Hero Discussion of this Day: Xin, Ember Spirit (16 May 2014)
Xin, the Ember Spirit
Xin is one of the few Agility heroes equipped to initiating roles in team fights and skirmishes. Using Fire Remnants' high mobility and Searing Chains for AOE disable, Xin is well suited for aggressive play style in both early and mid game, provided you have the manapool for it. Flame Guard offers some protection on magic damage, but don't expect it to save you from chain nukes or disables. Sleight of Fist is a mini version of Juggernaut's Omnislash that extends Xin's carry role into late game, not to mention invulnerability every 6 seconds.
Lore
Lost within the Wailing Mountains, the Fortress of Flares lay abandoned, its training halls empty, its courtyard covered in leaves and dust. Upon a dais in its sealed temple rests a topaz cauldron filled with ancient ash, remnants of a pyre for the warrior-poet Xin. For three generations, Xin taught his acolytes the Bonds of the Guardian Flame, a series of mantras to train the mind and body for the harsh realities beyond the fortress walls. However, in teaching a warrior's way he earned a warrior's rivals, and in his autumn Xin was bested and slain. His followers spread to the wind. Yet as years turned to centuries and followers to descendants, his teachings endured by subtle whisper and died. Touched by the teacher's lasting legacy, the Burning Celestial, inquisitive aspect of fire, cast himself to the Fortress of Flares and reignited the pyre ash. From these glowing embers emerged an image of Xin, wreathed in flame, his thoughtful countenance prepared to train and to teach, and to spread the fires of knowledge to all who seek guidance.
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Roles: Carry, Nuker, Disabler, Durable
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Strength: 19 + 2.0
Agility: 22 + 1.8
Intelligence: 20 + 1.8
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Damage: 52-56
Armour: 1.08
Movement Speed: 310
Attack Range: Melee (128)
Missile Speed: N/A
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.6
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Spells
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Searing Chains
Ember Spirit unleashes three fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 110 | 14 | N/A | 400 | 1 | Binds 2 random enemies around Xin, causing them the inability to move and damaging them by 80 |
| 2 | 110 | 12 | N/A | 400 | 2 | Binds 2 random enemies around Xin, causing them the inability to move and damaging them by 120 |
| 3 | 110 | 10 | N/A | 400 | 2 | Binds 2 random enemies around Xin, causing them the inability to move and damaging them by 240 |
| 4 | 110 | 8 | N/A | 400 | 3 | Binds 2 random enemies around Xin, causing them the inability to move and damaging them by 300 |
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Magical Damage
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Targets are chosen randomly around Ember Spirit
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Does not affect magic immune or invisible units (nor visible but out of sight, eg. behind a tree)
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Interrupts channelling spells (and animations such as casting a spell or attacking)
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Deals damage every 1 second
Xin's harshest lessons often employed the use of red-hot chains.
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Sleight of Fist
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.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 50 | 30 | 700 | 250 | N/A | Becomes invulnerable and attacks all enemy units in the targeted area dealing 20 bonus damage to heroes and 50% less damage to creeps |
| 2 | 50 | 22 | 700 | 350 | N/A | Becomes invulnerable and attacks all enemy units in the targeted area dealing 40 bonus damage to heroes and 50% less damage to creeps |
| 3 | 50 | 14 | 700 | 450 | N/A | Becomes invulnerable and attacks all enemy units in the targeted area dealing 60 bonus damage to heroes and 50% less damage to creeps |
| 4 | 50 | 6 | 700 | 550 | N/A | Becomes invulnerable and attacks all enemy units in the targeted area dealing 80 bonus damage to heroes and 50% less damage to creeps |
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PhysicalDamage
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Targets are determined when the ability is cast
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A regular attack is done to each target every 0.2 seconds
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Any attack modifier that Ember Spirit has (critical strike, bash, cleave, Unique Attack Modifiers) will be applied normally to each target.
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Hits enemies/neutrals in the AoE, even if they're in fog
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Hits enemies that are targeted, even if they leave the AoE (by teleport, blink, etc.)
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Other abilities may be used even if Sleight of Fist is still active.
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Attempting to activate Fire Remnant, teleport, blink or use Force Staff while the ability is still active will not cancel the skill. Ember Spirit will still return to his original casting position once the ability ends
The studied warrior must whip and weave through its enemies, burning each without pause.
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Flame Guard
Ember Spirit surrounds himself with a ring of fire that consumes incoming magic damage, leaving him unharmed. Flame Guard deals damage per second in an area around Ember Spirit while Flame Guard is active. If the shield is broken, the damage is also lost.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 80 | 35 | N/A | 400 | 8 | Causes a shield to form around Ember Spirit which absorbs 50 magical damage and deals 30 damage per second to enemies around him, when the shield breaks the damage area damage is lost as well |
| 2 | 90 | 35 | N/A | 400 | 12 | Causes a shield to form around Ember Spirit which absorbs 200 magical damage and deals 40 damage per second to enemies around him, when the shield breaks the damage area damage is lost as well |
| 3 | 100 | 35 | N/A | 400 | 16 | Causes a shield to form around Ember Spirit which absorbs 350 magical damage and deals 50 damage per second to enemies around him, when the shield breaks the damage area damage is lost as well |
| 4 | 110 | 35 | N/A | 400 | 20 | Causes a shield to form around Ember Spirit which absorbs 500 magical damage and deals 60 damage per second to enemies around him, when the shield breaks the damage area damage is lost as well |
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Magical Damage
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Magic damage reduction is calculated before any reductions
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Can deal up to 240/480/800/1200 possible damage for the whole duration
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Deals damage every 0.2 second. 6/8/10/12 damage per tick
*An enemy should never be allowed to approach without difficulty. *
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Fire Remnant
Ultimate
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.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 1500 | N/A | 45 | Send a Fire Remnant to the targeted location at 2.5x the speed of Xin |
| 2 | 0 | 0 | 1500 | N/A | 45 | Send a Fire Remnant to the targeted location at 2.5x the speed of Xin |
| 3 | 0 | 0 | 1500 | N/A | 45 | Send a Fire Remnant to the targeted location at 2.5x the speed of Xin |
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Starts with 3 charges (the maximum), and replenishes a charge every 35 seconds
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Fire Remnants move to where you targeted them at 2.5X your speed
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Fire Remnants last 45 seconds or until you fuse with them.
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Fire Remnants have 400 night/day vision
By the spirit's power are Xin's teachings spread anew.
--
Activate Fire Remnant
Ultimate Sub-Ability
Select the Fire Remnant to arrive at. You dash through all other Fire Remnants, and end up at the one you targeted, exploding them for area damage.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 150 | 0 | Global | N/A | N/A | Dash through all other Fire Remnants to end up at the one you targeted, each remnant that Xin passes through explodes for 100 damage |
| 2 | 150 | 0 | Global | N/A | N/A | Dash through all other Fire Remnants to end up at the one you targeted, each remnant that Xin passes through explodes for 150 damage |
| 3 | 150 | 0 | Global | N/A | N/A | Dash through all other Fire Remnants to end up at the one you targeted, each remnant that Xin passes through explodes for 200 damage |
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Magical Damage
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You move to each Fire Remnant at 1300 movement speed, or in 0.4 seconds, whichever is faster.
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150 mana per use, not per Fire Remnant.
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Breaks trees that Ember Spirit collides with while dashing.
*With blazing speed does a spirit fly! *
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Recent Changes from 6.81
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Searing Chains duration reduced from 2/2/3/3 to 1/2/2/3 (total damage is still 80/120/240/300)
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Sleight of Fist bonus damage reduced from 30/60/90/120 to 20/40/60/80
Recent Changes from 6.80
- None
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Tips:
Before going into a teamfight or gank, it can be helpful to place a remnant outside the area where the fight will take place as a safe way to escape if the situation goes awry.
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The previous Ember Spirit discussion.
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Posts are every two or four days.
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Good Keeper of the Light tip from last thread by Seanbiscuit and RollBread:
"I think it's important to point out that it's not always a good idea to clear a lane with Illuminate. Too often I see Kotls taking farm when laned with a carry. They should be focusing on harass not clearing the lane as quick as possible. Unfortunately, with the Aghs upgrade, I see this more often. He also hits on most of the female heroes."
"If using illuminate to harass try only to hit the ranged creep, but don't channel so much you put it in deny range. It's better you deal a 100 damage blast than lose your creep equilibrium."
Posted May 16, 2014, 5:02 PM UTC · edited