From Dota 2 Wiki
Jump to: navigation, search
19 + 2
23 + 2.2
16 + 1.9
Level 1 16 25
Hit Points 511 1119 1803
Mana 208 598 1053
Damage 46‒50 81‒85 118‒122
Armor 3.22 8.12 13.41
Attacks / Second 0.72 0.92 1.14
Movement Speed 290
Turn Rate 0.4
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.3+0.7
Base Attack Time 1.7
Collision Size 24

Mercurial the Spectre is a melee Agility hero adept at dealing pure damage to lone targets who is powerful both offensively and defensively. Spectral Dagger provides a significant amount of mobility, allowing Spectre to go through objects, units and terrain while slowing foes that come in contact with the shadowy path left by her Spectral Dagger. Desolate allows her to inflict high pure damage to enemy heroes when she catches them alone. Dispersion reduces and reflects all damage, whether by attacks or spells, to an area around her as pure damage. Dispersion gives her great durability, especially when equipped with items that provide health, armor, and damage block. Finally, her Haunt creates a malevolent spectral illusion to all enemy heroes in the map. Haunt lets Spectre wreak havoc in clashes and ganks, while her allies take advantage of the confusion. Spectre can use Reality during the Haunt, instantly teleporting her to her illusion to take its form. This lets her hound her victim anywhere on the map. Mercurial is a dangerous supernatural being, relentless as she can chase and stalk down her victim to a global range, unhindered by boundaries. Her kit allows her to play the role of the team's hard carry by applying an immense amount of pressure in late game team fights. More specifically, the pure damage reflection from Dispersion makes it disadvantageous for teams to focus her. Her abilities have a complex nature, and newer players should generally not play Spectre as she is extremely farm and level dependent. It is best to face Spectre with allied help and strength, as encountering her alone isn't always the best option.


Spectre Mercurial, the Spectre
Play "Can no one understand me?"
Role: Pip carry.png Carry / Pip tank.png Durable
Lore: Just as higher states of energy seek a lower level, the Spectre known as Mercurial is a being of intense and violent energy who finds herself irresistibly drawn to scenes of strife as they unfold in the physical world. While her normal spectral state transcends sensory limitations, each time she takes on a physical manifestation, she is stricken by a loss of self--though not of purpose. In the clash of combat, her identity shatters and reconfigures, and she begins to regain awareness. She grasps that she is Mercurial the Spectre--and that all of her Haunts are but shadows of the one true Spectre. Focus comes in the struggle for survival; her true mind reasserts itself; until in the final moments of victory or defeat, she transcends matter and is restored once more to her eternal form.
Voice: Gin Hammond (Responses)



Spectral Dagger
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Cannot be used by illusions. Play
Spectral Dagger icon.png
Ability Affects Damage
Target Point / Target Unit Ground / Enemy Units Magical
Spectre flings a dagger to draw a Shadow Path, dealing damage and slowing the movement speed of any enemies along the trail. Units hit by the dagger also trail a Shadow Path. While treading the path, Spectre phases through otherwise impassable terrain.
Cast Time: 0.3+0.37
Cast Range: 2000
Effect Radius: 125
Damage: 50/100/150/200
Move Speed Bonus: 8%/12%/16%/20%
Move Speed Slow: 8%/12%/16%/20%
Path Duration: 12
Cooldown 16 Mana 130/140/150/160
Mercurial's dagger eclipses the physical plane in shadow, a state in which mortals cower, but spectres thrive.


  • The shadow path's segments last 12 seconds from the moment on they were created, not as the spell was cast.
  • Only damages units which come within 125 radius of the dagger. The path itself does not damage. Every damaged unit will leave a shadow trail behind them.
  • Creeps are damaged and slowed by the dagger, but do not leave a trail behind them.
  • Can only directly target heroes. When directly targeting a hero, the dagger will home and follow it anywhere until it hits. When targeting ground, it will travel for 2000 range and stop.
  • Spectre gains unobstructed movement while moving on her dagger's path. This unobstructed movement lingers for 2 seconds after leaving the path.
  • The Movement speed buff on Spectre and the slow on enemies last for 4 seconds after leaving the shadow path.

Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be used by illusions. Play
Desolate icon.png
Ability Affects Damage
Passive Enemy Heroes Pure
Deals bonus pure damage when Spectre attacks an enemy hero who is alone.
Radius: 325
Damage: 20/35/50/65
Often times, warriors find themselves alone with a vision of Mercurial - the fated question is if it is the true Spectre.


  • Desolate damage is a seperate damage instance and applied before the actual attack damage hits. This means it damages even when the attack misses.
  • Deals no damage when an enemy unit is within 325 range of the attack target.

Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be used by illusions.
Dispersion icon.png
Ability Affects Damage
Passive Enemies Pure
Damage done to Spectre is reflected on her enemies, leaving her unharmed. The effect lessens with distance.
Minimum Radius: 300
Maximum Radius: 1000
Damage Reflected: 10%/14%/18%/22%
A daunting task lies before enemies of Mercurial - killing a shadow with blade and magic.


  • Reflected damage is not felt by Spectre, effectively reducing every incoming damage by 10%/14%/18%/22%.
  • Reflected damage is not shared between enemies. All of them take the full reflected damage.
  • The damage dealt decreases linearly from a 300 radius to a 1000 radius from Spectre.
  • This is how much damage Dispersion icon.png Dispersion will deal to enemies at certain distances:
    • 300 radius: 10%/14%/18%/22% of dealt damage
    • 475 radius: 7.5%/10.5%/13.5%/16.5% of dealt damage
    • 650 radius: 5%/7%/9%/11% of dealt damage
    • 825 radius: 2.5%/3.5%/4.5%/5.5% of dealt damage

Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
Haunt icon.png
Ability Affects
No Target Enemy Heroes
Creates a spectral nemesis to attack each enemy hero after a short delay. At any moment during the duration, Spectre can use Reality to take the place of a given illusion.

Haunt illusions are uncontrollable, take extra damage, and deal less damage than Spectre herself. They move at 400 base movement speed and ignore terrain.

Cast Time: 0.3+0.5
Illusion Damage Dealt: 30%
Illusion Damage Taken: 200%
Haunt Duration: 5/6/7
Cooldown 120 Mana 150
Can be purged. Haunt illusions take Purge damage.
At the height of combat, Mercurial's physical manifestation shatters, and the shadowy pieces haunt those who still cling to life.


  • The illusions have 400 movement speed and unobstructed pathing. Slows and movement speed buffs do affect them.
  • The illusions start attacking their targets 1 second after being spawned.
  • Haunt illusions do not spawn for enemy illusions, but spawn for every Meepo icon.png Meepo clone.

Reality icon.png
Ability Affects
Target Point Self
Spectre physically possesses a chosen Haunt.
Cast Time: 0+0.7
Cast Range: Global
The scattered shadows unite into the one true Spectre.


  • Does not disjoint projectiles upon cast.
  • When targeting ground, spectre will take place of the closest Haunt icon.png Haunt illusion from that point.
  • Can be cast multiple times until Haunt icon.png Haunt ends or no Haunt illusions are left.

Recommended Items[edit]


  • An early Quelling Blade will help supplement Spectre's low base damage and increases her farming speed throughout the game.
  • Health regen in the form of tangos and a salve keep her from having to leave the lane and lose valuable experience and gold.
  • Boots of Speed help her escape attackers and chase down weakened enemies.
  • Power Treads give Spectre some hp which goes well with Dispersion and attack speed to complement her high damage Desolate attacks. Tread switching to int can also help her low mana pool when casting dagger.
  • Spectre needs some more HP early on to fight, so an early Vanguard is vital for her to get aggressive.
  • After that, most of the recommended items are designed to make Spectre's illusions truly frightening. Diffusal Blade and Radiance both transfer to illusions, dealing a ton of damage whenever she Haunts. Radiance can be rushed to further increase an early farm lead, though the 3800 gold relic can be harsh to save up for.
  • Manta Style creates more illusions, dealing even more instances of Desolate damage. The movement speed is also highly desirable as melee heroes like Spectre can often be kited.
  • Tanking up with a Heart of Tarrasque will take advantage of Dispersion and make her illusions difficult to remove.
  • Butterfly and Daedalus are strong late game weapons that also work well with illusions.
  • Sange and Yasha is a more midgame snowballing item. The stats transfer well to illusions and the extra movement speed will help Spectre stick to her target.



  • Spectre has a weak lane presence. Picking Spectre requires a team that will largely be able to support her in the laning phase. Contrary to popular belief, she's actually a very solid damage dealer early on if you build her for it - 65 extra pure damage on each attack is nothing to scoff at. Phase Boots, Urn of Shadows, Orb of Venom, Drums of Endurance all help her fight early on.
  • One of Spectre's biggest strengths as a carry is her ability to participate in teamfights and ganks instantly through Haunt without wasting valuable farming time.
  • The shadow path left by Spectral Dagger lets her keep track on her prey. It also slows her target and enemies who came in to the path.
  • It is generally a good idea to level up Spectral Dagger first to provide Spectre with extra mobility so that she is harder to pin down during ganks. However, be wary of its mana cost, as a single Spectral Dagger will typically consume half your mana pool per cast (in the early game).
  • Maxing Desolate early is the best way to increase the effectiveness of Haunt. Maxing Spectral Dagger early, on the other hand, is also desirable as its level 1 offensive capabilities are almost negligible.
  • It is sometimes beneficial to leave Haunt at level 1 in the early- and mid-game. Your illusions will not be strong enough to significantly benefit from an extra one or two seconds during skirmishes or team fights, and the extra points may be better spent in your other abilities or the Attribute Bonus icon.png Attribute Bonus.
  • In late game teamfights, Haunt and Desolate will allow your illusions to wither down support heroes at the back at significant speeds. In addition, you should always be in the middle of team fights to maximize the damage reflection of Dispersion.
  • Don't forget that Desolate only works if enemies aren't close together. If you're playing against a Spectre, make sure to hug your ally if she comes at you to reduce her damage dramatically.
  • Spectre can perform as a viable solo offlaner by using Spectral Dagger to hide in trees before creeps meet in lane, allowing you to freely leech EXP off the lane with no risk of being killed, and quickly reach level six to gank with Dagger and Haunt.
  • Mjollnir adds significant farming and push potential, while filling the AoE damage role of Radiance while also scaling better and having an easier buildup. However, illusions get no benefits from it.
  • Eye of Skadi provides great general attribute bonuses, solves Spectre's mana issues, and gives her a slow that penetrates through magic immunity that allows her chase and forces attention on her. The early orb of venom and point booster give Spectre great early presence, also late game.
  • Skull Basher adds some damage and HP along with BKB-penetrating anticarry and chase potential that again forces attention onto her.
  • Pipe of Insight makes Spectre incredibly tanky against magic damage when combined with dispersion (combined 57% resistance), and increases her teamfight presence with the HP regen and active ability.
  • Armlet of Mordiggian has incredible synergy with Spectre's skill set. The HP and offensive bonuses work with dispersion and desolate respectively, which also transfer to her haunt illusions. The passive regen fills the need of a vanguard for her core, while armlet toggling provides increased HP for Spectre to disperse.
  • Assault Cuirass adds extra durability and makes haunt a global -5 armor for the duration while giving any teammates in range extra armor and attack speed. The attack speed has good synergy with desolate, but does not transfer to illusions.


  • The name Mercurial most likely comes from the DeviantART account of Kenneth Tan, the person who made the 6.28-6.32 loadscreen.[1]
  • "Mercurial" means "swift, shrewd, and deceitful", which is attributed to the Roman god of thieves, Mercury, as Spectre is an agile and quick Hero. It can also refer to the planet Mercury, since Spectre is an otherworldly entity. Mercurial can also hint towards the element Mercury, often called "quicksilver," which is another reference to Spectre's speed and mobility.
  • Spectre's alternate/fun name "Qwerty-" was given to spectre for remembering a Legendary Dota player Zaven "Qwerty" Terminasov, who died on December 5, 2010.
  • Spectre's voice responses are overlayed with the same track playing backwards, bearing a huge similarity to the Avatar of Vengeance's voice in Warcraft III: Frozen Throne, which was also Spectre's hero model in DotA.

Update History[edit]

June 14, 2013 Patch

April 19, 2013 Patch

  • Fixed Haunt icon.png Haunt illusions moving while out of the game.

March 28, 2013 Patch

  • Fixed a case where leaving and rejoining the Spectral Dagger icon.png Spectral Dagger path could cause Spectre to temporarily lose no-collision.

March 14, 2013 Patch

  • Added a short grace period to walking off the Spectral Dagger icon.png Spectral Dagger path before collision is restored.

February 28, 2013 Patch

February 07, 2013 Patch

  • Fixed Spectral Dagger icon.png Spectral Dagger sometimes creating invisible paths of targets it hit.

January 31, 2013 Patch

December 19, 2012 Patch

October 25, 2012 Patch

August 02, 2012 Patch

  • Fixed being unable to Reality to a sleeping Haunt illusion.

May 24, 2012 Patch

  • Fixed Haunt Illusions having collision.

May 10, 2012 Patch

  • Fixed turn rates for the following heroes: Lifestealer, Alchemist, Clockwerk, Bounty Hunter, Dark Seer, Dazzle, Ancient Apparition, Brewmaster, Chen, Silencer, Lone Druid, Spectre and Spiritbreaker.

May 03, 2012 Patch

  • Updated attack animation for Spectre, with more impact on hit frame.

April 12, 2012 Patch

  • Fixed permanently losing the ability to block creeps after the first Spectral Dagger use.

February 16, 2012 Patch

  • Fixed Haunt not working properly after a disconnect.
  • Fixed Reality clearing Curse of the Silent and triggering Magic Stick.

November 17, 2011 Patch

October 27, 2011 Patch

  • Fixed Heart, Urn of Shadows, and Dagger not being properly Disabled by Haunt.

September 23, 2011 Patch

  • Fixed Spectre rising to flying height when walking on a dagger path.

August 06, 2011 Patch

  • Fixed Haunt illusions not dying when their targets die.

August 05, 2011 Patch

  • Fixed some size issues with Spectral Dagger.

August 02, 2011 Patch

  • Fixed illusions not delaying 1 second before attacking.
  • Desolation now happens when the attack is executed, rather than when it lands.
  • Dispersion no longer works on ancients or Roshan.

July 29, 2011 Patch

  • Gave path 500/500 flying vision.
  • Heroes only trail the path for 7 seconds, not 12 like the dagger does.
  • The path radius is now 150, rather than 125.
  • The debuff should last for 4 seconds on enemies now, rather than 7.

July 22, 2011 Patch

  • Fixed creeps trailing paths from Spectral Dagger.
  • Fixed Reality being learnable at level 1, allowing you to cast Haunt.

July 08, 2011 Patch

  • Fixed Spectral Dagger being dodgeable.
  • Fixed Dispersion from working on Roshan Ancients.
  • Fixed Dispersion not triggering damage events like Dagger and Potions.
  • Fixed Haunting on enemy illusions.
  • Fixed Haunt illusion movement speeds.

June 24, 2011 Patch

  • Desolate no longer works on creeps.
  • Fixed Blink Dagger's cooldown not being triggered by Spectre's Haunts.

June 17, 2011 Patch

  • New Hero: Spectre.

Balance Changelog[edit]


  • Haunt icon.png Haunt illusion outgoing damage decreased from 40% to 30%
  • Spectre movement speed reduced from 295 to 290


  • Spectral Dagger icon.png Spectral Dagger:
    • Movement speed change increased from 5/9/14/18% to 8/12/16/20%
    • Projectile speed reduced from 857 to 800


  • Reality icon.png Reality:
    • You can now continuously use it on your illusions.
    • Cast point improved from 0.3 to 0.


  • Haunt icon.png Haunt no longer ends when you use reality (the targeted illusion is still replaced by you though).


  • Desolate icon.png Desolate damage increased from 20/30/40/50 to 20/35/50/65.


  • Dispersion icon.png Dispersion damage no longer disables items like Blink Dagger.


  • Undid melee hero collision change from 6.72c


  • Melee hero collision size now reduced from 24 to 12.


  • Rebalanced all Melee heroes between 100 and 128 range to be 128 range
    • Spectre previously had 100 range.


Damage is split amongst the number of heroes in the area.
10/14/18/22% of damage taken is reflected
1000 AoE
Damage reflected decreases based on how far heroes are from you. Full damage at 300 range then decreases gradually till 1000 distance away.
10/14/18/22% of damage taken is reflected


  • Desolate icon.png Desolate damage increased from 15/25/35/45 to 20/30/40/50.
  • Dispersion icon.png Dispersion reflection increased from 5/10/15/20% to 10/14/18/22%.


  • Desolate icon.png Desolate's search AOE improved from 400 to 350.


  • Dispersion icon.png Dispersion now spreads the reflected damage over the number of nearby heroes. So it is the same in a 1v1 case, but greatly reduced in team fights.






  • Haunt icon.png Haunt
    • Reduced Illusions' damage from 50% to 40%.
    • Now has a 1 second delay during which they fade in before the images start attacking the targets.


  • Rebalanced Haunt icon.png Haunt cooldown (150/120/90 to 120).




  • Reduced area that is used to check if a hero is alone with Desolate


  • Reduced Agility/Level on Spectre


  • Minor armor buff (usually 1) to most melee heroes


  • Spectre base damage reduced.
  • Reduced duration of Spectral Dagger's hero trail and initial cast trail durations.


  • Removed Dispersion from images
  • Slight nerf to level 3 Haunt


  • Reworked/Improved Bristleback, Avernus and Mercurial

Old Abilities[edit]

Unknown icon.png
Ability Affects
No Target Self
Mercurial phases out resulting in the ability to walk through objects and move at a faster pace.
Cast Time: 0+0
Bonus Movement Speed: 4%/8%/12%/16%
Duration: 10/15/20/25
Cooldown ~40 Mana 100


  • Spectre can move over cliffs, trees, buildings and units while under effect of this spell.

Haunt icon.png
Ability Affects
Target Unit Enemy Heroes
Mercurial haunts the target hero. The hero is frozen in fear while the illusion attacks. The effects of this are amplified if the enemy cannot see the true Avatar of Vengeance. At level 4, you gain the Reality subability.
Cast Time: 0.3+0.51
Number of Hauntings: 3/4/5/5
Cooldown ? Mana 140
At the height of combat, Mercurial's physical manifestation shatters, and the shadowy pieces haunt those who still cling to life.

Reality icon.png
Mercurial makes the next haunting a reality by visiting the target herself.
Cast Time: 0.3+0.51
Cooldown ?
The scattered shadows unite into the one true Spectre.


  • Acquired when Haunt reaches level 4.

Dispersion icon.png
Ability Affects Damage
Passive Enemies  ?
Gives Mercurial a chance to avoid damage and disperse it to an area around her. Has a minor stun effect.
Radius: 400
Chance: 4%/8%/12%/16%
A daunting task lies before enemies of Mercurial - killing a shadow with blade and magic.


  • Reflected damage is not felt by Spectre, effectively reducing the incoming damage.

Unknown icon.png
Whenever an allied unit near Mercurial dies, it releases an energy to damage its enemies as its last act of vengeance.
Radius: 1000
Creep Damage: 50/75/100
Hero Damage: 200/250/300

Direct Vengeance
Unknown icon.png
Ability Affects
Target Unit Enemy Heroes
Allows the Avatar of Vengeance to target the hero to receive all the vengeance damage of dying units.
Cast Time: 0.3+0.51
Duration: 30
Cooldown ? Mana 100


See also[edit]