Ember Spirit
Dota 2 · Heroes. Ember Spirit has his own Fire Remnant card — spend remnants only to close in, all for damage, or keep charges for an escape — and an "Auto Chains" tab: Searing Chains goes by itself in your own Sleight of Fist outside the combo.
Also searched as: ember, ember spirit, xin, remnant, remnants, fire remnant, activate remnants, sleight of fist, searing chains, chains, auto chains, chains in sleight, flame guard, keep remnant for escape, remnant charges
Where to find it in the menu
Heroes → Ember Spirit → Combo → Fire Remnant tile → Ability settings
Heroes → Ember Spirit → Auto Chains
The Fire Remnant card opens with the icon in the corner of the ability tile or with a right click on the tile. The tile on the Alternative combo tab has its own card with its own values. The other tabs of the page are shared by all heroes — see Hero page.
How to enable
- Menu (
Insert) → Heroes → Ember Spirit → turn on the header toggle of the page (off by default). The general requirements (main toggle, combo key) are in Hero page and General settings. - Turn on the Humanizer: the combo does not work without it.
- Auto Chains is on by default and works without a key.
What it does
Fire Remnant in the combo
- A remnant deals no damage by itself: the script throws remnants at the target's predicted spot, waits for them to arrive and with one activation dashes Ember Spirit through all remnants by the target — each blasts it. One activation for the whole batch saves mana.
- How charges are spent — as the card says:
- To close in (default): a remnant is thrown only if the target is farther than your attack range plus the distance the combo may walk (the Walk no farther than row in the combo items card, see Hero page). A nearby target gets no remnants, and Searing Chains and Sleight of Fist don't wait for them. Remnants go one at a time.
- Max damage: every charge goes at a nearby target too, after Searing Chains and Sleight of Fist, in batches of Remnants at once.
- Keep charges: as Max damage, but the combo never spends the last Charges to keep charges — they stay for an escape.
- Refresher Orb is used once the charges run out; kept charges count as spent for this.
Auto Chains
- Outside the combo: when you cast Sleight of Fist yourself, Searing Chains is cast by itself as soon as Ember Spirit dashes by an enemy hero — the hero is chained where it stands.
Settings
Combo → Fire Remnant → Ability settings
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Fire Remnant | Dropdown | To close in | To close in, Max damage, Keep charges | What charges go on: only shortening the way to the target, all for damage, or damage with a reserve |
| Charges to keep | Slider | 1 | 1–5 | How many charges the combo never spends — for an escape. Only for "Keep charges" |
| Remnants at once | Slider | 3 | 1–5 | How many remnants are thrown at the target before one activation. Hidden for "To close in" |
Auto Chains
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Auto Chains | Toggle | On | — | Outside the combo, Searing Chains by itself in your Sleight of Fist next to an enemy hero |
FAQ
The combo doesn't throw remnants at a nearby target. With To close in (default) remnants are only for closing the distance: a target within attack range and walking distance gets none. To use remnants for damage, pick Max damage or Keep charges.
The combo spends all remnants and there's nothing left to escape with. Pick Keep charges and set Charges to keep: the combo won't touch those charges.
Searing Chains doesn't trigger in my Sleight of Fist. Auto Chains works outside the combo, only in a Sleight of Fist you cast yourself, and only when a visible enemy hero is within the chains' reach during the dash. Check that Auto Chains is on.