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Xin, the Ember Spirit, is a highly mobile and versatile melee agility hero whose abilities make him a slippery foe who can dance around his enemies at will. His skill set allows for 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. His Flame Guard ability deals damage in a small area around him while shielding him from magic nukes, making him a force to be reckoned with by enemy casters. Finally, his Fire Remnant spell enables him to engage, escape, or move instantaneously around the map, allowing him to appear 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 frail and easy to kill 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, Xin eventually 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.
- Provides True Sight over the targets, but only when the targets were not invisible or within a fade time upon cast.
- Does not target invisible units or units inside the Fog of War.
- Ember Spirit is invulnerable during Sleight of Fist. Does not disjoint projectiles upon cast.
- During Sleight of Fist, this ability is inactive, so that it cannot be recast until the current cast finishes.
- Ember Spirit is only disarmed during Sleight of Fist, so actions besides attacking can be performed normally during it.
- Upon cast, all targets within the area are marked. A flaming sword appears above them as an indicator, which lasts until they get hit.
- Sleight of Fist has no range limit. Once a target is marked, it cannot escape Sleight of Fist with distance.
- Does not affect invisible or attack immune units. When a marked unit turns invisible or attack immune, it gets fully skipped on its turn.
- Fully affects units in the Fog of War. Fogged units 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.
- The instant attacks of Sleight of Fist do not break Smoke of Deceit's invisibility.
- 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.
- Can deal a total of 200/420/720/1100 ( 600/1020/1520/2100) 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.
- However, if a damage instance is greater than the capacity of all barriers individually, the damage gets blocked as if the barriers were one barrier with combined capacity.
- Only blocks magical damage, coming from spells and attacks. Does not block any physical or pure damage.
Target Point
- Ember Spirit gets all 3 charges immediately upon learning Fire Remnant.
- Acquiring Aghanim's Scepter the first time instantly grants 2 charges as well. This only happens once, so re-acquiring it does not grant another 2 charges.
- Fire Remnants move to their targeted location at a speed of 250% ( 500%) 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 38 ( 26) seconds, it is possible to have 4 ( 4) ( 6, 6) 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 cannot be seen when sent into the Fog of War.
- Fire Remnants deal no damage when they expire.
- 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.
- The mana cost of Activate Fire Remnant is always the same, regardless of how many remnants he is traveling to with a single cast.
- Does not disjoint projectiles that are traveling towards Ember Spirit when he casts this spell.
- While traveling, Ember Spirit cannot turn, but can attack, cast spells, and use items (still requires facing his targets).
- 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.
- Ember Spirit damages enemies within a 225 radius around him as he travels, and in a 450 radius around a remnant upon reaching it.
- Enemies may only be damaged once per remnant, either by Ember Spirit as he travels towards the remnant, or by him upon reaching the remnant.
- 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 | ||
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-12s Remnant Charge Restore Time | 25 | 2 Sleight of Fist Charges |
+55 Sleight of Fist Hero Damage | 20 | +1 Searing Chains Target |
+1s Searing Chains Duration | 15 | +50 Flame Guard DPS |
+200 Flame Guard Barrier Amount | 10 | +12 Damage |
- Grants bonus attack damage.
- Does not benefit illusions and is not affected by most percentage-based damage increasing or reducing effects.
Recent Changes
- Reduced Fire Remnant Base Charge Restore Time from 38s to 35s
- Increased Sleight of Fist Mana Cost from 60 to 65.
- Increased Searing Chains max targets from 2 to 3.
- Increased Sleight of Fist hero attack damage bonus from 45/80/115/150 to 45/85/125/165
- Increased Flame Guard radius from 450 to 500.
Recommended items
Gameplay
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. | |
Roles: | Carry Escape Nuker Disabler Initiator |
Complexity: | |
Adjectives: | Legs ( 2 )
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Audio
History
Equipment
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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.
- 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: ▶️ "Four words is plenty."