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This page is about the hero Ember Spirit. For the city in Dota 2 lore, see Ember (City).
Ember Spirit
Ember Spirit icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
21 + 2.6
22 + 2.9
20 + 2.2
Level 0 1 15 25 30
Health 200 620 1340 2100 2400
+0.75 +2.85 +6.49 +10.29 +11.79
Mana 75 315 675 1083 1239
+0 +1 +2.54 +4.24 +4.89
Armor -1 2.67 9.43 16.27 19.02
Damage Block 16 (50%)
Magic Resistance 25%
Status Resistance 0%
Damage 33‒37 55‒59 95‒99 136‒140 153‒157
Attack Rate 0.59/s 0.72/s 0.96/s 1.2/s 1.29/s
Attack Range Melee 150 (600)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.4+0.3
Projectile Speed Instant
Movement Speed ▶️ 305
Turn Rate Takes 0.175s to turn 180°. 0.6
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Fire
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.
Fire Remnant
Fire Remnant

Xin, the Ember Spirit, is a highly mobile and versatile melee agility hero whose abilities make him a slippery foe who can dance around his enemies at will. His skill set allows for aggressive assaults on other heroes, as he can engage on them from long range using Sleight of Fist and tie them down with Searing Chains. His Flame Guard ability deals damage in a small area around him while shielding him from magic nukes, making him a force to be reckoned with by enemy casters. Finally, his Fire Remnant spell enables him to engage, escape, or move instantaneously around the map, allowing him to appear where the enemy least expects and disappear just as quickly.

Despite a decent health pool early on, he lacks armor and a sizable mana pool, making him frail and easy to kill with physical damage if caught or disabled. However, with good item choices and proper judgment, Ember Spirit can engage his foes using his speed and disables, dominating the battlefield with blinding speed. While he has only a limited presence in the early and mid game, Xin eventually becomes a dangerous opponent even on his own, proving to friend and foe alike that, for them, there is still much to be learned.


Ember Spirit minimap icon.pngXin, the Ember Spirit
▶️ "Balance in all things."
Lost within the Wailing Mountains, the Fortress of Flares lay abandoned, its training halls empty, its courtyard covered in leaves and dust. Upon a dais in its sealed temple rests a topaz cauldron filled with ancient ash, remnants of a pyre for the warrior-poet Xin. For three generations, Xin taught his acolytes the Bonds of the Guardian Flame, a series of mantras to train the mind and body for the harsh realities beyond the fortress walls.

However, in teaching a warrior's way he earned a warrior's rivals, and in his autumn Xin was bested and slain. His followers spread to the wind. Yet as years turned to centuries and followers to descendants, his teachings endured by subtle whisper and deed. Touched by the teacher's lasting legacy, the Burning Celestial, inquisitive aspect of fire, cast himself to the Fortress of Flares and reignited the pyre ash. From these glowing embers emerged an image of Xin, wreathed in flame, his thoughtful countenance prepared to train and to teach, and to spread the fires of knowledge to all who seek guidance.


Searing Chains
Searing Chains icon.png
No Target
Ember Spirit unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.
Cast Animation: 0+0.5
Search Radius: 400
Max Targets: 2 (Talent 3)
Damage per Second: 50/70/90/110
Duration: 1.5/2/2.5/3 (Talent 2.5/3/3.5/4)
Cooldown: 13/12/11/10
Mana: 80/90/100/110
Does not pierce spell immunity. Root effect persists and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Debuff modifier_ember_spirit_searing_chains: Dispellable with any dispel.
Xin's harshest lessons often employed the use of red-hot chains.


  • 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, but only when the targets were not invisible or within a fade time upon cast.
  • Does not target invisible units or units inside the Fog of War.
  • Deals damage in 0.5-second intervals, starting 0.5 seconds after cast, resulting in 3/4/5/6 (Talent 5/6/7/8) damage instances.
    • Can deal up to 75/140/225/330 (Talent 125/210/315/440) damage to each unit.

Sleight of Fist
Sleight of Fist icon.png
Enemies / Self
Ember Spirit dashes around with blazing speed, attacking all enemies in the targeted area of effect, then returning to his start location. Deals bonus damage to heroes, and less damage to creeps.
Cast Animation: 0+0.7
Cast Range: 700
Effect Radius: 250/350/450/550
Jump Interval: 0.2
Hero Attack Damage Bonus: 40/80/120/160 (Talent 105/145/185/225)
Creep Attack Damage Reduction: 40%
Talent Number of Charges: 2
Talent Charge Replenish Time: 18/14/10/6
Cooldown: 18/14/10/6 (Talent 0)
Mana: 50
Buff modifier_ember_spirit_sleight_of_fist_in_progress: Dispellable with death only.
Buff modifier_ember_spirit_sleight_of_fist_caster: Dispellable with death only.
Buff modifier_ember_spirit_sleight_of_fist_caster_invulnerability: Dispellable with death only.
Debuff modifier_ember_spirit_sleight_of_fist_marker: Dispellable with death only.
The studied warrior must whip and weave through its enemies, burning each without pause.


  • 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.
    • These instant attacks can proc any attack modifiers and on-hit effects normally. They do not have True Strike.
    • If Ember Spirit is disarmed, no instant attack is performed on the jump.
    • The instant attacks of Sleight of Fist do not break Smoke of Deceit icon.png Smoke of Deceit's invisibility.
  • 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.

Flame Guard
Flame Guard icon.png
No Target
Self / Enemies
Ember Spirit surrounds himself with a ring of fire that consumes incoming magic damage, leaving him unharmed. Flame Guard deals damage per second in an area around Ember Spirit while Flame Guard is active. If the shield is broken, the damage is also lost.
Cast Animation: 0+0.6
Damage Radius: 400
Damage per Second: 25/35/45/55 (Talent 75/85/95/105)
Magical Damage Absorbed: 110/240/370/500 (Talent 390/520/650/780)
Duration: 11/14/17/20
Cooldown: 35
Mana: 80/90/100/110
Buff modifier_ember_spirit_flame_guard: Dispellable with any dispel.
An enemy should never be allowed to approach without difficulty.


  • Flame Guard interrupts Ember Spirit's channeling abilities upon cast.
  • Deals 5/7/9/11 (Talent 15/17/19/21) damage in 0.2-second intervals, starting 0.2 seconds after cast.
    • Can deal a total of 275/490/765/1100 (Talent 825/1190/1615/2100) damage to a single unit (before reductions), assuming a max duration Flame Guard.
  • Only blocks magical damage, coming from abilities and attacks. Does not block any physical or pure damage.
  • 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.

Activate Fire Remnant
Activate Fire Remnant icon.png
Self / Enemies
Select the Fire Remnant to arrive at.
Cast Animation: 0.1+0.5
Cast Range: Global
Remnant Damage Radius: 450
Remnant Damage: 100/200/300
Cooldown: 0
Mana: 150
Buff modifier_ember_spirit_fire_remnant: Dispellable with death only.
With blazing speed does a spirit fly!


  • This ability level scales together with Fire Remnant's level.
  • Ember Spirit moves to a Fire Remnant 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.
  • 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.
  • Always travels to the Fire Remnant furthest away from the targeted point first.
  • 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 collides with while traveling to a remnant.
    • Though at high traveling speeds, some trees may be skipped and not destroyed.

Fire Remnant
Fire Remnant icon.png
Upgradable by Aghanim's Shard. Enemies
Ember Spirit generates Fire Remnant charges every 38 seconds, with a max of 3 charges. Releasing a charge sends a Fire Remnant that runs to the target location at 2.5x Ember Spirit's speed. Using Activate Fire Remnant, Ember Spirit can dash out to his Remnants, dealing damage along the way and exploding them upon arrival. The targeted Remnant will be arrived at last.
Cast Animation: 0+0.53
Cast Range: 1400 (With Aghanim's Scepter 3000)
Remnant Travel Speed: 250% (With Aghanim's Scepter 500%)
Remnant Duration: 45
Number of Charges: 3 (With Aghanim's Scepter 5)
Charge Replenish Time: 38 (Talent 26)
With Aghanim's Shard Enemy Death Radius: 400
With Aghanim's Shard Damage Radius: 600
With Aghanim's Shard Damage per Second: 45
With Aghanim's Shard Damage Aura Linger Duration: 0.5
Cooldown: 0
Aghanim's Scepter upgrade: Increases cast range, initial remnant speed, and maximum charges.
Aghanim's Shard upgrade: Fire Remnants deal 45 damage per second in a 600 AoE around them. If an enemy hero dies within 400 range of Ember Spirit, a Fire Remnant charge will be replenished.
Buff modifier_ember_spirit_fire_remnant_remnant_tracker: Undispellable. Persists death.
Buff modifier_ember_spirit_fire_remnant_thinker: Dispellable with death only.
Buff modifier_ember_spirit_fire_remnant_timer: Dispellable with death only.
Buff modifier_kill: Dispellable with death only.
Buff modifier_ember_spirit_fire_remnant_shard: Undispellable. Persists death.
Debuff modifier_ember_spirit_fire_remnant_shard_debuff: Undispellable. Persists death.
By the spirit's power are Xin's teachings spread anew.


  • Ember Spirit gets all 3 charges immediately upon learning Fire Remnant.
    • Acquiring Aghanim's Scepter icon.png Aghanim's Scepter the first time instantly grants 2 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 250% (Upgradable by Aghanim's Scepter. 500%) of Ember Spirit's movement speed.
    • The movement speed is set upon cast and does not adapt.
  • Since Fire Remnants last for 45 seconds and the replenish time is 38 (Talent 26) seconds, it is possible to have 4 (Talent 4) (Upgradable by Aghanim's Scepter. 6, Talent 6) 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.
  • With Aghanim's Shard icon.png Aghanim's Shard, Fire Remnants deal 22.5 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 2047.5 damage within 600 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 Aghanim's Shard icon.png Aghanim's Shard, any enemy hero kill (including clones, excluding illusions and allies) done by Ember Spirit replenish a Fire Remnant charge.
    • This also happens whenever an enemy hero dies within 400 range of him. Denies do not count.
    • A charge is replenished even if the killed hero has Reincarnation.
    • If Ember Spirit dies, he leaves behind a Fire Remnant at his death location.


Hero Talents
-12s Remnant Charge Restore Time252 Sleight of Fist Charges
+65 Sleight of Fist Hero Damage20+1 Searing Chains Target
+1s Searing Chains15+50 Flame Guard DPS
+280 Flame Guard Absorption10+15 Damage
  • This attack damage talent is added as bonus attack damage.
    • Does not benefit illusions and is not affected by most percentage-based damage increasing or reducing effects.

Recent Changes[]

Level 20 right talent changed: +8% spell damage amplification ➜ +1 Searing Chains max targets.

Recommended Items[]

Starting items:

  • Tango icon.png Tango helps Ember Spirit sustain during the laning phase, preventing him from being forced to return to base due to enemy harassment.
  • Healing Salve icon.png Healing Salve also restores health to Ember Spirit.
  • Faerie Fire icon.png Faerie Fire may help you survive a gank or lethal attack from tower after killing enemy. It also helps with last hitting.
  • Iron Branch icon.png Iron Branch 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.

Early game:

  • Bottle (Full) icon.png Bottle 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.
  • Infused Raindrops icon.png Infused Raindrops can mitigate magical damage in fights, also helps with mana regeneration.
  • Boots of Speed icon.png Boots of Speed 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 Searing Chains.
  • Town Portal Scroll icon.png Town Portal Scroll 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 Fire Remnant, it allows Ember Spirit to regenerate in fountain and come back quickly.

Mid game:

  • Power Treads icon.png Power Treads give intelligence so Ember Spirit can use abilities more often. The attack speed and agility also add to his damage output.
  • Boots of Travel 1 icon.png Boots of Travel gives Ember Spirit high global mobility in conjunction with Fire Remnant, 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.
  • Battle Fury icon.png Battle Fury keeps Ember Spirit's mana topped up and gives cleave damage to Sleight of Fist, making him more dangerous in teamfights and increasing his farming speed. Multiple Battle Furies for more cleave damage can be considered to counter illusion swarms.
  • Maelstrom icon.png Maelstrom is a cheaper alternative to Battle Fury for giving Sleight of Fist splash damage, and is often more useful for magical builds.

Late game:

  • Blink Dagger icon.png Blink Dagger 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 Searing Chains.
  • Daedalus icon.png Daedalus provides Ember Spirit with great 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.
    • Multiple Daedalus icon.png Daedalus 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.
  • Black King Bar icon.png Black King Bar 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.
  • Linken's Sphere icon.png Linken's Sphere 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.
  • Manta Style icon.png Manta Style 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 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.
  • Aghanim's Scepter icon.png Aghanim's Scepter augments nearly every aspect of Fire Remnant, making Ember Spirit amazingly mobile, reducing his mana drain, and giving magical builds more burst damage.

Situational items:

  • Drum of Endurance icon.png Drum of Endurance, 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.
  • Veil of Discord icon.png Veil of Discord 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.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity's movement speed bonus and cyclone helps Ember Spirit catch up to enemies and set up Searing Chains. It also dispels silence and grants mana for him to keep using abilities.
  • Butterfly icon.png Butterfly 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.
  • Octarine Core icon.png Octarine Core is a powerful late item for magical Ember, which gives him more survivability and increases spells cooldowns. With 25% Cooldown Reduction and +1 sec Searing Chains talents, Ember Spirit can easily catch his opponents.
  • Mjollnir icon.png Mjollnir can be upgraded from Maelstrom icon.png Maelstrom. 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 Sleight of Fist.
  • Shadow Blade icon.png Shadow Blade 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 Silver Edge icon.png Silver Edge.
  • Divine Rapier icon.png Divine Rapier lets Ember Spirit deal absurd damage with Sleight of Fist. While his natural mobility helps him hold onto the Rapier, it is nevertheless still a very risky purchase.


Roles: Carry Carry Escape Escape Nuker Nuker Disabler Disabler Initiator Initiator
Complexity: ★★☆
Playstyle: 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. The great teacher dashes through his opponents, a Sleight of Fist that strikes each foe once 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 Remnants from impossible distances, catching the unprepared in a burst of flame before they surrender their lives to Xin's burning blades.





  • Ember Spirit, like Brewmaster minimap icon.png Brewmaster, Earth Spirit minimap icon.png Earth Spirit, and Storm Spirit minimap icon.png Storm Spirit, was a Pandaren in DotA. However, he was re-skinned to avoid copyright issues with Blizzard Entertainment, since Pandaren are a race of creatures in the Warcraft Universe.
  • 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."