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Spectre · Carry (pos. 1)

Spectre Guide

Complete guideData-drivenMediumPatch 7.41
267Updated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

Spectre is a melee Agility hero that Valve tags as Carry, Durable and Escape. It is played mainly as Carry (pos. 1): 90% of the public matches we measured, by starting lane and starting items. In this guide you play it as Carry (pos. 1): your job is to farm efficiently, hit your item timings and win the late game. The kit brings mobility with Shadow Step. Its ultimate is Haunt. This patch, Spectre wins 52.9% of the 378,629 public matches we measured (S tier on our ladder).

Strengths

  • Haunt can swing team fights: it hits several enemies at once.
  • Mobility: Shadow Step gets Spectre in and out of fights.
  • Valve tags Spectre as Durable: it stays in fights longer than most heroes.
  • Scales into a late-game threat as the items come in.

Weaknesses

  • Melee: has to walk up to its target, which makes the lane harder against ranged heroes.
  • Low base armor (0): vulnerable to physical harass early on.
  • Item-dependent: weak until Radiance is done.

Builds

Most-played build

BalancedRecommended
Open build

When to use it

The items most bought with this hero, phase by phase. Pick it when you don't have a clear reason to deviate. Built from what Spectre players buy in the public matches we measured.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Seen from RadiantRadiant · bottom leftDire · top right
  1. Safe laneMain96% of matchesSafe lane as the farming core (pos. 1).

Starting items

Iron BranchQuelling BladeTangoMagic StickFaerie FireCirclet

Early game

Urn of ShadowsWraith BandBracer

Core items

  1. 1Radiance
  2. 2Manta Style
  3. 3Hand of Midas
  4. 4Blade Mail

Boots

Power Treads

Late game

Eye of SkadiSkull BasherAbyssal BladeBlack King Bar

Skill order

Max order:Spectral Dagg…›Dispersion›Shadow Step

Ability1234567891011121314151617
●·●·●·●··········
·●·········●·●●··
···●···●●●·······
·····●······●···●

Talents by level

  1. +4% Dispersion
    +12% All Spectre Illusion Damage
    25
  2. +300 Health
    +15% Spectral Dagger Slow/Bonus
    20
  3. +1.0s Shadow Step Duration
    +80 Spectral Dagger Damage
    15
  4. -3s Spectral Dagger Cooldown
    +12 Desolate Damage
    10

Abilities

  • Spectral Dagger22 / 20 / 18 / 16s100 / 110 / 120 / 130 mpSpectre flings a dagger to draw a Shadow Path, dealing damage and slowing the movement speed of any enemies along the trail. Units hit by the dagger also trail a Shadow Path. While treading the path, Spectre moves faster and phases through otherwise impassable terrain.
    Damage
    80·120·160·200
    Movement speed change
    14%·16%·18%·20%
    Duration
    7
  • Shadow Step24 / 21 / 18 / 15s60 / 65 / 70 / 75 mpSends an uncontrollable illusion at a target that follows and attacks the target. The Reality sub-ability may be used to teleport to the illusion, destroying it.
    Duration
    3.5·4·4.5·5
    Illusion damage taken
    175%
    Illusion damage
    35%·40%·45%·50%
    Basic ability — moves you. Keep it to escape unless the kill is certain.
  • DispersionPassiveSpectre disperses part of the damage dealt to her, reflecting it to all nearby enemies. The effect lessens with distance.
    Damage reflected
    9%·12%·15%·18%
    Min radius
    350
    Max radius
    700
  • Reality1.5s25 mpSpectre assumes the target Shadow Step or Haunt illusion, destroying it.
  • DesolatePassiveSpectre and her illusions deal bonus Pure damage if attacking an enemy that does not have any allied units within a 350 radius around them.
    Damage
    23.5
  • Haunt160 / 150 / 140s125 / 175 / 225 mpCreates a spectral nemesis to haunt all enemy Heroes. Haunt illusions are uncontrollable, take extra damage, and deal less damage than Spectre herself. They ignore terrain. The Reality sub-ability may be used to teleport to the illusion, destroying it.
    Haunt duration
    6
    Haunt damage
    35%·50%·65%
    Haunt damage taken
    200%
    Ultimate — moves you and hits an area. Keep it to escape unless the kill is certain.

Most played skill order

The most played order in the last 100 professional matches with this hero. Highlighted levels are the points spent on talents.

Max order:Spectral Dagg…›Dispersion›Shadow Step

Ability1234567891011121314151617
●·●·●·●··········
·●·········●·●●··
···●···●●●·······
·····●······●···●

Strategy

1Early game

The first ten minutes are about last hits. Stay close to your supports, deny when you can and only trade when the enemy offlaner overextends: a death now costs more than any kill is worth. Trade right-clicks only when the enemy walks up to last hit, and step back as soon as their support shows up.

  • Early items: Urn of Shadows and Wraith Band.

2Mid game

With Radiance done, farm the lanes the map lets you farm safely and join the fights that happen near you. Your team is making space; your job is to turn that space into items like Manta Style. Your spikes are level 6, when Haunt comes online, and your core items: Radiance and then Manta Style.

  • Core items: Radiance, Manta Style and Hand of Midas.

3Late game

Late, you are the win condition. Farm dangerous areas only with vision, group for Roshan and high ground, and keep gold for buyback: dying before the fight loses the game.

  • Late items: Eye of Skadi and Skull Basher.

4Team fights

Walk in after the enemy has used their key disables, hit whatever you can reach safely and keep Shadow Step for getting out. Use Haunt where it hits the most enemies or catches the key target.

Tips

  • Last-hit every creep you can in the first ten minutes: Spectre needs Radiance before taking real fights.
  • If you can't see the enemy supports on the map, assume they are coming for you and farm closer to your towers.
  • Once Manta Style is done, stop farming alone: move with your team to take towers and Roshan.
  • From the mid game on, keep enough gold for buyback before buying your next big item.
  • Plan fights around Haunt: without it, Spectre is far less threatening.
  • Keep Shadow Step for getting out, not for chasing.

Matchups

Strong against

  • Puck looks for fragile targets to jump on; Spectre is built to take hits and makes that dive costly.

  • Ember Spirit looks for fragile targets to jump on; Spectre is built to take hits and makes that dive costly.

  • Riki looks for fragile targets to jump on; Spectre is built to take hits and makes that dive costly.

Weak against

  • Spectre has to walk up to start a fight, and Light Strike Array (stun) stops that engage before it lands.

  • Spectre has to walk up to start a fight, and Blast Off! (stun) stops that engage before it lands.

  • Spectre has to walk up to start a fight, and Paralyzing Cask (stun) stops that engage before it lands.

Works well with

  • Divine Favor from Chen keeps Spectre alive, and Spectre is the damage the team needs to protect.

  • Cold Embrace from Winter Wyvern keeps Spectre alive, and Spectre is the damage the team needs to protect.

  • Nightmare from Bane holds enemies in place for Haunt from Spectre.

Changelog

  1. Guide created for patch 7.41.

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