- Tittle: The One-Man Gangbanger
- Author: Kwanz4
Phantom Lancer is my favorite hard carry - he is great fun to play when he gets his items and he is such a great, lategame powerhouse. It never gets old to see images pop up left and right when you are right-clicking your enemy.
When Phantom Lancer gets his farm, he has a very large presence on the map along with his illusion-pushing power that is simply amazing lategame.
This guide is meant for inhouse players--it will teach you (assuming that you don't already know) which items to get, when to get them, and how to be more effective at playing Phantom Lancer.
Note: Please keep in mind that I try to avoid stating the obvious in the hero counters section, where most people tend to list generic disablers as counters. Heroes, such as Lion, have been discussed as counters ad nauseum. Lastly, I am not, in any way, trying to say that I am pro. Some people, after seeing the words "competitive," immediately assume that I am a wannabe pro. This is not the case - this guide is simply meant for people who play inhouses. Because I'm assuming that you play inhouses, this guide will lack a gameplay section because I assume that this should be easy enough for you to figure out on your own.
Strengths:
- Lategame beast
- Good attack animation
- Synergizes well with a lot of heroes
- Effective harasser in-lane with the proper laning partners
- Good agility gain
- Excellent pusher - large presence on the map
- Can win a fight without even being there
Weaknesses:
- Cleave/constant sources of aoe hurt(s) him
- Fragile early game
- A little more item dependent than other carries
- Is inflexible in regards to item build choices
- His escape mechanism is easily countered
- Low base movespeed
- Melee
When to Pick Phantom Lancer
- The enemy has a lot of blink-dagger initiators
- You want a lategame pushing beast
Hero Abilities

Throws a magical spirit from his lance at a target, damaging it and slowing it down for 3 seconds. An illusion is created attacking the target.
- 1. Mana 125 / Cooldown 7 / Duration 3.25 seconds / Deals 100 damage and Cripples for 10%. Illusion lasts 2 seconds
- 2. Mana 130 / Cooldown 7 / Duration 3.25 seconds / Deals 150 damage and Cripples for 20%. Illusion lasts 4 seconds
- 3. Mana 135/ Cooldown 7 / Duration 3.25 seconds / Deals 200 damage and Cripples for 30%. Illusion lasts 6 seconds
- 4. Mana 140 / Cooldown 7 / Duration 3.25 seconds / Deals 250 damage and Cripples for 40%. Illusion lasts 8 seconds
- Damage type: magical
- Illusion deals 20% damage and takes 400%.
- Nearby illusions will face the target and play a slam animation momentarily.
- The projectile can't be evaded by blink or windwalk.

Allows the Phantom Lancer to become invisible for a period of time, leaving behind a duplicate of himself to confuse enemies. 15% movement bonus at all levels.
- 1. Mana 150 / Cooldown 30 / 8 seconds / Allows the Phantom Lancer to become invisible, leaving behind an illusion
- 2. Mana 120 / Cooldown 25 / 8 seconds / Allows the Phantom Lancer to become invisible, leaving behind an illusion
- 3. Mana 90 / Cooldown 20 / 8 seconds / Allows the Phantom Lancer to become invisible, leaving behind an illusion
- 4. Mana 60 / Cooldown 15 / 8 seconds / Allows the Phantom Lancer to become invisible, leaving behind an illusion
- Illusion deals 20% damage and takes 400%.
- Has a 0.001s fade time.

Whenever the Phantom Lancer attacks he will have a 12% chance to create a duplicate of himself. Duplicates last 20 seconds.
- 1. Duration 20 seconds / Limit of 2 images.
- 2. Duration 20 seconds / Limit of 4 images.
- 3. Duration 20 seconds / Limit of 6 images.
- 4. Duration 20 seconds / Limit of 8 images.
- Illusions deal 20% damage and take 450%.

Gives the Phantom Lancer an edge in combat by increasing Juxtapose's image generation and increasing magic resistance. Additionally, it enables his images to generate their own images.
- 1. 10% magic resistance. 3% chance illusions will duplicate, 2% increase in Juxtapose.
- 2. 15% magic resistance. 5% chance illusions will duplicate, 4% increase in Juxtapose.
- 3. 20% magic resistance. 7% chance illusions will duplicate, 6% increase in Juxtapose.
- Spell resistance stacks with that from items.
- Illusions deal 20% damage and take 450%.
Skill Build
Common Build
- Level 01 - Doppelwalk
- Level 02 - Spirit Lance
- Level 03 - Spirit Lance
- Level 04 - Doppelwalk
- Level 05 - Spirit Lance
- Level 06 - Doppelwalk
- Level 07 - Spirit Lance
- Level 08 - Doppelwalk
- Level 09 - Juxtapose / Phantom Edge
- Level 10 - Phantom Edge / Juxtapose
- Level 11 - Phantom Edge
- Level 12 - Juxtapose
- Level 13 - Juxtapose
- Level 14 - Juxtapose
- Level 15 - Stats
- Level 16 - Phantom Edge
Justification: Doppelwalk is normally gotten at level 1 because you rarely need a nuke at level 1--you then max out spirit lance for better early game power. DO NOT GET PHANTOM EDGE AT LEVEL 6. Some people say "phantom edge must be gotten at level 6 because it provides magic-resistance." Yes, it does provide magic resistance, but that's kind of useless at this very early stage of the game and given the bad hp you have. If you want survivability, get stats instead.
Stats Build
- Level 01 - Doppelwalk
- Level 02 - Spirit Lance
- Level 03 - Spirit Lance
- Level 04 - Stats
- Level 05 - Spirit Lance
- Level 06 - Stats
- Level 07 - Spirit Lance
- Level 08 - Stats
- Level 09 - Juxtapose / Phantom Edge
- Level 10 - Phantom Edge / Juxtapose
- Level 11 - Phantom Edge
- Level 12 - Juxtapose
- Level 13 - Juxtapose
- Level 14 - Juxtapose
- Level 15 - Stats
- Level 16 - Phantom Edge
Justification: This build is just as acceptable as the common build. Arguably, you only need to put one level into doppelwalk--you probably aren't going to get ganked more than once every 30 seconds. Getting early stats provides more survivability, last-hitting power, and a bigger mana pool for harassing with your lance.
Item Build
Starting






- Quelling Blade: For last-hitting and juking. You can get a ring of protection instead, but some ranged heroes with good base damage might outhit you if you do so (if your support isn't harassing properly - or if you're playing a pub). Note: IF YOU ARE FULLY CONFIDENT WITH PL'S GREAT BASE DAMAGE THEN FEEL FREE TO NOT GET QUELLING BLADE (you could go for slippers to convert them to PMS instead).
- Ironwood Branches: For stats and to later upgrade to a magic wand. Stats obviously provide better survivability as opposed to no stats, and starting out with branches is much more cost-effective.
- Salve: Merely for the HP regeneration. Try to only use it if you need the regeneration quickly.
- Tangoes: For over-time HP regeneration. These shouldn't need an explanation.
Core
Main



- Great for pushing in tandem with your illusions.
- Annoying for blink initiators on the other team.
- Great on good chasers, like you.
If you cannot rush radiance in time, and if your farm is going to be delayed, get a diffusal blade first instead. Or if they have an Ursa on the other team, you will want to get diffusal blade before radiance.


- You can teleport to any lane for more freefarming
- Great for avoiding ganks, especially if someone brings dust
- The mobility that it offers, in general, is a must-have for any hero
Extension



Luxury






Rejected




Sange and Yasha: This is also a really popular pub item. Don't get it for Phantom Lancer. This shouldn't be considered a cheap replacement for Manta, because SnY is like Skadi - which also shouldn't be gotten for PL. The maim isn't needed because you are already a good chaser, and Manta offers much more dps. Avoid getting SnY at all costs.
Edited by basicdotaguide.blogspot.com