Ember spirit

Ember spirit DEFAULT

Ember Spirit

Ember Spirit Counters and Synergyes

Advantage (Adv) - The difference between the actual winrate of the heroes and the expected winrate from their base winrates.
Example: Let's take two heroes, Superman, with a general winrate of 53%, and Lex Luthor, with a general winrate of 47%. When they meet on the battlefield they each have a statistical winrate of 50%.
In this case it's obvious that, even if they have the same winrate when they battle, there is some sort of innate statistical advantage that Lex Luthor (average winrate 47% but 50% against Superman) has over Superman (average winrate 53% but 50% against Lex Luthor). There are many theories about why this happens, but the most common one is related to Kryptonite.

Winrate (WR) - The winrate between the two heroes.

Skill level:

Ember Spirit

<%group.name%>

<%hero.name%>

<%hero[group.show][skillLevel]%>

<%Math.round((50+hero[group.showsec][skillLevel]/2)*100)/100%>%

Sours: http://dotapicker.com/heroes/Ember_Spirit

Ember SpiritMelee, Carry, Disabler, Escape, Initiator, Nuker

Win RateThis WeekPick RateThis WeekMeta TrendsThis Week
Talent Usage
-12s Remnant Charge Restore Time
-12s Remnant Charge Restore Time

Pick Rate: 37.6%
Win Rate: 59.3%
2 Sleight of Fist Charges
2 Sleight of Fist Charges

Pick Rate: 62.4%
Win Rate: 58.6%
+65 Sleight of Fist Hero Damage
+65 Sleight of Fist Hero Damage

Pick Rate: 69.3%
Win Rate: 49.5%
+1 Searing Chains Target

Pick Rate: 30.7%
Win Rate: 55.8%
+1.0s Searing Chains Duration
+1.0s Searing Chains Duration

Pick Rate: 36.1%
Win Rate: 44.1%
+50 Flame Guard DPS

Pick Rate: 63.9%
Win Rate: 49.4%
+280 Flame Guard Absorption
+280 Flame Guard Absorption

Pick Rate: 44.5%
Win Rate: 39.6%
+15 Damage

Pick Rate: 55.5%
Win Rate: 52.2%
Hero RankingsTime Played
PeriodDuration
Total17100y 110d 3h 8m
This Month34y 92d 7h 6m
Hero Attributes
StrengthAgilityIntelligence
21 +2.622 +2.620 +2.2
Movement speed305
Sight range1800/800
Armor2.08
Base attack time1.7
Damage55 - 59
Attack point0.4
Popular Cosmetics
Sours: https://www.dotabuff.com/heroes/ember-spirit
  1. Aws workspace logs
  2. Fake gauges near me
  3. Store space for lease
  4. Socks fortnite
  5. Kaiser hospitals colorado

Welcome

A game from Epicenter XL between Secret and Na’Vi. Ember Spirit played by Secret.MidOne.
ID: 3856880792

Ember Spirit is laning against Outworld Devourer:

-0:20 – Secret smoke up close to their own middle tier 1 tower and infiltrate the enemy jungle where they find Elder Titan, but decide against initiating on him. Secret gets the 2 bounty runes top while Na’Vi takes the ones bottom. Ember Spirit goes back to middle lane to block his creep wave.

0:40 – Ember Spirit uses Flame Guard to get some damage onto Outworld Devourer, allowing him to secure his first couple of last hits while the enemy retreats. He still drops low from the constant harass though and uses his pooled tango on a planted Iron Branch for double heal.

1:40 – Both the allied (Bounty Hunter) and enemy support (Elder Titan) rotate in. With help from Ember Spirit, the Bounty Hunter could kill the Outworld Devourer, but Ember Spirit makes the right decision and doesn’t commit because he’s too low on health to go up against 2 enemy heroes with disables. Afterward, Ember Spirit does get salved safely because of this by the Bounty Hunter.

2:30 – With the first piece of the Ring of Aquila on him (skipping both Bottle and Magic Wand and opting to get the mana regen from the Ring of Basilius early on), Ember Spirit feels a little safer to stand under the enemy tower, dropping aggro when needed and using Searing Chains to hit both the ranged creep and the enemy Outworld Devourer. Once cast, Ember retreats back to block the creep wave so he can farm in an optimal position from his high ground.

2:59 – With the Ring of Basilius just delivered, Ember Spirit gets a little bit more aggressive, using Flame Guard and catching Outworld Devourer with Searing Chains to get a lot of damage onto him. He still has the Astral Imprisonment though so killing him is not really an option.

3:20 – Picking up a value point in Sleight of Fist helps Ember Spirit out here as he dodges a tower attack with it. At this point, these attacks would hurt him a lot.

3:40 – A rotation comes from the enemy Vengeful Spirit. Ember Spirit almost dies, but Outworld Devourer ran out of mana for the Arcane Orb, which probably saves Ember Spirit’s life. To be sure, he also pops a healing salve before the last hit comes in. He might have died without it. Having no Bottle to keep his mana up, Ember Spirit gets a Mango delivered to him and finishes the Ring of Aquila.

4:36 – After teleporting back to his lane, Ember Spirit gets Outworld Devourer very low, but help from Vengeful Spirit comes in, stunning the Ember Spirit. Bounty Hunter and Ember Spirit have to dive under the tower and a Sleight of Fist together with a final Jinada hit finish Outworld Devourer off, while Ember Spirit retreats safely. Because of the dive though, Bounty Hunter dies. The end result is still worth it though.

5:28 – Another gank comes in, but this time it’s a 3v3 situation. Ember Spirit gets stunned, but narrowly dodges the follow-up Echo Stomp with Sleight of Fist. Thanks to this and the help from his supports, MidOne can get a kill on Vengeful Spirit and the enemy team has to retreat. Boots of Speed get delivered to Ember Spirit after this and the Shrine brings him back up to full health and mana.

6:40 – Ember Spirit spots an invisibility rune top and given that it hasn’t been taken yet, it’s a safe bet that the enemy team doesn’t have vision there. He picks up the invisibility and rotates to top lane with his ultimate ready for extra damage. With the help of his other cores (Timbersaw and Chaos Knight), they get the kill on Dragon Knight. Afterward, he Teleports back to his lane to continue farming.

7:45 – Knowing Outworld Devourer’s orb is starting to hurt and wanting to make the most of Flame Guard, Ember Spirit backs off into his jungle to farm the 2 camps closest to him with it. Working towards the Veil of Discord, he gets a Null Talisman delivered and a clarity to allow him to farm more. Note that he no longer really cares for health. If he gets stunned he’s likely not getting out anyway and for every other situation, he can fall back on Fire Remnant. Once he has farmed up all he can with the sliver of health he has, he leaves a Fire Remnant and teleports back to base. This allows him to heal with minimal time loss. Back in the base, he picks up the second Null Talisman.

9:25 – Initially under-estimating the damage Outworld Devourer does, Ember Spirit uses Searing Chains and Flame Guard, hoping to hit him with both. Searing Chains doesn’t hit and especially with help coming in from the enemy Vengeful Spirit he has to use a Fire Remnant to get out safely. As always, he still makes the most of the Flame Guard duration by farming a jungle camp.

MidOne stays in lane for 2 more minutes and finishes the Veil of Discord - this is when he starts to make rotations and the laning stage ends.

Sours: https://www.dotahaven.com/en/guide/dota-ember-guide-xcalibur/
AMAZING MID Ember Spirit 31Kills With Scepter + Refresher IMBA 10x Fire Remnant GOD 7.30d Dota 2

Dota 2 Wiki Guide

Roles: Carry - Nuker

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 died. 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.

Abilities

Searing Chains Hotkey: Q

Ember_spirit_searing_chains_hp2.png
Ability:
No Target Duration: 2/2/3/3
Affects: Enemy Units Damage Per Second: 40/60/80/100
Damage Type:
Magical Unit Count: 2
Radius: 400
Cooldown:
14/12/10/8 Mana:      110

Ember Spirit unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.

Xin's harshest lessons often employed the use of red-hot chains.

Sleight of Fist Hotkey: W

Ember_spirit_sleight_of_fist_hp2.png
Ability:
Point Target Bonus Hero Damage: 30/60/90/120
Affects: Enemy Units Attack Interval: 0.2
Damage Type:
Physical Creep Damage Penalty: 50%
Radius: 250/350/450/550 Cast Range: 700
Cooldown:
30/22/14/6 Mana:     50

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.

The studied warrior must whip and weave through its enemies, burning each without pause.

Flame Guard Hotkey: E

Ember_spirit_flame_guard_hp2.png
Ability:
No Target Duration 8/12/16/20
Affects: Self, Enemy Units Magic Absorb: 50/200/350/500
Damage Type:
Magical Damage Per Second:
30/40/50/60

Radius:
400

Cooldown:
35 Mana: 80/90/100/110

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.

An enemy should never be allowed to approach without difficulty.

Activate Fire Remnant Hotkey: D

Ember_spirit_activate_fire_remnant_hp2.png
Ability:
Point Target Damage: 100/150/200
Affects:
Enemy Units Radius:
450
Damage Type: Magical

Cooldown:
0 Mana:     150

Select the Fire Remnant to arrive at.

With blazing speed does a spirit fly!

Fire Remnant Hotkey: R

Ember_spirit_fire_remnant_hp2.png
Ability:
Point Target Max Charges: 3
Remnant Cast Range: 1500 Charge Restore Time 35
Remnant Duration: 45
Cooldown:
0 Mana: N/A

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.

By the spirit's power are Xin's teachings spread anew.

Sours: https://www.ign.com/wikis/dota-2/Ember_Spirit

Spirit ember

BOOM Esports Mikoto’s 5 pro tips to master Ember Spirit

This article is part of “Professional Help” an ongoing series of tips and tricks from pro players on their favorite heroes.

Rafli Fathur “Mikoto” Rahman is the midlaner for BOOM Esports, one of the strongest teams in Southeast Asia.

The Indonesian prodigy is among the best midlaners in the region and one of his most-played heroes is Ember Spirit, arguably the flashiest carry hero in the game.

Here are five tips from Mikoto himself to help you burn your enemies down:


1. Know your hero and your matchups

Ember Spirit is kind of a ridiculous hero, I think. His ultimate is like a free Boots of Travel on top of other skills that are very strong in teamfights. He’s also very versatile. I think you can always pick him during the draft even if he gets countered really hard since you can still find a way to play around everything.

You can even make him a support if you can find a better core hero later on in the draft, but the best position for him is always as the mid or carry.

I think Void Spirit, Kunkka, Templar Assassin, and Puck are good matchups for him. But it still depends on the play, sometimes you can still lose against those heroes if the other player is good. On the other hand, I think Necrophos, Shadow Fiend, and Monkey King are the hardest counters for Ember Spirit.

2. Lane the right way

The best lane for Ember Spirit is always different and depends on the patch and your team. Sometimes, you need to carry your team as the midlaner because you’re up against a farming hero at mid like Arc Warden or Alchemist. Other times you can be up against more sacrificial heroes like Tiny or Void Spirit that need to make space for the enemy team.

It’s easier when you’re on the safelane though because you’ll have a support with you. The drawback is that you won’t level up as fast if you were at mid.

3. Choose the right skill build

When it comes to choosing the right skill build for Ember Spirit, it really depends on the matchup. For example, if you’re laning against a hero with lots of magic damage like Zeus then you should max Flame Guard first. But usually it’s a good idea to max Sleight of Fist while having at least one level in Searing Chains before level six.

Whether you max Sleight of Fist or Flame Guard first doesn’t matter too much because you’ll be dealing a lot of damage either way, which is the important thing.



4. Get the right items

Ember Spirit’s item builds will again depend on your matchups. If the enemy team has an illusion hero like Phantom Lancer then you build Maelstrom as your first core item. If there is a hero with a lot of regen like Necrophos or your team has an early timing it’s good to build Spirit Vessel. While I think it’s an old build, getting Desolator is good if your team lacks physical damage.

But in my opinion Ember just needs to build for magical damage because, as a mid player, I need to make time and space for my carry so he can win the game for us. With that in mind, getting items that deal magical damage like Maelstrom, Spirit Vessel, and Blade Mail is the best build for me.

After your core items whatever you get will depend on what you or your team needs. Black King Bar is always a must-buy, of course. Shiva’s Guard is good too if you need more armor. While I think you don’t always need it, Aghanim’s Scepter is also good if you need to jump on the enemy backlines.

5. Balance fighting and farming

Ember Spirit is a very good fighter, but you still need to find some time to farm because you need items to get tankier and increase your damage output. You have to find the right balance between fighting and farming. Usually I fight more often than I farm because of how my team likes to play with Ember.

With that said, if you the enemy heroes are squishy or are good matchups for you then you need to be as aggressive as you can. But if you got countered in the draft then you need to be patient and wait for an opportunity to make counter plays.

Whichever you prioritize, always remember that you need to be making space for your carry by fighting with your team as much as possible. However, keep in mind that you are still a secondary core so don’t forget to farm and keep up in net worth.

READ MORE: Dota 2 patch 7.27 revamps economy, removes ‘Zoo’ meta, and adds two new items

Sours: https://www.oneesports.gg/dota2/boom-esports-mikotos-5-pro-tips-to-master-ember-spirit/
ana Rampage Mode on - BEST Ember Spirit in Dota 2

Hero

 

Strategy

 

Counters

 

Equipment

 

Gear

 

Talents

 

Relics

 

Responses

 

Sounds

 

Lore

 

Old Abilities

 

Changelogs

 

Known Bugs

 

This page is about the hero Ember Spirit. For the city in Dota 2 lore, see Ember (City).

Xin, the Ember Spirit, is a highly mobile and versatile meleeagilityhero 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[]

Ember Spirit minimap icon.pngXin, the Ember Spirit

▶️ "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.

Abilities[]

Searing Chains icon.png

Ember Spirit unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.

Cast Animation:0+0.5

Search Radius:400

Max Targets:2 (Talent 3)

Damage per Second:50/70/90/110

Duration:1.5/2/2.5/3 (Talent 2.5/3/3.5/4)
Cooldown:13/12/11/10
Mana:80/90/100/110
Does not pierce spell immunity.Root effect persists and attempts to damage if debuff was placed before spell immunity and when not dispelled.

Modifiers

Debuffmodifier_ember_spirit_searing_chains: Dispellable with any dispel.

Xin's harshest lessons often employed the use of red-hot chains.

Notes:

  • Searing Chains interrupts Ember Spirit's channeling abilities 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 abilities.
    • 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.
  • Deals damage in 0.5-second intervals, starting 0.5 seconds after cast, resulting in 3/4/5/6 (Talent5/6/7/8) damage instances.
    • Can deal up to 75/140/225/330 (Talent125/210/315/440) damage to each unit.
Sleight of Fist icon.png

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:40/80/120/160 (Talent 105/145/185/225)

Creep Attack Damage Reduction:40%

Talent Number of Charges:2
Talent Charge Replenish Time:18/14/10/6
Cooldown:18/14/10/6 (Talent 0)
Mana:50

Modifiers

The studied warrior must whip and weave through its enemies, burning each without pause.

Notes:

  • 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.
  • Causes Ember Spirit perform an instant attack on each jump against the targets.
    • These instant attacks can proc any attack modifiers and on-hit effects normally. They do not have True Strike.
    • If 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 icon.pngSmoke 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 fiery replica of Ember Spirit for the duration.
Flame Guard icon.png

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+0.6

Damage Radius:400

Damage per Second:25/35/45/55 (Talent 75/85/95/105)
Magical Damage Absorbed:110/240/370/500 (Talent 390/520/650/780)

Duration:11/14/17/20

Cooldown:35
Mana:80/90/100/110

Modifiers

Buffmodifier_ember_spirit_flame_guard: Dispellable with any dispel.

An enemy should never be allowed to approach without difficulty.

Notes:

  • Flame Guard interrupts Ember Spirit's channeling abilities upon cast.
  • Deals 5/7/9/11 (Talent15/17/19/21) damage in 0.2-second intervals, starting 0.2 seconds after cast.
    • Can deal a total of 275/490/765/1100 (Talent825/1190/1615/2100) damage to a single unit (before reductions), assuming a max duration Flame Guard.
  • Only blocks magical damage, coming from abilities and attacks. Does not block any physical or pure 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.
Activate Fire Remnant

Cast Animation:0+1.07

Cast Range:Global

Remnant Damage Radius:450

Remnant Damage:100/200/300

Cooldown:0
Mana:150 (With Aghanim's Scepter 75)
Aghanim's Scepter upgrade:Activate Fire Remnant costs less mana.

Modifiers

Buffmodifier_ember_spirit_fire_remnant: Dispellable with death only.

With blazing speed does a spirit fly!

Notes:

  • This ability level scales together with Fire Remnant's level.
  • Ember Spirit moves to a Fire Remnant with a speed of 1300 if it can be reached within 1 second at that speed, or reaches it in 0.4 seconds.
    • Ember Spirit is invulnerable while traveling to a Fire Remnant.
  • Does not disjoint projectiles upon cast.
  • The mana cost of Activate Fire Remnant is always the same, regardless of how many remnants he is traveling to with a single cast.
  • While traveling, Ember Spirit cannot turn, but can attack, cast abilities, 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 Ember Spirit collides with while traveling to a remnant.
    • Though at high traveling speeds, some trees may be skipped and not destroyed.

Notes:

  • Ember Spirit gets all 3 charges immediately upon learning Fire Remnant.
    • Acquiring Aghanim's Scepter icon.pngAghanim's Scepter the first time instantly grants 2 charges as well. This only happens once, so re-acquiring it does not grant them again.
  • Fire Remnants move to their targeted location at a speed of 250% (Upgradable by Aghanim's Scepter.500%) of Ember Spirit's movement speed.
    • The movement 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 cannot be seen when sent into the Fog of War.
  • Fire Remnants deal no damage when they expire.
  • With Aghanim's Shard icon.pngAghanim's Shard, Fire Remnants deal 22.5 damage in 0.5-second intervals, starting 0.5 seconds after receiving the debuff.
    • The fire remnants start dealing damage as soon as they are created, so they already deal damage while traveling towards their destination.
    • The damage from multiple remnants with overlapping areas do not stack.
    • Can deal up to 2047.5 damage within 600 radius for the entire duration.
    • The damage is sourced to Ember Spirit, and not to the remnants themselves.
    • The damage is provided by an aura, it's debuff lingers for 0.5 seconds.
  • With Aghanim's Shard icon.pngAghanim's Shard, any enemy hero kill (including clones, excluding illusions and allies) done by Ember Spirit replenish a Fire Remnant charge.
    • This also happens whenever an enemy hero dies within 400 range of him. Denies do not count.
    • A charge is replenished even if the killed hero has Reincarnation.
    • If Ember Spirit dies, he leaves behind a Fire Remnant at his death location.

Talents[]

Notes:
  • This attack damage talent is added as bonus attack damage.
    • Does not benefit illusions and is not affected by most percentage-based damage increasing or reducing effects.

Recent Changes[]

Main Article: Ember Spirit/Changelogs

Recommended Items[]

Starting items:

Early game:

Sours: https://dota2.fandom.com/wiki/Ember_Spirit

Similar news:

Masha, not expecting this, choked. Apparently he got them to her tonsils. - Look what happens. - Katya exclaimed, seeing how her husband inserted his penis into Masha's mouth.



1101 1102 1103 1104 1105