Collision Size: 8
Illusions: Illusions created by Phantom Lancer's abilities are yellow instead of blue. This color is only seen by allies.
Azwraith, the Phantom Lancer
|Carry Escape Pusher Nuker|
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.
|Damage||100 / 150 / 200 / 250 |
225 / 275 / 325 / 375
|Movement Slow||10% / 20% / 30% / 40%|
|Illusion Duration||2 / 4 / 6 / 8|
|Illusion Damage Taken||400%|
|Illusion Damage Dealt||20%|
|Illusion 1||Deals 0% damage |
Takes 100% damage
|Illusion 2||Deals 20% damage |
Takes 600% damage
|Illusion Duration Extension||2|
|Illusion Gather Radius||900|
- The illusion that takes 600% damage looks identical to a Juxtapose illusion, while the illusion that takes 100% damage is a brighter, more solid yellow. This difference is only visible to allies.
- The illusion that deals 0% damage still applies mana burn damage if Phantom Lancer has a Diffusal Blade.
- This ability can disjoint projectiles.
- Destroys trees in the target area.
- Illusions also get this ability.
|+30% Critical Strike (2×)||25||-5s Doppelganger Cooldown|
|+4 Max Juxtapose Illusions||20||+500 Phantom Rush Range|
|+125 Spirit Lance Damage||15||+250 Health|
|+20 Attack Speed||10||10% Evasion|
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.
Phantom Lancer is a carry, relying on his illusions to farm and fight. With his strong nuke he is able to bully his opponents in lane, and his doppelganger provides him with mobility and elusiveness. With an early Diffusal Blade he is able to kill most heroes solo throughout the mid game. Watch out for heroes that can clear his illusions, since Phantom Lancer is vulnerable without them.
Phantom Lancer generally goes safe lane, being paired up with one or two supports to give him a comfortable early game and the space to farm. Use your Spirit Lance to keep the enemy offlaner away, and focus on getting your Diffusal Blade as soon as you can.
With the release of patch 6.82 Phantom Lancer has moved away from the passive, farm/split push until late game role that he has assumed for many years. He is now much more effective and versatile during the early game phase than he has ever been with more agility from level 1-4, evening out at level 5, and having 1.2 less natural agility gain every level from 6 on and is no longer as squishy early with a base strength increase of 3. This in no way diminishes his viability as a late game carry as Juxtapose has been reworked so that Phantom Lancer is much more effective in ganking and short skirmishes owing to the fact that the chance to create images was significantly increased (increased by 28%/33%/38% rather than a flat 12%) while more than halving the duration. The illusions also take significantly more damage and deal significantly less (500% taken from 350% and 16% dealt from 20%) making reliance on illusion damage (based on stat/base dmg) no longer the focus as 1 point in agility only provides the illusions with 0.16 additional dmg.
Radiance is no longer a viable/cost effective item on Phantom Lancer owing to the fact that his images only last 8 or 4 seconds depending on the source of the image and can no longer split push with it. Spirit Lance was not changed so he is still unlike many other carries, with a strong and spammable level one nuke. Combined with a mana battery hero such as the Keeper of the Light, the reworked Outworld Devourer, or a Soul Ring, Phantom Lancer exerts more early game lane control than most other carries. He also has a significant amount of durability throughout the game with the new skill Doppelganger that allows Phantom Lancer to remove himself from the game for 1 second, moving 275 to 925 units away from his current location and creating more images on a 10 second cool down and meaningless 50 mana. To provide him with even more mobility when offensively ganking (could, in certain situations, provide a means of escape much like a lesser blink strike) with Phantom Rush. When combined with Spirit Lance, it is nearly impossible to escape this hero.
Focus on items that increase your illusions durability, like Eye of Skadi or Butterfly. Your illusions will start falling off if the game goes very late, and enemies will have items to clear them out as fast as they can.
|Balance Patch History|
|Patch Version||Balance Changes|