Ember Spirit


Bio

Xin, the Ember Spirit
Play "Balance in all things."
Role: Carry / Escape / Nuker / Disabler / Initiator
Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Xin, the Ember Spirit Lost within the Wailing Mountains, : 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. Be that as it may, 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   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage )

Abilities

Searing Chains
Does not pierce spell immunity. Play
Q
C
Ability
No Target
Affects
Enemies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
Magical
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 240/240/480/500)
Duration: 1/2/2/3 (Talent 3/4/4/5)
Cooldown symbol.png 14/12/10/8 (Talent 11.2/9.6/8/6.4)
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.
Modifiers
Debuff Searing Chains: Dispellable with any dispel.
Xin`s harshest lessons often employed the use of red-hot chains.

Notes:

  • 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.
  • Forces a stop command onto the targets upon cast, so that their current move, attack and spell cast orders get canceled.
  • Deals damage in 1 second intervals, starting 1 second after cast.


Sleight of Fist
Pierces spell immunity. Play
W
T
Ability
Target Area
Affects
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
Hero Attack Damage Bonus: 20/40/60/80
Creep Attack Damage Reduction: 50%
Cooldown symbol.png 30/22/14/6 (Talent 24/17.6/11.2/4.8)
Mana symbol.png 50
Modifiers
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.

Notes:

  • 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.
  • 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.
  • 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.
  • Casting Activate Fire Remnant cancels Sleight of Fist. Be that as it may, other sources of forced movement do not.


Flame Guard
Cannot be used by illusions. Does not pierce spell immunity. Play
E
E
Ability
No Target
Affects
Self / Enemies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
Magical
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
Magical Damage Absorbed: 50/200/350/500 (Talent 550/700/850/1000)
Duration: 8/12/16/20
Cooldown symbol.png 35 (Talent 28)
Mana symbol.png 80/90/100/110
Modifiers
Buff Flame Guard: Dispellable with any dispel.
An enemy should never be allowed to approach without difficulty.

Notes:

  • Deals 6/8/10/12 damage in 0.2 seconds intervals, starting 0.2 seconds after cast.
  • Can deal a total of 240/480/800/1200 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.


Fire Remnant
Play
R
F
Ability
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 28)
Cooldown symbol.png 0
Modifiers
Buff Fire Remnant Charge Counter: Undispellable.
Buff Fire Remnant Timer: Undispellable.
By the spirit`s power are Xin`s teachings spread anew.

Notes:

  • Ember Spirit gets all 3 charges immediately upon learning Fire Remnant.
  • The cast of Fire Remnant is not registered as a spell cast and thus does not proc any on-cast effects.
  • 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 seconds, it is possible to have 4 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 deal no damage when they expire.


Activate Fire Remnant
Does not pierce spell immunity. Play
D
R
Ability
Target Point
Affects
Self / Enemies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
Magical
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
Modifiers
Buff Fire Remnant: Undispellable.
With blazing speed does a spirit fly!

Notes:

  • Cannot be cast while rooted.
  • Ember Spirit moves to a Fire Remnant with a speed of 1300, or reaches it in 0.4 seconds, whichever is faster.
  • Activate Fire Remnant always costs 150 mana, no matter if Ember Spirit has to travel to 1, 2, 3 or 4 Fire Remnants.
  • While traveling, Ember Spirit can attack, cast spells and use items.
  • Forced movement cancels the movement of Activate Fire Remnant and removes its invulnerability.
    • Be that as it may, 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.


Videos

Info

Hero Strategy   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Contents 1 Gameplay 2 Ability Builds 3 Talents 4 Counters   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Contents 1 Bad against... 1.1 Others 1.2 Items 2 Equipment   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e Ember Spirit Equipment (collapse sets)Sets Adage of the dota2 Gear   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     This is a list of cosmetic items that reflects dota2 Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Sounds   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e  Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Xin, the Ember Spirit Lost within the Wailing Mountains, Old Abilities   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     No records NewPP limit report Cached time: 20170623181347 Cache Changelogs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Contents 1 Version history 2 Patch history Version history dota2 Known Bugs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Fire Remnant edit] Fire Remnant s recharge timer on the
Ember Spirit
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 “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 200 580 1160 1580
H. Regen “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 0.5 1.64 3.4 4.66
Mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 75 295 570 768
M. Regen Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 0.01 0.81 1.82 2.54
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2 30‒34 52‒56 77‒81 95‒99
Armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor dota2 -2 1.14 4.74 7.31
Spell Dmg   Spell damage   Spell damage sources     Spell damage is all damage which is not dealt by physical attacks. This includes all spells which deal magical, physical or pure damage. Even the damage dota2 0% 1.43% 3.23% 4.51%
Att / Sec The frequency with which units attack is measured in attack speed. A unit s attack speed can be modified by items, agility, abilities, and auras. Contents 1 Base attack time 2 Attack speed representation 3 Attack dota2 0.58 0.71 0.86 0.97
Movement Speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed dota2 310
Turn Rate Turn rate is the speed at which a unit can turn. When moving to a location, a unit first turns to face that location, then begins walking. Similarly, when targeting another unit with an attack 0.6
Vision Range Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a dota2 1800/800
Attack Range Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by 150
Projectile Speed Instant
Attack Animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a 0.4+0.3
Base Attack Time 1.7
Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 25%
Collision Size 24
Legs 2

Xin, the Ember Spirit, is a highly mobile and versatile melee Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by agility Agility is the attribute that grants armor and attack speed. For each point of agility a hero gets: 0.14 (1/7) Armor 1 Attack speed Additionally, agility heroes also get 1 attack damage per agility point. dota2 carry The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the dota2 , 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 at long last, 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. Be that as it may, 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.

Talents

Hero Talents
+2s Searing Chains 25 20% Cooldown Reduction
+10 Armor 20 +500 Flame Guard Absorption
+6 All Stats 15 +20 Movement Speed
+30 Damage 10 +8% Spell Amplification
Notes:
  • The armor and attack damage are added as bonus armor and bonus attack damage, and therefore do not benefit illusions.
  • Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core and additively with Arcane Rune.
  • Cooldown reduction affects replenish time of Fire Remnant.

Recommended items

Starting items:

  • Tango and a 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 may help you survive a gank or lethal attack from tower after killing enemy. It also helps with last hitting.
  • 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 is recomm

Xin, the Ember Spirit

Recommended Roles
Carry Escape Nuker Disabler Initiator

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
Ability: No Target
Affects: Enemy Units
Damage: Magical
Xin unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage per second.
QC
110
14 / 12 / 10 / 8
Damage Per Second:
Duration:

Chains Thrown:

Radius:
₠80 / 60 / 120 / 100
₠1 / 2 / 2 / 3
5 with talent
₠2
₠400
Affected By:₠
Xin`s harshest lessons often employed the use of red-hot chains.
Notes
  • Total damage: 80 / 120 / 240 / 300.
  • Total damage: 500 with talent.
  • Targets are chosen randomly around Ember Spirit.
  • Interrupts channeled abilities.
  • Does not hit invisible units.
  • Blocked by Spell Immunity.
  • Can be dispelled.
Sleight of Fist
Ability: Point Target
Affects: Enemy Units
Damage: Physical
Xin dashes around with blazing speed, attacking all enemies in the targeted area and returns to where he was standing after. Deals bonus damage to heroes, and half damage to creeps. Xin is invulnerable for the duration of this skill.
WT
50
30 / 22 / 14 / 6
Hero Bonus Damage:
Creep Damage Penalty:
Radius:
Cast Range:
₠20 / 40 / 60 / 80
₠50%
₠250 / 350 / 450 / 550
₠700
The studied warrior must whip and weave through its enemies, burning each without pause.
Notes
  • A regular attack is performed every 0.2 seconds.
  • Targets are determined when the ability is cast. The order they are attacked is random
  • Xin can cast spells and use items during this skill.
  • Xin can place buffs and trigger chance effects (like Bash) on each attack.
  • Disarming Xin causes Sleight of Fist to deal no damage.
  • A temporary remnant appears where Xin cast it, showing his return location for when the ability ends.
    This remnant is merely a visual indicator and has no interaction with his ultimate.
  • Does not hit invisible units.
  • Xin`s Sleight of Fist attacks originate in the direction from which he cast the spell. EG. (if Xin was north of the target, the sleight of fist attack comes from the north, facing south) The direction Xin was facing when he cast the spell is irrelevant.
Flame Guard
Ability: No Target
Affects: Self
Damage: Magical
Xin surrounds himself with a ring of fire that consumes incoming magic damage, leaving him unharmed. Ends prematurely if the damage block amount is used up before the entire duration is reached.
EE
80 / 90 / 100 / 110
35
Magic Damage Block:

Damage Per Second:

Duration:
Radius:
₠50 / 200 / 350 / 500
1000 with talent
₠30 / 40 / 50 / 60
₠8 / 12 / 16 / 20
₠400
Affected By:₠
An enemy should never be allowed to approach without difficulty.
Notes
  • Total damage: 240 / 480 / 800 / 1200.
  • Damage is dealt as 6 / 8 / 10 / 12 every 0.2 seconds.
  • The amount of magical damage absorbed is calculated before magic resistance.
  • Damage blocked by Spell Immunity.
  • Can be dispelled.
Fire Remnant
Ability: Point Target
Xin charges himself with the energy to create a Fire Remnant. The secondary ability lets you target a location closest to whichever Remnant you want to choose. Xin will then dash out, going through each remnant, and arriving at the selected remnant last. Each Remnant you go through causes it to detonate, dealing damage in the area around it.
RF
Max Remnant Charges:
Charge Replenish Time:
Remnant Duration:
Cast Range:
₠3
₠35
₠45
₠1500
By the spirit`s power are Xin`s teachings spread anew.
Notes
  • Xin begins with maximum Fire Remnant charges.
  • While dead Xin will continue to replenish Fire Remnant charges.
  • Fire Remnants are invulnerable and have no collision.
  • Fire Remnants move to their targeted location at 2.5 ⃗ Ember Spirit`s speed.
Activate Fire Remnant
Ability: Point Target
Affects: Enemy Units
Damage: Magical
Target the Fire Remnant to arrive at. You dash through all other Fire Remnants and end up at the one you targeted, exploding them for area of effect damage.
DR
150
Damage:
Radius:
₠100 / 200 / 300
₠450
Affected By:₠
With blazing speed does a spirit fly!
Notes
  • Xin moves to each remnant at 1300 speed or in 0.4 seconds, whichever is faster.
  • Destroys trees in its path within 200 range.
  • Damage blocked by Spell Immunity.

Talent Tree

Talent Tree
+2s Searing Chains 25 20% Cooldown Reduction
+10 Armor 20 +500 Flame Guard Absorption
+6 All Stats 15 +20 Movement Speed
+25 Damage 10 +10% Spell Amplification

Recommended Items

Standard Build
Starting Items Early Game Mid Game Late Game