
Ember Spirit Dota 2 Guide – Deal Incredible Amounts of Damage in 7.14
Ember Spirit is a very fun, fast-paced hero with which you can easily out-play your opponents.
He takes a lot of skill to play well, although when mastered can sometimes win entire games single-handedly through his unrivaled ability to deal incredible amounts of damage in the late game, and split push in the mid game.

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Ember Spirit Item Build
Starting Items
- Stout Shield
- Tango
- Tango (Shared)
- Iron Branch
- Healing Salve
- Faeire Fire
Early Game Items
- Magic Wand
- Bottle
- Boots of Travel
- Ring of Aquila
Mid Game Items
- Eul’s Scepter of Divinity
- Battle Fury
- Veil of Discord
- Blade Mail
- Maelstrom
- Blink Dagger
- Radiance
Late Game Items
- Linken’s Sphere
- Desolator
- Daedalus
- Shiva’s Guard
- Octarine Core
- Mjollnir
Situational Items
- Divine Rapier
- Eye of Skadi
- Desolator
- Black King Bar
- Manta Style
- Aeon Disk
[/column]Ember Spirit Skill Build
- Flame Guard
- Searing Chains
- Flame Guard
- Searing Chains
- Flame Guard
- Fire Remnant
- Flame Guard
- Sleight of Fist
- Searing Chains
- Talent
- Searing Chains
- Fire Remnant
- Sleight of Fist
- Sleight of Fist
- Talent
- Sleight of Fist
- –
- Fire Remnant
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Complete Ember Spirit Spells Guide
Searing Chains
Ember Spirit roots two nearby enemies at random and deals damage over time to them. Searing Chains behaves as a root, which prevents a number of movement spells. If a level one kill opportunity arises, then getting this with your first skill point can be done. Otherwise, it’s best to max this spell after Flame Guard. The duration of Searing chains can be upgraded by the Level 25 Talent, which increases it by 2 seconds. Searing Chains cancels channeled spells and teleports.
Using this skill against a hero around a creep-wave is a bad idea as there’s no guarantee that it will land. Try to move out of range of the creeps at first, or use it right after the creeps have died, before the enemy hero has a chance to move away. This is a good way to catch an enemy off guard. The spell should be used in conjunction with Sleight of Fist by using Sleight first, immediately followed by Searing Chains. It may take some practice to get used to the timing of it, and this should only be done if you can’t reach the enemy.
Sleight of Fist
Sleight of Fist rapidly attacks every enemy in the targeted area and makes Ember Spirit immune for the duration. The attacks apply any of Ember Spirit’s attack modifiers, and you can use spells and items during this. This should be maxed after your other spells because they have more potential to get you kills, and you lack the physical damage in the early to mid game to justify getting skill points in it. The bonus damage does not apply to creeps, and it only deals have damage to them, which makes it ineffective to farm creeps with. Note that the attack does not provide true-strike against evasion.
Sleight of Fist can be used to effectively increase the range of your Searing Chains. Read above to see how. The spell can be used to avoid taking damage from several spells in lane, although it is safer and easier to use Fire Remnant to do so. Spells that chase you, such as Gyrocopter’s Homing Missile and Queen of Pain’s Shadow Strike will continue to do so until either they hit you while you are immune, or after you return to your position. Your location counts where the unit that is being struck is, which means you wont disjoint spells. If you use Sleight of Fist in a risky location, you can place a remnant at a safer location while you are attacking. You can also cancel Sleight of Fist by casting Fire Remnant.
Flame Guard
Flame Guard actives a protective shield against magic damage which also burns all nearby enemy units. It should be maxed first as each skill-point increases the damage per second, the amount of damage blocked and the duration. Flame Guard can be used to harass opponents in lane, farm creep-waves faster, and to tank a lot of damage from spells. Provides perfect balance of damage and protection, making it essential for pushing that 10k MMR rank. Note that pure damage spells hit for full damage and don’t count as magic damage blocked.
Flame Guard is great at harassing melee mid laners and tanking strong nukes from casters like Lina or Zeus. The spell has a long cooldown so be careful not to use it prematurely if you suspect the enemy team are trying to gank you. During the early game, you can use this spell to push the creepwave for rune control and before, or as the creeps are dying you can move toward the opponent to get a cast of Searing Chains off. This, along with your creepwave beating down on opponents, often results in a kill.

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Fire Remnant
Fire Remnants sends a spirit with at 2.5x your movement speed to a location which you can then jump to for 150 mana. Jumping to the selected remnant will explode all of the placed remnants and deal damage in an area around them. Comes with maximum 3 charges. This means that if you place 3 remnants near or on an enemy, they will take damage from 3 remnants. Ember Spirit is immune while traveling, which can be used to dodge incoming projectiles and damaging spells. the easiest way to do so, is to jump towards it, so that it hits you while you are immune. This is because the projectiles don’t become disjointed, so they will continue to follow you until impact.
Early game
In the early game, you should almost always use more than one remnant for a kill if you can, as Ember lacks the mana-pool to be able to use it on 3 separate occasions. In addition, this is potentially an increase of 300 damage if you place all 3 remnants at a location. Having 3 charges ready with a full mana-pool is often enough for a solo kill against the mid laner, especially if you have help from a teammate. Otherwise, you should wait until you have your 3 charges to go for a kill, and be careful when using them if you’ll die without them to their backup.
Mid game
You can place a remnant and teleport back to base to heal or up or get an item and then return to your remnant before a tower push or after a gank to continue being active on the map. Ember Spirit can also farm dangerous lanes, as he can place a remnant near his tower or in the treeline further back and proceed to push as he can easily escape if he get ganked. Be careful that the enemies don’t see where you have placed your remnant, and that it is placed far back enough. If you suspect the enemy to have moved in on your remnant or that it is not safe to return to it, walk to a different lane or farm the jungle.
Some players choose to only get one level of Fire Remnant, as each subsequent point only increases the damage by 100. Although, this damage can be increased with spell amplification and potentially lead to more kills.
Late game
Later in the game, you should avoid using all 3 charges of Fire Remnant on enemies as you may need them to escape danger, or to catch heroes. Ember Spirit can also be great at split-pushing as he can place a remnant in base, use Boots of Travel on a creep-wave, push the lane out and harass a tower only to return back when you are needed. This can often result in a free tower and more farm while you are being pushed. Lastly, if you anticipate dying and have buyback, you can place a remnant, buyback and return to the team-fight.
Best Ember Spirit Talents
Level 10: +200 Flame Guard Absorption or +25 Damage
The Flame Guard absorption allows it to be active for longer, and block another 150 magic damage. If the enemies have mostly magic damage, this is definitely the better talent. Otherwise, the damage is also a great option and is a better choice for games that will make it to the late game. It’s also the better option if you intend to buy a Battle Fury, or if the opponents have heroes with high magic resistance. Even if you plan on going a magic damage build, the damage can still be good.
Level 15: +50 Flame Guard DPS or +1s Searing Chains Duration
The +1 second Searing Chains can be good if you don’t have many stuns or much lockdown on your team, or if you need to kite enemy heroes around better. It would make each Searing Chains last 4 seconds. This can be good against heroes that don’t have a way to purge it, or if you can make good use of the root against heroes that are hard to catch. Otherwise, the extra Flame Guard DPS is a massive increase to the damage output of the spell, almost doubling it. If you’re facing heroes that are vulnerable to the magical damage it provides and if you’re able to be in melee range of enemies safely, then the extra DPS may be a better choice.
Level 20: +10% Spell Amplification or True Strike
If you have gone for the magic damage build with items like Radiance, Maelstrom and Shiva’s Guard and gotten the Flame Guard talents, then the spell amp will help you to deal more damage quicker. The Tue Strike is very valuable against heroes with evasion, especially because MKB no longer provides true strike. The true-strike talent has somewhat replaced Ember’s need to ever get an MKB. This is a better option if you have gone for an attack damage based build on ember with items like Battle Fury, Daedalus or Bloodthorn.
Level 25: 2 Sleight of Fist Charges or -25s Remnant Charge Replenish
The reduced remnant recharge rate reduces it down to only 10 seconds which means that you can use them more in team-fights and to split-push in Dota 2 esports. The particularly helps in long team-fights, as you will be able to use 2 or 3 to burst down an enemy without necessarily getting caught out when you do. The extra sleight of Fist charges are very helpful if you have gone for a right-click build, as you will be able to use it twice and without necessarily having to wait for the cooldown. This is very strong against illusion heroes as you will be able to kill them more quickly when they are spawned. The extra Sleight of Fist will also help you to defend high-ground and push out creep-waves more easily.
What Items to build on Ember Spirit
Starting Items
- Stout Shield
- Tango
- Tango (Shared)
- Iron Branch
- Healing Salve
- Faeire Fire
The goal of your starting items should be to get some damage and a Stout Shield as well as an appropriate amount of regeneration for your lane. Usually you’ll want to get either your own Tangos, or some mixture of Iron Branches, a Faerie Fire and shared Tangos from supports. This can allow you to get more damage and regen for the lane.
Early Game Items
Magic Wand
A Magic Wand is almost crucial on Ember Spirit. This is because of Ember Spirit’s ability to have a strong global presence, which allows him to easily gain charges and because the burst heal to his HP and mana can either save him, or allow him to get another kill in a team-fight.
Bottle
A bottle should be the first item you get, even if you play Ember in the safe lane because of the amount of trips Ember Spirit makes back to base.
Ring of Aquila
A Ring of Aquila provides ember with some helpful last-hitting damage and some more mana regeneration. The armor aura can also help in the early to mid game when split-pushing.
Boots of Travel
Boots of Travel should be gotten as the first core item on Ember Spirit after the other early game items because in conjunction with Fire Remnants Ember can easily travel back to base, replenish his health and mana and return to continue farming or fighting. The extra movement speed also makes his Remnants move faster which can make him harder to kill or catch while split-pushing.
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Mid Game Items
Veil of Discord
Veil of Discord can be a strong item if you intend to go for a magic damage build. This will usually be done if you intend to dominate the mid game if and don’t expect the game to go into the late game. Veil of Discord along with the spell amplification talent can increase Ember’s ability to deal a lot of magic damage.
Battle Fury
Battle Fury is a good item against illusion heroes, or heroes that spawn creeps such as Nature’s Prophet. It provides some helpful regen and a very strong cleave ability for Sleight of Fist. Battle Fury gives Ember strong potential to split-push much more effectively. Generally, it’s not worth purchasing two Battle Furies simply because the alternative, having two Daedaluses, will give you more damage through Sleight of Fists. It can even be effective to get as a first item before Boots of Travel as it’s a lot cheaper now than it used to be and increases your farm rate earlier. This will effectively help you to farm Boots of Travel faster if you don’t need the global map presence.
Eul’s Scepter of Divinity
Eul’s provides Ember with movement speed and lots of mana regeneration as well as more mana. The increased movement speed can allow Ember to kite heroes more easily and to get away when being ganked while split-pushing. The active ability is also good against many heroes, as it allows ember a brief period of invulnerability to dodge strong spells or silences. It should almost always be used defensively, although can be cast on enemies if it can help you win the fight.
Blade Mail
Blade Mail can be good if you need to reflect damage onto heroes that can deal a lot of damage to you in a short amount of time. Consider it against Outworld Devourer, Templar Assassin, Ursa.
Maelstrom
The cooldown of Maelstrom is exactly the same as the attack interval of Sleight of Fist. This can make it a very good damage item for the magic damage build, as it has the potential to proc several times during a cast of Sleight of Fist.
Blink Dagger
Blink Dagger can be used to easily get casts of Searing Chains off essentially without having to cast Fire Remnant to close a gap. This means that you can keep a Remnant up in a safe place and still be able to close the gap against enemies. It isn’t always necessary however, as a build revolving around high movement speed can achieve similar results.
Radiance
Radiance provides a a strong magic damage aura, some more damage for your Sleight of Fist, and a helpful miss-chance against physical damage dealers. This item is usually better suited for the magic damage build. It can be strong against illusion or creep heroes, similar to how Battle Fury is. It’s also strong against heroes that purchase Blink Daggers, as it disables them.

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Late Game Items
Linken’s Sphere
Linken’s Sphere can allow you to split-push much more easily. It provides you with some defensive capabilities that allow you to return to your Fire Remnant if you’re caught out. Definitely a strong item if you’re getting caught out by strong disables in fights.
Daedalus
Daedalus provides Ember with a significant physical damage boost, as each one of his Sleight of Fist strikes can crit. Usually, you buy 2 and along with 2 Battle Furies, although a sole Daedalus can also be effective. This is a strategy some of the best Dota 2 players use often.
Shiva’s Guard
Shiva’s Guard gives Ember Spirit a lot more EHP against physical damage dealers, as it provides armor and an attack slow aura. It also gives Ember a significant increase to his mana-pool. The active also provides Ember with stronger wave clear, which makes it effective at split-pushing as well as defending. Note that it can be used while casting Sleight of Fist.
Octarine Core
Octarine Core is a very strong item on Ember. It reduces the cooldowns on all of his spells and items, of which he usually has many, provides him with a significant increase to health and mana and an ability to lifesteal from his spell damage. This includes Sleight of Fist.
Mjollnir
Maelstrom can be upgraded to Mjollnir in the late-game. The increased attack speed doesn’t help that much, as Ember usually attacks using Sleight of Fist, but it provides a strong shield active which can be placed on either Ember or an ally that attacks on the front-lines more.
Situational Items
Divine Rapier
If the game is going into the very late game, you have a lot of items and are still losing fights, then a Rapier be used to inflict massive damage through Sleight of Fist. Although it’s very risky, you will probably need more than one in this case. You will need to play incredibly defensively, and stand on the very back lines of every fight, only coming forward when you can use Sleight of Fist and always having a Fire Remnant to escape to.
Eye of Skadi
Skadi applies a slow to every enemy hit with Sleight of Fist while also providing him with a significant boost to his strength, agility and intelligence. This can be a good pickup if you are against several physical damage dealers with magic immunity which you need to kite.
Black King Bar
Black King Bar can be a good pickup if the enemy lineup has very strong spells, which are catching you out in fights. Usually, Ember Spirit won’t need a BKB because of his ability to move around the battlefield, although it can be good on occasion.
Desolator
Desolator can be good if you need extra physical damage, and in particular a strong minus armor debuff against high armor heroes. Through Sleight of Fist, the debuff can be applied to several heroes at once.
Manta Style
Manta Style provides Ember with movement speed, which is helpful for his Remnants, damage for Sleight of Fist and a purge. The increased attack speed is somewhat wasted, although it can be a good defensive item nonetheless.
Aeon Disk
An Aeon Disk can be a very good item on Ember if you’re facing a lineup that can gank you while you’re split-pushing and potentially keep you disabled long enough to kill you. If you make sure that you have a Remnant up while you are pushing, the strong dispel should be able to save you once every 100 seconds.
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Interesting Ember Spirit Match-ups
Puck
Your Searing Chains do not prevent her from jumping with her Orb, although she cannot Phase Shift while chained. For this reason, it can be a good idea to get the +1s Searing Chain talent at level 15 as it allows you to lock her down much more easily.
Invoker
Invoker has a strong set of spells that can deal with Invoker, including Ice Wall which slows the movement speed of Fire Remnant considerably. In the laning phase, Invoker can purge your Flame Guard with his Tornado, so be careful, and keep this in mind.
Anti-Mage
A farmed Anti-Mage can blink on top of you with Abyssal Blade and use Manta Style to deplete your mana and kill you very easily.
Tinker
A Tinker with Scythe of Vyse can keep you hexed for a long time, and have his team proceed to take you out. Play very carefully against Tinker.
Silencer
A Silencer can just press his ultimate whenever you are split-pushing and about to get ganked. This prevents you from jumping to your Fire Remnant unless you have some defensive item to purge the silence. Play carefully until you have one.