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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 Base 1 16 25
Hit Points 150 473 1337 2175
Mana 0 234 611 1055
Damage 26‒36 43‒53 88‒98 132‒142
Armor -2 -0.32 2.69 6.85
Attacks / Second 0.58 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
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 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

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)

Gameplay[edit | edit source]

Abilities[edit | edit source]

Icarus Dive
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled. 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.
Cast Time: 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: 25%
Slow Duration: 4
Cooldown 36
Can be dispelled. Debuff can be purged, but the dive can not.
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

Notes:

  • 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 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.
  • Phoenix can attack, cast spells and use items while diving (including channeling spells). However, casting Sun Ray icon.png 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. It will cast them no matter what direction it is facing as long as it's in their cast range.
  • 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 damage to a single unit (before reductions).

Stop Icarus Dive
Play
Q
D
Stop Icarus Dive icon.png
Ability
No Target
Immediately cancels the dive.
Cast Time: 0+0
SCREE!

Notes:

  • This ability replaces Icarus Dive icon.png Icarus Dive until the dive stops.
  • Interrupts Phoenix' channeling spells upon cast.

Fire Spirits
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled. 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.
Cast Time: 0.01+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
Can be dispelled. Debuff can be purged, Spirits surrounding Phoenix can not.
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.
  • Interrupts Phoenix' channeling spells upon cast.
  • The spirit's 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 damage to a single unit (before reductions).

Launch Fire Spirit
Play
W
F
Launch Fire Spirit icon.png
Ability Affects
Target Area 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 Time: 0.01+0
Cast Range: 1400
PKAWW! BOOM

Notes:

  • This ability replaces Fire Spirits icon.png Fire Spirits until all spirits are launched.
  • 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
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled. Play
E
R
Sun Ray icon.png
Ability Affects Damage
Target Point Units 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.
Cast Time: 0.01+0.5
Cast Range: 1300
Current Health as Cost per Second: 6%
Ray Distance: 1300
Ray Radius: 130
Base Damage per Second: 15/20/25/30
Max Health as Damage per Second: 1%/2%/3%/4%
Base Heal per Second: 7.5/10/12.5/15
Max Health as Heal per Second: 0.5%/1%/1.5%/2%
Ray 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.
  • Phoenix can not move during Sun Ray icon.png Sun Ray. It may only turn with a very slow turn rate.
  • Sun Ray entangles Phoenix for its full duration. Means it can not 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 icon.png Sun Ray, Phoenix does not need to turn to cast targeted spells or items. It will cast them no matter what direction it is facing as long as it's within cast range.
  • 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.
  • Damage and heal scaling:
    • Initialy, the beam deals 15/20/25/30 + 1%/2%/3%/4% of the affected units' max health as damage per second.
    • For each passing 0.2 seconds after cast, the damage increases by 0.5/0.66/0.83/1 + 0.033%/0.066%/0.1%/0.13% of their max health.
    • 6 seconds after cast, the damage reached 30/40/50/60 + 2%/4%/6%/8% of their max health per second. At this point, the ray stops.
    • The heal works in the exact same way, but with the heal values being divided by 2.
  • Can deal up to 135/180/225/270 + 9%/18%/27%/36% of max health as damage when an enemy is hit by the beam for its full duration (before reductions).
  • Can heal up to 67.5/90/112.5/135 + 4.5%/9%/13.5%/18% of max health when an ally is hit by the beam for the full duration.

Toggle Movement
D
E
Toggle Movement icon.png
Ability Affects
Toggle Self
Toggles slow forward movement during Sun Ray firing.
Cast Time: 0+0
SQAWRK!

Notes:

  • This ability is only active while having Sun Ray buff on.
  • Interrupts Phoenix' channeling spells upon cast.
  • Phoenix will drift 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 will destroy trees in its path.

Stop Sun Ray
Play
E
R
Stop Sun Ray icon.png
Ability Affects
Toggle Self
Immediately stops the Sun Ray.
Cast Time: 0+0
CHIRP!

Notes:

  • This ability replaces Sun Ray icon.png Sun Ray until the ray stops.
  • Interrupts Phoenix' channeling spells upon cast.
Phoenix Sun
Phoenix Supernova model.png
Duration 6
Hit Points 5/8/11
Armor 0
Collision size 24
Sight Range 1800/800
Bounty 20
Experience 0
Notes Unit type: Ward

Supernova
Not blocked by Spell Immunity. Cannot be dispelled. 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.
Cast Time: 0.01+0.5
Cast Range: 0 (Can be Improved by Aghanim's Scepter (* shows the improved values). 500)
Radius: 1000
Hero Attacks to Destroy: 5/8/11
Damage per Second: 60/80/100
Stun Duration: 1.5/2.0/2.5
Nova 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 (including Meepo icon.png Meepo clones, but not illusions) can damage the sun.
  • Supernova does not kill Phoenix. Instead it is hidden and invulnerable 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 can't be removed by hard dispels still stay.
    • Phoenix can not use abilities or items, however, any auras Phoenix has remain active, including Gem of True Sight icon.png Gem of True Sight and Radiance 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 Aghanim's Scepter icon.png Aghanim's Scepter upgrade 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 Meepo icon.png Meepo clones), illusions and self (double-tapping casts it on self).
    • Applies the exact same effects on the ally as it does on Phoenix.
    • Applies a Strong Dispel, so unremovable buffs and debuffs (e.g. Doom ability icon.png Doom) are not removed.
    • If the sun survives, the ally's health and mana are replenished and all non-ultimate abilities are refreshed.
    • 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.
    • If the sun gets destroyed with an ally inside, and Phoenix has an Aegis of the Immortal icon.png Aegis of the Immortal, the ally does not die. Instead, the ally gets out without getting its mana, health or abilities refreshed.
    • If the sun gets destroyed and the ally inside has Aegis of the Immortal icon.png Aegis of the Immortal or Reincarnation (Wraith) icon.png Reincarnation, it reincarnates while Phoenix stays dead.
  • 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 360/480/600 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. Phoenix will still die if the sun is denied, but will not reward any bounty to enemies.

Recommended items[edit | edit source]

Explanation:
Starting Items

  • 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 and Healing Salve will allow Phoenix to stay alive in the early stages of the game.
  • Ring of Protection is useful as it can build directly into Tranquil Boots, while simultaneously alleviating Phoenix's low base armor, giving survivability in-lane.
  • 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 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 are very useful given Phoenix's mobility and formidable nuking power. Additional movement speed allows Phoenix to be more aggressive and chase more easily.
  • 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's HP due to the health cost of its spells.

Core Items

  • 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 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 will mitigate the health cost of Phoenix's 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 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's spells, and keeps your team alive during teamfights.
  • 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.

Situational Items

  • 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 will give it much more survivability against physical damage. Using the active blast during Icarus Dive will cause 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.
  • 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's chasing capability.
  • Veil of Discord will give 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 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 is a good initiator item as it provides moderate strength gain and evasion, greatly increasing Phoenix's 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 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 is an expensive item, however it can increase Phoenix's 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 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 it can give the enemy team two kills instead of just one. Used wisely, 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.

Equipment[edit | edit source]

  • Phoenix has no equipments currently.

Tips[edit | edit source]

  • Phoenix is a very powerful initiator, disabler, nuker and chaser, having spells that make it powerful both in ganks and in teamfights. As such, playing Phoenix well requires an aggressive mindset and willfulness to take risks to make the most of its spells.
  • One of Phoenix's greatest starting weaknesses is its negative base armor, low base strength, the HP cost of its spells and low agility growth, resulting in severe vulnerability against physical damage. Building armor items on Phoenix should be considered a priority as without them it can not participate that much in teamfights.
  • Since most of Phoenix's abilities cost a percentage of its current health as cost, health regeneration should be considered another major priority on Phoenix. Being able to heal yourself after casting spells will increase your survivability and allow you to participate in teamfights and ganks more often with a much lower risk of death.
  • Icarus Dive icon.png Icarus Dive is a very powerful mobility spell as it quickly displaces Phoenix over long distances and does not cost any mana, meaning that it can be used whenever it is off cooldown. The dive can also be stopped at any point in the arc, allowing Phoenix to chase or escape as needed.
    • Icarus Dive will slow and apply a damage over time debuff to any enemies it passes over. When using it to chase, it is a good idea to target the spell so that you pass over a fleeing enemy, as you can apply a slow to them before stopping the dive, making it easier for teammates to catch up, as well as apply player damage to them, potentially preventing them from using any Blink Dagger icon.png Blink Daggers that are on hand.
  • Fire Spirits icon.png Fire Spirits are a powerful damage-over-time and attack speed slow debuff that can drastically impede the enemy's ability to deal physical damage. Used properly in a teamfight, the spirits can deal large amounts of damage.
    • Used as a harassing spell, Fire Spirits can greatly impede the enemy's ability to last-hit against you in-lane, as their attack speed will be cut down greatly on top of the damage over time.
    • The Fire Spirits take time to reach their destination, so good aim and prediction is required to apply the debuff to enemies. Try to predict the enemy's movements in order to lead them off with the spirits, or get closer to reduce the travel time.
    • Keep in mind that the debuff does not stack, only refreshes, so timing is the key to using this spell whether using it on a single enemy or multiple targets. Try to hit an enemy with a Fire Spirit just as the debuff from the previous one wears off, and you can deal a surprising amount of damage, up to 1120 before reductions.
    • Fire Spirits' best use comes right before casting Supernova. By applying the attack speed reduction to as many enemy heroes as possible, you can greatly hinder their ability to attack the Phoenix Sun to destroy it.
  • Sun Ray icon.png Sun Ray is a very long-ranged spell that can be used to support teammates while nuking enemies from a safe distance. Remember that it scales higher the longer it is fired, so most of its power comes at the end of the spell.
    • If a fight is moving away from Phoenix while casting Sun Ray, you can toggle movement to advance in the direction of the ray, allowing you to follow the action (albeit at a slow pace).
    • Toggling movement allows Phoenix to traverse over impassable terrain, which alone can be useful in an emergency situation where Icarus Dive is on cooldown.
  • Supernova icon.png Supernova is a very powerful teamfight spell as it can threaten the enemy with powerful burn damage and a spell immunity piercing stun if they do not change targets. It is a good distraction spell as it allows your teammates to capitalize on whatever decision the enemy makes, either kiting the enemy if they choose not to engage the Phoenix Sun and then focusing them down after the stun, or nuking and disabling the enemy while they group up to attempt to destroy the Phoenix Sun.
    • It is best to apply the slows from Icarus Dive and Fire Spirits, and then retreat a fair distance away prior to casting Supernova. Done properly, the enemy will suffer from reduced movement speed and attack speed, greatly impeding them as they try to approach and attack the Phoenix Sun. Supernova's wide effect radius also gives you a measure of safety as you can cast it from a fair distance away, even over impassable terrain, and still burn and stun the enemy.
    • Supernova works best if your team has other wide-area disables such as Ravage icon.png Ravage or Black Hole icon.png Black Hole that can be used either in tandem or as a counter-initiation spell. If the enemy chooses to initiate on the Phoenix Sun they open themselves up to being disabled by your teammates, allowing the spell to complete.
    • In general, you should try to wait until you are as low health as possible before casting Supernova, as you can force the enemy to waste spells and time that will be negated by the ability. However, you also need to worry about the enemy team silencing you before you can get it off, so use the spell according to your judgment.
  • 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.

Trivia[edit | edit source]

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

Update history[edit | edit source]

February 04, 2015 Patch

  • Fixed Supernova's refresh functionality not interacting properly with charged cooldown abilities.

December 19, 2014 Patch

December 17, 2014 Patch Update 5

December 17, 2014 Patch

April 29, 2014 Patch

January 29, 2014 Patch

  • Added Phoenix icon.png Phoenix

January 29, 2014 Patch, Update 2

  • Fixed Sun Ray icon.png Sun Ray Drift movement speed.

January 29, 2014 Patch, Update 3

January 29, 2014 Patch, Update 4

January 29, 2014 Patch, Update 5

January 29, 2014 Patch, Update 5

  • Fixed Sun Ray icon.png Sun Ray snapping when Phoenix turns.

Balance changelog[edit | edit source]

6.84

6.83

  • Increased Supernova icon.png Supernova required attacks to destroy from 5/7/10 to 5/8/11.

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

  • Increased Icarus Dive icon.png Icarus Dive cast time from 0.01 to 0.2.
  • Fire Spirits icon.png Fire Spirits
    • Reduced damage from 15/35/55/75 to 10/30/50/70.
    • Increased health cost from 15% to 20%.

6.80

6.79c

6.79

6.78

6.77

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

6.76

  • Fire Spirits icon.png Fire Spirits
    • Increased duration from 12.5 to 16.
    • Can now be cast during Sun Ray icon.png Sun Ray towards any direction, without requiring to face the targeted point.
  • Supernova icon.png Supernova
    • Fixed not working with Radiance icon.png Radiance aura (other auras work already).
    • Increased required attacks to destroy from 5/7/9 to 5/7/10.
Sun Ray icon.png Sun Ray
Is no longer channeling and you can control like before with its direction as well as the use of the drift sub ability.
Now also heals allies in the AoE for half of the amount.
No longer slows.
Health cost is now 3% per second instead of a one time 10% cost on cast.
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 icon.png Icarus Dive
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 icon.png Supernova or the sub ability. Casting your other spells does not interrupt it.
Travel Range: 1400
Travel Width: 500
Total Travel Time: 2 seconds
Damage over time: 10/30/50/70
Slow: 25%
Slow duration: 4
AoE: 200
Cooldown: 36
Manacost: 0
health Cost: 15% of current health

6.75b

  • Rescaled Icarus Dive icon.png 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.
    • Overall, it heals for the same amount, but 2 seconds faster.

6.75

  • Reduced base attack damage from 32-42 to 26-36 (total attack damage is now 43-53).
  • Reduced base Strength strength from 19 to 17.
  • Reduced base movement speed from 290 to 285.
  • Supernova icon.png Supernova now refreshes Phoenix's other skills (not items) if the sun survives.
Fire Spirits icon.png Fire Spirits
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
Damage over time: 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
Manacost: 80/90/100/110
Health Cost: 15% of current health
Icarus Dive icon.png Icarus Dive
Icarus enters a Dive state. While in this state, its movement is doubled and nearby allied units are healed, but all damage you take is amplified. This state ends instantly if Icarus casts Supernova icon.png Supernova.
Duration: 6
Damage Amplification: 50% (Icarus takes 50% more damage from everything)
Heal: 0.5%/1.5%/2.5%/3.5% Max health per second
AoE: 600
Cooldown: 26/24/22/20
Health Cost: 10% of current health
Sun Ray icon.png Sun Ray
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 health per second
Ending DPS: 40/60/80/100 + 2%/4%/6%/8% Max health per second
AoE: 130
Distance: 1600
Slow: 50%
Slow Duration: 0.5 seconds
Cooldown: 20
Manacost: 100
Health Cost: 10% current health

6.73

  • Fire Spirits icon.png Fire Spirits
    • Reduced heal amount to 50% of damage.
    • Now targets a location rather than a unit.
    • Reduced cooldown from 35 to 30.
    • Increased projectile speed increased (unknown values).
  • Reduced Icarus Dive icon.png Icarus Dive cooldown from 30 to 25.
  • Sun Ray icon.png Sun Ray
    • Reduced health activation cost from 25% to 20%.
    • Rescaled manacost rescaled from 35 to 10/20/30/40.

6.72d

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 icon.png Icarus Dive
    • Reduced cooldown from 40 to 30.
    • No longer makes Phoenix spell immune. If Phoenix is disabled during it, it stops.
  • Sun Ray icon.png Sun Ray
    • No longer slows.
    • Rescaled damage from 10/20/30/40 + 5% to 15/30/45/60 + 4%.
    • Improved turn rate slightly (values unknown).
  • Fire Spirits icon.png Fire Spirits now trigger in the area around Phoenix and the target when using Target Fire Spirits.

6.71

  • Reduced base Strength strength from 22 to 19.
  • Sun Ray icon.png Sun Ray
    • Increased activation manacost from 10 to 35.
    • Reduced slow from 14%/20%/26%/32% to 10%/16%/22%/28%.
    • Reduced slow duration from 2 to 1.
    • Fixed a bug that caused to it always affect the first target regardless of spell immunity.

6.70

  • Created.

Replaced abilities[edit | edit source]

Icarus Dive (6.75-6.75b)
Not blocked by Spell Immunity. Cannot be dispelled.
Q
D
Icarus Dive icon.png
Ability Affects
No Target Allies
Icarus enters a Dive state. While in this state, its movement is double and nearby allied units are healed for 4 seconds, but all damage you take is amplified by 50%. Lasts 6 seconds. Costs 10% of current health to cast.
Cast Time: 0+0
Current Health as Cost: 10%
Heal Radius: 600
Self Movement Speed Bonus: 100%
Self Damage Amplification: 50%
Allies Max Health as Heal per Second: 0.75%/2.25%/3.75%/5.25%
Heal Duration: 4
Dive Duration: 6
Cooldown 26/24/22/20
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

Notes:

  • This ability was reworked in the 6.75 gameplay patch.
  • The health cost (10% of current health) is direct HP removal.
  • Amplifies all damage types on Phoenix.
  • The doubled movement speed causes Phoenix to exceeds the 522 movement speed cap.
  • The movement speed adapts periodically to Phoenix' current movement speed. Percentage movement speed increments to do not affect the speed gained through Icarus Dive.
    • This means the highest possible speed is 522 doubled, which is 1044.
  • Phoenix does not lose collision during the dive. It can not move over cliffs, trees or other units.
  • Phoenix can act fully freely in this state and the effect can not be cancelled.
  • During Icarus Dive, all allied units which get within 600 radius of Phoenix receive a healing buff which lasts for 4 seconds. A unit can not receive the buff more than once per cast.
  • Can heal up to 3%/9%/15%/21% of a unit's maximum health.

Sun Ray (6.75-6.75b)
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be dispelled. Play
E
R
Sun Ray icon.png
Ability Affects Damage
Target Point / Channeled Enemies 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. Lasts 6 seconds, damage scales up to twice the initial damage. Slows by 50%. Costs 10% of current health to activate.
Cast Time: 0.01+0
Cast Range: 1600
Current Health as Cost: 10%
Ray Distance: 1600
Ray Radius: 130
Base Damage per Second: 20/30/40/50
Max Health as Damage per Second: 1%/2%/3%/4%
Movement Speed Slow: 50%
Ray Duration: 6
Cooldown 20 Mana 100
The vent through which such stellar energy flows is mere atoms wide.

Notes:

  • This ability was reworked in the 6.76 gameplay patch.
  • The health cost (10% of current health) is direct HP removal.
  • Unlike the other versions of this spell, this one is a channeling spell and is fully static. Attempting to move will cancel it and it has no sub-ability to move.
  • Deals damage in 0.2 second intervals starting 0.2 seconds after cast, resulting in up to 30 damage instances per unit.
  • Damage scaling:
    • Initialy, the beam deals 20/30/40/50 + 1%/2%/3%/4% of the affected units' max health as damage per second.
    • For each passing 0.2 seconds after cast, the damage increases by 0.66/1/1.33/1.66 + 0.033%/0.066%/0.1%/0.13% of their max health.
    • 6 seconds after cast, the damage reached 40/60/80/100 + 2%/4%/6%/8% of their max health per second. At this point, the ray stops.
    • The slow is refreshed in the same 0.2 second intervals. The debuff itself lasts 0.5 seconds.
  • Can deal up to 180/270/360/450 + 9%/18%/27%/36% of max health as damage when an enemy is hit by the beam for its full duration.

Icarus Dive (6.70-6.74c)
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be dispelled. 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 and disarming any units it comes into contact with, and then orbiting back to its original position. If during the 2 second duration of this spell Phoenix casts another spell, the dive ends. Cost 10% of current health to cast.
Cast Time: 0.01+0
Cast Range: Global
Current Health as Cost: 10%
Effect Radius: 200
Dive Distance: 1400
Dive Width: 500
Damage: 100/150/200/250
Disarm Duration: 2/2.5/3/3.5
Cooldown 25 Mana 100
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

Notes:

  • This ability was reworked in the 6.75 gameplay patch.
  • The health cost (10% of current health) is direct HP removal.
  • Icarus Dive has a 2 seconds travel duration. Does not disjoint projectiles, and Phoenix is still vulnerable during the dive.
  • 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.
  • Phoenix can not attack or turn during the dive. Its facing angle is fixed along the dive. Casting any item or spell will immediately cancel the dive.
  • Targeted spells may only be cast when the targeted point is right where Phoenix is facing. Since its facing angle is fixed, targeted anywhere else has no effect.

Fire Spirits (6.70-6.74c)
Partially blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be dispelled. Play
W
F
Fire Spirits icon.png
Ability Affects Damage
No Target Units Magical
Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies. After growing to maximum power in 10 seconds, they will automatically sacrifice themselves around the Phoenix. Costs 10% of your current health to cast. Heals for half the damage.
Cast Time: 0.01+0.5
Current Health as Cost: 10%
Effect Radius: 400
Min Damage per Spirit: 7.5/12.5/17.5/22.5
Max Damage per Spirit: 30/50/70/90
Min Heal per Spirit: 3.75/6.25/8.75/11.25
Max Heal per Spirit: 15/25/35/45
Spirits Duration: 10
Cooldown 30 Mana 75
Partially blocked by Spell Immunity. Heals spell immune allies. Does not damage spell immune enemies.
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.

Notes:

  • This ability was reworked in the 6.75 gameplay patch.
  • The Health cost (10% of current health) is direct HP removal.
  • Interrupts Phoenix' channeling spells upon cast.
  • Each spirit will always damage enemies and heal allies within 400 radius around Phoenix, regardless of where the spirits where launched.
    • The effects in the radius around Phoenix do not stack with the effects in the radius around the fire spirits.
  • Damage and heal scaling:
    • Each spirit's damage begins it 7.5/12.5/17.5/22.5.
    • For each passing 0.1 second after cast, their damage increases by 0.225/0.375/0.525/0.675.
    • 10 seconds after cast, the damage reached 30/50/70/90. At this point, the spirits automatically target Phoenix.
    • The damage does not continue scaling while the spirits are flying towards the targeted point.
    • The heal works in the exact same way, but with the heal values being divided by 2.
  • All 4 spirits together can deal for up to a minimum of 30/50/70/90 and a maximum of 120/200/280/360 damage.
  • All 4 spirits together can heal for up to a minimum of 15/25/35/45 and a maximum of 60/100/140/180 health.

Target Fire Spirit (6.70-6.74c)
Play
W
F
Launch Fire Spirit icon.png
Ability Affects
Target Point Units
Target all fire spirits towards a point.
Cast Time: 0.01+0.5
Cast Range: 1200
PKAWW! BOOM

Notes:

  • This ability was reworked in the 6.75 gameplay patch.
  • This ability replaces Fire Spirits icon.png Fire Spirits until the spirits are launched.
  • The launched spirits travel at a speed of 900.
  • Launches all 4 spirits at once.

Sun Ray (6.70-6.74c)
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be dispelled.
E
R
Sun Ray icon.png
Ability Affects Damage
Target Point / Channeled Enemies 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. Costs 25% of current health to activate.
Cast Time: 0.01+0.5
Max Mana as Cost per Second: 4%
Cast Range: 2000
Max Ray Distance: 1300
Ray Radius: 130
Base Damage per Second: 15/30/45/60
Max Health as Damage per Second: 6%
Cooldown 0 Mana 10/20/30/40
The vent through which such stellar energy flows is mere atoms wide.

Notes:

  • This ability was reworked in the 6.75 gameplay patch.
  • The health cost (25% of current health) is direct HP removal.
  • Sun Ray stays active until Phoenix runs out of mana or is manually deactivated.
  • taunts do not interrupt it either. But toggling on the movement during a taunt prevents it from being able to toggle the movement or the spell off for the duration.
  • Phoenix can not move during Sun Ray icon.png Sun Ray. It may only turn with a very slow turn rate.
  • Sun Ray disarms Phoenix for its full duration. Phoenix may cast its abilities during Sun Ray, but can not use items which require targeting.
  • Casting a targeted spell causes Phoenix to face towards the targeted point with its normal turn rate, ignoring the slow rate from Sun Ray.
  • Icarus Dive icon.png Icarus Dive can be cast during Sun Ray without interrupting it. Casting Supernova cancels Sun Ray.
  • The damage is fixed at 15/30/45/60 + 6% of affected units' maximum health.
  • The beam goes straight through all non-hero units, still damaging them when they are about 50 range away from the ray.
  • The beam collides with enemy heroes, and does not go straight through them. Deals damage to all units within 130 radius of the hero it currently collides with.

Gallery[edit | edit source]

See also[edit | edit source]

References[edit | edit source]