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Except he has swords...... And he's on fire.

Guide unedited for newer versions since 14/03/12.

Guide version / Forum Version

Alt-Tab Guide


Skills
1. Searing chains 7. Searing chains 13. Sleight of Fist
2. Sleight of Fist 8. Flame Guard 14. Sleight of Fist
3. Searing chains 9. Flame Guard 15. Attributes
4. Flame Guard 10. Flame Guard 16. Fire Remnant
5. Searing chains 11. Fire Remnant 17. Attributes
6. Fire Remnant 12. Sleight of Fist 18+ Attributes

Starting
Top/Bot lane:


Middle lane:


Core


Extension


Ember is fantastic at initiating with high maneuverability and versatility.

Chains ensnares 2 units for 2/3 seconds, dealing DPS. Use when no creeps are around, as the spell cannot target a specific hero/unit.

Fist gives a brief moment of invulnerability which can be used to dodge travelling spells.

Flame Guard deals DPS while giving added spell protection. Casting before compounding spells will stop the damage from building up.

Fire Remnant costs zero mana to cast; all 3 remnants can be quick-detonated for a massive burst of damage, or can be used 1 by 1 to chase/escape. While Ember is slowed, any casted Remnants will also move slower.



Contents

- Alt-Tab Guide
- Ember Spirit - Basics
- Skill Descriptions
- Advanced Skill Mechanics
- Skill Building
- Play Style
- Item Guide
- What Boots?
- Final Items and Alternative Builds
- Alternative Items
- Hero Matchup
- Tricks with Ember
- Special Mentions



Xin (Ember Spirit) - Basics

A full hero description can be found here.

Attributes:
19 + 2 (69 at level 25)
22 + 1.8 (65 at level 25)
20 + 1.8 (63 at level 25)

- Affiliation: Sentinel
- Attack Animation: 0.4 / 0.3
- Damage: 52-56
- Casting Animation: 0 / 0.51
- Armor: 2.08
- Base Attack Time: 1.7
- Movespeed: 310
- Missile Speed: Instant
- Attack Range: 128 (melee)
- Sight Range: 1800 / 800

Background:

Ember is an extremely versatile semi-carry hero with 5 active skills - a mini-omnislash, a disable, a AoE DPS barrier and a nuke-escape ultimate.

He is capable of filling any need, be it tank, DPS or support. He can play any lane, be it solo, dual lane or tri lane. As you can see, he is a hero that can be played any number of ways, using a wide variety of items.

This comprehensive guide is an attempt to highlight particular strengths, weaknesses, builds, and tactics with as much reasoning as possible.



ProsCons
VersatileLow HP
Highly maneuverableSmall mana pool easily depleted
High initial statsTerrible agi gain
Strong disable w/ short CDWeak late game
Powerful early-mid gameVulnerable when disabled

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Skill Descriptions


Searing Chains (Hotkey: C)
Xin ensnares 2 random units around himself in a 400 AoE, binding them in place for 2/3 seconds while dealing damage per second.
- Effects: Ensnares 2 random units around Xin.
- Damage (magical): 40/60/80/100 DPS (Damage per second)
- Duration: 2/2/3/3 seconds
- Manacost: 110
- Area of Effect: 400 units
- Cooldown: 14/12/10/8 seconds

Comments
Searing chains is a mini-entangling roots, vital especially in early ganking. Its two to three second ensnare that deals high DPS and affects 2 units makes it arguably one of the most powerful early-game disables available. Many players will wish to swap out Sleight of Fist for Searing Chains due to its high damage dps and short cooldown.

Searing chains can be activated during Sleight of Fist.


Sleight of Fist (Hotkey: T)
Xin dashes around with blazing speed, attacking all enemies in the targeted AoE. Similar to a mini-omnislash – deals only one hit per unit before returning to initial casting position.
- Effects: Slashes each unit once in target AoE.
- Damage (physical): Additional damage to heroes (30/60/90/120), half damage to creeps
- Duration: Dependent on number of units (+0.2 seconds per unit)
- Manacost: 50
- Area of Effect: 250/350/450/550 units
- Casting Range: 700 units
- Cooldown: 30/22/14/6 seconds

Comments
Sleight of Fist is practically a mini-omnislash. Crucial for harassing opposing heroes from afar while keeping Xin out of direct attack range. Its low mana cost of 50 is nearly cancelled out entirely by a slightly boosted mana regen (eg. a Ring of Basilius) and careful spell-use. Casting from behind a tree-line allows Ember to return to a safe position after the many slashes.


Flame Guard (Hotkey: E)
Xin surrounds himself with a ring of fire that consumes incoming magic damage, leaving him unharmed. Deals dps in a 400 aoe. If the shield is dispelled, the dps buff goes away.
- Effects: Creates a magic-damage absorbing shield. Deals DPS until shield wears off.
- Damage Absorbed: 50/200/350/500
- Damage (magical): 30/35/40/45 DPS
- Duration: 8/12/16/20 seconds
- Manacost: 80/90/100/110
- Area of Effect: 400 units
- Cooldown: 35 seconds

Comments
Flame Guard is a strong skill to max out early due to its versatility. It can be used as both as both a spell barrier and a "Radiance". It allows Ember to harass and chase down spell casters without fear of damage, baiting them away from the creep wave, dealing DPS and allowing a smart ensnare.


Fire Remnant (Hotkey: F)
Every 30 seconds, Xin gains a Fire remnant charge (max number of charges = 3). Releasing the Fire Remnant at a target position causes it to run at 2.5X your speed as well as giving vision. The second hotkey can be used to dash to the remnant’s location, detonating it for damage.
- Effects: Places a remnant, consuming a charge. One charge replenished every 30 seconds; begin to recharge as soon as one is placed.
- Duration: 45 seconds
- Manacost: 0 (One Remnant charge)
- Casting range: 1500 units
- Cooldown: 30 seconds(One Remnant charge replenished)

Comments
Placing a Remnant costs no mana; also begins the cooldown (so after 30 seconds, you can place another 3 even though you have a Remnant already active). Uses described fully below.


Fire Remnant (Hotkey: R)
Triggers placed Remnants, causing AoE damage and teleporting Xin to the targeted remnant.
- Effects: Detonates all placed Remnants, causing AoE damage and teleporting Xin to targeted Remnant.
- Damage (magical): 120/160/200
- Duration: Moves to each Fire Remnant at 1300 MS (movement speed) or in 0.4 seconds, whichever is faster.
- Manacost: 150
- Area of Effect: 250/350/450/550 units
- Casting Range: Global
- Cooldown: 0 seconds

Comments
Fire Remnant can be used similarly to Flame Guard; both offensively and defensively. It’s an extremely strong early-game ultimate, so offense is often preferred over defense. Casting all 3 Fire Remnants in a quick succession then quickly detonating them will allow Ember to initiate, clearing the surrounding creep wave and allowing Searing Chains to work effectively. Later in the game when Ember weakens in comparison to later game heroes, Fire Remnant becomes useful in hit-and-run tactics.


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Advanced Skill Mechanics

Contains bonus information that you wouldn't normally get from a skill description.


Sleight of Fist (Hotkey: T)



Sleight of fist doesn’t actually hit units that are 1250 units away (700 cast range + 550 AoE). The maximum range is the cast range + the radius of the AoE (hence 700 + 275), making the maximum range to hit a unit 975 units.



Sleight of Fist can be used as a scouting tool – it will clear unscouted fog & attack any units with its AoE (even if they aren’t in your line of sight). If units are present in the fog and get hit, a very brief period of vision is granted (each hit only takes 0.2 seconds, so will only give you the smallest of glimpses).

- The more units that are in the fog that get hit, the greater the AoE vision you are granted.

One unit (0.2 seconds) - vision of the unit with little/no AoE vision
Two units (0.4 seconds) - vision of the units + medium AoE vision.
Three or more units (0.6 seconds +) - vision of the units + sight range vision.

The more closely bunched the units are, the better the vision will be.


(screenshot taken at night time)

When you cast Sleight of Fist, you get aerial vision. In other words, you can see behind treelines (regardless of where the units are).

- "Geminate Attack" effect: Fist can be inserted between normal attacks to give an extra attack. This is because Fist does not interrupt the cooldown of the normal attack.

How to use: Attack normally, cast Sleight of Fist as soon as finished attacking (between attacks).

Problems with this tactic:
Uses 50 mana per Fist
Only useful when it targets 1-2 units (or it will take longer than the normal attack cooldown)
You're wasting a 550 AoE ability on 1-2 units.

Searing Chains (Hotkey: C)


Picture was taken in version 6.73b. The range is the same for 6.74, however the number of units affected has decreased from 3 to 2.
Chains affects 2 RANDOM units within its 400 cast range. There is no way to target a specific unit - attacking the unit before hand will not make chains target that unit.

Probability for hitting a specific unit with Chains:
One to 2 units: 100% chance (chains affects 2 units)
3 units: 66% chance
4 units: 50% chance
5 units: 40% chance
6 units: 33% chance
7 units: 28.5% chance
8 units: 25% chance
9 units: 22% chance

- Chains can be casted during Sleight of Fist. This is useful to disable a hero while you're fleeing, or to catch a fleeing hero.

Flame Guard (Hotkey: E)

Not much needs to be said for Flame Guard. It is an AoE damaging spell shield. For more tactics refer to "Tricks with Ember" and "Shields and Escapes"

Fire Remnant (Hotkey: F - R)

Facts to remember about Fire Remnant:

- Remnants will move as fast as your CURRENT movement speed. If you are slowed, they will move slowly.

- Extra movement speed items (Boots, SnY, Euls etc.) will make your Remnant move faster.

- Activating bonus MS abilities such as janggo or phase boots WILL make your fire remnant move faster, even if you use them AFTER you cast Fire Remnant.

- If bonus MS abilities wear off while the Remnant is travelling, the Remnant will slow down.



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Skill Building

The skill build list hasn’t changed, but the changes below need to be taken into account.

Major influential changes from 6.73C to 6.74:

- Level one Flame Guard can only absorb 50 magic damage (i.e. useless).
One hit of practically any spell in the game will remove it. This means that you’ve just wasted 80 mana for nothing. If you want to use it for a mildly effective shield or an AoE DPS spell, it NEEDS to be at least level 2 as soon as possible.
This would mean pushing back the 4th level of your primary skill to level 8.

- Searing Chains affects only 2 targets (instead of 3).
The probability of hitting a specific hero within a bunch of creeps has decreased dramatically. Also, in a full 5v5 team fight, 2 heroes will now be disabled instead of 3.



Level 1 – Sleight of Fist (Searing Chains if going for an early Firstblood)
Level 2 – Searing Chains or Sleight of Fist
Level 3 – Sleight of Fist or Searing Chains
Level 4 – Flame Guard
Level 5 – Sleight of Fist or Searing Chains
Level 6 – Fire Remnant
Level 7 – Sleight of Fist or Searing Chains
Level 8 – Flame Guard
Level 9 – Flame Guard
Level 10 – Flame Guard
Level 11 – Fire Remnant
Level 12 – Searing Chains or Sleight of Fist
Level 13 – Searing Chains or Sleight of Fist
Level 14 – Searing Chains or Sleight of Fist
Level 15 – Attributes
Level 16 – Fire Remnant
Level 17 onwards – Attributes

This skill build is purely to demonstrate the choice between Searing Chains and Sleight of Fist. It all depends on the game; read Searing chains or Sleight of Fist (below) for more details.

ALWAYS get at least one level of both skills, they both will be useful. Flame Guard is usually the second to be levelled, as by this stage any nukers will have maxed their primary spells and you'll need the defence.


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Searing Chains (Hotkey: C) or Sleight of Fist (Hotkey: T)?

This choice will be one that will ALWAYS be argued on. It is the players choice and is highly dependent on the specific match.

Comparing SC and SoF
SkillSearing ChainsSleight of Fist
Effect:Ensnares 2 random units around Xin.Invulnerable while slashing each unit once.
Damage:40/60/80/100 DPS+30/60/90/120 on heroes, 50% on creeps
Damage (overall):80/120/240/300+30/60/90/120 on heroes, 50% on creeps
Duration (seconds):2/2/3/3+0.2 per unit/hero
Manacost:11050
Area of Effect:400 units250/350/450/550
Cooldown (seconds):14/12/10/830/22/14/6
Effects of levelling:-2 sec CD, +20 DPS, +1 sec duration at lvl 3-8 sec CD, +30 damage, +100 AoE
Pros:Short cooldown, high damage, 3 sec disable, affects 3 unitsInvulnerable while slashing, short cooldown, low manacost, hits all units in AoE, can be casted from a safe distance, bonuses from orbs and attack damage
Cons:Hits only 2 units (must get within 400 units), higher manacost, ineffective when surrounded by creeps, duration only increases by 1 at lvl 3Does not disable, half damage to creeps

Facts to remember when deciding between both skills:
  • Low mana pool (390 at level 7 without items)
  • Low HP (777 at level 7)
  • Ember is particularly weak early game (62 - 66 at level 7)
Things to remember when deciding:
  • If the target hero is hit with a level 4 Searing Chains, the cooldown is effectively only 5 seconds (8 sec cd + 3 sec duration = 5 second effective CD).
  • A level 4 Sleight of Fist has a shorter effective cooldown, depending on the number of hero/creeps targeted (6 sec CD + 1 second duration (5 units) = 5 second effective CD)
  • A level one Chains is still strong, giving only 1 second less duration, less dps and a cd of 14 seconds (comparable to other disable cooldowns).
  • Sleight of Fist benefits more from levelling in terms of useability. A level one Fist is much weaker – long cd (30), small AoE, half damage to creeps, small damage bonus to heroes.
  • A level one Fist can still be used to dodge travelling spells and utilizing invulnerability.
  • Fist can be used from a safe distance, while Chains requires close proximity.


....In Summary:
ALWAYS GET A LEVEL OF BOTH. Always. The disable will always be useful, and the brief invulnerability will always be useful too.
but when deciding on the primary skill, ask yourself:

Do you have a constant supply of mana?

- Yes, I have the mana: Go with Searing Chains. OR Sleight of Fist. High DPS + low CD + disable is highly favourable when you have the mana to spam.

With the decrease in the number of units affected by Chains, I cannot outright recommend it. It is undoubtedly still powerful, and will dominate any hero caught alone. But now that it only hits 2 units, if you can’t clear the creep wave before casting, you only have a 33% chance it will hit the hero. Fist on the other hand will always hit, regardless of the number of units.

- No, I don't have the mana: Go with Sleight of Fist. Low mana cost + low CD + invulnerability makes it cheap and easy to spam.

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Play Styles


Laning Phases (level 1-5):

Mid lane (solo)
A guide to soloing can be found here.

During the early moments of the game when laning against a Shadow Fiend or any hero with a strong lane presence, Ember will struggle for CS and will be unlikely to get any kills. Utilising a bottle while controlling runes or bottle-hawking is a cheap way of surviving harassment and gives you the opportunity to spam either Fist or Chains. Buying a cheap stout shield is an amazing investment, negating around 30% of any heroes base attack damage and nearly 100% of a creeps attack when it blocks.
- Controlling runes is key.

Short lane
(Top lane for Sent, Bot lane for Scourge)
As you are a far away from the tower, play more cautiously, possibly with an observer in the forest. Given that it will be closer to the tower for the opposition, it is likely that heroes with a weaker lane presence will hug the tower.
- Last hitting is key, pull them away from the tower and towards yours, opening up the sides for the mid hero to gank from.

Long lane
(Bot lane for Sent, Top lane for Scourge)
As the opposing team will have stronger lane presence heroes in the lane, defensive plays are more common.
- Last hit creeps. As always.
- Cast Chains on any hero that ventures too close to the tower to harass
- Resist the urge of frustration that makes you want to dive in and attack. Wait until THEY make the mistake instead of making one yourself.



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Tower Defence

Scenario: Defending a weak tower against 2 waves of creeps and 2+ heroes.

Skill use:
Sleight of Fist (helps to clear creep wave, keeps hero safe, deals extra damage to heroes)
Flame Guard (deals damage per second, protects from magical damage)
Searing chains (catches heroes who venture into the towers range, or as a last resort against creeps)
Fire Remnants can be used to either clear creeps, chase down fleeing heroes, or as a means of escape.

- Try to keep heroes at bay and prevent them from attacking the tower. Creeps are a less of a priority due to their weaker damage & attack-type.
- Keep your HP as high as possible, so after the creeps are cleared, you can counter attack.
- Searing chains can be activated during Sleight of Fist. If you are on low HP but still have mana, hide behind a tree line, cast Fist, then Chains during fist.

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Creep Clearing Tactics

Keep in mind that the object of these tactics are to clear creep waves while using the minimal number of Remnants possible. Remnants can always be added to make the process faster.

A cheap Quelling Blade can be used to reduce the damage reduction of Sleight of Fist versus creeps from 50 to 18% (As described in the Item Guide below).



Early game:

Ember is going to require both Fire Remnants to help clear the creep wave; with no added bonuses to Sleight of Fist, it’s going to have low damage versing creeps.
Using Sleight of Fist first will allow it to begin its quick cooldown. Following through with two Fire Remnants should be enough to weaken all creeps within 1 or 2 hits from death. If need be, a second Sleight of Fist can be used, or the third Fire Remnant.

Video created in Single Player and recorded using FRAPS


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Shields and Escapes

Videos from v6.73b

(Video 2) Flame Guard is key to Embers ability to dive into fights. Often it will be other support/spellcasters that will aim him due to his weak HP, so it's necessary to absorb as much spell damage as possible.

(Video 1)
The 500 extra spell defence from Flame Guard is an invaluable tool in surviving another death. Coupled with the high maneuverability of Fire Remnant and the brief invulnerability of Sleight of Fist, Ember can be one of the hardest heroes to kill.

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Item Guide


Initial Items (Assuming 603 gold)




- Quelling Blade (225 gold)
- Ring of Protection (175 gold)
- Healing Salve (100 gold)
- Tangos (90 gold)

The Quelling Blade allows Ember to last hit effectively, as well as decrease the 50% damage reduction caused by Sleight of Fist to 18%.
The Ring of Protection will further increase your base armour by 2, with damage reduce increased from 16% to 23%.
Salve and Tango’s for well.. healing. It’s what they do.


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Ember's Stats at level 7 without items:
Health = 777, Mana = 390

Early Game Items


to

- Stout shield (followed by Poorman's shield)
- Ring of Basilius
- Boots of speed

The permanent 20 damage reduction from a Poorman's Shield is extremely useful early game to help counteract Embers low HP.
The Ring of Basilius gives 6 bonus damage and 1 extra armour, but is mainly useful for the bonus 0.65 mana regeneration.


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What boots?


Arcane Boots:

VERDICT: Possible

Arcane boots help to fulfil Embers high mana requirements. When used in tri-laning support situations, Arcane boots help to keep both your own mana pool full, but also your two allies.


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Mid Game Items

+ OR later to

- Tranquil Boots (3 HP regen, 3 armor and 80 MS)
- Maelstrom (+24 damage, +25% IAS, 25% chance for a 120 damage chain lightning)
- 2 x Javelins (+21 damage, 20% chance for 40 bonus damage)
- Vlads (lifesteal etc.)
- Battle Fury (cleave, damage, health regen, mana regen)
- Crystalys, later to Buriza (2.5X Crit, Damage)

Tranquil Boots are powerful in the early to mid game. The HP regen and rejuvenate continually tops up your HP, with the armor preventing more damage. Tranquils have 20-25 more MS than other boots, giving you that slight speed boost for yourself and your Remnants. Now that they can be disassembled, if you need more mana or to complete a Vlads, it’s effortless to change to treads or arcanes.

Personally, I prefer the Buriza over the Battle Fury due to the 2.5x crit. This extra damage when coupled with the largely increased attack speed makes Ember a lot stronger in one on one fights as well as when using Sleight of Fist. The chain lightning from Mjollnir should be sufficient to destroy surrounding creeps, with a much larger reach than the 35% cleave from a Battle Fury.

Sleight of Fist and a Battle Fury, would make creep clearing a breeze. However, against heroes Sleight of Fist would benefit most from a Buriza, making it the more effective item versus heroes (unless the enemy team has many images).

OR

- Heaven’s Halberd - Fighters (Str & Agi) (+20 strength, +25 damage, 25% evasion, lesser maim, disarm)
- Sange and Yasha - Spellcasters (Int) (+16 agility, +16 strength, +12 damage, +15% AS, +12% MS, greater maim)

If fighting against mainly fighters, the evasion and disarm will be vital for Embers low hp to help him survive. Otherwise, substituting for an Sange and Yasha against intelligence heroes – a stronger maim and extra movement speed (12%) could prove to be more useful.

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Stats at level 25 without items (attributes maxed):
Health = 1841, Mana = 1079

Late Game Items



- Mjollnir (+24 damage, +80% IAS, 25% chance for a 160 chain lightning, 20% chance for a 200 damage static charge)
- Monkey King Bar (+88 damage, +15% IAS, 35% chance for 100 bonus damage + ministun, true strike)
- Treads can be swapped out for Boots of Travel to aid in defence and moving about lanes, as well as give bonus movement speed.

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Final Items & Alternative Builds




+ Optional

Total cost = 10500 (w/ no optional item)

DPS (Regular)
A reasonable set of DPS items all with relatively cheap components, able to be upped to the expensive build if the game drags on.

- Crit for added damage
- Lifesteal from Vlads as well as added armour, damage + mana regen aruas
- Maelstrom gives a 120 chain lightning
- Sange and strength treads give bonus strength needed for his HP. Sange also gives a useful lesser maim and damage.

Optional Item
OR OR OR

- A Poorman's shield would be a cheap option for added defence.
- An Orb of Venom to give an added 12% slow, but it's a players personal choice.
- A Battle Fury is a more expensive choice, however if you get it early enough, easy creeping should give you more gold to play with.
- A Town Portal would give you a cheap way to move around the map and heal if needed.


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Alternative Items

All games need versatility - there's no such thing as a "perfect build".
There are a lot of alternative items, all of which are described in relation to Ember.





Alternative Orbs

Desolator would reduce the armour of all struck units/heroes by 6. This would help other DPS heroes to do more damage as well as Ember.

Skadi would give each unit hit a -30% movement speed and a -20% attack speed reduction. It doesn’t add any damage itself (besides the +25 agility). However, Ember uses it more for the buff and it's extra 675 HP and 475 mana (calculated from stats + bonus HP/mana).

Diffusal gives a 20/36 damage manaburn, as well as the purge ability. While the purge could be useful for chases, but the weak added orb damage makes it the weakest choice.

Orb of Venom: (buff placer) 350 gold for an item that gives a 12% slow. Cheap and can be easily swapped out for a different orb later in the game.


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Hero Matchup



Strength
Agility
Intelligence

Stunners/slowers/AoE nukers combined with DPS

During the laning stage, Ember is best as a support/KSing hero. Searing chains allows for Ember to deal high DPS while ensnaring the target, which can be capitalized by his allies. So any hero that deals high damage per second, has an AoE stun/nuke (useful to clear creeps) or stun/slow will make a perfect ally. Any aruas are always a bonus – making CM, Rexxar and VS stand out above the rest.

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Tricks with Ember


Utilising Invulnerability

> and travelling spells

Sleight of Fist can be used similarly to Puck's Phase Shift; giving you a brief moment of invulnerability while you are slashing. Casting a Fire Remnant behind the tree line and quickly using Sleight of Fist will allow Ember to become invulnerable while he’s slashing, cancelling Juggernaut's ulti or dodging SB's nether strike, allowing Ember to safely move to his Remnant afterwards.

This same theory can be used to block against any spell that has a travel time.


Countering Maledict and Orchids

> and other compounding spells

If caught unaware by Witch Doctor, ALWAYS cast your shield as soon as possible. This will negate the brunt of the Maledict’s damage by stopping it compounding. If casted later, maledict will do a lot more damage due to the initial build up, and the shield will only negate at max 500 damage.

Orchids works similarly, so cast Flame Guard beforehand of possible to prevent the end of duration damage compounding.


Quick Healing

= Full Health, Mana and full bottle charges

Town portalling back to base with low HP/mana can move Ember out of harms way, however when coupled with a Remnant (zero manacost to place), Ember can easily return to his position. Cast a Remnant before portalling back to the fountain. You can now shop and heal before returning. Spam your bottle before teleporting back to your Remnant, and it will help negate the 150 mana required to cast.

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Special Mentions & Thanks

- Thanks to PlayDotA.com user Pondrac for their suggestion of an Orb of Venom
- Thanks to PlayDotA.com user Kahitanou for their ideas behind "Quick healing" and their useful input in "Searing Chains versus Sleight of Fist".
- Thanks to PlayDotA.com user akillsi for their useful input in "Searing Chains versus Sleight of Fist".
- Thanks to PlayDotA.com user Lycan for their useful input in "Armour Shredding" item build.
- Thanks to PlayDotA.com user alpha_MOTH for their input into the ""Geminate Attack" effect".

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Disclaimer:
THIS IS A GUIDE. All information has been derived through gameplay experience, the PlayDotA.com hero description, personal insight and those mentioned above. No other Ember guides have been consulted in the making of this guide.

No animals have been harmed in the making of this guide.

Updates

14/02/12 - Added "Advanced Skill Mechanics" section.
13/03/12 - Added Guide Version / Forum version.
14/03/12 – Added version 6.74 changes





Xin the Ember Spirit
Author: Garlic-Twist
Map Vers.: 6.73b

Xin - Guide for players by players

A dummys guide for New OP heroes

Date Posted: 01/03/12
Last Comment:01/05/2013
Total Votes: 62
Current Rating: 7.51
Views: 163145



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