Phantom Lancer

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[e][h]Phantom Lancer
Radiant Hero
21 +1.7
29 +2.6
21 +2
22 - 44
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:
LessMost played asMore
Base HP Regen: 0.75
Collision Size: Phantom Lancer's collision size is 8, which is much smaller than the standard hero collision size of 24.
Illusions: Illusions created by Phantom Lancer's abilities are yellow instead of blue. The color is still only seen by allies.

Azwraith, the Phantom Lancer[edit]

Recommended Roles
Carry Carry Escape Escape Pusher Pusher Nuker 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
Ability: Unit Target
Affects: Enemy Units
Damage: Magical
Casts a magical spirit lance on a target enemy unit that damages and slows, while a Phantom is summoned to attack the unit.
Upgradeable by Aghanim's Scepter to bounce to nearby enemies.
125 / 130 / 135 / 140

Movement Slow:

Slow Duration:
Cast Range:
Illusion Duration:
Illusion Damage Taken:
Illusion Damage Dealt:
Bounce Range:
 100 / 150 / 200 / 250
 175 / 225 / 275 / 325
 (Level 10 talent)
 10% / 20% / 30% / 40%
 2 / 4 / 6 / 8
 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.
  • Scepter bounces each create an illusion.
  • Scepter bounces can only hit an enemy once.
  • Blocked by Spell Immunity and Linken's Sphere.
  • The slow can be dispelled.
Ability: Point Target
Affects: Self
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 Duration:
Illusion 1:

Illusion 2:

Illusion Duration:

Illusion Gather Radius:
Reappearance Radius:
Cast Range:
Cast Point:
 Deals 0% damage
 Takes 100% damage
 Deals 20% damage
 Takes 600% damage
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 the Feedback mana burn and damage if Phantom Lancer has a Diffusal Blade.
  • This ability can disjoint projectiles.
  • Destroys trees around the targeted area.
Phantom Rush
Ability: Passive
Affects: Self
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
Max Trigger Distance:

Min Trigger Distance:

Movement Speed:
Bonus Agility:
Bonus Duration:
 600 / 700 / 800 / 900
 1500 (Level 25 talent)
 6 / 14 / 22 / 30
 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.
  • Illusions can use this ability.
  • Disabled by Break.
  • Can be dispelled.
Ability: Passive
Affects: Self
Grants Phantom Lancer and his illusions a chance to create an illusion when attacking.
Hero Chance:
Illusion Chance:
Maximum Illusions:
Illusion Duration:

Illusion Damage Taken:

Illusion Damage Dealt:
 40% / 45% / 50%
 5 / 7 / 9
 8 when made by the hero
 4 when made by illusions
 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 Tree[edit]

Talent Tree
+600 Phantom Rush Range 25 +20 Strength
15% Evasion 20 +15% Magic Resistance
15% Cooldown Reduction 15 +8 All Stats
+20 Attack Speed 10 +75 Spirit Lance Damage

Recommended Items[edit]

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

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 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[edit]

Level 1 2 3 4 5 6 7 8 9 10
Spell Spirit Lance Doppelganger Spirit Lance Phantom Rush Spirit Lance Juxtapose Spirit Lance Doppelganger Doppelganger Talent
Level 11 12 13 14 15 16 18 20 25
Spell Doppelganger Juxtapose Phantom Rush Phantom Rush Talent Phantom Rush Juxtapose Talent Talent

Early Game[edit]

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[edit]

With a Diffusal Blade you're able to kill most heroes solo, and contribute in teamfights. 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 survivability 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[edit]

Focus on items that increase your illusions survivability, 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[1]
  • 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 3.0
  • 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 2.0 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 2.0

See also[edit]

Notable Players[edit]

External links[edit]