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Spectre
Unknown Hero icon
Strength attribute symbol
Agility attribute symbol
Intelligence attribute symbol
19 + 2
23 + 2.2
16 + 1.9
Level 0 1 15 25 30
Health 120 538 1154 1858 2122
+0.25 +2.15 +4.95 +8.15 +9.35
Mana 75 267 579 951 1095
+0 +0.8 +2.13 +3.68 +4.26
Armor 0 3.83 8.97 14.63 16.8
Magic Resist 25% 26.6% 29.26% 32.36% 33.51%
Damage Block -
Damage

1
1

24
24

54
54

88
88

101
101

Attack Rate 0.59/s 0.72/s 0.9/s 1.1/s 1.18/s
Attack Range U 128 ( ? )
Attack Speed 100 (1.7s BAT)
Attack Animation 0.3 + 0.7
Projectile Speed
Move Speed 290 (Nighttime 320)
Turn Rate Takes 0.262s to turn 180°. 0.4
Collision Size 24
Bound Radius 24
Vision Range (G) 1800 (Nighttime 800)
Gib Type Default
Internal Not Provided

Mercurial the Spectre is a melee Agility hero adept at dealing pure damage to lone targets, and 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. 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 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.

Bio

Spectre minimap iconMercurial, the Spectre
▶️ "Among the Transcendencies, you would be thought ignoble."
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:
[[Voice actors#|]] (Responses)

Gameplay

Abilities

Spectral Dagger
Ability
N/A
Affects
Self / Enemies
Damage
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 Animation: 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 symbol
 16
Mana symbol
 130/140/150/160
Mercurial's dagger eclipses the physical plane in shadow, a state in which mortals cower, but spectres thrive.

  • The Spectral Dagger travels at a speed of 800 and cannot be disjointed.
  • Can directly target heroes and creep-heroes. When targeting a hero, the dagger homes on and follows it until it reaches the target.
  • When targeting the ground or creep-heroes, the dagger travels a distance of 2000 in a straight line. It does not home on creep-heroes.
  • Every enemy unit which comes within 125 range of the traveling dagger gets damaged.
  • Hit enemy heroes and illusions also start trailing a shadow path, like the dagger itself.
  • The slow affects every enemy unit which gets on the shadow path, and sticks on them for 4 seconds when leaving.
  • Spectre gains unobstructed movement while moving on the shadow path. This unobstructed movement lingers for 2 seconds after leaving it.
  • The movement speed buff on Spectre sticks on her for 4 seconds after leaving the shadow path.
  • The shadow path's segments last 12 seconds from the moment on they were created, not as the spell was cast.


Desolate
Ability
N/A
Affects
Enemies
Damage
Pure
Deals bonus damage whenever Spectre attacks an enemy 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.
  • Desolate completely ignores nearby wards, buildings, invulnerable units and hidden units.
    • This means that Desolate still deals its damage when the target only has one of the above as an ally nearby.
    • Since it only checks for allies of the target, nearby neutral creeps do not prevent it from dealing damage either.


Dispersion
Cannot be used by illusions. Disabled by Break. Not blocked by Linken's Sphere. Does not pierce spell immunity. EI
Ability
N/A
Affects
Self / Enemies
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.

  • Dispersed damage is returned as the same damage type as it was received.
  • The dispersed damage is not felt by Spectre, effectively reducing every incoming damage by 10%/14%/18%/22%.
  • Increases effective HP by 11%/16%/22%/28%, and potentially reflecting that amount per unit.
  • 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 deals 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


Haunt
Ability
N/A
Creates a spectral nemesis to attack each enemy hero after a short delay. At any moment during the duration, Spectre can use Reality to exchange places of a given haunt.
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 Animation: 0.3+0.5
Illusion Damage Dealt: 30%
Illusion Damage Taken: 200%
Haunt Duration: 5/6/7
Cooldown symbol
 120
Mana symbol
 150
At the height of combat, Mercurial's physical manifestation shatters, and the shadowy pieces haunt those who still cling to life.

  • Haunt illusions are selectable, but uncontrollable.
  • 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 minimap icon Meepo clone.


Reality
Ability
N/A
Affects
Self
Spectre exchanges places with a chosen Haunt.
Cast Range: Global
The scattered shadows unite into the one true Spectre.

  • Does not disjoint projectiles upon cast.
  • When targeting ground, spectre exchanges places with the closest Haunt icon Haunt illusion from the targeted point.
  • Can be cast multiple times until Haunt icon Haunt ends or all Haunt illusions are dead.
  • After swapping positions, the Haunt illusion still walks towards its target and attacks it.


Recommended items

Template:Recommendeditems

Equipment

Spectre/equipment

Tips

  • Spectre minimap icon Spectre has a weak lane presence. Picking her 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 icon Phase Boots, Urn of Shadows icon Urn of Shadows, Orb of Venom icon Orb of Venom, Drum of Endurance icon Drum 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 icon Haunt without wasting valuable farming time.
  • The shadow path left by Spectral Dagger icon 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 icon 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 icon 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 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 icon 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 icon Mjollnir adds significant farming and push potential, while filling the AoE damage role of Radiance icon Radiance while also scaling better and having an easier buildup. However, illusions get no benefits from it.
  • Eye of Skadi icon 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 icon Orb of Venom and Point Booster icon Point Booster give Spectre great early presence, also late game.
  • Skull Basher icon Skull Basher adds some damage and HP along with BKB-penetrating anticarry and chase potential that again forces attention onto her.
  • Pipe of Insight icon Pipe of Insight makes Spectre incredibly tanky against magic damage when combined with Dispersion (combined 59.05% resistance), and increases her teamfight presence with the HP regen and active ability.
  • Armlet of Mordiggian icon 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 icon Vanguard for her core, while armlet toggling provides increased HP for Spectre to disperse.
  • Assault Cuirass icon 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.

Trivia

  • The name Mercurial most likely comes from the DeviantART account of Kenneth Tan, the person who made the 6.28-6.32 loadscreen.[1][2] 6.28 is also the version in which Spectre got released in DotA.
  • "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 Spirit of Vengeance's voice in Warcraft III: Frozen Throne, which is also the voice of Spectre in DotA.

Update history

Template:Update History

Balance changelog

Template:Update History

Replaced abilities

Dispersion (pre 6.50)
Cannot be used by illusions. Not blocked by Linken's Sphere. Does not pierce spell immunity. EI
Ability
N/A
Affects
Enemies
Damage
Pure
Gives Mercurial a chance to avoid damage and disperse it to an area around her. Has a minor stun effect. Can only disperse for as much health as she has.
Proc Chance: 4%/8%/12%/16%
Disperse Radius: 400
A daunting task lies before enemies of Mercurial - killing a shadow with blade and magic.

  • This ability got reworked into the current Dispersion icon Dispersion in the 6.50 gameplay patch.
  • Reflected damage is not felt by Spectre, effectively reducing the incoming damage.
  • Reflected damage is not shared between enemies. All of them take the full reflected damage.


Vengeance (6.33-6.33b)
Cannot be used by illusions. Not blocked by Linken's Sphere. Does not pierce spell immunity. WV
128x128px
Ability
N/A
Affects
Enemies
Damage
Magical
Whenever an enemy kills a unit, it releases an energy to damage its killer as its last act of vengeance.
Radius: 1000
Hero Vengeance Damage: 100/200/300/400
Spectre Illusion Vengeance Damage: 50/100/150/200

  • This ability got replaced by Desolate icon Desolate in the 6.34 gameplay patch.
  • The aura places a debuff on enemy units. If an enemy with the debuff on kills a unit, that unit will damage the killing debuffed enemy instantly.
  • Whether or not denying allies while debuffed causes damage is unknown.
  • The aura's debuff does not linger.


Phase
Pierces spell immunity. QE
128x128px
Ability
N/A
Affects
Self
Mercurial phases out resulting in the ability to walk through objects and move at a faster pace.
Movement Speed Bonus: 4%/8%/12%/16%
Duration: 10/15/20/25
Cooldown symbol
 45
Mana symbol
 100

  • Grants Spectre unobstructed movement, means she can move over cliffs, trees, buildings and units.


Haunt (pre 6.33)
Partially pierces spell immunity. WT
Ability
N/A
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, Spectre gains the Reality sub-ability.
Cast Animation: 0.3+0.51
Cast Range: 1000
Number of Hauntings: 3/4/5/5
Haunt Interval: 4-7
Regular Haunt/Stun Duration: 0.6
Amplified Haunt/Stun Duration: 1.6
Haunt Illusion Damage Dealt: 100%
Haunt Illusion Damage Taken: 10%
Total Duration: 8-14/12-21/16-28/16-28
Cooldown symbol
 60
Mana symbol
 140
At the height of combat, Mercurial's physical manifestation shatters, and the shadowy pieces haunt those who still cling to life.

  • This ability got reworked into the current Haunt icon Haunt in the 6.33 gameplay patch.
  • Creates 1 haunt illusion for the target upon cast. This illusion lasts for 0.6 seconds, during which it attacks the target.
  • 4-7 seconds later, the illusion re-appears for another 0.6 seconds, repeating until the target was haunted 3/3/4/5 times.
  • The 4-7 interval timer starts at the beginning of a haunt, not at the end and only uses integers.
  • During the 0.6 seconds of each haunting, the target is stunned.
  • When the target has no vision over Spectre, the haunting and stun duration increase to 1.6 seconds.
  • The illusion is used for each haunt interval. This means when the illusion is destroyed, it does not appear again on the remaining intervals.
    • However, the stun is independent and does continue to occur for the remaining intervals.
  • When Spectre or the target are dead upon the next haunting, the spell stops.
    • This means if either respawn before the next interval is going to happen, the spell does not end prematurely.


Reality (pre 6.33)
Pierces spell immunity. DR
Ability
N/A
Affects
Self
Mercurial makes the next haunting a reality by visiting the target herself.
Cooldown symbol
 60
The scattered shadows unite into the one true Spectre.

  • This ability got reworked into the current Reality icon Reality in the 6.33 gameplay patch.
  • Requires Haunt icon Haunt level 4 to be unlocked.
  • Does not disjoint projectiles upon cast.
  • When Reality is cast, the next time a haunting of Haunt occurs, Spectre herself visits the target, instead of a Haunt illusion.
  • This does not skip the 4-7 second interval of Haunt; rather, its effect occurs at the next haunting.
  • When this happens, no further hauntings occur on the target until Haunt is cast on it again.
  • When cast while the target has no vision over Spectre, it uses the 1.6 second stun duration.
  • When Spectre gets moved to the target, the player's camera is moved as well.


Vengeance (pre 6.33)
Cannot be used by illusions. Blocked by Linken's Sphere. Partially pierces spell immunity. RV
128x128px
Ability
N/A
Affects
Enemies
Damage
Magical
Whenever an allied unit near Mercurial dies, it releases an energy to damage its enemies as its last act of vengeance.
Radius: 1000
Creep Vengeance Damage: 50/75/100
Hero Vengeance Damage: 200/250/300

  • This ability got reworked into the following Vengeance in the 6.33 gameplay patch.
  • The aura places a buff on allied units. If an ally with the buff dies, it releases a projectile towards a random enemy unit within 1000 range of it.
  • The projectile travels at a speed of unknown and can be disjointed.
  • Applies a 0.01 second stun on the target and damages it upon reaching it.
  • Denying allied units does not cause the unit to release a projectile. An enemy must make the kill.
  • The aura's buff does not linger.


Direct Vengeance
Blocked by Linken's Sphere. Pierces spell immunity. FD
128x128px
Ability
N/A
Allows the Avatar of Vengeance to target the hero to receive all the vengeance damage of dying units.
Cast Animation: 0.3+0.51
Cast Range: 700
Duration: 30
Cooldown symbol
 35
Mana symbol
 100

  • This sub-ability got removed in the 6.33 gameplay patch.
  • Does not affect vengeance projectiles which were already flying to another target.
  • The target receives a visual effect to inform them that they are the current target of Vengeance.


Gallery

See also

References

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