Phantom Lancer

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[e][h]Phantom Lancer
Radiant Hero

21 +2

29 +2.8

21 +2

Base Stats
Sight Range:
1800 / 800
Attack Range:
Missile Speed:
Attack Duration:
0.5 + 0.5
Cast Duration:
0.3 + 0.51
Base Attack Time:
Magic Resistance:
Turn Rate:
Level Changes
Hit Points:
Spell Amp:
Most played as
Base HP Regen: 3
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[edit]

Recommended Roles
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.


Spirit Lance
Unit Target
Enemy Units
Damage Type
Casts a magical spirit lance on a target enemy unit that damages and slows, while a Phantom is summoned to attack the unit.
Aghanim's Scepter Upgrade Upgradeable by Aghanim's Scepter. Bounces to nearby enemies.

125 / 130 / 135 / 140
Damage100 / 150 / 200 / 250
225 / 275 / 325 / 375
Movement Slow10% / 20% / 30% / 40%
Slow Duration3.25
Cast Range750
Cast Point0.3
Illusion Duration2 / 4 / 6 / 8
Illusion Damage Taken400%
Illusion Damage Dealt20%
Bounce Range
 Affected By Blocked by Spell Immunity Blocked by Linken's Sphere and echoed by Lotus Orb Can be dispelled
Azwraith's proficiency at spearing his family's meal of fish is proving quite useful in the battlefield.
  • The projectile travels at 1000 speed.
  • Illusions within 675 range will cast a fake Spirit Lance.
  • Spirit Lance illusions always give 5 experience and gold irrespective of Phantom Lancer's level.
  • Each scepter bounce creates an illusion.
  • Scepter bounces only hit each enemy once.
  • Blocked by Spell Immunity and Linken's Sphere.
  • The slow can be dispelled.
Point Target
Target an area. Phantom Lancer and all nearby illusions will disappear for a second, then have their positions shuffled into the target area. This also creates two illusions of opposite types.
25 / 20 / 15 / 10
Disappearance Duration1
Illusion 1Deals 0% damage
Takes 100% damage
Illusion 2Deals 20% damage
Takes 600% damage
Illusion Duration8
Illusion Duration Extension2
Illusion Gather Radius900
Reappearance Radius325
Cast Range600
Cast Point0.1
Dread Magus Vorn's death imbued the Phantom Lancer with the ability to bend and fracture all spectrums of light.
  • 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.
Phantom Rush
Passive with cooldown. Triggers when issuing an attack order on an enemy unit outside of attack range. Grants bonus movement speed and phase until Phantom Lancer strikes his target, upon which it grants extra agility.
16 / 12 / 8 / 4
Maximum Trigger Distance600 / 700 / 800 / 900
Minimum Trigger Distance250
Movement Speed800
Maximum Speed Duration5
Bonus Agility6 / 14 / 22 / 30
Bonus Agility Duration2
 Affected By  Can be dispelled Disabled by Break Illusions gain this ability
Azwraith knows that on the field of battle, speed can mean everything.
  • The speed bonus is lost when the attack order on the original target is completed or canceled.
  • Agility is gained upon reaching the target and is counted for the first attack.
  • Phantom Rush can be toggled to disable it.
  • Illusions can use this ability.
  • Disabled by Break.
  • Can be dispelled.
Grants Phantom Lancer and his illusions a chance to create an illusion when attacking.
Hero Chance40% / 45% / 50%
Illusion Chance8%
Maximum Illusions6 / 8 / 10
Illusion Duration8 when made by the hero
4 when made by illusions
Illusion Damage Taken500%
Illusion Damage Dealt16%
 Affected By  Disabled by Break Illusions gain this ability
Each of Azwraith's lance attacks feels like two from a normal warrior; or three; or four...
  • Illusions also get this ability.
  • Juxtapose illusions attack the target that the passive triggered on.
  • Juxtapose illusions always give 5 experience and gold irrespective of Phantom Lancer's level.
  • Disabled by Break.

Talent Ability[edit]

Phantom Lancer gains Critical Strike.
Critical Strike
Grants a chance to deal a bonus damage critical strike.
Critical Damage200%
Critical Chance30%
 Affected By  Illusions gain this ability

Talent Tree[edit]

Talent Tree
+30% Critical Strike (2×) 25 -7s Doppelganger Cooldown
+4 Max Juxtapose Illusions 20 +500 Phantom Rush Range
+125 Spirit Lance Damage 15 +250 Health
+20 Attack Speed 10 10% Evasion

Recommended Items[edit]

Starting Items Early Game
Healing Salve
Ring of Protection
Boots of Speed
Magic Stick
Ring of Aquila
Iron Branch
Iron Branch
Mid Game Late Game
Power Treads
Magic Wand
Diffusal Blade
Manta Style
Eye of Skadi

General Strategy[edit]

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 (In-Game Description)


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.

Skill Build


Early Game

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.

Mid Game

With a Diffusal Blade you're able to kill most heroes solo, and contribute in team fights. Boots of Travel give you global map presence, but you can also build the normal Power Treads.

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.

Late Game

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.

Version History[edit]

Balance Patch History
Patch Version Balance Changes
  • Buff Level 25 Talent increased from -5s Doppelganger Cooldown to -7s
  • Buff Base HP regen increased from 1.5 to 3
  • Nerf Base movement speed reduced by 5
  • Buff Phantom Rush can now be toggled to be disable it (default state is enabled)
  • Buff Doppelganger now adds 2 seconds to the duration of all your illusions
  • Rework Reworked Talent Tree
  • Buff Agility gain increased from 2.6 to 2.8
  • Buff Base HP regen increased from 0.5 to 1.5
  • Bug Fix Fixed Doppelganger Illusions lasting one second less than intended
  • Buff Phantom Rush agility bonus is now granted before the first hit lands, rather than after
  • Buff Juxtapose max illusions increased from 5/7/9 to 6/8/10
  • Buff Phantom Rush bonus agility from 6/12/18/24 to 6/14/22/30
  • Buff Spirit Lance illusions now give the same constant 5 bounty as Juxtapose, rather than scaling with levels
  • Rework Level 10 Talent from +150 Health to +75 Spirit Lance Damage
  • Buff Phantom Rush now provides 6/12/18/24 Agility when you reach the enemy (Lasts 2 seconds)
  • Buff Phantom Rush minimum proc range reduced from 300 to 250
  • Buff Added Scepter to Phantom Lancer:
    • Causes Spirit Lance to bounce on nearby enemies
    • Bounce Range: 400
    • Bounce cap: 5
  • New Added Talent Tree
  • Nerf Agility growth reduced from 3 to 2.6
  • Nerf Doppelganger cast time increased from 0 to 0.1
  • Rework Enabled in Captains Mode
  • Nerf Juxtapose max illusions reduced from 6/8/10 to 5/7/9
  • Rework Removed from Captains Mode
  • Nerf Agility gain reduced from 4.2 to 3
  • Buff Base Agility increased from 23 to 29
  • Buff Base Strength increased from 18 to 21
  • Rework Replaced Doppelwalk with a new ability, Doppelganger
  • Rework New passive ability, Phantom Rush
  • Rework Replaced Phantom Edge with a reworked version of Juxtapose
  • Nerf Spirit Lance, Dopplewalk, Juxtapose, and Phantom Edge illusions damage dealt decreased from 25% to 20%
  • Buff Collision size decreased from 24 to 8
  • Buff Agility growth increased from 2.8 to 4.2
  • Buff Spirit Lance slow duration increased from 3 to 3.25 seconds
  • Buff Doppelwalk movement bonus increased from 10 to 15%
  • Buff Juxtapose illusions cap increased from 2/3/4/5 to 2/4/6/8
  • Rework Juxtapose rebalanced to have a 12% creation chance at all levels with a max of 2/3/4/5 illusions
  • Buff Base HP regeneration increased to 0.75
  • Nerf Strength growth reduced from 2 to 1.7
  • Nerf Juxtapose illusions now take 450% extra damage (up from 400%)
  • Buff image lifetime increased from 15 to 20 seconds
  • Buff Increased Spirit Lance cast range from 600 to 750
  • Nerf Various changes to Phantom Lancer and Spirit Lance
  • Buff Phantom Lancer's images now create a dummy Spirit Lance effect when the primary casts it
  • Buff Improved initial AI on Dopplewalk image to make it less obvious when it's created
  • Rework Changed Phantom Edge's secondary ability from evasion to magic resistance
  • Buff Increased Phantom Lancer's Strength gain from 1.5 to 2

Notable Players[edit]

Notable Players
Agressif Hao 9pashaebashu

See also[edit]

External links[edit]