purchasing evasion or when facing enemies with blind spells, and the mini-bash proc can allow Ember Spirit to deal even more damage during Sleight of Fist.
 * can be very powerful in the hands of Ember Spirit, as it grants him evasion while also increasing his physical DPS. The passive evasion decreases his vulnerability against physical damage, while the active can give him more mobility to flee from a fight or chase an enemy down.
 * is one of the strongest items that Ember Spirit can purchase, as, combined with a cleave and crit, can allow him to deal absurd amounts of physical damage to the entire enemy team during Sleight of Fist. While it is extremely expensive and extremely risky due to the possibility of giving it to the enemy upon being killed, Ember Spirit's ability to evade the enemy and avoid damage allow him to push this item to its limit and emerge victorious.
 * give Ember Spirit the mobility to chase or escape engagements. The raw bonus damage also increases the potency of in the early/mid game, as each target will take increased damage.