Phantom Lancer Item Build and Gameplay Guide

Guild of Guardians


Elite Gamer
Nov 3, 2014
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Phantom Lancer Guide - Advantages, Weaknesses, Drafting, Item Build and Gameplay

  • Excellent pusher
  • Difficult to find the real target
  • Hard to kill (escape ability)
  • Highest agility gain hero in the game

  • Fairly squishy at the start
  • Doom when enemy team had lots of disable/stun
  • Very late carry (need to be well farmed in order to be useful)
  • Very weak killing potential (i.e must have helped from teammate to gank successfully at the start of game)
  • Aoe can stop the pushing momentum of pl very easily

Do not pick:
  • AoE Damage/Disabler enemies
  • Earthshaker/axe enemies
  • lazy farmer
  • 1vs1 enemies
  • need amazing pusher
  • you want to create chaos in war

Role: Carry - Escape - Pusher

Skill Build
  • Level 1: Spirit Lance
  • Level 2: Doppelwalk
  • Level 3: Spirit Lance
  • Level 4: Doppelwalk
  • Level 5: Spirit Lance
  • Level 6: Juxtapose
  • Level 7: Spirit Lance
  • Level 8: Juxtapose
  • Level 9 : Juxtapose
  • Level 10: Juxtapose
  • Level 11: Phantom Edge
  • Level 12: Phantom Edge
  • Level 13: Doppelwalk
  • Level 14: Doppelwalk
  • Level 15: Stats
  • Level 16: Phantom Edge
  • Level 17-25: Stats

Why maxed Spirit Lance first? Spirit Lance is your main nuke. You need this for chasing enemies, harass enemies, and for team fights. You should be maxed nukes in early game because enemy's HP is still relatively low.

Why take 2 Dopplewalk in the early game? This will reduce mana cost and cooldown for Doppelwalk that makes this skill usable in a dangerous situation.

Why not taking Phantom Edge on the early game? On early game, your attack speed is low, and not recommended to increase this because you should haven't increase your Juxtapose because your skill point should be used for the more important Spirit Lance, your main nuke, and Doppelwalk for escaping if you are in danger.

Item Build and Gameplay

Early Game

First Items
  • Quelling Blade
  • Stout Shield
  • Tango
Core Items
  • Power Treads
  • Ring of Aquila
  • Drum of Endurance
Strategy: On early game, what you need is to farms as much as you can. You are a carry. Your job is to farm. You must get items as fast as you can and hoping with your items you can dominate late game team fights. You should last hits carefully and you can harass enemies once in a while by using the Spirit Lance.

If you are being ganked, you should use Dopplewalk immediately. You can also farms in the jungle if you already level up your Juxtapose because you need your clones to helps you tank neutral's damage and also deals damages to neutrals. If you can earn gold so fast, your team will receive more benefits from you because you will deal more damage from the better items.

Mid Game

  • Diffusal Blade
  • Crystalys
Strategy: You should continue your farms in mid game too. Try to earn golds as quickly as you can and gets your items as fast as possible. You need items, that's your nature, you are a carry. You can farm in the jungle or in lane, and in ancient. The faster you get your items the better. If you are being ganked and you're alone, better use Doppelwalk to run away.
You can also help your friends for killing enemies using Spirit Lance and slows down the enemy for chasing.

Late Game

  • Heart of Tarrasque
  • Daedalus
  • Manta Style
  • Abyssal Blade
  • Butterfly
Strategy: Your biggest part in a match is in the late game. Here you will be the main dps-er for your team. You have lots of illusions that deals tons of damages. You can kill anyone so fast in a late game.

You can deal tons of damages, don't be afraid of opponents, but the opponent who should afraid of you.

Usually enemy will run if see too many of your images, he then will back to base so you can push and destroys their base.

Friends and Enemies


Mana Regen
  • Crystal Maiden
  • Keeper of the Light
  • Drow Ranger
  • Enchantress
  • Night Stalker
  • Dazzle
  • Omniknight

  • Earthshaker
  • Enigma
  • Legion Commander
  • Queen of Pain
  • Tidehunter
  • Magnus
Medusa - Stone Gaze and Split Shot Clear your clone.
  • Medusa
Axe - Your clone will only trigger his Counter helix.
  • Axe

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.