The introduction of the talent trees was a big step for Dota. While the system is still in its infancy, with some talents having less of an impact than expected, the possibilities with it are vast.
Mar 25, 2017 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. Physical damage ember takes way too long to become relevant imo, with magic ember u can win fights at like 10 min with just a veil. Physical dmg ember also needs a lot of slots for damage, as magic ember with say radiance octarine shivas blink u become slippery and tanky. 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.
For the majority of heroes, the talent system was more or less a simple upgrade—the core playstyle of the hero was enhanced, rather than altered. For others, however, it opened a way for completely new builds, with the hero having two distinct choices.
View statistics, top players and guides for Ember Spirit on Dotabuff We're looking for Dota fans and players to share feedback in an online survey. If you have opinions about Dota esports and a few minutes to spare, please complete the survey for a chance to be. Lie the others already said: it depends. But the first thing id look at is your own team. Do you have a lot of magic dmg? And the other way around. Else its rly ez to counter your team. But ofc also look at what the enemy team is playing. If they have tons of natural magic resist (heroes that either get magic resist through spells or want to get pipe anyway), you should probably go. 2020-3-6 Loading hero data.
The most notable developments of the early 7.xx era so far was the magic damage Ember Spirit. This build is not viable without the choice of the crucial talents, yet when played correctly can be both surprising and devastating.
The idea of a “caster” Ember has been floating for quite a while. Until recently, however, it was simply a gimmick—the Battlefury build provided a lot more utility, more reliable damage, better outpush and split-push.
Understanding the Changelog
7.00 changed a lot for the hero. We had a potential nerf to the cleave build, with the cleave mechanic itself and the Sleight of Fist reworks. The ability did become more reliable, since all attacks from Sleight of Fist now occur, as if Ember Spirit is standing in front of the target, from the direction of the casting location. But this change also limited the amount of damage he deals to the front line of the enemy team.
This reliability is definitely a double-edged sword—Ember can now more reliably try to focus the back rows of the enemy team, deciding himself, where he will deal the most damage. At the same time, the enemy team has access to the same information and can position themselves better, to minimize the effectiveness of cleave damage. The latter can be rather hard for an uncoordinated pub team to pull off, but in the pro-scene even huge AoE ultimates such as Song of the Siren were successfully played against, with teams spreading just well enough, not to get caught in some AoE follow-up.
Aside from the cleave rework, the hero has also received numerous buffs to his magic damage output. Some of these are optional, hiding behind a talent choice, yet some are universal. Most notably, the hero now deals 50% more damage from each remnant, when using level 3 Activate Fire Remnant, allowing for 900 damage AoE nukes, before magic amp and reductions.
The new way
The magic damage Ember Spirit is exactly what the title suggests. The hero deals a lot of physical damage by design, however, in most games by top players, almost 75% of damage they dealt was magical.
The talent progression for this build is more or less self-explanatory. At level 10 it prioritizes +15% magic damage. At level 15, the choice generally goes in favor of the stats, as opposed to somewhat redundant movement speed. Level 20 is a big jump, with a massive cooldown reduction of 15%. Finally, at level 25, the build usually goes for the extra duration on Searing Chains. Extra damage absorption can be a decent choice, however it does not directly increase the DPS and utility of the hero.
With this build, the hero becomes more of a nuisance, than he ever was—cooldown reduction coupled with extra magic damage, makes for a highly elusive target, which deals a respectable amount of damage without the need to actually attack its target. But that is not all.
The itemization of the hero has also completely changed. Boots of Travel are still the best choice for the hero, but they are not as prioritized in the early game, with 불화의 두건 being the first core item of the build.
The item in its current state fills the void left by the rework of 지구력의 북. It is a strong and cheap early game item, packed with amazing stats. It already gained in popularity, back when 죽음의 예언자 was reigning supreme in the mid lane, but has fallen out of favor since—there wasn’t a strong hero, who could fit it into their regular build. The magic damage Ember single handedly returned the item into the spotlight.
The active component of the Veil is often undervalued, but the 25% magic damage increase is a strong tool, regardless of the stage of the game. Since it debuffs the targets, rather than amp the magic damage from the source, it works exceptionally well in combination with other nukers. It also allows Ember Spirit to farm incredibly fast and even taking ancient stacks is not completely out of the question.
The typical follow-up to the early Veil is Boots of Travel and Blink Dagger. Magic damage Ember Spirit typically needs to use his remnants offensively, rather than defensively, leaving him with less escape and mobility options than the hero is used to. Hence, the Blink Dagger is purchased slightly earlier, compared to typical builds.
As the game progresses, this build starts to fall of slightly—the burn damage from the Flame Guard becomes less impactful, and the Searing Chains upgrade is still some time away. This is the time, where 혼돈의 망치 generally comes into play—with the cooldown reduction talent, Ember Spirit can use Sleight of Fist every 5.1 seconds. The proc chance of 25% is generally high enough to guarantee a proc on a wave of creeps and heroes, adding decent damage into the mix. It also allows you to save Flame Guard for when you absolutely need it, instead of using it to split-push—at this point creeps die almost as fast as with a Battlefury build.
After this, the 팔색구 is almost always a worthwhile purchase. Despite cooldown reduction stacking multiplicatively, instead of additively, it is still a major upgrade to the spell usage of the hero. For one, it reduces the cooldown of Sleight of Fist to ridiculous 3.825s, allowing the hero to safely outpush all enemy aggression, staying invulnerable. The cooldown of Searing Chains with this build is also reduced to 5.1s, and this number is very important, since it is only 0.1s longer than the effect of the Searing Chains with the talent upgrade.
Late-game
Late into the game, Ember Spirit becomes elusive, constantly disabling targets with a decent damage output. In fact, when the build is “complete” and the hero has reached level 25, he can almost permanently control two targets, while staying almost completely safe—the SoF+Searing Chains combo allows for that.
At this point, he essentially has 4 core item slots: Boots of Travel, Blink Dagger, Maelstrom/Mjollnir and Octarine Core. The other two can be filled with essentially anything—Veil of Discord at this point has often already served its purpose. You can go for extra survivability and self-dispel with 만타 도끼, 칠흑왕의 지팡이 or even 율의 신성한 홀. You can go for extra right-click damage, to transition into a more conservative, hybrid core. Radiance can be a good addition as well, but it generally should be fit in earlier, since it loses its value, as the game progresses. You can even go for a burst combo of Dagon+Ethereal Blade. The options are quite extensive, and purchasing the appropriate gear for the occasion is a must.
That said, late-game is also the time when this build starts to fall off and becomes weaker than the cleave counterpart. If you do not manage to close the game in time, you are almost guaranteed to face hard carries, who will be able to largely ignore your magic damage, while being better at taking the objectives. Moreover, even with several items boosting survivability, Ember Spirit is still a very squishy hero with an incredibly poor stats growth.
The enemy is also a lot more likely to have answers to your infinite Searing Chains combo—cores will have BKBs, supports and utility heroes might find money for a Lotus Orb and the actual distance between you and the enemy becomes much smaller, when half the enemy team has Force Staffs and Blink Daggers. Once you are caught in a disable—you are almost certainly dead, and this is true regardless of the build for Ember Spirit. The cleave one, at this point, simply has better chances of killing the enemy team before they kill him.
7.xx Dota seems to shape a tempo meta once again. The team in the driver’s seat is more likely to keep on dominating, courtesy of extra benefits being ahead provides. Getting into this seat, therefore, often becomes a priority.
Magic damage Ember Spirit is a tempo play—he comes online much faster, with good stat-boosting items and high damage output. He is not as easily killed, as the cleave one, since he can boast almost 7 extra armor and some extra HP. And he is almost as good when it comes to split-pushing and being a macro nuisance.
That said, he still suffers from the usual problems tempo heroes have—he will eventually fall off. Ideally, you want to finish the game before this happens, but coordinating with a team of random players can be a daunting task and you do not deal nearly enough damage to structures to win the game on your own. So, when you try this build, try to communicate with your team more and ask them to group up and push for victory, while you still can.
I am an experienced ember player. I started playing as ember when 6.86 became online and i would always go for battle fury daedalus into divine build and then 7.xx patch came and i saw everyone buildin veil and octarine into him to make him a magical damage dealer. As of now i still use thr physical build but the magical build is so intriguing and i want to know which is better. I think the physical build is better since in the late game magical damage wont do that much damage.
fkr
Magical damage Ember has been nerfed so much now. Talent tree nerf, Blademail and magic amplification interaction change, and Battlefury buffed. I'm not sure Ember magic build is worth it now
evy
:pensive:
magic dmg ember is still better don't underestimate the damage of veil triple remnant and shit
Smile Protector
Either are fine, it all depends on when you need to come online and what you need to do.
magic dmg ember is still better don't underestimate the damage of veil triple remnant and shit
The biggest problem with magical ember is that he is no longer an escape hero - he uses his ultimate for damage, but if you are EVER counterinitiated on, you simply get rekt. This is not the case with the escapey physical build where you can deal a fuckton of damage lategame, nobody can push high ground and you can wreck people if they ever group up.
What do you do as a magical ember, if you are either counterinitiated on, or have to defend barracks? In the first case you just die somewhere and say well fuck it, in the second case, you blow everything you have, then die, and the opponents take your base.
:pensive:
Obv u dont commit triple remnant like that, plus u still have a low cd blink, root to stop other people from chasing, and SoF to dodge spells and shit. Physical damage ember takes way too long to become relevant imo, with magic ember u can win fights at like 10 min with just a veil. Physical dmg ember also needs a lot of slots for damage, as magic ember with say radiance octarine shivas blink u become slippery and tanky. But as physical ember one slot is travels, another is bf, another is crits, and then u have blink and linkens to become evasive but r rlly squishy to just anyone blink hexing u. Say if u buy skadi then ull lack dmg late game with just daedalus bf. Idk it seems way too reliant on having a good start and good farm, magic ember is very easy to come back with
Farm then Carry
And with the magic build, if you level you cd talent and get octarine, your cooldowns are so low which results in some clutch plays. my item build is boots>bottle>veil>BoT>radiance(maelstrom if team already has radi)>blink>octa
Ayaneru ¯_(ツ)_/¯
Magical ember is still superior than a physical one. You can erase one hero instantly when done right while the physical build can't. It is also very powerful when he reach lvl 12, especially if he has veil already.
But, physical ember > magical ember late game. But I think ember kan transition from magical to physical late game: Sell the veil into a attack item and hide the dagger for another damage item like fury or daedalus.
From the freezing season
The thing is , Magical Ember is an Armor build , as it fix ember's weakness and allow him to get in the face others and use his spells offensively. While the Physical one is more Defensive imo. U got the idea when to use which one now.
Catsys Rivers
Magical damage is there so the game doesn't go late. Physical damage is there in case it does.
Is what the translation happens to be.
Magical early physical late. I would say go for physical talents and magical items then you can transition into physical late game if you had to.
practice
magic trust me its still solid even after nerfs it just fits embers playstyle
the cd reduction + octarine makes you a split pushing monster late game
tho i have been itching to play linkens fury into bloodthorn late game
manta style user
SNAKEMONGER
u still do cd reduction and octarine even if you do physical build
i mean i saw midone do bfury daedalus but he was rly roflstomping the game
practice
idk its wasted of bf daedalus bc it doesnt benefit from it
bibotot1995
They are the same now. Physical build if the enemy have illusion or summoning heroes. Magical build for all other possibilities. When you remove Ember Spirit from match up that screws him over, both will have somewhat equal merit.
ImagineDodong
I think the magic Ember is for snowballing hard I mean with just a Veil you can already dish out huge damage early, use it for pickoffs by bursting enemies, or for winning early clashes.
I Saw G (russian pro player) play him with veil into battlefury it seems like he just used veil to gain momentum early on to secure a much more solid late game
葉富森
Physical dmg ember takes too much time and does to little imo,and you're really squishy with the build
Kotato
No time to explain but phys damage ember loses me all games, I would rather prefer magic for 2 points at least: 1. Split push is still dead 2. Magic ember invests in teamfights
葉富森
You also need a rapier and once you're dead you lose the game
but isnt magic ember built to kill the squishy backliners? see sumail's final game at the manila master wherein he constantly killed backline squishies insteadof the facefucker carries
aFeect
it takes 10 years to come online with dps build and you're strong way earlier with magic build.
Jacked
physical dmg build's buildup seems so slow and unappealing until you have so many items. magic dmg / utility ember lets u be more relevant at all stages of the game. its a different playstyle
Dota 2 Ember Spirit 20 Dmg Or Magic Absorbed
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