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People who are saying he is "easy" to counter, if thats so why do the pros even have problems against ember spirit? Like the day before I was watching Na'Vi vs C9 and in game one C9 was up 7 kills to 0 at the 2 and a half min mark or something like that and then funn1k on ember got an ultra then two tripples or some **** and they just won xD. Also loads of players even say in interviews he is OP >_>
he is easy to counter in that without farm or levels before certain game marks, he cant seem to get back into it... i play with the mind set ... if he is they're position 1 or 2 then you starve him, kill him, focus him... silence's shut him, anything with mana burn makes him useless, chain stuns help, even though the magic damage is nullified with his shield up the effect still goes through... i agree though ... if u let him get ahead in any small way ... GG
EDIT: the reason he is a pro pick is that pro players are able to find farm way beyond what us noobs can do ... seriously a 8 min battlefury ??? HOW!!!! and since they find that farm he comes online quicker and he gets the requisite items to hurt people.
he is easy to counter in that without farm or levels before certain game marks, he cant seem to get back into it... i play with the mind set ... if he is they're position 1 or 2 then you starve him, kill him, focus him... silence's shut him, anything with mana burn makes him useless, chain stuns help, even though the magic damage is nullified with his shield up the effect still goes through... i agree though ... if u let him get ahead in any small way ... GG
EDIT: the reason he is a pro pick is that pro players are able to find farm way beyond what us noobs can do ... seriously a 8 min battlefury ??? HOW!!!! and since they find that farm he comes online quicker and he gets the requisite items to hurt people.
Just to add to that.
Pro teams know how to make gold fast for their carries. Their supports are able to survive with very little gold to start due to them buying tangos for the 1-3 spots. Their also amazing at stacking jungles and rarely miss a pull. Also the carries are able to last hit perfectly.
Back when Ember finally hit the pro scene; he wasn't played that good. Yet most teams have found out how to play him effectively. To the point that now most teams ban him instead of wanting to deal with him most games.
A farmed SF is good against Ember, but during the laning phase Ember can solokill SF very easily.
(AOE) Silences are really good against him. So are very mobile DPS heroes like Clinkz, Storm, Anti-Mage, PA and so on. These heroes need some farm first obviously. Also Timbersaw can kill him pretty fast, since Pure damage goes through his shield and without the shield he has ****ty EHP.
The best thing you can do is gank and kill him during the laning stage. Ember is not the best hero, when plying from a disadvantage (still not really bad either though)
Ember Spirit is not easy to counter, not at all, but at least he has some downsides: he farms pretty slowly and can't stand a chance versus "true" carries in the late game. So, the best way to counter him is waiting until the late game without giving him many kills, as he heavily depends on snowballing. Silences and hard disables ( Fiend's Grip, Primal Roar) counter him pretty hard, but he still has that Flame Guard which soaks up a lot of damage in the mid game.
He can farm a Battle Fury, but it takes at least ~25 minutes unless going for some weird build; by that time the majority of carries can deal much more damage. I prefer getting a Desolator after Drums unless I'm 100% sure we're going into late game, in which case double BF or BF and Daedalus are better.
Ember Spirit is not easy to counter, not at all, but at least he has some downsides: he farms pretty slowly and can't stand a chance versus "true" carries in the late game. So, the best way to counter him is waiting until the late game without giving him many kills, as he heavily depends on snowballing. Silences and hard disables ( Fiend's Grip, Primal Roar) counter him pretty hard, but he still has that Flame Guard which soaks up a lot of damage in the mid game.
He can farm a Battle Fury, but it takes at least ~25 minutes unless going for some weird build; by that time the majority of carries can deal much more damage. I prefer getting a Desolator after Drums unless I'm 100% sure we're going into late game, in which case double BF or BF and Daedalus are better.
He isnt countered easlily per se, but a few counter completely destroy him.
Riki and faceless void are 2 heroes who completely **** on him, other than that silences ofcourse, or you can take advantage of his weak point where his magic damage falls off and he needs items vy focussing on him.
Ember is a good hero but i dont think he is any better then puck or storm spirit.
For example weaver completely dominated when he was rediscovered in TI3.
Nowadays he is picked less becouse they know he is weak if you can delay his linkens and screw up his strong timing window.
Still he have some downsides that most people don't mention - if he's on dual lane with support that soak exp instead of pulling/harassing then he suck balls (don't tell me that supports always pull/stack camps and ancients and are roaming with smokes and dewarding, cause we are talking about real dota, not some pro level ****), as he needs lvls to deal damage early, and even then he have mana just for 4 skills.
Heroes like Clockwerk **** at him and his mana early game, no mana ember = dead ember, no armor or HP gain on this hero.
Mid to late game every silence will **** on this hero, as he's not a Manta Style carrier and never want to be, so he can't wear it off. If he goes BKB first then he don't have damage, if he goes BKB or Linken after damaging item then you're ****ad, only Doom can save you. Don't talk about stuns or some **** disable ultimates as they counter every single hero in game. Problem with Ember is that he's carrying not through right click like normal carry, but through skills that go through BKB. He will never manfight unless he have ****load of gold advantage, and tbh difference in ember's survivability if he have 2 items and 4 is nearly non existent, as he will go full damage most time.
So mid to late natural Orchid carriers and silencers **** on him like on kid, try picking Clinkz, rush orchid, whenever ember shows in teamfight just throw silence of hate and rape his ***.
Also as he will never manfight like other carries he need some other guys to draw all the attention for him, so he can stand close and use W every 6 seconds. Get some gap closers (be it items like blink/force or heroes like Storm Spirit) and watch poor spirit cry in pain ;(
"When game is going full ******, you can only go with it. If you start going against it, if you start going half ******, you´re ****ing done for. When Aloha decides to go middle rubick you let him, and you start buying orb of venom on invoker. That's how dota works" -n0tail
Still he have some downsides that most people don't mention - if he's on dual lane with support that soak exp instead of pulling/harassing then he suck balls (don't tell me that supports always pull/stack camps and ancients and are roaming with smokes and dewarding, cause we are talking about real dota, not some pro level ****), as he needs lvls to deal damage early, and even then he have mana just for 4 skills.
Heroes like Clockwerk **** at him and his mana early game, no mana ember = dead ember, no armor or HP gain on this hero.
Mid to late game every silence will **** on this hero, as he's not a Manta Style carrier and never want to be, so he can't wear it off. If he goes BKB first then he don't have damage, if he goes BKB or Linken after damaging item then you're ****ad, only Doom can save you. Don't talk about stuns or some **** disable ultimates as they counter every single hero in game. Problem with Ember is that he's carrying not through right click like normal carry, but through skills that go through BKB. He will never manfight unless he have ****load of gold advantage, and tbh difference in ember's survivability if he have 2 items and 4 is nearly non existent, as he will go full damage most time.
So mid to late natural Orchid carriers and silencers **** on him like on kid, try picking Clinkz, rush orchid, whenever ember shows in teamfight just throw silence of hate and rape his ***.
Also as he will never manfight like other carries he need some other guys to draw all the attention for him, so he can stand close and use W every 6 seconds. Get some gap closers (be it items like blink/force or heroes like Storm Spirit) and watch poor spirit cry in pain ;(
You are right, its the same as farming mirana in the safe lane.
It wastes early game potential for mediocre lategame.
Early game potential depends mainly on skill build, Q-E is kinda farm game as you can't spam sleight + chains combo, Q-W actually can net some kills thanks to burst and you don't have to fight toe to toe with your enemies, when going W-E gives some survivability and damage, but you don't really want to stand next to your enemies to deal damage so Q-W is my build of choice for most games, I like being active early.
"When game is going full ******, you can only go with it. If you start going against it, if you start going half ******, you´re ****ing done for. When Aloha decides to go middle rubick you let him, and you start buying orb of venom on invoker. That's how dota works" -n0tail
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