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Phantom Lancer
Phantom Lancer icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
19 + 2.2
26 + 3.2
21 + 2
Level 0 1 15 25 30
Health 200 580 1180 1860 2120
+1.5 +3.4 +6.48 +9.88 +11.18
Mana 75 327 663 1047 1191
+0 +1.05 +2.45 +4.05 +4.65
Armor -1 3.33 10.8 18.13 21.13
Damage Block 16 (50%)
Magic Resistance 25%
Status Resistance 0%
Damage 26‒36 52‒62 96‒106 140‒150 158‒168
Attack Rate 0.59/s 0.74/s 1/s 1.26/s 1.37/s
Attack Range Melee 150 (600)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.5+0.5
Projectile Speed Instant
Movement Speed ▶️ 290
Turn Rate Takes 0.175s to turn 180°. 0.6
Collision Size 8
Vision Range (G) 1800 • 800
Legs 2
Gib Type Default
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.
Spirit Lance
Creates illusions of himself to trick or attack foes.
As Azwraith drove his pike through Vorn, the Dread Magus shattered into innumerable shards of light, saturating his killer with a strange new power. Once a humble fisherman, the Phantom Lancer Spears targets from afar, spawning a fragment of the Phantom Lancer himself as they Dash ahead while cutting foes apart in a breathtaking flurry of attacks. When cornered, he vanishes briefly from the battlefield, reappearing at a nearby spot while leaving behind Doppelgangers to mislead and elude pursuers. The sheer number of his army are often Juxtaposed with his foes, overwhelming them before their eyes can scarcely distinguish the Phantom Lancer from his army of clones.
Spirit Lance
Spirit Lance
Phantom Rush
Roles: Carry Carry Escape Escape Pusher Pusher Nuker Nuker
Complexity: ★★☆


Phantom Lancer minimap icon.pngAzwraith, the Phantom Lancer
▶️ "We outnumbered you. We outnumber them all!"
The remote village of Pole had no knowledge of the wars raging in the heart of the kingdom. For them, the quiet of spear fishing, and a family meal were all that a full life required. Yet war came for them nonetheless. Joining the able-bodied conscripts as they filed passed their homes, the humble lancer Azwraith vowed to bring peace to his kingdom, and in so doing, his people. Placed with his kin in the vanguard of the final assault against the Dread Magus Vorn, the cost to his fellows was absolute. As the charging force battled toward the fortress, Azwraith alone among his kind remained standing, and he alone was able to infiltrate the keep.

Focused and infuriated by the slaughter of his brothers, Azwraith bested each of the wizard's deadly traps and conjured guardians. Soon the simple fisherman arrived at Vorn's tower sanctum. The pair dueled through the night, pike to staff, as chaos raged below, and with a deafening cry Azwraith pierced his enemy. But the wizard did not simply expire; he exploded into uncountable shards of light, penetrating his killer with power. As the dust settled and the smoke of combat began to clear, Azwraith found himself standing among a throng of his kin. Each seemed to be dressed as he was, each seemed armed as he was, and he could sense that each thought as he did. Aware that his allies were approaching, he willed these phantoms to hide themselves, and one by one they began to vanish into nothingness. As the soldiers came upon the sanctum, they found the warrior that had bested the wizard. When they approached their champion, the lancer vanished. The pikeman who had stood before them was no more than another phantom.


Spirit Lance
Spirit Lance icon.png
Sends a magical spirit lance to a target enemy unit that damages and slows, while summoning an illusory phantom to attack the unit.
Cast Animation: 0.3+0.73
Cast Range: 525/600/675/750
Number of Targets: 1 (With Aghanim's Shard 2)
Damage: 100/160/220/280
Move Speed Slow: 10%/18%/26%/34%
Illusion Damage Dealt: 20% (With Aghanim's Shard 60%)
Illusion Damage Taken: 400%
Illusion Duration: 2/4/6/8
Slow Duration: 3.25
With Aghanim's Shard Bounce Distance: 750
Cooldown: 7 (Talent 5)
Mana: 120
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Spirit Lance bounces once on an enemy, prioritizing Heroes. Increases Spirit Lance illusion damage.
Does not pierce spell immunity.
The slow persists if debuff was placed before spell immunity and when not dispelled.
Upgradable by Aghanim's Shard.
Does not bounce upon hitting a spell immune unit.
Blocked by Linken's Sphere.
Blocked upon impact as primary target.
Upgradable by Aghanim's Shard.
Blocked upon impact as secondary target.
Stop bouncing upon block.
Can be disjointed.
Disjointable by primary target.
Upgradable by Aghanim's Shard.
Disjointable by secondary target.
Stop bouncing upon disjoint.
Modifiers [?]
Azwraith's proficiency at spearing his family's meal of fish is proving quite useful in the battlefield.


  • Spirit Lance travels at a speed of 1000.
  • The lance first applies the debuff, then the damage.
  • The illusion only spawns when the projectile successfully hits and damages or slows the target.
  • The illusion spawns 58 range away from the target, at random spot around it.
  • All illusions owned by Phantom Lancer within 675 range of Phantom Lancer also cast a fake Spirit Lance.
    • They play the whole cast animation and release their fake lances at the same time the real lance is released.
    • When illusions currently are not having any order and are standing still, they turn to face the target and cast the fake lances.
    • When illusions are moving or attacking, they continue to do so and do not turn to face the target. They still play the cast animation, overriding their move or attack animations.
    • When canceling the cast, the illusions still play the full cast animation, but do not release the fake lances.
    • The fake lances do not interact with anything and nothing on impact.
  • Illusions created by Spirit Lance have a static 5 Gold and 5XP bounty which does not scale with levels.
  • With Aghanim's Shard icon.png Aghanim's Shard, the projectile bounces on another unit within a 750 radius.
    • Does not bounce on invisible units or units in the Fog of War.
    • Can never hit the same unit twice per cast.
    • If the current target turns invulnerable or hidden, it does not bounce upon reaching them.
    • All bounces together can deal up to 200/320/440/560 damage (before reductions).

Doppelganger illusion as they appear to allies.

Doppelganger icon.png
Phantom Lancer briefly vanishes from the battlefield. After 1 second, Phantom Lancer and any of his nearby illusions reappear at a random position within the targeted location, along with two additional doppelgangers. Extends duration of all illusions. The two added doppelgangers have different properties: one takes normal damage and deals none, while the other takes 500% bonus damage and deals -80% less damage.
Cast Animation: 0.1+0
Cast Range: 575
Reappear Radius: 325
Illusion Gather Radius: 900
Reappear Delay: 1
Number of Illusions: 2
First Illusion Damage Dealt: 0%
First Illusion Damage Taken: 100%
Second Illusion Damage Dealt: 20%
Second Illusion Damage Taken: 600%
Gathered Illusion Duration Extension: 2
Doppelganger Illusion Duration: 8
Cooldown: 25/20/15/10 (Talent 21/16/11/6)
Mana: 50
Modifiers [?]
Dread Magus Vorn's death imbued the Phantom Lancer with the ability to blend with all spectrums of light.


  • Phantom Lancer and his affected illusions are invulnerable and hidden during the reappear delay.
    • They are unable to do anything during the reappear delay. Any order given during it is queued as next order.
  • Phantom Lancer and the 2 created illusions face the direction Phantom Lancer was facing upon cast.
    • Other illusions which got gathered keep their previous facing angle.
    • Phantom Lancer and his illusions reappear in a formation shaped like a plus, with a bit of variation.
    • Illusions which were moving or attacking a target continue to move or attack their target after reappearing.
    • Destroys trees within 150 radius of Phantom Lancer and every affected illusion upon reappearing.
  • All illusions gathered with Doppelganger get their duration increased. The 2 illusions created with this cast are not affected by this.
    • The duration extension happens upon cast, so they effectively gain 1 second extra duration, since it takes 1 second for the illusions and Phantom Lancer to reappear.
  • The normal damage taking and no damage dealing illusion is brighter and can be distinguished by Phantom Lancer and his allies from other illusions.
  • The 600% damage taking and 20% damage dealing illusion looks like any other illusion Phantom Lancer can create.
  • Unlike illusions created by Phantom Lancer's other abilities, Doppelganger illusions use the default bounty values which scale with levels.
  • Doppelganger cannot be interrupted by anything except death. This means when getting teleported (e.g. with Glimpse), Phantom Lancer still appears at the targeted area.
  • Illusions created by Doppelganger have a static 5 Gold and 5XP bounty which does not scale with levels.

Phantom Rush
Phantom Rush icon.png
When targeting an enemy for an attack, Phantom Lancer quickly charges into range, gaining a temporary agility boost. Phantom Lancer's illusions also have this ability.
Min Proc Distance: 200
Max Proc Distance: 600/675/750/825 (Talent 900/975/1050/1125)
Haste Speed: 800
Agility Bonus: 10/20/30/40
Max Rush Duration: 5
Agility Duration: 1.5 (Talent 4)
Cooldown: 13/10/7/4
Can be used by illusions.
Illusion Notes:
Phantom Rush is fully functional.
The ability is always toggled off.
Modifiers [?]
Azwraith knows that on the field of battle, speed can mean everything.


  • Can be toggled On to not activate, only Phantom Lancer can toggle the ability.
  • Requires a direct attack order (A or Keyboard White Mouse Right.png Right Click) to trigger. Auto-attacks or ground-targeted orders do not trigger Phantom Rush.
  • Phantom Rush can trigger on any target, including wards and buildings.
  • Upon triggering, Phantom Lancer receives the rush buff, which grants haste and phased movement.
    • This buff lasts for up to 5 seconds, until Phantom Lancer successfully hits the rush target, or until he receives another order.
    • Non-targeted items do not cancel the rush. ↓↓ Double-tapping item abilities count as targeted and cancel the rush.
    • The rush buff is also lost when Phantom Lancer gets stunned, cycloned, slept, hexed or hidden.
    • Roots do not cause Phantom Lancer to lose the buff and he continues rushing once the effect expires.
    • Taunts cause Phantom Lancer to rush towards the taunting unit instead without making him lose the buff. Forced attacks caused by taunts do not make him lose it either.
    • Fear does not make him lose the buff either, so that he flees with the rush speed.
    • When the target turns hidden, invisible or moves into the Fog of War, Phantom Lancer rushes towards the unit's last known location.
  • Phantom Lancer gains the Agility attribute symbol.png agility buff as soon as he loses the rush buff.
    • It does not matter how he loses the rush buff, the agility buff is always gained.
    • Effectively grants Phantom Lancer and his illusions 1.67/3.33/5/6.67 armor, 10/20/30/40 attack speed and main attack damage.

Spirit Lance and Juxtapose illusion as they appear to allies.

Can be used by illusions. Disabled by Break. Pierces spell immunity. RX
Juxtapose icon.png
(Upgradable by Aghanim's Scepter. No Target)
Phantom Lancer has a chance to fracture his presence, creating an illusion of himself. Illusions also have a chance to fracture further. Illusions created from Phantom Lancer last for 8 seconds, while illusions created from other illusions last 4 seconds.
With Aghanim's Scepter Cast Animation: 0+0.54
Hero Proc Chance: 40%/45%/50%
Illusion Proc Chance: 8%
Max Illusions: 6/8/10 (With Aghanim's Scepter 8/10/12)
Illusion Damage Dealt: 22% (Talent 27%)
Illusion Damage Taken: 650%
Illusion Duration (from Hero): 8
Illusion Duration (from Illusion): 4
With Aghanim's Scepter Active Spawn Radius: 550
With Aghanim's Scepter Active Illusion Duration: 18
Cooldown: With Aghanim's Scepter 40
Mana: With Aghanim's Scepter 75
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Increases Max Illusions and adds Juxtapose active ability. Destroys Phantom Lancer's other Juxtapose illusions and quickly creates the max illusions with bonus duration.
Disabled by Break.
Break Notes:
Disables the passive proc chance.
Upgradable by Aghanim's Scepter.
Does not disable the active component.
Can be used by illusions.
Illusion Notes:
Juxtapose is fully functional.
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
The Upgradable by Aghanim's Scepter. Vengeance Illusion uses the hero proc chance, instead of the illusion proc chance.
Each of Azwraith's lance attacks feels like two from a normal warrior; or three; or four...


  • The chance to spawn illusions only triggers upon attacking.
  • Illusions created by Juxtapose attack the target that the ability was triggered upon.
    • This means that illusions created by Juxtapose use Phantom Rush when their target is in correct range.
  • Illusions created by Juxtapose have a static 5 Gold and 5XP bounty which does not scale with levels.
  • The illusions spawns 72 range away from Phantom Lancer, appearing either north, east, south or west from him.
  • Juxtapose works for all illusions of Phantom Lancer, not just the ones from his abilities.
    • This includes illusions created with items (e.g. Manta Style icon.png Manta Style) or with other abilities (e.g. Reflection).
    • This means that even enemy illusions of Phantom Lancer have a chance to spawn new ones for the owner of the illusion.
  • With Aghanim's Scepter icon.png Aghanim's Scepter, Juxtapose turns into an active ability. The passive component is still present.
    • When cast, all currently existing Juxtapose illusions get instantly destroyed.
    • Spawns the illusions in 0.05-second intervals, starting immediately upon cast, resulting in a total spawn duration of 0.35/0.45/0.55 seconds.
    • The illusions spawn in a random location within the spawn radius.


Hero Talents
+24% Critical Strike (200%)25-4s Doppelganger CD
+5% Juxtapose Damage20+300 Phantom Rush Range
-2s Spirit Lance CD15+15 Strength attribute symbol.png Strength
+2.5 Phantom Rush Agi Duration10+150 Health
  • The health talent increases maximum health capacity, and keeps the current health percentage.
  • Critical Strike from talents is not disabled by Break.
    • The critical strike increases attack damage by an average of 24%.
    • The proc chances of multiple critical sources stack. If two sources of critical strike proc at the same time, the higher crit multiplier has priority.

Recent Changes[]

Level 10 left talent changed: +15 attack speed ➜ +2.5s Phantom Rush bonus Agility attribute symbol.png agility duration.
Level 15 left talent: -3s Spirit Lance cooldown reduced to -2s.

Recommended Items[]

Starting items:

  • Tango icon.png Tango helps keep Phantom Lancer longer alive during the early game.
  • Healing Salve icon.png Healing Salve is a standard regeneration item, useful for any hero to stay longer in lane.
  • Enchanted Mango icon.png Enchanted Mango helps Phantom Lancer endure harassment, and can be consumed to get off one last Spirit Lance or Doppelganger.
  • Iron Branch icon.png Iron Branch provides an extremely cost effective increase to his attributes, and can later be built into a Magic Wand icon.png Magic Wand.

Early game:

  • Magic Wand icon.png Magic Wand is a useful tool for keeping Phantom Lancer alive, especially when being ganked. It also provides a little more mana to use an extra Spirit Lance or Doppelganger.
  • Boots of Speed icon.png Boots of Speed grant bonus movement speed to keep up with the enemies.
  • Infused Raindrops icon.png Infused Raindrops provides some protection against magical damage, as well as giving mana regeneration to sustain abilities.

Mid game:

  • Power Treads icon.png Power Treads give Phantom Lancer attack speed and attributes, which illusions can take advantage of.
  • Diffusal Blade 1 icon.png Diffusal Blade is one of the most effective items on Phantom Lancer, as its mana burn works on all of his illusions, allowing Phantom Lancer to quickly deplete an opponent's mana pool.
    • The mana burn damage is not affected by the illusions' attack damage penalty, therefore greatly increasing his damage output the more illusions are spawned.
    • The extra agility increases Phantom Lancer's as well as his illusions' attack damage and attack speed.
    • The active ability slows enemies, and combined with Phantom Rush, helps him and his illusions chase down enemies.
  • Manta Style icon.png Manta Style can dispel debuffs from Phantom Lancer, and provides him with a second disjoint mechanism. It can also be used to create extra illusions, which last longer and hit harder, and can multiply on their own with Juxtapose. Extra illusions are especially useful for split pushing.

Late game:

  • Eye of Skadi icon.png Eye of Skadi's passive slow benefits illusions, and works together with Diffusal Blade 1 icon.png Diffusal Blade's mana burn, rendering enemies helpless and unable to escape Phantom Lancer.
  • Heart of Tarrasque icon.png Heart of Tarrasque provides Phantom Lancer with a large amount of much-needed HP, which carries over to his illusions, thus making them harder to kill. Phantom Lancer's natural elusiveness will make it easy for him to blend in with his illusions and regenerate mid-fight.
  • Butterfly icon.png Butterfly is a damage item that is a worthwhile late-game pickup on most agility carries. Illusions will also benefit from the evasion, making them and Phantom Lancer himself much more durable.

Situational items:

  • Vanguard icon.png Vanguard makes Phantom Lancer significantly tankier, and is useful for split pushing. For late game teamfights, it can be upgraded into an Abyssal Blade icon.png Abyssal Blade.
  • Sange and Yasha icon.png Sange and Yasha provides strength and agility, both of which are useful on Phantom Lancer, as well as his illusions. However, it is not recommended if Phantom Lancer already has a Manta Style icon.png Manta Style, as the speed bonus from Yasha icon.png Yasha does not stack.
  • Daedalus icon.png Daedalus is the final damage item that can be purchased if Phantom Lancer is struggling against tankier heroes. His illusions will also receive the critical strike bonus.
  • Radiance (Active) icon.png Radiance makes Phantom Lancer an intimidating pusher, as the burn damage aura works on his illusions, and enemies are unlikely to move out of its range due to Phantom Rush and Spirit Lance. The minor blind effect also helps Phantom Lancer stay alive.
  • Boots of Travel 1 icon.png Boots of Travel makes Phantom Lancer a powerful split-pusher in the late game, and also allows him to return to base after generating an illusion army to push down lanes.
  • Abyssal Blade icon.png Abyssal Blade allows Phantom Lancer to stun targets, giving him the time to land multiple hits and generate illusions.
  • Monkey King Bar icon.png Monkey King Bar should be purchased against evasion heroes, or in the late game as a luxury item. It provides a decent attack damage and procs magical damage.
  • Black King Bar icon.png Black King Bar is less common on Phantom Lancer than on other carries, but is sometimes necessary against enemies with numerous disables.






  • In DotA, Phantom Lancer's in-game model was a fan interpretation of Kimahri Ronso, a playable character in the RPG game Final Fantasy X. As such, the Phantom Lancer of Dota 2 gained many similarities with Kimahri, namely the blue skin, humanoid feline appearance, and halberd weapon.
  • Phantom Lancer's model shares design similarities with, and may have been based on earlier concepts of Monkey King minimap icon.png Monkey King.