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Phoenix

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Phoenix
Phoenix.png
Strength
17 + 2.9
Agility
12 + 1.3
Intelligence
18 + 1.8
Level 1 16 25
Hit Points 473 1328 2164
Mana 234 611 1053
Damage 43‒53 88-98 132‒142
Armor -0.32 2.69 6.85
Attacks / Second 0.65 0.78 0.95
Movement Speed 285
Turn Rate 1.0
Sight Range 1800/800
Attack Range 500
Missile Speed 1100
Attack Duration 0.35+0.633
Cast Duration 0.01+0.5
Base Attack Time 1.7
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 movement speed, 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 refreshed, ready to inflict havoc on its foes once again.

Bio[edit]

Phoenix Phoenix

Play

Role: Pip initiator.png Initiator / Pip disabler.png Disabler / Pip ganker.png Nuker
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)

Abilities[edit]

Icarus Dive
Blocked by Spell Immunity. Can be purged. Play
Q
D
Icarus Dive icon.png
Ability Affects Damage
Target Point Enemies 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. Costs 15% of current health to cast.
Cast range: global
HP Cost: 15% of Current health
Dive length: 1400
Area of Effect: 200
Width: 500
Burn Duration: 4
Damage Per Second: 10/30/50/70
Movement Slow: 25%
Cooldown 36
Can be purged. Debuff can be purged, but the dive cannot be.
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

Notes:

  • Has a cast point of 0.2.
  • Icarus Dive has a 2 seconds travel duration. So the speed is roughly 1400 ms.
  • Icarus Dive will be interrupted if Phoenix is stunned, cycloned, hexed, slept or hit by any position changing spell. Ensnares, entangles and taunts will not interrupt it.
  • Phoenix can attack and use items and abilities while diving (including channeling spells). However, casting Sun Ray during the dive has no effect, wasting the mana and cooldown.
  • During the dive, phoenix does not need to turn to cast targeted spells or items. He will cast them no matter where he's facing as long as it's in their cast range.
  • Phoenix will always dive clockwise, hitting units on the left side of the dive first. Units right in the middle of the arc might not be hit.
  • Does not disjoint projectiles, and Phoenix is still vulnerable while Diving.
  • The health cost (15% of current health) is direct HP removal.
  • Total damage : 40/120/200/280

Stop Icarus Dive
Play
Q
D
Icarus Dive (stop) icon.png
Ability
No Target
Immediately cancels the dive.
SCREE!

Notes:

  • This ability is only available during the dive, replacing it.
  • Interrupts channeling.

Fire Spirits
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
W
F
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.
HP Cost: 20% of Current HP
Spirit Duration: 16
Radius: 175
Burn duration: 4
Attack speed slow: 80/100/120/140
Damage per second: 10/30/50/70
Cooldown 45/40/35/30 Mana 80/90/100/110
Can be purged. Debuff can be purged, Spirits surrounding Phoenix cannot
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.

Notes:

  • The Health cost (20% of current health) is direct HP removal.
  • The spirit's burn damage does not stack. Hitting the same units multiple times just refreshes the debuff duration.
  • Does not affect ancient units, creep-heroes (excluding the Spirit Bear) and Roshan.
  • Total damage per spirit : 40/120/200/280

Launch Fire Spirits
Play
W
F
Launch Fire Spirit icon.png
Ability Affects
Target Point Enemies
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 Range: 1400
PKAWW! BOOM

Notes:

  • This ability is only available when Phoenix has the Fire Spirits buff, replacing it.
  • During Icarus Dive and Sun Ray, the spirits can be fired in any direction without requiring Phoenix to face that direction.
  • The spirits will move at 900 movement speed toward the target.

Sun Ray
Blocked by Spell Immunity. Can be purged. Play
E
R
Sun Ray icon.png
Ability Affects Damage
Target Point Pure
Drawing from its own inner fire, Phoenix expels a huge beam of light at the cost of its own life energy. The beam damages enemies for a percentage of their life and heals allies for half that amount. Damage scales up to twice the initial damage as the beam fires.
Range: 1300
width: 130
HP Cost per second: 6% of current HP
Damage per second: 15/20/25/30
Max hp as damage: 1%/2%/3%/4%
Duration: 6
Cooldown 20 Mana 100
The vent through which such stellar energy flows is mere atoms wide.

Notes:

  • The health cost (6% of current health per second) is direct HP removal.
  • Sun Ray will be interrupted if Phoenix gets stunned, silenced, cycloned, hexed, slept or purged by an enemy.
  • ensnares, entangles, taunts and position changing effects do not interrupt Sun Ray. However, taunts will prevent Phoenix from manually deactivating or moving.
  • Phoenix cannot move. He may only turn with a very slow 20.0 turn rate.
  • Sun Ray entangles Phoenix for its full duration. Means he cannot blink or attack during it.
  • Phoenix can use items and abilities during Sun Ray (including channeling spells). Icarus Dive can be casted during Sun Ray without interrupting Sun Ray.
  • During Sun Ray, Phoenix does not need to turn to cast targeted spells or items. He will cast them no matter where he's facing as long as it's in their cast range.
  • Casting Sun Ray during Icarus Dive has no effect, wasting the mana and the cooldown.
  • The damage is not fixed to the base amount for the entire duration of the beam, but it scales up to twice the initial value: this means that every second it increases by one fifth of the initial damage.
  • Maximum damage : 135/180/225/270 + 9/18/27/36% Max Health
  • Maximum healing : 67.5/90/112.5/135 + 4.5/9/13.5/18% Max Health

Toggle Movement
D
E
Sun Ray (move) icon.png
Ability Affects
Toggle Self
Toggles slow forward movement during Sun Ray firing.
SQAWRK!

Notes:

  • This ability is only active while having Sun Ray buff on.
  • Phoenix will drift towards the direction of the ray with a fixed 250 movement speed. Slows and movement speed buffs does not affect this.
  • Phoenix can move through cliffs and will destroy trees in its path.
  • Toggling interrupts channeling.

Stop Sun Ray
E
R
Sun Ray (stop) icon.png
Ability Affects
Toggle Self
Immediately stops the Sun Ray.
CHIRP!

Notes:

  • This ability is only available when Phoenix has the Sun Ray buff, replacing it.
  • Interrupts channeling.
Phoenix Sun
Phoenix Supernova model.png
Duration 6
Hit Points 5 / 7 / 10
Damage See ability description.
Armor 0
Sight Range 1800/800
Notes Only attacks from heroes can damage the sun, each successful hit dealing 1 damage.

Phoenix is slain if destroyed.

Supernova
Not blocked by Spell Immunity. Play
R
V
Supernova icon.png
Ability Affects Damage
No Target Enemies 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.
Radius: 1000
Damage per Second: 60/80/100
Stun Duration: 1.5/2.0/2.5
Hero Attacks to destroy: 5/7/10
Duration: 6
Cooldown 110 Mana 200
Can be Improved by Aghanim's Scepter (* shows the improved values). Allows Phoenix to cast Supernova on an allied hero, bringing both into the Sun to be reborn together.
The solar crucible of a Supernova may be fatal, yet from its flames arise new beacons to wander infinity.

Notes:

  • Does not refresh the cooldowns from items and ultimates.
  • Only attacks from heroes (Meepo clones included, but not illusions) can damage the sun.
  • The sun cannot be affected by any spell.
  • Phoenix is hidden and invulnerable for the duration of Supernova.
  • Phoenix cannot use abilities or items; however, any auras Phoenix has remain active.
  • Supernova applies a strong dispel on Phoenix, removing most negative debuffs. It also removes the Fire Spirits buff.
  • The sun can be denied once it drops below 50% hp. Phoenix will still die if the sun is destroyed by an ally, but will not reward enemy heroes with gold or exp.
  • The Aghanim's Scepter upgrade turns this spell into a single target spell with 500 cast range, allowed targets are allied heroes (including Meepo clones and illusions) and self.
  • Applies the exact same effects on allies. Hides and turns them invulnerable for the duration and applying a strong dispel, replenishes hp and mana and reset spell cooldowns excluding items and ultimates if successfully reborn, however both will die when the sun gets destroyed.
  • Interrupts channeling spells of the ally, but does not end spell effects with duration after cast (eg Eclipse icon.png Eclipse or Eye of the Storm icon.png Eye of the Storm). Toggling spells like Rot icon.png Rot also continue and aren't toggled off. Any of their auras will work aswell.
  • Maximum damage: 360/480/600

Recommended items[edit]

Explanation:
Starting Items

Early Game

  • Urn of Shadows provides an excellent source of scaling mana for Phoenix the entire game as well as providing additional healing capabilities, which are useful for restoring you after you cast your abilities.

Core Items

  • Tranquil Boots provides an excellent source of healing for Phoenix, and continues to heal him during Sun Ray (so long as Phoenix isn't attacked), as well as providing a significant boost to his movement speed for early game roaming. The health regen also offsets the cost of Phoenix's abilities.
  • Mekansm provides Phoenix and his allies with extra health regeneration as well as the significant heal that comes with the item. The health regeneration from Mekansm also helps maintain the constant use of Phoenix's health-depleting abilities.

Situational Items

  • Shiva's Guard is a significant item to get on Phoenix as the Arctic Blast will follow Phoenix during Icarus Dive, and in addition to significant damage, helps to prevent enemies from escaping Phoenix's ultimate. The attack speed slow is also useful for protecting you during Supernova.
  • Rod of Atos can be an excellent item for Phoenix as the cripple active ability will force enemies to remain in the area of effect of Phoenix's spells.
  • Pipe of Insight is a superb choice for Phoenix as it provides a large chunk of reliable health regeneration as well as a spell shield for team fights, thus further strengthening one of Phoenix's strong points.
  • Heaven's Halberd is a good initiator item as it provides moderate strength gain and 25% evasion. The item's Disarm in conjunction with Fire Spirit's attack speed slow can provide safety when using Supernova in the middle of a team fight.
  • Heart of Tarrasque is a good initiator and damage item. Increases auto-attack damage but more importantly adds very good health regen and 1060 HP, mitigating risk of using all other abilities.
  • Radiance can be a good item for Phoenix to get, as it will increase the overall damage output massively if purchased early.

Tips[edit]

  • Since most of Phoenix's abilities cost a percentage of his health to activate, health regeneration items are very useful. Urn of Shadows, Mekansm, Pipe of Insight and Heart of Tarrasque are good examples of such items.
  • It's very helpful to prioritize a Shiva's Guard as your first or second major purchase, as its passive attack slow works during Supernova. With a bit of timing, you can also use Shiva's while Icarus Diving for a long ranged AOE disable.
  • Buying Eul's Scepter of Divinity can sometimes be a good investment, as you can still Sun Ray while under the effects of Eul's, and you can use it while diving to disable an enemy from a long distance.
  • Fire Spirit's attack speed reduction is great to mess up the enemies' last hits. Also, if used right before Supernova, it will make killing the sun harder.
  • Phoenix can be used both as a semi-carry and a support. If going for the former, take the mid lane and buy items to make you harder to kill. If you're supporting, consider going for cheap healing items such as Tranquil Boots, Urn of Shadows and a Mekansm.
  • You can go to the area around Roshan's pit and use Sun Ray to quickly and safely check if the enemy team is fighting Roshan.
  • You can give your team a significant initiation advantage by flying over the enemy team with Icarus Dive and rapidly covering the area in Fire Spirits. Fire Spirits will be easier to land from close proximity, but their high range can also allow you to hit spread-out team members. While the enemy team's movement and attack speed has been slowed, Supernova is a much more effective ability.
  • If you are confident about your team's follow-up, you may be able to soak up some extra damage before using your ultimate, thus relying on your team rather than your own short-lived disables to protect the Supernova. If you're less confident, you can continue the Icarus Dive to a point where Supernova can still affect some enemies, but to eliminate it the enemy heroes will have to slowly run towards you and your team and ignore the latter if they still intend to focus you. If you're not confident at all, you can resume support with your Sun Ray instead of using Supernova since the Icarus Dive will return you to your original position by default.
  • Magic Stick and Magic Wand are even more effective on Phoenix than most other heroes because his abilities cost both HP and mana, decreasing scenarios where you only use the items to gain just enough mana for casting an ability.

Trivia[edit]

  • Phoenix's name in DotA was Icarus. It was removed during its port to Dota 2 for unspecified reasons.
  • Phoenix is one of the two Heroes with no defined dialogue, the other being Io.

Update History[edit]

April 29, 2014 Patch

Balance changelog[edit]

6.82

  • Added Aghanim's Scepter icon.png Aghanim's Scepter: Allows Phoenix to cast Supernova icon.png Supernova on an allied hero, bringing both into the Sun to be reborn together. This does not refresh either hero's ultimate. 500 cast range. If the Sun is destroyed, both heroes will die.

6.81

6.80

  • Icarus Dive icon.png Icarus Dive is now interrupted if you are stunned during it.
  • Fire Spirits icon.png Fire Spirits:
    • Can now be cast during Icarus Dive icon.png Icarus Dive.
    • Attack Speed slow reduced from 150 to 80/100/120/140.
    • DPS reduced from 20/40/60/80 to 15/35/55/75.

6.79c

  • Added Phoenix in CM.

6.79

  • Sun Ray icon.png Sun Ray HP cost increased from 4% of current HP to 6%.

6.78

  • Sun Ray icon.png Sun Ray HP cost per second increased from 3% to 4%.

6.77

  • Sun Ray icon.png Sun Ray max range decreased from 1600 to 1300.
  • Sun Ray icon.png Sun Ray base damage decreased from 16/24/32/40 to 15/20/25/30.
  • Sun Ray icon.png Sun Ray now ends if you are stunned or silenced.

6.76

  • Fire Spirits duration increased from 12.5 to 16.
  • Fire Spirits can now be cast while using Sunray.
  • Fixed Supernova not working with Radiance aura (other auras work already).
  • Supernova level 3 hit requirement increased from 9 to 10.
  • Sunray Reworked
Sunray is no longer channeling and you can control like before with its direction as well as the use of the drift sub ability
Sunray now also heals allies in the AoE for half of the amount
Sunray no longer slows
Sunray HP cost is now 3% per second instead of a one time 10% cost on cast
Sunray base damage reduced from 20/30/40/50 to 16/24/32/40 (has same percentage components as before)
Max channel time mechanic is the same (6 seconds and damage/heal increase per second channeled)
  • Icarus Dive Reworked
Dives forward in a looping arc, dealing moderate damage over time and slowing enemy units along the path. Dive can be canceled at any point by using Supernova or the sub ability. Casting your other spells does not interrupt it.
Travel Range: 1400
Travel Width: 500
Total Travel Time: 2 seconds
DPS: 10/30/50/70
Slow: 25%
Duration: 4
AOE: 200
Cooldown: 36
Manacost: 0
HP Cost: 15% of current HP

6.75b

  • Icarus Dive heal from 0.5/1.5/2.5/3.5% over 6 seconds to 0.75/2.25/3.75/5.25% over 4 seconds (same total heal, just faster).

6.75

  • Phoenix base damage decreased by 6.
  • Phoenix base strength decreased by 2.
  • Phoenix base movement speed decreased from 290 to 285.
  • Supernova now refreshes Phoenix's other skills (not items) if the sun survives.
  • Fire Spirits reworked
Summons 4 fire spirits that circle around you. Each spirit can be launched independently at a targeted AoE. Affected enemy units take damage over time and have their attack speed greatly reduced
AoE: 175
Cast Range: 1400
DPS: 20/40/60/80
Duration: 4
Attack Speed Reduction: -150
Fire Spirits Duration: 12.5
Fire Spirits Flight Speed: 900
Cooldown: 45/40/35/30
Mana Cost: 80/90/100/110
HP Cost: 15% of current HP
  • Icarus Dive reworked
Icarus enters a Dive state. While in this state, his movement is double and nearby allied units are healed, but all damage you take is amplified. This state ends instantly if Icarus casts Supernova.
Duration: 6
Damage Amplification: 50% (Icarus takes 50% more damage from everything)
Heal: 0.5/1.5/2.5/3.5% Max HP per second
AoE: 600
Cooldown: 26/24/22/20
HP Cost: 10% of Current HP
  • Sunray reworked
Channels a sunray in the targeted direction. Deals dps and slows to all heroes in that path. The damage increases per second. Maximum channel time of 6 seconds.
Starting DPS: 20/30/40/50 + 1/2/3/4% Max HP per second
Ending DPS: 40/60/80/100 + 2/4/6/8% Max HP per second
AoE: 130
Distance: 1600
Slow: 50%
Slow Duration: 0.5 seconds
Cooldown: 20
Manacost: 100
HP Cost: 10% Current HP

6.73

  • Fire Spirits heal amount decreased to 50% of damage.
  • Fire Spirits now targets a location rather than a unit.
  • Fire Spirits cooldown decreased from 35 to 30.
  • Fire Spirits projectile speed increased.
  • Icarus Dive cooldown decreased from 30 to 25.
  • Sun Ray hp activation cost decreased from 25% to 20%.
  • Sun Ray manacost rescaled from 35 to 10/20/30/40.

6.72d

  • Sun Ray damage increased from 4% to 6%.
  • Fire Spirits sub ability now launches all the spirits at once, rather than one at a time.
  • Fire Spirits min/max numbers rebalanced
Old:
Minimum heal per spirit: 10/15/20/25
Maximum heal per spirit: 40/60/80/100
New:
Minimum heal per spirit: 7.5/12.5/17.5/22.5
Maximum heal per spirit: 30/50/70/90

6.72

  • Icarus Dive cooldown decreased from 40 to 30.
  • Icarus Dive no longer makes Phoenix spell immune. If he is disabled during it, he stops.
  • Sun Ray no longer slows.
  • Sun Ray damage from 10/20/30/40 + 5% to 15/30/45/60 + 4%.
  • Sun Ray turn rate slightly improved.
  • Fire Spirits now trigger in the area around you and your target when you use Target Fire Spirits.

6.71

  • Base strength reduced from 22 to 19.
  • Sunray activation manacost increased from 10 to 35.
  • Sunray slow from 14/20/26/32 to 10/16/22/28%.
  • Fixed a bug that caused Sunray to always affect the first target regardless of magic immunity.
  • Reduced the duration Sunray slow lasts on you from 2 to 1 second.

6.70

  • Created.

Gallery[edit]

See also[edit]