From Dota 2 Wiki
Jump to: navigation, search
  Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs    
Phoenix icon.png
Strength primary attribute symbol.png
19 + 3.2
Agility attribute symbol.png
12 + 1.3
Intelligence attribute symbol.png
18 + 1.8
Level Base 1 15 25
Health 200 580 1460 2100
H. Regen 0 1.14 3.83 5.75
Mana 75 273 548 746
M. Regen 0.01 0.73 1.74 2.46
Damage 26‒36 45‒55 89‒99 121‒131
Armor -2 -0.29 2.31 4.17
Spell Dmg 0% 1.29% 3.09% 4.37%
Att / Sec 0.58 0.65 0.76 0.84
Movement Speed 285
Turn Rate 1.0
Vision Range 1800/800
Attack Range 500
Projectile Speed 1100
Attack Animation 0.35+0.633
Base Attack Time 1.7
Magic resistance 25%
Collision Size 24
Legs 2

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.


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: Itself (Responses)


Icarus Dive
Does not pierce spell immunity. Play
Icarus Dive icon.png
Target Point
Enemies / Self
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 Animation: 0.2+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: 28%
Slow Duration: 4
Cooldown symbol.png 36
Does not pierce 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.
  • Cannot be cast while rooted. However, getting rooted during the dive does not cancel the dive.
  • 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 Animation: 0+0
Cooldown symbol.png 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
Does not pierce spell immunity. Play
Fire Spirits icon.png
No Target
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 Animation: 0.01+0
Current Health as Cost: 20%
Effect Radius: 175
Damage per Second: 10/30/50/70 (Talent 75/95/115/135)
Attack Speed Slow: 80/100/120/140
Slow Duration: 4
Spirits Duration: 20
Cooldown symbol.png 45/40/35/30
Mana symbol.png 80/90/100/110
Does not pierce 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.
  • Can deal up to 40/120/200/280 (Talent 300/380/460/540) damage to a single unit (before reductions).

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 Animation: 0.01+0
Cast Range: 1400
Cooldown symbol.png 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 pierces spell immunity. Play
Sun Ray icon.png
Target Point
Enemies / Allies
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 Animation: 0.01+0.5
Cast Range: 1300
Current Health as Cost per Second: 6%
Ray Distance: 1250
Ray Radius: 130
Base Damage per Second: 14/20/26/32
Max Health as Damage per Second: 1.5%/3.25%/5%/6.75%
Base Heal per Second: 7/10/13/16
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 symbol.png 26
Mana symbol.png 100
Partially pierces 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 1.2% of 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 30.4% 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 sets Phoenix' movement speed to 0 (has priority over hastes) and disarms Phoenix for its duration, so it cannot move or attack.
  • 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 14/20/26/32 + 1.5%/3.25%/5%/6.75% of the affected units' max health as damage per second.
    • For each passing 0.2 seconds, the damage increases by 0.466/0.666/0.866/1.066 + 0.05%/0.108%/0.166%/0.225% of their max health.
    • In 6 seconds, the damage reaches 28/40/52/64 + 3%/6.5%/10%/13.5% of their max health per second. At this point, the ray stops.
    • Initially, the beam heals for 7/10/13/16 + 0.625%/1.25%/1.875%/2.5% of the affected units' max health per second.
    • For each passing 0.2 seconds, the heal increases by 0.233/0.333/0.433/0.533 + 0.0208%/0.0416%/0.0625%/0.0833% of their max health.
    • In 6 seconds, the heal reaches 14/20/26/32 + 1.25%/2.5%/3.75%/5% of their max health per second. At this point, the ray stops.
  • Can deal up to 126/180/234/288 + 13.5%/29.25%/45%/60.75% of max health as damage when an enemy is hit for its full duration.
  • Can heal up to 63/90/117/144 + 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
Toggles slow forward movement during Sun Ray firing.
Cast Animation: 0+0
Cooldown symbol.png 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
No Target
Immediately stops the Sun Ray.
Cast Animation: 0+0
Cooldown symbol.png 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
Unknown Unit icon.png
Level 0
Duration 6
Health 5/8/11 (Talent 7/10/13) (Upgradable by Aghanim's Scepter. 7/10/13, Talent 9/12/15)
Health regeneration 0
Armor 0
Magic resistance 0 %
Collision size 24
Vision range 1800800 (G)
Bounty 20
Experience 0
Notes Phased

Pierces spell immunity. Play
Supernova icon.png
Enemies / Allied Heroes
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 Animation: 0.01+0.5
Cast Range: 0 (Upgradable by Aghanim's Scepter. 500)
Radius: 1000
Hero Attacks to Destroy: 5/8/11 (Talent 7/10/13) (Upgradable by Aghanim's Scepter. 7/10/13, Talent 9/12/15)
Damage per Second: 60/90/120
Stun Duration: 1.5/2/2.5 (Talent 2.5/3/3.5)
Nova Duration: 6
Cooldown symbol.png 110
Mana symbol.png 200
Upgradable 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. Does not refresh ultimate abilities.
Pierces spell immunity. Does not attempt to damage spell immune enemies.
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 (disjoint, strong dispel, hide, disable, and fully restores 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.


Hero Talents
+1s Supernova icon.png Supernova Stun Duration 25 +2 Supernova icon.png Supernova Hit Count
+8% Spell Amplification 20 +10 Armor
+150 Gold/Min 15 +65 Fire Spirits icon.png Fire Spirits DPS
+175 Health 10 +20% XP Gain
  • Upgrading health increases maximum health capacity and keeps the current health percentage.
  • The armor is added as bonus armor, and therefore does not benefit illusions.

Recommended items[edit]


  • Tango icon.png Tangoes and a Healing Salve icon.png Healing Salve are basic starting game health regeneration items that are much more useful on Phoenix as all of its non-ultimate abilities have health costs.
  • Clarity icon.png Clarity is enough to let Phoenix regain enough mana if it spams Fire Spirits or Sun Ray too much early game.
  • Iron Branch icon.png Iron Branches give Phoenix much needed stats, as well as be later built into either a Magic Wand icon.png Magic Wand or Mekansm icon.png Mekansm.
  • Wind Lace icon.png Wind Lace should be purchased first for Tranquil Boots (Active) icon.png Tranquil Boots, as the other parts of the boots can be purchased from the Side Shop.


  • Tranquil Boots (Active) icon.png Tranquil Boots should be Phoenix' choice of footwear as its health regeneration help Phoenix refund the health costs of its abilities, especially when channeling Sun Ray. If Tangoes are still available in your inventory, try using them while the Boots are unbroken so that you gain 21.19 HP regeneration per second instead of the usual 14. The high movement speed will also allow Phoenix to visit lanes and/or enter teamfights as soon as possible.
  • Urn of Shadows icon.png Urn of Shadows helps restore health after successful skills, or perhaps add even more DPS if Phoenix is aggressive and is successful at it. The mana regeneration may be rather small but still proves useful.
  • Helm of Iron Will icon.png Helm of Iron Will should be the first item for Veil of Discord icon.png Veil of Discord to be bought, as Phoenix is still lacking on armor and health regeneration.


  • Veil of Discord icon.png Veil of Discord practically removes the base 25% magic resistance that Heroes have, letting Phoenix' abilities deal their full damage. Its added armor, health regeneration and Intelligence are all also good stats to have on Phoenix.
  • Shiva's Guard icon.png Shiva's Guard is the main core item on any Phoenix, as both its aura and active possess attack speed slows that aid in the Phoenix Sun's survivability if used right before Supernova. 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 larger area in a short amount of time, and the attack speed slow still works during Supernova​, greatly increasing the odds of success.
  • Radiance (Active) icon.png Radiance fits a Phoenix performing the initiator role. Not only does it add more damage to Phoenix' output, but the 17% miss chance might make a difference in having a successful Supernova should the enemy decide to focus it down.
  • Aghanim's Scepter icon.png Aghanim's Scepter is more for a support role Phoenix, turning Supernova into a very powerful "heal". It is more effective on Heroes with long cooldowns on non-ultimate abilities (such as Terrorblade minimap icon.png Terrorblade or Invoker minimap icon.png Invoker) or gets into skirmishes often (such as Sven minimap icon.png Sven or Spectre minimap icon.png Spectre), but saving any ally from certain death should be great enough on its own. Unlike when initiating, Supernova is best preferably used far away from enemy Heroes to increase the chances of having the Sun survive.


  • Lotus Orb icon.png Lotus Orb increases Phoenix' survivability considerably by giving it armor and regeneration, both of which it lacks. Its active lets Phoenix purge off silences and other debuffs off of itself, as well as perhaps deter enemy Heroes from placing targeted abilities on it in the first place.
  • Octarine Core icon.png Octarine Core lowers Phoenix' slightly lengthy cooldowns by a considerable amount. It also lets Fire Spirits practically have a very short downtime if they were active for their full duration. The spell lifesteal can also help negating the health costs of Phoenix' abilities.
  • Pipe of Insight icon.png Pipe of Insight gives health regeneration and magic resistance, giving Phoenix and its team even more survivability in teamfights.
  • Mekansm icon.png Mekansm gives armor and health regeneration, all important to Phoenix. However, Mekansm costs actually more than Supernova, and considering Phoenix' low mana pool early on, you may end up being able to use only one of either, not both.
  • Guardian Greaves icon.png Guardian Greaves fits the support Phoenix much better as its mana cost-free active allows restoration of health and mana to itself and its allies. The increasing health regen upon reaching low health is great for Phoenix and its constantly dwindling health, as well as remove debuffs from itself.
  • Boots of Travel 1 icon.png Boots of Travel, for the aggressive Phoenix, offsets is poor base movement speed and give it extra mobility to jump from one lane to another to help out and contribute to teamfights.
  • Heart of Tarrasque icon.png Heart of Tarrasque completely negates the health costs of Phoenix' abilities, enabling it to dive deeper into enemy territory and initiate better without risk of dying before using Supernova. However, do remember that upon using Supernova, Heart's health bonuses no longer matter, so be very prudent in deciding which may be better: Using or not using your ultimate.
  • Heaven's Halberd icon.png Heaven's Halberd can just be the trick for enemy Heroes with quick attack speed, such as Troll Warlord minimap icon.png Troll Warlord or Clinkz minimap icon.png Clinkz. The additional Strength can also aid in Phoenix' survivability. The disarm also goes through spell immunity, so should the enemy buy Black King Bar to nullify Phoenix, the Halberd could be a very useful item to have.
  • Rod of Atos icon.png Rod of Atos gives health and mana to Phoenix, allowing more ability spam with the increased mana pool, and its active root can help keep enemies in place so they can take the most of your abilities' damage.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity gives high mana regeneration, allowing Phoenix to spam Fire Spirits and Sun Ray more often. Its active not only purges debuffs, but may also come in handy if Phoenix is silenced during Icarus Dive. Using the active on yourself while Diving and silenced stops Phoenix mid-Dive, preventing Phoenix from circling back to its original location.
  • Refresher Orb icon.png Refresher Orb should only be bought if the player is sure on how to make the most of it. It is best to not use Refresher Orb immediately after Supernova as the ultimate already refreshes Phoenix' other abilities, making Refresher's active rather pointless. Instead, spend the other abilities first, then refresh so you may perhaps have a third Icarus Dive/Fire Spirits/Sun Ray to use and a second Supernova to refresh them.






  • Phoenix' name in DotA was Icarus. It was removed during its port to Dota 2 for unspecified reasons.
  • An easter egg boss fight versus Phoenix was added to the 6.69 DotA map to hint at its upcoming release in 6.70.