Ember Spirit

ember dota 2

This page is about the hero Ember Spirit. For the city in Dota 2 lore, see Ember (City).

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.

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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.

Bio[]

Xin, 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.

Abilities[]

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 ( 3)

Damage per Second: 50/70/90/110

Duration: 1.5/2/2.5/3 ( 2.5/3/3.5/4)

13/12/11/10

80/90/100/110

Root effect persists and attempts to damage if debuff was placed before spell immunity and when not dispelled.

Modifiers

modifier_ember_spirit_searing_chains: Dispellable with any dispel.

Xin’s harshest lessons often employed the use of red-hot chains.

Notes:

  • 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.

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 ( 105/145/185/225)

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Creep Attack Damage Reduction: 40%

 Number of Charges: 2

 Charge Replenish Time: 18/14/10/6

18/14/10/6 0)

50

Modifiers

modifier_ember_spirit_sleight_of_fist_in_progress: Dispellable with death only.

modifier_ember_spirit_sleight_of_fist_caster: Dispellable with death only.

modifier_ember_spirit_sleight_of_fist_caster_invulnerability: Dispellable with death only.

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.

Notes:

  • Ember Spirit is invulnerable during Sleight of Fist. Does not disjoint projectiles upon cast.
  • 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‘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.
  • Casting Activate Fire Remnant cancels Sleight of Fist. However, other sources of Forced Movement do not.

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 ( 75/85/95/105)

Magical Damage Absorbed: 110/240/370/500 ( 390/520/650/780)

Duration: 11/14/17/20

35

80/90/100/110

Modifiers

modifier_ember_spirit_flame_guard: Dispellable with any dispel.

An enemy should never be allowed to approach without difficulty.

Notes:

  • Flame Guard interrupts Ember Spirit’s channeling abilities upon cast.
  • Blocks damage before any reductions, except Mana Shield.
  • 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.

Select the Fire Remnant to arrive at.

Cast Animation: 0+1.07

Cast Range: Global

Remnant Damage Radius: 450

Remnant Damage: 100/200/300

0

150 75)

Activate Fire Remnant costs less mana.

Modifiers

modifier_ember_spirit_fire_remnant: Dispellable with death only.

With blazing speed does a spirit fly!

Notes:

  • 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.

Affects

 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 ( 3000)

Remnant Travel Speed: 250% ( 500%)

Remnant Duration: 45

Number of Charges: 3 ( 5)

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Charge Replenish Time: 38 ( 26)

 Enemy Death Radius: 400

 Damage Radius: 600

 Damage per Second: 45

 Damage Aura Linger Duration: 0.5

0

Increases cast range, initial remnant speed, and maximum charges.

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.

Modifiers

modifier_ember_spirit_fire_remnant_remnant_tracker: Undispellable. Persists death.

modifier_ember_spirit_fire_remnant_thinker: Dispellable with death only.

modifier_ember_spirit_fire_remnant_timer: Dispellable with death only.

modifier_kill: Dispellable with death only.

modifier_ember_spirit_fire_remnant_shard: Undispellable. Persists death.

modifier_ember_spirit_fire_remnant_shard_debuff: Undispellable. Persists death.

By the spirit’s power are Xin’s teachings spread anew.

Notes:

  • Leveling this ability automatically levels Activate Fire Remnant as well.
  • Ember Spirit gets all 3 charges immediately upon learning Fire Remnant.
    • Acquiring 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% ( 500%) of Ember Spirit’s movement speed.
    • The movement speed is set upon cast and does not adapt.
  • 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, 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, it’s debuff lingers for 0.5 seconds.
  • With 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.

Talents[]

Notes:

  • 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[]

Recommended Items[]

Starting items:

Early game:

Mid game:

Late game:

  • 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 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 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 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 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 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 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, 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 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‘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 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 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 can be upgraded from 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 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.
  • 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.

Gameplay[]

Audio[]

History[]

Equipment[]

Trivia[]

Gallery[]

  • Concept art

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  • Ability icon progress [?]

  • Hero icon progress

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