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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.
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.
Sends a magical spirit lance to a target enemy unit that damages and slows, while summoning an illusory phantom to attack the unit.
|Movement Speed Slow||14%/21%/28%/35% |
|Illusion Damage Dealt||20% |
|Illusion Damage Taken||400%|
Cast Range 600/650/700/750
Cast Point 0.3
Cast Backswing 0.73
|Spirit Lance bounces once on an enemy, prioritizing Heroes. Increases Spirit Lance illusion damage.|
|Does not pierce Debuff Immunity.|
|Blocked by Spell Block.|
|Reflected by Lotus Orb.|
|Can be disjointed.|
|Illusions within 675 range will cast a fake Spirit Lance.|
|Affected by cast range bonus.|
Azwraith's proficiency at spearing his family's meal of fish is proving quite useful in the battlefield.
- The projectile travels at 1000 speed.
- Spirit Lance illusions always give 5 experience and gold regardless of Phantom Lancer's level.
Phantom Lancer briefly vanishes from the battlefield. After a second, Phantom Lancer and any of his nearby illusions reappear at a random position within the targeted location, along with couple additional doppelgangers. Extends duration of all illusions. The added doppelgangers have different properties: one takes normal damage and deals none, while the other takes more damage and deals less damage.
|Illusion 1 Damage Dealt||0%|
|Illusion 1 Damage Taken||100%|
|Illusion 2 Damage Dealt||20%|
|Illusion 2 Damage Taken||600%|
|Illusion Duration Extension||2|
|Illusion Gather Radius||900|
Cast Range 575
Cast Point 0.1
Cast Backswing 0
|Cannot be cast while rooted.|
|Affected by cast range bonus.|
Dread Magus Vorn's death imbued the Phantom Lancer with the ability to bend and fracture all spectrums of light.
- The illusion that takes more damage looks identical to a Juxtapose illusion, while the illusion that takes less 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.
When targetting an enemy for an attack, Phantom Lancer quickly charges into range, gaining a temporary Agility boost. Phantom Lancer's illusions also have this ability.
|Minimum Proc Distance||200|
|Maximum Proc Distance||600/675/750/825 |
|Bonus Agility Duration||1.5 |
|Disabled by Break.|
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.
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 a few seconds, while illusions created from other illusions last fewer seconds.
|Hero Proc Chance||40%/45%/50%|
|Illusion Proc Chance||8%|
|Illusion from Hero Duration||8|
|Illusion from Illusion Duration||4|
|Illusion Damage Dealt||22% |
|Illusion Damage Taken||650%|
|Number of Illusions|
|Self Move Speed Bonus|
|Adds an active ability to Juxtapose. Renders Phantom Lancer invisible for up to few seconds while generating a duplicate image to confuse enemies. His movement speed is increased by % during this invisibility.|
|Disabled by Break.|
Each of Azwraith's lance attacks feels like two from a normal warrior; or three; or four...
- Juxtapose illusions attack the target that the passive triggered on.
- Juxtapose illusions always give 5 experience and gold regardless of Phantom Lancer's level.
Grants a chance to deal a bonus damage critical strike.
|+24% Critical Strike (2×)||25||-4s Doppelganger Cooldown|
|+10% Juxtapose Illusions Damage||20||+300 Phantom Rush Range|
|-2s Spirit Lance Cooldown||15||+15 Strength|
|+2.5s Phantom Rush Bonus Agility Duration||10||+50 Spirit Lance Damage|