Ember Spirit

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Ember Spirit
Ember Spirit icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
19 + 2
22 + 1.8
20 + 1.8
Level 0 1 15 25 30
Health 200 580 1140 1540 1740
Health regen 0.75 2.65 5.45 7.45 8.45
Mana 75 315 615 831 939
Mana regen 0 1 2.26 3.16 3.61
Armor -2 1.67 5.87 8.87 10.37
Att/sec 0.59 0.72 0.87 0.97 1.02
Damage 30‒34 52‒56 77‒81 95‒99 104‒108
Magic resistance 25%
▶️ Movement speed 310
▶️ Attack speed 100
Turn rate 0.6
Vision range 1800/1800
Attack range 150
Projectile speed Instant
Attack animation 0.4+0.3
Base attack time 1.7
Damage block 8
Collision size 24
Legs 2


Searing Chains
Searing Chains icon.png
No Target
Ember Spirit unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.
Cast Animation: 0+0.87
Search Radius: 400
Max Targets: 4/5/6/7
Damage per Second: 80/60/120/100
Total Damage: 80/120/240/300
Duration: 1/2/2/3
Cooldown: 14/12/10/8
Mana: 110
Debuff Searing Chains: Dispellable with any dispel.
Xin's harshest lessons often employed the use of red-hot chains.


  • Modified values: Max targets.
  • 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 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.png
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 Animation: 0+0.7
Cast Range: 700
Effect Radius: 250/350/450/550
Hero Attack Damage Bonus: 20/40/60/80
Creep Attack Damage Reduction: 0%
Cooldown: 12/10/8/6
Mana: 50
Buff Sleight Of Fist Caster: Dispellable with death only.
Buff Sleight Of Fist Invulnerability: Dispellable with death only.
Debuff Sleight Of Fist Marker: Dispellable with death only.
The studied warrior must whip and weave through its enemies, burning each without pause.


  • Modified values: Cooldown and creep attack damage reduction.
  • 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.png
Allies / Enemies
Ember Spirit surrounds a friendly target with a ring of fire that consumes incoming magic damage, leaving it unharmed. Flame Guard deals damage per second in an area while active. If the shield is broken, the damage is also lost.
Cast Animation: 0+1.07
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: 35
Mana: 80/90/100/110
Buff Flame Guard: Dispellable with any dispel.
An enemy should never be allowed to approach without difficulty.


  • Modified values: No target (self only) to single target (cast on ally).
  • Deals 6/8/10/12 damage in 0.2 second 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.png
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 Animation: 0+0.53
Cast Range: 1500
Max Charges: 3/5/7
Remnant Duration: 45
Charge Replenish Time: 35/25/15
Cooldown: 0
Buff Fire Remnant Charge Counter: Dispellable with death only.
Buff Fire Remnant Timer: Dispellable with death only.
By the spirit's power are Xin's teachings spread anew.


  • Modified values: Max charges and charge replenish time.
  • Upon learning, Ember Spirit instantly gains 3 charges. However, leveling it up further does not instantly grant the other charges.
  • 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.
  • 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.png
Self / Enemies
Select the Fire Remnant to arrive at.
Cast Animation: 0+1.07
Cast Range: Global
Remnant Damage Radius: 450
Remnant Damage: 100/200/300
Cooldown: 0
Mana: 100
Buff Fire Remnant: Dispellable with death only.
With blazing speed does a spirit fly!


  • Modified values: Mana cost.
  • 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.


Hero Talents
+20 Strength attribute symbol.png Strength25+500 Flame Guard Absorption
+8 Armor2015% Cooldown Reduction
10% Cooldown Reduction15+20 Movement Speed
+20 Damage10+15% Spell Amplification
  • Replaced talents: +6 All Stats replaced with 10% cooldown reduction and +2s Searing Chains replaced with +20 Strength attribute symbol.png Strength.
  • 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.png Octarine Core.