Ember Spirit

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Ember Spirit
Ember Spirit icon.png
Strength attribute symbol.png
19 + 2.1
Agility primary attribute symbol.png
22 + 1.8
Intelligence attribute symbol.png
20 + 1.8
Level Base 1 15 25
Health 200 580 1160 1580
H. regen amp 0% 13.57% 34.57% 49.57%
Mana 75 315 615 831
M. regen amp 0% 40% 90.4% 126.4%
Armor -2 1.67 5.87 8.87
Spell dmg 0% 1.43% 3.23% 4.51%
Att/sec 0.59 0.72 0.87 0.97
Damage 30‒34 52‒56 77‒81 95‒99
Move sp amp. 0% 1.32% 2.83% 3.91%
Base health regen 2
Base mana regen 0.9
Movement speed 305
Turn rate 0.6
Vision range 1800/800
Attack range 150
Projectile speed Instant
Attack animation 0.4+0.3
Base attack time 1.7
Magic resistance 25%
Collision size 24
Legs 2

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.


Ember Spirit Xin, the Ember Spirit
Play "Balance in all things."
Lore: 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.
Voice: Dave Fennoy (Responses)


Searing Chains
Does not pierce spell immunity. Play
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: 2
Damage per Second: 80/60/120/100
Total Damage: 80/120/240/300 (Talent 160/180/360/400)
Duration: 1/2/2/3 (Talent 2/3/3/4)
Cooldown symbol.png 14/12/10/8
Mana symbol.png 110
Does not pierce spell immunity. Root effect persists and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Debuff Searing Chains: Dispellable with any dispel.
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 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, resulting in 1/2/2/3 (Talent 2/3/3/4) damage instances.

Sleight of Fist
Pierces spell immunity. Play
Sleight of Fist icon.png
Target Area
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
Jump Interval: 0.2
Hero Attack Damage Bonus: 20/40/60/80
Creep Attack Damage Reduction: 50%
Number of Charges: 0 (Talent 2)
Charge Replenish Time: 0 (Talent 30/22/14/6)
Cooldown symbol.png 30/22/14/6 (Talent 0)
Mana symbol.png 50
Buff Sleight Of Fist Caster: Undispellable.
Buff Sleight Of Fist Invulnerability: Undispellable.
Debuff Sleight Of Fist Marker: Undispellable.
The studied warrior must whip and weave through its enemies, burning each without pause.


  • During Sleight of Fist, this ability is inactive, so that it cannot be recast until the current cast finishes.
  • 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 modifiers 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
Cannot be used by illusions. Does not pierce spell immunity. Play
Flame Guard icon.png
No Target
Self / Enemies
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.
Cast Animation: 0+1.07
Damage Radius: 400
Damage per Second: 30/40/50/60 (Talent 80/90/100/110)
Magical Damage Absorbed: 50/200/350/500 (Talent 250/400/550/700)
Duration: 8/12/16/20
Cooldown symbol.png 35
Mana symbol.png 80/90/100/110
Buff Flame Guard: Dispellable with any dispel.
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 (Talent 16/18/20/22) damage in 0.2 seconds intervals, starting 0.2 seconds after cast.
  • Can deal a total of 240/480/800/1200 (Talent 640/1080/1600/2200) 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.
  • Only blocks magical damage, coming from spells and attacks. Does not block any physical or pure damage.

Fire Remnant
Does not proc any on-cast effects when cast. Play
Fire Remnant icon.png
Target Point
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
Remnant Duration: 45
Charge Replenish Time: 35 (Talent 10)
Cooldown symbol.png 0
Buff Fire Remnant Charge Counter: Undispellable.
Buff 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.
  • 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 (Talent 10) seconds, it is possible to have 4 (Talent 7) 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
Cannot be cast while rooted. Does not pierce spell immunity. Play
Activate Fire Remnant icon.png
Target Point
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 symbol.png 0
Mana symbol.png 150
Buff Fire Remnant: Undispellable.
With blazing speed does a spirit fly!


  • Ember Spirit moves to a Fire Remnant icon.png 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
-25 Fire Remnant icon.png Fire Remnant Charge Restore Time 25 2 Sleight of Fist icon.png Sleight of Fist Charges
True Strike 20 +10% Spell Amplification
+1s Searing Chains icon.png Searing Chains 15 +50 Flame Guard icon.png Flame Guard DPS
+200 Flame Guard icon.png Flame Guard Absorption 10 +25 Damage

Recommended items[edit]

Starting items:

  • Tango icon.png Tango and a Healing Salve icon.png Healing Salve help Ember Spirit sustain during the laning phase, preventing him from being forced to return to base due to enemy harassment.
  • Faerie Fire icon.png Faerie Fire may help you survive a gank or lethal attack from tower after killing enemy. It also helps with last hitting.
  • Iron Branch icon.png Iron Branch is a cheap and effective way to improve Ember Spirit's mana pool and health pool, both of which are lacking in the early game.
  • Stout Shield icon.png Stout Shield is recommended as it will significantly reduce the enemy's auto-attack harass potential, meaning Ember Spirit is able to sustain longer in lane.

Early-game items:

  • Bottle (Full) icon.png Bottle gives Ember Spirit a way to sustain his HP and mana, allowing him to remain out in the field to farm or fight. It is best purchased if Ember Spirit is played as a mid hero, as he can access runes more easily.
  • Infused Raindrop icon.png Infused Raindrop can mitigate magical damage in fights, also helps with mana regeneration.
  • Boots of Speed icon.png Boots of Speed are essential for Ember Spirit, as the improved speed will allow him to escape deadly situations, as well as catch up to an escaping enemy. It also improves his ability to successfully catch an escaping hero with Searing Chains.
  • Bracer icon.png Bracer gives Ember Spirit good stats all around, most importantly more HP. It can be upgraded into a Drum of Endurance icon.png Drum of Endurance.
  • Ring of Basilius (Active) icon.png Ring of Basilius offers armor and mana regen, also helps with early game pushing.
  • Town Portal Scroll icon.png Town Portal Scroll should be carried at all times by all heroes. TP scrolls allow Ember Spirit to move around the map to find farm and reach fights and ganks quickly, as his spells make him a force to be reckoned with in any engagement. When Combined with Fire Remnant, it allows Ember Spirit to regenerate in fountain and come back quickly.

Boots Choice:

  • Phase Boots icon.png Phase Boots gives Ember Spirit the mobility to chase or escape engagements in order to cast Searing Chains. Yet the raw bonus damage doesn't scale, and the item doesn't help Ember Spirit to farm that much. It is best to get this item if you aim to fight aggressively in early to mid game.
  • Power Treads icon.png Power Treads increases Ember Spirit's attack speed as well as his stats. It can be the choice if Ember Spirit need to play defensively in early game. Tread Switching also helps with regeneration.
  • Boots of Travel 1 icon.png Boots of Travel can be a powerful purchase on Ember Spirit in the mid-game. Aside from freeing up an inventory slot and saving gold from not having to constantly purchase Town Portal Scrolls, the increased movement speed gives Ember Spirit increased mobility, allowing him to chase down enemies more easily. As well, the teleport increases Ember Spirit's global presence, especially when combined with Fire Remnants, as he can make quick returns to base to grab items or replenish HP and mana, assist in gank opportunities on other parts of the map, and so on.

Mid Game Item Choice:

  • Drum of Endurance icon.png Drum of Endurance, gives Ember Spirit all-around stats, shoring up his HP and mana pool as well as giving him increased damage, which combined with the aura allows him to engage in teamfight earlier. The bonus movement speed increases his mobility, allowing him to position himself to use his spells more easily.
  • Ring of Aquila (Active) icon.png Ring of Aquila is a natural upgrade of Ring of Basilius (Active) icon.png Ring of Basilius. It gives Ember Spirit more last-hitting power and protection against physical damage, while the small amount of mana regen can allow him to use his spells more often. The Aquila Aura helps with pushing a lot, and when combined with Fire Remnant the item allows Ember Spirit to push deep in enemy territory.
  • Battle Fury icon.png Battle Fury is a highly potent item in Ember Spirit's hands, both for farming and fighting. The HP and mana regen help to keep him topped up, allowing him to farm jungle camps using his spells and ensuring that he can enter fights will full HP and mana. The cleave allows him to farm creeps more easily, and can inflict vast amounts of damage to the enemy team when combined with Sleight of Fist.
    • A second Battle Fury icon.png Battle Fury, and possibly a third or more, is very powerful on Ember Spirit when dealing with illusion army or swarms of heroes, as it increases the cleave percentage as well as the amount of damage he deals with Sleight of Fist.
  • Veil of Discord icon.png Veil of Discord is a very powerful mid game item for Ember Spirit. With Discord and 10% Spell Amplification talent, Ember Spirit can deal lots of magic damage with his abilities.

Late Game items:

  • Blink Dagger icon.png Blink Dagger is very situational, but can drastically increase Ember Spirit's mobility by allowing him to initiate on enemies without having to use a Fire Remnant, so that Ember Spirit can save the remnant in the back and return to in bad situation. It also allows him to move around the map more quickly and bypass trees and terrain, which lets him catch enemies unaware or run from fights more easily. Blink Dagger also give Ember Spirit much more chance to right-click enemy by jumping forward and deal more damage.
  • Daedalus icon.png Daedalus provides Ember Spirit with great additional damage and a chance to deal 2.2x damage on an attack. It synergizes extremely well with Sleight of Fist, allowing for powerful damage output at a distance.
    • Multiple Daedalus icon.png Daedalus allows Ember Spirit to inflict tremendous amounts of physical damage using Sleight of Fist, potentially resulting in multi-kills against the enemy team if they are clustered together.
  • Monkey King Bar icon.png Monkey King Bar is a strong damage item that also provides True Strike, eliminating any possibility of the enemy evading his Sleight of Fist slashes via evasion or blind. It can be a powerful purchase in the face of enemies purchasing evasion or when facing enemies with blind spells, and the mini-bash proc can allow Ember Spirit to deal even more damage during Sleight of Fist.

Survivability Items:

  • Black King Bar icon.png Black King Bar is a must-have item in the face of heavy disables. As he can be killed very quickly if ever stunned or silenced, spell immunity allows Ember Spirit to engage the enemy head-on and ignore their disables while fighting, giving him a bigger damage window before he needs to retreat. As well, it gives him additional strength, increasing the size of his HP pool, as well as more raw damage.
  • Linken's Sphere icon.png Linken's Sphere gives Ember Spirit stats across the board, as well as passive HP and mana regen. The Spell Block passive allows Ember Spirit to shrug off one targeted spell during a fight, hopefully a targeted disable, increasing his slipperiness and allowing him to fight without fear of being disabled.
  • Manta Style icon.png Manta Style gives Ember Spirit a measure of defense against silences, as he can instantly purge off debuffs, especially silence, while also creating two illusions with which to confuse the enemy. The item itself also provides very useful bonuses, giving him all-around stats, more agility and attack speed, and a movement speed bonus that increases his mobility. Finally, as items can be used during Sleight of Fist, combining this item, Sleight of Fist and Searing Chains can allow Ember Spirit to root and place illusions near a target from long range.

Situational Items

  • Divine Rapier icon.png Divine Rapier is one of the strongest items that Ember Spirit can purchase, as, combined with a cleave and crit, can allow him to deal absurd amount of physical damage to the entire enemy team during Sleight of Fist. While it is extremely expensive and extremely risky due to the possibility of giving it to the enemy upon being killed, Ember Spirit's ability to evade the enemy and avoid damage allow him to push this item to its limit and emerge victorious.
  • Butterfly icon.png Butterfly can be very powerful in the hands of Ember Spirit, as it grants him evasion while also increasing his physical DPS. The passive evasion decreases his vulnerability against physical damage, while the active can give him more mobility to flee from a fight or chase an enemy down.
  • Eye of Skadi icon.png Eye of Skadi provides Ember Spirit with stats across the board, greatly increasing his survivability and offensive potential. Combined with Sleight of Fist, he can inflict the slow to multiple enemy heroes at once, through spell immunity, slowing them down drastically and preventing them from chasing, escaping or spreading out as quickly.
  • Assault Cuirass icon.png Assault Cuirass increases Ember Spirit's damage output while also negating his weakness to physical damage. The increased armor and attack speed mitigate his low agility growth, giving him stronger presence on the battlefield. The aura helps give allies more armor and attack speed, and reduces enemy armor as well, making them more vulnerable to Sleight of Fist strikes.
  • Octarine Core icon.png Octarine Core is a powerful late item for magical Ember, which gives hip more survivability and increases spells cooldowns. With 15% Cooldown Reduction and +1 sec Searing Chains talents, Ember Spirit can easy catch his opponents.

Uncommon Items

  • Maelstrom icon.png Maelstrom is an alternative item choice other than Battle Fury icon.png Battle Fury. The Chain Lightning effect will proc when casting Sleight of Fist. It is much cheaper than Battle Fury icon.png Battle Fury and allows Ember Spirit to clear illusions much earlier.
  • Mjollnir icon.png Mjollnir can be upgraded from Maelstrom icon.png Maelstrom. The Static Charge ability can be used to discourage enemies from attacking Ember Spirit as well, for fear of proccing the discharge. Note that the additional attack speed is not very useful on Ember Spirit as his main source of physical damage is Sleight of Fist.
  • Satanic icon.png Satanic greatly increases Ember Spirit's survivability in fights. The lifesteal, on top of allowing him to farm more easily, also procs during Sleight of Fist, allowing Ember Spirit to lifesteal drastic amounts of HP in fights, especially when the active ability is used. The increased strength and armor also give him more survivability against physical damage, making him harder to kill if he is ever caught.
  • Shadow Blade icon.png Shadow Blade increases Ember Spirit's physical DPS, and gives him an additional method with which to initiate on enemies during ganks. As well, if Sleight of Fist is cast during the 0.3 second fade time, Ember Spirit will deal the 175 bonus damage to all slashed targets and remain invisible upon returning to the remnant. However, beware that this tactic does not apply to Silver Edge icon.png Silver Edge.


Roles: Carry Carry Escape Escape Nuker Nuker Disabler Disabler Initiator Initiator


Playstyle: Impressed by the teachings of Xin, the Burning Celestial breathed life into the warrior-poet's ashes, and from there an image of Xin appeared, born anew as the Ember Spirit. The great teacher dashes through his opponents, a Sleight of Fist that strikes each foe once before returning to his original spot. He immobilizes enemies with Searing Chains, holding them in place against the scorching heat of his Flame Guard. Across the land, Xin's glowing likenesses stand silent guard. The Ember Spirit arrives at his Fire Remnants from impossible distances, catching the unprepared in a burst of flame before they surrender their lives to Xin's burning blades.





  • Ember Spirit, like Brewmaster Brewmaster, Earth Spirit Earth Spirit and Storm Spirit 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.
  • The hat on Ember Spirit's back was originally intended to be worn on his head. This model and positioning can still be seen when using Ember Spirit's Hat, a cosmetic item that was made available via drops when Ember Spirit was released.
  • Most of Ember Spirit's responses are exactly four words long, a reference to four-character Chinese idioms known as chengyu. According to Xin himself: Play "Four words is plenty."