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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
Gameplay
Abilities
- 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.
- Grants shared vision with every hit hero, while the shadow path itself has 200 range flying vision.
- 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.
- Dispersed damage is returned as the same damage type as it was received.
- The damage from Dispersion is flagged as HP Removal, so it does not trigger any on-damage effects.
- Dispersion reflects the damage before any form of damage manipulation.
- 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
N/A
Enemy Heroes
Haunt illusions are uncontrollable, take extra damage, and deal less damage than Spectre herself. They move at 400 base movement speed and ignore terrain.
- 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.
- They do not attack but still follow invisible units. They also spawn on and follow invulnerable or hidden units.
N/A
Self
- Does not disjoint projectiles upon cast.
- When targeting ground, spectre exchanges places with the closest Haunt illusion from the targeted point.
- Can be cast multiple times until 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 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, Urn of Shadows, Orb of Venom, 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 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.
- 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 59.05% 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.
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
- This ability got reworked into the current 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.
- This ability got replaced by 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.
N/A
Self
- This ability got replaced by Spectral Dagger in the 6.33 gameplay patch.
- Grants Spectre unobstructed movement, means she can move over cliffs, trees, buildings and units.
N/A
Enemy Heroes
- This ability got reworked into the current 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.
N/A
Self
- This ability got reworked into the current Reality in the 6.33 gameplay patch.
- Requires 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.
- 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.
N/A
Enemy Heroes
- 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
- Spectre responses
- Spectre sounds
References
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