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Hi all, Hagwill here!
I just started to play Ember Spirit to learn how to play him! And I would like to Know everything about Ember Spirit and extra focus at Sleight of Fist! I read peppo's guide to Ember Spirit so you know! Wanted: Tips (for spells, items and more), facts, links and EVERYTHING! Thanks for your time!
I'm starting to learn Ember too, 3 games so far <}3 so this may or may not be good advice, but here goes...
Skill Build wise, you want to go 3-2-0-1, then 3-4-0-1, into 3-4-4-1. 3 points in Searing Chains gives you the 3 second duration, so it's great to Harrass with in conjunction with Sleight of Fist, and since the combo does 300 (+Auto Attack) Damage at lvl5-6, it's the best build for early Kills. The 6-second Cooldown on [Sleight of Fist]] also means you can use it twice in Ganks and Teamfights early on, once to land Searing Chains and again to finish off fleeing opponents without having to Tower Dive. The last point in Searing Chains gives you another 60 Damage, but you'll get a lot more out of leveling Flame Guard, maxing it will also gives you some much needed defense against Nukes since Ember Spirit is pretty Squishy. After that, just Max everything else as per normal.
One other thing to remember, Sleight of Fist makes you Invulnerable, so use it when you're about to be hit by a Projectile to nullify it completely, this'll take a lot of practice, but it's an important Skill to learn as Ember.
Xyrus' advice was good, but that's only one way of playing Ember Spirit: the 3-2-0-1 build, aka the "Solo build" (because Solo from RoX.KIS uses it on ES), is good if you're mid versus a ranged mid with spammable spells like Puck, Storm or QoP; in any other case the max- Flame Guard build automatically wins any lane versus a melee, and I'm not exaggerating. Your ganking power is also higher if you're targetting Heroes that can dodge your disable, provided you can land those Fist-Chain combos.
If you're looking for some tips, always remember this:
If you have to teleport to base, you can place a remnant in lane so that you can jump back into the lane after regenerating
ALWAYS use Flame Guard if your opponent is melee and is competing for last hits: you'll push the lane, but your foe will lose a lot of HP
As for the post-Drums items, choose between Desolator, Maelstrom and Battle Fury: Desolator if you want to finish the game early (i.e. if the enemies have a hard carry and you want to shut them down) and you're snowballing out of control, Maelstrom if you're having a hard time and you need a backup item and, lastly, Battle Fury if you know you'll have to fight in the late game. Ember Spirit can become a late game carry, but he's not reliable at all: unless you don't have any other chance, try to snowball and get an early advantage that way.
Talking about combos, you can pair up with a Keeper of the Light or Chen if you want to push multiple lanes or going back and forth from lane to base: you just have to place a Fire Remnant in the lane, get recalled by KotL/Chen and then jump back when you're done pushing/regenerating. For this reason Boots of Travel are sometimes picked on Ember Spirit, especially if running a split pushing team with Naga Siren or Lone Druid.
My impression (only played a couple games) is that he's heavily dependent on positioning and timing of SoF/remnant jumps to avoid lockdown, because a single 2 second stun in a teamfight usually means you're dead against competent opposition.
A lot like Storm or Puck, a ton of midgame potential but he's a) very farm dependent for a hero that falls off as hard as he does lategame, and b) food if you can't evade lockdown.
Peppo's guide will tell you more about builds, etc than I can. Mostly he's a skill-based hero that takes a lot of practice to be good with.
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