Hybrid Build - Ember Spirit Xin
xXDragonXx
November 15, 2013
Intro
I have seen people using this hero and could not bring it full potential to the game, because of that I com here with a Hybrid build focus on it's skill potential.
Ember Spirit is a Melee, Agility based hero.
My point of view it's a good Initiator, Tracker, Escapist.
This Build will go against all builds made up for him.
Hope u guys enjoy, give me your opinion and try it out.
Pros & Cons
PROS
+ Tracker, his Ultimate let him follow any hero escaping.
+ Escapist, his Ultimate is hard to follow, can change for High grounds, Trees. Can't be target while in flame animation.
+ Low CD of skills, reason to focus on it.
+ High damage then Radiance/ But shorter radius.
CONS
- Can be an Initiator but because of it's low HP and no Stuns not the best one.
- Low base Armor.
- Low Max HP with this build, 2.300, still good for a Agi skill based.
Items
STARTING
Always important to keep you on the lane as much as possible.
Keeping your Mana full is very important in this build, Sage's Mask is an option for 2 Upgrades:
EARLY
Urn of Shadows: If you have a good support hero by your side.
or
Ring of Aquila: If you have a carry or someone that waste lots of mana.
If you readed this you will understand that I put both on the Build but you have to choose just one of them.
Boots of Speed: Improve mobility.
CORE
Arcane Boots: Here people start to get mad at me, call me noob and everything, reason: Mana pool, Focus on keep it full.
Battle Fury: Best item to go after Arcane, make Perseverance first.
Ethereal Blade: This is the item will grant you super powers, JK, this will help every skill you have hit and hit harder, use it for gank, solo kills, stop carry enemy. Best to get after a Situational Item.
SITUATIONAL
Sange & Yasha: Strong item to get, make you stronger, have more mana and speed you and your Ultimate.
Blade Mail: Due to you low HP blade mail can help you against many or being an initiator.
Black King Bar: It's good in almost all situations, help a lot initiate a TeamFight.
Linken's Sphere: Agains hard stuns/disables.
ORB Effect Items
Eye of Skadi: It become powerfull in this hero like no other. It's a hard disable item against carry heros.
"Need test if it trigger with Sleight of Fist"
Mjollnir: Push, Push a little more and a little protection. When shielded unit is damaged, there is a chance that lightning will strike the source of the damage and 4 nearby enemies.
Skills
Searing Chains
Ability - No Target
Affects - Enemies (Does not affect magic immune or invisible units)
Damage - Magical
Xin unleashes up to 2 fire bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.
Radius: 400
Duration: 2/2/3/3
Damage per second: 40/60/80/100
Cooldown 14/12/10/8 Mana 110
PROS: It's a good skill, 3 Sec bind, Interrupts channeling spells, Up to 300 Damage, 8 sec CD.
CONS: It get random targets. Just 2 targets get bind.
Sleight of Fist
Ability - Target Point
Affects - Enemies
Damage - Physical
Xin dashes around with blazing speed, attacking all enemies in the targeted area and returns to where he was standing after. You deal 50% less damage to creeps. You are invulnerable during this process. Takes 0.2 seconds to attack per unit.
Bonus damage to heroes: 30/60/90/120
Radius: 250/350/450/550
Cast Range: 700
Cooldown 30/22/14/6 Mana 50
PROS: Hit every enemy ONE TIME, on the target area with your base Damage bonus on heros. Like Juggernaut Ultimate, can't be target.
CONS: Don't attack invisible enemy. Can't use with Ethereal targets. Teleport you back to starting point where skill was cast.
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. Deals damage per second in a 400 radius. If the shield is dispelled, the damage per second buff goes away.
Radius: 400
Damage per second: 30/40/50/60
Damage absorbed: 50/200/350/500
Duration: 8/12/16/20
Cooldown 35 Mana 80/90/100/110
PROS: More damage than radiance. Cooldown of 15 sec. Shield of 500 damage it's quite helpfull. If you get it max lvl early with good farm and ganks make your strong. Up to 1200 damage. Can be activated in Ultimate flame animation.
CONS: If the shield is dispelled, the damage per second buff goes away. Shorter radius than radiance.
Fire Remnant
Ability - Target Point
Xin charges himself with the energy to create a Fire Remnant every 35 seconds, with a max of 3 charges. Releasing a charge, sends a Fire Remnant that runs to the targeted point at 2.5 times your speed. Xin can use his secondary ability to dash out to each remnant's location, detonating them for area of effect damage, and arriving at the one he targeted last. Remnants last 45 seconds or until you fuse with them. The remnant placing ability is limited by charges and not cooldown or manacost. 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, arriving at the selected remnant last. Each Remnant you go through causes it to detonate, dealing damage in the area around it.
Remnant Charges: 3
Remnant Charge Replenish Time: 35 seconds
Remnant Duration: 45 seconds
Remnant Cast Range: 1500
Notes:
Starts with 3 charges (the maximum), and replenishes a charge every 35 seconds.
Fire Remnants move to where you targeted them at 2.5X your speed.
Fire Remnant subability
Ability - Target Point
Affects - Enemies
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.
Damage: 100/150/200
Radius: 450
Mana 150
PROS: Perfect to follow low hp heros, escape and initiate. Can be cast at Trees and High grounds. Deal damage on landing.
CONS: Low radius of cast. Need fast reflex, learn about escape and follow rotes.
Tips
First things first:
1. Flame Guard isn't a radiance, play cool or you will lose it before good damage can be done.
2. Searing Chains are random not based on distance (it can target enemys that aren't next to you), don't use it with to many creeps around the target.
3. Ultimate is a good way to make your kills, that in mind learn about escape and follow rotes for it's best potential.
4. Sleight of Fist is a good AOE damage, more damage you have, better, but not a good skill to last hit a target escaping because you come back to you cast place and if you didn't kill with it, he will escape.
Thanks
You read all this Guide to learn something that builds, semi-carry, won't tell you.
I thank you because of your patience with this guide, with me and with my poor English vocabulary. Thanks to you all please vote for it if you have questions, opinions or you just want to call me noob, comment!
Thanks! xXDragonXx
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