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17 + 2.9
12 + 1.3
18 + 1.8
Level Base 1 16 25
Health 200 540 1440 2320
H Regen 0.25 0.76 2.13 3.45
Mana 50 266 614 1022
M Regen 0.01 0.73 1.89 3.26
Damage 26‒36 43‒53 88‒98 132‒142
Armor -2 -0.29 2.79 7.03
Spell Dmg 0% 1.13% 2.94% 5.08%
Att / Sec 0.58 0.65 0.78 0.95
Movement Speed 285
Turn Rate 1.0
Sight Range 1800/800
Attack Range 500
Projectile Speed 1100
Attack Duration 0.35+0.633
Base Attack Time 1.7
Magic resistance 25%
Collision Size 24

Phoenix is a flexible and unique ranged strength hero with a plethora of powerful abilities that inflict heavy damage over time on its opponents at the cost of its own health. It can be played as either a support, initiator or semi-carry. Icarus Dive can serve as either a harassment tool, an initiating maneuver or an escape mechanism, all the while slowing and damaging opponents in its path, while its Fire Spirits burn and cripple the opponent's attack speed, making it a potent anti-carry. Sun Ray projects a powerful beam in front of Phoenix that burns enemies for a percentage of their maximum health while sacrificing some of its own health, and, if it ever sees fit, it can end its current life to turn into a searing Supernova. Surviving this stage of its life cycle allows Phoenix to reemerge in full strength, stunning all nearby opponents and with all cooldowns (except its ultimate) refreshed, ready to inflict havoc on its foes once again.

Bio[edit | edit source]

Phoenix Phoenix
Play "Chirp!"
Role: Support Support / Nuker Nuker / Initiator Initiator / Escape Escape / Disabler Disabler
Lore: Alone across an untouched darkness gleamed the Keeper's first sun, a singular point of conscious light fated to spread warmth into the empty void. Through aeons beyond count this blinding beacon set to coalescing its incalculable energy before bursting forth the cataclysmic flare of supernova. From this inferno raced new beacons, star progeny identical to its parent, who journeyed an unlit ocean and settled in constellatory array. In time, they too would be made to propagate through supernova flame. So would this dazzling cycle of birth and rebirth repeat until all skies hewn of Titan toil deigned to twinkle and shine.

By this ageless crucible the star that mortals would come to call Phoenix collapsed into being, and like its ancestors was thrust into an endless cosmos to find a place among its stellar brethren. Yet curiosity toward that which the dimming elders comfort in the darkness consumed the fledgling, and so over long cycles it inquired and studied. It learned that among worlds both whole and broken would soon stir a nexus of remarkable variety locked in an enduring conflict of cosmic consequence, a plane which would find itself in need of more influence than a dying sun's distant rays could provide. Thus this infant son of suns took terrestrial form, eagerly travelling to shine its warmth upon those who may need it most, and perhaps seize upon its solar destiny.

Voice: Himself (Responses)

Gameplay[edit | edit source]

Abilities[edit | edit source]

Icarus Dive
Blocked by Spell Immunity. Play
Icarus Dive icon.png
Ability Affects Damage
Target Point Enemies / Self Magical
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.
Cast Animation0.2+0
Cast Range: Global
Current Health as Cost: 15%
Effect Radius: 200
Dive Distance: 1400
Dive Width: 500
Damage per Second: 10/30/50/70
Move Speed Slow: 25%
Slow Duration: 4
Cooldown 36
Blocked by Spell Immunity. Slow persists, and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Buff Icarus Dive: Undispellable.
Debuff Icarus Dive Burn: Dispellable with any dispel.
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.


  • The health cost (15% of current health) is direct HP Removal.
  • Dives at a speed of 1000, slowing down upon reaching max distance to turn, and then diving back at the same speed starting.
  • Icarus Dive has a 2 seconds travel duration. Does not disjoint projectiles, and Phoenix is still vulnerable during the dive.
  • Phoenix always dives clockwise, hitting units on the left side of the dive first. Units right in the middle of the arc might not be hit.
  • Phoenix can attack, cast spells and use items while diving (including channeling spells).
    • However, Sun Ray icon.png Sun Ray​ inactive during the dive, making it uncastable.
  • During Icarus Dive, Phoenix does not need to turn to cast targeted spells or items.
  • Deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.

Stop Icarus Dive
Stop Icarus Dive icon.png
No Target
Immediately cancels the dive.
Cast Animation0+0
Cooldown 0


  • The cast of Stop Icarus Dive is not registered as a spell cast and thus does not proc any on-cast effects.

Fire Spirits
Blocked by Spell Immunity. Play
Fire Spirits icon.png
Ability Affects Damage
No Target Enemies Magical
Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Cast Animation0.01+0
Current Health as Cost: 20%
Effect Radius: 175
Damage per Second: 10/30/50/70
Attack Speed Slow: 80/100/120/140
Slow Duration: 4
Spirits Duration: 16
Cooldown 45/40/35/30 Mana 80/90/100/110
Blocked by Spell Immunity. Slow persists, and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Buff Fire Spirit Count: Undispellable.
Debuff Fire Spirit Burn: Dispellable with any dispel.
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.


  • The Health cost (20% of current health) is direct HP Removal.
  • The spirits' burn damage does not stack. Hitting the same units multiple times just refreshes the debuff duration.
  • Deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.

Launch Fire Spirit
Launch Fire Spirit icon.png
Target Area
Each fire spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced. Reveals the area it strikes for 1 second.
Cast Animation0.01+0
Cast Range: 1400
Cooldown 0


  • The cast of Launch Fire Spirit is not registered as a spell cast and thus does not proc any on-cast effects.
  • The launched spirits travel at a speed of 900.
  • During Icarus Dive icon.png Icarus Dive​ and Sun Ray icon.png Sun Ray​, the spirits can be fired in any direction without requiring Phoenix to face that direction.
  • Fire Spirits provide 175 radius ground vision for 1 second at the targeted area upon impact.

Sun Ray
Partially blocked by Spell Immunity. Play
Sun Ray icon.png
Ability Affects Damage
Target Point Enemies / Allies Pure
Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.
Cast Animation0.01+0.5
Cast Range: 1300
Current Health as Cost per Second: 6%
Ray Distance: 1250
Ray Radius: 130
Base Damage per Second: 10/15/20/25
Max Health as Damage per Second: 1.25%/2.5%/3.75%/5%
Base Heal per Second: 7.5/10/12.5/15
Max Health as Heal per Second: 0.625%/1.25%/1.875%/2.5%
Turn Rate in Degrees per Second: 25
Ray Duration: 6
Cooldown 26 Mana 100
Partially blocked by Spell Immunity. Heals spell immune allies.
Does not damage spell immune enemies.
Buff Sun Ray: Undispellable.
The vent through which such stellar energy flows is mere atoms wide.


  • The health cost (6% of current health per second) is direct HP Removal.
    • Drains 2% current health in 0.2 second intervals, starting 0.2 seconds after cast, resulting in 30 drain instances in 6 seconds.
    • This results in a total health cost of 30% of Phoenix' initial current health on cast to sustain the full 6 seconds.
  • For better readability, the turn rate during Sun Ray is given as degrees per second, instead of radians per 0.03 seconds.
    • 25 degrees per second equal a turn rate of 0.013.
  • Has 175 non-lingering ground vision around the Ray for the duration.
  • Sun Ray roots and disarms Phoenix for its full duration, so it cannot move, attack or use Blink Dagger icon.png Blink Dagger.
  • Phoenix can use items and abilities during Sun Ray (including channeling spells). Casting Icarus Dive icon.png Icarus Dive​ during it does not cancel it.
  • During Sun Ray, Phoenix does not need to turn to cast targeted spells or items.
  • Sun Ray is inactive during Icarus Dive, so it cannot be cast during it.
  • Deals damage or heals in 0.2 second intervals starting 0.2 seconds after cast, resulting in up to 30 damage or heal instances per unit.
    • Initially, the beam deals 10/15/20/25 + 1.25%/2.5%/3.75%/5% of the affected units' max health as damage per second.
    • For each passing 0.2 seconds, the damage increases by 0.34/0.52/0.69/0.86 + 0.04%/0.09%/0.13%/0.17% of their max health.
    • In 6 seconds, the damage reaches 20/30/40/50 + 2.5%/5%/7.5%/10% of their max health per second. At this point, the ray stops.
    • The heal works in the exact same way with the heal values being proportional to the damage values.
  • Can deal up to 90/135/180/225 + 11.25%/22.5%/33.75%/45% of max health as damage when an enemy is hit for its full duration.
  • Can heal up to 67.5/90/112.5/135 + 5.625%/11.25%/16.875%/22.5% of max health when an ally is hit by the beam for the full duration.

Toggle Movement
Toggle Movement icon.png
Ability Affects
Toggle Self
Toggles slow forward movement during Sun Ray firing.
Cast Animation0+0
Cooldown 0


  • This ability is only active while having Sun Ray icon.png Sun Ray​ buff on.
  • The toggling of Toggle Movement is not registered as a spell cast and thus does not proc any on-cast effects.
  • Phoenix drifts towards the direction of the ray with a fixed 250 speed. Slows and movement speed buffs do not affect this.
  • Phoenix can move through cliffs and destroys trees in its path.

Stop Sun Ray
Stop Sun Ray icon.png
Immediately stops the Sun Ray.
Cast Animation0+0
Cooldown 0


  • Replaces Sun Ray icon.png Sun Ray​ until the ray stops.
  • The cast of Stop Sun Ray is not registered as a spell cast and thus does not proc any on-cast effects.

Phoenix Sun
Phoenix Sun model.png
Level 0
Duration 6
Health 5/8/11 (Can be Improved by Aghanim's Scepter. 7/10/13)
Health regen 0
Armor 0
Magic resistance 0 %
Collision size 24
Vision range 1800  •  800 (G)
Bounty 20
Experience 0
Notes Phased

Not blocked by Spell Immunity. Play
Supernova icon.png
Ability Affects Damage
No Target
(Can be Improved by Aghanim's Scepter. Target Unit)
Enemies / Allied Heroes Magical
The Phoenix willingly ends its current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area. The sun can be destroyed by attacks from enemy Heroes. After 6 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities.
Cast Animation0.01+0.5
Cast Range: 0 (Can be Improved by Aghanim's Scepter. 500)
Radius: 1000
Hero Attacks to Destroy: 5/8/11 (Can be Improved by Aghanim's Scepter. 7/10/13)
Damage per Second: 60/90/120
Stun Duration: 1.5/2.0/2.5
Nova Duration: 6
Cooldown 110 Mana 200
Not blocked by Spell Immunity. Does not attempt to damage spell immune enemies.
Can be Improved by Aghanim's Scepter. Increases number of attacks to destroy Supernova and allows Phoenix to cast Supernova on an allied hero, bringing both into the sun to be reborn together.
Buff Supernova Hiding: Undispellable.
Debuff Sun Debuff: Undispellable.
Debuff Stunned: Dispellable with strong dispels.
The solar crucible of a Supernova may be fatal, yet from its flames arise new beacons to wander infinity.


  • Does not refresh the cooldowns of items and ultimates.
  • Only attacks from heroes (excluding illusions) can damage the sun.
  • Supernova does not kill Phoenix. Instead it is hidden, invulnerable and spell immune for the duration.
    • If the sun survives, Phoenix' health and mana are replenished and all other spells are refreshed.
    • Since Phoenix does not die, all buffs which cannot be removed by hard dispels still stay.
    • Units affected by Supernova (including the caster) cannot act at all, so that actions cannot be ordered or queued up during it.
    • However, any auras Phoenix has remain active, including Gem of True Sight icon.png Gem of True Sight and Radiance (Active) icon.png Radiance.
  • If the sun gets destroyed and Phoenix has an Aegis of the Immortal icon.png Aegis of the Immortal, it still uses the Aegis and comes back to life.
  • The damage is provided by an aura, its debuff lingers for 0.5 seconds.
  • Deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in up to 6 possible instances.
  • Can deal up to 360/540/720 damage to a single unit (before reductions) when it stays in range for the full duration.
  • The sun can be denied once it drops below 50% health. Doing so also denies Phoenix (and the ally inside).
  • Destroys trees within a 500 radius around Phoenix upon cast.
  • Aghanim's Scepter icon.png Aghanim's Scepter turns this spell into a single target spell with 500 cast range.
    • The cast range is only for selecting a unit within the range. The sun still appears on Phoenix' current location.
    • Can only target allied heroes, including illusions and self (double-tapping casts it on self).
    • Applies the exact same effects on the ally as it does on Phoenix (strong dispel, hide, disable and fully restore when not destroyed).
    • Interrupts channeling spells of the ally, but does not end spell effects with that stay after being cast (e.g. Eclipse icon.png Eclipse​).
    • Toggled abilities like Rot icon.png Rot​ or Pulse Nova icon.png Pulse Nova​ and their auras are not turned off.
    • Destroying the Phoenix Sun credits both of the Heroes' deaths to its destroyer.
    • If the sun gets destroyed and Phoenix has Reincarnation, the ally is released with its health, mana and cooldowns unaffected.
    • If the sun gets destroyed and the ally inside has Reincarnation, it reincarnates while Phoenix dies.

Recommended items[edit | edit source]

Starting Items

  • Clarity icon.png Clarity is useful for giving Phoenix enough mana to cast Fire Spirits icon.png Fire Spirits​ one additional time, allowing players to go aggressive with the spell more often during the laning stage.
  • One each of Tango icon.png Tango and Healing Salve icon.png Healing Salve allows Phoenix to stay alive in the early stages of the game.
  • Ring of Protection icon.png Ring of Protection is useful as it can build directly into Tranquil Boots, while simultaneously alleviating Phoenix' low base armor, giving survivability in lane.
  • Iron Branch icon.png Iron Branches should be purchased to fill out any remaining inventory slots. It can build into a Magic Wand later, or be used for Mekansm components.

Early Game

  • Magic Stick icon.png Magic Stick is very important on Phoenix due to all of its spells costing HP to cast, not just mana in all cases except Icarus Dive icon.png Icarus Dive​.
  • Boots of Speed icon.png Boots of Speed are very useful given Phoenix' mobility and formidable nuking power. Additional movement speed allows Phoenix to be more aggressive and chase more easily.
  • Urn of Shadows icon.png Urn of Shadows is a powerful item on Phoenix that should be purchased if you intend on playing very aggressive. The mana regen allows Phoenix to replenish mana more easily, while the strength gives Phoenix more HP and attack damage. But most importantly, the item's active can be used to add additional damage during ganks and teamfights, and is important for replenishing Phoenix' HP due to the health cost of its spells.

Core Items

  • Magic Wand icon.png Magic Wand is important for all the same reasons as Magic Stick, as it gives stats as well as burst HP and mana regen. A 17-charge Magic Wand is enough to give Phoenix enough mana to cast any of its spells.
  • Tranquil Boots (Active) icon.png Tranquil Boots are very powerful on Phoenix for many reasons. The additional movement speed allows Phoenix to roam and gank far more easily, and the armor gives it much more survivability. But most important of all, the passive HP regen mitigates the health cost of Phoenix' spells, and stays active even during spells like Sun Ray icon.png Sun Ray​ so long as Phoenix does not take right-click damage.
  • Mekansm icon.png Mekansm is a useful utility item to build on Phoenix as it provides stats as well as additional armor. The active ability helps to offset the HP cost of Phoenix' spells, and keeps your team alive during teamfights.
  • Town Portal Scroll icon.png Town Portal Scroll is important on Phoenix due to its mobility, nuking and disabling power, which makes it a powerful hero to have in teamfights and ganks.
  • Shiva's Guard icon.png Shiva's Guard is a powerful item to purchase on Phoenix. The additional intelligence gives Phoenix a much larger mana pool, and the armor combined with the passive attack speed slow aura gives it much more survivability against physical damage. Using the active blast during Icarus Dive causes the wave to follow Phoenix, allowing it to apply the slow and additional nuke to multiple enemies in a short amount of time, and the attack speed slow still works during Supernova icon.png Supernova​, greatly increasing the odds of success.

Situational Items

  • Rod of Atos icon.png Rod of Atos gives Phoenix many powerful benefits. The increased HP gives survivability while the extra intelligence allows Phoenix to cast spells more frequently, while the active can be used to slow enemies from a very long distance, increasing Phoenix' chasing capability.
  • Veil of Discord icon.png Veil of Discord gives Phoenix additional stats, as well as more armor to increase survivability. The Magic Weakness debuff can also be used to amplify the power of all your spells, greatly increasing your presence in teamfights.
  • Pipe of Insight icon.png Pipe of Insight is a superb utility item for Phoenix as it provides a great amount of health regen as well as shielding allies from magic nukes during teamfights. The magic resistance is also very powerful as it gives Phoenix resistance against magic nukes, increasing its overall survivability.
  • Heaven's Halberd icon.png Heaven's Halberd is a good initiator item as it provides moderate strength gain and evasion, greatly increasing Phoenix' survivability. The active is also useful for disarming one of the enemy's right-clickers during a teamfight, and can be used to delay at least one enemy from attacking Phoenix during Supernova.
  • Heart of Tarrasque icon.png Heart of Tarrasque is an expensive luxury item, but grants Phoenix large amounts of survivability due to the large amount of HP it gains. In particular, the passive regen allows Phoenix to quickly heal back to full HP between fights and ganks, effectively removing the HP cost of its spells.
  • Radiance (Active) icon.png Radiance is an expensive item, however it can increase Phoenix' physical damage output and aid in survivability when casting Supernova. The aura stacks with Supernova's burn damage and induces a miss chance on all nearby enemies, increasing the odds of successfully completing the spell.
  • Aghanim's Scepter icon.png Aghanim's Scepter is a risky but powerful item to purchase on Phoenix, as it allows it to share the benefits of Supernova with allies. Using it can allow you to save a teammate who is being focused down by the enemy team, however it is also very risky as used at the wrong time or improperly can give away an easy double kill. Used properly, however, it can refresh an ally and reset the cooldowns on their non-ultimate spells, allowing them to double up on their presence in a teamfight.
    • If Aghanim's Scepter will be a future purchase, purchasing Sun survivability items such as Shiva's Guard icon.png Shiva's Guard, Radiance (Active) icon.png Radiance or Heaven's Halberd icon.png Heaven's Halberd would be a wise idea, to lower the risk of killing your own ally as much as possible.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity can be a very good investment for Phoenix. Its comparatively cheap price and high mana regen allow Phoenix to sustain its mana pool to cast spells whenever they are needed, and the active is a very powerful ability that opens up many possibilities for Phoenix. As Phoenix lacks any direct interrupting disables, the cyclone can be used to interrupt channeling spells or attempts to teleport away, and combined with Icarus Dive can be used to initiate on and disable an enemy from very long range. Finally, the active can be used on yourself to purge debuffs from yourself, particularly silences that may be preventing you from casting your spells, and even stop stop Icarus Dive if you're silenced, since the sub-ability will be unusable.
    • However, if debuffs are the only problem Phoenix is facing, Lotus Orb icon.png Lotus Orb is a better choice as it gives health and mana regeneration, additional armor, and more base mana, all something Phoenix heavily requires. The active will dispel basic debuffs from yourself, or can be cast preemptively to discourage enemies from casting targeted spells such as Orchid Malevolence icon.png Orchid Malevolence or Storm Hammer icon.png Storm Hammer​.

Gameplay[edit | edit source]

Audio[edit | edit source]

History[edit | edit source]

Equipment[edit | edit source]

Trivia[edit | edit source]

  • Phoenix' name in DotA was Icarus. It was removed during its port to Dota 2 for unspecified reasons.

Gallery[edit | edit source]

References[edit | edit source]