Mortred, the Phantom Assassin, is a melee agility hero fitting the role of hard carry. Mortred is best-known, and infamous for, her ability to inflict staggering damage with single strikes. Her abilities synergize supremely well with each other, rendering her an extremely formidable foe once she has acquired the items she requires. She is a very farm-dependent melee Hero, but she farms creeps with much more ease than many of her fellow carries, using her Stifling Dagger for last hitting. Besides eliminating the weakness most melee Heroes have in their farming, her second ability, Phantom Strike, acts as both her escape and initiate, while Blur gives her an edge against other Heroes that depend on their physical attacks by evading them; giving her partial damage immunity to many carries. Her ultimate, the strongest critical strike in the game, is what connects Mortred with four-digit damage and what gives her a place amongst the very best support killers in the late game, since they usually fall instantly from the divine strike her ultimate provides. Mobile and able to fight back nearly every enemy that dares to face her, Mortred is a formidable foe that should never be underestimated, and with appropriate item choices and a few kills, she can snowball out of control and become next to impossible to stop.
- The Stifling Dagger travels at a speed of 1200.
- Upon hitting the target, the dagger causes Phantom Assassin to perform an instant attack on the target.
- Since it is a regular attack, it can proc any attack modifier and on-hit effect normally, except for the following modifiers: , and .
- The damage of Tidebringer is applied, but its cleave is not.
- However, the attack uses no attack animation, so abilities which proc on attack begin (e.g. ) cannot be procced.
- Cleave effects are based on the target's position, damaging a trapezoid area the opposite direction where the dagger came from.
- Although the dagger may make it look like a ranged attack, the attack still counts as melee when coming from Phantom Assassin.
- This means all abilities which differentiate between ranged and melee, use their melee effects/values, not ranged.
- The performed instant-attack has True Strike, so it cannot miss. However, when the dagger is avoided, no attack is performed.
- The instant attacks completely ignore disarms.
- The dagger first reduces Phantom Assassin's total attack damage by the percentage, and then adds its own 65 extra damage on top of that.
- This results in the following formula: 65 + 25%/40%/55%/70% * (main attack damage + attack damage bonuses/reductions)
- "Attack damage bonuses/reductions" includes all already existing attack damage changes, including temporary ones (Bash) and conditional ones (Quell).
- The 65 damage is also an attack damage bonus, but is added after the main damage is calculated.
- Attack modifiers which are based on attack damage (critical strike, lifesteal, cleave) include the 65 extra damage as well.
- The damage is added to Phantom Assassin's attack damage through a status buff which lasts for 0.03 seconds.
- Since the damage comes from a regular attack, it does not count as spell damage, but counts as attack damage.
- This means it is affected by damage block, unaffected by spell damage amplification and cannot spell lifesteal.
- The dagger first applies the attack, then its own debuff.
- The projectile has 450 range flying vision. This vision lingers for 3.34 seconds at the target's location upon successfully hitting it.
- When choosing the level 20 talent, the spell launches two additional projectiles towards random visible valid targets within range.
- The search range is based on the cast range, plus the buffer, resulting in a search range of 825/1050/1275/1500.
- Cannot target the primary target with the additional projectiles, so when no other targets are nearby, nothing happens.
- The secondary targets are chosen randomly within the area. There are no priorities. The projectiles cannot choose both the same target.
- Since the additional projectiles use the spell's cast range, cast range increasing effects increase their range as well.
- Phantom Strike can be cast on allied units, without gaining the attack speed bonus.
- Moves Phantom Assassin next to the target, towards the position she was upon spell cast.
- Does not disjoint projectiles upon teleporting.
- The attack speed bonus lasts either 4 seconds or for 4 successful attacks, whichever is shorter.
- Missed attacks do not count and do not reduce the amount of attacks left with the attack speed bonus.
- The attack speed bonus is lost instantly upon successfully attacking a different target.
- Phantom Assassin is ordered to attack the target if it is an enemy, automatically canceling the cast backswing.
- Cannot be cast on couriers.
- The evasion and the blur effect are independent from each other. The evasion is always active.
- On average, Blur increases Phantom Assassin's survivability against physical attacks by 25%/43%/67%/100% ( 82%/122%/186%/300%).
- Blur uses pseudo-random distribution, and thus, the actual miss chance on every level is 20%/29.9%/37.7%/45.7% ( 41.8%/49.3%/56.6%/63.2%).
- Periodically checks for the presence of enemy heroes, including clones (except clones), excluding illusions and creep-heroes, and adapts its status.
- The proc chances of multiple crit sources stack.
- If two sources of critical strike proc at the same time, the higher multiplier has priority.
- Coup de Grace uses pseudo-random distribution.
- A part of the visual effects (a white glow on her weapon) plays during the start of an attack, revealing that the attack is going to crit.
- Cleave damage is reduced by Damage Block.
- The complete area is shaped like an isosceles trapezoid in front of Phantom Assassin.
- Fully stacks with other sources of cleaves. Each source of cleave works completely independent.
- Does not cleave upon attacking wards, buildings or allied units. Wards and buildings are unaffected by cleave.
- Despite the visual effect, cleave damage is applied instantly in the whole area.
|Triple Strike||20||20% Lifesteal|
|+20% Cleave||15||-4 Armor Corruption|
|+15 Damage||10||+150 Health|
- provides health regeneration to help Phantom Assassin stay in lane and continue farming despite enemy harassment.
- restores health as well.
- es give cost-effective increase to Phantom Assassin's attributes, and can builds into Magic Wand.
- helps reduce harass damage taken from lane opponents, increasing survivability.
- increases Phantom Assassin's farming ability in the early game. Being able to last-hit more easily and kill neutral camps faster allows her to farm the items she needs to start becoming effective in a match.
- are important to obtain early on. Phantom Assassin must be able to easily move in and out of range to last-hit, as well as chase or escape as needed without having to rely as much on Phantom Strike.
- can greatly improve Phantom Assassin's survivability and effectiveness in the early game. It provides a small amount of attributes and tremendous charge storage for burst health and mana regen, both of which are crucial on an agility hero with low strength and intelligence.
- provides agility and bonus damage to improve Phantom Assassin's last-hitting power, and the mana regeneration allows her to use her abilities more regularly.
- boosts Phantom Assassin's combat effectiveness and survivability greatly. The extra attack speed increases her damage output, whether it is for attacking heroes or creeps; with greater attack speed comes more chances for proccing Coup de Grace. Attribute switching is very important, as it can be switched to strength for more health, agility for more damage output, or intelligence for using spells, particularly for repeated casting of Stifling Dagger.
- is a useful utility mid-game item that can be built relatively easily. It allows Phantom Assassin to apply the armor debuff from long range with Stifling Dagger, softening up multiple targets for her team and for her own attacks. The damage boost also greatly improves the killing power of Coup de Grace, particularly when combined with the armor reduction on enemies that Phantom Assassin jumps on.
- gives Phantom Assassin much-needed spell immunity, allowing her to ignore enemy disables and nukes as she directly engages enemies in fights. The extra health helps increase survivability, while the damage improves attack power.
- can be crucial for giving Phantom Assassin the lockdown and damage she needs to quickly eliminate key opponents in fights. The bash gives her a chance to stun an enemy after jumping on them with Phantom Strike, while the active allows her to instantly hard-disable any foe through spell immunity, long enough to bring them down with Coup de Grace. It also increase her survivability giving bonus health and health regeneration and blocking 40 damage from incoming attacks.
- improves Phantom Assassin's survivability in teamfights, allowing her to quickly refill health with Coup de Grace crits.
- can be situationally useful over Power Treads depending on how they are utilized. The bonus damage helps with last-hitting and increases the potency of Coup de Grace, while the extra movement speed allows Phantom Assassin to more easily chase down enemies or flee when both Phantom Strike and Stifling Dagger cannot be relied on.
- is a strong item for allowing Phantom Assassin to secure her ability to farm into the late game. The damage and cleave allow her to easily clear bunches of creeps, whether it is for farming or pushing/counter-pushing, while the health and mana regen ensure that she can always maintain her health and mana pools while farming.
- gives high attack speed and an alternate source of lifesteal. Phantom Assassin's survivability is based on evasion instead of armor and her damage comes from a passive ability, partially offsetting the debuff, but not being able to use Stifling Dagger or Phantom Strike can be costly when trying to chase or flee, making this item a dangerous purchase.
- greatly boosts Phantom Assassin's damage output, as well as providing additional evasion. While stacking it alongside Blur runs the risk of having both nullified by the enemy building Monkey King Bar, purchasing a Butterfly can punish certain lineups by forcing their heroes to purchase Monkey King Bar over a different item that synergizes better with their strengths. As well, Butterfly's active allows Phantom Assassin to more easily chase or flee in circumstances where Phantom Strike proves impossible to use.
- greatly increases Phantom Assassin's damage output through more attack speed as well as the enemy armor reduction aura. The improved armor also greatly increases her survivability against physical damage, and the aura helps give teammates more armor and attack speed as well, which can be very useful depending on team composition.
- gives damage boost and the active ability that dispels the enemy and mutes them (disabling several defensive items) as well as greatly slowing them for a long duration (synergies perfectly with Phantom Strike and Stifling Dagger combo).
- is item to build in order to counter enemy evasion. As well, the increased damage is one of the best options for increasing Phantom Assassin's damage output.
- is a situationally strong utility damage item in Phantom Assassin's hands. It boosts her agility and intelligence, giving her more damage output and mana, and the active can greatly slow enemies for her to jump on.
- is a situationally powerful mid-game item that is easy to farm and allows Phantom Assassin to begin participating in teamfights earlier. The agility and strength-based bonuses give her more damage output and health, while the movement speed makes her far more mobile, allowing her to chase and escape far more easily. Maim can slow enemies down and prevent them from running away from her, and has a chance to proc with Stifling Dagger as well.
- is a powerful carry item and can greatly boost Phantom Assassin's combat effectiveness. It grants stats across the board, giving Phantom Assassin more health, mana and base damage. The Cold Attack passive can be used alongside lifesteal, and allows Phantom Assassin to slow enemies with her attacks and Stifling Dagger, greatly reducing their movement speed and preventing them from easily escaping her.
|Playstyle:||Of all the assassins raised by the Sisters of the Veil, only one is known by name: Mortred. Through meditation and prophecy, the order identifies the next target to die at her hands. Attacks miss against the Phantom Assassin as she Blurs into her surroundings, traversing undetected across the land to catch her victims unawares. She opens the encounter with a Stifling Dagger, thrown from the shadows, then leaps upon the crippled target to deliver a flurry of Phantom Strikes. Mortred ends the struggle with a decisive Coup de Grace, leaving behind only the blood-splattered ground as testament to her efficiency.|
- Mortred's name is derived from Mordred, a character in the Arthurian legend who betrayed and fought King Arthur at the Battle of Camalann.
- "Coup de grâce" is a French term (pronounced "koo dey gras" [the dey is short and should not be emphasised]) which literally means "blow of mercy", and refers to the killing blow of a wounded person or animal, friendly or not, to end their suffering. The phrase originates from medieval times, specifically Knights (see above - Knights of the Round Table). When a combatant was gravely injured (in battle, duels, jousting, etc...) but not killed; a coup de grâce was often, although not always, performed. Traditionally a rondel dagger was used as this could make a small puncture in breastplate and was long enough to reach the heart.
- Mortred's level-up line Play "I'm an immaterial girl!" is probably a reference to the song Material Girl performed by Madonna.
- In DotA: Allstars, Blur caused Mortred to become transparent to the enemy, scaling with levels and making her nearly invisible and untargetable to unexperienced players, thus her title "Phantom Assassin". This aspect of the ability was not ported to Dota 2.
- Mortred's idle animation is a typical fencing stance, with perpendicular feet, one arm extended forth and the other one folded and up in the air. However, her weapon is wielded not with the extended arm, but with the arm at rest. There are treatises, at least for the Italian school of fencing, which do show an extended arm but this is exclusively used when wielding a rapier or other thrusting one arm sword.
- Mortred is featured in the Dota 2 comic, The Contract.