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
No Target
Enemies

Magical


Notes:
- Searing Chains interrupts Ember Spirit`s channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another
spells 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 Root (formerly known as Ensnare and Entangle) is a status effect that prevents affected units from moving, and from casting some mobility spells. Contents 1 Mechanics 2 Rooting abilities 3 Self-rooting abilities 4 Disabled by
the targets, preventing them from moving and casting certain mobility spells.
- Interrupts the targets` channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another
spells, but does not prevent them from starting to channel during it.
- Provides True Sight Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear
over the targets. Does not provide True Sight if applied during the fade time of invisibility spells.
- Interrupts the targets` channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another
- Forces a stop command onto the targets upon cast, so that their current move, attack and spell cast orders get canceled.
- Does not target invisible units or units inside the Fog of War 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
.
- Deals damage in 1 second intervals, starting 1 second after cast.
Target Area
Enemies / Self



Notes:
- Ember Spirit is invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing during Sleight of Fist. Does not disjoint Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is
projectiles upon cast.
- 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.
- Does not affect invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear
units. When a marked unit turns invisible, it gets fully skipped if it is still invisible on its turn.
- Fully affects units in the Fog of War 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
. Fogged units do 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.
- Makes Ember Spirit perform an instant attack 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
on each jump against the targets.
- This means the hits can proc any attack modifier Attack modifiers are modifiers which apply an effect to a unit s basic attacks. These effects can widely vary, from healing, to damaging or even disabling effects. Most of these modifiers have their own rules. For
or on-hit effects like a regular attack.
- If Ember Spirit is blinded Relationship Between Effective HPTechnology company % and Evasion Evasion is a passive ability that gives the unit a chance to dodge an incoming physical attack. When evaded, the attack gets completely nullified, acting as if it
, the hits can miss, unless he has True Strike Relationship Between Effective HPTechnology company % and Evasion Evasion is a passive ability that gives the unit a chance to dodge an incoming physical attack. When evaded, the attack gets completely nullified, acting as if it
. They can also miss to evasion Relationship Between Effective HP % and Evasion Evasion is a passive ability that gives the unit a chance to dodge an incoming physical attack. When evaded, the attack gets completely nullified, acting as if it
.
- When Ember Spirit is disarmed, no instant attack is performed on the jump.
- This means the hits can proc any attack modifier Attack modifiers are modifiers which apply an effect to a unit s basic attacks. These effects can widely vary, from healing, to damaging or even disabling effects. Most of these modifiers have their own rules. For
- 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.
No Target
Self / Enemies

Magical
Notes:
- Flame Guard interrupts Ember Spirit`s channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another
spells upon cast.
- 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.
- Blocks damage before any reductions, except when spell immune, during which it does not block any magical 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.
Target Point
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 are visible to everyone. They do not grant any vision and thus cannot be seen when sent into the Fog of War 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
.
- Fire Remnants deal no damage when they expire.
Target Point
Self / Enemies

Magical
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.
- Ember Spirit is invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as HP Removal. Most friendly effects, such as healing while traveling to a Fire Remnant.
- Activate Fire Remnant always costs 150 mana, no matter if Ember Spirit has to travel to 1, 2, 3 or 4 Fire Remnants.
- Does not disjoint Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is
projectiles that are traveling towards Ember Spirit when he casts this spell.
- 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
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. 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
, 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 |
- 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
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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 | |||||||||||