Template:Tabs Ember Spirit
Ember Spirit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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
Abilities
- 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.
Target Area
Enemies / Self
- Ember Spirit is invulnerable during Sleight of Fist. Does not disjoint projectiles upon cast.
- 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.
- Casting Activate Fire Remnant cancels Sleight of Fist. However, other sources of forced movement do not.
- 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.
- Blocks damage before any reductions, except when spell immune, during which it does not block any magical 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.
Target Point
- 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.
- Cannot be cast while rooted.
- Ember Spirit moves to a 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 | 25 | +500 Flame Guard Absorption |
+8 Armor | 20 | 15% Cooldown Reduction |
+6 All Stats | 15 | +20 Movement Speed |
+20 Damage | 10 | +12% Spell Amplification |
- 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 and additively with Arcane Rune.
- Cooldown reduction affects replenish time of Fire Remnant.
Recommended items
Gameplay
Audio
History
Equipment
|
Trivia
- Ember Spirit, like Brewmaster, Earth Spirit and 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.
- Most of Ember Spirit's unit responses are exactly four words long, a reference to the traditional Chinese proverbs also known as ChengYu. According to Xin, himself: ▶️ "Four words is plenty."