Not sure what your playstyle is , but Ember Spirit is not a hero that goes 1 on 1 most of the time unless on supports or whatever . In the lategame , you aim is to keep the lanes pushed out which he can do very effectively thanks to remnants travels to give informations to your team to be able to take favorable engagements and more importantly , so that you can position yrouself in a safe area . Ember is a great splitpusher , but is really bad at breaking highground . Your job is to keep lanes pushed out so that if your team loses a fight you don ' t lose the game for it , but if you win a fight you can go high ground immediately . This advice is true for any game , but especially with ember . Ideally , you don ' t want to pick ember if you have no way to break highground at some point . I had a game like that two days ago , I was playing tinker , our carry was ember and our offlaner was a tidehunter . Needless to say we struggled for 30 mn before we managed to breach high ground with several missed attemps that resulted in lost teamfights . hopefully we both kept all lanes pushed to their base so they basically never had a way to punish us for those lose teamfights , and when we finally won a fight we could take two lanes of raxes .