Next Level Magic Ember Spirit Dota2

Next Level Magic Ember Spirit Dota2

November 16, 2019 100 By William Hollis


Hey, guys, this is DATOHLEONG and in this
video, I’ll going to be introducing a next-level ember build that takes aggression to
the next level. This build is inspired by many really good
ember players. On top of that, through many experimental
games, I have further modified the build to improve the tankiness of the hero, the power
spike timings, the overall damage output and the late-game potential. I have maintained a pretty decent win-rate
by spamming this ember build every single game and I am sure that you can do it too. Of course, I will explain to you everything
you need to know to be able to mirror the item choices as well as the playstyle. So, definitely do stay to the end of the video
and try not to miss anything. This ember style is going to be played as
a position 2 initiator/tempo controller. You can do it on the safe lane but I highly
recommend you play this when you’re on the middle lane so to hit earlier timings. Levels are an important factor here so you don’t
want to play from behind especially in the early game. I am going to be dividing this video into
3 segments. The ealy game, mid game and late game. Lets go. -Early Game- Starting item choices are pretty standard. We’ll go for a stout shield, a quelling blade
and three ironwood branch. One branch is for you to consume a tango and
the other 2 will turn into a stick later on. Now there are a few approaches on how you
can lane here and they are pretty much standard for most playstyle. If you’re playing an easy matchup. You can rush a bottle straight and try to
get it before the 2 min rune timing. Don’t forget your first salve, that is really
important for trading. If you’re playing a harder matchup. You want to stack up more regenerations before getting
the bottle. Buy a salve, buy extra tango, buy a stick
if you feel that it is necessary. Just be flexible on your laning item choices
and buy items that help you lane better. For the first wave, I highly recommend you
take flame guard at level 1 to secure all last hits and get level 2 instantly. By doing so, you will force the enemy to farm
under the tower and that will cause them to miss some last hits. If you have a really good reason to get sleight
of fist at level 1, for example, you need it to dodge some spells, by all means, do
it. I’ll leave the rest of the laning phase to
you. Skill build is pretty standard as well. For the benefit of the doubt, if you’re laning
against ranged hero, getting level 2 sleight of fist at level 3 will be really helpful
when it comes to trading hits. However, if you’re laning against melee heroes,
getting level 2 flame guard at level 3 will be the better choice. Most of the time a 0 4 2 1 build will give
you the most damage output at level 7, so unless you have a really good reason to skill
something else, I suggest you stick to this. Getting early points in chains is solely dependant
on the heroes on your team. If there are absolutely no disables and your
chains is the only spells that enable you to rotate, you should get it at level 8 but
if not, 0 4 4 1 does extremely high damage output at level 9. The first few items we’re going to go for
a is bottle, phase boots, magic wand and spirit vessel. No drums this time. This set of items will give you a lot of damage
over time and will probably melt most heroes in the early game. Spirit Vessel does 4% current health damage
per second and if you combine it with flame guard, even the tanky heroes will shred into
pieces when you come in contact with them. Be sure to check with your team if anyone
else is getting a vessel because this item doesn’t stack. If they are, you have my permission to skip
it. Rotation is a huge part of ember spirit but
you should not be pressured to move out of lane without a hero or tower kill opportunity
in other lanes. You want to pay attention to runes as they
are probably the highest impact mechanics you have to secure a kill. Make sure to keep vision of the rune at all
times, even if you have to buy the wards yourself. 70% of the time, you want to rotate to your
offlane to kill your opponent’s carry and take his tower. Then again this is very situational and you
should always think about whom you can kill and how to kill them. If there is really nothing you can do to the
other lanes, you’re better off farming your lane and the side neutrals. -Mid Game- The next game-changing item we’re going to
go for is not maelstrom and that is Veil of discord. A level 15 ember with +60 flame guard damage
with a veil of discord does around 2.2k damage alone. That is without any right-click and without
any other spells. This talent doubled the amount of flame guard
damage you have and that is an insane power spike, and we’re going to use veil to amplify
what we have. That is a shit load of dmg and not to forget,
you get armor and stats as well. This whole build is revolving around magical
damage and this is how I like to skill my remaining skill points from level 10 onwards
where we’re sitting on the 1 4 4 1 build. At level 11, you want to look at how much
magic damage output your opponent has. If they’re able to break your flame guard
with what they have, take +250 flame guard absorption, then max your searing chains then
take +60 flame guard damage at level 15. If there are no spells that can break flame
guard, take +25 damage, max searing chains and take +60 flame guard damage. I like to keep my ultimate at level 1 for
now as I usually don’t rely on it to do any damage until the later stages of the game. But for now, I only use it to either initiate
or escape so I see more value in the other skills points and talents. 90% of the time,
I play against numerous spell casters and I end up taking +250 flame guard absorption. Now that you’re level 15 and have your phase
boots, spirit vessel and veil of discord and assuming you get +250 flame guard absorption,
you should be sitting around 1.8khp, 20 armour and 750 magic damage absorption. You are now extremely resilient against both
magical damage and physical damage and should be pressing your advantage. If you compare it to the standard drums maelstrom
build, that is a significant change in the way you output damage and playstyle. The way you play the standard drums maelstrom
build is to find weak heroes and try to pick them off with sleight of fist searing chains
and avoid getting near to too many enemy heroes. This build allows you to step up your aggression
and stand in the middle of the fight doing serious damage. But of course, you’re not god yet so don’t
go over aggressive and try to 1v5 and blame me afterwards. One key thing you have to understand is who
can break your flame guard at this point of time Flame guard usually does around 60% of the
damage and it is really important that you keep it alive. If there is absolutely no one that can break
your flame guard, you can go ham without worrying too much. If there are certain abilities or items that
can break it, please wait for it to be casted before activating flame guard. By the way, if you guys are wondering how
I initiate efficiently in fights, I usually drop a remnant during the sleight of fist
so I to move around the fights really quickly and not waste any seconds in searing chains. Next up BKB. I know 80% of the players out there don’t
wanna buy this item but trust me. If you wanna own the game, you will need this
as your third item 98.7654321% of the time. Even if you’re using it to keep your flame
guard alive, it is worth it. Farming might look like a huge problem without
maelstrom but from my past experience, it really isn’t. All you gotta do is to be efficient with your
flame guard usage. You should be aiming to get 2 creep waves
and 2 NC camps every time you pop flame guard to farm so you might wanna leave a remnant
at a huge camp before running towards the lane creeps. -Late Game- Aghamins is pretty self-explanatory. 5 remnant charges mean 1500 damage and that
is going to further amplified by veil of discord and your level 20 talent. That is a shit load of damage and consider
that you will be capable of flying a third of the map, any heroes hiding on the sidelines
or at the back are usually instant dead. Apart from just spamming remnant to burst
heroes, I would like to remind you that remnant does damage as long as you fly pass your enemy and only cost 25 mana when you have Aghamins. So you can actually use your remnant 1 at
a time to do cheap damage without committing to the fights. This is how I like to do it. Fly in with remnant aggressively, sleight
of fist and place a remnant at a safer position then fly out immediately. This way, you will scout out the hiding heroes
instantly and kite them while they’re trying to cast spells on you. Finally, refresher orb. This is usually the deciding end game item
that will destroy your whole enemy team during fights. Refresher orb does refreshes all 5 remnant
charges. Whatever damage you did back then doubled
and in the late game, most heroes have their BKB down to 5 seconds and you will be able
to take full advantage of that. If your game somehow hasn’t ended, you can
get Octarine Core for obvious reasons but from my past experience, it is not really
necessary. It is more of a luxury item to have. Now that I’ve shared with you what you need
to know about this build, it is your turn to try it out. Thank you for staying to the end of the video,
if you enjoyed my dota 2 content, do hit the like, share, subscribe and turn on the notification
and I’ll see you in the next video.