Creates illusions of himself to trick or attack foes
Phantom Lancer storms enemy forces with an endless supply of clones. Leading his illusory army, he can cut foes apart in a breathtaking flurry of attacks, send clones to push into enemy territory, or use his doppelgangers to mislead and elude foes if cornered.
Win Rate 47.3%
Pick Rate 3.4%
Attributes
538 +48.4/lvl
327 +21.6/lvl
19 +2.2/lvl
26 +2.8/lvl
21 +1.8/lvl
Stats
Damage:
52 - 62 + 2.8/level (147.2 - 157.2 at level 30)
Range:
225
Armor:
4.3 + 0.5/level (20.2 at level 30)
Movement:
285
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Facets
Convergence
Win Rate: 46.0%
Pick Rate: 41.1%
Doppelganger spawns additional illusions, with the amount depending on Phantom Lancer's current health.
Doppelganger
Spawns an additional illusion per 25% of health that Phantom Lancer is missing.
Divergence
Win Rate: 48.2%
Pick Rate: 58.9%
Juxtapose Illusions spawn on random nearby units and deal more damage but can't be controlled.
Juxtapose
Juxtapose Illusions spawn on random nearby units and deal more damage but can't be controlled.
ILLUSION DAMAGE: 2%
SEARCH RADIUS: 700
Abilities
Items, abilities, and auras that grant bonus damage instead grant base damage.
BONUS TO BASE DAMAGE: 100%
BONUS TO BASE DAMAGE (ILLUSIONS): 70%
LEVEL 25 TALENT: +15% Illusory Armaments Damage
PATCH 7.37d
Effects that percentually change the base damage now also affect base damage bonus provided by Illusory Armaments
Bonus to Base Damage for illusions increased from 65% to 70%
PATCH 7.37b
100% of bonus damage is converted to base damage for Phantom Lancer. Phantom Lancer illusions still convert 65% of the bonus damage
PATCH 7.37
New Innate ability. Passive, can't be leveled up
Items that grant bonus damage instead grant base damage for 65% of the original bonus damage amount
Spirit Lance
Sends a magical spirit lance to a target enemy unit that damages and slows, while summoning an illusory phantom to attack the unit.
LANCE DAMAGE: 70 / 140 / 210 / 280
SLOW DURATION: 3.75
MOVEMENT SLOW: -14% / -21% / -28% / -35%
ILLUSION DAMAGE: 15%
BOUNCE RADIUS: 750
BONUS ILLUSION DAMAGE: 20%
10 / 9 / 8 / 7
120
600 / 650 / 700 / 750
Aghanim's Scepter
Spirit Lance bounces twice on enemies, prioritizing Heroes. Increases Spirit Lance illusion damage.
- +35 Spirit Lance Damage
Doppelganger
Phantom Lancer briefly vanishes from the battlefield. After 1 second, Phantom Lancer and any of his nearby illusions reappear at a random position within the targeted location, along with two additional doppelgangers. Extends duration of all illusions. The two added doppelgangers have different properties: one takes normal damage and deals none, while the other takes 500% bonus damage and deals -80% less damage. DISPEL TYPE: Basic Dispel
TARGET AREA SIZE: 325
ILLUSION GATHER RANGE: 900
REAPPEAR DELAY: 1
DOPPELGANGER DURATION: 8
ILLUSION DURATION EXTENSION: 2
22 / 18 / 14 / 10
50
575
Phantom Rush
When targeting an enemy for an attack, Phantom Lancer quickly charges into range, gaining a temporary agility boost. Phantom Lancer's illusions also have this ability.
MIN RUSH DISTANCE: 275
MAX RUSH DISTANCE: 600 / 675 / 750 / 825
BONUS AGILITY: 10 / 20 / 30 / 40
BONUS AGILITY DURATION: 1.5
13 / 10 / 7 / 4
- +10 Phantom Rush Agility
- +2.5s Phantom Rush Bonus Agility Duration
- +300 Phantom Rush Range
Juxtapose
Phantom Lancer has a chance to fracture his presence on an attack, creating an illusion of himself. Illusions also have a chance to fracture further. Illusions created from Phantom Lancer last for 8 seconds, while illusions created from other illusions last 4 seconds.
MAX ILLUSIONS: 6 / 8 / 10
ILLUSION TRIGGER CHANCE: 8%
ILLUSION DAMAGE: 15% / 17% / 19%
ILLUSION DAMAGE TAKEN: 625%
15
75
Aghanim's Shard
Adds an active ability to Juxtapose. Renders Phantom Lancer invisible for up to 8 seconds while generating a duplicate image to confuse enemies. His movement speed is increased by 15% during this invisibility.
- +6% Juxtapose Damage
Talents
+15% Illusory Armaments Damage
-4s Doppelganger CD
+ 1.3 %
+6% Juxtapose Damage
+300 Phantom Rush Range
+ 2.2 %
-1s Spirit Lance Cooldown
+n/as Phantom Rush Bonus Agility Duration
+ 1.6 %
+10 Phantom Rush Agility
+ 0.8 %
+35 Spirit Lance Damage
Win Rate
Pick Rate
Strategy
Bind a bright yellow Doppelganger illusion to make deceptive plays as it takes the same damage as the hero.
Use Spirit Lance to secure ranged creep lasthits.
Toggle on Phantom Rush on early levels so you don't waste it randomly.
Doppelganger dispels on cast and can be used to disjoint projectile spells and ranged attacks.
Phantom Lancer likes long fights in which you can amass illusions and grind opponents down.
Pick up Aghanim's Shard around minute 20, especially if you have issues engaging in fights or being behind.
Counter Strategy
Phantom Lancer's main escape mechanism is Doppelganger. As this spell has a very long cooldown at lower levels, look to play aggressively as soon as he used it
Pressure Phantom Lancer while he's farming Diffusal Blade. He's very weak until he gets that item. Smoke on him and place wards in his jungle
Phantom Lancer's main item is Diffusal Blade. Items that give you and your team burst of mana are good against him. Sample items are Magic Wand, Soul Ring, Arcane Boots, Arcane Ring, and Enchanted Mango
Use AOE nuke to weaken Phantom Lancer's illusions to figure out which one is the real hero
Your strongest item timing is heart of tarrasque, Try not to die before this timing and get there as fast as possible after Diffusal, Aghanim scepter and Manta.
Spells like Lion's and Shadow Shaman's Hex and Pugna's Life Drain are able to destroy Phantom Lancer's illusion instantly. That can help when the illusion count is low, but not when there are plenty of them
Against Phantom Lancer purchase items that are dealing AOE damage, preferably magical damage. For example Mjollnir, Radiance or Shiva's Guard. Battlefury is good as well but Phantom Lancer has a lot of armor and usually evasion on top of that
Phantom Lancer loves long fights as he's able to drain huge amounts of mana. Ideally, look to burst him and to finish the fights reasonably fast. If the fight prolongs, count on the fact that you will be running low on mana and it might be better to disengage
Lore
The remote village of Pole had no knowledge of the wars raging in the heart of the kingdom. For them, the quiet of spear fishing, and a family meal were all that a full life required. Yet war came for them nonetheless. Joining the able-bodied conscripts as they filed passed their homes, the humble lancer Azwraith vowed to bring peace to his kingdom, and in so doing, his people. Placed with his kin in the vanguard of the final assault against the Dread Magus Vorn, the cost to his fellows was absolute. As the charging force battled toward the fortress, Azwraith alone among his kind remained standing, and he alone was able to infiltrate the keep.
Focused and infuriated by the slaughter of his brothers, Azwraith bested each of the wizard's deadly traps and conjured guardians. Soon the simple fisherman arrived at Vorn's tower sanctum. The pair dueled through the night, pike to staff, as chaos raged below, and with a deafening cry Azwraith pierced his enemy. But the wizard did not simply expire; he exploded into uncountable shards of light, penetrating his killer with power. As the dust settled and the smoke of combat began to clear, Azwraith found himself standing among a throng of his kin. Each seemed to be dressed as he was, each seemed armed as he was, and he could sense that each thought as he did. Aware that his allies were approaching, he willed these phantoms to hide themselves, and one by one they began to vanish into nothingness. As the soldiers came upon the sanctum, they found the warrior that had bested the wizard. When they approached their champion, the lancer vanished. The pikeman who had stood before them was no more than another phantom.