Magical Carry
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* In general, Ember Spirit is best played either as a core farmer in the safe lane, or as a mid. As a safe lane farmer, Ember Spirit can safely farm up the items he needs to become a late-game threat, and his mobility allows him to engage on the enemy offlaner unexpectedly and help disable them during ganks, or evade enemy ganks targeted on him. As a mid, getting fast levels early on allows him to gank side lanes and get kills with his mobility and disables, giving him a strong early-game presence and allowing him to snowball out of control.
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* In general, Ember Spirit is best played either as a core farmer in the safe lane, or as a mid. As a safe lane farmer, Ember Spirit can safely farm up the items he needs to become a late-game threat, and his mobility allows him to engage on the enemy offlaner unexpectedly and help disable them during ganks, or evade enemy ganks targeted on him. As a mid, getting fast levels early on allows him to gank side lanes and get kills with his mobility and disables, giving him a strong early-game presence and allowing him to snowball out of control.
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* In terms of talents:
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* In terms of talents:
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** Level 10 talents: If you're up against heroes that deal a lot of magical damage, it might be worth it to get the +
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** Level 10 talents: If you're up against heroes that deal a lot of magical damage, it might be worth it to get the +280 Flame Guard Absorption talent if you think they might harass or target you a lot with their spells. However, if you need a bit more help farming or want to use Sleight of Fist more, the +15 Damage talent is a good option.
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** Level 15 talents: If you find yourself roaming and ganking often or are up against particularly mobile opponents like , the +
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** Level 15 talents: If you find yourself roaming and ganking often or are up against particularly mobile opponents like , the +0.8s Searing Chains talent could help in securing a kill. If you're not using Searing Chains all that often though or find Flame Guard more useful, the +50 Flame Guard DPS could be more helpful.
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** Level 20 talents: If Sleight of Fist is your primary damage source in fights, it's worth going for the +
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** Level 20 talents: If Sleight of Fist is your primary damage source in fights, it's worth going for the +65 Sleight of Fist Hero Damage talent. However, if you aren't using Sleight of Fist a lot and are using your other spells more often, it might be better to go for the 8% Spell Amplification Talent.
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** Level 25 talents: If you have a need for more burst damage or mobility, the -
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** Level 25 talents: If you have a need for more burst damage or mobility, the -12 Remnant Charge Restore Time is definitely going to help you with that. However, if you're relying more on physical damage, the 2 Sleight of Fist Charges talent is very useful, as it could absolutely devastate the enemy team.
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=== Abilities ===
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=== Abilities ===
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