Lore & Bio
"We outnumbered you. We outnumber them all!"
The isolated village of Pole had know idea that the war was about to start in the center of the kingdom. What they did care for was just spearfishing and their daily meal. However, the war was inevitable. And to prepare for the war, they would conscript people for the army and Azwaith was one of them. Azwaith, a humble lancer, vowed to protect the peaceful life of the citizens living in his kingdom. Shoulder by shoulder with his kin in the final fight with the Dread Magus Vorn, the death of his fellows was unavoidable. As they were getting closer to the fortress, only Azwraith was still alive and he managed to sneak into the fortress.
The demise of his brothers had fueled the rage and anger inside him. Azwraith disabled the fatal traps of the wizard and summoned guardians. He soon arrived at Vorn’s tower sanctum. He dueled with Dread Magus Vorn and their weapons clashed with each other. While the chaos had no sign of ending at the bottom of the tower, Azwraith somehow managed to pierce his opponent. When being defeated, the wizard shattered into many shards of light, piercing his murderer with power.
As the dust fell and the smoke of battle cleared, Azwraith realized that he was standing among his kin. However, these brothers had the same clothes as him as well as weapons. In addition, he could read these brother’s minds. Soon his allies would get to this place so he ordered these phantoms to conceal themselves, and they all vanished into the thin air. When the troops arrived at the sanctum, they discovered the warrior who had defeated the wizard was no longer a living being but a phantom instead.
In-game, Phantom Lancer is described as:
“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.”
Attribute & Stats
Strength: 19 + 2.2 each level;
Agility: 26 + 3.2 each level;
Intelligence: 21 + 2 each level;
Health regeneration: + 3.4 each second;
Mana regeneration: + 1.05 each second;
Damage: 52 - 62;
Magic Resistance: 25%;
Turn Rate: 0.6;
Attack Range: 150;
Attack Speed: 100;
Projectile speed: Instant;
Attack Animation: 0.5+0.5;
Sight Range: 1800/800;
Base Attack time: 1.7 seconds per attack;
Damage Block: 16;
Collision size: 8.
Abilities & Talents
The health granted by talent will expand the health pool and remain the current health percentage.
The evasion granted by talent can stack with other evasion which is provided by allies or items.
Break can not disrupt the critical strike granted by talent.
The critical strike boosts attack damage by an average of 24%.
Can stack with other proc chances sources.
Skills building guide
In this build I will focus on guiding you how to play Phantom Lancer as a hard carry. So in the first three levels, you should place one point in each ability to maximize your damage and mobility in the early game. The first ability I recommend you max out is Phantom Rush as It is useful to approach the enemy as well as run away from the gank or when being sieged by enemies. Furthermore, the agility bonus granted by this spell also increases the damage output and survivability of him.
The second ability to max out is Doppelganger. The reason why you should max out this ability is because of the confusion it can cause on the opponents. They don’t know which target they should focus on. In addition, It also increases the amount of damage that Phantom Lancer can deal on the enemy. And Spirit Lance is our last priority. However, Spirit Lance is extremely useful when chasing the enemies and securing the kill due to the slow debuff so you should place one point in level 1 in order to gain the advantage when trading skills. Don’t forget to add a point on Juxtapose in level 6 or whenever possible.
Spirit Lance (Unit Target, Magical)
Effect: Phantom Lancer puts his lance head in the ground, sending a glowing wave towards the target which creates an illusion standing next to the target and dealing damage.
Mana cost: 120
Cooldown: 7 (Talent 5)
Cast Animation: 0.3+0.73
Cast Range: 525/600/675/750
Number of Targets: 1
Move Speed Slow: 10%/18%/26%/34%
Illusion Damage Dealt: 20%
Illusion Damage Taken: 400%
Illusion Duration: 2/4/6/8
Slow Duration: 3.25
Upgradable with Aghanim’s Shard:
- Effect: The glowing wave will bounce to the nearby enemy within 750 radius.
- Number of Targets: 2
- Illusion Damage Dealt: 60%
- Bounce Distance: 750
The traveling speed of the Spirit Lance is 1000.
The damage will be dealt after the debuff is applied.
The illusion is summoned when the glowing wave hits and deals damage or applies slow debuff on the target.
The illusion is created arbitrarily around the target which is 58 range away from the target.
The fake Spirit Lance can be cast by Phantom Lancer’s illusions if they are within the 675 range around Phantom Lancer.
They also simulate the cast animation and release the fake lance simultaneously with the real one.
If no order is placed on the illusions, they will face the target and cast fake lances.
When illusions move or attack, they keep moving or striking and do not turn to face the target. They continue to use the cast animation, which overrides their move and attack animations.
The fake lances will not be released if the cast is canceled. However, the illusions still play the whole cast animation.
The fake lances have no interaction with anything and have no effect on impact.
If the enemies destroy the illusions, they will gain 5 golds and 5 experience regardless of the level of the Spirit Lance.
With the upgrades from Aghanim’s Shard, a unit within a 70 radius will be affected by Spirit Lance.
The invisible units or units in the Fog of War can not be targeted by the bounce.
Each unit will be hit by Spirit Lance once per cast.
The glowing wave of Spirit Lance can not bounce to the target when they turn invisible or hidden.
The total damage all bounces can deal before any reduction is up to 200/320/440/560 damage.
Doppelganger (Unit Target)
Effect: Phantom Lancer dazzles for a short amount of time and creates two doppelgangers standing nearby him.The two newly summoned doppelgangers have distinct characteristics: one absorbs regular damage and deals none, while the other receives 500% additional damage and deals -80% less damage.
Cooldown: 25/20/15/10 (Talent 21/16/11/6)
Mana Cost: 50
Cast Animation: 0.1+0
Cast Range: 575
Reappear Radius: 325
Illusion Gather Radius: 900
Reappear Delay: 1
Number of Illusions: 2
- First Illusion Damage Dealt: 0%
- First Illusion Damage Taken: 100%
- Second Illusion Damage Dealt: 20%
- Second Illusion Damage Taken: 600%
- Gathered Illusion Duration Extension: 2
- Doppelganger Illusion Duration: 8
When Phantom Lancer is dazzling, the projectiles and some spells can not affect him.
During the reappear delta, Phantom Lancer and his illusions are immune to damage and cannot move, attack, cast spells and use items. If the order is placed, it is queued and will be applied after that.
Two illusions are created and they all face in the same direction with Phantom Lancer when the Doppelganger is upon cast.
Other illusions that have assembled keep their previous facing angle.
The Phantom Lancer and his illusions reappear in the plus-like shape with a slight difference.
The illusions will continue to attack, move or what they were doing after reappearing.
The tree within the 150 radius when Doppelganger is cast will be chopped down.
The duration of the illusions will be expanded if they are gathered with Doppelganger. This has no effect on the two illusions generated with this spell.
Because it takes 1 second for the illusions and Phantom Lancer to emerge, they essentially acquire 1 second of extra duration when they cast.
Phantom Lancer and his allies can tell the differences between the normal damage taking and no damage dealing illusion and other illusions based on the brightness. It is brighter than the others.
The 600% damage taking and 20% damage dealing illusion is no different from other Phantom Lancer’s illusions.
Only the illusions generated by Doppelganger are applied to the default bounty values which scale with levels.
Only death can disrupt when Doppelganger is upon cast.
Phantom Rush (Toggle)
Effect: Phantom Lancer locks on a target and then rushes towards this unit. Phantom Lancer’s illusions can cast this spell too.
Min Proc Distance: 200
Max Proc Distance: 600/675/750/825 (Talent 900/975/1050/1125)
Haste Speed: 800
Agility Bonus: 10/20/30/40
Max Rush Duration: 5
Agility Duration: 2
Can be turned off to prevent activation.
Only Phantom Lancer has the ability to toggle it, and it is still set to Off for his illusions.
Phantom Rush is only triggered when the player Right Click or press A. Phantom Rush is not activated by auto-attacks or ground-targeted commands.
Phantom Rush may be activated on any target, including wards and structures.
Phantom Rush can not be stopped by disarm or ethereal effects. Phantom Rush can not target attack immune units.
Phantom Lancer gains the rush boost upon activation, which gives haste and phased mobility.
The buff will end if it reaches its duration (5 seconds), hits the target successfully or receives another order.
Non-targeted items have no impact on the rush while ↓↓ Double-tapping item abilities which are considered as targets can disrupt the rush.
When Phantom Lancer is stunned, cycloned, asleep, hexed, or hidden, the rush boost is also removed.
Roots only interrupt the buff for a while and he continues to rush after that when the effect has worn off.
When being taunted, Phantom Lancer will rush to the taunting target without losing his buff.
Fear does not disable this buff but will force him to rush in the opposite direction.
Phantom will dash to the last known location before the target turns invisible or gets into the Fog of War.
The agility buff is granted right after he loses the rush buff.
Regardless of how the rush buff is lost, He always is granted an agility buff.
Phantom Lancer will receive 1.67/3.33/5/6.67 armor, 10/20/30/40 attack speed, and 10/20/30/40 attack damage.
Juxtapose (Passive, Self)
Effect: Phantom Lancer has the ability to fragment his presence and create an illusion of himself. Illusions have the potential to shatter even more. Illusions generated by Phantom Lancer have an 8-second duration, whereas illusions created by other illusions have a 4-second duration.
Hero Proc Chance: 40%/45%/50%
Illusion Proc Chance: 8%
Max Illusions: 6/8/10
Illusion Damage Dealt: 22% (Talent 27%)
Illusion Damage Taken: 650%
Illusion Duration (from Hero): 8
Illusion Duration (from Illusion): 4
Upgradable by Aghanim’s Scepter:
- Effect: The nearby allies also dazzle and generate several copies of themselves.
- Mana cost: 75
- Cooldown: 40
- Cast Animation: 0+0.54
- Max Illusions: 8/10/12
- Active Spawn Radius: 550
- Active Illusion Duration: 18
An illusion will be created if Phantom Lancer attacks on the target.
Attack wards can generate illusion but no illusion is summoned when attacking buildings.
Pseudo-random distribution mechanism is applied on Juxtapose.
Juxtapose’s illusions will attack on the target which the spell is cast on.
Juxtapose’s illusions can use Phantom Rush if the target is in the range.
Killing Juxtapose’s illusion will grant the killer 5 golds and 5 experience for all levels.
The illusions will be summoned 72 range away from Phantom Lancer which is on either north, east, south or west side of him.
Juxtapose can apply on the illusions which are created by items like Manta Style or other abilities like Reflection, not just the ones summoned by his abilities.
This implies that the enemy illusions of Phantom Lancer can benefit from Juxtapose.
With an upgrade from Aghanim’s Scepter, Juxtapose becomes an active spell and the passive component is still active.
The present Juxtapose’s illusions will vanish if the new Juxtapose is cast.
An illusion will be generated every 0.05 seconds, beginning right after the spell is cast, which means the total duration of spawning is 0.35/0.45/0.55 seconds.
The illusions are summoned arbitrarily within the active radius.
Effective items guides
Enchanted Mango restores a large amount of mana instantly which helps him cast the spells without hesitation.
Tango keeps Phantom Lancer in lane longer by regenerating his health within a specific period.
Healing Slave instantly restores a great amount of health so Phantom can spend less time at the fountain.
Iron Branch: grants decent attributes and can be used to update into Magic Wand later.
Magic Wand instantly restores mana and health which helps Phantom Lancer to cast his spells more frequently.
Boots of Speed
Boots of Speed: increases mobility.
Infused Raindrops makes him survive better when encountering heroes relying on magical damage. In addition, It also keeps his mana in a sustained level by granting mana regeneration.
Power Treads can make Phantom Lancer become tankier by granting strength. Furthermore, the illusion can also take advantage of that bonus. In case he needs the mana to cast more spells, switching to Agility Power Thread is not a bad idea.
Diffusal Blade’s Mana Break can slow the enemy down which allows Phantom Lancer to catch up with easily and to deal his enormous damage on the enemy. Besides, the mana burn from this item can prevent enemies from spamming their spells which means they either deal damage or run away.
Manta Style: besides the bonus stats, movement and attack speed it grants which synergizes well with Phantom Rush, its activation works well with Doppelganger as it creates 2 more illusions which directly increase Phantom Lancer damage output.
Eye of Skadi
Eye of Skadi expands Phantom Lancer ’s health and mana pool besides other bonuses. Furthermore, its activation slows the enemies which keeps them in the range which Phantom Lancer can use up his abilities to deal damage.
Heart of Tarrasque
Heart of Tarrasque: A total 1300 health and 14.5 health regeneration are what Phantom Lancer receives when buying this item. Phantom Lancer and his illusions can survive longer in a teamfight and keep their health in the sustain state.
Butterfly is a cost effective item in the late game as it makes him become more durable by granting evasion.
Vanguard improves his tankiness by expanding the health pool and granting health regeneration. It can be upgraded into an Abyssal Blade later.
Sange and Yasha
Sange and Yasha grants strength and agility which is essential for Phantom Lancer and his illusions. You can ignore this item if you already purchase Manta Style as the speed granted from Yasha does not stack.
Daedalus’s critical strike can help Phantom Lancer deal with the enemy who is super tanky or has a big health pool.
Boots of Travel
Boots of Travel allows Phantom Lancer to split push in the late game as well as to return the fountain quicker.
Abyssal Blade grants Phantom Lancer damage block and bonus health which makes him tankier. Furthermore the stun and bash debuffs are extremely useful when preventing the enemies from escaping.
Monkey King Bar
Monkey King Bar can pierce the evasion which means the increase in damage output besides the attack damage and attack speed bonus. However, it is an expensive item so you should think twice before purchasing it.
Black King Bar
Black King Bar: The immunity granted from BKB can prevent Phantom Lancer from being rooted, stunned or other disables by enemy heroes which means he can chase the enemy easily and deal damage or get away the gank by using Phantom Rush.
Enemies & Allies
Bane: Phantom Lancer has plenty of time to generate many illusions because to Bane's extended disable with Fiend's Grip.
Crystal Maiden: Phantom Lancer may use Arcane Aura to spam Spirit Lance in the early game. Phantom Lancer may use Frostbite and Crystal Maiden's slows to track down foes.
Dazzle: The damage from Shadow Wave is multiplied by Phantom Lancer's numerous illusions, allowing Dazzle to deliver up to 980 physical damage to nearby opponents. Phantom Lancer may get off a Doppelganger, escape to safety, and then return to the battle after a few heals with a timely Shallow Grave. If the adversary has already utilized their AoE abilities, finishing off Phantom Lancer might be difficult due to his chaotic nature.
Jakiro: Phantom Lancer may charge foes without fear from a long distance thanks to Ice Path. Diffusal Blade's delay aids Jakiro in aiming his powers.
Keeper of the Light
Keeper of the Light: Spirit Lance and Doppelganger may be used freely in the early game, especially in lane, thanks to Chakra Magic. Phantom Lancer may use Spirit Lance twice in a row if the cooldown reduction is timed appropriately. To do so, have Keeper of the Light perform Chakra Magic after you've used Spirit Lance. Phantom Lancer may instantly generate four illusions by using Doppelganger twice.
Oracle: Phantom Lancer can run down foes because to Fortune's End's extended range root and quick cooldown duration. False Promise allows him to build up a big illusion army in a short amount of time.
Shaman Shadow: Phantom Lancer can build up his illusions because to the extended disable time from Shackles and Hex.
Slardar: Phantom Lancer and his illusions strike harder thanks to Corrosive Haze's armor reduction, which compensates for his lack of burst damage.
Spirit Breaker: Phantom Lancer may attack the adversary at will because to Spirit Breaker's frantic start with Charge of Darkness and Greater Bash's stuns.
Undying: Decay reduces opponent health, making it simpler for Phantom Lancer to kill them without causing burst damage. Phantom Lancer uses Tombstone's sluggish zombies to wreak havoc on the battlefield, allowing him to beat down an opponent and produce illusions while attempting to destroy the Tombstone.
Venomancer: Phantom Lancer can stay on top of his victim without resting between attacks because of Venomancer's slows.
Others: Phantom Lancer will have ample time to make illusions and drain the other team's mana if they can create chaotic, long-lasting fights: Brewmaster, Earth Spirit, and Warlock.
Axe: Phantom Lancer is trapped in a series of illusions, and Berserker's Call aids in his capture. Phantom Lancer's illusions are swiftly dispelled when Counter Helix is paired with Blade Mail. Culling Blade frequently targets Phantom Lancer because of his low health in the early game.
Batrider: Batrider can shatter Phantom Lancer's illusions with several stacks of Sticky Napalm coupled with Flamebreak and Firefly. If Batrider can demolish all of Phantom Lancer's illusions, he'll be able to use Flaming Lasso on the actual one and bring him back to his team, perhaps stopping Phantom Lancer from escaping with Juxtapose.
Bristleback: Due to his lack of burst power, Bristleback's tankiness and damage reduction from the rear make him difficult for Phantom Lancer to follow down and finish off. Phantom Lancer's illusions are shattered by Quill Spray. Bristleback's passive costs no mana, therefore it will continue to function even if Phantom Lancer uses Diffusal Blade to deplete Bristleback's mana.
Centaur Warrunner: Phantom Lancer's illusions are shattered by Hoof Stomp and Double Edge. Blade Mail absorbs Phanton Lancer's damage when you retaliate together.
Dragon Knight: Breathe Fire and Elder Dragon Form's splash damage takes out Phantom Lancer's illusions quickly. If Dragon Knight can Dragon Tail the real Phantom Lancer, he and his team can quickly kill him before he has a chance to escape.
Earthshaker: Echo Slam deals tremendous damage when multiplied by Phantom Lancer's illusions.
Ember Spirit: Sleight of Fist, allows Ember Spirit to destroy all of Phantom Lancer's illusions. Flame Guard also deals significant damage to illusions, and protects against Spirit Lance. Phantom Rush is unable to catch Ember Spirit when he teleports to his Fire Remnants.
Grimstroke: Stroke of Fate clears Phantom Lancer's illusion easily as it deals bonus damage to more targets. Ink Swell can be used on an allied hero or Grimstoke himself to stun Phantom Lancer and his illusions. Phantom's Embrace and Soulbind have an undispellable debuff that can be used to mark the real Phantom Lancer.
Gyrocopter: Flak Cannon and Call Down destroy Phantom Lancer's illusions very quickly.
Hoodwink: Acorn Shot combined with attack modifiers such as Maelstrom or Daedalus makes a quick work of Phantom Lancer's illusions. Bushwhack will stun Phantom Lancer and his illusions if they're near a tree.
Jakiro: Dual Breath slows down Phantom Lancer and his illusions. Liquid Fire will not only deal AoE damage but also lowers Phantom Lancer's attack speed. Ice Path and Macropyre combo can easily clear all of Phantom Lancer's illusions.
Kunkka: Tidebringer and Kunkka's AoE abilities in general are effective in clearing Phantom Lancer's illusions.
Legion Commander: Overwhelming Odds deals high damage to Phantom Lancer's illusions. Duel's long duration prevents Phantom Lancer from using Doppelganger.
Leshrac: Leshrac's AoE abilities destroy Phantom Lancer's illusions. Diabolic Edict and Pulse Nova require no targeting, thus hitting Phantom Lancer whenever he's nearby.
Meepo: Poof from multiple Meepos will destroy illusions quickly. Earthbind's area root can catch Phantom Lancer in a group of illusions and prevent him from using Doppelganger for a long time.
Magnus: Empower helps Magnus' allies clear out illusions. Reverse Polarity and Skewer will pull Phantom Lancer along with his illusions, and reposition them together for easy nuking.
Pangolier: Pangolier's AoE abilities, especially Shield Crash, are very effective against Phantom Lancer's illusions.
Phoenix: Phoenix's AoE abilities can prove troublesome for Phantom Lancer. Fire Spirits dramatically reduces Phantom Lancer and his illusions' attack speed. Icarus Dive's movement speed reduction makes retreating difficult. Supernova burns away illusions, and is invulnerable to attacks from illusions.
Puck: Illusory Orb and Waning Rift are effective nukes against Phantom Lancer's illusions, especially in the early game. Dream Coil limits Phantom Rush's mobility during teamfights.
Razor: Plasma Field can destroy Phantom Lancer's illusions or damage them heavily. Static Link cannot be broken even with Doppelganger, serving as a marker for the real Phantom Lancer. Storm Surge gives Razor's high mobility to chase down Phantom Lancer making Spirit Lance and Diffusal Blade slow and useless. Eye of the Storm along with Aghanim's Scepter can quickly reduce Phantom Lancer's armor.
Sand King: All of Sand King's abilities deal AoE damage. Epicenter will usually eliminate all illusions in one cast. Phantom Lancer lacks any disables to stop the channelling.
Storm Spirit: Ball Lightning destroys illusions, avoids Spirit Lance, and makes Storm Spirit very hard to catch, even with Phantom Rush.
Sven: Great Cleave and God's Strength destroys illusions in just a few hits. Storm Hammer's AoE stun will hit Phantom Lancer when he's grouped up with illusions. Sven's low mana causes him to take less damage from Diffusal Blade. This is further reduced by the armor bonus from Warcry.
Tidehunter: Kraken Shell and Anchor Smash makes it very difficult for Phantom Lancer's illusions to damage Tidehunter. Ravage will stun the real Phantom Lancer while clearing most of his illusions. Anchor Smash reduces base damage, which is the majority of Phantom Lancer's auto-attack damage. An Aghanim's Scepter upgraded Gush slows down and reduces all of Phantom Lancer's illusions.
Timbersaw: All Timbersaw's abilities deal AoE pure damage and can easily deal with Phantom Lancer's illusions. Reactive Armor highly negates Phantom Lancer's physical damage, making him having a hard time killing Timbersaw.
Void Spirit: Astral Step and Dissimilate makes a quick work of Phantom Lancer's illusions. Resonant Pulse helps clear illusions and protects Void Spirit from Phantom Lancer's physical damage and with the Aghanim's Scepter upgrade, it prevents Phantom Lancer from casting his abilities. Void's Spirit mobility makes it hard for him to chase down with Phantom Rush.
Witch Doctor: Aghanim's Scepter upgraded Death Ward kills Phantom Lancer's illusions very quickly. Phantom Lancer's lack of burst damage and disables makes it hard for him to stop Death Ward's channel. Maledict cannot be dispelled by Manta Style or Doppelganger, and can be used to mark the real Phantom Lancer.
Others: Heroes with undebuffable debuffs can aid identify the genuine Phantom Lancer by using visual effects or debuff indications, assuming the debuff was put on the real Phantom Lancer in the first place:
- Phantom Lancer is marked with a very noticeable effect and is also silenced by Doom's Doom.
- On the actual Phantom Lancer, Bloodseeker's Rupture leaves a visible red trail. Phantom Lancer will only be debuffed by Ancient Apparition's Ice Blast, not his illusions.
- The Soulbind of Grimstroke is unbreakable.
- The Demonic Purge of the Shadow Demon is unstoppable.
- Monkey King's Jingu Mastery is impenetrable, and he is marked with a large yellow Mark.
- It will be tough for Phantom Lancer to take down heroes that require burst damage to kill: Timbersaw, Axe, Bristleback, Alchemist and Underlord. Regardless of Phantom Lancer's delusions, heroes wielding global nukes will target and kill him: Zeus
Both Aeon Disk and Crimson Guard will completely negate the damage of Phantom Lancer's illusions, even when Phantom Lancer has a considerable farm.
Battle Fury's cleave damage helps destroy Phantom Lancer's illusions.
Heaven's Halberd prevents Phantom Lancer from proccing Juxtapose places an undispellable debuff which helps identify the real Phantom Lancer.
Radiance's burn aura helps destroy Phantom Lancer's illusions, and its blind chance provides some protection from Diffusal Blade's mana burn.
Silver Edge breaks Juxtapose and Phantom Rush and places undispellable debuff which helps identify the real Phantom Lancer.
Maelstrom and Mjollnir's chain lightning helps clear Phantom Lancer's illusions.
Orchid Malevolence and Bloodthorn indirectly locks down Phantom Lancer by preventing him from using Doppelganger to disjoint or dispel.
Shiva's Guard helps clear out Phantom Lancer's illusions. The passive aura and active slow reduce Phantom Lancer's attack speed and regeneration.
Magic Wand helps his victims get off an escape ability.
Nullifier reveals the real hero as it is not dispellable and negates the safety of his many illusions, so the enemy can focus him down.
Gleipnir's AoE root prevents Phantom Lancer and his illusions from using Doppelganger.
Arc Warden: Flux is paused if even one illusion remains near Phantom Lancer. It can also be dispelled with Doppelganger. Phantom Lancer can also easily dodge an activated Spark Wraith, or use his illusions to trigger it safely. Phantom Rush allows Lancer to quickly close gap to get inside of Arc Warden's Magnetic Field. Phantom Lancer and his clones are able to quickly drain Arc Warden of his mana with a Diffusal Blade. This means Warden's Tempest Double will also be summoned without mana.
Bounty Hunter: Doppelganger dispels Track. Bounty Hunter also has no area of effect abilities to help with the illusions.
Chaos Knight: Chaos Knight's single target abilities are difficult to target against Phantom Lancer's illusions. Chaos Knight's lack of mobility makes him an easy target for Phantom Lancer to Phantom Rush and drain his already low mana pool.
Clockwerk: Doppelganger. lets Phantom Lancer jump in and out of Power Cogs. Clockwerk's low mobility makes him an easy target for Phantom Lancer to rush on, and overwhelm with clones.
Disruptor: Doppelganger lets Phantom Lancer instantly escape from Kinetic Field. Doppelganger is one of the most reliable ways to dodge Glimpse, other than spell immunity. Doppelganger dispels Thunder Strike.
Lifestealer: Aside from his ultimate, Lifestealer has no AoE abilities to deal with Phantom Lancer's illusions, nor does he have the mobility to escape Phantom Rush. Doppelganger dispels Open Wounds. Phantom Lancer usually builds Diffusal Blade, which a problem for a low already mana hero like Lifestealer.
Lone Druid: Lone Druid and his Spirit Bear lack mobility, and are easy overwhelmed after being slowed by Diffusal Blade. Savage Roar is useless since Phantom Lancer can return to fight him again with his Phantom Rush.
Pugna: Phantom Lancer creates way too many illusion for Pugna's Life Drain to destroy, overwhelming him easily. Doppelganger can dodge Nether Blast or dispel Decrepify. Diffusal Blade is a common item for Phantom Lancer to burn Pugna's large mana pool and deals a large amount of damage in the process.
Shadow Demon: Doppelganger dispels Soul Catcher and Shadow Poison. Demonic Purge slow is very ineffective against Phantom Rush. Beware that if Shadow Demon buys Aghanim's Scepter, Demonic Purge can disable Juxtapose, so check his inventory whenever possible. Phantom Lancer's illusions destroy Disruption's illusions very quickly.
Slark: Slark has no sustained AoE to fight off Phantom Lancer's illusions as they continually spawn. Spirit Lance can give vision of Slark by spawning an illusion, making it harder for him to juke and gain the passive bonus from Shadow Dance. Phantom Rush helps Phantom Lancer chase down Slark if he tries to escape with Pounce.
Templar Assassin: Phantom Lancer's illusions destroy Refraction charges very quickly.
Undying: Phantom Lancer's many illusions will easily destroy Tombstone, provided he has sufficient farm.
Viper: Although Viper Strike cannot be dispelled by Doppelganger, Viper's lack of mobility and AoE damage makes him an easy target for Phantom Lancer. Viper's various slows do not work against Phantom Rush. Although Phantom Lancer should be wary due to Nethertoxin applying Break.
Visage: Phantom Lancer's illusions will quickly destroy multiple layers of Gravekeeper's Cloak. Visage has no mobility mechanisms, making him a prime target for Phantom Rush.
Wraith King: Diffusal Blade lets Phantom Lancer drain Wraith King's mana, preventing Reincarnation from triggering until he buys an Aghanim's Shard. Wraith King is bad against illusions-based heroes, as Wraithfire Blast is his only single-target disable and can get overwhelmed easily. Doppelganger can disjoin Wraithfire Blast.
Others: Phantom Lancer will be difficult to defeat for heroes that lack AoE abilities: Phantom Rush: Broodmother Heroes, Clinkz, Phantom Assassin, and Broodmother Heroes with single-target abilities and poor mobility are all extremely simple targets for Phantom Rush: Broodmother Heroes. Illusions like as Terrorblade, Chaos Knight, and Wraith King can be dispatched to demolish Techies mines.
Like other carry heroes in the early game, farming is always Phantom Lancer’s priority. However, He can use Spirit Lance to harass the enemies and cause difficulty when they try to last hit creeps . If you are dueling with a mobility hero in your lane, Phantom Rush should be considered to narrow the gap between you and enemy so you can deal more damage on the enemy and secure the kill.
It also a great tool to escape from the gank. Keep in mind that you need to farm to get your power accelebrate rather than trading skills. Only trading skills when you can take advantage of that.
With some items and maximized Phantom Rush , you can start to roam to other lanes to secure the kill. With rush buff, you can approach the enemy or enter combat in the nick of time. You can farm the creep wave on behalf of your teammate but remember to consider it carefully as you don’t want your teammate to be useless later. Only roaming when you already clear the creep waves in your lane, execute the opponent in the lane or have an advantage by destroying the tower.
To optimize the efficiency, getting back to your lane right after the gank is a must. Of course don’t forget to control the runes while roaming as they are useful resources so that you can spend more time on the lane instead of the fountain.
Your objectives in the late game are quite the same with the mid game but this time you and your team might play around the keys objectives like Roshan and towers. Your mission in the late game is to find a great position to deal as much damage as possible. You can’t initiate combat as you don’t have the tool to do so. Depending on the rival damage, you should consider various items to purchase that can help you survive longer in the team fight and deal more damage.