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Template:Tabs Ember Spirit

Ember Spirit
Unknown Hero icon
Strength attribute symbol
Agility attribute symbol
Intelligence attribute symbol
19 + 2.0
22 + 1.8
20 + 1.8
Level 0 1 15 25 30
Health 120 538 1154 1858 2122
+0.75 +2.65 +5.45 +8.65 +9.85
Mana 75 315 615 975 1107
+0 +1 +2.26 +3.76 +4.31
Armor -2 1.67 5.87 10.87 12.7
Magic Resist 25% Expression error: Unrecognized punctuation character "%".% Expression error: Unrecognized punctuation character "%".% Expression error: Unrecognized punctuation character "%".% Expression error: Unrecognized punctuation character "%".%
Damage Block 16 (50%)
Damage

30
34

52
56

77
81

107
111

118
122

Attack Rate 0.59/s 0.72/s 0.87/s 1.04/s 1.11/s
Attack Range Melee 150 (600)
Attack Speed 100 (1.7s BAT)
Attack Animation 0.4 + 0.3
Projectile Speed Instant
Move Speed 310 (Nighttime 340)
Turn Rate Takes 0.175s to turn 180°. 0.6
Collision Size 24
Bound Radius 24
Vision Range (G) 1800 (Nighttime 800)
Gib Type Default
Internal Not Provided

Xin, the Ember Spirit, is a highly mobile and versatile melee agility carry, whose abilities make him a very slippery foe and enable him to dance around his enemies at will. His skill set allows for incredibly 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 to halt their movements. His Flame Guard ability deals damage while active and shields Xin from magic nukes, making him a force to be reckoned with by enemy casters. And finally, his Fire Remnant spell allows him to engage, escape or move instantaneously around the map, allowing him to show up 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 quite frail and easy to bring down 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, in time Xin 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

Ember Spirit minimap iconXin, 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

Searing Chains
Searing Chains icon
Ability
No Target
Affects
Enemies
Damage
Magical
Ember Spirit unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.
Search Radius: 400
Max Targets: 2
Damage per Second: 80/60/120/100
Total Damage: 80/120/240/300 (Talent 240/240/480/500)
Duration: 1/2/2/3 (Talent 3/4/4/5)
Cooldown symbol
 14/12/10/8 (Talent 11.9/10.2/8.5/6.8)
Mana symbol
 110
Buff/Debuff
Modifiers [?]
Searing Chains
Xin's harshest lessons often employed the use of red-hot chains.

  • Searing Chains interrupts Ember Spirit's channeling spells 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 spells.
    • Interrupts the targets' channeling spells, but does not prevent them from starting to channel during it.
    • Provides True Sight over the targets. Does not provide True Sight if the root was applied during the fade time of invisibility spells.
  • Forces a stop command onto the targets upon cast, so that their current move, attack and spell cast orders get canceled.
  • Does not target invisible units or units inside the Fog of War.
  • Deals damage in 1 second intervals, starting 1 second after cast.


Sleight of Fist
Sleight of Fist icon
Affects
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 Range: 700
Effect Radius: 250/350/450/550
Hero Attack Damage Bonus: 20/40/60/80
Creep Attack Damage Reduction: 50%
Cooldown symbol
 30/22/14/6 (Talent 25.5/18.7/11.9/5.1)
Mana symbol
 50
Buff/Debuff
Modifiers [?]
Sleight Of Fist Caster
Undispellable
Sleight Of Fist Invulnerability
Undispellable
Sleight Of Fist Marker
Undispellable
The studied warrior must whip and weave through its enemies, burning each without pause.

  • Upon cast, all targets within the area are marked. A flaming sword appears above them as an indicator, which lasts until they get hit.
  • All targets are determined upon cast. Entering or leaving the area after cast has no effect.
  • Sleight of Fist has no range limit. Once a target is marked, it cannot escape Sleight of Fist with distance.
  • Does not affect invisible units. When a marked unit turns invisible, it gets fully skipped if it is still invisible on its turn.
  • Fully affects units in the Fog of War. Fogged units do 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.
  • Makes Ember Spirit perform an instant attack on each jump against the targets.
    • This means the hits can proc any attack modifier or on-hit effects like a regular attack.
    • If Ember Spirit is blinded, the hits can miss, unless he has True Strike. They can also miss to evasion.
    • When Ember Spirit is disarmed, no instant attack is performed on the jump.
  • During Sleight of Fist, Ember Spirit does not need to turn to cast targeted spells or items.
  • 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 remnant for the duration.


Flame Guard
Flame Guard icon
Ability
No Target
Affects
Self / Enemies
Damage
Magical
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.
Damage Radius: 400
Damage per Second: 30/40/50/60
Magical Damage Absorbed: 50/200/350/500 (Talent 550/700/850/1000)
Duration: 8/12/16/20
Cooldown symbol
 35 (Talent 29.75)
Mana symbol
 80/90/100/110
Buff/Debuff
Modifiers [?]
Flame Guard
An enemy should never be allowed to approach without difficulty.

  • Flame Guard interrupts Ember Spirit's channeling spells upon cast.
  • Deals 6/8/10/12 damage in 0.2 seconds intervals, starting 0.2 seconds after cast.
  • Can deal a total of 240/480/800/1200 damage to a single unit (before reductions), assuming a max duration Flame Guard.
  • 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.


Fire Remnant
Fire Remnant icon
Ember Spirit generates Fire Remnant charges every 35 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, exploding them for area of effect damage. The targeted Remnant will be arrived at last.
Cast Range: 1500
Max Charges: 3
Remnant Duration: 45
Charge Replenish Time: 35 (Talent 29.75)
Cooldown symbol
 0
Buff/Debuff
Modifiers [?]
Fire Remnant Charge Counter
Undispellable
Fire Remnant Timer
Undispellable
By the spirit's power are Xin's teachings spread anew.

  • Ember Spirit gets all 3 charges immediately upon learning Fire Remnant.
  • The cast of Fire Remnant is not registered as a spell cast and thus does not proc any on-cast effects.
  • Fire Remnants move to their targeted location at a speed of 250% of Ember Spirit's movement speed.
    • The speed is set upon cast and does not adapt.
  • Since Fire Remnants last for 45 seconds and the replenish time is 35 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 thus cannot be seen when sent into the Fog of War.
  • Fire Remnants deal no damage when they expire.


Activate Fire Remnant
Activate Fire Remnant icon
Affects
Self / Enemies
Damage
Magical
Select the Fire Remnant to arrive at.
Cast Range: Global
Remnant Damage Radius: 450
Remnant Damage: 100/200/300
Cooldown symbol
 0
Mana symbol
 150
Buff/Debuff
Modifiers [?]
Fire Remnant
Undispellable
With blazing speed does a spirit fly!

  • Ember Spirit moves to a Fire Remnant icon Fire Remnant with a speed of 1300, or reaches it in 0.4 seconds, whichever is faster.
  • Ember Spirit is invulnerable while traveling to a Fire Remnant.
  • Activate Fire Remnant always costs 150 mana, no matter if Ember Spirit has to travel to 1, 2, 3 or 4 Fire Remnants.
  • Does not disjoint projectiles that are traveling towards Ember Spirit when he casts this spell.
  • While traveling, Ember Spirit can attack, cast spells and use items.
  • 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.
  • The damage is dealt around each Fire Remnant upon reaching them.
  • Destroys trees within 200 radius around Ember Spirit while traveling to a remnant.
    • Though at high speeds, some trees may be skipped.


Talents

Hero Talents
+2s Searing Chains icon Searing Chains25+500 Flame Guard icon Flame Guard Absorption
+8 Armor2015% Cooldown Reduction
+6 All Stats15+20 Movement Speed
+20 Damage10+12% Spell Amplification
Notes:
  • The armor and attack damage are added as bonus armor and bonus attack damage, and therefore do not benefit illusions.
  • Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core icon Octarine Core and additively with Arcane Rune minimap icon Arcane Rune.

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