Dota 2 Ember Spirit 20 Dmg Or Magic Absorb

See the best Ember Spirit items. See the latest prices for Ember Spirit cosmetic items. Sell your DOTA 2 items for real world money you can cash out. See the best Ember Spirit items. See the latest prices for Ember Spirit cosmetic items. Sell your DOTA 2 items for real world money you can cash out. 2020-2-23  Hero reference zip files. Some of these have been updated to contain Source 2 format FBX, Maya and texture files of the base hero, item and ability creature models. These pages only cover heroes that have been enabled for the Source 2 workshop. We will be updating existing hero files and adding files for new workshop heroes on a continuing basis. 2020-2-4  To celebrate New Bloom this year, a bonus Quest has been added to the Winter 2016 Battle Pass. Earn up to 7 Crimson Parcels by completing the Path of the Blossom, and open them to see what gifts await inside. By completing the final Quest in this path, you.

  1. Dota 2 Ember Spirit 20 Dmg Or Magic Absorbed
  2. Dota 2 Ember Spirit 20 Dmg Or Magic Absorb 2
< Dark Moon
Ember Spirit
19 + 2
20 + 1.8
Level
Health200580114015401740
Health regen0.752.655.457.458.45
Magic res.25%26.14%27.82%29.02%29.62%
Mana75315615831939
Mana regen012.263.163.61
Spell dmg0%1.4%3.16%4.42%5.05%
Armor-21.525.558.439.87
0.590.720.870.971.02
0%1.1%2.36%3.26%3.71%
Damage30‒3452‒5677‒8195‒99104‒108
Movement speed310
Attack speed100
Turn rate0.6
Vision range/
Attack range
Projectile speedInstant
Attack animation+
Base attack time1.7
Damage block8
Collision size24
Legs2


Abilities[edit]

Searing Chains
Affects
Enemies
Dota 2 Ember Spirit 20 Dmg Or Magic Absorb
Ember Spirit unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.
Dota
Search Radius: 400
Damage per Second: 80/60/120/100
Duration: 1/2/2/3
110
Xin's harshest lessons often employed the use of red-hot chains.

Notes:

  • Modified values: Max targets.
  • Searing Chains interrupts Ember Spirit's channeling 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 the targets, preventing them from moving and casting certain mobility spells.
    • Interrupts the targets' channeling spells, but does not prevent them from starting to channel during it.
    • Provides True Sight over the targets. Does not provide True Sight if applied during the fade time of invisibility spells.
  • 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.
  • Deals damage in 1 second intervals, starting 1 second after cast.


Sleight of Fist
Affects
Enemies / Self

Dota 2 Ember Spirit 20 Dmg Or Magic Absorbed

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 Range: 700
Hero Attack Damage Bonus: 20/40/60/80
12/10/8/6
Modifiers
Sleight Of Fist Invulnerability: Undispellable.
The studied warrior must whip and weave through its enemies, burning each without pause.

Notes:

  • Modified values: Cooldown and creep attack damage reduction.
  • Ember Spirit is invulnerable and hidden during Sleight of Fist. Does not disjoint 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 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. 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 on each jump against the targets.
    • This means the hits can proc any attack modifier or on-hit effects like a regular attack.
    • If Ember Spirit is blinded, the hits can miss, unless he has True Strike. They can also miss to evasion.
    • When Ember Spirit is disarmed, no instant attack is performed on the jump.
  • 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 cancels Sleight of Fist. However, other sources of forced movement do not.


Flame Guard
Affects
Allies / Enemies
Ember Spirit surrounds a friendly target with a ring of fire that consumes incoming magic damage, leaving it unharmed. Flame Guard deals damage per second in an area while active. If the shield is broken, the damage is also lost.
Damage Radius: 400
Magical Damage Absorbed: 50/200/350/500 ( 550/700/850/1000)
35
Modifiers
An enemy should never be allowed to approach without difficulty.

Notes:

  • Modified values: No target (self only) to single target (cast on ally).
  • 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.


Fire Remnant
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 Range: 1500

Dota 2 Ember Spirit 20 Dmg Or Magic Absorb 2

Remnant Duration: 45
0
Modifiers
Fire Remnant Timer: Undispellable.
By the spirit's power are Xin's teachings spread anew.

Notes:

  • Modified values: Max charges and charge replenish time.
  • Upon learning, Ember Spirit instantly gains 3 charges. However, leveling it up further does not instantly grant the other charges.
  • 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.
  • 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.
  • Fire Remnants deal no damage when they expire.


Activate Fire Remnant
Affects
Self / Enemies
Select the Fire Remnant to arrive at.
Cast Range: Global
Remnant Damage: 100/200/300
100
With blazing speed does a spirit fly!

Notes:

  • Modified values: Mana cost.
  • Ember Spirit moves to a with a speed of 1300, or reaches it in 0.4 seconds, whichever is faster.
  • Ember Spirit is invulnerable 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 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.
    • However, 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.


Talents[edit]

Hero Talents
+20 25+500 Absorption
+8 Armor2015% Cooldown Reduction
10% Cooldown Reduction15+20 Movement Speed
+20 Damage10+15% Spell Amplification
Notes:
  • Replaced talents: +6 All Stats replaced with 10% cooldown reduction and +2s replaced with +20 .
  • 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 .
  • Cooldown reduction affects replenish time of .
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