Our own data, from ranked matches above 7500 MMR.

Adaga Sufocante
Lança uma adaga que retarda o movimento da unidade inimiga, causando 80+75% do dano de ataque do usuário como ataque físico, além de aplicar os efeitos de ataque dos seus itens e habilidades.

Ataque Fantasma
Teletransporta-se a uma unidade, seja ela aliada ou inimiga, e fornece bônus de velocidade de ataque ao atacar no caso de ser inimiga.

Ofuscada
A Phantom Assassin ofusca o seu corpo, anulando projéteis que a têm como alvo, aumentando a sua velocidade de movimento e impossibilitando que seja vista até que se aproxime de torres ou heróis inimigos.

Chuva de Facas
A Phantom Assassin lança lâminas afiadas ao seu redor, causando dano proporcional à vida máxima de cada vítima no impacto e aplicando uma quebra.

Imaterial
A Phantom Assassin foca no seu interior, aumentando a sua habilidade de se esquivar de ataques inimigos. Acumula-se decrescentemente com outras fontes de esquiva.

Coup de Grace
A Phantom Assassin aperfeiçoa as suas habilidades de combate, tendo assim a chance de obter um Foco Mortal a cada ataque. Ao atacar com o Foco Mortal , a Phantom Assassin consumirá o efeito para garantir um acerto crítico. A Adaga Sufocante tem uma chance adicional de ativar Foco Mortal .
The Phantom Assassin is the hero that appears the most in a student replay that says the same phrase: "I did well, the team that lost". Most of the time KDA confirms it. And most of the time the replay shows something else: AP spent the entire game killing the target that didn't matter, in the place that didn't matter, the minute it didn't matter.
Grace's Coup makes AP look strong all the time, because the number that appears on the screen has been giant since minute 10. But that's not her power curve. She has three distinct phases:
| Window | What PA is | What to do |
|---|---|---|
| 0 to 12 min | A lane that needs not to lose | Last hit and Blur, nothing more |
| 12 to 30 min | The Strongest Hero in the Game by Gold Invested | Force map, kill support, take tower |
| 30 min onwards | A medium carry that evaporates with dispel and magic |
The most costly mistake isn't dying. It's wasting the middle window. AP that farms calm until minute 35 is late for the game itself: the enemy has already bought Ghost Scepter, Force Staff, and detection, and her Dagger now finds formed teams instead of loose supports.
The Battle Fury is once again competitive in PA for a reason that is not damage: it is the speed of conversion of wave into gold within the 12 to 30 window. Don't buy out of habit or because you saw it in a pro. The question is only one:
*Will I have map space to farm wave and jungle in the next ten minutes?*
AP item is a bet on the map, and the map is the information that the build page doesn't have.
Blur is one of the best defensive abilities in the game and the most misused: half of the players only turn it on after it is already being attacked. Its value is in turning it on before entering, because it reduces the attack damage you will receive when passing through the enemy formation, and in the passive evasion that decides every exchange against physical attack carries.
The honest counterpoint: against Monkey King, Bloodseeker, Slardar , and any true detection, Blur doesn't exist. Against those, AP needs a real defensive item, and dwelling on damage is how the game becomes "I did well and lost."
Phantom Strike is not for getting close. It is for choosing which enemy hero will die. A Dagger spent to walk faster through the jungle is a Dagger that will not be available when the enemy support positions itself badly in the fight that comes in ten seconds.
*Who do I need to kill for this fight to end, and can I reach that person?*
If the answer is "their carry, and he's after two stuns," AP shouldn't come in. She should wait for the formation to open. That kind of patience is what separates AP with beautiful KDA from AP that closes the game.
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See plansMost played4 matches, 25% win rate
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19Highest win rate3 matches, 33% win rate
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17Starting items
81%
81%
63%
63%
56%
31%
31%
6%Core, in the order it usually comes out
min 15100%
min 2088%
min 2231%
min 2450%
min 2756%
min 3044%
min 2963%
min 3260%
min 3164%Situational
min 6100%
min 12100%
min 1794%
min 3319%
min 3319%
min 2618%
min 3313%
min 3917%
min 2313%
min 359%
min 3313%The numbers come from the top of the ladder. What they do not say is whether the build holds up in the games played here. Your answer is what adjusts that.
Advantage in points over Phantom Assassin's usual win rate: negative means trouble. World data comes first (STRATZ and OpenDota); our high-MMR matches take over once the sample is big enough.
OpenDota, public ranked matches from the last 7 days
Win rate
51.7%
566,694 matches
Pick rate
14.0%
of matches include the hero
Pro scene
no picks or bans this week

