Ember Spirit

Popularity: #56

Leaderboard: #85

Ban Rank: #71

KDA Rank: #4

Ember Spirit counter and synergy picks

Pick Ember Spirit with Wraith King to increase win-rate from 48.8% to 55.2% or against Meepo to increase win-rate to 59.1% in Patch 7.38c.

Good with...

...based on stats [7.38c]

Hero Change in Win Rate

6.5%

4.6%

3.7%

3.6%

3.4%

2.9%

2.6%

2.5%

2.3%

2.2%

2.2%

2.1%

2.1%

2.0%

2.0%

...based on gameplay [up-to-date]

Ember has a low cooldown but high duration root with Searing Chains, that can be applied to multiple targets - this gives AA the perfect opportunity to connect his Ice Blast and Cold Feet. Additionally, due to Ice Blast being global it allows Ember to roam the map by himself with much greater potency as he can easily stick to any affected targets with Fire Remnant and finish them off.

Dark Seer enhances Ember greatly with damage and mobility. An Ion Shelled Ember running forward with hasted movement speed, which empowers the speed of his Fire Remnants is any support's worst nightmare. He makes up perfectly for any damage or mobility issue Ember may have throughout the entirety of the game. Vacuum and Searing Chains compliment each other fully as they can set up each other.

An Ink Swelled Ember is truly a terrifying sight to behold. Ember's tendency to easily stick on targets and lock them down gives Ink Swell enough ramp time to get off it's maximum stun and healing, which allows Ember to continue fighting. Ink Swell can be triggered to proc during Sleight of Fist and while dashing to a Fire Remnant.

Oracle's Fate's Edict provides Ember with 100% Magic Resistance, which makes his Flame Guard unbreakable by damage for the duration. He can channel Fortune's End on Ember as he Sleight and dashes in a fight, which follows him across the map and roots upon impact even during Sleight of Fist. False Promise allows Ember to completely ham in fights and provides him with a steroid once upgraded with Aghanim's Scepter.

KOTL's unique trait of reducing the cooldown of basic abilities with Chakra Magic allows Ember to chain root with 2 Searing Chains in concession or Sleight Fist twice in a row effectivelly doubling it's damage. He provides Ember with much needed mana to stay active on the map and keep applying pressure.

Ember has a low Cooldown, low commitment set up with Searing Chains. This allows Spectre to be Ember's perfect +1 follow-up in securing easy pickoffs and accelerating both their games. Ember is strong in the early game, while Spectre is at her weakest then, which makes Ember great at buying her time in order for Spectre to get strong herself without sacrificing too much map control.

Magnus' Empower works with Sleight of Fist, amplifying Ember's damage output and farming abilities exponentially. With Empower Ember can clear entire waves with a single Sleight of Fist. Both RP and Searing Chains compliment each other perfectly as they can be used as both set-up and follo-up interchangeably for team wiping amounts of damage.

...counter items [up-to-date]

A core early game item that increases the damage of your Sleight of Fist that allows you to boot out most heroes out of lane. The slow allows you to stay on top of your targets and chase them down while the healing reduction scales throughout the game.

A core item for Ember Spirit as he thrives in long fights where he can get multiple uses out of it. Very often 50 Mana or HP is the difference between death and a rampage for Ember. Replace last

A core early game tempo upgrade for your boots that increases your damage and mobility. Shortens the time it takes to make rotations to sidelanes greatly. Activate Phase Boots before dropping a Fire Remnant as it will travel faster.

An early to mid game item that allows you to flash farm and deal a lot of damage in fights. Pairs really well with Sleight of Fist to hit multiple targets for higher chances of Chain Lightning procs.

A core item that provides debuff immunity against most disables and a must buy versus specific heroes like Puck and Disruptor. It allows you to man up for a good 6 seconds or retreat if necessary.

A core late game item that amplifies the strenghts of your hero like no other. Ember's kit is low impact but very high uptime and versatile, so your main goal is to cast as many spells off cooldown as possible.

A core item that allows you to snowball fights by giving you 1 extra Fire Remnants each time an enemy hero dies within 400 range of you.

A core item that caps your Fire Remnant charges to 5 and massively improves your mobility and reach on enemy heroes. Pairs well with Refresher Orb later in the game giving you a total of 10 charges

A core late game item that refresher all abilities and items, including BKB and Fire Remnant so that you can keep spamming spells and items in fights.

A core item that causes enemies to take more magic damage, reduces healing, as well as providing you with ample sustain and armor in order to prolong your pressence in fights and prevent getting bursted.

Good against...

...based on stats [7.38c]

Hero Change in Win Rate

10.4%

8.7%

8.0%

7.3%

7.2%

6.7%

6.6%

6.6%

6.3%

6.1%

6.0%

6.0%

5.6%

5.6%

5.0%

...based on gameplay [up-to-date]

Ember's ability to itemize flexibly allows him to deal with PL perfectly. A single Sleight of Fist with Mjollnir is usually enough to clear most if not all of PL's Illusions. Gleipnir provides lockdown, Radiance and Shiva reduce PL's damage output significantly to compliment Ember's AOE Damage kit.

Spectre is weakest when Ember is strongest. One of Ember's strongest power spikes in the game is level 7 and he can use both a maxed out Sleight of Fist or Flame Guard to run Spectre down all on his own and completely shut down her game.

Ember can dodge MOST of QOP's damage with his spells. Both Sleight of Fist and dashing to a Fire Remant can be used DURING Sonic Wave. Additionally, he can dodge both Scream of Pain and Shadow Strike the same way. He can lock QOP down with Searing Chains to prevent her from Blinking and can soak damage with Flame Guard. Natural Mage Slayer builder, which reduces most QOP's damage significantly.

Hoof stop has a relatively long cast point and can be dodged with both Sleight of Fist and dashing to a Remnant. Ember's biggest asset however is that he can root multiple targets with Searing Chains during Stampede for almost the entirety of it's duration.

Ember is arguably the best Mage Slayer hero in the game as he has a reliable way of applying it's debuff consistently with Sleight of Fist. This effectivelly levels down Zeus' abilities by almost 2 levels. He can soak a lot of Zeus' damage with Flame Guard and provides both a lock down with Searing Chains and a gap close with Fire Remnants in order to get on top of Zeus and disrupt his spell casting.

Ember is arguably the best Mage Slayer hero in the game as he has a reliable way of applying it's debuff consistently with Sleight of Fist. This effectivelly levels down Leshrac's abilities by almost 2 levels. He is able kite Lesh with his Searing Chains and can easily go for ALL the Healing reduction items to counteract Lesh's sustain significantly. He naturally dodges and soaks a lot of Lesh's damage.

Bad against...

...based on stats [7.38c]

Hero Change in Win Rate

-4.9%

-4.7%

-4.1%

-2.9%

-2.5%

-2.2%

-1.9%

-1.9%

-1.7%

-1.6%

-1.6%

-1.5%

-1.5%

-1.3%

-1.3%

...based on gameplay [up-to-date]

Fortune's End can dispel Flame Guard and Searing Chains, while being able to connect with Ember DURING Sleight of Fist and Activate Remnant, rooting him for the remainder of the duration as soon as he reaches his final destination. Purifying Flames is a low cooldown, high damage nuke that can make quick work of Flame Guard. Fate's Edict both mitigates the entirety of Ember's Magic Damage, as well as prevent him from attacking even during Sleight of Fist.

Crippling Fear makes it a nightmare for Ember to juke around with Fire Remnants and Sleights of Fist as Nightstalker can camp either his Sleight of Fist or Fire Remnant locations with Crippling Fear pre-activated. Dark Ascension providing flying movement and unobstructed vision further complicates Ember's core gameplay as he struggles to hide out of sight or behind impassable terrain.

Huskar DESTROYS Ember in lane and completely shuts down his early game as he deals too much damage and has too much sustain for Ember to deal with. Ember's best bet is to try and get as much resources as possible from the lane and leave as the matchup only gets worse for him troughout the entirety of the laning stage.

Slark's Dark Pact dispels Searing Chains. Pounce provides strong lockdown for Ember, which can be further upgraded with Aghanim's Scepter to extend it's duration. Slark's best defensive mechanics are Shadow Dance and Depth Shroud, which prevent Ember from applying Searing Chains or connecting with Sleight of Fist, while giving him enough sustain to survive trough Flame Guard and Fire Remnants.

Lone Druid DESTROYS Ember in lane and completely shuts down his early game as he deals too much damage and has too much sustain for Ember to deal with. Ember's best bet is to try and get as much resources as possible from the lane and leave as the matchup only gets worse for him troughout the entirety of the laning stage. His Entangling Claws render Ember unable to use both his Sleight of Fist and Activate Fire Remnant.

As Meepo gets his first Meepo clone the laning stage pretty much ends for Ember as it becomes a 2 on 1 situation. As the game goes on Meepo can provide a reliable chain root for Ember in order to lock him down. His general item selection of heavy stats items end up overwhelming Ember as he often struggles to output enough damage to ever kill Meepo by himself.

A good Shadow Fiend can completely destroy Ember in lane, just like most other melee hroes. He is a natural Eul'builder in order to set up his ult, which dispels Ember's Flameguard. Even if Shadow Fiend manages too miss one too many Shadow Razes and not completely boot Ember out of lane he can still push out the wave in just a second and roam, leaving Ember to defend his tower.

Legion's Duel provides a long lockdown for Ember and the longer the game goes the less probable it becomes for Ember to survive it, irrelevant of his itemization. LC's Press the Attack is able to dispel Searing Chains and a single Overwhelming Odds in the midst of battle is usually enough damage to break Ember's Flame Guard.

...counter items [up-to-date]

Gives you movement speed to chase down or outrun Ember Spirit while he has Flame Guard on.

Gives you movement speed to chase down or outrun Ember Spirit while he has Flame Guard on.

Helps you sustain HP and mana as Ember Spirit frequently uses his spells to harass, secure last hits, and move around.

Helps you sustain HP and mana as Ember Spirit frequently uses his spells to harass, secure last hits, and move around.

Makes it easier to sustain against the constant harass.

Makes it easier to sustain as the armor reduces the damage of Sleight of Fist, which is the bulk of damage from Ember's harass.

Provides armor and helps lower the HP regen on Ember Spirit and chase him down with a movement speed slow on right clicks while he is out of Fire Remnants.

Gives you that little extra bit of damage to destroy his Flame Guard and either run away or chase him down.

Gives you a dispel against the Searing Chains root. Also lets you take Flame Guard off Ember Spirit by Cycloning him.

Provides armor against Ember Spirit's right clicks and Sleight of Fist as well as heal some of the AoE damage done by him.

Gives you a form of lockdown against Ember Spirit to burst him down in its duration without letting him get away with Fire Remnants.

Negates a good amount of Ember's magic damage and the innate sustain aura helps with the constant poke.

Provides magic resistance and reduces the damage dealt by Ember Spirit from all his spells to nullify his burst potential.

Lets you silence and kill Ember Spirit in its duration without letting him get away with Fire Remnants.

Gives you debuff immunity and magic resistance to avoid the Searing Chains root and reduce the damage taken from Ember Spirit's magic heavy toolkit.

Gives you a dispel against the Searing Chains root. The illusions also help you possibly tank Searing Chains and not get rooted.

Gives you an invisibility tool to kite Ember Spirit as well as magic resistance to significantly reduce the damage taken from his magic heavy toolkit.

Lets you kite Ember Spirit by pushing yourself or an ally away from him and not get bursted by Searing Chains followed up with all his Fire Remnants.

Gives you an instant disable against Ember Spirit to burst him down in its duration before he can get away with Fire Remnants.

Gives you an instant lockdown against Ember Spirit and burst him down with a possible chain stun before he can get away with Fire Remnants.

Lets you silence and kill Ember Spirit in its duration without letting him get away with Fire Remnants.

Bad with...

...based on stats [7.38c]

Hero Change in Win Rate

-6.8%

-6.5%

-6.3%

-6.2%

-5.9%

-5.6%

-5.6%

-5.4%

-5.2%

-5.2%

-5.0%

-4.4%

-4.4%

-4.2%

-4.1%

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