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.
- This results in the following formula:
- 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.
- Cannot be cast on couriers.
- When choosing the level 25 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.
- Phantom Assassin is ordered to attack the target if it is an enemy, automatically canceling the cast backswing.
- Cannot be cast on couriers.
- Interrupts Phantom Assassin's channeling spells on cast.
- Attacking or casting spells does not break the invisibility.
- The effect is dispelled when getting within 600 range of an enemy hero (including clones, excluding illusions) or an enemy building (except for shrines).
- The effect is not dispelled instantly, but 0.75 seconds after getting within range.
- Getting out of range during that delay does not prevent it from dispelling. The delay does not serve as a grace period.
- The effect is also dispelled when attacking , again, not instantly, but after the dispel delay.
- The evasion and the active part are independent from each other. The evasion is always present.
- On average, Blur increases Phantom Assassin's survivability against physical attacks by 25%/43%/67%/100% ( 100%/150%/233%/400%).
- 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%).
- When upgraded, applies a basic dispel on Phantom Assassin upon cast.
- The cooldown resetting happens regardless of how the kill was made. It resets the cooldowns of all her basic abilities.
- The cooldown resetting is bound to Blur as well. If not learnt, kills do not reset her cooldowns.
- 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.
|+30%Evasion||20||-4 Armor Corruption|
|+25% Cleave||15||15% Lifesteal|
|+15 Damage||10||+225 Health|
- This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.
- The health talent increases maximum health capacity, and keeps the current health percentage.
- The cleave has a starting radius of 150, distance of 650, and end radius of 360. For more information, see cleave.
- The lifesteal talent stacks additively with other sources of lifesteal.
- Level 20 left talent: Increased evasion bonus from 25% to 30%.
- Increased base attack damage from 23-25 to 24-26.
- Level 10 right talent: Increased health bonus from 200 to 225.
- Level 10 right talent: Increased health bonus from 150 to 200.
- Level 20 left talent: Increased evasion bonus from 20% to 25%.
- Level 25 right talent: Increased proc chance bonus from 5% to 10%.
- provides health regeneration to help Phantom Assassin stay in lane and continue farming despite enemy harassment.
- restores health as well.
- give cost-effective increase to Phantom Assassin's attributes, and can builds into Magic Wand.
- 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.
- boost Phantom Assassin's combat effectiveness and survivability greatly with added agility and attack speed. She can attribute switch to strength for more health, or intelligence for using spells, particularly for the repeated casting of Stifling Dagger.
- allows Phantom Assassin to secure her ability to farm into the late game. The damage and cleave allow her to easily clear 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.
- 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 increases her survivability giving bonus health and health regeneration and blocking 40 damage from incoming attacks.
- improves Phantom Assassin's survivability in team fights, allowing her to quickly refill health with Coup de Grace crits.
- gives high attack speed and a 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.
- 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).
- counters enemy evasion and boosts Phantom Assassin's damage output with increased attack damage.
- is a situationally powerful mid-game item that is easy to farm and allows Phantom Assassin to begin participating in team fights 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.
- can boost Phantom Assassin's combat effectiveness. It grants attributes across the board, giving Phantom Assassin more health, mana, and base damage. The Cold Attack passive allows Phantom Assassin to slow enemies with her attacks and Stifling Dagger, 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 duh gras" [the duh 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 ▶️ "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 inexperienced players, thus her title "Phantom Assassin". This aspect of the ability is replicated to a limited degree with Blur's active component in 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 single-handed thrusting swords.
- Mortred is featured in the Dota 2 comic, The Contract.