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4 | 5 | 13 | 14 | ![]() |
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2 | 9 | 10 | 12 | ![]() |
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1 | 3 | 7 | 8 | ![]() |
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6 | 11 | 16 | ![]() |
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15 | 17 | 18 |
As of 6.80, Ember Spirit was one of the most picked Heroes in the scene: his skill build allowed him to join fights and get kills much earlier than the "standard" mids like
Invoker and
Shadow Fiend. Most of his games ended at the 25-30 minute mark, taking advantage of his ability of snowballing and building a mid-game oriented team to support or carry him; when the team had problems getting into late game, ES players would pick up a double
Battle Fury and try to drag the game until they got some extra DPS: it didin't always work, but the tries weren't bad at all.
With the nerf to the Searing Chains, now he can't be used as a mid lane dominator with max
Flame Guard anymore (or at least, not always) because low level Chains hurt his mid game pretty bad. Still, he can be either a valid mid-game carry with good ganking power or a means to cripple a melee mid laner (like the popular
Brewmaster), and he excels in both. He just can't do that at the same time now, but after level 14 he's exactly the same Hero (except for the minimal nerf to
Sleight of Fist, but that's not even noticeable).
Pros
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Cons
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![]() ![]() Always remember that it chooses two random targets around you, so you have to be close to the enemy and they have to be alone or distant from the creepwave. This shouldn't be that big of a problem though, as your ultimate is one of the best gap closers in the game. If you're quick enough, you can also use ![]() ![]() As you put levels in it, the cooldown time decreases but the mana cost is always the same: that's why you sometimes want to max it out first. Still, as you don't get any improvements in its duration past level 3, it's always recommended to put the last point at 14. |
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This skill is usually referred to as a mini-![]() This skill puts orb effects on the enemies you hit, that's why the ![]() ![]() ![]() It deals half damage to the creepwave but bonus damage to Heroes: you can potentially use it to harass a squishy enemy out of the lane while not messing much with the lane equilibrium. After using ![]() Past level 11, when teamfights start, always be ready to get that extra slash before the teamfight actually begins: as it has a huge AoE and short cooldown when you max it out, you can hit all the enemies from a safe distance before the clash itself. |
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What's better than an AoE spell that pushes the lane and follows you? An AoE spell that pushes the lane and follows you while granting magic immunity, obviously. This skill made Ember Spirit the target of many nerfs in the first DotA game, as being an AGI Hero (which means being naturally resistant to physical damage thanks to armor) with a spell that blocks magical damage needs good balance between the defenses. Use this to keep the lane pushed while going for the rune and to harass the enemy mid if he's melee. The immunity to magical damage is up for all the duration, but if you take more than 500 magical damage before the full duration of the ability its effects expire prematurely. This skill can save you in so many situations, don't use it only for offensive purposes! Cast ![]() Much like Pudge's ![]() |
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This skill is a hybrid between Replicate and ![]() You can place up to three ![]() You can use this skill as many times as you want since it has no cooldown, but remember that as soon as you finish the three charges shown on your HUD right above the skills (in the buffs section) you have to wait. It also consumes a good amount of mana (150!), which is why some players like getting Arcane Boots on ES. Obviously, you can leave a ![]() You can also use this skill to chase an enemy through high ground and impassable terrain as if you were using Storm Spirit's ultimate or, as said in the introduction, a ![]() ![]() ![]() |
While many players suggest getting a Battle Fury on him,
Ember Spirit's abilities make him a good mid-game Hero and most of the time a mid laner: getting a mid-game focused build with
Phase Boots and
Drum of Endurance is recommended, but you can still go to the safe lane and try to farm your BF if there's no carry in your team.
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This is the common starting set for melee Heroes: supports can't share full ![]() ![]() If you're sure the enemy mid is going to be an easy Hero to lane against, always go for this starting set: a fast Bottle gives you an edge versus passive laners that don't need one like Invoker, as you can recover from the harassment damage and try to deal some damage yourself. |
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When you're up against a very strong mid like Queen of Pain or Puck, a ![]() Two ![]() A set of ![]() ![]() |
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![]() You can choose between two types of boots, according to the situation: ![]() ![]() Another very common item is the ![]() A ![]() Lastly, never forget ![]() |
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If you're getting fed or want to end the game in less than 30-35 minutes, this is the right choice: with a good ![]() It also gives you a lot more solo kill potential! A three-seconds disable coupled with negative armor and extra damage is usually enough to get a quick kill on supports. Plus, it also helps in pushing: not only it gives you a big edge in teamfights, but also lets you get those towers much more quickly. It has an easy buildup and doesn't require the access to the secret shop: you should be abel to afford it by getting kills and pushing towers. |
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The ![]() ![]() The extra HP and mana regen come in handy: it's basically a Linken's Sphere that adds damage instead of survivability. Many players like getting a Daedalus after it because the crits get amplified. As you don't need extra attack speed because of ![]() |
In some circumstances you'll have to play a hard carry Ember Spirit: while he doesn't benefit very much from the
Battle Fury farming capabilities, being able to deal cleave damage with
Sleight of Fist is very useful. Many pub players like stacking Battle Furies to get bigger cleave damage: in fact, by getting two or more BFs you should be able to kill all the five enemy Heroes if you catch them all with your ability.
Being in the safe lane is very convenient as Ember Spirit has a good attack animation and can push if needed.
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This is probably the most cost-efficient starting set for melee Heroes: enough ![]() ![]() Other than blocking damage, the ![]() ![]() |
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Get that 300 gold and finish the ![]() Next, buy a ![]() Now, get your Boots of Speed and think about your next decision: get ![]() ![]() |
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This is your key item. Competitive players get this item at 16:30 on average, sometimes even 17:00 (it used to be 15:00 but by that time people wouldn't buy Treads/Phase before finishing the whole BF). As soon as you finish the first ![]() ![]() ![]() After getting two of them, your ![]() |
I've been testing this build for many Heroes: it all started with a Vanguard-
Eul's Scepter of Divinity combination I tried on
Kunkka and
Timbersaw: since the 6.79 patch you can't go
Tranquil Boots-
Soul Ring anymore, so I had the idea to combine these two builds. This build has a good and cheap early game and combines well with many Heroes - including
Chaos Knight,
Dragon Knight and
Juggernaut - that need mana and health regen early on. While the
Drum of Endurance might seem a cheaper option, it doesn't give nearly as much HP regen and damage block as this build does: unless you have a
Bottle or built-in regen (or you're ranged of course), this is better if you have time to spend in the safe lane and want to focus on early fights.
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Again, the most common starting set for this Hero and for many other melees, too: read the previous chapter for further explanation.
The ![]() |
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Buy the ![]() ![]() ![]() Pick up your ![]() ![]() Finish your ![]() ![]() ![]() |
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If you're in need of some more teamfight presence, this is the right choice: with a good ![]() It also gives you a lot more solo kill potential! A three-seconds disable coupled with negative armor and extra damage is usually enough to get a quick kill on supports. As you start building it from the ![]() |
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The ![]() When teamfighting, provided you hit at least 5 targets with ![]() As for the Desolator, if you wanted to buy the ![]() ![]() |
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This looks like a very good item, but I really think it's situational. The extra damage from the mana burn is always welcome and couples well with ![]() On the other hand, the ![]() ![]() This item can remove many abilites the enemies might cast on you, including ![]() ![]() ![]() |
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Sometimes you'll have to get this item after your Vanguard: while you have enough sustainability to fight with your team without being killed, stuns and silences really crush you. Buying a ![]() Remember that as you activate it the duration decreases: use it wisely for the first three times, at least. |
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This is simply one of the best items in the game: the Avatar ability is essential for most of the games you'll be playing, and being able to hit like a truck for 10 seconds on the first activation is huge. Always get a BKB against competent players: as you have a Battle Fury and one orb (or kind of) effect, they will try to shut you down. Throw your ![]() Remember that as you activate it the duration decreases: use it wisely for the first three times, at least. |
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As ![]() Guess what? The -5 armor benefits the damage from ![]() Since the Hero is not very tanky, some armor might do the job: your allies will be very happy to have the Assault Aura, too. I don't recommend it when going for a Battle Fury since, as I said, it's better for semi-carries and slows down the item progession of the carry ![]() |
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![]() ![]() As always, the crits do proc with ![]() |
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This item gives you an orb effect: don't buy it in conjunction with a
![]() ![]() If you haven't already bought a Desolator, the ![]() With this item you want to focus on initiation, since you will turn its orb effect into an AoE slow that hits everyone: the stats it gives also make this item very appealing for initiating purposes. I don't think the ![]() ![]() |
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So, the plan for this item is that every time you use ![]() Still, the ![]() ![]() ![]() ![]() |
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Not good, not bad. The stats it gives are decent and the attack speed is also nice, but there are many other items that give you more damage so that you can make the most out of your ![]() On the other side, it couples very well with the ![]() On a side note, take this if the enemies have silencers like Drow Ranger, Death Prophet, Skywrath Mage or Night Stalker: by activating Mirror Image the silence gets cancelled. |
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Believe it or not, even though the ![]() ![]() Still, the Static Charge could scare your enemies and pairing this item with an orb effect is definitely a good idea: stacking negative armor at light speed with the Desolator or eating all the mana with a Diffusal Blade is pretty fun. This is a very good carry item because the attack speed is always welcome when playing the "1" role. As it procs with your ![]() |
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I'd say this is a good item for a semi-carry, but if you are your team's main initiator and main source of damage after the hard carry you shouldn't go for it unless you actively want to fight Roshan. As said before auras are always good for a semi-carry, so you are fine with this item. But again, if you don't have any other good teamfight spells you might lose the game for not having a good initiator. You can also use the lifesteal to heal yourself from a distance, since it works with ![]() I don't recommend it when going for a Battle Fury since, as I said, it's better for semi-carries and slows down the item progession of the carry ![]() |
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This item gives you an orb effect: don't buy it in conjunction with a
![]() ![]() And lastly, not because it sucks, there's the ![]() ![]() Remember that you can life steal even when using ![]() If you need better defenses, though, there are other items that are usually better: the Assault Cuirass is the first item the comes in my mind, but Butterfly and maybe Manta Style are decent too. |
Mainly, Ember Spirit players max out
Flame Guard first so that they're able to do lots of harass damage to the enemy mid and win the lane with little effort: you can do as much damage as possible to the enemy mid and, at the same time, push the lane when going to bottle a rune. Two points in
Searing Chains, though, are needed before level 6 in order to unlock the 2 second disable and gank as effectively as possible.
Sleight of Fist is then second because, as you reach level 11, teamfights should start and you don't want a 30 second cooldown spell with a tiny AoE;
Fire Remnant should be picked at the usual 6, 11 and 16.
While Ember Spirit can win a match by himself if he gets fed, most of the time you will have some troubles using him, especially because of his small mana pool early on.
6-21-2014: Changed the skill build and swapped the common one with the alternative one again.
5-30-2014: Made some improvements for the item build.
Swapped the "common" skill build with the "alternative" one.
Added some comments for the post-6.81 Ember Spirit.
3-13-2014: Slightly changed the skill build, not that much of a difference.
11-26-2013: Added the Eye of Skadi between the late game items.
11-23-2013: Improved the introduction adding a stylish image (made by me) and making it easier to read.
11-18-2013: Added the Soul Ring-
Vanguard build.
11-17-2013: Wrote the first part of the guide.
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