This page is about the hero Ember Spirit. For the city in Dota 2 lore, see Ember (City).
|Rapidly strikes and chains his foes.|
|Impressed by the teachings of Xin, the Burning Celestial breathed life into the warrior-poet's ashes, and from there an image of Xin appeared, born anew as the Ember Spirit. Swift and elusive, the great teacher dashes through his opponents, striking each foe once with a Sleight of Fist before returning to his original spot. He immobilizes enemies with Searing Chains, holding them in place against the scorching heat of his Flame Guard. Across the land, Xin's glowing likenesses stand silent guard. The Ember Spirit arrives at his Fire Remnant from impossible distances, catching the unprepared in a burst of flame before they surrender their lives to Xin's burning blades.|
|Roles:||Carry Escape Nuker Disabler Initiator|
- Searing Chains interrupts Ember Spirit's channeling abilities upon cast.
- Despite the visual effects, the Searing Chains' effects are applied instantly and cannot be disjointed.
- The units are selected randomly within its range. There are no priorities.
- Roots the targets, preventing them from moving and casting certain mobility abilities.
- Provides True Sight over the targets.
- Does not target invisible units or units inside the Fog of War.
- During Sleight of Fist, this ability is inactive, so that it cannot be recast until the current cast finishes.
- Ember Spirit is only disarmed during Sleight of Fist, so actions besides attacking can be performed normally during it.
- Upon cast, all targets within the area are marked. A flaming sword appears above them as an indicator, which lasts until they get hit.
- Sleight of Fist has no range limit. Once a target is marked, it cannot escape Sleight of Fist with distance.
- Does not affect invisible or attack immune units. When a marked unit turns invisible or attack immune, it gets fully skipped on its turn.
- Fully affects units in the Fog of War. Fogged units get marked on cast, and get hit as well.
- Jumps in 0.2-second intervals. The jumps are random between all marked units, there are no priorities.
- On each jump, Ember Spirit is positioned 50 range away from his target, on a line between the target and the cast location of Sleight of Fist.
- Causes Ember Spirit perform an instant attack on each jump against the targets.
- Sleight of Fist's damage is considered as a conditional attack damage bonus.
- Although the attack damage bonus values are not displayed in the HUD, it is still considered and directly added to Ember Spirit's attack damage.
- The attack damage bonus is considered by critical strike, cleave, and lifesteal, and it can be reduced only by flat reductions (e.g. damage block).
- Since it is considered bonus attack damage, it is not affected by percentage-based attack damage bonuses or reductions.
- After all marked targets have been slashed, Ember Spirit returns to the position he had upon casting Sleight of Fist.
- That position is marked by a fiery replica of Ember Spirit for the duration.
- Casting forced movement do not. cancels Sleight of Fist. However, other sources of
- Flame Guard interrupts Ember Spirit's channeling abilities upon cast.
- Deals 5/7/9/11 ( ) damage in 0.2-second intervals, starting 0.2 seconds after cast.
- Can deal a total of 275/490/765/1100 ( ) damage to a single unit, if it lasts the full duration (before reductions).
- Only blocks 70% of incoming magical damage from abilities and attacks. Does not block any physical or pure damage.
- Blocks damage before reductions, except .
- The buff is lost upon collectively taking 121/271/421/571 ( ) magical damage.
- This means a total of 36/81/126/171 ( ) magical damage bypasses the shield before its capacity is reached.
- Recasting Flame Guard refreshes the buff and resets the barrier's absorb capacity.
- Does not stack with other magical damage barriers.
- If multiple sources of barriers are active on a unit, all of them lose capacity from the same absorbed damage instance.
- However, if a damage instance is greater than the capacity of all barriers individually, the damage gets blocked as if the barriers were one barrier with combined capacity.
- Ember Spirit moves to a
with a speed of 1300 if it can be reached within 1 second at that speed, or reaches it in 0.4 seconds.
- Ember Spirit is invulnerable while traveling to a Fire Remnant.
- Does not disjoint projectiles upon cast.
- The mana cost of Activate Fire Remnant is always the same, regardless of how many remnants he is traveling to with a single cast.
- Always travels to the Fire Remnant furthest away from the targeted point first.
- While traveling, Ember Spirit cannot turn, but can attack, cast abilities, and use items (still requires facing his targets).
- Forced movement cancels the movement of Activate Fire Remnant and removes its invulnerability.
- However, the remnants still get used up and Ember Spirit gets instantly moved to the last one's location once it explodes.
- Ember Spirit damages enemies within a 225 radius around him as he travels, and in a 450 radius around a remnant upon reaching it.
- Enemies may only be damaged once per remnant, either by Ember Spirit as he travels towards the remnant, or by him upon reaching the remnant.
- Destroys trees Ember Spirit come in contact with while traveling to a remnant.
- Though at high traveling speeds, some trees may be skipped and not destroyed.
- Ember Spirit gets all 3 charges immediately upon learning Fire Remnant.
- Acquiring the first time instantly grants charges as well. This only happens once, so re-acquiring it does not grant them again.
- Fire Remnants move to their targeted location at a speed of based on Ember Spirit's current movement speed.
- With the movement speed limits, the remnant's minimum and maximum travel speed to their targeted location is 250 ‒ 1375 ( ‒ ) respectively.
- The movement speed is set upon cast and does not adapt.
- Since Fire Remnants last for 45 seconds and the replenish time is 38 ( ) seconds, it is possible to have 4 ( ) ( , ) remnants up at a time.
- Every time a Fire Remnant is placed, Ember Spirit gets a status buff, showing the duration of the remnant. The status buff disappears once the Remnant expires or is used.
- Fire Remnants are visible to everyone. They do not grant any vision and cannot be seen when sent into the Fog of War.
- Fire Remnants deal no damage when they expire.
, Fire Remnants deal damage in 0.5-second intervals, starting 0.5 seconds after receiving the debuff.
- The fire remnants start dealing damage as soon as they are created, so they already deal damage while traveling towards their destination.
- The damage from multiple remnants with overlapping areas do not stack.
- Can deal up to damage within radius for the entire duration.
- The damage is sourced to Ember Spirit, and not to the remnants themselves.
- The damage is provided by an aura, its debuff lingers for 0.5 seconds.
- With clones, excluding illusions and allies) done by Ember Spirit replenish Fire Remnant charge. , any enemy hero kill (including
|-12sCharge Restore Time||25||2Charges|
Main Article: Ember Spirit/Changelogs
- Reduced hero attack damage bonus from 60/90/120/150 to 45/80/115/150.
- No longer reduces attack damage by 40% against non-hero units.
- Rescaled hero attack damage bonus from 40/80/120/160 to 60/90/120/150.
- Reduced cooldown from 18/14/10/6 to 15/12/9/6.
- Now absorbs 70% of incoming magical damage, instead of 100%.
- Reduced magical damage absorbed from 110/240/370/500 to 85/190/295/400.
- Increased cast time from 0 to 0.1.
- Level 10 left talent: +280 magical damage absorbed reduced to +200.
- Increased cast time from 0 to 0.1.
- No longer reduces mana cost from 150 to 75.
- helps Ember Spirit sustain during the laning phase, preventing him from being forced to return to base due to enemy harassment.
- also restores health to Ember Spirit.
- may help you survive a gank or lethal attack from tower after killing enemy. It also helps with last hitting.
- 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.
- 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.
- can mitigate magical damage in fights, also helps with mana regeneration.
- 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 .
- allows 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. When combined with , it allows Ember Spirit to regenerate in fountain and come back quickly.
- is opted for an aggressive Ember Spirit who loves to chase his foes as its active allows his to travel faster upon cast before blinking towards its location. The bonus damage and armor is highly appreciated for Ember since he lacks armor for an agility hero.
- gives Ember Spirit high global mobility in conjunction with , letting him quickly assist in ganks, pushes, and defenses all around the map or heal up at the Fountain before returning to farm near-instantly.
- keeps Ember Spirit's mana topped up and gives cleave damage to , making him more dangerous in teamfights and increasing his farming speed. Multiple for more cleave damage can be considered to counter illusion swarms.
- is a cheaper alternative to Battle Fury for giving splash damage, and is often more useful for magical builds. Can be upgraded into to inflict an AOE root on cast in conjunction with , or is taken instead to clear multiple illusions.
- Rooting enemies combined with , giving him another effective disable on his arsenal of magical spells. grants Ember all-around attributes, specifically his intelligence, bolstering his mana pool whilst providing an active that deals damage upon cast while
scales Ember Spirit with great additional damage and a chance to deal 2.2x damage on an attack. It synergizes extremely well with , allowing for powerful physical damage output at a distance. A physical Ember must have this to fully transition into a hard-hitting truck as he blitz across the map.
- Multiple allows Ember Spirit to inflict tremendous amounts of physical damage using , potentially resulting in multi-kills against the enemy team if they are clustered together.
- 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.
- gives Ember Spirit stats across the board, as well as passive HP and mana regen. The Spell Block passive 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.
- gives Ember Spirit a measure of defense against silences, as he can instantly dispel debuffs, especially silence, 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 , combining this item, and can allow Ember Spirit to root and place illusions near a target from long range.
- augments nearly every aspect of , making Ember Spirit amazingly mobile, reducing his mana drain, and giving magical builds more burst damage.
- , gives Ember Spirit all-around stats, shoring up his HP and mana pool as well as giving him increased damage. The bonus movement speed increases his mobility, allowing him to position himself to use his spells more easily.
- lets Ember Spirit save his Remnants for escape rather than initiation, letting him easily jump on enemies to deal right-click damage and bind them with . is your next goal, increasing his basic damage while further making Ember Spirit more swift.
- is a powerful mid game item for Ember Spirit. With Discord and spell amplification talent, Ember Spirit can deal lots of magical damage with his abilities.
- give intelligence so Ember Spirit can use abilities more often. The attack speed and agility also add to his damage output.
- silence and grants mana for him to keep using abilities. 's movement speed bonus and cyclone helps Ember Spirit catch up to enemies and set up . It also dispels
- 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 a powerful late item for magical Ember, which gives him more survivability and increases all of his spells cooldowns. With 25% Cooldown Reduction and +1 sec talents, Ember Spirit can easily catch his opponents.
- can be upgraded from . The Static Charge ability can be used to discourage enemies from attacking Ember Spirit as well, for fear of proccing the discharge. Note that the additional attack speed is not very useful on Ember Spirit as his main source of physical damage is .
- increases Ember Spirit's physical DPS, and gives him an additional method with which to initiate on enemies during ganks. As well, if 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 .
- lets Ember Spirit deal absurd damage with . While his natural mobility helps him hold onto the Rapier, it is nevertheless still a very risky purchase.
- Ember Spirit, like Pandaren are a race of creatures in the Warcraft Universe. , , and , was a Pandaren in DotA. However, he was re-skinned to avoid copyright issues with Blizzard Entertainment, since
- The hat on Ember Spirit's back was originally intended to be worn on his head. This model and positioning can still be seen when using Ember Spirit's Hat, a cosmetic item that was made available via drops when Ember Spirit was released.
- Most of Ember Spirit's responses are exactly four words long, a reference to four-character Chinese idioms known as chengyu. According to Xin himself: ▶️ "Four words is plenty."